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API > API/Plugins > API/Plugins/DisplayClusterScenePreview > API/Plugins/DisplayClusterScenePreview/IDisplayClusterScenePreview
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool SetRendererRootActor
(
int32 RendererId, |
Set the root DisplayCluster actor for the renderer with the given ID, which will be added to the preview scene and used to determine the render world. | IDisplayClusterScenePreview.h | |
bool SetRendererRootActor
(
int32 RendererId, |
Set the root DisplayCluster actor for the renderer with the given ID, which will be added to the preview scene and used to determine the render world. | IDisplayClusterScenePreview.h |
SetRendererRootActor(int32, ADisplayClusterRootActor *, bool)
Description
Set the root DisplayCluster actor for the renderer with the given ID, which will be added to the preview scene and used to determine the render world. Note that if the actor is destroyed (including by a recompile, reload, etc.), you will need to call this again to update the actor. This will also clear the path set by SetRendererRootActorPath.
| Name | SetRendererRootActor |
| Type | function |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterScenePreview/Public/IDisplayClusterScenePreview.h |
| Include Path | #include "IDisplayClusterScenePreview.h" |
virtual bool SetRendererRootActor
(
int32 RendererId,
ADisplayClusterRootActor * Actor,
bool bAutoUpdateLightcards
)
Parameters
| Name | Remarks |
|---|---|
| RendererId | The ID of the renderer as returned from CreateRenderer. |
| Actor | The actor to preview. |
| bAutoUpdateLightcards | If true, the renderer scene will also be automatically populated with the actor's associated lightcards, including future changes to them. |
SetRendererRootActor(int32, ADisplayClusterRootActor *, const FDisplayClusterRootActorPropertyOverrides &, const EDisplayClusterScenePreviewFlags)
Description
Set the root DisplayCluster actor for the renderer with the given ID, which will be added to the preview scene and used to determine the render world. Note that if the actor is destroyed (including by a recompile, reload, etc.), you will need to call this again to update the actor. This will also clear the path set by SetRendererRootActorPath.
| Name | SetRendererRootActor |
| Type | function |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterScenePreview/Public/IDisplayClusterScenePreview.h |
| Include Path | #include "IDisplayClusterScenePreview.h" |
bool SetRendererRootActor
(
int32 RendererId,
ADisplayClusterRootActor * Actor,
const FDisplayClusterRootActorPropertyOverrides & InPropertyOverrides,
const EDisplayClusterScenePreviewFlags PreviewFlags
)
Parameters
| Name | Remarks |
|---|---|
| RendererId | The ID of the renderer as returned from CreateRenderer. |
| Actor | The actor to preview. |
| InPropertyOverrides | optional overrides for root actor |
| PreviewFlags | Special flags that control the behavior of the renderer. |