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API > API/Plugins > API/Plugins/DisplayClusterWarp > API/Plugins/DisplayClusterWarp/Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UDisplayClusterCameraComponent
- UDisplayClusterInFrustumFitCameraComponent
References
| Module | DisplayClusterWarp |
| Header | /Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterWarp/Public/Components/DisplayClusterInFrustumFitCameraComponent.h |
| Include | #include "Components/DisplayClusterInFrustumFitCameraComponent.h" |
Syntax
UCLASS (ClassGroup=(DisplayCluster),
Meta=(BlueprintSpawnableComponent, DisplayName="NDisplay In Frustum Fit View Origin"))
class UDisplayClusterInFrustumFitCameraComponent : public UDisplayClusterCameraComponent
Remarks
3D point in space used to project the camera view onto a group of nDisplay viewports. Support projection policies: mpcdi/pfm 2d/a3d, mesh.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bEnableCameraProjection | Camera projection mode is used. | |
| bool | bShowPreviewFrustumFit | Show additional warped preview meshes before the camera. | |
| bool | bUseCameraPostprocess | Allows you to override the PostProcess of the viewport from the camera. | |
| EDisplayClusterWarpCameraProjectionMode | CameraProjectionMode | Enable special rendering mode for all viewports using this viewpoint. | |
| EDisplayClusterWarpCameraViewTarget | CameraViewTarget | Indicates which camera facing mode is used when frustum fitting the stage geometry | |
| TSoftObjectPtr< ACineCameraActor > | ExternalCameraActor | Use a specific actor camera instead of a game camera. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UDisplayClusterInFrustumFitCameraComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| const UDisplayClusterInFrustumFitCameraComponent & | GetConfigurationInFrustumFitCameraComponent
(
IDisplayClusterViewportConfiguration& InViewportConfiguration |
Return component that used for configuration. |
Overridden from UDisplayClusterCameraComponent
| Type | Name | Description | |
|---|---|---|---|
| void | GetDesiredView
(
IDisplayClusterViewportConfiguration& InViewportConfiguration, |
Return ViewPoint for this component If the component logic supports postprocess, it will also be in the ViewInfo structure. | |
| TObjectPtr< UMaterial > | GetDisplayDeviceMaterial
(
const EDisplayClusterDisplayDeviceMeshType InMeshType, |
Override DisplayDevice material by type for The UDisplayClusterInFrustumFitCameraComponent uses its own material to display additional deformed preview meshes in front of the camera. | |
| IDisplayClusterWarpPolicy * | GetWarpPolicy
(
IDisplayClusterViewportManager* InViewportManager |
Get the warp policy instance used by this compoenent. | |
| void | OnUpdateDisplayDeviceMeshAndMaterialInstance
(
IDisplayClusterViewportPreview& InViewportPreview, |
Perform any operations on the mesh and material instance, such as setting parameter values. | |
| bool | ShouldUseEntireClusterViewports
(
IDisplayClusterViewportManager* InViewportManager |
All cluster viewports that reference this component will be created in the background on the current cluster node if the function returns true. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| TSharedPtr< SWidget > | If this component is set up to provide a preview window in editor (see GetEditorPreviewInfo), you can use this to customize the preview (to be something other than a world viewport). | ||
| bool | GetEditorPreviewInfo
(
float DeltaTime, |
Supplies the editor with a view specific to this component (think a view from a camera components POV, a render, etc.). | |
| void | OnRegister () |
End IDisplayClusterComponent. | |
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |