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Unreal Engine C++ API Reference > Plugins > RemoteControlProtocol
Inheritance Hierarchy
- TSharedFromThis
- IRemoteControlProtocol
- FRemoteControlProtocol
- FRemoteControlProtocolDMX
- FRemoteControlProtocolMIDI
References
Module | RemoteControlProtocol |
Header | /Engine/Plugins/VirtualProduction/RemoteControl/Source/RemoteControlProtocol/Public/RemoteControlProtocol.h |
Include | #include "RemoteControlProtocol.h" |
Syntax
class FRemoteControlProtocol : public IRemoteControlProtocol
Remarks
Base class implementation for remote control protocol
Variables
Type | Name | Description | |
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FName | ProtocolName | Current Protocol Name |
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TSet< FProtocolColumnPtr > | RegisteredColumns | Holds a set of protocol specific columns. |
Constructors
Type | Name | Description | |
---|---|---|---|
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FRemoteControlProtocol
(
FName InProtocolName |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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TFunction< bool(FRemoteControlProtocolEntityWeakPtr InProtocolEntityWeakPtr)> | CreateProtocolComparator
(
FGuid InPropertyId |
Helper function for comparing the Protocol Entity with given Property Id inside returned lambda |
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void | Populates protocol specific columns. |
Overridden from IRemoteControlProtocol
Type | Name | Description | |
---|---|---|---|
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FRemoteControlProtocolEntityPtr | CreateNewProtocolEntity
(
FProperty* InProperty, |
Add the new protocol entity. That is created based on protocol specific script struct |
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FProtocolColumnPtr | GetRegisteredColumn
(
const FName& ByColumnName |
Retrieves the column reference by its name. |
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void | GetRegisteredColumns
(
TSet< FName >& OutColumns |
Retrieves the set of columns registered by this protocol. |
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void | Init () |
Add custom initializing of the protocol |
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void | OnEndFrame () |
Build to core engine delegated and called at the end of a frame |
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void | QueueValue
(
const FRemoteControlProtocolEntityPtr InProtocolEntity, |
Queue protocol entity and value to apply for the protocol It stores only unique tick entities which should be apply next frame. |