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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- IModuleInterface
- IDeviceProfileSelectorModule
- IPIEPreviewDeviceModule
- FPIEPreviewDeviceModule
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/IPIEPreviewDeviceModule.h |
Include | #include "IPIEPreviewDeviceModule.h" |
Syntax
class IPIEPreviewDeviceModule : public IDeviceProfileSelectorModule
Destructors
Type | Name | Description | |
---|---|---|---|
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Virtual destructor. |
Functions
Type | Name | Description | |
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void | Apply PieWindow device parameters | |
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TSharedRef< SWindow > | CreatePIEPreviewDeviceWindow
(
FVector2D ClientSize, |
Create PieWindow Ref |
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FName | Used to set the scalability preview platform | |
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void | OnWindowReady
(
TSharedRef< SWindow > Window |
Should be called after the window is created and registered and before scene rendering begins |
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void | SetGameLayerManagerWidget
(
TSharedPtr< class SGameLayerManager > GameLayerManager |
We need the game layer manager to control the DPI scaling behavior and this function can be called should be called when the manager is available |
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void | SetPreviewDevice
(
const FString& DeviceName |
Overridden from IDeviceProfileSelectorModule
Type | Name | Description | |
---|---|---|---|
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const FString | Run the logic to choose an appropriate device profile for this session |
Overridden from IModuleInterface
Type | Name | Description | |
---|---|---|---|
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void | Called before the module is unloaded, right before the module object is destroyed. | |
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void | Called right after the module DLL has been loaded and the module object has been created Load dependent modules here, and they will be guaranteed to be available during ShutdownModule. |