| UObjectBase
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Module |
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Header |
/Engine/Plugins/Media/AjaMedia/Source/AjaMedia/Public/AjaCustomTimeStep.h |
Include |
#include "AjaCustomTimeStep.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew,
Meta=(DisplayName="AJA SDI Input", MediaIOCustomLayout="AJA"))
class UAjaCustomTimeStep : public UFixedFrameRateCustomTimeStep
Control the Engine TimeStep via the AJA card. When the signal is lost in the editor (not in PIE), the CustomTimeStep will try to re-synchronize every second.
Name | Description | ||
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bEnableOverrunDetection |
Enable mechanism to detect Engine loop overrunning the source |
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bUseReferenceIn |
If true, the Engine will wait for a signal coming in from the Reference In pin. |
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bWaitForFrameToBeReady |
If true, the Engine will wait for the frame to be read. |
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MediaConfiguration |
The device, port and video settings that correspond to where the Genlock signal will be coming from |
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TimecodeFormat |
The type of Timecode to read from SDI stream. |
Name | Description | |
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UAjaCustomTimeStep ( |
Name | Description | ||
---|---|---|---|
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GetFixedFrameRate() |
Get The fixed FrameRate |
Name | Description | ||
---|---|---|---|
|
ECustomTimeS... |
GetSynchronizationState() |
The state of the CustomTimeStep. |
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Initialize ( |
This CustomTimeStep became the Engine's CustomTimeStep. |
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Shutdown ( |
This CustomTimeStep stop being the Engine's CustomTimeStep. |
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UpdateTimeStep ( |
Update FApp::CurrentTime/FApp::DeltaTime and optionnaly wait until the end of the frame. |
Name | Description | ||
---|---|---|---|
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BeginDestroy() |
Called before destroying the object. |
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PostEditChangeChainProperty ( |
This alternate version of PostEditChange is called when properties inside structs are modified. |
Name |
Description |
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---|---|---|
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FAJACallback |