IDisplayClusterBlueprintAPI

Blueprint API interface

Windows
MacOS
Linux

References

Module

DisplayCluster

Header

/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Blueprints/IDisplayClusterBlueprintAPI.h

Include

#include "Blueprints/IDisplayClusterBlueprintAPI.h"

Syntax

class IDisplayClusterBlueprintAPI

Remarks

Blueprint API interface

Functions

Name Description

Public function UFunction BlueprintCallable, Category, Meta

void

 

AddClusterEventListener

Returns amount of nodes in cluster.

Public function UFunction BlueprintCallable, Category, Meta

void

 

EmitClusterEvent

(
    const FDisplayClusterClusterEvent&...,
    bool MasterOnly
)

Returns amount of nodes in cluster.

Public function UFunction BlueprintCallable, Category, Meta

TArray< UDis...

 

GetAllCameras()

Cameras.

Public function UFunction BlueprintCallable, Category, Meta

TArray< UDis...

 

GetAllNodes()

Returns array of all nodes references by its id name.

Public function UFunction BlueprintCallable, Category, Meta

TArray< UDis...

 

GetAllScreens()

Returns array of all screen references.

Public function UFunction BlueprintCallable, Category, Meta

void

 

GetAxis

(
    const FString& DeviceId,
    uint8 DeviceChannel,
    float& Value,
    bool& IsAvailable
)

Axes.

Public function UFunction BlueprintCallable, Category, Meta

int32

 

GetAxisDeviceAmount()

Input API /////////////////////////////////////////////////////////////////////////////////////////// Device information.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

GetAxisDeviceIds

(
    TArray< FString >& IDs
)

Return array of names of all VRPN axis devices.

Public function UFunction BlueprintCallable, Category, Meta

void

 

GetBufferRatio

(
    const FString& InViewportId,
    float& OutBufferRatio
)

Public function UFunction BlueprintCallable, Category, Meta

int32

 

GetButtonDeviceAmount()

Return amount of VRPN button devices.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

GetButtonDeviceIds

(
    TArray< FString >& IDs
)

Return array of names of all VRPN button devices.

Public function UFunction BlueprintCallable, Category, Meta

void

 

GetButtonState

(
    const FString& DeviceId,
    uint8 DeviceChannel,
    bool& CurState,
    bool& IsChannelAvailable
)

Buttons.

Public function UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetCameraById

(
    const FString& id
)

Returns camera component with specified ID.

Public function UFunction BlueprintCallable, Category, Meta

int32

 

GetCamerasAmount()

Returns amount of cameras.

Public function UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetDefaultCamera()

Returns default camera component.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

GetEyesSwap

(
    const FString& CameraId
)

Get Swap eye rendering state.

Public function UFunction BlueprintCallable, Category, Meta

float

 

GetInterpupillaryDistance

(
    const FString& CameraId
)

Render/Camera API.

Public function UFunction BlueprintCallable, Category, Meta

void

 

GetLocalViewports

(
    bool IsRTT,
    TArray< FString >& ViewportIDs,
    TArray< FString >& ViewportTypes,
    TArray< FIntPoint >& ViewportLocat...,
    TArray< FIntPoint >& ViewportSizes
)

Config API.

Public function UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetNodeById

(
    const FString& id
)

Nodes.

Public function UFunction BlueprintCallable, Category, Meta

FString

 

GetNodeId()

Returns node name of the current application instance.

Public function UFunction BlueprintCallable, Category, Meta

int32

 

GetNodesAmount()

Returns amount of nodes in cluster.

Public function UFunction BlueprintCallable, Category, Meta

EDisplayClus...

 

GetOperationMode()

Return current operation mode.

Public function UFunction BlueprintCallable, Category, Meta

ADisplayClus...

 

GetRootActor()

Game API.

Public function UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetRootComponent()

Returns DisplayCluster root component.

Public function UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetScreenById

(
    const FString& id
)

Screens.

Public function UFunction BlueprintCallable, Category, Meta

int32

 

GetScreensAmount()

Returns amount of screens defined in configuration file.

Public function UFunction BlueprintCallable, Category, Meta

int32

 

GetTrackerDeviceAmount()

Return amount of VRPN tracker devices.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

GetTrackerDeviceIds

(
    TArray< FString >& IDs
)

Return array of names of all VRPN tracker devices.

Public function UFunction BlueprintCallable, Category, Meta

void

 

GetTrackerLocation

(
    const FString& DeviceId,
    uint8 DeviceChannel,
    FVector& Location,
    bool& IsChannelAvailable
)

Trackers.

Public function UFunction BlueprintCallable, Category, Meta

void

 

GetTrackerQuat

(
    const FString& DeviceId,
    uint8 DeviceChannel,
    FQuat& Rotation,
    bool& IsChannelAvailable
)

Return tracker quaternion values at specified device and channel.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

GetViewportRect

(
    const FString& ViewportID,
    FIntPoint& ViewportLoc,
    FIntPoint& ViewportSize
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

IsButtonPressed

(
    const FString& DeviceId,
    uint8 DeviceChannel,
    bool& CurPressed,
    bool& IsChannelAvailable
)

Return whether VRPN button is pressed at specified device and channel.

Public function UFunction BlueprintCallable, Category, Meta

void

 

IsButtonReleased

(
    const FString& DeviceId,
    uint8 DeviceChannel,
    bool& CurReleased,
    bool& IsChannelAvailable
)

Return whether VRPN button is released at specified device and channel.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

IsCluster()

Whether application is in cluster mode or not.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

IsMaster()

Cluster API.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

IsModuleInitialized()

DisplayCluster module API.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

IsSlave()

Return if current node is not a master computer in cluster.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

IsStandalone()

Whether application is in standalone mode or not.

Public function UFunction BlueprintCallable, Category, Meta

void

 

RemoveClusterEventListener

Returns amount of nodes in cluster.

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetBufferRatio

(
    const FString& InViewportId,
    float InBufferRatio
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetDefaultCameraById

(
    const FString& id
)

Sets default camera component specified by ID.

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetEyesSwap

(
    const FString& CameraId,
    bool EyeSwapped
)

Swap eye rendering.

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetFinalPostProcessingSettings

(
    const FString& ViewportID,
    const FPostProcessSettings& FinalP...
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetInterpupillaryDistance

(
    const FString& CameraId,
    float EyeDistance
)

Set eye interpupillary distance (eye separation) for stereoscopic rendering.

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetOverridePostProcessingSettings

(
    const FString& ViewportID,
    const FPostProcessSettings& Overri...,
    float BlendWeight
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetStartPostProcessingSettings

(
    const FString& ViewportID,
    const FPostProcessSettings& StartP...
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetViewportCamera

(
    const FString& InCameraId,
    const FString& InViewportId
)

Render API.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

ToggleEyesSwap

(
    const FString& CameraId
)

Toggle current eye swap state.

Public function UFunction BlueprintCallable, Category, Meta

void

 

WasButtonPressed

(
    const FString& DeviceId,
    uint8 DeviceChannel,
    bool& WasPressed,
    bool& IsChannelAvailable
)

Return whether VRPN button was released at specified device and channel.

Public function UFunction BlueprintCallable, Category, Meta

void

 

WasButtonReleased

(
    const FString& DeviceId,
    uint8 DeviceChannel,
    bool& WasReleased,
    bool& IsChannelAvailable
)

Return whether VRPN button was released at specified device and channel.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss