| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/DigitalMultiplex/DMXPixelMapping/Source/DMXPixelMappingRuntime/Public/DMXPixelMapping.h |
Include |
#include "DMXPixelMapping.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable)
class UDMXPixelMapping : public UObject
Public container of Pixel Mapping object and it using for asset
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OnEditorRebuildChildrenComponentsDelegate |
Editor Delete Components Delegate |
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RootComponent |
Holds the reference to root component |
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UTexture * |
ThumbnailImage |
Holds the Thumbnail for asset |
Name | Description | |
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~UDMXPixelMapping() |
Destructor |
Name | Description | ||
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CreateOrLoadObjects() |
Checks if nested objects are created, otherwise create them. |
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DestroyInvalidComponents() |
Destroys invalid components. Useful when fixture type or fixture patch changed |
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UDMXPixelMap... |
FindComponent ( |
Returns the first component that corresponds to the patch or null if none present |
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UDMXPixelMap... |
FindComponent ( |
Find the component by name. |
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UDMXPixelMap... |
FindComponent ( |
Find the component by widget. |
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TComponentCl... |
FindComponentOfClass ( |
Looking for the first component of class by given name |
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ForEachComponent ( |
Recursively Iterates through all compnents |
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ForEachComponentOfClass ( |
Iterates through components by class with given Predicate callback |
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GetAllComponentsNamesOfClass ( |
Get array of FName pointers by given class |
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GetAllComponentsOfClass ( |
Get all component by given class |
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UDMXPixelMap... |
GetRootComponent() |
Get root component of the component tree |
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PreloadWithChildren() |
Recurcevly preload all components in tree. |
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RemoveComponent |
Removes the Component from the hierarchy and all sub Components. |
Name | Description | ||
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |