UDMXFixtureComponent

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

DMXFixtures

Header

/Engine/Plugins/VirtualProduction/DMX/DMXFixtures/Source/DMXFixtures/Public/DMXFixtureComponent.h

Include

#include "DMXFixtureComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(IsBlueprintBase=false))
class UDMXFixtureComponent : public UActorComponent

Variables

Name Description

Public variable

TArray< FCell >

 

Cells

A cell represent one "lens" in a light fixture i.e.: Single light fixture contains one cell but Matrix fixtures contain multiple cells Also, a cell can have multiple channels (single, double)

Public variable

FCell *

 

CurrentCell

Public variable UProperty Category, EditAnywhere

float

 

InterpolationScale

Public variable UProperty Category, EditAnywhere, Meta

bool

 

IsEnabled

Parameters------------------------------------.

Public variable UProperty Category, EditAnywhere

float

 

SkipThreshold

Public variable UProperty Category, EditAnywhere

bool

 

UseInterpolation

Public variable UProperty Category, EditAnywhere, Meta

bool

 

UsingMatrixData

Constructors

Name Description

Public function

UDMXFixtureComponent()

Functions

Name Description

Public function

void

 

ApplySpeedScale()

Public function UFunction BlueprintCallable, Category

ADMXFixtureA...

 

GetParentFixtureActor()

Functions--------------------------------------.

Public function UFunction BlueprintCallable, Category

TArray< FLin...

 

GetTextureCenterColors

(
    UTexture2D* TextureAtlas,
    int numTextures
)

Public function Virtual

void

 

InitCells

(
    int NCells
)

Public function

void

 

Initialize()

Public function UFunction BlueprintCallable, Category, BlueprintImplementableEvent

void

 

InterpolateComponent

(
    float DeltaSeconds
)

Blueprint event.

Public function Virtual

void

 

SetBitResolution

Override me

Public function Virtual

void

 

SetCurrentCell

(
    int Index
)

Public function Virtual

void

 

SetRangeValue()

Overridden from UActorComponent

Name Description

Public function Virtual UFunction BlueprintCallable, Category, BlueprintImplementableEvent

void

 

InitializeComponent()

Blueprint event.

Protected function Virtual

void

 

OnComponentCreated()

Called when a component is created (not loaded). This can happen in the editor or during gameplay

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