UDMXPixelMappingBaseComponent

Base class for all DMX Pixel Mapping components

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

DMXPixelMappingRuntime

Header

/Engine/Plugins/Experimental/DigitalMultiplex/DMXPixelMapping/Source/DMXPixelMappingRuntime/Public/Components/DMXPixelMappingBaseComponent.h

Include

#include "Components/DMXPixelMappingBaseComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Abstract)
class UDMXPixelMappingBaseComponent :
    public UObject,
    public FTickableGameObject

Remarks

Base class for all DMX Pixel Mapping components

Variables

Name Description

Public variable UProperty instanced

TArray< UDMXPix...

 

Children

Array of children belong to this component

Public variable UProperty instanced

UDMXPixelMappin...

 

Parent

Parent component

Constructors

Name Description

Public function

UDMXPixelMappingBaseComponent()

Public constructor

Functions

Name Description

Public function

int32

 

AddChild

Add a new child componet

Public function Virtual Const

bool

 

CanBeMovedTo

(
    const UDMXPixelMappingBaseComponent...
)

Check if a Component can be moved under another one (used for copy/move/duplicate)

Public function

void

 

ClearChildren()

Remove all children

Public function Static

void

 

ForComponentAndChildren

(
    UDMXPixelMappingBaseComponent*...,
    TComponentPredicate Predicate
)

Recursively loop through all child by given Component and Predicate

Public function

void

 

ForEachChild

(
    TComponentPredicate Predicate,
    bool bIsRecursive
)

Loop through all child by given Predicate

Public function

void

 

ForEachComponentOfClass

(
    TComponentPredicateType< TComponent...,
    bool bIsRecursive
)

Loop through all templated child class by given Predicate

Public function Const

UDMXPixelMap...

 

GetChildAt

(
    int32 Index
)

Get the child component by the given index.

Public function

void

 

GetChildComponentsRecursively

Gathers descendant child Components of a parent Component.

Public function Const

int32

 

GetChildIndex()

Get the index of this component, it returns -1 if the component doesn't have a parent

Public function Const

const TArray...

 

GetChildren()

Get all children to belong to this component

Public function Const

int32

 

GetChildrenCount()

Get the number of children components

Public function

TComponentCl...

 

GetFirstChildOfClass()

Looking for the first child by given Class

Public function Static

TComponentCl...

 

GetFirstParentByClass

Recursively looking for the first parent by given Class

Public function Virtual

const FName ...

 

GetNamePrefix()

Helper function for generating UObject name, the child should implement their own logic for Prefix name generation.

Public function

UDMXPixelMap...

 

GetPixelMapping()

Get Pixel Mapping asset UObject

Public function

UDMXPixelMap...

 

GetRendererComponent()

Get renderer component associated with current component It could be this component itself if this component is root component It could be parent component if that is pixel component It could be nullptr if that is Root component

Public function

UDMXPixelMap...

 

GetRootComponent()

Get root component of the component tree

Public function

UDMXPixelMap...

 

GetRootComponentChecked()

Get the root component and not allow a null option.

Public function Virtual Const

FString

 

GetUserFriendlyName()

Returns the name of the component used across all widgets that draw it

Public function Virtual

void

 

PostParentAssigned()

The function might have custom behavior implementation after object has been assigned to the parent.

Public function

bool

 

RemoveChild

Remove the child component by the given component object.

Public function

bool

 

RemoveChildAt

(
    int32 Index
)

Remove the child component by the given index.

Public function Virtual UFunction BlueprintCallable, Category

void

 

Render()

Render downsample texture for this component and all children

Public function Virtual UFunction BlueprintCallable, Category

void

 

RenderAndSendDMX()

Render downsample texture and send DMX for this component and all children

Public function Virtual UFunction BlueprintCallable, Category

void

 

ResetDMX()

Reset all sending DMX channels to 0 for this component and all children

Public function Virtual UFunction BlueprintCallable, Category

void

 

SendDMX()

Send DMX values of this component and all children

Public function Virtual

bool

 

ValidateProperties()

Should log properties that were changed in underlying fixture patch or fixture type

Overridden from FTickableGameObject

Name Description

Public function Virtual Const

bool

 

IsTickableInEditor()

Used to determine whether the object should be ticked in the editor.

Public function Virtual Const

bool

 

IsTickableWhenPaused()

Used to determine if an object should be ticked when the game is paused.

Overridden from FTickableObjectBase

Name Description

Public function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Public function Virtual Const

bool

 

IsTickable()

Virtual that can be overloaded by the inheriting class.

Public function Virtual

void

 

Tick

(
    float DeltaTime
)

Pure virtual that must be overloaded by the inheriting class.

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