FDMXInputPort

Higher level abstraction of a DMX input hiding networking specific and protocol specific complexity from the game.

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MacOS
Linux

Inheritance Hierarchy

References

Module

DMXProtocol

Header

/Engine/Plugins/VirtualProduction/DMX/DMXProtocol/Source/DMXProtocol/Public/IO/DMXInputPort.h

Include

#include "IO/DMXInputPort.h"

Syntax

class FDMXInputPort :
    public FDMXPort,
    public FTickableGameObject

Remarks

Higher level abstraction of a DMX input hiding networking specific and protocol specific complexity from the game.

To input DMX into your objects, refer to DMXRawListener and DMXTickedUniverseListener.

Can only be constructed via DMXPortManger, see FDMXPortManager::CreateInputPort and FDMXPortManager::CreateInputPortFromConfig

Variables

Name Description

Protected variable

bool

 

bReceiveDMXEnabled

According to DMXProtcolSettings, true if DMX should be received

Destructors

Name Description

Public function Virtual

~FDMXInputPort()

Functions

Name Description

Public function

void

 

ClearBuffers()

Clears all buffers

Protected function Static

FDMXInputPor...

 

CreateFromConfig

(
    FDMXInputPortConfig& InputPortConf...
)

Creates an output port tied to a specific config. Makes the config valid if it's invalid.

Public function Const

const TMap< ...

 

GameThreadGetAllDMXSignals()

Gets all the last signal received. Game-Thread only

Public function

bool

 

GameThreadGetDMXSignal

(
    int32 LocalUniverseID,
    FDMXSignalSharedPtr& OutDMXSignal
)

Gets the last signal received in specified local universe.

Public function

void

 

GameThreadInjectDMXSignal

(
    const FDMXSignalSharedRef& DMXSign...
)

Injects a dmx signal into the game thread.

Public function Const

bool

 

IsReceiveDMXEnabled()

Returns true if receive DMX is disabled

Protected function

void

 

OnSetReceiveDMXEnabled

(
    bool bEnabled
)

Called to set if receive DMX should be enabled

Public function

void

 

SetUseDefaultQueue

(
    bool bUse
)

Sets if the port should listen to its default queue.

Public function

void

 

SingleProducerInputDMXSignal

(
    const FDMXSignalSharedRef& DMXSign...
)

Single Producer thread-safe: Pushes a DMX Signal into the buffer (For protocol only)

Public function

void

 

UpdateFromConfig

(
    FDMXInputPortConfig& InputPortConf...
)

Updates the Port to use the config of the InputPortConfig. Makes the config valid if it's invalid.

Overridden from FDMXPort

Name Description

Protected function Virtual

void

 

AddRawInput

(
    TSharedRef< FDMXRawListener > InRaw...
)

Adds a Raw Input that receives all raw signals received on this port.

Public function Virtual Const

const FGuid ...

 

GetPortGuid()

Returns the Guid of the Port

Public function Virtual Const

bool

 

IsRegistered()

Returns true if the port is successfully registered with its protocol

Protected function Virtual

bool

 

Register()

Registers the port with its protocol. Returns true if successfully registered

Protected function Virtual

void

 

RemoveRawInput

(
    TSharedRef< FDMXRawListener > RawIn...
)

Removes the raw Input from the port.

Protected function Virtual

void

 

Unregister()

Unregisteres the port if it was registered with its protocol

Overridden from FTickableGameObject

Name Description

Protected function Virtual Const

bool

 

IsTickableInEditor()

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

Overridden from FTickableObjectBase

Name Description

Protected function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Protected function Virtual Const

ETickableTic...

 

GetTickableTickType()

Virtual that can be overloaded by the inheriting class.

Protected function Virtual

void

 

Tick

(
    float DeltaTime
)

Pure virtual that must be overloaded by the inheriting class.

Deprecated Functions

Name Description

Public function

bool

 

GameThreadGetDMXSignalFromRemoteUniverse

(
    FDMXSignalSharedPtr& OutDMXSignal,
    int32 RemoteUniverseID,
    bool bEvenIfNotLoopbackToEngine
)

Use GameThreadGetDMXSignal instead. GameThreadGetDMXSignalFromRemoteUniverse only exists to support deprecated blueprint nodes.

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