UDMXComponent

Component that receives DMX input each Tick from a fixture patch.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

DMXRuntime

Header

/Engine/Plugins/VirtualProduction/DMX/DMXEngine/Source/DMXRuntime/Public/Game/DMXComponent.h

Include

#include "Game/DMXComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DMX), Meta=(BlueprintSpawnableComponent),
       HideCategories=("Variable", "Sockets", "Tags", "Activation", "Cooking", "ComponentReplication", "AssetUserData", "Collision", "Events"))
class UDMXComponent : public UActorComponent

Remarks

Component that receives DMX input each Tick from a fixture patch. Only useful if updates are required each tick (otherwise use DMX Fixture Patch Ref variable and acess Data on demand from there).

Variables

Name Description

Protected variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadOnly

bool

 

bReceiveDMXFromPatch

If true, the component will receive DMX from the patch

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

FDMXEntityFixtu...

 

FixturePatchRef

Public variable

FDMXComponentFi...

 

OnFixturePatchReceived

Broadcast when the component's fixture patch received DMX

Constructors

Name Description

Public function

UDMXComponent()

Functions

Name Description

Public function Const UFunction BlueprintPure, Category

UDMXEntityFi...

 

GetFixturePatch()

Gets the fixture patch used in the component

Protected function UFunction

void

 

OnFixturePatchReceivedDMX

(
    UDMXEntityFixturePatch* Fixtur...,
    const FDMXNormalizedAttributeValueM...
)

Called when the fixture patch received DMX

Public function UFunction BlueprintCallable, Category

void

 

SetFixturePatch

(
    UDMXEntityFixturePatch* InFixt...
)

Sets the fixture patch used in the component

Public function UFunction BlueprintCallable, Category

void

 

SetReceiveDMXFromPatch

(
    bool bReceive
)

Sets whether the component receives dmx from the patch.

Protected function

void

 

SetupReceiveDMXBinding()

Sets up binding for receiving depending on the patch's and the component's properties

Overridden from UActorComponent

Name Description

Protected function Virtual

void

 

BeginPlay()

Begins Play for the component.

Protected function Virtual

void

 

DestroyComponent

(
    bool bPromoteChildren
)

Unregister the component, remove it from its outer Actor's Components array and mark for pending kill.

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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