UDMXEntityFixturePatch

A DMX fixture patch that can be patch to channels in a DMX Universe via the DMX Library Editor.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

DMXRuntime

Header

/Engine/Plugins/VirtualProduction/DMX/DMXEngine/Source/DMXRuntime/Public/Library/DMXEntityFixturePatch.h

Include

#include "Library/DMXEntityFixturePatch.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Meta=(DisplayName="DMX Fixture Patch"))
class UDMXEntityFixturePatch :
    public UDMXEntity,
    public FTickableGameObject

Remarks

A DMX fixture patch that can be patch to channels in a DMX Universe via the DMX Library Editor.

Use in DMXComponent or call SetReceiveDMXEnabled with 'true' to enable receiving DMX.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

int32

 

ActiveMode

The fixture type mode the patch should use

Public variable UProperty nontransactional

int32

 

AutoStartingAddress

Starting channel from auto-assignment. Used when AutoAssignAddress is true

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadOnly

bool

 

bAutoAssignAddress

Auto-assign address from drag/drop list order and available channels

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

bool

 

bReceiveDMXInEditor

If true, the patch receives dmx and raises the OnFixturePatchReceivedDMX event in editor.

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

TArray< FName >

 

CustomTags

Custom tags for filtering patches

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

FLinearColor

 

EditorColor

Color when displayed in the fixture patch editor

Public variable UProperty Category, EditAnywhere, Meta

int32

 

ManualStartingAddress

Starting channel for when auto-assign address is false

Public variable

FDMXOnFixturePa...

 

OnFixturePatchReceivedDMX

Broadcasts when the patch received dmx

Public variable UProperty Category, Meta BlueprintReadOnly visibledefaultsonly

UDMXEntityFixtu...

 

ParentFixtureTypeTemplate

Property to point to the template parent fixture for details panel purposes

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadOnly

int32

 

UniverseID

The local universe of the patch

Constructors

Name Description

Public function

UDMXEntityFixturePatch()

Functions

Name Description

Public function

void

 

ClearCachedData()

Clears cached data. Useful in dmx to rest to default state on begin and end PIE

Public function Const UFunction BlueprintPure, Category

bool

 

ContainsAttribute

(
    const FDMXAttributeName FunctionAtt...
)

Return if fixture contains function.

Public function Const UFunction BlueprintPure, Category

TMap< int32,...

 

ConvertAttributeMapToRawMap

(
    const TMap< FDMXAttributeName, int3...
)

Return map of function channels and their values.

Public function Const UFunction BlueprintPure, Category

TMap< FDMXAt...

 

ConvertRawMapToAttributeMap

(
    const TMap< int32, uint8 >& RawMap
)

Given a Raw Value> map , return map of function names and their values.

Public function Const UFunction BlueprintPure, Category

TMap< FDMXAt...

 

ConvertToValidMap

(
    const TMap< FDMXAttributeName, int3...
)

Return a map that is valid for this fixture.

Public function Const

const FDMXFi...

 

GetActiveMode()

Returns the active mode, or nullptr if there is no valid active mode

Public function Const UFunction BlueprintPure, Category

TArray< FDMX...

 

GetAllAttributesInActiveMode()

Return an array of valid attributes for the currently active mode.

Public function UFunction BlueprintCallable, Category

bool

 

GetAllMatrixCells

(
    TArray< FDMXCell >& Cells
)

Get array of all cells and associated data.

Public function Const UFunction BlueprintPure, Category

TMap< FDMXAt...

 

GetAttributeChannelAssignments()

Return map of Attributes and their assigned channels

Public function Const UFunction BlueprintPure, Category

TMap< FDMXAt...

 

GetAttributeDefaultMap()

Return map of function names and default values.

Public function Const

const FDMXFi...

 

GetAttributeFunction

(
    const FDMXAttributeName& Attribute
)

Return the function currently mapped to the passed in Attribute, if any.

Public function Const UFunction BlueprintPure, Category

TMap< FDMXAt...

 

GetAttributeFunctionsMap()

Return map of attributes and function names.

Public function Const UFunction BlueprintPure, Category

TMap< FDMXAt...

 

GetAttributeSignalFormats()

Return map of function names and their Data Types.

Public function UFunction BlueprintCallable, Category

void

 

GetAttributesValues

(
    TMap< FDMXAttributeName, int32 >& ...
)

Returns the value of each attribute, or zero if no value was ever received.

Public function UFunction BlueprintCallable, Category

int32

 

GetAttributeValue

(
    FDMXAttributeName Attribute,
    bool& bSuccess
)

Retrieve the value of an Attribute. Will fail and return 0 if the Attribute doesn't exist.

Public function UFunction BlueprintCallable, Category

bool

 

GetCellAttributes

(
    TArray< FDMXAttributeName >& CellA...
)

Get all attributes for the fixture patch.

Public function Const UFunction BlueprintPure, Category

int32

 

GetChannelSpan()

Returns the number of channels this Patch occupies with the Fixture functions from its Active Mode or 0 if the patch has no valid Active Mode.

Public function Const UFunction BlueprintPure, Category

int32

 

GetEndingChannel()

Public function Const

const FDMXSi...

 

GetLastReceivedDMXSignal()

Returns the last received DMX signal.

Public function UFunction BlueprintCallable, Category

bool

 

GetMatrixCell

(
    const FIntPoint& CellCoordinate,
    FDMXCell& Cell
)

Get data for single cell.

Public function UFunction BlueprintCallable, Category

bool

 

GetMatrixCellChannelsAbsolute

(
    const FIntPoint& CellCoordinate,
    TMap< FDMXAttributeName, int32 >& ...
)

Gets the absolute starting channel of each cell attribute at given coordinate

Public function UFunction BlueprintCallable, Category

bool

 

GetMatrixCellChannelsAbsoluteWithValidation

(
    const FIntPoint& InCellCoordinate,
    TMap< FDMXAttributeName, int32 >& ...
)

Validate and gets the absolute starting channel of each cell attribute at given coordinate

Public function UFunction BlueprintCallable, Category

bool

 

GetMatrixCellChannelsRelative

(
    const FIntPoint& CellCoordinate,
    TMap< FDMXAttributeName, int32 >& ...
)

Gets the starting channel of each cell attribute at given coordinate, relative to the Starting Channel of the patch.

Public function UFunction BlueprintCallable, Category

bool

 

GetMatrixCellValues

(
    const FIntPoint& CellCoordinate,
    TMap< FDMXAttributeName, int32 >& ...
)

Get DMX Cell value using matrix coordinates.

Public function Const UFunction BlueprintPure, Category

bool

 

GetMatrixProperties

(
    FDMXFixtureMatrix& MatrixPropertie...
)

Get Matrix Fixture properties

Public function UFunction BlueprintCallable, Category

void

 

GetNormalizedAttributesValues

Returns the normalized value of each attribute, or zero if no value was ever received.

Public function UFunction BlueprintCallable, Category, Meta

float

 

GetNormalizedAttributeValue

(
    FDMXAttributeName Attribute,
    bool& bSuccess
)

Retrieve the normalized value of an Attribute.

Public function UFunction BlueprintCallable, Category

bool

 

GetNormalizedMatrixCellValues

(
    const FIntPoint& CellCoordinate,
    TMap< FDMXAttributeName, float >& ...
)

Get DMX Cell value using matrix coordinates.

Public function Const UFunction BlueprintPure, Category

int32

 

GetStartingChannel()

Return the active starting channel, evaluated after checking if Auto-Assignment is activated.

Public function Const UFunction BlueprintPure, Category

bool

 

IsMapValid

(
    const TMap< FDMXAttributeName, int3...
)

Return if given function map is valid for this fixture.

Public function UFunction BlueprintCallable, Category

void

 

SendDMX

(
    TMap< FDMXAttributeName, int32 > At...
)

Send DMX using attribute names and integer values.

Public function UFunction BlueprintCallable, Category

bool

 

SendMatrixCellValue

(
    const FIntPoint& CellCoordinate,
    const FDMXAttributeName& Attribute,
    int32 Value
)

Sends the DMX value of the Attribute to specified matrix coordinates

Public function UFunction BlueprintCallable, Category

bool

 

SendMatrixCellValueWithAttributeMap

(
    const FIntPoint& CellCoordinate,
    const FDMXAttributeName& Attribute,
    int32 Value,
    const TMap< FDMXAttributeName, int3...
)

Sends the DMX value of the Attribute to specified matrix coordinates with given Attribute Name Channel Map

Public function UFunction BlueprintCallable, Category

bool

 

SendNormalizedMatrixCellValue

(
    const FIntPoint& CellCoordinate,
    const FDMXAttributeName& Attribute,
    float RelativeValue
)

Maps the normalized value to the Attribute's full value range and sends it to specified matrix coordinates

Public function

void

 

ValidateActiveMode()

Called from Fixture Type to keep ActiveMode in valid range when Modes are removed from the Type

Overridden from UDMXEntity

Name Description

Public function Virtual Const

bool

 

IsValidEntity

(
    FText& OutReason
)

Checks for Entity correctness for usability with protocols.

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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 Const

bool

 

IsTickable()

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 Const

bool

 

CanReadActiveMode()

Use GetActiveMode instead.

Public function Const UFunction BlueprintPure, Category, Meta

TArray< UDMX...

 

GetRelevantControllers()

Controllers are replaced with DMX Ports.

Public function Const UFunction BlueprintPure, Category, Meta

int32

 

GetRemoteUniverse()

Controllers are replaced with DMX Ports.

Public function Const UFunction BlueprintPure, Category, Meta

bool

 

IsInControllerRange

(
    const UDMXEntityController* In...
)

Controllers are replaced with DMX Ports.

Public function Const UFunction BlueprintPure, Category, Meta

bool

 

IsInControllersRange

(
    const TArray< UDMXEntityController ...
)

Controllers are replaced with DMX Ports.

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