ADisplayClusterRootActor

VR root. This contains nDisplay VR hierarchy in the game.

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

AActor

ADisplayClusterRootActor

References

Module

DisplayCluster

Header

/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/DisplayClusterRootActor.h

Include

#include "DisplayClusterRootActor.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="nDisplay Root Actor"))
class ADisplayClusterRootActor : public AActor

Remarks

VR root. This contains nDisplay VR hierarchy in the game.

Variables

Name Description

Public variable UProperty Category, EditAnywhere

bool

 

bAreXformGizmosVisible

Public variable

bool

 

bEditorViewportXformGizmoVisibility

If the root actor is being displayed in an editor viewport, this variable allows the viewport to hide the xform gizmos independently of the actor's gizmo visibility flag.

Public variable UProperty Category, EditAnywhere

bool

 

bEnableICVFXCameraPreview

Enable the on-screen camera preview widget when selecting this actor.

Public variable UProperty Category editinstanceonly

bool

 

bEnableOuterViewportOCIO

Public variable UProperty Category, EditAnywhere

bool

 

bPreviewEnable

EDITOR STUFF.

Public variable

float

 

EditorViewportXformGizmoScale

If the root actor is being displayed in an editor viewport, this variable allows the viewport to scale the xform gizmos independently of the actor's gizmo scale property.

Public variable UProperty Category editinstanceonly

bool

 

EnableInnerFrustum

Public variable UProperty Category, Meta editfixedsize, editinstanceonly

TArray< FDispla...

 

InnerFrustumPriority

Public variable UProperty Category, Meta editinstanceonly

TArray< FDispla...

 

OuterViewportOCIOConfigurations

Public variable UProperty Category, EditAnywhere

FString

 

PreviewNodeId

Render single node preview or whole cluster.

Public variable UProperty Category, EditAnywhere, Meta

float

 

PreviewRenderTargetRatioMult

Preview texture size get from viewport, and scaled by this value.

Public variable UProperty Category, EditAnywhere

EDisplayCluster...

 

RenderMode

Render mode for PIE.

Public variable UProperty Category, EditAnywhere, Meta

int

 

TickPerFrame

Update preview texture period in tick.

Protected variable

TUniquePtr< IDi...

 

ViewportManager

Unique viewport manager for this configuration.

Public variable UProperty Category, EditAnywhere

float

 

XformGizmoScale

Constructors

Name Description

Public function

ADisplayClusterRootActor

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Name Description

Public function

~ADisplayClusterRootActor()

Functions

Name Description

Public function

void

 

ApplyConfigDataToComponents()

Public function

void

 

BeginDestroy_Editor()

Protected function

bool

 

BuildHierarchy()

Creates all hierarchy objects declared in a config file.

Protected function Virtual

void

 

CleanupHierarchy()

Cleans current hierarchy.

Public function

void

 

Constructor_Editor()

Public function

void

 

Destroyed_Editor()

Public function

void

 

Destructor_Editor()

Public function Const

IDisplayClus...

 

FindPreviewViewport

(
    const FString& InViewportId
)

Public function

bool

 

FindPrimitivesByName

(
    const TArray< FString >& InNames,
    TSet< FPrimitiveComponentId >& Out...
)

Public function Const

TSharedPtr< ...

 

GenerateObjectsNamingMap()

Protected function Const

FString

 

GeneratePreviewComponentName

(
    const FString& NodeId,
    const FString& ViewportId
)

Public function Const UFunction BlueprintCallable, Category, Meta

void

 

GetAllCameras

Public function Const UFunction BlueprintCallable, Category, Meta

void

 

GetAllMeshes

Public function Const UFunction BlueprintCallable, Category, Meta

void

 

GetAllScreens

Public function Const UFunction BlueprintCallable, Category, Meta

void

 

GetAllXforms

Public function Const UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetCameraById

(
    const FString& CameraId
)

Public function Const UFunction BlueprintCallable, Category, Meta

int32

 

GetCamerasAmount()

Public function Const UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetComponentById

(
    const FString& ComponentId
)

Public function Const

UDisplayClus...

 

GetConfigData()

Public function Const UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetDefaultCamera()

Public function Const

UDisplayClus...

 

GetDefaultConfigDataFromAsset()

Public function

bool

 

GetHiddenInGamePrimitives

(
    TSet< FPrimitiveComponentId >& Out...
)

Return hidden in game privitives set.

Public function Const

int

 

GetInnerFrustumPriority

(
    const FString& InnerFrustumID
)

Return inner frustum priority by InnerFrustum name (from InnerFrustumPriority property) return -1, if not defined

Public function Const UFunction BlueprintCallable, Category, Meta

UStaticMeshC...

 

GetMeshById

(
    const FString& MeshId
)

Public function Const UFunction BlueprintCallable, Category, Meta

int32

 

GetMeshesAmount()

Public function

FOnPreviewUp...

 

GetOnPreviewDestroyed()

Public function

FOnPreviewUp...

 

GetOnPreviewGenerated()

Public function

UDisplayClus...

 

GetPreviewComponent

(
    const FString& NodeId,
    const FString& ViewportId
)

Public function

void

 

GetPreviewRenderTargetableTextures

(
    const TArray< FString >& InViewpor...,
    TArray< FTextureRHIRef >& OutTextu...
)

Public function Const

float

 

GetPreviewRenderTargetRatioMult()

Public function Const

const FDispl...

 

GetRenderFrameSettings()

Public function Const UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetScreenById

(
    const FString& ScreenId
)

Public function Const UFunction BlueprintCallable, Category, Meta

int32

 

GetScreensAmount()

Public function Const

const FDispl...

 

GetStageSettings()

Public function Const

UDisplayClus...

 

GetSyncTickComponent()

Public function Const

TWeakPtr< ID...

 

GetToolkit()

Public function

UDisplayClus...

 

GetViewportConfiguration

(
    const FString& ClusterNodeID,
    const FString& ViewportID
)

Public function Const

IDisplayClus...

 

GetViewportManager()

Public function Const

const FOpenC...

 

GetViewportOCIO

(
    const FString& ViewportID
)

Return OCIO profile by viewport name (from OuterViewportOCIOConfigurations property)

Public function Const

float

 

GetWorldDeltaSeconds()

Public function Const UFunction BlueprintCallable, Category, Meta

UDisplayClus...

 

GetXformById

(
    const FString& XformId
)

Public function Const

float

 

GetXformGizmoScale()

Public function Const

bool

 

GetXformGizmoVisibility()

Public function Const UFunction BlueprintCallable, Category, Meta

int32

 

GetXformsAmount()

Public function

void

 

InitializeFromConfig

Public function

void

 

InitializeFromConfig

(
    const FString& ConfigFile
)

Protected function

void

 

InitializeRootActor()

Initializes the actor on spawn and load.

Public function Const

bool

 

IsBlueprint()

Public function Const

bool

 

IsInnerFrustumEnabled

(
    const FString& InnerFrustumID
)

Public function Const

bool

 

IsPreviewEnabled()

Return true, if preview enabled for this actor

Public function Const

bool

 

IsRunningGameOrPIE()

Public function

void

 

PostLoad_Editor()

Public function

void

 

ReleasePreviewComponents()

Protected function

void

 

RenderPreview_Editor()

Public function

void

 

RerunConstructionScripts_Editor()

Protected function Virtual

void

 

ResetHierarchyMap()

Public function

void

 

ResetInnerFrustumPriority()

Public function

void

 

SelectComponent

(
    const FString& SelectedComponent
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetDefaultCamera

(
    const FString& CameraId
)

Public function

void

 

SetIsSelectedInEditor

(
    bool bValue
)

Public function

void

 

SetToolkit

Public function

void

 

Tick_Editor

(
    float DeltaSeconds
)

Public function

void

 

UpdateConfigDataInstance

(
    UDisplayClusterConfigurationData&#...,
    bool bForceRecreate
)

Update or create the config data object.

Public function

void

 

UpdateInnerFrustumPriority()

Public function

void

 

UpdatePreviewComponents()

Protected function

bool

 

UpdatePreviewConfiguration_Editor()

Public function

void

 

UpdateXformGizmos()

Overridden from AActor

Name Description

Protected function Virtual

void

 

BeginPlay()

AActor.

Protected function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Protected function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Protected function Virtual

void

 

PostActorCreated()

Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set.

Protected function Virtual

void

 

PostEditMove

(
    bool bFinished
)

Called after an actor has been moved in the editor

Protected function Virtual

void

 

RerunConstructionScripts()

Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location.

Public function Virtual Const

bool

 

ShouldTickIfViewportsOnly()

We need tick in Editor.

Protected function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Overridden from UObject

Name Description

Protected function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual Const

bool

 

IsSelectedInEditor()

Test the selection state of a UObject

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Protected function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Typedefs

Name

Description

FOnPreviewUpdated

Deprecated Functions

Name Description

Public function Const UFunction BlueprintCallable, Category, Meta

void

 

GetAllComponents

Use 'GetComponentsByClass' instead

Public function Const UFunction BlueprintCallable, Category, Meta

int32

 

GetComponentsAmount()

Use 'GetComponentsByClass' instead and retrieve the length

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