UDisplayClusterSceneComponentSync

Abstract synchronization component

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

DisplayCluster

Header

/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Components/DisplayClusterSceneComponentSync.h

Include

#include "Components/DisplayClusterSceneComponentSync.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract)
class UDisplayClusterSceneComponentSync :
    public USceneComponent,
    public IDisplayClusterClusterSyncObject

Remarks

Abstract synchronization component

Variables

Name Description

Protected variable

IPDisplayCluste...

 

ClusterMgr

Protected variable

IPDisplayCluste...

 

GameMgr

Protected variable

FVector

 

LastSyncLoc

Caching state.

Protected variable

FRotator

 

LastSyncRot

Protected variable

FVector

 

LastSyncScale

Constructors

Name Description

Public function

UDisplayClusterSceneComponentSync

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Functions

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

BeginPlay()

Begins Play for the component.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Ends gameplay for this component.

Overridden from IDisplayClusterClusterSyncObject

Name Description

Public function Virtual

void

 

ClearDirty()

Cleans dirty flag making it 'not changed yet'.

Public function Virtual Const

FString

 

GetSyncId()

Unique ID of synced object.

Public function Virtual Const

bool

 

IsActive()

IDisplayClusterClusterSyncObject.

Public function Virtual Const

bool

 

IsDirty()

Check if object has changed since last ClearDirty call.

Overridden from IDisplayClusterStringSerializable

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