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Header |
/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Viewport/IDisplayClusterViewportManager.h |
Include |
#include "Render/Viewport/IDisplayClusterViewportManager.h" |
class IDisplayClusterViewportManager
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~IDisplayClusterViewportManager() |
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BeginNewFrame ( |
Initialize new frame for all viewports on game thread, and update context, render resources with viewport new settings And finally build render frame structure and send to render thread proxy viewport objects [Game thread func] |
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ConfigureViewFamily ( |
Initialize view family, using rules [Game thread func] |
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FinalizeNewFrame() |
Finalize frame logic for viewports on game thread [Game thread func] |
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IDisplayClus... |
FindViewport ( |
Find viewport object by name [Game thread func] |
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IDisplayClus... |
FindViewport ( |
Find viewport object and context number by stereoscopic pass index [Game thread func] |
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UWorld * |
GetCurrentWorld() |
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const IDispl... |
GetProxy() |
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IDisplayClus... |
GetProxy() |
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ADisplayClus... |
GetRootActor() |
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const TArray... |
GetViewports() |
Return all exist viewports objects [Game thread func] |
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IsSceneOpened() |
Return current scene status [Game thread func] |
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RenderFrame ( |
Send to render thread. |
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RenderInEditor ( |
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UpdateConfiguration ( |
Update local node viewports Update ICVFX configuration from root actor components [Game thread func] |
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UpdatePreviewConfiguration ( |