ADMXFixtureActor

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Inheritance Hierarchy

References

Module

DMXFixtures

Header

/Engine/Plugins/VirtualProduction/DMX/DMXFixtures/Source/DMXFixtures/Public/DMXFixtureActor.h

Include

#include "DMXFixtureActor.h"

Syntax

UCLASS()
class ADMXFixtureActor : public AActor

Variables

Name Description

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

USceneComponent...

 

Base

HIERARCHY------------------------------.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

UMaterialInstan...

 

BeamMaterialInstance

Public variable UProperty Category BlueprintReadOnly visibleanywhere

UDMXComponent &...

 

DMX

Public variable UProperty Category BlueprintReadOnly

UMaterialInstan...

 

DynamicMaterialBeam

Public variable UProperty Category BlueprintReadOnly

UMaterialInstan...

 

DynamicMaterialLens

Public variable UProperty Category BlueprintReadOnly

UMaterialInstan...

 

DynamicMaterialPointLight

Public variable UProperty Category BlueprintReadOnly

UMaterialInstan...

 

DynamicMaterialSpotLight

Public variable

bool

 

HasBeenInitialized

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

USceneComponent...

 

Head

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

UMaterialInstan...

 

LensMaterialInstance

Public variable

float

 

LensRadius

Public variable UProperty Category, EditAnywhere blueprintsetter

bool

 

LightCastShadow

Enable/disable cast shadow on the spotlight and pointlight.

Public variable UProperty Category, EditAnywhere blueprintsetter

float

 

LightColorTemp

Light color temperature on the spotlight and pointlight.

Public variable UProperty Category, EditAnywhere blueprintsetter

float

 

LightDistanceMax

Sets Attenuation Radius on the spotlight and pointlight.

Public variable UProperty Category, EditAnywhere blueprintsetter

float

 

LightIntensityMax

Light intensity at 1 steradian (32.77deg half angle)

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

MaxQuality

Visual quality when using bigger zoom angle (wide beam). Small value is visually better but cost more on GPU.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

MinQuality

Visual quality when using smaller zoom angle (thin beam). Small value is visually better but cost more on GPU.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

UArrowComponent...

 

OcclusionDirection

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

UPointLightComp...

 

PointLight

Public variable UProperty Category, EditAnywhere blueprintsetter

float

 

PointlightIntensityScale

Scales pointlight intensity.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

UMaterialInstan...

 

PointLightMaterialInstance

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

TEnumAsByte< ED...

 

QualityLevel

Visual quality level that changes the number of samples in the volumetric beam.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

USpotLightCompo...

 

SpotLight

Public variable UProperty Category, EditAnywhere blueprintsetter

float

 

SpotlightIntensityScale

Scales spotlight intensity.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

UMaterialInstan...

 

SpotLightMaterialInstance

Public variable UProperty Category BlueprintReadOnly

TArray< UStatic...

 

StaticMeshComponents

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

UseDynamicOcclusion

Simple solution useful for walls, 1 linetrace from the center.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

USceneComponent...

 

Yoke

Constructors

Name Description

Public function

ADMXFixtureActor()

Functions

Name Description

Public function

void

 

FeedFixtureData()

Public function UFunction BlueprintCallable, Category

void

 

InitializeFixture

(
    UStaticMeshComponent* StaticMe...,
    UStaticMeshComponent* StaticMe...
)

Public function UFunction BlueprintCallable, Category

void

 

InterpolateDMXComponents

(
    float DeltaSeconds
)

Public function UFunction BlueprintCallable, Category

void

 

PushNormalizedValuesPerAttribute

(
    const FDMXNormalizedAttributeValueM...
)

Pushes DMX Values to the Fixture. Expects normalized values in the range of 0.0f - 1.0f

Public function UFunction BlueprintCallable, Category

void

 

SetLightCastShadow

(
    bool bLightShouldCastShadow
)

Sets if the light should cast shadows

Public function UFunction BlueprintCallable, Category

void

 

SetLightColorTemp

(
    float NewLightColorTemp
)

Sets a new light color temperature

Public function UFunction BlueprintCallable, Category

void

 

SetLightDistanceMax

(
    float NewLightDistanceMax
)

Sets a new max light distance

Public function UFunction BlueprintCallable, Category

void

 

SetLightIntensityMax

(
    float NewLightIntensityMax
)

Sets the a new max light intensity

Public function UFunction BlueprintCallable, Category

void

 

SetPointlightIntensityScale

(
    float NewPointlightIntensityScale
)

Sets a new pointlight intensity scale

Public function UFunction BlueprintCallable, Category

void

 

SetSpotlightIntensityScale

(
    float NewSpotlightIntensityScale
)

Sets a new spotlight intensity scale

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally