UDMXFixtureComponent

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Inheritance Hierarchy

References

Module

DMXFixtures

Header

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

Include

#include "DMXFixtureComponent.h"

Syntax

UCLASS(Meta=(IsBlueprintBase=false))
class UDMXFixtureComponent : public UActorComponent

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta

bool

 

bIsEnabled

If used within a DMX Fixture Actor or Fixture Matrix Actor, the component only receives data when set to true.

Public variable UProperty Category, EditAnywhere

bool

 

bUseInterpolation

If used within a DMX Fixture Actor or Fixture Matrix Actor, the plugin interpolates towards the last set value.

Public variable UProperty

bool

 

bUsingMatrixData

True if the component is attached to a matrix fixture

Public variable

TArray< FCell >

 

Cells

A cell represent one "lens" in a light fixture i.e.: Single light fixture contains one cell but Matrix fixtures contain multiple cells Also, a cell can have multiple channels (single, double)

Public variable

FCell *

 

CurrentCell

The currently handled cell

Public variable UProperty Category, EditAnywhere

float

 

InterpolationScale

The scale of the interpolation speed. Faster when > 1, slower when < 1

Public variable UProperty Category, EditAnywhere

float

 

SkipThreshold

Value changes smaller than this threshold are ignored

Constructors

Name Description

Public function

UDMXFixtureComponent()

Functions

Name Description

Public function

void

 

ApplySpeedScale()

Applies the speed scale property

Public function UFunction BlueprintCallable, Category

ADMXFixtureA...

 

GetParentFixtureActor()

If attached to a DMX Fixture Actor, returns the parent fixture actor.

Public function UFunction BlueprintCallable, Category

TArray< FLin...

 

GetTextureCenterColors

(
    UTexture2D* TextureAtlas,
    int numTextures
)

Reads pixel color in the middle of each "Texture" and output linear colors

Protected function

void

 

InitCells

(
    int NumCells
)

Initializes the cells for the fixture

Public function Virtual UFunction

void

 

Initialize()

Initializes the component

Public function UFunction BlueprintCallable, Category, BlueprintImplementableEvent

void

 

InterpolateComponent

(
    float DeltaSeconds
)

Called each tick when interpolation is enabled, to calculate the next value

Public function Virtual

void

 

SetCurrentCell

(
    int Index
)

Sets the cell that is currently active

Overridden from UActorComponent

Name Description

Public function Virtual UFunction BlueprintCallable, Category, BlueprintImplementableEvent

void

 

InitializeComponent()

Called to initialize the component in blueprints

Deprecated Functions

Name Description

Public function Virtual

void

 

SetBitResolution

Removed, was unused 4.26 and has no clear use.

Public function Virtual

void

 

SetRangeValue()

Only call initialize instead.