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(
       HideCategories=(Replication, Collision, Input, Actor, HLOD, Cooking, Physics, Activation, AssetUserData, ActorTick, Advanced, WorldPartition, DataLayers, Events),
       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, Meta

bool

 

bPreviewEnable

EDITOR RELATED SETTINGS.

Public variable UProperty Category, EditAnywhere, Meta

bool

 

bPreviewICVFXFrustums

Render ICVFX Frustums

Public variable UProperty Category, Meta BlueprintReadOnly instanced, visibleanywhere

UDisplayCluster...

 

CurrentConfigData

If set from the DisplayCluster BP Compiler it will be loaded from the class default subobjects in run-time.

Public variable UProperty Category, Meta editfixedsize, editinstanceonly

TArray< FDispla...

 

InnerFrustumPriority

Set the priority for inner frustum rendering if there is any overlap when enabling multiple ICVFX cameras.

Public variable UProperty Category, EditAnywhere, Meta

float

 

PreviewICVFXFrustumsFarDistance

Render ICVFX Frustums

Public variable UProperty Category, EditAnywhere, Meta

FString

 

PreviewNodeId

Selectively preview a specific viewport or show all/none.

Public variable UProperty Category, EditAnywhere, Meta

float

 

PreviewRenderTargetRatioMult

Adjust resolution scaling for the editor preview.

Public variable UProperty Category, EditAnywhere, Meta

EDisplayCluster...

 

RenderMode

Render Mode

Public variable UProperty Category, EditAnywhere, Meta

int

 

TickPerFrame

Tick Per Frame

Protected variable

TUniquePtr< IDi...

 

ViewportManager

Unique viewport manager for this configuration.

Constructors

Name Description

Public function

ADisplayClusterRootActor

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Name Description

Public function

~ADisplayClusterRootActor()

Functions

Name Description

Public function

void

 

BeginDestroy_Editor()

Protected function

bool

 

BuildHierarchy()

Creates all hierarchy objects declared in a config file.

Public function

void

 

Constructor_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...
)

Protected function Const

FString

 

GeneratePreviewComponentName

(
    const FString& NodeId,
    const FString& ViewportId
)

Public function Const

TComp *

 

GetComponentByName

(
    const FString& ComponentName
)

Public function Const

UDisplayClus...

 

GetConfigData()

Public function Static

FName

 

GetCurrentConfigDataMemberName()

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

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

const FDispl...

 

GetStageSettings()

Public function Const

UDisplayClus...

 

GetSyncTickComponent()

Public function Const

IDisplayClus...

 

GetViewportManager()

Public function Const

float

 

GetWorldDeltaSeconds()

Public function

void

 

InitializeFromConfig

Initialializes the instance with specified config data

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

 

OverrideFromConfig

Cherry picking settings from a specified config data

Public function

void

 

PostLoad_Editor()

Public function

void

 

ReleasePreviewComponents()

Protected function

void

 

RenderPreview_Editor()

Protected function

void

 

RenderPreviewFrustum

(
    const FMatrix ProjectionMatrix,
    const FMatrix ViewMatrix,
    const FVector ViewOrigin
)

Protected function

void

 

RenderPreviewFrustums()

Public function

void

 

RerunConstructionScripts_Editor()

Public function

void

 

ResetInnerFrustumPriority()

Public function

void

 

SetIsSelectedInEditor

(
    bool bValue
)

Public function UFunction BlueprintCallable, Category

bool

 

SetReplaceTextureFlagForAllViewports

(
    bool bReplace
)

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

(
    bool bUpdateAllViewports
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

UpdateProceduralMeshComponentData

(
    const UProceduralMeshComponent*...
)

Update the geometry of the procedural mesh component(s) referenced inside nDisplay

Overridden from AActor

Name Description

Protected function Virtual

void

 

BeginPlay()

AActor.

Public function Virtual Const

bool

 

IsDefaultPreviewEnabled()

Don't show actor preview in the level viewport when DCRA actor is selected, but none of its children are.

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