IDisplayClusterViewportManager

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References

Module

DisplayCluster

Header

/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Viewport/IDisplayClusterViewportManager.h

Include

#include "Render/Viewport/IDisplayClusterViewportManager.h"

Syntax

class IDisplayClusterViewportManager

Destructors

Functions

Name Description

Public function

bool

 

BeginNewFrame

(
    FViewport* InViewport,
    UWorld* InWorld,
    FDisplayClusterRenderFrame& OutRen...
)

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]

Public function

void

 

ConfigureViewFamily

(
    const FDisplayClusterRenderFrame::F...,
    const FDisplayClusterRenderFrame::F...,
    FSceneViewFamilyContext& InOutView...
)

Initialize view family, using rules [Game thread func]

Public function

void

 

FinalizeNewFrame()

Finalize frame logic for viewports on game thread [Game thread func]

Public function Const

IDisplayClus...

 

FindViewport

(
    const int32 StereoViewIndex,
    uint32* OutContextNum
)

Find viewport object and context number by stereoscopic pass index [Game thread func]

Public function Const

IDisplayClus...

 

FindViewport

(
    const FString& InViewportId
)

Find viewport object by name [Game thread func]

Public function Const

UWorld *

 

GetCurrentWorld()

Public function Const

const IDispl...

 

GetProxy()

Public function

IDisplayClus...

 

GetProxy()

Public function Const

ADisplayClus...

 

GetRootActor()

Public function Const

const TArray...

 

GetViewports()

Return all exist viewports objects [Game thread func]

Public function Const

bool

 

IsSceneOpened()

Return current scene status [Game thread func]

Public function

void

 

MarkComponentGeometryDirty

(
    const FName InComponentName
)

Mark the geometry of the referenced component(s) as dirty (ProceduralMesh, etc) [Game thread func]

Public function

void

 

RenderFrame

(
    FViewport* InViewport
)

Send to render thread.

Public function

bool

 

RenderInEditor

(
    FDisplayClusterRenderFrame& InRend...,
    FViewport* InViewport
)

Public function

bool

 

UpdateConfiguration

(
    EDisplayClusterRenderFrameMode InRe...,
    const FString& InClusterNodeId,
    ADisplayClusterRootActor* InRo...
)

Update local node viewports Update ICVFX configuration from root actor components [Game thread func]

Public function

bool

 

UpdatePreviewConfiguration

(
    const FDisplayClusterConfigurationV...,
    ADisplayClusterRootActor* InRo...
)