description: Return Display Cluster API interface.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="DisplayCluster Module API"), Category="NDisplay") static void GetAPI ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IDisplayClusterBlueprintAPI](API\Plugins\DisplayCluster\Blueprints\IDisplayClusterBlueprintAPI) > & OutAPI )


module: DisplayCluster

code: UDisplayClusterBlueprintLib ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterBlueprintLib

description: Blueprint API function library


code: FDisplayClusterClusterEventBase()


className: FDisplayClusterClusterEventBase

description: Common cluster event data.

bIsSystemEvent

type: bool

description: Is nDisplay internal event (should never be true for end users)

bShouldDiscardOnRepeat

description: Should older events with the same Name/Type/Category (for JSON) or ID (for binary) be discarded if a new one received.


code: bool DeserializeFromByteArray ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Arch )


description: Gets a list of all chromakey card actors on the level linked to the specified root actor.

code: static void FindChromakeyCardsForRootActor ( const [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * RootActor, [TSet](API\Runtime\Core\Containers\TSet)< [ADisplayClusterChromakeyCardActor](API\Plugins\DisplayCluster\ADisplayClusterChromakeyCardActo-) * > & OutChromakeyCards )


code: void SerializeToByteArray ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Arch ) const


className: FDisplayClusterClusterEventBinary

description: Cluster event BINARY.

EventData

type: TArray< uint8 >

description: Binary event data.

EventId

description: Event ID (used for discarding outdated events)


code: bool DeserializeFromString ( const [FString](API\Runtime\Core\Containers\FString) & Arch )


className: FDisplayClusterClusterEventJson

description: Cluster event JSON.

Category

type: FString

description: Event category (used for discarding outdated events)

Name

description: Event name (used for discarding outdated events)

Parameters

type: TMap<FString, ...

description: Event parameters.

Type

description: Event type (used for discarding outdated events)


description: Returns number of nodes in current cluster

code: int32 GetNumberOfClusterNodes() const


description: Returns primary node IP address of current cluster


description: Checks if URL has all required arguments for DisplayClusterNetDriver

code: static bool GetRequiredArguments ( const [FURL](API\Runtime\Engine\Engine\FURL) & URL, const TCHAR *& OutClusterId, const TCHAR *& OutPrimaryNodeId, const TCHAR *& OutPrimaryNodePort, const TCHAR *& OutClusterNodesNum )


description: Checks if nDisplay cluster events client registered for specified cluster

code: bool HasClient ( uint32 ClusterId )


description: Creates and stores nDisplay cluster events client using cluster id and primary node parameters

code: bool RegisterClusterEventsBinaryClient ( uint32 СlusterId, const [FString](API\Runtime\Core\Containers\FString) & ClientAddress, uint16 ClientPort )


description: Removes cluster event client for ClusterId

code: bool RemoveClusterEventsBinaryClient ( uint32 СlusterId )


description: Sends command to all nDisplay clusters stored by RegisterClusterEventsBinaryClient

code: void SendCommandToAllClusters ( const [FDisplayClusterClusterEventBinary](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventBinar-) & NetworkDriverSyncEvent )


description: Sends command to nDisplay cluster specified by id

code: bool SendCommandToCluster ( uint32 СlusterId, const [FDisplayClusterClusterEventBinary](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventBinar-) & NetworkDriverSyncEvent )


className: FDisplayClusterNetDriverHelper

description: Helper for DisplayCluster synchronous replication


description: Barreir synchonrization callback data

BarrierId

type: constFString

description: Barrier ID

RequestData

type: constTMap<FSt...

description: Binary data provided on sync request (node Id - to - data mapping)

ResponseData

description: Binary data to respond (node Id - to - data mapping)


className: FOnClusterEventBinary

code: typedef TMulticastDelegate_OneParam< void, const [FDisplayClusterClusterEventBinary](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventBinar-) & > FOnClusterEventBinary


className: FOnClusterEventJson

code: typedef TMulticastDelegate_OneParam< void, const [FDisplayClusterClusterEventJson](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventJson) & > FOnClusterEventJson


className: FOnClusterEventBinaryListener


className: FOnClusterEventJsonListener


description: React on incoming JSON cluster events.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="NDisplay") void OnClusterEventJson ( const [FDisplayClusterClusterEventJson](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventJson) & Event )


className: IDisplayClusterClusterEventListener

description: Interface for cluster event listeners


description: Registers binary cluster event listener.

code: void AddClusterEventBinaryListener ( const [FOnClusterEventBinaryListener](API\Plugins\DisplayCluster\Cluster\FOnClusterEventBinaryListener) & Listener )


description: Registers json cluster event listener.

code: void AddClusterEventJsonListener ( const [FOnClusterEventJsonListener](API\Plugins\DisplayCluster\Cluster\FOnClusterEventJsonListener) & Listener )


description: Registers cluster event listener.

code: void AddClusterEventListener ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IDisplayClusterClusterEventListener](API\Plugins\DisplayCluster\Cluster\IDisplayClusterClusterEventListe-) > Listener )


description: Spawns a client for generic barriers service.

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IDisplayClusterGenericBarriersClient](API\Plugins\DisplayCluster\Cluster\IDisplayClusterGenericBarriersCl-) > CreateGenericBarriersClient ( const [FString](API\Runtime\Core\Containers\FString) & ClientName )


description: Drop specific cluster node

code: bool DropClusterNode ( const [FString](API\Runtime\Core\Containers\FString) & NodeId )


description: React on incoming binary cluster events.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="NDisplay") void OnClusterEventBinary ( const [FDisplayClusterClusterEventBinary](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventBinar-) & Event )


description: Emits binary cluster event.

code: void EmitClusterEventBinary ( const [FDisplayClusterClusterEventBinary](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventBinar-) & Event, bool bPrimaryOnly )


description: Emits JSON cluster event.

code: void EmitClusterEventJson ( const [FDisplayClusterClusterEventJson](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventJson) & Event, bool bPrimaryOnly )


description: Returns cluster node role.


description: Returns current cluster node ID.


description: Returns IDs of available cluster nodes.

code: void GetNodeIds ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutNodeIds ) const


description: Returns amount of cluster nodes in the cluster.

code: uint32 GetNodesAmount() const


description: Returns true if current node has backup role.

code: bool IsBackup() const


description: Returns true if current node has primary role.

code: bool IsPrimary() const


description: Returns true if current node has secondary role.

code: bool IsSecondary() const


description: Registers object to synchronize.

code: void RegisterSyncObject ( [IDisplayClusterClusterSyncObject](API\Plugins\DisplayCluster\Cluster\IDisplayClusterClusterSyncObject) * SyncObj, [EDisplayClusterSyncGroup](API\Plugins\DisplayCluster\EDisplayClusterSyncGroup) SyncGroup )


description: Unregisters cluster event listener.

code: void RemoveClusterEventListener ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IDisplayClusterClusterEventListener](API\Plugins\DisplayCluster\Cluster\IDisplayClusterClusterEventListe-) > Listener )


description: Unregisters json cluster event listener.

code: void RemoveClusterEventJsonListener ( const [FOnClusterEventJsonListener](API\Plugins\DisplayCluster\Cluster\FOnClusterEventJsonListener) & Listener )


description: Unregisters binary cluster event listener.

code: void RemoveClusterEventBinaryListener ( const [FOnClusterEventBinaryListener](API\Plugins\DisplayCluster\Cluster\FOnClusterEventBinaryListener) & Listener )


description: Sends JSON cluster event to a specific target (outside of the cluster).

code: void SendClusterEventTo ( const [FString](API\Runtime\Core\Containers\FString) & Address, const uint16 Port, const [FDisplayClusterClusterEventJson](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventJson) & Event, bool bPrimaryOnly )


description: Sends binary cluster event to a specific target (outside of the cluster).

code: void SendClusterEventTo ( const [FString](API\Runtime\Core\Containers\FString) & Address, const uint16 Port, const [FDisplayClusterClusterEventBinary](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventBinar-) & Event, bool bPrimaryOnly )


description: Unregisters synchronization object.

code: void UnregisterSyncObject ( [IDisplayClusterClusterSyncObject](API\Plugins\DisplayCluster\Cluster\IDisplayClusterClusterSyncObject) * SyncObj )


className: IDisplayClusterClusterManager

description: Public cluster manager interface

code: class IDisplayClusterClusterManager


description: Cleans dirty flag making it 'not changed yet'.

code: void ClearDirty()


description: Unique ID of synced object.


description: Need to sync this object?

code: bool IsActive() const


description: Check if object has changed since last ClearDirty call.

code: bool IsDirty() const


className: IDisplayClusterClusterSyncObject

description: Synchronizable object interface

code: class IDisplayClusterClusterSyncObject : public [IDisplayClusterStringSerializable](API\Plugins\DisplayCluster\IDisplayClusterStringSerializabl-)


description: Connects to a server

code: bool Connect()


description: Creates new barrier

code: bool CreateBarrier ( const [FString](API\Runtime\Core\Containers\FString) & BarrierId, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & UniqueThreadMarkers, uint32 Timeout )


description: Returns a synchronization delegate to a specific barrier or nullptr if not available

code: typedef TBaseDelegate_OneParam< void, [FGenericBarrierSynchronizationDelegateData](API\Plugins\DisplayCluster\Cluster\FGenericBarrierSynchronizationDe-) & > FOnGenericBarrierSynchronizationDelegate


code: [FOnGenericBarrierSynchronizationDelegate](API\Plugins\DisplayCluster\Cluster\IDisplayClusterGenericBarriersCl-\FOnGenericBarrie-) * GetBarrierSyncDelegate ( const [FString](API\Runtime\Core\Containers\FString) & BarrierId )


description: Returns client name


description: Terminates current connection

code: void Disconnect()


description: Checks if a specific barrier exists

code: bool IsBarrierAvailable ( const [FString](API\Runtime\Core\Containers\FString) & BarrierId )


description: Returns connection status

code: bool IsConnected() const


description: Releases specific barrier

code: bool ReleaseBarrier ( const [FString](API\Runtime\Core\Containers\FString) & BarrierId )


description: Synchronize calling thread on a specific barrier

code: bool Synchronize ( const [FString](API\Runtime\Core\Containers\FString) & BarrierId, const [FString](API\Runtime\Core\Containers\FString) & UniqueThreadMarker )


description: Synchronize calling thread on a specific barrier with custom data

code: bool Synchronize ( const [FString](API\Runtime\Core\Containers\FString) & BarrierId, const [FString](API\Runtime\Core\Containers\FString) & UniqueThreadMarker, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & RequestData, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutResponseData )


description: Wait until a barrier with specific ID is created and ready to go

code: bool WaitUntilBarrierIsCreated ( const [FString](API\Runtime\Core\Containers\FString) & BarrierId )


className: IDisplayClusterGenericBarriersClient

description: Generic barriers client interface


code: UDisplayClusterClusterEventListener ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterClusterEventListener

code: class UDisplayClusterClusterEventListener : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: EDisplayClusterEyeStereoOffset

code: enum EDisplayClusterEyeStereoOffset { None, Left, Right, }


className: EDisplayClusterLabelFlags

code: enum EDisplayClusterLabelFlags { None = 0, DisplayInGame = 1 << 0, DisplayInEditor = 1 << 1, }


className: EDisplayClusterPreviewShareIcvfxSync

description: Available Icvfx camera sync types

code: enum EDisplayClusterPreviewShareIcvfxSync { None, PullActor, PushActor, }


className: EDisplayClusterPreviewShareMode

description: Available sharing modes

code: enum EDisplayClusterPreviewShareMode { None, PullActor, Send, Receive, }


className: FDisplayClusterLabelConfiguration

description: Generic args a label can recognize

bVisible

description: Should the label be visible

LabelFlags

type: EDisplayCluster...

description: Flags for the label. Can be used to fine-tune visibility settings

RootActor

type: TObjectPtr<ADi...

description: The root actor

Scale

type: float

description: The scale to apply to the label


className: FDisplayClusterStageGeometryMap

description: A geometry map for the stage, which contains a generated texture of the stage geometry's depth and normal vectors

GeometryData

description: The raw texture data of the geometry map, which stores the normal vector in the RGB components and the depth in the A component

RenderTarget

type: TObjectPtr<UTe...

description: The render target of the geometry map

ViewMatrices

type: FViewMatrices

description: The view matrices used to render the geometry map


description: Changes scale of visualization data (custom viz components, gizmo, etc.)

code: virtual void SetVisualizationScale ( float Scale )


description: Activates or deactivates component visualization

code: virtual void SetVisualizationEnabled ( bool bEnabled )


className: IDisplayClusterComponent

code: class IDisplayClusterComponent


className: operator&=

code: [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) & operator&= ( [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) & Lhs, [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) Rhs )


className: operator&

code: constexpr [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) operator& ( [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) Lhs, [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) Rhs )


className: operator~

code: constexpr [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) operator~ ( [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) E )


className: operator^

code: constexpr [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) operator^ ( [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) Lhs, [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) Rhs )


className: operator^=

code: [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) & operator^= ( [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) & Lhs, [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) E )


description: Retrieve current ICVFX cameras associated with this stage actor

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftComponentReference](API\Runtime\Engine\Engine\FSoftComponentReference) > & GetICVFXCameras() const


description: Update linked ICVFX cameras based on current settings

code: void PopulateICVFXOwners()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Set the Display Cluster Root Actor owner

code: virtual void SetRootActor ( [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * InRootActor )


description: Stage Actor Component to be placed in chromakey card actors

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, ClassGroup=(DisplayCluster), Meta=(DisplayName="Chromakey Card Stage Actor"), HideCategories=(Physics, Collision, Lighting, Navigation, Cooking, LOD, MaterialParameters, HLOD, RayTracing, TextureStreaming, Mobile)) class UDisplayClusterChromakeyCardStageActorComponent : public [UDisplayClusterStageActorComponent](API\Plugins\DisplayCluster\Components\UDisplayClusterStageActorCompone-)

ICVFXCameras

type: TArray<FSoftCo...

description: Associate this Chromakey Card with the nDisplay configuration actor and ICVFX Camera component(s) specified here.


description: Get interpupillary distance

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Stereo") float GetInterpupillaryDistance() const


description: Get stereo offset type


description: Get swap eyes state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Stereo") bool GetSwapEyes() const


description: BeginUActorComponent

code: virtual void OnRegister()


description: BeginUObject.


description: Refreshes the visual components to match the component state


description:
Checks if the given ICVFX camera has chroma key settings supporting this actor.
true if the ICVFX camera component is referenced by this component.

code: bool IsReferencedByICVFXCamera ( const [UDisplayClusterICVFXCameraComponent](API\Plugins\DisplayCluster\Components\UDisplayClusterICVFXCameraCompon-) * InCamera ) const


description: Set interpupillary distance

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Stereo") void SetInterpupillaryDistance ( float Distance )


description: Set stereo offset type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Stereo") void SetStereoOffset ( [EDisplayClusterEyeStereoOffset](API\Plugins\DisplayCluster\Components\EDisplayClusterEyeStereoOffset) InStereoOffset )


description: Set swap eyes state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Stereo") void SetSwapEyes ( bool SwapEyes )


description: BeginIDisplayClusterComponent.

code: virtual void SetVisualizationScale ( float Scale )


code: virtual void SetVisualizationEnabled ( bool bEnabled )


description: Toggles eyes swap state


code: UDisplayClusterCameraComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterCameraComponent

description: 3D point in space used to render nDisplay viewports from

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DisplayCluster), Meta=(BlueprintSpawnableComponent, DisplayName="NDisplay View Origin")) class UDisplayClusterCameraComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent), public [IDisplayClusterComponent](API\Plugins\DisplayCluster\Components\IDisplayClusterComponent)

BaseGizmoScale

type: FVector

description: Base gizmo scale

bEnableGizmo

type: uint8:  1

description: Gizmo visibility

GizmoScaleMultiplier

description: Gizmo scale multiplier

SpriteComponent

type: TObjectPtr<UBi...


className: UDisplayClusterComponent

code: class UDisplayClusterComponent : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: const [FDisplayClusterConfigurationICVFX_CameraSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_11) & GetCameraSettingsICVFX() const


description: Return unique camera name.


description: If this component is set up to provide a preview window in editor (see GetEditorPreviewInfo), you can use this to customize the preview (to be something other than a world viewport). If this returns an empty pointer, then the preview will default to a viewport using theFMinimalViewInfodata fromGetEditorPreviewInfo().

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCustomEditorPreviewWidget()


code: void GetDesiredView ( [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & DesiredView )


description:
Supplies the editor with a view specific to this component (think a view from a camera components POV, a render, etc.). Used for PIP preview windows.
True if the component overrides this, and fills out the view info output.

code: virtual bool GetEditorPreviewInfo ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & ViewOut )


description: Returns true if this camera is active.

code: bool IsICVFXEnabled() const


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Update the status of the Editor's ICVFX preview elements

code: void UpdateICVFXPreviewState()


code: UDisplayClusterICVFXCameraComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterICVFXCameraComponent

description: NDisplay in-camera VFX camera representation

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DisplayCluster), HideCategories=(AssetUserData, Collision, Cooking, ComponentReplication, Events, Physics, Sockets, Activation, Tags, ComponentTick), Meta=(DisplayName="ICVFX Camera")) class UDisplayClusterICVFXCameraComponent : public [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent)

CameraSettings

type: FDisplayCluster...

ExternalCameraCachedValue

type: TSoftObjectPtr<...

description: Saves the value of external camera reference


description: Verify the widget visibility matches this component's visibility

code: void CheckForVisibilityChange()


description: Clears all label flags

code: void ClearLabelFlags ( [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) InFlags )


description: Retrieve label flags


description: Returns the widget component

code: [UWidgetComponent](API\Runtime\UMG\Components\UWidgetComponent) * GetWidgetComponent() const


description: Return the widget scale

code: float GetWidgetScale() const


description: Checks for existence of a flag on this label

code: bool HasAnyLabelFlags ( [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) InFlags ) const


description: Set the configuration for this label updating multiple properties at once

code: void SetLabelConfiguration ( const [FDisplayClusterLabelConfiguration](API\Plugins\DisplayCluster\Components\FDisplayClusterLabelConfiguratio-) & InConfiguration )


description: Updates flags for this label

code: void SetLabelFlags ( [EDisplayClusterLabelFlags](API\Plugins\DisplayCluster\Components\EDisplayClusterLabelFlags) InFlags )


description: Set the root actor this label should use when determining transform

code: void SetRootActor ( [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * InActor )


description: Set the widget scale

code: void SetWidgetScale ( float NewValue )


description: Updates the widget component text and transform

code: void UpdateWidgetComponent()


code: UDisplayClusterLabelComponent()


className: UDisplayClusterLabelComponent

description: The component needs to be transient so its settings aren't saved, but should still transact over multi-user.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Meta=(BlueprintSpawnableComponent, DisplayClusterMultiUserInclude)) class UDisplayClusterLabelComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)


description: Stage Actor Component to be placed in light card actors

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, ClassGroup=(DisplayCluster), Meta=(DisplayName="Light Card Stage Actor"), HideCategories=(Physics, Collision, Lighting, Navigation, Cooking, LOD, MaterialParameters, HLOD, RayTracing, TextureStreaming, Mobile)) class UDisplayClusterLightCardStageActorComponent : public [UDisplayClusterStageActorComponent](API\Plugins\DisplayCluster\Components\UDisplayClusterStageActorCompone-)


description: BeginUActorComponent

code: virtual void OnRegister()


description: BeginUObject.

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Refreshes the visual components to match the component state


description: BeginIDisplayClusterComponent.

code: virtual void SetVisualizationScale ( float Scale )


code: UDisplayClusterOriginComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterOriginComponent

description: NDisplay origin component (mostly for in-Editor visualization)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DisplayCluster), Meta=(BlueprintSpawnableComponent, DisplayName="NDisplay Origin")) class UDisplayClusterOriginComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent), public [IDisplayClusterComponent](API\Plugins\DisplayCluster\Components\IDisplayClusterComponent)

BaseGizmoScale

description: Base gizmo scale

bEnableGizmo

description: Gizmo visibility

GizmoScaleMultiplier

description: Gizmo scale multiplier

ProxyMesh

type: TObjectPtr<USt...

description: Proxy mesh to render

ProxyMeshComponent

description: Proxy mesh component


description: Unregister the component, remove it from its outer Actor's Components array and mark for pending kill.

code: virtual void DestroyComponent ( bool bPromoteChildren )


code: const [FString](API\Runtime\Core\Containers\FString) & GetClusterNodeId() const


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * GetOverrideTexture() const


description: Activates or deactivates component visualization

code: virtual void SetVisualizationEnabled ( bool bEnabled )


code: bool GetPreviewTextureSettings ( FIntPoint & OutSize, EPixelFormat & OutTextureFormat, float & OutGamma, bool & bOutSRGB ) const


code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * GetRenderTargetTexture() const


code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * GetRenderTargetTexturePostProcess() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetViewportId() const


code: void InitializePreviewMaterial()


description: Create and retrieve a render texture 2d from the render target.


code: bool InitializePreviewComponent ( [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * RootActor, const [FString](API\Runtime\Core\Containers\FString) & ClusterNodeId, const [FString](API\Runtime\Core\Containers\FString) & ViewportId, [UDisplayClusterConfigurationViewport](API\Plugins\DisplayClusterConfiguration\UDisplayClusterConfigurationView-) * ViewportConfig )


description: Gets whether the preview render or override texture should be output to the screen meshes

code: bool IsPreviewDrawnToScreen() const


description: Gets whether the root actor is requesting a preview render

code: bool IsPreviewEnabled() const


description: Called when a component is created (not loaded). This can happen in the editor or during gameplay

code: virtual void OnComponentCreated()


code: void ReleasePreviewMaterial()


code: void ReleasePreviewRenderTarget()


code: void ResetPreviewComponent ( bool bInRestoreSceneMaterial )


code: void RestorePreviewMeshMaterial()


description: Sets an override texture to display on the viewport instead of the render target

code: void SetOverrideTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InOverrideTexture )


code: void SetPreviewMeshMaterial()


code: void UpdatePreviewMaterial()


code: void UpdatePreviewRenderTarget()


code: void UpdatePreviewMeshReference()


code: void UpdatePreviewResources()


code: UDisplayClusterPreviewComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


className: UDisplayClusterPreviewComponent

description: NDisplay Viewport preview component (Editor)

RenderTarget

description: Texture for preview material.

RenderTargetPostProcess

description: Texture when DCRA has post process disabled but is requesting a post process render target.


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the sharing mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sharing") void SetMode ( [EDisplayClusterPreviewShareMode](API\Plugins\DisplayCluster\Components\EDisplayClusterPreviewShareMode) NewMode )


description: Sets the unique name, which should match between sender and receiver of viewport textures

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sharing") void SetUniqueName ( const [FString](API\Runtime\Core\Containers\FString) & NewUniqueName )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Constructor

code: UDisplayClusterPreviewShareComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterPreviewShareComponent

description: It shares using Shared Memory Media the viewport textures of the parent nDisplay Actor. It should only be added to DisplayClusterRootActor instances, and only one component per instance. The way it works is that the sender generates a unique name for each viewport and captures its texture by getting a pointer to it from the corresponding Preview Component. The receiver will read it using the corresponding media source, and use the Texture Replace functionality in the nDisplay actor viewports to have them used and displayed.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DisplayCluster), Meta=(BlueprintSpawnableComponent), HideCategories=(Activation, Collision, Cooking)) class UDisplayClusterPreviewShareComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

IcvfxCamerasSyncType

description: Type of Icvfx camera sync to be performed between the Source nDisplay actor and the owner of this component

Mode

description: Current sharing mode of this component

SourceNDisplayActor

description: The source nDisplay actor to pull the preview from

UniqueName

description: Current unique name of this component, which should match between sender and receiver of viewport textures


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


description: Cleans dirty flag making it 'not changed yet'.

code: virtual void ClearDirty()


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: virtual bool DeserializeFromString ( const [FString](API\Runtime\Core\Containers\FString) & data )


description: Unique ID of synced object.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetSyncId() const


code: virtual FTransform GetSyncTransform() const


description: IDisplayClusterClusterSyncObject.

code: virtual bool IsActive() const


code: virtual void SetSyncTransform ( const FTransform & t )


description: IDisplayClusterStringSerializable.

code: virtual [FString](API\Runtime\Core\Containers\FString) SerializeToString() const


description: Check if object has changed since last ClearDirty call.

code: virtual bool IsDirty() const


code: UDisplayClusterSceneComponentSync ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterSceneComponentSync

description: Abstract synchronization component

ClusterMgr

type: IPDisplayCluste...

LastSyncLoc

description: Caching state.

LastSyncRot

type: FRotator


description: UDisplayClusterSceneComponentSync.


description: IDisplayClusterClusterSyncObject.


code: UDisplayClusterSceneComponentSyncParent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterSceneComponentSyncParent

description: Synchronization component. Synchronizes parent scene component.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DisplayCluster), Blueprintable, Meta=(BlueprintSpawnableComponent, DisplayName="NDisplay Sync Parent")) class UDisplayClusterSceneComponentSyncParent : public [UDisplayClusterSceneComponentSync](API\Plugins\DisplayCluster\Components\UDisplayClusterSceneComponentSyn-)


code: UDisplayClusterSceneComponentSyncThis ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterSceneComponentSyncThis

description: Synchronization component. Synchronizes itself

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DisplayCluster), Blueprintable, Meta=(BlueprintSpawnableComponent, DisplayName="NDisplay Sync This")) class UDisplayClusterSceneComponentSyncThis : public [UDisplayClusterSceneComponentSync](API\Plugins\DisplayCluster\Components\UDisplayClusterSceneComponentSyn-)


description: Return the screen size adjusted by its transform scale.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Get screen size"), Category="NDisplay") FVector2D GetScreenSize() const


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set screen size (update transform scale).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Set screen size"), Category="NDisplay") void SetScreenSize ( const FVector2D & Size )


description: Updates Size vector when scale is changed explicitly

code: void UpdateScreenSizeFromScale()


code: UDisplayClusterScreenComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterScreenComponent

description: Simple projection policy screen component

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DisplayCluster), Meta=(BlueprintSpawnableComponent, DisplayName="NDisplay Screen"), HideCategories=(StaticMesh, Materials, ComponentTick, Physics, Collision, Lighting, Navigation, VirtualTexture, ComponentReplication, Cooking, LOD, MaterialParameters, HLOD, RayTracing, TextureStreaming, Mobile)) class UDisplayClusterScreenComponent : public [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent)

Size

description: Adjust the size of the screen.


description: Return the root actor owner of the light card

code: const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) > & GetRootActor() const


description: Set the Display Cluster Root Actor owner

code: virtual void SetRootActor ( [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * InRootActor )


className: UDisplayClusterStageActorComponent

description: Stage Actor Component used to determine root actor ownership

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, ClassGroup=(DisplayCluster), Meta=(DisplayName="Stage Actor"), HideCategories=(Physics, Collision, Lighting, Navigation, Cooking, LOD, MaterialParameters, HLOD, RayTracing, TextureStreaming, Mobile)) class UDisplayClusterStageActorComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

RootActor

description: Associate this content with the nDisplay configuration actor specified here.


className: GeometryMapFOV

description: The field of view to render the geometry map with

code: static const float GeometryMapFOV = 2.0f * FMath::RadiansToDegrees(FMath::Atan(0.55 * (3.1415926535897932f) ));


description: Gets the bounding radius of the stage's geometry

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter, Category="NDisplay") float GetStageBoundingRadius() const


description:
Gets the distance and normal vector (in radial space) of the stage's geometry in the specified world direction
true if the stage geometry map was successfully queried, otherwise false

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="NDisplay") bool GetStageDistanceAndNormal ( const FVector & InDirection, float & OutDistance, FVector & OutNormal )


description: Invalidates and regenerates the cached stage geometry map

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="NDisplay") void Invalidate ( bool bForceImmediateRedraw )


description: Morphs the specified procedural mesh to match the stage's geometry map

code: bool MorphProceduralMesh ( [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent) * InProceduralMeshComponent )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: UDisplayClusterStageGeometryComponent()


className: GeometryMapSize

description: The default size of the geometry map texture

code: static const uint32 GeometryMapSize = 512;


className: UDisplayClusterStageGeometryComponent

description: A component that stores the generated geometry map of the stage actor, which is used for placing stage actors (light cards, CCWs, etc) flush to the stage's walls and ceiling

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDisplayClusterStageGeometryComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)


className: UDisplayClusterSyncTickComponent

description: Helper component to trigger nDisplay sync for Tick sync group

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DisplayCluster), Meta=(BlueprintSpawnableComponent, DisplayName="NDisplay Sync Tick")) class UDisplayClusterSyncTickComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)


description: BeginUActorComponent

code: virtual void OnRegister()


description: BeginUObject.

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Refreshes the visual components to match the component state


description: BeginIDisplayClusterComponent.

code: virtual void SetVisualizationScale ( float Scale )


description: Activates or deactivates component visualization

code: virtual void SetVisualizationEnabled ( bool bEnabled )


code: UDisplayClusterSyncTickComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UDisplayClusterXformComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDisplayClusterXformComponent

description: NDisplay Transform component

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(DisplayCluster), Meta=(BlueprintSpawnableComponent, DisplayName="NDisplay Transform")) class UDisplayClusterXformComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent), public [IDisplayClusterComponent](API\Plugins\DisplayCluster\Components\IDisplayClusterComponent)

BaseGizmoScale

description: Base gizmo scale

bEnableGizmo

description: Gizmo visibility

GizmoScaleMultiplier

description: Gizmo scale multiplier

ProxyMesh

description: Proxy mesh to render

ProxyMeshComponent

description: Proxy mesh component


description: Returns current config data.


description: Returns path of the config file that is currently used.


description: Returns configuration data for cluster node that is assigned to this application instance.

code: const [UDisplayClusterConfigurationClusterNode](API\Plugins\DisplayClusterConfiguration\UDisplayClusterConfigurationClus-_1) * GetLocalNode() const


description: Returns ID of cluster node that is assigned to this application instance.


description: Returns configuration data for a specified local postprocess operation.

code: bool GetLocalPostprocess ( const [FString](API\Runtime\Core\Containers\FString) & PostprocessId, [FDisplayClusterConfigurationPostprocess](API\Plugins\DisplayClusterConfiguration\FDisplayClusterConfigurationPost-) & OutPostprocess ) const


description: Returns configuration data for local projection policy.

code: bool GetLocalProjection ( const [FString](API\Runtime\Core\Containers\FString) & ViewportId, [FDisplayClusterConfigurationProjection](API\Plugins\DisplayClusterConfiguration\FDisplayClusterConfigurationProj-) & OutProjection ) const


description: Returns configuration data for a specified local viewport.

code: const [UDisplayClusterConfigurationViewport](API\Plugins\DisplayClusterConfiguration\UDisplayClusterConfigurationView-) * GetLocalViewport ( const [FString](API\Runtime\Core\Containers\FString) & ViewportId ) const


description: Returns primary node configuration data.

code: const [UDisplayClusterConfigurationClusterNode](API\Plugins\DisplayClusterConfiguration\UDisplayClusterConfigurationClus-_1) * GetPrimaryNode() const


description: Returns primary node ID.


code: virtual ~IDisplayClusterConfigManager()


className: IDisplayClusterConfigManager

description: Public config manager interface

code: class IDisplayClusterConfigManager


className: EDisplayClusterLightCardMask

code: enum EDisplayClusterLightCardMask { Circle, Square, UseTextureAlpha, Polygon, MAX, }


className: EDisplayClusterNodeRole

description: Display cluster node role

code: enum EDisplayClusterNodeRole { None = 0, Primary, Secondary, Backup, }


className: EDisplayClusterOperationMode

description: Display cluster operation mode

code: enum EDisplayClusterOperationMode { Cluster = 0, Editor, Disabled, }


description: Returns a pointer to the DC ViewportManager used for this VE context.


description: Returns the name of the DC viewport used for this VE context.

code: const [FString](API\Runtime\Core\Containers\FString) & GetViewportId() const


className: EDisplayClusterSyncGroup

description: Display cluster synchronization groups

code: enum EDisplayClusterSyncGroup { PreTick = 0, Tick, PostTick, }


className: EDisplayClusterRunningMode

description: UDisplayClusterGameEnginerunning state.

code: enum EDisplayClusterRunningMode { Startup = 0, Synced, WaitingForSync, }


code: FDisplayClusterSceneViewExtensionContext ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterViewportManager](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManager), ESPMode::ThreadSafe > & InViewportManager, const [FString](API\Runtime\Core\Containers\FString) & InViewportId )


code: FDisplayClusterSceneViewExtensionContext ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterViewportManager](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManager), ESPMode::ThreadSafe > & InViewportManager, const [FString](API\Runtime\Core\Containers\FString) & InViewportId )


className: FLightCardAlphaGradientSettings


description: Contains information about the context in which this scene view extension will be used.

code: struct FDisplayClusterSceneViewExtensionContext : public [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext)


className: FOnBrowseLoadMap

code: typedef TBaseDelegate_ThreeParams< [EBrowseReturnVal::Type](API\Runtime\Engine\Engine\EBrowseReturnVal__Type), [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) &WorldContext, [FURL](API\Runtime\Engine\Engine\FURL) URL, [FString](API\Runtime\Core\Containers\FString) &Error > FOnBrowseLoadMap


code: [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * GetRootActor() const


className: FOnPengineLevelUpdate

code: typedef TBaseDelegate_TwoParams< void, [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) &Context, float DeltaSeconds > FOnPengineLevelUpdate


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


className: IDisplayClusterGameManager

description: Public game manager interface

code: class IDisplayClusterGameManager


code: virtual ~IDisplayClusterGameManager()


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IDisplayCluster](API\Plugins\DisplayCluster\IDisplayCluster) & Get()


description:
Access to the DisplayCluster callbacks API
Callbacks API


description:
Access to the cluster manager.
Current cluster manager or nullptr


description:
Access to the config manager.
Current config manager or nullptr

code: [IDisplayClusterConfigManager](API\Plugins\DisplayCluster\Config\IDisplayClusterConfigManager) * GetConfigMgr() const


description:
Access to the game manager.
Current game manager or nullptr

code: [IDisplayClusterGameManager](API\Plugins\DisplayCluster\Game\IDisplayClusterGameManager) * GetGameMgr() const


description:
Access to the device manager.
Current device manager or nullptr

code: [IDisplayClusterRenderManager](API\Plugins\DisplayCluster\Render\IDisplayClusterRenderManager) * GetRenderMgr() const


description:
Returns current operation mode.
Display Cluster operation mode


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: ModuleName

code: static constexpr const TCHAR * ModuleName = TEXT("DisplayCluster");


code: virtual ~IDisplayCluster()


className: IDisplayCluster

description: Public module interface

code: class IDisplayCluster : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FDisplayClusterCustomPresentSetEvent

description: Callback triggered when custom present handler was created

code: class FDisplayClusterCustomPresentSetEvent : public TBaseMulticastDelegate_NoParams< void >


className: FDisplayClusterEndSessionEvent

description: Called on session end

code: class FDisplayClusterEndSessionEvent : public TBaseMulticastDelegate_NoParams< void >


className: FDisplayClusterEndFrameEvent

description: Called on DisplayCluster EndFrame

code: class FDisplayClusterEndFrameEvent : public TBaseMulticastDelegate_OneParam< void, uint64 >


className: FDisplayClusterEndSceneEvent

description: Called on end scene

code: class FDisplayClusterEndSceneEvent : public TBaseMulticastDelegate_NoParams< void >


className: FDisplayClusterFailoverNodeDown

description: Failover notification

code: class FDisplayClusterFailoverNodeDown : public TBaseMulticastDelegate_OneParam< void, const FString & >


description:
Checks if the module has been initialized.
Is initialized

code: bool IsModuleInitialized() const


description: (deprecated) Called after backbuffer update

code: class FDisplayClusterPostBackbufferUpdate_RenderThread : public TBaseMulticastDelegate_ThreeParams< void, FRHICommandListImmediate &, const IDisplayClusterViewportManagerProxy *, FViewport * >


description: Called after backbuffer update

code: class FDisplayClusterPostBackbufferUpdated_RenderThread : public TBaseMulticastDelegate_TwoParams< void, FRHICommandListImmediate &, FViewport * >


description: Called once before warping all available viewports

code: class FDisplayClusterPreWarp_RenderThread : public TBaseMulticastDelegate_TwoParams< void, FRHICommandListImmediate &, const IDisplayClusterViewportManagerProxy * >


description: Called before warping a specific viewport

code: class FDisplayClusterPreWarpViewport_RenderThread : public TBaseMulticastDelegate_TwoParams< void, FRHICommandListImmediate &, const IDisplayClusterViewportProxy * >


description: Called to let the artificial latency subsystem do its job

code: class FDisplayClusterProcessLatency_RenderThread : public TBaseMulticastDelegate_ThreeParams< void, FRHICommandListImmediate &, const IDisplayClusterViewportManagerProxy *, FViewport * >


description: Called after inter-GPU synchronization

code: class FDisplayClusterPostCrossGpuTransfer_RenderThread : public TBaseMulticastDelegate_ThreeParams< void, FRHICommandListImmediate &, const IDisplayClusterViewportManagerProxy *, FViewport * >


description: Called in the end of the nD rendering chain, right before updating the backbuffer

code: class FDisplayClusterPostFrameRender_RenderThread : public TBaseMulticastDelegate_ThreeParams< void, FRHICommandListImmediate &, const IDisplayClusterViewportManagerProxy *, FViewport * >


description: Called once the ViewFamily of this viewport is rendered

code: class FDisplayClusterPostRenderViewFamily_RenderThread : public TBaseMulticastDelegate_ThreeParams< void, FRDGBuilder &, const FSceneViewFamily &, const IDisplayClusterViewportProxy * >


description: Called once after warping all the viewports

code: class FDisplayClusterPostWarp_RenderThread : public TBaseMulticastDelegate_TwoParams< void, FRHICommandListImmediate &, const IDisplayClusterViewportManagerProxy * >


description: Called after warping a specific viewport

code: class FDisplayClusterPostWarpViewport_RenderThread : public TBaseMulticastDelegate_TwoParams< void, FRHICommandListImmediate &, const IDisplayClusterViewportProxy * >


description: Called before applying ICVFX shaders

code: class FDisplayClusterPreProcessIcvfx_RenderThread : public TBaseMulticastDelegate_FourParams< void, FRHICommandListImmediate &, const IDisplayClusterViewportProxy *, FDisplayClusterShaderParameters_WarpBlend &, FDisplayClusterShaderParameters_ICVFX & >


description: Called after presentation synchronization is completed

code: class FDisplayClusterPresentationPostSynchronization_RHIThread : public TBaseMulticastDelegate_NoParams< void >


description: Called before presentation synchronization is initiated

code: class FDisplayClusterPresentationPreSynchronization_RHIThread : public TBaseMulticastDelegate_NoParams< void >


className: FDisplayClusterPostTickEvent

description: Called on DisplayCluster PostTick

code: class FDisplayClusterPostTickEvent : public TBaseMulticastDelegate_NoParams< void >


className: FDisplayClusterPreTickEvent

description: Called on DisplayCluster PreTick

code: class FDisplayClusterPreTickEvent : public TBaseMulticastDelegate_NoParams< void >


className: FDisplayClusterStartFrameEvent

description: Called on DisplayCluster StartFrame

code: class FDisplayClusterStartFrameEvent : public TBaseMulticastDelegate_OneParam< void, uint64 >


className: FDisplayClusterStartSessionEvent

description: Called on session start

code: class FDisplayClusterStartSessionEvent : public TBaseMulticastDelegate_NoParams< void >


className: FDisplayClusterStartSceneEvent

description: Called on start scene

code: class FDisplayClusterStartSceneEvent : public TBaseMulticastDelegate_NoParams< void >


className: FDisplayClusterTickEvent

description: Called on DisplayCluster Tick

code: class FDisplayClusterTickEvent : public TBaseMulticastDelegate_NoParams< void >


description: Deprecated* This event getter has been deprecated. Please useOnDisplayClusterPostBackbufferUpdated_RenderThread()


code: virtual ~IDisplayClusterCallbacks()


className: IDisplayClusterCallbacks

description: DisplayCluster callbacks API

code: class IDisplayClusterCallbacks


code: bool Deserialize ( [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & ar )


code: bool Serialize ( [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & ar )


code: virtual ~IDisplayClusterSerializable()


className: IDisplayClusterSerializable

description: Memory serialization interface

code: class IDisplayClusterSerializable


code: bool DeserializeFromString ( const [FString](API\Runtime\Core\Containers\FString) & ar )


className: IDisplayClusterStringSerializable

description: String serialization interface

code: class IDisplayClusterStringSerializable


description: This helper function looks for a config file provided with relative path. It uses different base directories that are typically used in different runtime environments.

code: namespace DisplayClusterHelpers { namespace filesystem { static [FString](API\Runtime\Core\Containers\FString) DisplayClusterHelpers::filesystem::GetFullPathForConfig ( const [FString](API\Runtime\Core\Containers\FString) & RelativeConfig ) } }


code: namespace DisplayClusterHelpers { namespace filesystem { static [FString](API\Runtime\Core\Containers\FString) DisplayClusterHelpers::filesystem::GetFullPathForConfigResource ( const [FString](API\Runtime\Core\Containers\FString) & ResourcePath ) } }


description: Extracts value fromTMap, returns true and TReturn converted from string, otherwise false.

code: namespace DisplayClusterHelpers { namespace map { template<typename TReturn> bool DisplayClusterHelpers::map::ExtractValueFromString ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InMap, const [FString](API\Runtime\Core\Containers\FString) & InKey, TReturn & OutValue, [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) SearchCase ) } }


description: Extracts value fromTMapand converts it to TReturn. If no value found, the default value is returned.

code: namespace DisplayClusterHelpers { namespace map { template<typename TReturn> TReturn DisplayClusterHelpers::map::ExtractValueFromString ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InMap, const [FString](API\Runtime\Core\Containers\FString) & InKey, const TReturn & DefaultValue, [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) SearchCase ) } }


description: Extracts array from sting map value.

code: namespace DisplayClusterHelpers { namespace map { template<typename TVal> bool DisplayClusterHelpers::map::ExtractArrayFromString ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InMap, const [FString](API\Runtime\Core\Containers\FString) & InKey, [TArray](API\Runtime\Core\Containers\TArray)< TVal > & OutArray, const [FString](API\Runtime\Core\Containers\FString) & InSeparator, bool bCullEmpty, [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) SearchCase ) } }


description: Helper for array size.

code: namespace DisplayClusterHelpers { namespace array { template<typename T, size_t n> constexpr size_t DisplayClusterHelpers::array::array_size ( const T ) } }


description: Max element in array.

code: namespace DisplayClusterHelpers { namespace array { template<typename T> T DisplayClusterHelpers::array::max ( const T * data, int size ) } }


description: Max element's index in array.

code: namespace DisplayClusterHelpers { namespace array { template<typename T> size_t DisplayClusterHelpers::array::max_idx ( const T * data, int size ) } }


description: Min element in array.

code: namespace DisplayClusterHelpers { namespace array { template<typename T> T DisplayClusterHelpers::array::min ( const T * data, int size ) } }


description: Min element's index in array.

code: namespace DisplayClusterHelpers { namespace array { template<typename T> size_t DisplayClusterHelpers::array::min_idx ( const T * data, int size ) } }


code: namespace DisplayClusterHelpers { namespace game { template<typename T> static void DisplayClusterHelpers::game::FindAllActors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [TArray](API\Runtime\Core\Containers\TArray)< T * > & Out ) } }


description: Extracts value from TMap, returns true if Ok.

code: namespace DisplayClusterHelpers { namespace map { template<typename TVal> bool DisplayClusterHelpers::map::ExtractValue ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), TVal > & InMap, const [FString](API\Runtime\Core\Containers\FString) & InKey, TVal & OutValue, [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) SearchCase ) } }


description: Extracts value fromTMap, returns value if found, otherwise default value.

code: namespace DisplayClusterHelpers { namespace map { template<typename TVal> TVal DisplayClusterHelpers::map::ExtractValue ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), TVal > & InMap, const [FString](API\Runtime\Core\Containers\FString) & InKey, const TVal & DefaultValue, [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) SearchCase ) } }


description: Exports array data to a string Example: {item1, item2, item3, item4} => "item1,item2,item3,item4"

code: namespace DisplayClusterHelpers { namespace str { template<typename T> static [FString](API\Runtime\Core\Containers\FString) DisplayClusterHelpers::str::ArrayToStr ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InData, const [FString](API\Runtime\Core\Containers\FString) & InSeparator, bool bAddQuotes ) } }


description: Extracts map from sting map value.

code: namespace DisplayClusterHelpers { namespace map { template<typename TKey, typename TVal> bool DisplayClusterHelpers::map::ExtractMapFromString ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InMap, const [FString](API\Runtime\Core\Containers\FString) & InKey, [TMap](API\Runtime\Core\Containers\TMap)< TKey, TVal > & OutMap, const [FString](API\Runtime\Core\Containers\FString) & InPairSeparator, const [FString](API\Runtime\Core\Containers\FString) & InKeyValSeparator, [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) SearchCase ) } }


code: namespace DisplayClusterHelpers { namespace str { static [FString](API\Runtime\Core\Containers\FString) DisplayClusterHelpers::str::BoolToStr ( bool bVal, bool bAsWord ) } }


description: Extracts array value either from a command line string or any other line that matches the same format Example: extracting array value of param2 "param1=value1 param2="a,b,c,d" param3=value3" => {a,b,c,d}

code: namespace DisplayClusterHelpers { namespace str { template<typename TVal> static bool DisplayClusterHelpers::str::ExtractArray ( const [FString](API\Runtime\Core\Containers\FString) & InLine, const [FString](API\Runtime\Core\Containers\FString) & InParamName, const [FString](API\Runtime\Core\Containers\FString) & InSeparator, [TArray](API\Runtime\Core\Containers\TArray)< TVal > & OutValue ) } }


description: Extracts value either from a command line string or any other line that matches the same format Example: extracting value of param2 "param1=value1 param2=value2 param3=value3" => value2

code: namespace DisplayClusterHelpers { namespace str { template<typename T> static bool DisplayClusterHelpers::str::ExtractValue ( const [FString](API\Runtime\Core\Containers\FString) & InLine, const [FString](API\Runtime\Core\Containers\FString) & InParamName, T & OutValue, bool bInTrimQuotes ) } }


description: Extracts map value either from a command line string or any other line that matches the same format Example: extracting map value of param2 "param1=value1 param2="a:1,b:7,c:22" param3=value3" => {{a,1},{b,7}{c,22}}

code: namespace DisplayClusterHelpers { namespace str { template<typename TKey, typename TVal> static bool DisplayClusterHelpers::str::ExtractMap ( const [FString](API\Runtime\Core\Containers\FString) & InLine, const [FString](API\Runtime\Core\Containers\FString) & InParamName, [TMap](API\Runtime\Core\Containers\TMap)< TKey, TVal > & OutData, const [FString](API\Runtime\Core\Containers\FString) & InPairSeparator, const [FString](API\Runtime\Core\Containers\FString) & InKeyValSeparator ) } }


description: Exports map data to a string Example: {{key1,val1},{key2,val2},{key3,val3}} => "key1=val1 key2=val2 key3=var3"

code: namespace DisplayClusterHelpers { namespace str { template<typename TKey, typename TVal> [FString](API\Runtime\Core\Containers\FString) DisplayClusterHelpers::str::MapToStr ( const [TMap](API\Runtime\Core\Containers\TMap)< TKey, TVal > & InData, const [FString](API\Runtime\Core\Containers\FString) & InPairSeparator, const [FString](API\Runtime\Core\Containers\FString) & InKeyValSeparator, bool bAddQuoutes ) } }


description: Parses string items separated by specified separator into array Example: item1, item2,item3 , item4 => {item1, item2, item3, item4}

code: namespace DisplayClusterHelpers { namespace str { template<typename TVal> static void DisplayClusterHelpers::str::StrToArray ( const [FString](API\Runtime\Core\Containers\FString) & InData, const [FString](API\Runtime\Core\Containers\FString) & InSeparator, [TArray](API\Runtime\Core\Containers\TArray)< TVal > & OutData, bool bCullEmpty ) } }


description: Parses string of key-value pairs separated by specified separator into map Example: "key1=val1 key2=val2 key3=val3" => {{key1, val2}, {key2, val2}, {key3, val3}}

code: namespace DisplayClusterHelpers { namespace str { template<typename TKey, typename TVal> void DisplayClusterHelpers::str::StrToMap ( const [FString](API\Runtime\Core\Containers\FString) & InData, [TMap](API\Runtime\Core\Containers\TMap)< TKey, TVal > & OutData, const [FString](API\Runtime\Core\Containers\FString) & InPairSeparator, const [FString](API\Runtime\Core\Containers\FString) & InKeyValSeparator ) } }


code: namespace DisplayClusterHelpers { namespace str { static void DisplayClusterHelpers::str::TrimStringValue ( [FString](API\Runtime\Core\Containers\FString) & InLine, bool bTrimQuotes ) } }


code: namespace DisplayClusterHelpers { namespace str { static [FString](API\Runtime\Core\Containers\FString) DisplayClusterHelpers::str::TrimStringValue ( const [FString](API\Runtime\Core\Containers\FString) & InLine, bool bTrimQuotes ) } }


description: Common system events data.

code: namespace DisplayClusterStrings { namespace cluster_events { static DisplayClusterStrings::cluster_events::EventCategory = TEXT("nDisplay"); } }


description: Specific events.

code: namespace DisplayClusterStrings { namespace cluster_events { static DisplayClusterStrings::cluster_events::EvtQuitName = TEXT("quit"); } }


code: namespace DisplayClusterStrings { namespace args { static DisplayClusterStrings::args::Cluster = TEXT("dc_cluster"); } }


code: namespace DisplayClusterStrings { namespace args { static DisplayClusterStrings::args::Config = TEXT("dc_cfg"); } }


code: namespace DisplayClusterStrings { namespace args { namespace dev { static DisplayClusterStrings::args::dev::QBS = TEXT("quad_buffer_stereo"); } } }


code: namespace DisplayClusterStrings { namespace args { namespace dev { static DisplayClusterStrings::args::dev::TB = TEXT("dc_dev_top_bottom"); } } }


code: namespace DisplayClusterStrings { namespace args { namespace dev { static DisplayClusterStrings::args::dev::SbS = TEXT("dc_dev_side_by_side"); } } }


code: namespace DisplayClusterStrings { namespace args { static DisplayClusterStrings::args::Node = TEXT("dc_node"); } }


code: namespace DisplayClusterStrings { namespace args { namespace dev { static DisplayClusterStrings::args::dev::Mono = TEXT("dc_dev_mono"); } } }


code: namespace DisplayClusterStrings { namespace args { static DisplayClusterStrings::args::NodeList = TEXT("dc_nodes"); } }


code: namespace DisplayClusterStrings { namespace args { static DisplayClusterStrings::args::NodeRole = TEXT("dc_role"); } }


code: namespace DisplayClusterStrings { namespace args { namespace role { static DisplayClusterStrings::args::role::Primary = TEXT("primary"); } } }


code: namespace DisplayClusterStrings { namespace args { namespace role { static DisplayClusterStrings::args::role::Secondary = TEXT("secondary"); } } }


code: namespace DisplayClusterStrings { namespace cluster_events { static DisplayClusterStrings::cluster_events::EventType = TEXT("control"); } }


code: namespace DisplayClusterStrings { namespace common { static DisplayClusterStrings::common::ArrayValSeparator = TEXT(","); } }


code: namespace DisplayClusterStrings { namespace common { static DisplayClusterStrings::common::KeyValSeparator = TEXT("="); } }


code: namespace DisplayClusterStrings { namespace common { static DisplayClusterStrings::common::PairSeparator = TEXT(" "); } }


code: namespace DisplayClusterStrings { namespace args { namespace role { static DisplayClusterStrings::args::role::Backup = TEXT("backup"); } } }


code: namespace DisplayClusterStrings { namespace log { static DisplayClusterStrings::log::Found = TEXT("found"); } }


code: namespace DisplayClusterStrings { namespace uri_args { static DisplayClusterStrings::uri_args::PrimaryNodeId = TEXT("PrimaryNodeId="); } }


code: namespace DisplayClusterStrings { namespace log { static DisplayClusterStrings::log::NotFound = TEXT("not found"); } }


code: namespace DisplayClusterStrings { namespace uri_args { static DisplayClusterStrings::uri_args::ClusterId = TEXT("ClusterId="); } }


code: namespace DisplayClusterStrings { namespace uri_args { static DisplayClusterStrings::uri_args::PrimaryNodePort = TEXT("PrimaryNodePort="); } }


code: namespace DisplayClusterStrings { namespace uri_args { static DisplayClusterStrings::uri_args::ClusterNodesNum = TEXT("ClusterNodesCount="); } }


code: template<typename ConvertTo> static ConvertTo FromHexString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> float FromHexString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> double FromHexString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FVector2D FromHexString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FRotator FromHexString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FVector FromHexString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FMatrix FromHexString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FTransform FromHexString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FQuat FromHexString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<typename ConvertTo> static ConvertTo FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FVector FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FVector2D FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FMatrix FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FRotator FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FQuat FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> FIntPoint FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> [FTimecode](API\Runtime\Core\Misc\FTimecode) FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> [FFrameRate](API\Runtime\Core\Misc\FFrameRate) FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> [EDisplayClusterSyncGroup](API\Plugins\DisplayCluster\EDisplayClusterSyncGroup) FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> bool FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> int8 FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> uint8 FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> int32 FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> uint32 FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> float FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> double FromString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<typename ConvertFrom> static [FString](API\Runtime\Core\Containers\FString) ToHexString ( const ConvertFrom & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToHexString ( const float & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToHexString ( const double & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToHexString ( const FVector & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToHexString ( const FVector2D & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToHexString ( const FRotator & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToHexString ( const FMatrix & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToHexString ( const FTransform & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToHexString ( const FQuat & From )


code: template<typename ConvertFrom> static [FString](API\Runtime\Core\Containers\FString) ToString ( const ConvertFrom & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const float & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const double & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const FVector & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const FVector2D & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const FRotator & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const FMatrix & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const FQuat & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const FIntPoint & From )


description: We can't just useFTimecodeToString as that loses information.

code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const [FTimecode](API\Runtime\Core\Misc\FTimecode) & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const EDisplayClusterCommResult & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const [EDisplayClusterOperationMode](API\Plugins\DisplayCluster\EDisplayClusterOperationMode) & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const [EDisplayClusterSyncGroup](API\Plugins\DisplayCluster\EDisplayClusterSyncGroup) & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const EDisplayClusterBarrierWaitResult & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const [FString](API\Runtime\Core\Containers\FString) & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const bool & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const int8 & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const uint8 & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const int32 & From )


code: template<> [FString](API\Runtime\Core\Containers\FString) ToString ( const uint32 & From )


description: Return actor object ptr. For killed object ptr, reset and find actor new object ptr by name and save to [mutable] ActorPtr

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOrFindSceneActor() const


className: DisplayClusterTypesConverter

description: Auxiliary class with different type conversion functions

code: class DisplayClusterTypesConverter


code: bool IsDefinedSceneActor() const


code: bool SetSceneActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: FDisplayClusterActorRef ( const [FDisplayClusterActorRef](API\Plugins\DisplayCluster\Misc\FDisplayClusterActorRef) & InActorRef )


code: virtual ~FDisplayClusterActorRef()


className: FDisplayClusterActorRef

code: class FDisplayClusterActorRef

DataGuard

type: FCriticalSectio...

description: Multi-thread data guard.


code: bool operator== ( const [FDisplayClusterComponentRef](API\Plugins\DisplayCluster\Misc\FDisplayClusterComponentRef) & OtherRef ) const


code: FDisplayClusterComponentRef()


code: FDisplayClusterComponentRef ( const [FString](API\Runtime\Core\Containers\FString) & InName )


className: FDisplayClusterComponentRef

Name

type: FString


description: Return component object ptr. For killed object ptr, reset and find component new object ptr by name and save to [mutable] ComponentPtr

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetOrFindSceneComponent() const


code: bool IsDefinedSceneComponent() const


code: bool IsSceneComponentValid() const


code: bool IsEqualsComponentName ( const [FName](API\Runtime\Core\UObject\FName) & InComponentName ) const


code: void ResetSceneComponent()


code: bool SetSceneComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent )


code: FDisplayClusterSceneComponentRef()


code: FDisplayClusterSceneComponentRef ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent )


code: FDisplayClusterSceneComponentRef ( const [FDisplayClusterSceneComponentRef](API\Plugins\DisplayCluster\Misc\FDisplayClusterSceneComponentRef) & InComponentRef )


className: FDisplayClusterSceneComponentRef

code: class FDisplayClusterSceneComponentRef : public [FDisplayClusterActorRef](API\Plugins\DisplayCluster\Misc\FDisplayClusterActorRef)


className: FTickEvent

description: Callback on tick

code: class FTickEvent : public TBaseMulticastDelegate_OneParam< void, float >


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


code: FDisplayClusterTickableGameObject()


className: FDisplayClusterTickableGameObject

description: Tickable game object: has anOnTick()callback to start all subscribers

code: class FDisplayClusterTickableGameObject : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)


description: Register a new object.

code: void Add ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [DataType](API\Plugins\DisplayCluster\Misc\TDisplayClusterDataCache\DataType), ESPMode::ThreadSafe > & InDataRef )


className: DataType

description: // Returns the unique name of this texture for DataCache. inline constFString& GetDataCacheName() const;

code: typedef InDataType DataType


description: Retrieve an existing object by a unique name.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [DataType](API\Plugins\DisplayCluster\Misc\TDisplayClusterDataCache\DataType), ESPMode::ThreadSafe > Find ( const [FString](API\Runtime\Core\Containers\FString) & InUniqueDataName )


description: Helper to perform the very common case of hashing anFStringinto a hex representation.

code: static [FString](API\Runtime\Core\Containers\FString) HashString ( const [FString](API\Runtime\Core\Containers\FString) & InString )


description: Release the cache

code: void Release()


description: Create or remove tickable game object.

code: void UpdateTickableGameObject()


description: When the number of DataRef references drops to 1, these items will be removed after a timeout.

code: void Tick ( float DeltaTime )


code: virtual ~TDisplayClusterDataCache()


className: TDisplayClusterDataCache

description: Cache template for named data with automatic deletion of unused items after timeout.

code: template<typename InDataType> class TDisplayClusterDataCache


description: Assigned geometry type.

code: enum EDisplayClusterRender_MeshComponentGeometrySource { Disabled = 0, StaticMeshComponentRef, ProceduralMeshComponentRef, ProceduralMeshSection, StaticMeshAsset, MeshGeometry, }


description: Support special mesh proxy geometry funcs.

code: enum EDisplayClusterRender_MeshComponentProxyDataFunc { Disabled = 0, OutputRemapScreenSpace, }


code: enum EDisplayClusterRender_MeshGeometryFormat { OBJ = 0, }


className: ERemapTarget

code: enum ERemapTarget { Base = 0, Chromakey, COUNT, }


code: const int32 GetSourceGeometryUVIndex ( const [ERemapTarget](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterMeshUVs\ERemapTarget) RemapTarget, const int32 MaxValue, const int32 DefaultValue ) const


code: const int32 operator[] ( const [ERemapTarget](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterMeshUVs\ERemapTarget) RemapTarget ) const


code: FDisplayClusterMeshUVs ( const int32 InBaseUVIndex, const int32 InChromakeyUVIndex )


className: FDisplayClusterMeshUVs

description: Map source geometry UVs to DCMeshComponent UVs.

code: struct FDisplayClusterMeshUVs


className: FDisplayClusterMeshVertex

description: The vertex data used to filter a texture.

code: struct FDisplayClusterMeshVertex


description: Get or find the referenced ProceduralMesh component.


code: enum EDisplayClusterRender_MeshGeometryCreateType { Passthrough = 0, }


code: void ResetProceduralMeshComponentRef()


code: bool SetProceduralMeshComponentRef ( [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent) * InProceduralMeshComponent )


code: FDisplayClusterRender_ProceduralMeshComponentRef ( const [FDisplayClusterRender_ProceduralMeshComponentRef](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterR-) & In )


description: Get or find the referenced StaticMesh component.

code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetOrFindStaticMeshComponent() const


code: bool IsStaticMeshGeometryDirty() const


code: void ResetStaticMeshComponentRef()


code: bool SetStaticMeshComponentRef ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InStaticMeshComponent )


code: FDisplayClusterRender_StaticMeshComponentRef ( const [FDisplayClusterRender_StaticMeshComponentRef](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterR-_1) & In )


code: class FDisplayClusterRender_StaticMeshComponentRef : public [FDisplayClusterSceneComponentRef](API\Plugins\DisplayCluster\Misc\FDisplayClusterSceneComponentRef)


description: Test purpose: create square geometry.

code: void CreatePassthrough()


description: Load geometry from OBJ file.

code: bool LoadFromFile ( const [FString](API\Runtime\Core\Containers\FString) & FullPathFileName, [EDisplayClusterRender_MeshGeometryFormat](API\Plugins\DisplayCluster\Render\Containers\EDisplayClusterR-_2) Format )


code: FDisplayClusterRender_MeshGeometry ( const [FDisplayClusterRender_MeshGeometry](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterRender_MeshGeomet-) & In )


ChromakeyUV

type: TArray< FVector...

Triangles

type: TArray< int32 >


description: return - true, if the mesh rendered

code: bool FinishRender_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList ) const


description: return - true, if the mesh can be rendered

code: bool BeginRender_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit ) const


description: Return true, if mesh valid and can be rendered

code: bool IsEnabled_RenderThread() const


description: Create mesh geometry on render thread (debug purpose)

code: void AssignMeshGeometry_RenderThread ( const [FDisplayClusterRender_MeshGeometry](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterRender_MeshGeomet-) * InMeshGeometry, const [EDisplayClusterRender_MeshComponentProxyDataFunc](API\Plugins\DisplayCluster\Render\Containers\EDisplayClusterR-) InDataFunc ) const


description: Assign mesh geometry Then send geometry to proxy

code: void AssignMeshGeometry ( const [FDisplayClusterRender_MeshGeometry](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterRender_MeshGeomet-) * InMeshGeometry )


description: Assign procedural mesh component, section index and origin to this container Then send geometry from the ProceduralMesh(SectionIndex) to proxy

code: void AssignProceduralMeshComponentRefs ( [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent) * InProceduralMeshComponent, const [FDisplayClusterMeshUVs](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterMeshUVs) & InUVs, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InOriginComponent, const int32 InSectionIndex )


description: Assign procedural mesh section geometry Then send geometry from the ProcMeshSection to proxy

code: void AssignProceduralMeshSection ( const [FProcMeshSection](API\Plugins\ProceduralMeshComponent\FProcMeshSection) & InProcMeshSection, const [FDisplayClusterMeshUVs](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterMeshUVs) & InUVs )


description: Assign static mesh component and origin to this container Then send geometry from the StaticMesh component to proxy

code: void AssignStaticMeshComponentRefs ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InStaticMeshComponent, const [FDisplayClusterMeshUVs](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterMeshUVs) & InUVs, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InOriginComponent, int32 InLODIndex )


description: Assign static mesh geometry Then send geometry from the StaticMesh to proxy

code: void AssignStaticMesh ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const [FDisplayClusterMeshUVs](API\Plugins\DisplayCluster\Render\Containers\FDisplayClusterMeshUVs) & InUVs, int32 InLODIndex )


description: Return true, if referenced component name is equal

code: bool EqualsMeshComponentName ( const [FName](API\Runtime\Core\UObject\FName) & InMeshComponentName ) const


description: Return assigned geometry source type


description: Get nDisplay mesh component proxy object


description: Get referenced Origin component object

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetOriginComponent() const


description: Get referenced ProceduralMesh component object


description: Get geometry from assigned ProceduralMesh section by index

code: const [FProcMeshSection](API\Plugins\ProceduralMeshComponent\FProcMeshSection) * GetProceduralMeshComponentSection ( const int32 SectionIndex ) const


description: Get referenced StaticMesh component object

code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetStaticMeshComponent() const


description: Get referenced StaticMesh object

code: const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetStaticMesh() const


description: Get geometry from assigned StaticMesh component

code: const [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) * GetStaticMeshComponentLODResources ( int32 InLODIndex ) const


description: Return true if referenced component geometry changed


description: Mark referenced component geometry as changed


description: Release refs, proxy, RHI.

code: void ReleaseMeshComponent()


description: Release proxy

code: void ReleaseProxyGeometry()


description: Clear referenced component geometry changed flag


description: Set geometry preprocess function. This function change geometry prepared for proxy

code: void SetGeometryFunc ( const [EDisplayClusterRender_MeshComponentProxyDataFunc](API\Plugins\DisplayCluster\Render\Containers\EDisplayClusterR-) InDataFunc )


description: Create texture from memory data

code: void CreateTexture ( const void * InTextureData, const uint32 InComponentDepth, const uint32 InBitDepth, uint32_t InWidth, uint32_t InHeight, bool bInHasCPUAccess )


description: Get ptr to resource data in memory (The texture must be created with bInHasCPUAccess set to true).

code: void * GetData() const


description: Get texture height.

code: uint32_t GetHeight() const


description: Get texture pixel format.

code: EPixelFormat GetPixelFormat() const


description: Get the RHI resource.

code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetRHITexture() const


description: Get texture width.

code: uint32_t GetWidth() const


description: True if the texture resource is initialized.

code: bool IsEnabled() const


description: Get TSharePtr from this.


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [IDisplayClusterRender_Texture](API\Plugins\DisplayCluster\Render\Containers\IDisplayClusterRender_Texture), ESPMode::ThreadSafe > ToSharedPtr() const


description: A runtime texture that is created based on data in memory

code: class IDisplayClusterRender_Texture


description: Update settings from root actor config data, and build new frame structure This function also updates all viewport settings from config. Must be called before theInitializeNewFrame()function.

code: bool BeginNewFrame ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FDisplayClusterRenderFrame](API\Plugins\DisplayCluster\Render\Viewport\RenderFrame\FDisplayClusterRenderFrame) & OutRenderFrame )


description: Called before unload current level

code: virtual void EndScene()


description: Finish rendering the frame and compose the viewports for the final RTT (Warp&Blend, OCIO, ICVFX, etc.) Release references to DCRA objects. Must be called after all viewports have been rendered. [ This pair of functions InitializeNewFrame should always be called together. ]

code: void FinalizeNewFrame()


description: Returns current presentation handler


description: Device initialization

code: virtual bool Initialize()


description: Initialize internal data to render a new frame Initialize references to DCRA objects. Must be called before viewports start rendering [ This pair of functions InitializeNewFrame should always be called together. ]

code: void InitializeNewFrame()


description: Called before scene Tick

code: virtual void PreTick ( float DeltaSeconds )


code: virtual ~IDisplayClusterRenderDevice()


description: Creates a rendering device instance

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterRenderDevice](API\Plugins\DisplayCluster\Render\Device\IDisplayClusterRenderDevice), ESPMode::ThreadSafe > Create ( const [FString](API\Runtime\Core\Containers\FString) & InDeviceType )


className: IDisplayClusterRenderDevice

description: NDisplay render device interface

code: class IDisplayClusterRenderDevice : public [IStereoRendering](API\Runtime\Engine\IStereoRendering)


className: IDisplayClusterRenderDeviceFactory

description: NDisplay rendering device factory interface


code: FDisplayClusterPPInfo &40; TSharedPtr< IDisplayClusterPostProcess, ESPMode::ThreadSafe > & InOperation, int32 InPriority &41;


className: FDisplayClusterPPInfo

description: Post-process operation wrapper.

code: struct FDisplayClusterPPInfo

Operation

type: TSharedPtr<IDi...


description: Returns currently active rendering synchronization policy object


description: Get or create a cached texture with unique name

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterRender_Texture](API\Plugins\DisplayCluster\Render\Containers\IDisplayClusterRender_Texture), ESPMode::ThreadSafe > GetOrCreateCachedTexture ( const [FString](API\Runtime\Core\Containers\FString) & InUniqueTextureName ) const


description: Returns a postprocess factory of specified type (if it has been registered previously)

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterPostProcessFactory](API\Plugins\DisplayCluster\Render\PostProcess\IDisplayClusterPostProcessFactor-) > GetPostProcessFactory ( const [FString](API\Runtime\Core\Containers\FString) & PostProcessType )


description: Called on a scene start to allow a rendering device to initialize any world related content

code: virtual void StartScene ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Returns a projection policy factory of specified type (if it has been registered previously)

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterProjectionPolicyFactory](API\Plugins\DisplayCluster\Render\Projection\IDisplayClusterP-) > GetProjectionPolicyFactory ( const [FString](API\Runtime\Core\Containers\FString) & ProjectionType )


description: Returns all registered postprocess types

code: void GetRegisteredPostProcess ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutPostProcessIDs ) const


description: Returns all registered projection policy types

code: void GetRegisteredProjectionPolicies ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutPolicyIDs ) const


description: Returns all registered warp policy types

code: void GetRegisteredWarpPolicies ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutWarpPolicyIDs ) const


description: Returns current rendering device


description: Returns V-blank monitor interface


description: Returns a warp policy factory of specified type (if it has been registered previously)

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterWarpPolicyFactory](API\Plugins\DisplayCluster\Render\Warp\IDisplayClusterWarpPolicyFactory) > GetWarpPolicyFactory ( const [FString](API\Runtime\Core\Containers\FString) & InWarpPolicyType )


description: Registers PostProcess factory

code: bool RegisterPostProcessFactory ( const [FString](API\Runtime\Core\Containers\FString) & PostProcessType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterPostProcessFactory](API\Plugins\DisplayCluster\Render\PostProcess\IDisplayClusterPostProcessFactor-) > & Factory )


description: Registers projection policy factory

code: bool RegisterProjectionPolicyFactory ( const [FString](API\Runtime\Core\Containers\FString) & ProjectionType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterProjectionPolicyFactory](API\Plugins\DisplayCluster\Render\Projection\IDisplayClusterP-) > & Factory )


description: Registers rendering device factory

code: bool RegisterRenderDeviceFactory ( const [FString](API\Runtime\Core\Containers\FString) & DeviceType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterRenderDeviceFactory](API\Plugins\DisplayCluster\Render\Device\IDisplayClusterRenderDeviceFacto-) > & Factory )


description: Registers synchronization policy factory

code: bool RegisterSynchronizationPolicyFactory ( const [FString](API\Runtime\Core\Containers\FString) & SyncPolicyType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterRenderSyncPolicyFactory](API\Plugins\DisplayCluster\Render\Synchronization\IDisplayClusterR-) > & Factory )


description: Registers warp policy factory

code: bool RegisterWarpPolicyFactory ( const [FString](API\Runtime\Core\Containers\FString) & InWarpPolicyType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterWarpPolicyFactory](API\Plugins\DisplayCluster\Render\Warp\IDisplayClusterWarpPolicyFactory) > & Factory )


description: Unregisters PostProcess factory

code: bool UnregisterPostProcessFactory ( const [FString](API\Runtime\Core\Containers\FString) & PostProcessType )


description: Unregisters projection policy factory

code: bool UnregisterProjectionPolicyFactory ( const [FString](API\Runtime\Core\Containers\FString) & ProjectionType )


description: Unregisters rendering device factory

code: bool UnregisterRenderDeviceFactory ( const [FString](API\Runtime\Core\Containers\FString) & DeviceType )


description: Unregisters synchronization policy factory

code: bool UnregisterSynchronizationPolicyFactory ( const [FString](API\Runtime\Core\Containers\FString) & SyncPolicyType )


description: Unregisters warp policy factory `

code: bool UnregisterWarpPolicyFactory ( const [FString](API\Runtime\Core\Containers\FString) & InWarpPolicyType )


description: Returns last V-blank timestamp

code: double GetLastVblankTime()


code: virtual ~IDisplayClusterRenderManager()