code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace simple { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::simple::Screen = TEXT("screen"); } } }


module: DisplayClusterProjection

code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::VIOSO::Origin = TEXT("origin"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::VIOSO::INIFile = TEXT("inifile"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::VIOSO::ChannelName = TEXT("channel"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace easyblend { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::easyblend::File = TEXT("file"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::VIOSO::File = TEXT("file"); } } }


description: The VIOSO calibration file contains several instances of geometry (for several screens in one file), so we must use this parameter to be able to select the right one.

code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::VIOSO::CalibIndex = TEXT("index"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::VIOSO::CalibAdapter = TEXT("adapter"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::VIOSO::Gamma = TEXT("gamma"); } } }


description: How many VIOSO units in meter.

code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::VIOSO::UnitsInMeter = TEXT("UnitsInMeter"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::VIOSO::EnablePreview = TEXT("EnablePreview"); } } }


code: namespace DisplayClusterProjectionStrings { namespace projection { static constexpr const TCHAR * DisplayClusterProjectionStrings::projection::Camera = TEXT("camera"); } }


code: namespace DisplayClusterProjectionStrings { namespace projection { static constexpr const TCHAR * DisplayClusterProjectionStrings::projection::Domeprojection = TEXT("domeprojection"); } }


code: namespace DisplayClusterProjectionStrings { namespace projection { static constexpr const TCHAR * DisplayClusterProjectionStrings::projection::EasyBlend = TEXT("easyblend"); } }


code: namespace DisplayClusterProjectionStrings { namespace projection { static constexpr const TCHAR * DisplayClusterProjectionStrings::projection::Link = TEXT("link"); } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace easyblend { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::easyblend::Origin = TEXT("origin"); } } }


code: namespace DisplayClusterProjectionStrings { namespace projection { static constexpr const TCHAR * DisplayClusterProjectionStrings::projection::Manual = TEXT("manual"); } }


code: namespace DisplayClusterProjectionStrings { namespace projection { static constexpr const TCHAR * DisplayClusterProjectionStrings::projection::Mesh = TEXT("mesh"); } }


code: namespace DisplayClusterProjectionStrings { namespace projection { static constexpr const TCHAR * DisplayClusterProjectionStrings::projection::MPCDI = TEXT("mpcdi"); } }


code: namespace DisplayClusterProjectionStrings { namespace projection { static constexpr const TCHAR * DisplayClusterProjectionStrings::projection::Simple = TEXT("simple"); } }


code: namespace DisplayClusterProjectionStrings { namespace projection { static constexpr const TCHAR * DisplayClusterProjectionStrings::projection::VIOSO = TEXT("vioso"); } }


code: namespace DisplayClusterProjectionStrings { namespace ThirdParty { static constexpr const TCHAR * DisplayClusterProjectionStrings::ThirdParty::PluginName = TEXT("nDisplay"); } }


code: namespace DisplayClusterProjectionStrings { namespace ThirdParty { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::ThirdParty::VIOSO::Path = TEXT("ThirdParty/VIOSO/DLL"); } } }


code: namespace DisplayClusterProjectionStrings { namespace ThirdParty { namespace VIOSO { static constexpr const TCHAR * DisplayClusterProjectionStrings::ThirdParty::VIOSO::DLL = TEXT("ViosoWarpBlend64.dll"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace easyblend { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::easyblend::Scale = TEXT("scale"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace manual { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::manual::Rendering = TEXT("ManualRendering"); } } }


code: namespace DisplayClusterProjectionStrings { namespace cfg { namespace manual { static constexpr const TCHAR * DisplayClusterProjectionStrings::cfg::manual::Type = TEXT("ManualFrustum"); } } }


description: Set camera policy camera

code: bool CameraPolicySetCamera ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDisplayClusterProjectionPolicy](API\Plugins\DisplayCluster\Render\Projection\IDisplayClusterProjectionPolicy), ESPMode::ThreadSafe > & InPolicy, class [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) *const NewCamera, const struct [FDisplayClusterProjectionCameraPolicySettings](API\Plugins\DisplayClusterProjection\Containers\FDisplayClusterP-) & CamersSettings )


description: Returns specified projection factory

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


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 [IDisplayClusterProjection](API\Plugins\DisplayClusterProjection\IDisplayClusterProjection) & Get()


description: Returns supported projection types

code: void GetSupportedProjectionTypes ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutProjectionTypes )


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("DisplayClusterProjection");


code: virtual ~IDisplayClusterProjection()


className: IDisplayClusterProjection

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


className: FDisplayClusterReplicationState

description: Helper structure to cache PriorityActor list for additional replication in order to equalize number of replicated actors among all synced connections

module: DisplayClusterReplication

code: struct FDisplayClusterReplicationState

FinalSortedCount

description: Number of actors that were prioritized.

LastProcessedActors

type: TMap< uint32, i...

description: Last processed actor for each sync connection.

MaxLastProcessedActor

description: Max processed actor among all synced connections.

PriorityActors

type: FActorPriority...

PriorityList

description: Cached priority lists.


description: Return last notified packet id

code: int32 GetLastNotifiedPacket() const


description: Process accumulated packets in the packet queue until PacketId

code: void ProcessPacket ( int32 PacketId )


description: Handle a packet we just received. bIsReinjectedPacket is true if a packet is reprocessed after getting cached bDispatchPacket if true the packet will be processed (passed to DispatchPacket)

code: virtual void ReceivedPacket ( [FBitReader](API\Runtime\Core\Serialization\FBitReader) & Reader, bool bIsReinjectedPacket, bool bDispatchPacket )


description: Wrapper for setting the current client login state, so we can trap for debugging, and verbosity purposes.

code: virtual void SetClientLoginState ( const [EClientLoginState::Type](API\Runtime\Engine\Engine\EClientLoginState__Type) NewState )


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


className: UDisplayClusterNetConnection

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class UDisplayClusterNetConnection : public [UIpConnection](API\Plugins\OnlineSubsystemUtils\UIpConnection)

bIsClusterConnection

type: bool

description: Whether current connection belongs to cluster node

bNodeIsPrimary

description: Whether current connection belongs to primary cluster node

bSynchronousMode

description: Whether current connection works in synchronous mode

ClientId

description: Cluster client unique identifier, HashString from NetConnection Challenge

ClusterId

description: Cluster unique identifier, HashString from node config file path

ClusterNodesNum

description: Cluster nodes number

InPackets

type: TSortedMap< int...

description: Data associated with each packet id.

NodeAddress

type: FString

description: The ip address of the node, converted toFStringfrom current NetConnection

NodeName

description: The name of the node, parsed from node URL address

NodePort

description: Cluster node port for binary cluster events

PacketIDs

type: TArray< int32 >

description: Storage for InPackets map keys, prevents reallocs.


description: Adds connection to nDisplay connectionTSet

code: void AddNodeConnection ( [UDisplayClusterNetConnection](API\Plugins\DisplayClusterReplication\UDisplayClusterNetConnection) * NetConnection )


description: Helper functions for parameters serialization into binary event data.

code: void GenerateClusterCommandsEvent ( [FDisplayClusterClusterEventBinary](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventBinar-) & NetworkDriverSyncEvent, int32 EventId )


code: void GenerateClusterCommandsEvent ( [FDisplayClusterClusterEventBinary](API\Plugins\DisplayCluster\Cluster\FDisplayClusterClusterEventBinar-) & NetworkDriverSyncEvent, int32 EventId, const [TMap](API\Runtime\Core\Containers\TMap)< uint32, int32 > & Parameters )


description: Performs Cluster Event handling: sync mode start and packet processing on client side

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


description:
Initialize the network driver in server mode (listener)
true if successful, false otherwise (check Error parameter)

code: virtual bool InitListen ( [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, [FURL](API\Runtime\Engine\Engine\FURL) & ListenURL, bool bReuseAddressAndPort, [FString](API\Runtime\Core\Containers\FString) & Error )


className: NodeSyncEvent

description: Cluster event id, used to start synchrosonus packets processing.

code: static const int NodeSyncEvent = GetTypeHash(FStringView(TEXT("nDCRNodeSyncEvent")));


className: PacketSyncEvent

description: Cluster event id, used to identify packet data blob for sync.

code: static const int PacketSyncEvent = GetTypeHash(FStringView(TEXT("nDCRPacketSyncEvent")));


description: Removes connection from nDisplay connectionTSetand from synchronized connections

code: void RemoveNodeConnection ( [UDisplayClusterNetConnection](API\Plugins\DisplayClusterReplication\UDisplayClusterNetConnection) * NetConnection )


description: Handle time update: read and process packets

code: virtual void TickDispatch ( float DeltaTime )


description: ReplicateActors and Flush

code: virtual void TickFlush ( float DeltaSeconds )


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


code: virtual ~UDisplayClusterNetDriver()


className: UDisplayClusterNetDriver

description: Custom NetDriver for DisplayCluster. Responsible for synchronous application of network packets across display cluster nodes. Results in seamless image when used with Actor replication system.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class UDisplayClusterNetDriver : public [UIpNetDriver](API\Plugins\OnlineSubsystemUtils\UIpNetDriver)

bClusterHasConnected

description: True if cluster has connected.

bConnectionViewersAreReady

description: Checks if connections viewers for Primary node were formed.

bLastBunchWasAcked

description: Used to control state of acked packets queue.

ClusterConnections

type: TMap< uint32,T...

description: NDisplay Node connections which corresponds to specific cluster

ClusterEventData

type: TArray< uint8 >

description: Binary event data. Member of the class to prevent runtime reallocations.

ClusterNetworkDriverHelper

type: TUniquePtr<FDi...

description: NetDriver helper for Display Cluster Events.

ClusterReplicationState

type: FDisplayCluster...

description: Stores replication state to produce additional replication in order to equalize number of actors for each sync connection.

EventBinaryListener

type: FOnClusterEvent...

description: Binary event listener.

LastAckedPacket

type: TMap< int32, in...

description: Contains last max acked packet for specific connection (key - connectionID, value - packetID)

NodeConnections

type: TSet<UDisplayC...

description: NDisplay node connections

OutPacketsQueues

type: TMap< int32,TD...

description: Contains queue of non-processed packets for specific connection (key - connectionID, value - packetID)

PacketsParams

description: Holds ready packets for each client. Member of the class to prevent runtime reallocations.

PivotNodeConnectionViewers

type: TArray<FNetVie...

description: ConnectionViewers for Pivot node (primary node connection)

PrimaryNodeConnections

description: NDisplay Primary node connections

ReadyOutPackets

description: Holds packets that are ready for replication (key - connectionID, value - packetID)

SyncConnections

description: NDisplay node connections that participate in synchronous replication


description: Adds the given Light Card to the root actor

module: DisplayClusterScenePreview

code: static void AddLightCardsToRootActor ( const [TArray](API\Runtime\Core\Containers\TArray)< [ADisplayClusterLightCardActor](API\Plugins\DisplayCluster\ADisplayClusterLightCardActor) * > & LightCards, [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * RootActor, const [FAddLightCardArgs](API\Plugins\DisplayClusterScenePreview\FDisplayClusterLightCardEditorHe-\FAddLightCardArg-) & AddLightCardArgs )


description:
Calculates the relative normal vector and world position in the specified direction from the given view origin.
true if the position was found, or false if the normal maps need to be updated first.

code: bool CalculateNormalAndPositionInDirection ( const FVector & InViewOrigin, const FVector & InDirection, FVector & OutWorldPosition, FVector & OutRelativeNormal, double InDesiredDistanceFromFlush )


description:
Calculates the desired direction from the view origin given a pixel position within the view.
true if the direction was found

code: bool CalculateOriginAndDirectionFromPixelPosition ( const FIntPoint & InPixelPos, const [FSceneView](API\Runtime\Engine\FSceneView) & InSceneView, const FVector & InOriginOffset, FVector & OutOrigin, FVector & OutDirection )


description: Sets up projection-related settings of a preview render in a consistent way. This includes the ProjectionType and its related ProjectionTypeSettings. If provided, the UV projection's panning settings will updated to reflect the ViewLocation passed in.

code: void ConfigureRenderProjectionSettings ( [FDisplayClusterMeshProjectionRenderSettings](API\Plugins\DisplayClusterLightCardEditorSha-\FDisplayClusterM-_2) & OutRenderSettings, FVector ViewLocation ) const


description: Creates the default ShouldApplyProjectionToPrimitive filter that mostFDisplayClusterMeshProjectionRenderSettingswill use. Filters actors so that in UV projection mode, UV light cards are rendered linearly.


description: Creates the default ShouldRenderPrimitive filter that mostFDisplayClusterMeshProjectionRenderSettingswill use. Filters actors so that only UV lightcards are shown in UV mode, and only non-UV light cards are shown otherwise.


description: Moves specified cards to a coordinate in viewport space as if dragged by a translate widget.

code: void DragActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDisplayClusterWeakStageActorPtr](API\Plugins\DisplayClusterLightCardExtender\StageActor\FDisplayClusterW-) > & Actors, const FIntPoint & PixelPos, const [FSceneView](API\Runtime\Engine\FSceneView) & SceneView, [ECoordinateSystem](API\Plugins\DisplayClusterScenePreview\FDisplayClusterLightCardEditorHe-\ECoordinateSyste-) CoordinateSystem, const FVector & DragWidgetOffset, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) DragAxis, [FDisplayClusterWeakStageActorPtr](API\Plugins\DisplayClusterLightCardExtender\StageActor\FDisplayClusterW-) PrimaryActor )


description: Moves specified UV actors to a coordinate in viewport space as if dragged by a translate widget.

code: void DragUVActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDisplayClusterWeakStageActorPtr](API\Plugins\DisplayClusterLightCardExtender\StageActor\FDisplayClusterW-) > & Actors, const FIntPoint & PixelPos, const [FSceneView](API\Runtime\Engine\FSceneView) & SceneView, const FVector & DragWidgetOffset, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) DragAxis, [FDisplayClusterWeakStageActorPtr](API\Plugins\DisplayClusterLightCardExtender\StageActor\FDisplayClusterW-) PrimaryActor )


className: ECoordinateSystem

code: enum ECoordinateSystem { Cartesian, Spherical, }


className: FAddLightCardArgs

code: struct FAddLightCardArgs

LabelConfiguration

description: Label configuration to use for the new light card


className: FSpawnActorArgs

code: struct FSpawnActorArgs

ActorClass

type: TSubclassOf<AA...

description: [Required if Template is null] The class to spawn

ActorName

type: FName

description: The name to set for the actor and label

AddLightCardArgs

type: FAddLightCardAr...

description: Args if this is a light card being added to the root actor

bIsPreview

description: Notify this actor should be used as a preview (such as for drag & drop)

Level

type: ULevel*

description: An override level for the actor, otherwise the RootActor level is used

ProjectionMode

type: EDisplayCluster...

description: The projection mode the actor should be spawned in under

RootActor

type: ADisplayCluster...

description: [Required] The root actor managing the stage

Template

type: constUDisplayC...

description: [Required if ActorClass is null] The template to use


description: Return equivalent cartesian coordinates

code: FVector AsCartesian&40;&41; const


description: Conform parameters to their normal ranges

code: void Conform&40;&41;


description: Returns true if the inclination is pointing at north or south poles, within the given margin (in radians)

code: bool IsPointingAtPole &40; double Margin &41; const


description: Returns a conformed version of this struct without changing the current one


description: Addition operator

code: FSphericalCoordinates operator&43; &40; FSphericalCoordinates const & Other &41; const


description: Subtraction operator

code: FSphericalCoordinates operator&45; &40; FSphericalCoordinates const & Other &41; const


description: Constructors

code: FSphericalCoordinates &40; const FVector & CartesianPosition &41;


className: FSphericalCoordinates

code: struct FSphericalCoordinates

Azimuth

type: double


description: Gets the spherical coordinates of the specified actor.

code: [FSphericalCoordinates](API\Plugins\DisplayClusterScenePreview\FDisplayClusterLightCardEditorHe-\FSphericalCoordi-) GetActorCoordinates ( const [FDisplayClusterWeakStageActorPtr](API\Plugins\DisplayClusterLightCardExtender\StageActor\FDisplayClusterW-) & Actor )


description: Get whether this is using an orthographic projection.

code: bool GetIsOrthographic() const


description: Get (or generate) a visualization of one of the helper's normal maps.

code: const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetNormalMapTexture ( bool bShowNorthMap )


description: Get the projection mode to use.


description: Sets upFSceneViewInitOptions' basic settings in a consistent way for preview renders. If RotationMatrix is not provided, one will be automatically generated based on the view rotation.

code: void GetSceneViewInitOptions ( [FSceneViewInitOptions](API\Runtime\Engine\FSceneViewInitOptions) & OutViewInitOptions, float InFOV, const FIntPoint & InViewportSize, const FVector & InLocation, const FRotator & InRotation, const EAspectRatioAxisConstraint InAspectRatioAxisConstraint, float InNearClipPlane, const FMatrix * InRotationMatrix, float InDPIScale )


description: Moves specified actors to desired coordinates. Actual radius will be based on flush constraint and actor's RadialOffset.

code: void MoveActorsTo ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDisplayClusterWeakStageActorPtr](API\Plugins\DisplayClusterLightCardExtender\StageActor\FDisplayClusterW-) > & Actors, const [FSphericalCoordinates](API\Plugins\DisplayClusterScenePreview\FDisplayClusterLightCardEditorHe-\FSphericalCoordi-) & SphericalCoords )


description: Converts a pixel coordinate into a point and direction vector in world space

code: void PixelToWorld ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FIntPoint & PixelPos, FVector & OutOrigin, FVector & OutDirection ) const


description: Moves the given light cards to the specified pixel position within the provided scene view.

code: void MoveActorsToPixel ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDisplayClusterWeakStageActorPtr](API\Plugins\DisplayClusterLightCardExtender\StageActor\FDisplayClusterW-) > & Actors, const FIntPoint & PixelPos, const [FSceneView](API\Runtime\Engine\FSceneView) & SceneView )


description: Set whether to use an orthographic projection.

code: void SetIsOrthographic ( bool bValue )


description: Set the viewport client for which this is handling rendering. If set, its data will be included in the SceneViewInitOptions generated by this helper.

code: void SetEditorViewportClient ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > InViewportClient )


description: Set the projection mode to use.

code: void SetProjectionMode ( [EDisplayClusterMeshProjectionType](API\Plugins\DisplayClusterLightCardEditorSha-\EDisplayClusterMeshProjectionTyp-) Value )


description: If the root actor is a proxy, use this to set the corresponding level instance that is being proxied.

code: void SetLevelInstanceRootActor ( [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) & NewRootActor )


description: Set the root actor of the DisplayCluster being controlled. This will also update the renderer's root actor. Don't call this if the helper was created with an existing preview renderer, as it will automatically the root actor from that renderer.

code: void SetRootActor ( [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) & NewRootActor )


description: Spawns a new actor for stage use and adds it to the root actor if it is a light card

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnStageActor ( const [FSpawnActorArgs](API\Plugins\DisplayClusterScenePreview\FDisplayClusterLightCardEditorHe-\FSpawnActorArgs) & InSpawnArgs )


description: Ensures that the actor root component is at the same location as the projection/view origin

code: void VerifyAndFixActorOrigin ( const [FDisplayClusterWeakStageActorPtr](API\Plugins\DisplayClusterLightCardExtender\StageActor\FDisplayClusterW-) & Actor )


description: Converts a world coordinate into a point in screen space, and returns true if the world position is on the screen.

code: bool WorldToPixel ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FVector & WorldPos, FVector2D & OutPixelPos ) const


description: Converts a world coordinate into a point in screen space using a specific projection mode, and returns true if the world position is on the screen.

code: bool WorldToPixel ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FVector & WorldPos, FVector2D & OutPixelPos, [EDisplayClusterMeshProjectionType](API\Plugins\DisplayClusterLightCardEditorSha-\EDisplayClusterMeshProjectionTyp-) OverrideProjectionMode ) const


description: Create a projection helper that automatically creates its own preview renderer for normal map generation.

code: FDisplayClusterLightCardEditorHelper()


description: Create a projection helper that uses an existing preview renderer for normal map generation.

code: FDisplayClusterLightCardEditorHelper ( int32 RendererId )


description: Clean up the projection renderer and any data used by the helper.

code: ~FDisplayClusterLightCardEditorHelper()


className: FDisplayClusterLightCardEditorHelper

description: Helper class for moving lightcards in an nDisplay cluster in various projection modes. Contains functions to perform coordinate conversion, scene setup, and lightcard movement, and manages the normal maps needed to convert from projected to world coordinates.


className: FRenderResultDelegate

code: typedef TBaseDelegate_OneParam< void, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * > FRenderResultDelegate


description: Clear the scene of a renderer.

code: bool ClearRendererScene ( int32 RendererId )


description: Add an actor to the preview scene for a renderer.

code: bool AddActorToRenderer ( int32 RendererId, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *)> & PrimitiveFilter )


description: Create a preview renderer. Returns an index used to refer to this renderer in future API calls.

code: int32 CreateRenderer()


description: Destroy a renderer, cleaning up all of its resources.

code: bool DestroyRenderer ( int32 RendererId )


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 [IDisplayClusterScenePreview](API\Plugins\DisplayClusterScenePreview\IDisplayClusterScenePreview) & Get()


description: Get a list of all actors that have been added to a renderer's scene. This includes any actors that the renderer automatically added to itself.

code: bool GetActorsInRendererScene ( int32 RendererId, bool bIncludeRoot, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


description: Get the root actor of a renderer.

code: [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * GetRendererRootActor ( int32 RendererId )


code: bool AddActorToRenderer ( int32 RendererId, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


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()


description: Check whether nDisplay preview textures are being updated in real time.

code: bool IsRealTimePreviewEnabled() const


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


description: Removes an actor from the preview scene for a renderer.

code: bool RemoveActorFromRenderer ( int32 RendererId, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Queue a preview to be rendered in the future, automatically creating a canvas and render target.

code: bool RenderQueued ( int32 RendererId, [FDisplayClusterMeshProjectionRenderSettings](API\Plugins\DisplayClusterLightCardEditorSha-\FDisplayClusterM-_2) & RenderSettings, const FIntPoint & Size, [FRenderResultDelegate](API\Plugins\DisplayClusterScenePreview\FRenderResultDelegate) ResultDelegate )


description: Immediately render a preview.

code: bool Render ( int32 RendererId, [FDisplayClusterMeshProjectionRenderSettings](API\Plugins\DisplayClusterLightCardEditorSha-\FDisplayClusterM-_2) & RenderSettings, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas )


description: Queue a preview to be rendered in the future using an existing canvas. The canvas must have a valid render target assigned.

code: bool RenderQueued ( int32 RendererId, [FDisplayClusterMeshProjectionRenderSettings](API\Plugins\DisplayClusterLightCardEditorSha-\FDisplayClusterM-_2) & RenderSettings, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FCanvas](API\Runtime\Engine\FCanvas) > Canvas, [FRenderResultDelegate](API\Plugins\DisplayClusterScenePreview\FRenderResultDelegate) ResultDelegate )


description: Set the ActorSelectedDelegate of a renderer. SeeFDisplayClusterMeshProjectionRenderer::ActorSelectedDelegatefor more info.

code: bool SetRendererActorSelectedDelegate ( int32 RendererId, [FDisplayClusterMeshProjectionRenderer::FSelection](API\Plugins\DisplayClusterLightCardEditorSha-\FDisplayClusterM-_1\FSelection) ActorSelectedDelegate )


description: Set the RenderSimpleElementsDelegate of a renderer. SeeFDisplayClusterMeshProjectionRenderer::RenderSimpleElementsDelegatefor more info.

code: bool SetRendererRenderSimpleElementsDelegate ( int32 RendererId, [FDisplayClusterMeshProjectionRenderer::FSimpleElementPass](API\Plugins\DisplayClusterLightCardEditorSha-\FDisplayClusterM-_1\FSimpleElementPa-) RenderSimpleElementsDelegate )


description: Set the path of theADisplayClusterRootActoractor for a renderer, which will be added to the preview scene and used to determine the render world. Whenever a render is performed with this renderer, it will try to find the actor at that path and use it as the root.

code: bool SetRendererRootActorPath ( int32 RendererId, const [FString](API\Runtime\Core\Containers\FString) & ActorPath, bool bAutoUpdateLightcards )


description: Set the root DisplayCluster actor for the renderer with the given ID, which will be added to the preview scene and used to determine the render world. Note that if the actor is destroyed (including by a recompile, reload, etc.), you will need to call this again to update the actor. This will also clear the path set by SetRendererRootActorPath.

code: bool SetRendererRootActor ( int32 RendererId, [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * Actor, bool bAutoUpdateLightcards )


description: Set whether the renderer should use post-processed nDisplay preview textures.

code: bool SetRendererUsePostProcessTexture ( int32 RendererId, bool bUsePostProcessTexture )


code: virtual ~IDisplayClusterScenePreview()


className: IDisplayClusterScenePreview

description: Interface for module containing tools for generation Display Cluster scene previews.

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


module: DisplayClusterShaders

code: void PostAddFace ( int32 f0, int32 f1, int32 f2 )


className: FMPCDIGeometryExportData

Normal

type: TArray< FVector...

Triangles

type: TArray< int32 >


className: FMPCDIGeometryImportData


description: Rendering mode for chromakey

code: enum EDisplayClusterShaderParametersICVFX_ChromakeySource { Disabled = 0, FrameColor, ChromakeyLayers, Unknown, }


description: The rendering order of the lightcard layer

code: enum EDisplayClusterShaderParametersICVFX_LightCardRenderMode { None = 0, Under, Over, }


description: Rendering mode for overlapping areas of camera projections

code: enum EDisplayClusterShaderParametersICVFX_CameraOverlappingRenderMode { None = 0, FinalPass, }


description: Generate Mips texture

code: bool GenerateMips ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * InOutMipsTexture, const [FDisplayClusterShaderParameters_GenerateMips](API\Plugins\DisplayClusterShaders\ShaderParameters\FDisplayClusterS-) & InSettings ) const


code: static [IDisplayClusterShaders](API\Plugins\DisplayClusterShaders\IDisplayClusterShaders) & Get()


description:
Warp&blend manager interface
interface

code: const [IDisplayClusterWarpBlendManager](API\Plugins\DisplayClusterShaders\WarpBlend\IDisplayClusterWarpBlendManager) & GetWarpBlendManager() const


code: static bool IsAvailable()


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


description: Render postprocess OutputRemap

code: bool RenderPostprocess_OutputRemap ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * InSourceTexture, FRHITexture2D * InRenderTargetableDestTexture, const [IDisplayClusterRender_MeshComponentProxy](API\Plugins\DisplayCluster\Render\Containers\IDisplayClusterR-) & MeshProxy ) const


description: Render UV light cards to texture that can be sampled by viewports to place light cards in UV space

code: bool RenderPreprocess_UVLightCards ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * InRenderTarget, const [FDisplayClusterShaderParameters_UVLightCards](API\Plugins\DisplayClusterShaders\ShaderParameters\FDisplayClusterS-_4) & InParameters ) const


code: bool RenderPreprocess_UVLightCards ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * InRenderTarget, float ProjectionPlaneSize, bool bRenderFinalColor ) const


description: Render postprocess Blur

code: bool RenderPostprocess_Blur ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * InSourceTexture, FRHITexture2D * InRenderTargetableDestTexture, const [FDisplayClusterShaderParameters_PostprocessBlur](API\Plugins\DisplayClusterShaders\ShaderParameters\FDisplayClusterS-_3) & InSettings ) const


description: Render ICVFX warp&blend

code: bool RenderWarpBlend_ICVFX ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [FDisplayClusterShaderParameters_WarpBlend](API\Plugins\DisplayClusterShaders\ShaderParameters\FDisplayClusterS-_5) & InWarpBlendParameters, const [FDisplayClusterShaderParameters_ICVFX](API\Plugins\DisplayClusterShaders\ShaderParameters\FDisplayClusterS-_1) & InICVFXParameters ) const


description: Render warp&blend

code: bool RenderWarpBlend_MPCDI ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [FDisplayClusterShaderParameters_WarpBlend](API\Plugins\DisplayClusterShaders\ShaderParameters\FDisplayClusterS-_5) & InWarpBlendParameters ) const


className: IDisplayClusterShaders

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


code: virtual ~IDisplayClusterShaders()


description: Create texture from memory data:

code: void CreateTexture ( EPixelFormat InPixelFormat, uint32_t InWidth, uint32_t InHeight, const void * InTextureData, bool bInHasCPUAccess )


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


code: uint32_t GetHeight() const


code: EPixelFormat GetPixelFormat() const


code: uint32_t GetTotalPoints() const


code: uint32_t GetWidth() const


code: bool IsEnabled() const


code: virtual ~IDisplayClusterRenderTexture()


code: void * GetData() const


className: IDisplayClusterRenderTexture

description: Runtime texture resoure.

code: class IDisplayClusterRenderTexture


code: enum EDisplayClusterShaderParameters_PostprocessBlur { None = 0, Gaussian, Dilate, }


code: int32 GetRequiredNumMips ( const FIntPoint & InDim ) const


bAutoGenerateMips

type: bool

description: Allow autogenerate num mips for this target.

MaxNumMipsLimit

description: Positive values used as max NumMips value.

MipsAddressU

type: TEnumAsByte< en...

MipsSamplerFilter

description: Control mips generator settings.


description: Remove unused cameras from render.

code: bool CleanupCamerasForRender()


description: Gets whether a valid texture is available to render chromakey markers for any overlapping ICVFX frustums


description: Iterate over all defined viewport resources with a predicate functor.

code: template<typename Predicate> void IterateViewportResourcesByPredicate &40; Predicate Pred &41;


description: Find camera settings by viewport name

code: [FCameraSettings](API\Plugins\DisplayClusterShaders\ShaderParameters\FDisplayClusterS-_1\FCameraSettings) * FindCameraByName ( const [FString](API\Runtime\Core\Containers\FString) & InViewportId )


description: Copying camera settings from the source camera. The function is moved here from the DisplayClusterMedia module, because it must also be updated when new settings are added.

code: void SetCameraSettings &40; const FCameraSettings & InCameraSettings, const bool bIncludeResources &41;


code: void SetViewProjection &40; const FDisplayClusterShaderParametersICVFX_CameraViewProjection & InLocalSpaceViewProjection &41;


code: bool IsAnyCameraUsed() const


className: FCameraSettings

description: Incamera render settings

code: struct FCameraSettings

ChromakeMarkerTextureRHI

type: FTextureRHIRef

Chromakey

type: FDisplayCluster...

ChromakeyColor

type: FLinearColor

ChromakeyMarkersColor

description: Chromakey markers settings:

ChromakeyMarkersDistance

type: float

ChromakeySource

description: Chromakey settings:

type: FTransform

OverlapChromakeyColor

description: The color to use when rendering chromakey for any regions of overlapping ICVFX frustums

OverlapChromakeyMarkersColor

description: The color of the chroamkey markers for any regions of overlapping ICVFX frustums

OverlapChromakeyMarkersDistance

description: The distance between the chroamkey markers for any regions of overlapping ICVFX frustums

OverlapChromakeyMarkersOffset

description: The offset of the chroamkey markers for any regions of overlapping ICVFX frustums

OverlapChromakeyMarkersScale

description: The scale of the chroamkey markers for any regions of overlapping ICVFX frustums

OverlapChromakeyMarkerTextureRHI

description: The texture to use to render the chromakey markers for any regions of overlaping ICVFX frustums

Resource

description: Resource with the camera image

ViewProjection

description: Camera view projection data.


code: bool IsLightCardOverUsed() const


code: bool IsCameraUsed ( int32 CameraIndex ) const


code: bool IsUsed&40;&41; const


code: bool IsLightCardUnderUsed() const


code: bool IsMultiCamerasUsed() const


code: bool IsUVLightCardOverUsed() const


code: template<typename Predicate> void IterateViewportResourcesByPredicate ( Predicate Pred )


code: bool IsUVLightCardUnderUsed() const


description: Implement copy ref and arrays.

code: void SetParameters ( const [FDisplayClusterShaderParameters_ICVFX](API\Plugins\DisplayClusterShaders\ShaderParameters\FDisplayClusterS-_1) & InParameters )


code: void SortCamerasRenderOrder()


description: This is where the ICVFX data for the outer viewport is stored.

CameraOverlappingRenderMode

description: Rendering mode for overlapping areas of camera projections.

Cameras

type: TArray<FCamera...

description: All cameras that render on this viewport.

UVLightCard

description: LightCard settings.


code: bool IsEnabled() const


description: Copy with resource ref.

code: void SetParameters ( const [FDisplayClusterShaderParameters_Override](API\Plugins\DisplayClusterShaders\ShaderParameters\FDisplayClusterS-_2) & InParameters )


Rect

type: FIntRect


description: A data struct that contains parameters for performing the UV light card render pass

bRenderFinalColor

description: Indicates whether to render the final color of the light cards or not

PrimitivesToRender

type: TArray<FPrimit...

description: A list of primitive scene proxies to render

ProjectionPlaneSize

description: The size of the plane in world units to project the UV space onto


className: FResourceWithRect

code: struct FResourceWithRect

Texture

type: FRHITexture2D &...


bRenderAlphaChannel

description: Render alpha channel from input texture to warp output.

Context

description: Context data.

Dest

type: FResourceWithRe...

Src

description: In resources for warp.

WarpInterface

type: TSharedPtr<IDi...


description: Camera view projection data

PrjMatrix

type: FMatrix

ViewLocation

type: FVector

ViewRotation

type: FRotator


code: bool IsValid() const


code: bool IsDefined() const


description: ICVFX rendering uses the resources of other viewports During initialization on a game thread, only the name of the viewport is saved here Later on the rendering thread, the resource reference is initialized

Texture

type: FRHITexture...

description: This ref resolved runtime.

ViewportId

type: FString

description: Viewport name (Used to resolve viewport resource to texture ref)


className: EDisplayClusterWarpBlendProjectionType

code: enum EDisplayClusterWarpBlendProjectionType { StaticSurfaceNormal = 0, StaticSurfacePlane, DynamicAABBCenter, RuntimeProjectionModes, RuntimeStaticSurfaceNormalInverted, RuntimeStaticSurfacePlaneInverted, }


className: EDisplayClusterWarpBlendFrustumType

code: enum EDisplayClusterWarpBlendFrustumType { AABB = 0, FULL, LOD, }


className: EDisplayClusterWarpBlendStereoMode

code: enum EDisplayClusterWarpBlendStereoMode { AsymmetricAABB = 0, SymmetricAABB, }


code: void Set &40; FRHITexture2D &42; InTexture, const FIntRect & InRect &41;


className: EDisplayClusterWarpBlendTextureType

code: enum EDisplayClusterWarpBlendTextureType { WarpMap = 0, AlphaMap, BetaMap, }


className: EDisplayClusterWarpProfileType

code: enum EDisplayClusterWarpProfileType { warp_2D = 0, warp_3D, warp_A3D, warp_SL, Invalid, }


className: FAssignWarpProceduralMesh

ProceduralMeshComponent

type: UProceduralMesh...

description: ProceduralMesh component ptr (warp geometry data source)

ProceduralMeshComponentSectionIndex

description: (optional) get geometry data from specified SectionIndex


className: EDisplayClusterWarpGeometryType

code: enum EDisplayClusterWarpGeometryType { WarpMap = 0, WarpMesh, WarpProceduralMesh, Invalid, }


className: FAssignWarpStaticMesh

StaticMeshComponent

type: UStaticMeshComp...

description: StaticMesh component ptr (warp geometry data source)

StaticMeshComponentLODIndex

description: (optional) get geometry data from specified LOD index


className: FLoadMPCDIFile

description: Initialize WarpBlend from MPCDI file.

code: struct FLoadMPCDIFile

BufferId

description: Name of buffer (mpcdi internal topology)

MPCDIFileName

description: The file with MPCDI calibration data (extension of this file '.mpcdi')

RegionId

description: Name of region (mpcdi internal topology)


className: FLoadPFMFile

description: Initialize WarpBlend from PFM file.

code: struct FLoadPFMFile

AlphaMapEmbeddedAlpha

description: Control alpha multiplier for AlphaMap texture.

AlphaMapFileName

description: AlphaMap file (supported format: PNG)

BetaMapFileName

description: BetaMap file (supported format: PNG)

bIsUnrealGameSpace

type: bool

description: Wrap axis to mpcdi space for unreal.

PFMFileName

description: The file with region calibration data (extension of this file '.pfm')

PFMScale

description: Geometry scale of this file.

ProfileType

type: EDisplayCluster...

description: Geometry profile type


className: FWarpMeshBase

code: struct FWarpMeshBase

BaseUVIndex

description: Map source mesh geometry UVs to WarpMesh UVs.

OriginComponent

type: USceneComponent...

description: Origin component ptr.


className: FDisplayClusterWarpBlendConstruct


className: FProjectionAngles

description: Frustum projection angles.

code: struct FProjectionAngles

Bottom

type: float


className: FDisplayClusterWarpContext

code: struct FDisplayClusterWarpContext

MeshToStageMatrix

description: From the mesh local space to cave.

OutCameraRotation

description: Camera.

ProjectionAngles

type: FProjectionAngl...

ProjectionMatrix

description: Frustum projection matrix.

UVMatrix

description: From the texture's perspective.


code: FVector GetEyeLocation() const


className: FDisplayClusterWarpEye

code: struct FDisplayClusterWarpEye

OriginEyeOffset

description: Offset from OriginLocation to Eye view location.

OriginLocation

description: Current camera Origin location.

WorldScale

description: Current scene additional settings.


code: bool IsEqual ( const [FDisplayClusterWarpEye](API\Plugins\DisplayClusterShaders\WarpBlend\FDisplayClusterWarpEye) & InEye, float Precision ) const


description: Calculate warp context data for new eye

code: bool CalcFrustumContext ( class [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport, const uint32 InContextNum, const [FDisplayClusterWarpEye](API\Plugins\DisplayClusterShaders\WarpBlend\FDisplayClusterWarpEye) & InEye, [FDisplayClusterWarpContext](API\Plugins\DisplayClusterShaders\WarpBlend\FDisplayClusterWarpContext) & OutWarpContext )


code: bool ExportWarpMapGeometry ( [FMPCDIGeometryExportData](API\Plugins\DisplayClusterShaders\Blueprints\FMPCDIGeometryExportData) * OutMeshData, uint32 InMaxDimension ) const


code: float GetAlphaMapEmbeddedGamma() const


description: Access to resources.

code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetTexture ( [EDisplayClusterWarpBlendTextureType](API\Plugins\DisplayClusterShaders\WarpBlend\EDisplayClusterWarpBlendTextureT-) TextureType ) const


description: Return current warp resource type.


code: const [IDisplayClusterRender_MeshComponentProxy](API\Plugins\DisplayCluster\Render\Containers\IDisplayClusterR-) * GetWarpMeshProxy_RenderThread() const


description: Return current warp profile type.


code: virtual ~IDisplayClusterWarpBlend()


code: bool Create ( const [FDisplayClusterWarpBlendConstruct::FLoadMPCDIFile](API\Plugins\DisplayClusterShaders\WarpBlend\FDisplayClusterWarpBlendConstruc-\FLoadMPCDIFile) & InConstructParameters, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterWarpBlend](API\Plugins\DisplayClusterShaders\WarpBlend\IDisplayClusterWarpBlend), ESPMode::ThreadSafe > & OutWarpBlend ) const


description: Mark internal component ref as dirty for geometry update

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


className: IDisplayClusterWarpBlend

code: class IDisplayClusterWarpBlend


code: bool Create ( const [FDisplayClusterWarpBlendConstruct::FLoadPFMFile](API\Plugins\DisplayClusterShaders\WarpBlend\FDisplayClusterWarpBlendConstruc-\FLoadPFMFile) & InConstructParameters, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterWarpBlend](API\Plugins\DisplayClusterShaders\WarpBlend\IDisplayClusterWarpBlend), ESPMode::ThreadSafe > & OutWarpBlend ) const


code: bool Create ( const [FDisplayClusterWarpBlendConstruct::FAssignWarpStaticMesh](API\Plugins\DisplayClusterShaders\WarpBlend\FDisplayClusterWarpBlendConstruc-\FAssignWarpStati-) & InConstructParameters, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterWarpBlend](API\Plugins\DisplayClusterShaders\WarpBlend\IDisplayClusterWarpBlend), ESPMode::ThreadSafe > & OutWarpBlend ) const


code: bool Create ( const [FDisplayClusterWarpBlendConstruct::FAssignWarpProceduralMesh](API\Plugins\DisplayClusterShaders\WarpBlend\FDisplayClusterWarpBlendConstruc-\FAssignWarpProce-) & InConstructParameters, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterWarpBlend](API\Plugins\DisplayClusterShaders\WarpBlend\IDisplayClusterWarpBlend), ESPMode::ThreadSafe > & OutWarpBlend ) const


className: IDisplayClusterWarpBlendManager

code: class IDisplayClusterWarpBlendManager


module: DMXBlueprintGraph

code: static [FDMXBlueprintGraphModule](API\Plugins\DMXBlueprintGraph\FDMXBlueprintGraphModule) & Get()


code: static bool IsAvailable()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: FDMXBlueprintGraphModule

description: The public interface to this module

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


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FDMXGraphPanelPinFactory

code: class FDMXGraphPanelPinFactory : public [FGraphPanelPinFactory](API\Editor\UnrealEd\FGraphPanelPinFactory)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: We only override this to return true, otherwise we can't create the user defined pins for the Attributes.

code: virtual bool CanCreateUserDefinedPin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, EEdGraphPinDirection InDesiredDirection, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


description: Creates a new pin on the node from the specified user pin info. Must be overridden so each type of node can ensure that the pin is created in the proper direction, etc

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePinFromUserDefinition ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > NewPinInfo )


description: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: static const [FName](API\Runtime\Core\UObject\FName) InputPinName_FixturePatch;


code: static const [FName](API\Runtime\Core\UObject\FName) InputPinName_FixtureTypeRef;


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin

code: virtual bool ModifyUserDefinedPinDefaultValue ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > PinInfo, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue )


description: What we need here is to serialize this node in both the parent and grand parent ways, because one will serialize the user defined pins (since this extends fromUK2Node_EditablePinBase), but by doing only the parent serialization, it'll skip the serialization of the structs we have as IN pins (UE bug?). However, the grandparent class serializes it correctly. This method basically merges both serializations so it works as expected

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


code: static const [FName](API\Runtime\Core\UObject\FName) OutputPinName_AttributesMap;


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

code: virtual void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: K2Node that checks if a FixturePatch is of a given FixtureType, and if it succeed, lets you grab the function values from the patch


description:
Queries if a user defined pin of the passed type can be constructed on this node. Node will return false by default and must opt into this functionality
TRUE if a user defined pin can be constructed


description: Expose DMX function pins from fixture patch active mode

code: void ExposeAttributes()


code: [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) * GetFixturePatchFromPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputDMXFixturePatchPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputAttributesMapPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputIsSuccessPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPin() const


className: InputDMXFixturePatchPinName

code: static const [FName](API\Runtime\Core\UObject\FName) InputDMXFixturePatchPinName;


description: DEPRECATED 5.0

code: void OnDataTypeChanged ( const [UDMXEntityFixtureType](API\Plugins\DMXRuntime\Library\UDMXEntityFixtureType) * InFixtureType, const [FDMXFixtureMode](API\Plugins\DMXRuntime\Library\FDMXFixtureMode) & InMode )


description: Triggers when FixturePatch from input pin has been changed

code: void OnFixturePatchChanged()


description: Called when the Fixture Type changed

code: void OnFixtureTypeChanged ( const [UDMXEntityFixtureType](API\Plugins\DMXRuntime\Library\UDMXEntityFixtureType) * InFixtureType )


className: OutputAttributesMapPinName

code: static const [FName](API\Runtime\Core\UObject\FName) OutputAttributesMapPinName;


className: OutputIsSuccessPinName

code: static const [FName](API\Runtime\Core\UObject\FName) OutputIsSuccessPinName;


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

code: virtual void PostPasteNode()


code: void RemovePinsRecursive ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Removes DMX function node pins

code: void ResetAttributes()


code: void RemoveOutputPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


description: Should this node require 'const' for pass-by-reference parameters?

code: virtual bool ShouldUseConstRefParams() const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_GetDMXAttributeValues : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


description: Gets the DMX Fixture Patch Reference from input pin


description: Gets the DMX Fixture Patch pin value as String


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputDMXFixturePatchPin() const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputDMXFixturePatchPin() const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: static const [FName](API\Runtime\Core\UObject\FName) InputDMXFixturePatchPinName;


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


code: void NotifyInputChanged()


className: OutputDMXFixturePatchPinName

code: static const [FName](API\Runtime\Core\UObject\FName) OutputDMXFixturePatchPinName;


description: Called when the DefaultValue of one of the pins of this node is changed in the editor

code: virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


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: Updates values in the Fixture Patch input pin struct

code: void SetInFixturePatchPinValue ( const [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) & InPatchRef ) const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_GetDMXFixturePatch : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description: Gets the DMX Fixture Type Reference from input pin


description: Gets the DMX Fixture Type pin value as String


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputDMXFixtureTypePin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputDMXFixtureTypePin() const


className: InputDMXFixtureTypePinName

code: static const [FName](API\Runtime\Core\UObject\FName) InputDMXFixtureTypePinName;


className: OutputDMXFixtureTypePinName

code: static const [FName](API\Runtime\Core\UObject\FName) OutputDMXFixtureTypePinName;


description: Updates values in the Fixture Type input pin struct

code: void SetInFixtureTypePinValue ( const [FDMXEntityFixtureTypeRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixtureTypeRef) & InTypeRef ) const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_GetDMXFixtureType : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


className: UDMXControlConsoleEditorLayoutsBase

description: Base class for Control Console layouts

module: DMXControlConsole

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UDMXControlConsoleEditorLayoutsBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Gets a normalized value that is sent as DMX

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="DMX") float GetNormalizedValue ( float DeltaTime )


code: virtual float GetNormalizedValue_Implementation ( float DeltaTime )


className: UDMXControlConsoleFloatOscillator

description: A value Oscillator that can be used in the DMX Control Console. Outputs float (normalized values)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, EditInlineNew, Abstract) class UDMXControlConsoleFloatOscillator : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


module: DMXControlConsoleEditor

code: static [IDMXControlConsoleEditorModule](API\Plugins\DMXControlConsoleEditor\IDMXControlConsoleEditorModule) & Get()


className: IDMXControlConsoleEditorModule

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


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

module: DMXEditor

code: virtual void RegisterCommands()


className: FDMXEditorCommands

code: class FDMXEditorCommands : public [TCommands< FDMXEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

AddNewEntityFixturePatch

type: TSharedPtr<FUI...

Align

description: Auto assign.

GoToDocumentation

description: Documentation related.

ImportDMXLibrary

description: DMX Library related.

OpenChannelsMonitor

description: Level Editor Tool Bar related.


className: EDMXFixturePatcherNameDisplayMode

code: enum EDMXFixturePatcherNameDisplayMode { FixtureIDAndFixturePatchName, FixtureID, FixturePatchName, }


className: deprecated

description: DEPRECATED 5.1

code: class deprecated ( "Deprecated class. Please use DMXLibraryFactory instead."" Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Returns the name of the factory for menus

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


className: UDMXEditorFactoryNew

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object) class UDMXEditorFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UDMXLibraryFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDMXLibraryFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


description:
Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object

code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

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


description:
The default implementation of this method will load the contents of the entire file into a byte buffer and call FactoryCreateBinary. User defined factories may override this behavior to process the provided file name on their own.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateFile ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) & Filename, const TCHAR * Parms, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


description: Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities.

code: virtual int32 GetPriority() const


className: MVRFileExtension

description: File extention for MVR files

code: static const [FString](API\Runtime\Core\Containers\FString) MVRFileExtension = TEXT("MVR");


description: Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-importing the provided object.

code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Constructor

code: UDMXLibraryFromMVRFactory()


description: Sets the reimport path(s) for the specified object

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


className: UDMXLibraryFromMVRFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDMXLibraryFromMVRFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


description: Should be called when initializing

code: void CommonInitialization ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * DMXLibrary )


description: Deprecated* Deprecated, this always yields true.

code: bool CanAddNewEntity ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > InEntityClass ) const


description: Create Default Commands

code: virtual void CreateDefaultCommands()


description: Creates the widgets that go into the tabs (note: does not create the tabs themselves)

code: virtual void CreateDefaultTabContents ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * DMXLibrary )


description: Get the DMX library being edited

code: [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * GetDMXLibrary() const


description: Returns the localized name of this toolkit type (typically just "editor")

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseToolkitName() const


description: Gets the content widget for the tab that edits Entities from InEntityClass

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< SDMXEntityEditor > GetEditorWidgetForEntityType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > InEntityClass ) const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< SDMXLibraryEditorTab > GetDMXLibraryEditorTab() const


description: Gets the Fixture Patch shared Data Instance

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXFixturePatchSharedData](API\Plugins\DMXEditor\FDMXFixturePatchSharedData) > & GetFixturePatchSharedData() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< SDMXFixtureTypeEditor > GetFixtureTypeEditor() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< SDMXFixturePatchEditor > GetFixturePatchEditor() const


description: Gets the fixture type shared data instance


description: Deprecated* Deprecated in favor of UDMXLibrary::OnEntitiesAddedOrRemoved


description: Deprecated* Deprecated since naming is now handled consistently when creating new entities via UDMXEntityFixtureType::CreateFixtureType or UDMXEntityFixturePatch::CreateFixturePatch.


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FDMXEditorToolbar > GetToolbarBuilder()


description: Get the selected entities from the tab that stores the passed in type

code: [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * > GetSelectedEntitiesFromTypeTab ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > InEntityClass ) const


description: Returns the invariant name of this toolkit type

code: virtual [FName](API\Runtime\Core\UObject\FName) GetToolkitFName() const


description: Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const


description: Returns the localize prefix string to use for tab labels in world-centric mode.

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


description: Edits the specified DMX library

code: virtual void InitEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * DMXLibrary )


description: Called during initialization of the DMX editor to register commands and extenders.

code: virtual void InitalizeExtenders()


description: Activate the editor tab suited to edit Entities of type InEntityClass

code: bool InvokeEditorTabFromEntityType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > InEntityClass )


code: bool NewEntity_IsVisibleForType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > InEntityClass ) const


code: [FReply](API\Runtime\SlateCore\Input\FReply) OnAddNewEntity_OnClick ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > InEntityClass )


description: Adds a new Entity to this DMX Library

code: void OnAddNewEntity ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > InEntityClass )


description: Called during initialization of the DMX editor to register any application modes.

code: virtual void RegisterApplicationModes ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * DMXLibrary, bool bShouldOpenInDefaultsMode, bool bNewlyCreated )


code: void RegisterToolbarTab ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


description: Utility function to handle all steps required to rename a newly added Entity

code: void RenameNewlyAddedEntity ( [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * InEntity, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > InEntityClass )


description: Switch to the correct tab for the first Entity's type and select the Entities

code: void SelectEntitiesInTypeTab ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * > & InEntities, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) InSelectionType )


description: Switch to the correct tab to select an Entity for editing

code: void SelectEntityInItsTypeTab ( [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * InEntity, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) InSelectionType )


className: ToolkitFName

description: The name given to all instances of this type of editor

code: static const [FName](API\Runtime\Core\UObject\FName) ToolkitFName;


description:
Note: This function should not be called directly. It should be called from AssetTools handler
Interface to the new DMX editor

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDMXEditor](API\Plugins\DMXEditor\FDMXEditor) > CreateEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * DMXLibrary )


className: FDMXEditor

description: *** The DMX Library Editor, displayed when opening a DMX Library Asset ***

code: class FDMXEditor : public [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication), public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook)


className: DMXEditorAppIdentifier

description: DataTable Editor app identifier string

code: static const [FName](API\Runtime\Core\UObject\FName) DMXEditorAppIdentifier;


className: DMXEditorAssetCategory

description: The DMX Editor asset category


description: Get the instance of this module.

code: static [FDMXEditorModule](API\Plugins\DMXEditor\FDMXEditorModule) & Get()


description: Get Level Editor Toolbar Menu extender

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > GetLevelEditorToolbarDMXMenuExtender() const


className: ModuleName

description: The module DMX Editor Module name

code: static const [FName](API\Runtime\Core\UObject\FName) ModuleName;


className: LevelEditorToolbarDMXMenuExtender

description: Extender for the Level Editor Toolbar Menu

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > LevelEditorToolbarDMXMenuExtender;


description: Registers asset types actions

code: void RegisterAssetTypeActions()


description: Registers asset types categories

code: void RegisterAssetTypeCategories()


description: Registers nomad tab spawners

code: void RegisterNomadTabSpawners()


description: Registers global class customizations

code: void RegisterClassCustomizations()


description: Registers global property type customizations


description: Registers sequencer related types

code: void RegisterSequencerTypes()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description: Starts up the pie manager

code: void StartupPIEManager()


className: FDMXEditorModule

description: Implements the DMX Editor Module.

code: class FDMXEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)

MenuExtensibilityManager

type: TSharedPtr<FEx...


description: Returns the singletonISlateStyleinstance for DMX editor style

code: static const [FDMXEditorStyle](API\Plugins\DMXEditor\FDMXEditorStyle) & Get()


description: DEPRECATED 5.0

code: static void ReloadTextures()


description: DEPRECATED 5.0

code: static void Initialize()


description: DEPRECATED 5.0

code: static void Shutdown()


description: Singleton style instance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleInstance_DEPRECATED = nullptr;


description: Constructor

code: FDMXEditorStyle()


description: Desonstructor

code: virtual ~FDMXEditorStyle()


className: FDMXEditorStyle

description: DMX editor style

code: class FDMXEditorStyle : public [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet)


description: Compares the property values of two Fixture Types, including properties in arrays, and returns true if they are almost all the same. Name, ID and Parent Library are ignored.

code: static bool AreFixtureTypesIdentical ( const [UDMXEntityFixtureType](API\Plugins\DMXRuntime\Library\UDMXEntityFixtureType) * A, const [UDMXEntityFixtureType](API\Plugins\DMXRuntime\Library\UDMXEntityFixtureType) * B )


description: DEPRECATED 5.1

code: static void AutoAssignedAddresses ( [UDMXEntityFixtureType](API\Plugins\DMXRuntime\Library\UDMXEntityFixtureType) * ChangedParentFixtureType )


description: Deprecated* Deprecated in favor of new UDMXEntityFixtureType::CreateFixtureType and UDMXEntityFixturePatch::CreateFixturePatch that support creating patches in blueprints.

code: static bool AddEntity ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * InLibrary, const [FString](API\Runtime\Core\Containers\FString) & NewEntityName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > NewEntityClass, [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) ** OutNewEntity )


description: DEPRECATED 5.1

code: static [FUnassignedPatchesArray](API\Plugins\DMXEditor\FDMXEditorUtils\FUnassignedPatchesArray) AutoAssignedAddresses ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) * > & ChangedFixturePatches, int32 MinimumAddress, bool bCanChangePatchUniverses )


description: If bCanChangePatchUniverses = true, this function will assign patches that do not fit into the existing universes to the next universe. MinimumAddress is ignored for the new universe, i.e. we start placing remaining patches at position 1.

code: static void AutoAssignedChannels ( bool bAllowDecrementUniverse, bool bAllowDecrementChannels, [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) * > FixturePatches )


description: Determines whether the current contents of the clipboard contain paste-able DMX Entity information

code: static bool CanPasteEntities ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * ParentLibrary )


description: Zeros memory in all active DMX buffers of all protocols

code: static void ClearAllDMXPortBuffers()


description: Clears cached data fixture patches received


description: Copies Entities to the operating system's clipboard.

code: static void CopyEntities ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * > && EntitiesToCopy )


description:
Creates the copied DMX Entities from the clipboard without attempting to paste/apply them in any way
The array of newly created enities.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * > CreateEntitiesFromClipboard ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * ParentLibrary )


description:
Locate universe conflicts between libraries
True if there is at least one conflict found.

code: static bool DoesLibraryHaveUniverseConflicts ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * Library, [FText](API\Runtime\Core\Internationalization\FText) & OutInputPortConflictMessage, [FText](API\Runtime\Core\Internationalization\FText) & OutOutputPortConflictMessage )


description: Deprecated* Deprecated in favor of UDMXRuntimeUtils::FindUniqueEntityName.

code: static [FString](API\Runtime\Core\Containers\FString) FindUniqueEntityName ( const [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * InLibrary, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > InEntityClass, const [FString](API\Runtime\Core\Containers\FString) & InBaseName )


description: Deprecated* Moved to DMXRuntimeUtils to allow using it at runtime.

code: static [FString](API\Runtime\Core\Containers\FString) GenerateUniqueNameFromExisting ( const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & InExistingNames, const [FString](API\Runtime\Core\Containers\FString) & InBaseName )


className: FUnassignedPatchesArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) * > FUnassignedPatchesArray


description: Retrieve all assets for a given class via the asset registry. Will load into memory if needed.

code: static void GetAllAssetsOfClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjects )


description: DEPRECATED 5.0

code: static void GetEntitiesFromClipboard ( [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * > & OutNewObjects )


description: Gets the package or creates a new one if it doesn't exist

code: static [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * GetOrCreatePackage ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Parent, const [FString](API\Runtime\Core\Containers\FString) & DesiredName )


description: Returns the Entity class type name (e.g: Fixture Type forUDMXEntityFixtureType) in singular or plural

code: static [FText](API\Runtime\Core\Internationalization\FText) GetEntityTypeNameText ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) > EntityClass, bool bPlural )


description: Checks if the Entity is being referenced by other objects.

code: static bool IsEntityUsed ( const [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * InLibrary, const [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * InEntity )


description: Parses an Address from a String, exected format is in the form of 'universe.address', e.g. '1.1'

code: static bool ParseAddress ( const [FString](API\Runtime\Core\Containers\FString) & InputString, int32 & OutAddress )


description: Parses Attribute Names from a String, format can be 'Dimmer', 'Dimmer, Pan, Tilt''. If no valid Attribute Names can be parsed, returned Array is empty.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ParseAttributeNames ( const [FString](API\Runtime\Core\Containers\FString) & InputString )


description: Parses a Fixture ID from a String, exected format is an integral value, e.g. '1'

code: static bool ParseFixtureID ( const [FString](API\Runtime\Core\Containers\FString) & InputString, int32 & OutFixtureID )


description: Parses Fixture IDs from a String. Format can be '1', '1, 3-4'. If no valid Fixture ID can be parsed, returned Array is empty

code: static [TArray](API\Runtime\Core\Containers\TArray)< int32 > ParseFixtureIDs ( const [FString](API\Runtime\Core\Containers\FString) & InputString )


description: DEPRECATED 5.0

code: static void RemoveEntities ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * InLibrary, const [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * > & InEntities )


description: Parses Universes from a String, format can be '1.', 'Uni 1', 'Universe 1', 'Uni 1, 3-4'. If no valid Universe can be parsed, returned Array is empty.

code: static [TArray](API\Runtime\Core\Containers\TArray)< int32 > ParseUniverses ( const [FString](API\Runtime\Core\Containers\FString) & InputString )


description: Renames an Entity

code: static void RenameEntity ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * InLibrary, [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * InEntity, const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: Deprecated* Deprecated to reduce redundant code. Instead use UDMXRuntimeUtils::FindUniqueEntityName.

code: static void SetNewFixtureFunctionsNames ( [UDMXEntityFixtureType](API\Plugins\DMXRuntime\Library\UDMXEntityFixtureType) * InFixtureType )


description: DEPRECATED 5.1

code: static bool TryAutoAssignToUniverses ( [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) * Patch, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & AllowedUniverses )


description:
Validates an Entity name, also checking for uniqueness among others of the same type.
True if the name would be a valid one.

code: static bool ValidateEntityName ( const [FString](API\Runtime\Core\Containers\FString) & NewEntityName, const [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * InLibrary, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InEntityClass, [FText](API\Runtime\Core\Internationalization\FText) & OutReason )


description: Creates a unique color for all patches that use the default colorFLinearColor(1.0f, 0.0f, 1.0f)

code: static void UpdatePatchColors ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * Library )


description: Can't instantiate this class

code: FDMXEditorUtils()


className: FDMXEditorUtils

description: Generic Editor Utilities. for Fixture Type, refer to DMXFixtureTypeSharedData instead.

code: class FDMXEditorUtils


description: Selects the patch node, does not clear selection

code: void AddFixturePatchToSelection ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) > Patch )


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Overload this method to report a name for your referencer

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


description: Returns the selected patch node or nullptr if nothing is selected

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) > > & GetSelectedFixturePatches() const


description: Returns the selected universe

code: int32 GetSelectedUniverse()


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


description: Selects the patch node

code: void SelectFixturePatch ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) > Patch )


description: Selects the patch nodes

code: void SelectFixturePatches ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) >> & Patches )


description: Selects the universe

code: void SelectUniverse ( int32 UniverseID )


description: Constructor

code: FDMXFixturePatchSharedData ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FDMXEditor](API\Plugins\DMXEditor\FDMXEditor) > InDMXEditorPtr )


className: FDMXFixturePatchSharedData

description: Shared data for fixture patch editors

code: class FDMXFixturePatchSharedData : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FSelfRegisteringEditorUndoClient](API\Editor\UnrealEd\FSelfRegisteringEditorUndoClient), public [TSharedFromThis< FDMXFixturePatchSharedData >](API\Runtime\Core\Templates\TSharedFromThis)

OnFixturePatchSelectionChanged

type: FSimpleMulticas...

description: Broadcast when a patch node is selected by an editor

OnUniverseSelectionChanged

description: Broadcast when a universe is selected by an editor


className: FDMXFixtureTypeFunctionsEditorSettings

description: Settings for the Fixture Type Functions Editor

AttributeColumnWidth

description: With of the attribute column

NameColumnWidth

description: Width of the function name column


description: Deprecated* Replaced withUDMXEntityFixtureType::AddCellAttribute.

code: void AddCellAttributeToSelectedMode()


description: Deprecated* Replaced withUDMXEntityFixtureType::AddFunction.

code: void AddFunctionToSelectedMode()


description: Deprecated* Replaced withUDMXEntityFixtureType::AddMode.

code: void AddMode()


description: Deprecated* Removed for a cleaner API. Please make up logic in place where this was used (e.g. instead use IsMatrixSelected() from this class).

code: bool CanAddCellAttribute() const


description: Deprecated* Removed for a cleaner API. Please make up logic in place where this was used (e.g. instead use GetSelectedFunctions().Num() == 1 from this class).

code: bool CanAddFunction() const


description: Deprecated* Removed for a cleaner API. Please make up logic in place where this was used (e.g. instead use GetSelectedModes().Num() == 1 from this class).

code: bool CanAddMode() const


description: Returns true if selected Modes can be copied

code: bool CanCopyModesToClipboard() const


description: Returns true if selected Functions can be copied


description: Returns true if Functions can be pasted


description: Returns true if Modes can be pasted

code: bool CanPasteModesFromClipboard() const


description: Copies selected Functions. Only should be called when CanCopyFunctionsToClipboard

code: void CopyFunctionsToClipboard()


description: Copies selected Modes. Only should be called when CanCopyModesToClipboard

code: void CopyModesToClipboard()


description: Deprecated* Replaced with UDMXEntityFixtureType::DeleteModes.

code: void DeleteModes ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ModeIndicesToDelete )


description: Deprecated* Replaced with UDMXEntityFixtureType::DeleteFunctions.

code: void DeleteFunctions ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & FunctionIndicesToDelete )


description: Deprecated* Replaced withUDMXEntityFixtureType::DuplicateFunctions.

code: void DuplicateFunctions ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & FunctionIndicesToDuplicate )


description: Deprecated* Replaced withUDMXEntityFixtureType::DuplicateModes.

code: void DuplicateModes ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ModeIndicesToDuplicate )


description: Overload this method to report a name for your referencer

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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDMXEntityFixtureType](API\Plugins\DMXRuntime\Library\UDMXEntityFixtureType) > > & GetSelectedFixtureTypes() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetSelectedFunctionIndices() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetSelectedModeIndices() const


code: bool IsFixtureMatrixSelected() const


description: Deprecated* Replaced withFDMXFixtureTypeSharedData::PasteModesFromClipboard.

code: void PasteClipboardToModes ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ModeIndices )


description: Pastes the Modes clipboard to selected Functions, returns the newly added Function indices. Only should be called when CanPasteFunctionsFromClipboard

code: void PasteFunctionsFromClipboard ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutNewlyAddedFunctionIndices )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Pastes the Modes clipboard to selected Modes, returns the newly added Mode indices. Only should be called when CanPasteModesFromClipboard

code: void PasteModesFromClipboard ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutNewlyAddedModeIndices )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


description: Selects specified Fixture Types

code: void SelectFixtureTypes ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDMXEntityFixtureType](API\Plugins\DMXRuntime\Library\UDMXEntityFixtureType) >> & InFixtureTypes )


description: Selects specified Functions

code: void SelectFunctions ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InFunctionIndices )


description: Selects specified Modes

code: void SelectModes ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InModeIndices )


description: Deprecated* Replaced withFDMXFixtureTypeSharedData::PasteFunctionsFromClipboard.

code: void PasteClipboardToFunctions ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & FunctionIndices )


description: Selects specified Functions

code: void SetFunctionAndMatrixSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InFunctionIndices, bool bMatrixSelected )


description: Constructor

code: FDMXFixtureTypeSharedData ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FDMXEditor](API\Plugins\DMXEditor\FDMXEditor) > InDMXEditorPtr )


className: FDMXFixtureTypeSharedData

description: Shared data for Fixture Types in a DMX Editor

code: class FDMXFixtureTypeSharedData : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FSelfRegisteringEditorUndoClient](API\Editor\UnrealEd\FSelfRegisteringEditorUndoClient), public [TSharedFromThis< FDMXFixtureTypeSharedData >](API\Runtime\Core\Templates\TSharedFromThis)

OnFixtureTypesSelected

description: Broadcasts when selected Fixture Types changed

OnFunctionsSelected

description: Broadcasts when selected Functions changed

OnMatrixSelectionChanged

description: Broadcasts when the Matrix was selected or unselected

OnModesSelected

description: Broadcasts when selected Modes changed


className: FDMXMonitorSourceDescriptor

description: Struct to describe a monitor source, so it can be stored in settings Defaults to Monitor all Inputs.

bMonitorAllPorts

description: True if all ports should be monitored

bMonitorInputPorts

description: True if Input Ports should be monitored. Only relevant if bMonitorAllPorts

MonitoredPortGuid

type: FGuid

description: The monitored Port Guid. Only relevant if !bMonitorAllPorts


className: FDMXMVRFixtureListSettings

description: Settings for the Fixture Patch List

FixtureIDColumnWidth

description: Width of the Fixture ID column

FixtureTypeColumnWidth

description: With of the Fixture Type column

ListWidth

description: Width of the entier list. The right side should take the rest of the space

ModeColumnWidth

description: With of the Mode column

PatchColumnWidth

description: With of the Patch column

SortByCollumnID

type: FName


className: FDMXMVRFixturePatcherSettings

description: Settings for the Fixture Patcher

FixturePatchNameDisplayMode

type: EDMXFixturePatc...


code: FDMXOutputConsoleFaderDescriptor()


className: FDMXOutputConsoleFaderDescriptor

description: Struct to describe a single fader, so it can be stored in the config


description: Constructor

code: FDMXPIEManager()


className: FDMXPIEManager

code: class FDMXPIEManager


description: Destructor

code: ~FDMXPIEManager()


className: FOnGetBaseNameForNewEntity

description: Used to enable Entity creator code to inject a base name before the entity creation.

code: typedef TMulticastDelegate_TwoParams< void, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) >, [FString](API\Runtime\Core\Containers\FString) & > FOnGetBaseNameForNewEntity


className: FOnSetupNewEntity

description: Used to enable Entity creator code to set values in a newly created entity.

code: typedef TMulticastDelegate_OneParam< void, [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * > FOnSetupNewEntity


description: Returns if the name is unique

code: bool IsNameUnique ( const [FString](API\Runtime\Core\Containers\FString) & TestedName ) const


description: Returns the name

code: void GetName ( [FString](API\Runtime\Core\Containers\FString) & OutUniqueName ) const


description: Sets the name, matching desired name as closely as possible

code: void SetName ( const [FString](API\Runtime\Core\Containers\FString) & InDesiredName, [FString](API\Runtime\Core\Containers\FString) & OutUniqueName )


className: IDMXNamedType

description: Interface for objects that want to define a unique name across a set of objects

code: class IDMXNamedType : public [TSharedFromThis< IDMXNamedType >](API\Runtime\Core\Templates\TSharedFromThis)