className: IDisplayClusterRenderManager

description: Public render manager interface

code: class IDisplayClusterRenderManager


description: Returns next expected V-blank timestamp

module: DisplayCluster

code: double GetNextVblankTime()


description: Returns true if currently monitoring

code: bool IsMonitoring()


description: Start monitoring

code: bool StartMonitoring()


description: Returns true if last and next expected V-blank timestamps are known

code: bool IsVblankTimeDataAvailable()


description: Stop monitoring

code: bool StopMonitoring()


code: virtual ~IDisplayClusterVblankMonitor()


className: IDisplayClusterVblankMonitor

description: V-blank monitor interface

code: class IDisplayClusterVblankMonitor


description: Return postprocess name

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


description: Return postprocess order

code: int32 GetOrder() const


description: Return postprocess configuration

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & GetParameters() const


description: Called each time a new frame begin

code: virtual void HandleBeginNewFrame ( [IDisplayClusterViewportManager](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManager) * InViewportManager, [FDisplayClusterRenderFrame](API\Plugins\DisplayCluster\Render\Viewport\RenderFrame\FDisplayClusterRenderFrame) & InOutRenderFrame )


description: Return postprocess type

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


description: Called each time a render thread before UpdateFrameResources()

code: virtual void HandleBeginUpdateFrameResources_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [IDisplayClusterViewportManagerProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManagerPr-) * InViewportManagerProxy )


description: Called each time a render thread after UpdateFrameResources()

code: virtual void HandleEndUpdateFrameResources_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [IDisplayClusterViewportManagerProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManagerPr-) * InViewportManagerProxy )


description: Called when current level is going to be closed (i.e. before loading a new map)

code: void HandleEndScene ( [IDisplayClusterViewportManager](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManager) * InViewportManager )


description: Called each time a render thread multi-viewport composing begin

code: virtual void HandleRenderFrameSetup_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [IDisplayClusterViewportManagerProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManagerPr-) * InViewportManagerProxy )


description: Called each time a new frame setup

code: virtual void HandleSetupNewFrame ( [IDisplayClusterViewportManager](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManager) * InViewportManager )


description: Called every time the render thread runs after the entire warpblend has completed.

code: virtual void HandleUpdateFrameResourcesAfterWarpBlend_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [IDisplayClusterViewportManagerProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManagerPr-) * InViewportManagerProxy )


description: Called each time a new game level starts

code: bool HandleStartScene ( [IDisplayClusterViewportManager](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManager) * InViewportManager )


description: Check postprocess settings changes

code: bool IsConfigurationChanged ( const struct [FDisplayClusterConfigurationPostprocess](API\Plugins\DisplayClusterConfiguration\FDisplayClusterConfigurationPost-) * InConfigurationPostprocess ) const


description: Returns if an interface implementation processes each view region after warp&blend the corresponded function will be called once per viewport

code: virtual bool IsPostProcessViewAfterWarpBlendRequired() const


description: Returns if an interface implementation processes each view region before warp&blend the corresponded function will be called once per viewport

code: virtual bool IsPostProcessViewBeforeWarpBlendRequired() const


description: PP operation on a view region before warp&blend (if available for the current projection policy) the corresponded function will be called once per viewport

code: virtual void PerformPostProcessViewBeforeWarpBlend_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [IDisplayClusterViewportProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportProxy) * ViewportProxy ) const


description: PP operation on a frame region after warp&blend

code: virtual void PerformPostProcessFrameAfterWarpBlend_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [TArray](API\Runtime\Core\Containers\TArray)< FRHITexture2D * > * InFrameTargets, const [TArray](API\Runtime\Core\Containers\TArray)< FRHITexture2D * > * InAdditionalFrameTargets ) const


description: PP operation on a view region after warp&blend (if available for the current projection policy) the corresponded function will be called once per viewport

code: virtual void PerformPostProcessViewAfterWarpBlend_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [IDisplayClusterViewportProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportProxy) * ViewportProxy ) const


description: Request additional frame targetable resource from viewport manager

code: virtual bool ShouldUseAdditionalFrameTargetableResource() const


className: IDisplayClusterPostProcess

description: NDisplay post-process interface

code: class IDisplayClusterPostProcess


description: Returns if an interface implementation processes output frames after warp&blend

code: virtual bool IsPostProcessFrameAfterWarpBlendRequired() const


description:
For example, some postprocess types may use an instance as a singleton. In this case,Create()returns nullptr if the PP instance already exists, and as a result nDisplay issues an error message to the log, and then avoids creating this PP in the future.
true if a postprocess with this type can be created at this time.

code: virtual bool CanBeCreated ( const [FDisplayClusterConfigurationPostprocess](API\Plugins\DisplayClusterConfiguration\FDisplayClusterConfigurationPost-) * InConfigurationPostProcess ) const


description: Creates a output post process instance

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterPostProcess](API\Plugins\DisplayCluster\Render\PostProcess\IDisplayClusterPostProcess), ESPMode::ThreadSafe > Create ( const [FString](API\Runtime\Core\Containers\FString) & PostProcessId, const struct [FDisplayClusterConfigurationPostprocess](API\Plugins\DisplayClusterConfiguration\FDisplayClusterConfigurationPost-) * InConfigurationPostProcess )


className: IDisplayClusterPostProcessFactory

description: NDisplay output post process factory interface

code: class IDisplayClusterPostProcessFactory


description: Update postprocess internal data from game thread

code: virtual void Tick()


code: virtual ~IDisplayClusterPostProcess()


code: virtual ~IDisplayClusterPresentation()


className: IDisplayClusterPresentation

description: Public display cluster presentation interface

code: class IDisplayClusterPresentation


description: Creates a projection policy instance

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterProjectionPolicy](API\Plugins\DisplayCluster\Render\Projection\IDisplayClusterProjectionPolicy), ESPMode::ThreadSafe > Create ( const [FString](API\Runtime\Core\Containers\FString) & ProjectionPolicyId, const struct [FDisplayClusterConfigurationProjection](API\Plugins\DisplayClusterConfiguration\FDisplayClusterConfigurationProj-) * InConfigurationProjectionPolicy )


className: IDisplayClusterProjectionPolicyFactory

description: NDisplay projection policy factory interface


description: Performs warp&blend. Called ifIsWarpBlendSupported()returns true

code: virtual void ApplyWarpBlend_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [IDisplayClusterViewportProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportProxy) * InViewportProxy )


description: Initializing the projection policy logic for the current frame before applying warp blending. Called ifIsWarpBlendSupported()returns true

code: virtual void BeginWarpBlend_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [IDisplayClusterViewportProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportProxy) * InViewportProxy )


code: bool CalculateView ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport, const uint32 InContextNum, FVector & InOutViewLocation, FRotator & InOutViewRotation, const FVector & ViewOffset, const float WorldToMeters, const float NCP, const float FCP )


description: Return projection policy instance ID

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


description: Completing the projection policy logic for the current frame after applying warp blending. Called ifIsWarpBlendSupported()returns true

code: virtual void EndWarpBlend_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [IDisplayClusterViewportProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportProxy) * InViewportProxy )


description: Build preview mesh

code: virtual [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * GetOrCreatePreviewMeshComponent ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport, bool & bOutIsRootActorComponent )


description: Return projection policy configuration

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & GetParameters() const


description: Get the distance from the eye to the viewpoint location

code: virtual bool GetStereoEyeOffsetDistance ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport, const uint32 InContextNum, float & InOutStereoEyeOffsetDistance )


code: bool GetProjectionMatrix ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport, const uint32 InContextNum, FMatrix & OutPrjMatrix )


description: Return projection policy type

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


description: Return projection policy type

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


description: Get viewpoint for this projection policy

code: virtual bool GetViewPoint ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport, FRotator & InOutViewRotation, FVector & InOutViewLocation )


description: Return warpblend interface of this policy

code: virtual bool GetWarpBlendInterface ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterWarpBlend](API\Plugins\DisplayClusterShaders\WarpBlend\IDisplayClusterWarpBlend), ESPMode::ThreadSafe > & OutWarpBlendInterface ) const


description: Return warpblend interface proxy of this policy

code: virtual bool GetWarpBlendInterface_RenderThread ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterWarpBlend](API\Plugins\DisplayClusterShaders\WarpBlend\IDisplayClusterWarpBlend), ESPMode::ThreadSafe > & OutWarpBlendInterfaceProxy ) const


description: Get warp policy

code: virtual [IDisplayClusterWarpPolicy](API\Plugins\DisplayCluster\Render\Warp\IDisplayClusterWarpPolicy) * GetWarpPolicy() const


description: Get warp policy on rendering thread

code: virtual [IDisplayClusterWarpPolicy](API\Plugins\DisplayCluster\Render\Warp\IDisplayClusterWarpPolicy) * GetWarpPolicy_RenderThread() const


description: Called when current level is going to be closed (i.e. before loading a new map)

code: virtual void HandleEndScene ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport )


description: Ask projection policy instance if it has any mesh based preview

code: virtual bool HasPreviewMesh()


description: Return true, if camera projection visible for this viewport geometry ICVFX Performance : if camera frame not visible on this node, disable render for this camera

code: virtual bool IsCameraProjectionVisible ( const FRotator & InViewRotation, const FVector & InViewLocation, const FMatrix & InProjectionMatrix )


description: Projection policy can override PP

code: virtual void OverridePostProcessSettings ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport )


description: Called each time a new game level starts

code: virtual bool HandleStartScene ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport )


description: Check projection policy settings changes

code: bool IsConfigurationChanged ( const struct [FDisplayClusterConfigurationProjection](API\Plugins\DisplayClusterConfiguration\FDisplayClusterConfigurationProj-) * InConfigurationProjectionPolicy ) const


description: Returns if a policy provides warp&blend feature

code: virtual bool IsWarpBlendSupported()


description: Set warp policy for this projection

code: virtual void SetWarpPolicy ( [IDisplayClusterWarpPolicy](API\Plugins\DisplayCluster\Render\Warp\IDisplayClusterWarpPolicy) * InWarpPolicy )


description: This policy can support ICVFX rendering.

code: virtual bool ShouldSupportICVFX() const


description: Handle request for additional render targetable resource inside viewport api for projection policy.

code: virtual bool ShouldUseAdditionalTargetableResource() const


description: Send projection policy game thread data to render thread proxy called once per frame from FDisplayClusterViewportManager::FinalizeNewFrame

code: virtual void UpdateProxyData ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport )


className: IDisplayClusterProjectionPolicy

description: NDisplay projection policy

code: class IDisplayClusterProjectionPolicy


description: Returns true if the policy supports input mip-textures. Use a mip texture for smoother deformation on curved surfaces.

code: virtual bool ShouldUseSourceTextureWithMips() const


description: Creates a rendering device instance

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterRenderSyncPolicy](API\Plugins\DisplayCluster\Render\Synchronization\IDisplayClusterRenderSyncPolicy) > Create ( const [FString](API\Runtime\Core\Containers\FString) & InPolicyType, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & Parameters )


className: IDisplayClusterRenderSyncPolicyFactory

description: NDisplay rendering synchronization policy factory interface


description: Returns the name of the sync policy


description: Perform any non-constructor initialization if needed

code: virtual bool Initialize()


description: Synchronizes rendering threads in a cluster (optionally presents a frame)

code: bool SynchronizeClusterRendering ( int32 & InOutSyncInterval )


description: Returns true if policy instance support "WaitForVBlank" feature that is used on the higher levels


description: Wait unless the next V-blank occurs. This function may be called after IsWaitForVBlankFeatureSupported returned true. Otherwise it will never be called.

code: virtual bool WaitForVBlank()


className: IDisplayClusterRenderSyncPolicy

description: Public render synchronization policy interface

code: class IDisplayClusterRenderSyncPolicy


code: enum EDisplayClusterViewport_CameraMotionBlur { Undefined = 0, Off, On, Override, }


className: EDisplayClusterViewportContextState

description: Special flags for nDisplay Viewport context

code: enum EDisplayClusterViewportContextState { None = 0, HasCalculatedViewPoint = 1 << 0, InvalidViewPoint = 1 << 1, HasCalculatedProjectionMatrix = 1 << 2, HasCalculatedOverscanProjectionMatrix = 1 << 3, InvalidProjectionMatrix = 1 << 4, }


className: EDisplayClusterViewportResourceType

code: enum EDisplayClusterViewportResourceType { InternalRenderTargetResource = 0, InputShaderResource, MipsShaderResource, AdditionalTargetableResource, OutputFrameTargetableResource, AdditionalFrameTargetableResource, OutputPreviewTargetableResource, }


className: EDisplayClusterViewportCaptureMode

code: enum EDisplayClusterViewportCaptureMode { Default = 0, Chromakey, Lightcard, MoviePipeline, }


className: EDisplayClusterViewportOverrideMode

code: enum EDisplayClusterViewportOverrideMode { None = 0, InernalRTT, All, }


className: EDisplayClusterViewportICVFXFlags

description: Runtime configuration from DCRA.

code: enum EDisplayClusterViewportICVFXFlags { None = 0, Enable = 1 << 0, DisableCamera = 1 << 1, DisableChromakey = 1 << 2, DisableChromakeyMarkers = 1 << 3, DisableLightcard = 1 << 4, }


description: This flag raised only from icvfx manager.

code: enum EDisplayClusterViewportRuntimeICVFXFlags { None = 0, Target = 1 << 0, InCamera = 1 << 1, Chromakey = 1 << 2, Lightcard = 1 << 3, UVLightcard = 1 << 4, InternalResource = 1 << 5, Unused = 1 << 6, }


className: FDisplayClusterPreviewSettings

code: struct FDisplayClusterPreviewSettings

bAllowMultiGPURenderingInEditor

type: bool

description: Allow mGPU in editor mode.

bFreezePreviewRender

description: Enable/Disable preview rendering. When disabled preview image freeze.

bIsPIE

description: Special flag for PIE preview rendering.

bPreviewEnablePostProcess

description: Hack preview gamma.

PreviewMaxTextureDimension

description: The maximum dimension of any texture for preview.

PreviewRenderTargetRatioMult

type: float

description: Preview RTT size multiplier.


CameraLocation

type: FVector

CameraRotation

type: FRotator

Mode

type: EDisplayCluster...


code: FDisplayClusterViewport_Context ( const uint32 InContextNum, const EStereoscopicPass InStereoscopicPass, const int32 InStereoViewIndex )


className: FRenderThreadData

code: struct FRenderThreadData

EngineDisplayGamma

description: Display gamma used to render this context.

EngineShowFlags

type: FEngineShowFlag...

description: Engine flags used to render this context.

GPUIndex

description: GPUIndex used to render this context.


description: Viewport context with cahched data and states

code: class FDisplayClusterViewport_Context

bDisableRender

description: Disable render for this viewport (Overlay)

bOverrideCrossGPUTransfer

description: Enables nDisplay's native implementation of cross-GPU transfer.

ContextNum

type: const uint32

ContextSize

type: FIntPoint

description: Context size.

ContextState

description: Special flags for this context.

CustomBufferRatio

description: Buffer ratio.

FrameTargetRect

type: FIntRect

description: Location and size on a frame target texture.

description: GPU index for this context render target.

NumMips

description: Mips number for additional MipsShader resources.

OverscanProjectionMatrix

type: FMatrix

description: Overscan Projection Matrix (internal use)

ProjectionMatrix

description: Projection Matrix.

RenderTargetRect

description: Location and size on a render target texture.

RenderThreadData

type: FRenderThreadDa...

description: This data updated only on rendering thread.

StereoscopicPass

type: EStereoscopicPa...

ViewLocation

description: ViewPoint: Camera location and orientation.

WorldToMeters

description: World scale.


className: FOverscanPercent

code: struct FOverscanPercent


code: static float ClampPercent ( float InValue )


code: FIntRect GetInnerRect &40; const FIntRect & InRect &41; const


code: void BeginUpdateSettings()


className: FOverscanPixels

code: struct FOverscanPixels


OverscanPercent

type: FOverscanPercen...

description: Overscan sides in percent.

OverscanPixels

type: FOverscanPixels

description: Overscan sides in pixels.


code: FIntPoint Size&40;&41; const


code: void SetParameters ( const [FDisplayClusterViewport_PostRenderSettings](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_3) & InPostRenderSettings )


GenerateMips

type: FDisplayCluster...


description: Call this after UpdateSettings()

code: void AssignParentViewport ( const [FString](API\Runtime\Core\Containers\FString) & InParentViewportId, const [FDisplayClusterViewport_RenderSettings](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_4) & InParentSettings, bool Inherit )


description: Reset runtime values from prev frame.


code: void FinishUpdateSettings()


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


code: bool IsViewportHasParent() const


code: bool IsViewportOverrided() const


code: void SetViewportOverride ( const [FString](API\Runtime\Core\Containers\FString) & InViewportOverrideId, const [EDisplayClusterViewportOverrideMode](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_4) InViewportOverrideMode )


description: NDisplay viewport render settings. These are runtime settings, updated every frame from the cluster configuration.

bDisableCustomFrustumFeature

description: Disable CustomFrustum feature from viewport settings.

bDisableFrustumOverscanFeature

description: Disable viewport overscan feature from settings.

bEnable

description: Enable this viewport and related resources rendering.

bEnableCrossGPUTransfer

description: Enable cross-GPU transfer for this viewport.

bForceMono

description: Useful to render some viewports in mono, then copied to stereo backbuffers identical image.

bFreezeRendering

description: Freeze viewport resources, skip rendering internal viewport resources. But still use it for final compositing.

bIsBeingCaptured

description: Is this viewport being captured by a media capture device?

bPreviewReadPixels

description: Read viewport pixels for preview (this flag is cleared at the end of the frame)

bSkipRendering

description: Skip rendering for this viewport.

description: This flag means no scene rendering required, but all internal resources should still be valid for the media subsystem.

BufferRatio

description: Allow ScreenPercentage.

bVisible

description: This viewport visible on final frame texture (backbuffer)

bWarpBlendRenderAlphaChannel

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

CameraId

type: FString

description: Assigned camera. If empty, the currently active camera must be used.

CaptureMode

description: Special capture modes (chromakey, lightcard) change RTT format and render flags.

GPUIndex

description: Performance, Multi-GPU: Asign GPU for viewport rendering. The Value '-1' used to default gpu mapping.

OverlapOrder

description: Viewport can overlap each other on backbuffer. This value uses to sorting order.

ParentViewportId

description: Parent viewport name.

Rect

description: Location and size on a backbuffer.

RenderFamilyGroup

description: Performance: Support special frame builder mode - merge viewports to single viewfamily by group num [not implemented yet] Experimental

RenderTargetAdaptRatio

description: Performance: Render target adaptive resolution multiplier.

RenderTargetRatio

description: Performance: Render target base resolution multiplier.

StereoGPUIndex

description: Performance, Multi-GPU: Customize GPU for stereo mode second view (EYE_RIGHT)

ViewportOverrideMode

description: Override resources from this viewport.


description: Implement copy ref and arrays.

code: void SetParameters ( const [FDisplayClusterViewport_RenderSettingsICVFX](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_5) & InParameters )


ViewFamilyProfileDescription

description: Profile description from ViewFamily.


description: ICVFX settings for viewport

Flags

description: ICVFX logic flags.

ICVFX

description: Compact ICVFX viewport settings.

RuntimeFlags

description: Internal logic ICVFX flags.


className: operator&=

code: [EDisplayClusterViewportICVFXFlags](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_5) & operator&= ( [EDisplayClusterViewportICVFXFlags](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_5) & Lhs, [EDisplayClusterViewportICVFXFlags](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_5) Rhs )


className: operator^=

code: [EDisplayClusterViewportICVFXFlags](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_5) & operator^= ( [EDisplayClusterViewportICVFXFlags](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_5) & Lhs, [EDisplayClusterViewportICVFXFlags](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_5) Rhs )


className: operator!

code: constexpr bool operator! ( [EDisplayClusterViewportContextState](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_1) E )


code: constexpr bool operator! ( [EDisplayClusterViewportICVFXFlags](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_5) E )


code: constexpr bool operator! ( [EDisplayClusterViewportRuntimeICVFXFlags](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_6) E )


description: Add custom postprocess.

code: void AddCustomPostProcess ( const [ERenderPass](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterV-\ERenderPass) InRenderPass, const [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & InSettings, float BlendWeight, bool bSingleFrame )


className: ERenderPass

code: enum ERenderPass { Start = 0, Override, Final, FinalPerViewport, }


description: Remove custom postprocess.

code: void RemoveCustomPostProcess ( const [ERenderPass](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterV-\ERenderPass) InRenderPass )


description: Override posproces, if defined

code: bool DoPostProcess ( const [ERenderPass](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterV-\ERenderPass) InRenderPass, struct [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * OutSettings, float * OutBlendWeight ) const


description: Math wrappers: support overscan, etc

code: void CalculateProjectionMatrix ( const uint32 InContextNum, float Left, float Right, float Top, float Bottom, float ZNear, float ZFar, bool bIsAnglesInput )


code: bool CalculateView ( const uint32 InContextNum, FVector & InOutViewLocation, FRotator & InOutViewRotation, const FVector & ViewOffset, const float WorldToMeters, const float NCP, const float FCP )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FDisplayClusterViewport_Context](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_1) > & GetContexts() const


description: Return current world.

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


code: const [FDisplayClusterViewport_PostRenderSettings](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_3) & GetPostRenderSettings() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDisplayClusterProjectionPolicy](API\Plugins\DisplayCluster\Render\Projection\IDisplayClusterProjectionPolicy), ESPMode::ThreadSafe > & GetProjectionPolicy() const


code: bool GetProjectionMatrix ( const uint32 InContextNum, FMatrix & OutPrjMatrix )


description: Return current render mode.


code: const [FDisplayClusterViewport_RenderSettings](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_4) & GetRenderSettings() const


code: const [FDisplayClusterViewport_RenderSettingsICVFX](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_5) & GetRenderSettingsICVFX() const


description: Return the DCRA that owns this viewport

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


description: Get the distance from the eye to the viewpoint location.

code: float GetStereoEyeOffsetDistance ( const uint32 InContextNum )


description: Return view point camera component for this viewport.


description: Return the viewport manager that owns this viewport


description: Override postprocess settings for this viewport.


description: Returns true if the current world type is equal to one of the input types.

code: bool IsCurrentWorldHasAnyType ( const [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) InWorldType1, const [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) InWorldType2, const [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) InWorldType3 ) const


description: Returns true if the scene is open now (The current world is assigned and DCRA has already initialized for it).

code: bool IsSceneOpened() const


code: static FMatrix MakeProjectionMatrix ( float InLeft, float InRight, float InTop, float InBottom, float ZNear, float ZFar )


code: void SetContexts ( [TArray](API\Runtime\Core\Containers\TArray)< [FDisplayClusterViewport_Context](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_1) > & InContexts )


code: void SetRenderSettings ( const [FDisplayClusterViewport_RenderSettings](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_4) & InRenderSettings )


description: Setup viewpoint for this viewport

code: bool SetupViewPoint ( struct [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutViewInfo )


description: Setup scene view for rendering specified Context.

code: void SetupSceneView ( uint32 ContextNum, class [UWorld](API\Runtime\Engine\Engine\UWorld) * World, class [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & InView ) const


description: GetTSharedPtrfrom self.


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


description: Add internal DCVM objects to the reference collector.

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


className: IDisplayClusterViewport

description: NDisplay: Viewport (interface for GameThread)

code: class IDisplayClusterViewport


code: virtual ~IDisplayClusterViewport()


description: Initialize new frame for all viewports on game thread, and update context, render resources with viewport new settings And finally build render frame structure and send to render thread proxy viewport objects [Game thread func]

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


description: Call LocalPlayer->CalcSceneView()[Game thread func]

code: [FSceneView](API\Runtime\Engine\FSceneView) * CalcSceneView ( class [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, class [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily, FVector & OutViewLocation, FRotator & OutViewRotation, class [FViewport](API\Runtime\Engine\FViewport) * Viewport, class [FViewElementDrawer](API\Runtime\Engine\FViewElementDrawer) * ViewDrawer, int32 StereoViewIndex )


description: Initialize view family, using rules [Game thread func]

code: void ConfigureViewFamily ( const [FDisplayClusterRenderFrameTarget](API\Plugins\DisplayCluster\Render\Viewport\RenderFrame\FDisplayClusterR-) & InFrameTarget, const [FDisplayClusterRenderFrameTargetViewFamily](API\Plugins\DisplayCluster\Render\Viewport\RenderFrame\FDisplayClusterR-_2) & InFrameViewFamily, [FSceneViewFamilyContext](API\Runtime\Engine\FSceneViewFamilyContext) & InOutViewFamily )


description: Finalize frame for render on game thread [Game thread func]

code: void FinalizeNewFrame()


description: Create constructor values for viewfamily, using rules [Game thread func]

code: [FSceneViewFamily::ConstructionValues](API\Runtime\Engine\FSceneViewFamily\ConstructionValues) CreateViewFamilyConstructionValues ( const [FDisplayClusterRenderFrameTarget](API\Plugins\DisplayCluster\Render\Viewport\RenderFrame\FDisplayClusterR-) & InFrameTarget, [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene, [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) InEngineShowFlags, const bool bInAdditionalViewFamily ) const


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

code: [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * FindViewport ( const int32 StereoViewIndex, uint32 * OutContextNum ) const


description: Find viewport object by name [Game thread func]

code: [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * FindViewport ( const [FString](API\Runtime\Core\Containers\FString) & InViewportId ) const


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


code: const [IDisplayClusterViewportManagerProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManagerPr-) * GetProxy() const


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


description: Return current render mode.


description: Return all exist viewports objects [Game thread func]

code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport), ESPMode::ThreadSafe > > GetViewports() const


description: Initialize frame for render on game thread [Game thread func]

code: void InitializeNewFrame()


description: Returns true if the scene is open now (The current world is assigned and DCRA has already initialized for it). [Game thread func]

code: bool IsSceneOpened() const


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

code: void MarkComponentGeometryDirty ( const [FName](API\Runtime\Core\UObject\FName) InComponentName )


description: GetTSharedPtrfrom self.


description: Render in editor (preview) [Game thread func]

code: bool RenderInEditor ( [FDisplayClusterRenderFrame](API\Plugins\DisplayCluster\Render\Viewport\RenderFrame\FDisplayClusterRenderFrame) & InRenderFrame, [FViewport](API\Runtime\Engine\FViewport) * InViewport, const uint32 InFirstViewportNum, const int32 InViewportsAmount, int32 & OutViewportsAmount, bool & bOutFrameRendered )


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


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

code: bool UpdateConfiguration ( [EDisplayClusterRenderFrameMode](API\Plugins\DisplayCluster\Render\Viewport\RenderFrame\EDisplayClusterR-) InRenderMode, const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId, class [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * InRootActorPtr, const [FDisplayClusterPreviewSettings](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterP-) * InPreviewSettings )


description: Update viewports for frame. For rendering outside of cluster nodes Update ICVFX configuration from root actor components [Game thread func]

code: bool UpdateCustomConfiguration ( [EDisplayClusterRenderFrameMode](API\Plugins\DisplayCluster\Render\Viewport\RenderFrame\EDisplayClusterR-) InRenderMode, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InViewportNames, class [ADisplayClusterRootActor](API\Plugins\DisplayCluster\ADisplayClusterRootActor) * InRootActorPtr )


description: Send to render thread.

code: void RenderFrame ( [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description: Find viewport render thread proxy object by name [Rendering thread func]

code: [IDisplayClusterViewportProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportProxy) * FindViewport_RenderThread ( const [FString](API\Runtime\Core\Containers\FString) & InViewportId ) const


className: IDisplayClusterViewportManager

description: NDisplay ViewportManager (interface for GameThread)

code: class IDisplayClusterViewportManager


description: Find viewport render thread proxy object and context number by stereoscopic pass index [Rendering thread func]

code: [IDisplayClusterViewportProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportProxy) * FindViewport_RenderThread ( const int32 StereoViewIndex, uint32 * OutContextNum ) const


description: Return render frame targets for current frame [Rendering thread func]

code: bool GetFrameTargets_RenderThread ( [TArray](API\Runtime\Core\Containers\TArray)< FRHITexture2D * > & OutFrameResources, [TArray](API\Runtime\Core\Containers\TArray)< FIntPoint > & OutTargetOffsets, [TArray](API\Runtime\Core\Containers\TArray)< FRHITexture2D * > * OutAdditionalFrameResources ) const


description: Return all exist viewports render thread proxy objects [Rendering thread func]

code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterViewportProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportProxy), ESPMode::ThreadSafe > > GetViewports_RenderThread() const


description: Resolve to backbuffer [Rendering thread func]

code: bool ResolveFrameTargetToBackBuffer_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const uint32 InContextNum, const int32 DestArrayIndex, FRHITexture2D * DstBackBuffer, FVector2D WindowSize ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [IDisplayClusterViewportManagerProxy](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManagerPr-), ESPMode::ThreadSafe > ToSharedPtr() const


className: IDisplayClusterViewportManagerProxy

description: NDisplay ViewportManagerProxy (interface for RenderThread)


description: Return viewport proxy contexts data.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FDisplayClusterViewport_Context](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_1) > & GetContexts_RenderThread() const


description: Return output resource type (support preview, remap, etc).


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDisplayClusterProjectionPolicy](API\Plugins\DisplayCluster\Render\Projection\IDisplayClusterProjectionPolicy), ESPMode::ThreadSafe > & GetProjectionPolicy_RenderThread() const


description: Get render frame settings from viewport proxy owner, if it still exists.

code: const FDisplayClusterRenderFrameSettings * GetRenderFrameSettings_RenderThread() const


description: Return current render mode.


description: Get viewport resources with rects by type

code: bool GetResourcesWithRects_RenderThread ( const [EDisplayClusterViewportResourceType](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_2) InResourceType, [TArray](API\Runtime\Core\Containers\TArray)< FRHITexture2D * > & OutResources, [TArray](API\Runtime\Core\Containers\TArray)< FIntRect > & OutRects ) const


description: Get viewport resources by type

code: bool GetResources_RenderThread ( const [EDisplayClusterViewportResourceType](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_2) InResourceType, [TArray](API\Runtime\Core\Containers\TArray)< FRHITexture2D * > & OutResources ) const


description: Returns ptr to ViewportManagerProxy (the owner of this viewport proxy) if it still exists.


description: Copy resource contexts by type

code: bool ResolveResources_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [EDisplayClusterViewportResourceType](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_2) InputResourceType, const [EDisplayClusterViewportResourceType](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_2) OutputResourceType, const int32 InContextNum ) const


code: void SetContexts_RenderThread ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDisplayClusterViewport_Context](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_1) > & InContexts ) const


description: GetTSharedPtrfrom self.


code: void SetRenderSettings_RenderThread ( const [FDisplayClusterViewport_RenderSettings](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_4) & InRenderSettings ) const


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


className: IDisplayClusterViewportProxy

description: NDisplay: ViewportProxy (interface for RenderThread)

code: class IDisplayClusterViewportProxy


code: virtual ~IDisplayClusterViewportProxy()


className: EDisplayClusterRenderFrameMode

code: enum EDisplayClusterRenderFrameMode { Unknown = 0, Mono, Stereo, SideBySide, TopBottom, PreviewInScene, }


className: EDisplayClusterRenderFamilyMode

description: (experimental, not implemented, reserved)

code: enum EDisplayClusterRenderFamilyMode { None = 0, AllowMergeForGroups, AllowMergeForGroupsAndStereo, MergeAnyPossible, }


className: FDisplayClusterRenderFrameTarget

description: NDisplay: Target texture for rendering. Contains structured information on how to render DCViewports via viewfamilies in RTT

code: struct FDisplayClusterRenderFrameTarget

bShouldUseRenderTarget

description: Discard some RTT (when view render disabled) Also when RTT Atlasing used, this viewports excluded from atlas map (reduce size)

RenderTargetPtr

type: FRenderTarget&...

description: Render target resource ref.

RenderTargetSize

description: Required Render target size (resource can be bigger)

ViewFamilies

type: TArray<FDispla...

description: Families, rendered on this target.


description: Is this viewport context can be rendered.


className: FDisplayClusterRenderFrameTargetView

description: NDisplay: DCViewport context for render in UE View

bDisableRender

type: bool

description: Some viewports may skip rendering (for example: overridden)

bFreezeRendering

description: In special cases, viewports can reuse an existing RTT image For example: the preview is rendered over several frames, so the already rendered viewports remain "frozen" and can be used during subsequent frames.

ContextNum

description: Viewport context index for this view.

Viewport

type: TSharedPtr<IDi...

description: Viewport game-thread data.


description: NDisplay: A group of DCViewports that can be render within a single viewfamily

CustomBufferRatio

type: float

description: Customize ScreenPercentage feature for viewfamily.

ViewExtensions

type: TArray< FSceneV...

description: Extensions that can modify view parameters.

Views

description: Vieports, rendered at once for tthis family.


description: Returns a pointer to the DCViewportManager used for this frame.


className: FDisplayClusterRenderFrame

description: NDisplay: Render frame container The final frame is composed of DCViewports, which are rendered in the correct order on a few RTTs. Contains all information about how to render all DCViewports for the current frame and the settings for it.

code: class FDisplayClusterRenderFrame

DesiredNumberOfViews

description: Desired numbers of view.

FrameRect

description: Frame rect on final backbuffer.

RenderTargets

description: Render frame to this targets.

ViewportManagerWeakPtr

type: TWeakPtr<IDisp...

description: Ref to the DC Viewport Manager.


description: Return warp policy instance ID

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


description: Override frustum for viewport context

code: virtual bool CalcFrustum ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport, const uint32 ContextNum )


description: Return warp policy type

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


description: Handle new frame for viewports group. This function is called once per frame at the beginning, immediately after the viewport setup is complete.

code: virtual void HandleNewFrame ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport), ESPMode::ThreadSafe >> & InViewports )


description: Returns true if this policy supports ICVFX rendering

code: virtual bool ShouldSupportICVFX ( [IDisplayClusterViewport](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewport) * InViewport ) const


description: Tick function The positions of movable preview components may be updated on each frame. Use this function to handle these updates.

code: virtual void Tick ( [IDisplayClusterViewportManager](API\Plugins\DisplayCluster\Render\Viewport\IDisplayClusterViewportManager) * InViewportManager, float DeltaSeconds )


description: GetTSharedPtrfrom self.


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


code: virtual ~IDisplayClusterWarpPolicy()


description: Creates a warp policy instance

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDisplayClusterWarpPolicy](API\Plugins\DisplayCluster\Render\Warp\IDisplayClusterWarpPolicy), ESPMode::ThreadSafe > Create ( const [FString](API\Runtime\Core\Containers\FString) & InWarpPolicyType, const [FString](API\Runtime\Core\Containers\FString) & InWarpPolicyName )


className: IDisplayClusterWarpPolicy

description: Warp policy interface Customize warp math for projection policies. Multiple projections can use the same warp policy.

code: class IDisplayClusterWarpPolicy


className: IDisplayClusterWarpPolicyFactory

description: NDisplay warp policy factory interface

code: class IDisplayClusterWarpPolicyFactory


code: bool GetResolvedNodeId ( const [UDisplayClusterConfigurationData](API\Plugins\DisplayClusterConfiguration\UDisplayClusterConfigurationData) * ConfigData, [FString](API\Runtime\Core\Containers\FString) & NodeId ) const


description: Initialize the game engine.

code: virtual void Init ( class [IEngineLoop](API\Runtime\Engine\IEngineLoop) * InEngineLoop )


code: virtual bool InitializeInternals()


code: virtual bool LoadMap ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, [FURL](API\Runtime\Engine\Engine\FURL) URL, class [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * Pending, [FString](API\Runtime\Core\Containers\FString) & Error )


description: Called at shutdown, just before the exit purge.

code: virtual void PreExit()


description: Update everything.

code: virtual void Tick ( float DeltaSeconds, bool bIdleMode )


description: Update FApp::CurrentTime / FApp::DeltaTime while taking into account max tick rate.


code: bool ValidateConfigFile ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


className: UDisplayClusterGameEngine

description: Extended game engine

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


description: Aux function that deserializes whole input data from a map.

code: bool DeserializeKeyStateMap ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InKeyStateMap )


description: Process the frame's input events given the current input component stack.

code: virtual void ProcessInputStack ( const [TArray](API\Runtime\Core\Containers\TArray)< [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * > & InputComponentStack, const float DeltaTime, const bool bGamePaused )


description: Performs sync logic where all input data from the primary node is replicated to all other nodes.

code: virtual void ProcessPolicy_ReplicatePrimary ( const [TArray](API\Runtime\Core\Containers\TArray)< [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * > & InputComponentStack, const float DeltaTime, const bool bGamePaused )


code: UDisplayClusterPlayerInput()


className: UDisplayClusterPlayerInput

description: This one is nDisplay specific implementation. It's responsible for replication of UE native input within a cluster to support simulation determinism. Various input sync policies might be implemented here.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Within=PlayerController, Config=Input, Transient) class UDisplayClusterPlayerInput : public [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput)


description: Create the game viewport

code: virtual [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) * CreateGameViewport ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > InViewportWidget )


code: virtual void Draw ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * SceneCanvas )


description: Aux function that serializes whole input data into a map.

code: bool SerializeKeyStateMap ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & OutKeyStateMap )


code: bool Draw_PIE ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FCanvas](API\Runtime\Engine\FCanvas) * SceneCanvas )


code: virtual void Init ( struct [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * OwningGameInstance, bool bCreateNewAudioDevice )


code: UDisplayClusterViewportClient ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UDisplayClusterViewportClient

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


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Event that is triggered when number of levels is changed.

code: void OnLevelsChanged()


className: UDisplayClusterWorldSubsystem

description: World Subsystem used to react to level and world changes. When Concert reloads the packages, streamed levels are removed and re-added without invoiking LoadMap which circumvents FDisplayClusterGameManager::StartScene method invoked inside LoadMap method of DisplayClusterGameEngine. This causes issues such as not updating references to DisplayClusterRootActor which causes memory corruption, crashes and graphic corruption. This Subsystem is used to react to changes in number of levels used in the current world and forces DisplayClusterModule to refresh all of its managers.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDisplayClusterWorldSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)


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

module: DisplayClusterColorGrading

code: static [IDisplayClusterColorGrading](API\Plugins\DisplayClusterColorGrading\IDisplayClusterColorGrading) & Get()


description: Gets the singleton used to manage the color grading drawer


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()


code: virtual ~IDisplayClusterColorGrading()


className: IDisplayClusterColorGrading

description: Display Cluster Color Grading module interface

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


className: ModuleName

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


description: Refreshes the UI of any open color grading drawers

code: void RefreshColorGradingDrawers ( bool bPreserveDrawerState )


description: Docks the color grading drawer in the nDisplay operator window

code: void DockColorGradingDrawer()


description: A singleton used to manage and store persistent state for the color grading drawer


module: DisplayClusterConfiguration

code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace input_sync { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::input_sync::InputSyncPolicyNone = TEXT("None"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace input_sync { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::input_sync::InputSyncPolicyReplicatePrimary = TEXT("ReplicatePrimary"); } } } }


description: Always use 'none' for headless rendering.

code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace render_sync { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::render_sync::HeadlessRenderingSyncPolicy = None; } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace network { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::network::NetConnectRetryDelay = TEXT("ConnectRetryDelay"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace network { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::network::NetConnectRetriesAmount = TEXT("ConnectRetriesAmount"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace network { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::network::NetGameStartBarrierTimeout = TEXT("GameStartBarrierTimeout"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace network { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::network::NetFrameStartBarrierTimeout = TEXT("FrameStartBarrierTimeout"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace network { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::network::NetFrameEndBarrierTimeout = TEXT("FrameEndBarrierTimeout"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace network { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::network::NetRenderSyncBarrierTimeout = TEXT("RenderSyncBarrierTimeout"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace scene { namespace camera { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::scene::camera::CameraStereoOffsetRight = TEXT("right"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace ports { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::ports::PortClusterEventsBinary = TEXT("ClusterEventsBinary"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace render_sync { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::render_sync::NvidiaSwapBarrier = TEXT("swap_barrier"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace args { static constexpr const TCHAR * DisplayClusterConfigurationStrings::args::Gpu = TEXT("dc_gpu"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::OverrideCategory = TEXT("Texture Replacement"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::DefaultCategory = TEXT("NDisplay"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::ViewportsCategory = TEXT("Viewports"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::ICVFXCategory = TEXT("In Camera VFX"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::ConfigurationCategory = TEXT("Configuration"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::AdvancedCategory = TEXT("Advanced"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::PreviewCategory = TEXT("Editor Preview"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::TextureShareCategory = TEXT("Texture Share"); } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace ports { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::ports::PortClusterSync = TEXT("ClusterSync"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace ports { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::ports::PortClusterEventsJson = TEXT("ClusterEventsJson"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::ClusterCategory = TEXT("NDisplay Cluster"); } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace render_sync { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::render_sync::Ethernet = TEXT("ethernet"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace render_sync { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::render_sync::Nvidia = TEXT("nvidia"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace render_sync { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::render_sync::EthernetBarrier = TEXT("ethernet_barrier"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace render_sync { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::render_sync::NvidiaSwapGroup = TEXT("swap_group"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace cluster { namespace render_sync { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::cluster::render_sync::None = TEXT("none"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace scene { namespace camera { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::scene::camera::CameraStereoOffsetNone = TEXT("none"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace config { namespace scene { namespace camera { static constexpr const TCHAR * DisplayClusterConfigurationStrings::config::scene::camera::CameraStereoOffsetLeft = TEXT("left"); } } } }


code: namespace DisplayClusterConfigurationStrings { namespace file { static constexpr const TCHAR * DisplayClusterConfigurationStrings::file::FileExtJson = TEXT("ndisplay"); } }


code: namespace DisplayClusterConfigurationStrings { namespace gui { namespace preview { static constexpr const TCHAR * DisplayClusterConfigurationStrings::gui::preview::PreviewNodeAll = TEXT("All"); } } }


code: namespace DisplayClusterConfigurationStrings { namespace gui { namespace preview { static constexpr const TCHAR * DisplayClusterConfigurationStrings::gui::preview::PreviewNodeNone = TEXT("None"); } } }


code: namespace DisplayClusterConfiguration { static constexpr const TCHAR * DisplayClusterConfiguration::GetCurrentConfigurationSchemeMarker() }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::ClusterConfigurationCategory = TEXT("NDisplay Cluster Configuration"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::ClusterPostprocessCategory = TEXT("Post Process"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::ColorGradingCategory = TEXT("Color Grading"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::CameraColorGradingCategory = TEXT("Inner Frustum Color Grading"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::ChromaKeyCategory = TEXT("Chromakey"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::LightcardCategory = TEXT("Light Cards"); } }


code: namespace DisplayClusterConfigurationStrings { namespace categories { static constexpr const TCHAR * DisplayClusterConfigurationStrings::categories::OCIOCategory = TEXT("OCIO"); } }


code: enum EDisplayClusterConfigurationFailoverPolicy { Disabled, DropSecondaryNodesOnly, }


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


code: enum EDisplayClusterConfigurationCameraMotionBlurMode { Off, On, Override, }


code: enum EDisplayClusterConfigurationRenderFamilyMode { None, AllowMergeForGroups, AllowMergeForGroupsAndStereo, MergeAnyPossible, }


code: enum EDisplayClusterConfigurationViewportCustomFrustumMode { Percent, Pixels, }


code: enum EDisplayClusterConfigurationViewportOverscanMode { Pixels, Percent, }


code: enum EDisplayClusterConfigurationViewportLightcardOCIOMode { nDisplay, Custom, None, }


code: enum EDisplayClusterConfiguration_PostRenderBlur { None, Gaussian, Dilate, }


description: Source types of the output remapping

code: enum EDisplayClusterConfigurationFramePostProcess_OutputRemapSource { StaticMesh, ExternalFile, MeshComponent, }


description: Indicates the source of the chromakey settings when an ICVFX camera's inner frustum is rendered as chromakey

code: enum EDisplayClusterConfigurationICVFX_ChromakeySettingsSource { Viewport, ICVFXCamera, }


code: enum EDisplayClusterConfigurationICVFX_ChromakeySource { None, FrameColor, ChromakeyRenderTexture, }


description: Indicates the type of chromakey that is used within an ICVFX camera's inner frustum

code: enum EDisplayClusterConfigurationICVFX_ChromakeyType { InnerFrustum, CustomChromakey, }


code: enum EDisplayClusterConfigurationICVFX_OverrideLightcardRenderMode { Default, Disabled, Over, Under, }


code: enum EDisplayClusterConfigurationICVFX_LightcardRenderMode { Over, Under, }


code: enum EDisplayClusterConfigurationViewport_StereoMode { Default, ForceMono, }


code: enum EDisplayClusterConfigurationICVFX_OverrideCameraRenderMode { Default, Disabled, DisableChromakey, DisableChromakeyMarkers, }


className: EDisplayClusterConfigurationDataSource

code: enum EDisplayClusterConfigurationDataSource { Text, Json, }


className: EDisplayClusterConfigurationVersion

code: enum EDisplayClusterConfigurationVersion { Unknown, Version_426, Version_427, Version_500, }


className: EDisplayClusterConfigurationRenderMode

code: enum EDisplayClusterConfigurationRenderMode { Mono, SideBySide, TopBottom, }


ItemNames

type: TArray<FString...


FailoverPolicy

type: EDisplayCluster...

description: Failover policy


AdvancedRenderSettings

description: Advanced render settings.

bUseCameraComponentPostprocess

description: Use postprocess settings from camera component.

CustomFrameSize

description: Define custom inner camera viewport size.

GenerateMips

description: Mipmapping can help avoid visual artifacts when the inner frustum is rendered at a lower resolution than specified in the configuration and is smaller on screen than the available pixels on the display device.

Media

description: Media settings.

RenderOrder

type: int

description: Camera render order, bigger value is over.

Replace

description: Replace viewport render from source texture.


description: Return Chromakey OCIO configuration for the specified cluster node. Return nullptr if no OCIO.

code: const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) * FindChromakeyOCIOConfiguration ( const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId ) const


description: Return InCamera OCIO configuration for the specified cluster node. Return nullptr if no OCIO.

code: const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) * FindInnerFrustumOCIOConfiguration ( const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId ) const


description: Get camera adapt resolution ratio.

code: float GetCameraAdaptResolutionRatio ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Get camera border settings.

code: bool GetCameraBorder ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutBorderColor, float & OutBorderThickness ) const


description: Get camera buffer ratio.

code: float GetCameraBufferRatio ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Get camera FOV multiplier.

code: float GetCameraFieldOfViewMultiplier ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Get camera frame aspect ratio.

code: float GetCameraFrameAspectRatio ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Get camera frame size.

code: FIntPoint GetCameraFrameSize ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Return calculated soft edges values.

code: FVector4 GetCameraSoftEdge ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


code: bool IsChromakeyViewportSettingsEqual_Editor ( const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId1, const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId2 ) const


code: bool IsInnerFrustumViewportSettingsEqual_Editor ( const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId1, const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId2 ) const


AllNodesColorGrading

description: All Nodes Color Grading

bEnable

description: Render the inner frustum for this ICVFX camera.

Border

description: Border for the inner frustum.

BufferRatio

description: Adjust resolution scaling for the inner frustum.

CameraHideList

description: Content specified here will not appear in the inner frustum, but can appear in the nDisplay viewports.

CameraMotionBlur

description: Render motion blur more accurately by subtracting blur from camera motion and avoiding amplification of blur by the physical camera.

CustomFrustum

description: Render a larger or smaller inner frame

EnableInnerFrustumColorGrading

description: Entire Cluster Color Grading

ExternalCameraActor

type: TSoftObjectPtr<...

description: Specify a Cine Camera Actor for this ICVFX camera to use instead of the default nDisplay camera.

FrustumOffset

type: FVector

description: Specify an offset on the inner frustum.

FrustumRotation

type: FRotator

description: Rotate the inner frustum.

HiddenICVFXViewports

description: A list of viewports that the inner frustum is not rendered to.

PerNodeColorGrading

description: Perform advanced color grading operations for the inner frustum on a per-node or group-of-nodes basis.

RenderSettings

description: Configure global render settings for this viewport

SoftEdge

description: Soften the edges of the inner frustum to help avoid hard lines in reflections seen by the live-action camera.


Feather

description: Feather.

Horizontal

description: Adjust blur amount to the left and right side edges of the inner frustum.

Vertical

description: Adjust blur amount to the top and bottom edges of the inner frustum.


bEnable

description: True to display Chromakey Markers within the inner frustum.

MarkerColor

type: FLinearColor

description: Marker Color

MarkerSizeScale

description: Scale value for the size of each chromakey marker tile.

MarkerTileDistance

description: Distance value between each chromakey marker tile.

MarkerTileOffset

description: Offset value for the chromakey marker tiles, normalized to the tile distance.

MarkerTileRGBA

type: TObjectPtr<UTe...

description: Texture to use as the chromakey marker tile.


code: [FDisplayClusterConfigurationICVFX_ChromakeyRenderSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_14) & operator= ( const [FDisplayClusterConfigurationICVFX_ChromakeyRenderSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_14) & )


description: True if chromakey viewport is used in ICVFX.

code: bool ShouldUseChromakeyViewport ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Note: We need to explicitly disable warnings on these constructors/operators for clang to be happy with deprecated variables.


code: FDisplayClusterConfigurationICVFX_ChromakeyRenderSettings ( const [FDisplayClusterConfigurationICVFX_ChromakeyRenderSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_14) & )


description: Get the Chromakey color value

code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetChromakeyColor ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


AdvancedRenderSettings

type: FDisplayCluster...

description: Advanced render settings.

bReplaceCameraViewport

description: Replace the texture of the camera viewport from this chromakey RTT.

CustomSize

description: Performance: Use custom size (low-res) for chromakey RTT frame. Default size same as camera frame.

PostprocessBlur

description: Apply blur to the Custom Chromakey content.

Replace

description: Replace viewport render from source texture.

ShowOnlyList

description: Content specified here will be overridden to use the chromakey color specified and include chromakey markers if enabled.


description: Get the Chromakey markers settings Return nullptr if Chromakey markers is :disabled

code: const [FDisplayClusterConfigurationICVFX_ChromakeyMarkers](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_13) * GetChromakeyMarkers ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Get the Chromakey render settings Return nullptr if Chromakey: is disabled or its type does not use rendering

code: const [FDisplayClusterConfigurationICVFX_ChromakeyRenderSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_14) * GetChromakeyRenderSettings ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Get Type of Chromakey: disabled, filling all internal frustum or rendering Chromakey actors.

code: [EDisplayClusterShaderParametersICVFX_ChromakeySource](API\Plugins\DisplayClusterShaders\Containers\EDisplayClusterS-) GetChromakeyType ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Get the Chromakey overlap color value

code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetOverlapChromakeyColor ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Get the writable Chromakey render settings Return nullptr if Chromakey: is disabled or its type does not use rendering

code: [FDisplayClusterConfigurationICVFX_ChromakeyRenderSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_14) * GetWritableChromakeyRenderSettings ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings )


description: Get the Chromakey overlap markers settings Return nullptr if Chromakey overlap markers is disabled

code: const [FDisplayClusterConfigurationICVFX_ChromakeyMarkers](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_13) * GetOverlapChromakeyMarkers ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Default chromakey color is (0,128,0)


bEnable

description: Set to True to fill the inner frustum with the specified Chromakey Color.

ChromakeyColor

description: Chromakey Color

ChromakeyMarkers

description: Display Chromakey Markers to facilitate camera tracking in post production.

ChromakeyRenderTexture

description: Configure a custom chromakey based on content that will appear in the inner frustum, rather than the entire inner frustum.

ChromakeySettingsSource

description: The source of the chromakey settings, either the settings on the ICVFX camera or the global settings on the root actor

ChromakeyType

description: The type of chromakey to use


bUseCustomSize

description: Use custom size.

CustomHeight

description: Used when enabled "bUseCustomSize".

CustomWidth

description: Used when enabled "bUseCustomSize".


description: Chromakey settings that are global for all ICVFX cameras in a root actor

ChromakeyColor

description: Chromakey Color


description: Return LightCard OCIO configuration for the specified viewport. Return nullptr if no OCIO.

code: const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) * FindOCIOConfiguration ( const [FString](API\Runtime\Core\Containers\FString) & InViewportId ) const


AllViewportsOCIOConfiguration

description: Apply this OpenColorIO configuration to all viewports.

PerViewportOCIOProfiles

description: Apply an OpenColorIO configuration on a per-viewport or group-of-viewports basis.


code: const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) * FindOCIOConfiguration ( const [FString](API\Runtime\Core\Containers\FString) & InViewportId, const [FDisplayClusterConfigurationICVFX_ViewportOCIO](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_24) & InViewportOCIO ) const


CustomOCIO

description: Custom OpenColorIO configuration for Light Cards.

LightcardOCIOMode

description: Light Cards OCIO mode.


description: Screen space remapping of the final backbuffer output. Applied at the whole window

bEnable

description: Enables or disables output remapping

DataSource

description: Selects either the Static Mesh or External File setting as the source for output remapping

ExternalFile

type: FString

description: The external .obj file to use for output remapping when the Data Source is set to File

MeshComponentName

description: The MeshComponent reference (ProceduralMeshComponent or StaticMeshComponent) to use for output remapping when the Data Source is set to Mesh Component

StaticMesh

type: TObjectPtr< cla...

description: The Static Mesh reference to use for output remapping when the Data Source is set to Static Mesh


AdvancedRenderSettings

description: Advanced render settings.

bReplaceViewport

description: Override the texture of the target viewport from this lightcard RTT

Replace

description: Override viewport render from source texture.


description: Returns true if the use of the LightCard is allowed

code: bool ShouldUseLightCard ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


description: Returns true if the use of the UVLightCard is allowed

code: bool ShouldUseUVLightCard ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


bEnable

description: Enable Light Cards

bEnableOuterViewportColorGrading

description: Enable using outer viewport Color Grading from DCRA for lightcard rendering.

description: Enable freeze rendering for lightcards when outer viewports rendering also freezed.

Blendingmode

description: Specify how to render Light Cards in relation to the inner frustum.

LightcardOCIO

description: OpenColorIO configuration for the lightcards.

RenderSettings

description: Configure global render settings for this viewport.

ShowOnlyList

description: Render actors from this layers to lightcard textures.


BufferRatio

description: Allow ScreenPercentage.

GPUIndex

description: Performance, Multi-GPU: Asign GPU for viewport rendering. The Value '-1' used to default gpu mapping (EYE_LEFT and EYE_RIGHT GPU)

RenderFamilyGroup

description: Experimental: Support special frame builder mode - merge viewports to single viewfamily by group num [not implemented yet]

RenderTargetRatio

description: Performance: Render to scale RTT, resolved with shader to viewport (Custom value)

StereoGPUIndex

description: Performance, Multi-GPU: Customize GPU for stereo mode second view (EYE_RIGHT GPU)

StereoMode

description: Performance: force monoscopic render, resolved to stereo viewport.


description: Return LightCard OCIO configuration for the specified viewport. Return nullptr if no OCIO.

code: const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) * FindLightcardOCIOConfiguration ( const [FString](API\Runtime\Core\Containers\FString) & InViewportId ) const


description: Return OCIO configuration for the specified viewport. Return nullptr if no OCIO.

code: const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) * FindViewportOCIOConfiguration ( const [FString](API\Runtime\Core\Containers\FString) & InViewportId ) const


description: Get camera overlapping rendering mode.


bEnableInnerFrustumChromakeyOverlap

description: Render the chromakey where the inner frustum overlaps.

bEnableInnerFrustums

description: Enable/disable the inner frustum on all ICVFX cameras.

bFreezeRenderOuterViewports

description: Freeze rendering for viewports. This improves performance.

DefaultFrameSize

description: Default incameras RTT texture size.

EnableColorGrading

description: Viewport Color Grading

EntireClusterColorGrading

description: Entire Cluster Color Grading

GlobalChromakey

description: Global chromakey settings that all ICVFX camera components can opt to use

HideList

description: Hide list for all icvfx viewports (outer, inner, cameras, etc) (This allow to hide all actors from layers for icvfx render logic)

OuterViewportHideList

description: Special hide list for Outer viewports

PerViewportColorGrading

type: TArray<FDispla...

description: Perform advanced color grading operations on a per-viewport or group-of-viewports basis.

ViewportOCIO

description: OpenColorIO configuration for the Outer viewports.


AllViewportsOCIOConfiguration

description: Apply this OpenColorIO configuration to all viewports.

PerViewportOCIOProfiles

description: Apply an OpenColorIO configuration on a per-viewport or group-of-viewports basis.


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Blueprintable, Meta=(DefaultSubstitutions="LayersTooltip = Actor Layers, ActorsTooltip = Actor references")) struct FDisplayClusterConfigurationICVFX_VisibilityList

ActorLayers

type: TArray<FActorL...

description: Actor Layers

Actors

type: TArray<TSoftOb...

description: Actor references

AutoAddedActors

description: Actors added automatically during a session

RootActorComponentNames

description: Reference to RootActor components by names


description: Media input group (ICVFX)

ClusterNodes

description: Cluster nodes that use media source below


description: Media output group (ICVFX)

description: Cluster nodes that export media via MediaOutput below


ConnectRetriesAmount

description: Advanced: amount of times nDisplay tries to reconnect before dropping

ConnectRetryDelay

description: Advanced: delay in between connection retries

FrameEndBarrierTimeout

description: Advanced: timeout value for End Frame Barrier

FrameStartBarrierTimeout

description: Advanced: timeout value for Start Frame Barrier

GameStartBarrierTimeout

description: Advanced: timeout for Game Thread Barrier

RenderSyncBarrierTimeout

description: Advanced: timeout value for Render Sync


description: Global media settings

Latency

description: Media latency


description: Return true if configuration valid

code: bool IsEnabled() const


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Returns true if there is at least one valid value in the visibility list.

code: bool IsVisibilityListValid() const


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


description: OCIO configuration structure.

bIsEnabled

type: bool

description: Enable the application of an OpenColorIO configuration to all viewports.

ColorConfiguration

type: FOpenColorIOCol...

description: Conversion to apply when this display is enabled


bIsCustom

description: When a custom policy is selected from the details panel.

Parameters

type: TMap<FString, ...

description: Generic parameters map.

Type

description: Polymorphic entity type.


KernelRadius

description: Kernel Radius

KernelScale

type: float

description: Kernel Scale

Mode

description: Enable/disable Post Process Blur and specify method.


bAutoGenerateMips

description: Generate and use mipmaps for the inner frustum.

bEnabledMaxNumMips

description: Performance: Allows a limited number of MIPs for high resolution.

MaxNumMips

description: Performance: Use this value as the maximum number of MIPs for high resolution.

MipsAddressU

type: TEnumAsByte< en...

description: AutoGenerateMips sampler address mode for U channel. Defaults to clamp.

MipsAddressV

description: AutoGenerateMips sampler address mode for V channel. Defaults to clamp.

MipsSamplerFilter

description: Mips Sampler Filter


bAllowReplace

description: Disable default render, and resolve SourceTexture to viewport

bShouldUseTextureRegion

description: Set to True to crop the texture for the inner frustum as specified below.

SourceTexture

description: Texture to use in place of the inner frustum.

TextureRegion

description: Texture Crop


description: Cluster.

ClusterEventsBinary

description: Advanced: network port for Binary Cluster Events

ClusterEventsJson

description: Advanced: network port for Json Cluster Events

ClusterSync

description: Advanced: TCP port for nDisplay internal services


bEnableEntireClusterColorGrading

description: Optionally include Entire Cluster Color Grading settings specified on the root actor in nDisplay's color grading stack for the inner frustum.

bEnableInnerFrustumAllNodesColorGrading

description: Enable the color grading settings on the inner frustum for the all nodes and add them to nDisplay's color grading stack.

ColorGradingSettings

description: Color Grading


BlueCorrection

description: Correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

type: uint8: 1

ExpandGamut

description: Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

SceneColorTint

description: Scene tint color.


AutoExposureBias

description: Exposure compensation.

BlendWeight

description: Not Implemented: Blend weight.

Global

description: Global color grading.

Highlights

description: Highlights color grading.

Midtones

description: Midtones color grading.

Misc

description: Highlights color grading misc settings.

Shadows

description: Shadows color grading.

WhiteBalance

description: White balance.


GPUIndex

type: int

description: Performance, Multi-GPU: Asign GPU for viewport rendering. The Value '-1' used to default gpu mapping (EYE_LEFT and EYE_RIGHT GPU)

RenderFamilyGroup

description: Experimental: Support special frame builder mode - merge viewports to single viewfamily by group num [not implemented yet]

RenderTargetRatio

description: Performance: Render to scale RTT, resolved with shader to viewport (Custom value)

StereoGPUIndex

description: Performance, Multi-GPU: Customize GPU for stereo mode second view (EYE_RIGHT GPU)

StereoMode

type: EDisplayCluster...

description: Performance: force monoscopic render, resolved to stereo viewport.


type: uint8:  1

Contrast

description: Contrast.

Gain

description: Gain.

Gamma

description: Gamma.

Offset

description: Offset.

Saturation

description: Saturation.


TemperatureType

description: Selects the type of temperature calculation.

WhiteTemp

description: White temperature.

WhiteTint

description: White tint.


bIsEnabled

description: Enable custom postprocess.

bIsOneFrame

description: Apply postprocess for one frame.

BlendWeight

description: Override blend weight.

PostProcessSettings

type: FPostProcessSet...

description: Custom postprocess settings.


description: Get ligthcard render mode for this viewport.

code: [EDisplayClusterShaderParametersICVFX_LightCardRenderMode](API\Plugins\DisplayClusterShaders\Containers\EDisplayClusterS-_1) GetLightCardRenderMode ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


bEnableEntireClusterColorGrading

description: Enable the color grading settings for the entire cluster and add them to nDisplay's color grading stack.

ColorGradingSettings

description: Entire Cluster Color Grading


description: Get ICVFX settings flags for viewport

code: [EDisplayClusterViewportICVFXFlags](API\Plugins\DisplayCluster\Render\Viewport\Containers\EDisplayClusterV-_5) GetViewportICVFXFlags ( const [FDisplayClusterConfigurationICVFX_StageSettings](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_23) & InStageSettings ) const


bAllowICVFX

description: Enable in-camera VFX for this Viewport (works only with supported Projection Policies)

bAllowInnerFrustum

description: Allow the inner frustum to appear on this Viewport

CameraRenderMode

description: Disable incamera render to this viewport

LightcardRenderMode

description: Use unique lightcard mode for this viewport


bEnabled

description: Enable/disable Viewport Overscan and specify units as percent or pixel values.

Bottom

description: Bottom

bOversize

description: Set to True to render at the overscan resolution, set to false to render at the resolution in the configuration and scale for overscan.

Left

description: Left

Right

description: Right

Top

description: Top


ApplyPostProcessToObjects

type: TArray<FString...

description: Specify the nodes to apply these color grading settings.

bAllNodesColorGrading

description: Optionally include the All Nodes Color Grading settings specified above in nDisplay's color grading stack for these nodes.

bEntireClusterColorGrading

description: Optionally include Entire Cluster Color Grading settings specified on the root actor in nDisplay's color grading stack for these nodes.

bIsEnabled

description: Enable the color grading settings for the node(s) specified and add them to nDisplay's color grading stack.

ColorGradingSettings

description: Color Grading

Name

type: FText


ApplyPostProcessToObjects

description: Specify the viewports to apply these color grading settings.

bIsEnabled

description: Enable the color grading settings for the viewport(s) specified and add them to nDisplay's color grading stack.

bIsEntireClusterEnabled

description: Optionally include the Entire Cluster Color Grading settings specified above in nDisplay's color grading stack for these viewports.

ColorGradingSettings

type: FDisplayCluster...

description: Color Grading


description: Configuration for all remapping to apply to a single viewport

BaseRemap

description: The base remap to apply to the entire viewport, used to apply flipping and rotation to the viewport

bEnable

description: Enables or disables viweport output remapping

RemapRegions

description: Additional remaps to apply to the viewport, can be used to subdivide the viewport into multiple outputs.


Color

type: FLinearColor

description: Adjust color of the border edges of the inner frustum.

Enable

description: Enable Inner Frustum Border.

Thickness

description: Adjust border width to the top and bottom edges of the inner frustum.


description: Determines if the remap is applying a flip to the viewport

code: bool IsFlipping() const


description: Determines if the remap has a non-trivial rotation to apply to the viewport

code: bool IsRotating() const


description: Determines if the remap has non-trivial transformations to apply to a viewport

code: bool IsValid() const


description: Remapping configuration for a single remapped region, which can be any subregion of a viewport, and can be remapped to any part of the screen, and can be rotated or flipped

Angle

description: The angle in degrees to rotate the remapped region by; rotation is performed around the center of the output region

bFlipH

description: Flips the remapped region horizontally

bFlipV

description: Flips the remapped region vertically

OutputRegion

description: The region in screen space to output the remapped region to

ViewportRegion

description: The subregion of the viewport to remap; (0,0) x (W, H) will remap the entire viewport


bEnableCrossGPUTransfer

description: Enable cross-GPU transfer for this viewport.

BufferRatio

description: Adjust resolution scaling for an individual viewport.

GenerateMips

description: Generate Mips texture for this viewport (used, only if projection policy supports this feature)

Media

description: Media settings.

Overscan

description: Render a larger frame than specified in the configuration to achieve continuity across displays when using post-processing effects.

PostprocessBlur

description: Add postprocess blur to viewport

RenderFamilyGroup

description: Experimental: Support special frame builder mode - merge viewports to single viewfamily by group num [not implemented yet]

Replace

description: Override viewport render from source texture

StereoGPUIndex

description: Specify which GPU should render the second Stereo eye

StereoMode

description: Enables and sets Stereo mode


bAdaptResolution

description: Enable adaptive resolution.

bEnable

description: Enable Custom Frustum.

Bottom

description: Pixel/Percent value to alter the frustum to the bottom

EstimatedOverscanResolution

type: FIntPoint

FieldOfViewMultiplier

description: Multiply the field of view for the ICVFX camera by this value.

Left

description: Pixel/Percent value to alter the frustum to the left side

Mode

description: Enable/disable inner camera custom frustum and specify units as percent or pixel values.

Right

description: Pixel/Percent value to alter the frustum to the right side

Top

description: Pixel/Percent value to alter the frustum to the top


bReplaceEnable

description: If enabled, override the overall motion blur settings that would otherwise come from the current post-process volume or Cine Camera.

MotionBlurAmount

description: Strength of motion blur, 0:off.

MotionBlurMax

description: Max distortion caused by motion blur in percent of the screen width, 0:off

MotionBlurPerObjectSize

description: The minimum projected screen radius for a primitive to be drawn in the velocity pass.Percentage of screen width, smaller numbers cause more draw calls, default: 4 %


MotionBlurMode

description: Specify the motion blur mode for the inner frustum, correcting for the motion of the camera.

MotionBlurPPS

description: Motion Blur Settings Override

TranslationScale

description: Translation Scale


description: Return InCamera OCIO configuration for the specified cluster node. Return nullptr if no OCIO.

code: const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) * FindOCIOConfiguration ( const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId ) const


description: Returns true if the Chromakey OCIO configuration is the same for the input nodes.

code: bool IsChromakeyViewportSettingsEqual_Editor ( const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId1, const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId2 ) const


AllNodesOCIOConfiguration

description: OCIO Display look configuration for all nodes

PerNodeOCIOProfiles

type: TArray<FDispla...

description: Apply an OpenColorIO configuration on a per-node or group-of-nodes basis.


description: Returns true if the InCamera OCIO configuration is the same for the input nodes.

code: bool IsInnerFrustumViewportSettingsEqual_Editor ( const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId1, const [FString](API\Runtime\Core\Containers\FString) & InClusterNodeId2 ) const


className: FDisplayClusterConfigurationClusterSync


className: FDisplayClusterConfigurationDiagnostics


ImportFilePath

type: FString


Height

description: Viewport height in pixels.

Width

description: Viewport width in pixels.


className: FDisplayClusterConfigurationInfo


code: FDisplayClusterConfigurationInfo()


description: Returns true if a media source assigned

code: bool IsMediaInputAssigned() const


description: Returns true if at least one media output assigned

code: bool IsMediaOutputAssigned() const


className: FDisplayClusterConfigurationMedia

description: Media settings for viewports and backbuffer

bEnable

type: bool

description: Enable/disable media

MediaInput

description: Media source to use

MediaOutputs

description: Media outputs to use


description: Deprecated* This function has beend deprecated. Please use GetMediaOutputGroups.

code: [UMediaOutput](API\Plugins\MediaIOCore\UMediaOutput) * GetMediaOutput ( const [FString](API\Runtime\Core\Containers\FString) & NodeId ) const


description: Returns media outputs bound to a specific cluster node

code: [TArray](API\Runtime\Core\Containers\TArray)< [FDisplayClusterConfigurationMediaOutputGroup](API\Plugins\DisplayClusterConfiguration\FDisplayClusterC-_28) > GetMediaOutputGroups ( const [FString](API\Runtime\Core\Containers\FString) & NodeId ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UMediaOutput](API\Plugins\MediaIOCore\UMediaOutput) * > GetMediaOutputs ( const [FString](API\Runtime\Core\Containers\FString) & NodeId ) const


description: Returns media source bound to a specific cluster node

code: [UMediaSource](API\Runtime\MediaAssets\UMediaSource) * GetMediaSource ( const [FString](API\Runtime\Core\Containers\FString) & NodeId ) const


code: [UDisplayClusterMediaOutputSynchronizationPolicy](API\Plugins\DisplayClusterConfiguration\UDisplayClusterM-) * GetOutputSyncPolicy ( const [FString](API\Runtime\Core\Containers\FString) & NodeId ) const


description: Returns true if a specific cluster node has media source assigned

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


description: Deprecated* This function has beend deprecated.

code: bool IsMediaSharingNode ( const [FString](API\Runtime\Core\Containers\FString) & InNodeId ) const


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


className: FDisplayClusterConfigurationMediaICVFX

description: Media settings for ICVFX cameras

bEnable

description: Enable/disable media

MediaInputGroups

description: Media input mapping

MediaOutputGroups

description: Media output mapping


className: FDisplayClusterConfigurationMediaInput

description: Media input item

MediaSource

type: TObjectPtr<UMe...

description: Media source to use


className: FDisplayClusterConfigurationMediaOutput

description: Media output item

MediaOutput

description: Media output to use

OutputSyncPolicy

type: TObjectPtr<UDi...

description: Media output synchronization policy