className: UDMXEditorSettings

description: Settings that holds editor configurations. Not accessible in Project Settings. TODO: Idealy rename to UDMXEditorConfiguration

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=DMXEditor) class UDMXEditorSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ActivityMonitorMaxUniverseID

description: ID of the last universe to monitor in the DMX Activity Monitor

ActivityMonitorMinUniverseID

description: ID of the first universe to monitor in the DMX Activity Monitor

ActivityMonitorSource

type: FDMXMonitorSour...

description: Activity Monitor.

ChannelsMonitorSource

description: Source for the channels monitor

ChannelsMonitorUniverseID

description: Channels Monitor.

FixturePatcherSettings

type: FDMXMVRFixtureP...

FixtureTypeFunctionsEditorSettings

type: FDMXFixtureType...

LastGDTFImportPath

description: GDTF.

LastMVRImportPath

description: MVR.

MVRFixtureListSettings

type: FDMXMVRFixtureL...


className: UDMXFixturePatchSharedDataSelection

description: An Array of Fixture Patches that supports a transaction history resp. undo / redo

module: DMXEditor

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

SelectedFixturePatches

type: TArray<TWeakOb...

description: Selected Fixture Patches

SelectedUniverse

description: Selected Universe


className: UDMXFixtureTypeSharedDataSelection

description: An Array of Fixture Types that supports a transaction history resp. undo / redo

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

bFixtureMatrixSelected

type: bool

description: If true the Fixture Matrices in the currently seleccted Modes are selected

SelectedFixtureTypes

description: The Fixture types being edited

SelectedFunctionIndices

type: TArray< int32 >

description: The Function indices in the Selected Fixture Types currently being selected

SelectedModeIndices

description: The Mode indices in the Selected Fixture Types currently being selected


className: EDMXReadOnlyFixturePatchListShowMode

code: enum EDMXReadOnlyFixturePatchListShowMode { All, Active, Inactive, }


className: EEntityEntryType

code: enum EEntityEntryType { NewEntity, ExistingEntity, Heading, Separator, }


code: [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * GetEntity() const


description: Constructor for separator entry

code: FDMXEntityEntry()


description: Constructor for existing Entity entry

code: FDMXEntityEntry ( [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * InEntity )


description: Constructor for the entry that creates a new Entity or a heading

code: FDMXEntityEntry ( const [FText](API\Runtime\Core\Internationalization\FText) & InLabelText, [EEntityEntryType](API\Plugins\DMXEditor\Widgets\EEntityEntryType) InEntryType )


className: FDMXEntityEntry

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


className: EditorColor

code: static const [FName](API\Runtime\Core\UObject\FName) EditorColor = "EditorColor";


className: FixtureID

code: static const [FName](API\Runtime\Core\UObject\FName) FixtureID = "FID";


className: FixturePatchName

code: static const [FName](API\Runtime\Core\UObject\FName) FixturePatchName = "Name";


className: FixtureType

code: static const [FName](API\Runtime\Core\UObject\FName) FixtureType = "Type";


className: Mode

code: static const [FName](API\Runtime\Core\UObject\FName) Mode = "Mode";


className: Patch

code: static const [FName](API\Runtime\Core\UObject\FName) Patch = "Patch";


className: FDMXReadOnlyFixturePatchListCollumnIDs

description: Collumn IDs in the Fixture Patch List


className: FDMXReadOnlyFixturePatchListDescriptor

description: Struct to describe a fixture patch list, so it can be stored in settings

ColumnIDToShowStateMap

type: TMap<FName, bo...

description: Map for storing the show state of each column by name ID

SortedByColumnID

type: FName

description: Bywhich column ID the List is sorted


className: FOnAssetSelected

code: typedef TBaseDelegate_OneParam< void, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & > FOnAssetSelected


className: FOnCreateNewEntitySelected

code: typedef TBaseDelegate_NoParams< void > FOnCreateNewEntitySelected


className: FOnEntitySelected

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


className: FOnParentIsHovered

code: typedef TBaseDelegate_NoParams< bool > FOnParentIsHovered


description: Allow self pin widget

code: virtual bool AllowSelfPinWidget() const


code: void Construct ( const [FArguments](API\Plugins\DMXEditor\Widgets\SAssetPickerButton\FArguments) & InArgs )


description: Allows more than a single class on the picker list. Overrides AssetClass (doesn't affect the Use Selected on Content Browser button)

code: WidgetArgsType & AllowedClasses &40; TArray< FTopLevelAssetPath > InArg &41;


description: The class to filter the list of assets in the picker menu. Required for at least the Use Selected on Content Browser button.

code: WidgetArgsType & AssetClass &40; TWeakObjectPtr< UClass > InArg &41;


description: The current asset value for the button label

code: WidgetArgsType & CurrentAssetValue &40; const TAttribute< TWeakObjectPtr< UObject > > & InAttribute &41;


description: Disallows subclasses from the allowed asset class(es). Doesn't affect the Use Selected on Content Browser button.

code: WidgetArgsType & DisallowedClasses &40; TArray< FTopLevelAssetPath > InArg &41;


description: Called to decide the hovered state using the parent's interact able area

code: WidgetArgsType & OnParentIsHovered &40; const FOnParentIsHovered & InDelegate &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


description: Generate asset picker window

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


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SAssetPickerButton >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Returns asset data of currently selected object, if bRuntimePath is true this will include _C for blueprint classes, for false it will point toUBlueprintinstead

code: virtual const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & GetAssetData() const


description: Returns whether the parent widget is hovered to use it's area for hovered state

code: bool GetIsParentHovered() const


description: Get default text for the picker combo

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


description: Get text tooltip for object


description: Called when enter is pressed when items are selected in the picker window

code: void OnAssetEnterPressedInPicker ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & InSelectedAssets )


description: Called to validate selection from picker window

code: virtual void OnAssetSelectedFromPicker ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


description: Clicked Browse button


description: Clicked Use button


description: Called when a new asset is selected

code: WidgetArgsType & OnAssetSelected &40; const FOnAssetSelected & InDelegate &41;


description: Combo Button Color and Opacity delegate


description: Used to update the combo button text


description: Button Color and Opacity delegate


className: SAssetPickerButton

description: A widget which allows the user to pick a name of a specified list of names.

code: class SAssetPickerButton : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

AllowedClasses

type: TArray<FTopLev...

description: Allows more than a single class. Overrides AssetClass

AssetClass

type: TWeakObjectPtr<...

description: The class to filter the list of assets in the picker menu

AssetPickerAnchor

type: TSharedPtr< cla...

description: Menu anchor for opening and closing the asset picker

BrowseButton

type: TSharedPtr<SBu...

CachedAssetData

type: FAssetData

description: Cached AssetData of object selected

CurrentAssetValue

type: TAttribute<TWe...

description: The current asset selected, to display its name

DisallowedClasses

description: Disallows subclasses from the allowed asset class(es)

OnAssetSelected

type: FOnAssetSelecte...

description: Broadcast when a new asset is selected

OnParentIsHovered

type: FOnParentIsHove...

description: Broadcast when defining hovered state, to use the parent interact able area

UseButton

description: Object manipulator buttons.


description: Constructs this widget

code: void Construct ( const [FArguments](API\Plugins\DMXEditor\Widgets\SDMXReadOnlyFixturePatchList\FArguments) & InArgs )


description: The displayed DMX Library

code: WidgetArgsType & DMXLibrary &40; UDMXLibrary &42; InArg &41;


description: Fixture patches not displayed in the list

code: WidgetArgsType & ExcludedFixturePatches &40; TArray< FDMXEntityFixturePatchRef > InArg &41;


description: Called to get the enable state of each row of the list

code: WidgetArgsType & IsRowEnabled &40; const FDMXFixturePatchListRowRetValDelegate & InDelegate &41;


description: Called to get the visibility state of each row of the list

code: WidgetArgsType & IsRowVisibile &40; const FDMXFixturePatchListRowRetValDelegate & InDelegate &41;


code: WidgetArgsType & ListDescriptor &40; FDMXReadOnlyFixturePatchListDescriptor InArg &41;


description: Called when a row of the list is right clicked

code: WidgetArgsType & OnContextMenuOpening &40; const FOnContextMenuOpening & InDelegate &41;


description: Called when a row is clicked

code: WidgetArgsType & OnRowClicked &40; const FDMXFixturePatchListRowDelegate & InDelegate &41;


description: Called when a row is double clicked

code: WidgetArgsType & OnRowDoubleClicked &40; const FDMXFixturePatchListRowDelegate & InDelegate &41;


description: Called when row selection has changed

code: WidgetArgsType & OnRowSelectionChanged &40; const FDMXFixturePatchListRowSelectionDelegate & InDelegate &41;


description: Delegate executed when a row was dragged

code: WidgetArgsType & OnRowDragDetected &40; const FOnDragDetected & InDelegate &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SDMXReadOnlyFixturePatchList >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: FDMXFixturePatchListRowRetValDelegate

code: typedef TBaseDelegate_OneParam< bool, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > > FDMXFixturePatchListRowRetValDelegate


className: FDMXFixturePatchListRowDelegate

code: typedef TBaseDelegate_OneParam< void, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > > FDMXFixturePatchListRowDelegate


code: typedef TBaseDelegate_TwoParams< void, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) >, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) > FDMXFixturePatchListRowSelectionDelegate


description: Filters ListItems array by the given search text

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > > FilterListItems ( const [FText](API\Runtime\Core\Internationalization\FText) & SearchText )


description: Generates a visibility menu fot the Header Row of the List


description: Generates the Header Row of the List

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SHeaderRow](API\Runtime\Slate\Widgets\Views\SHeaderRow) > GenerateHeaderRow()


description: Returns the column sort mode for the list

code: [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) GetColumnSortMode ( const [FName](API\Runtime\Core\UObject\FName) ColumnID ) const


description: Gets the current displayed DMX library

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


description: Returns the items displayed int his list

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > > GetListItems() const


description: Called to get wheter a row of the list is visible or not

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetRowVisibility ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > InFixturePatchRef ) const


description: Gets current selected Fixture Patches from the list

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > > GetSelectedFixturePatchRefs() const


description: Gets all visible Fixture Patches from the list

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > > GetVisibleFixturePatchRefs() const


description: Initializes the list parameters using the given ListDescriptor

code: virtual void InitializeByListDescriptor ( const [FDMXReadOnlyFixturePatchListDescriptor](API\Plugins\DMXEditor\Widgets\FDMXReadOnlyFixturePatchListDesc-) & InListDescriptor )


description: Gets show state of the column with the given ID

code: bool IsColumnShown ( const [FName](API\Runtime\Core\UObject\FName) ColumnID ) const


description: Called to get wheter a row of the list is enabled or not

code: virtual bool IsRowEnabled ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > InFixturePatchRef ) const


description: Returns true if the ShowModeToCheck is the one this widget uses

code: bool IsUsingShowMode ( [EDMXReadOnlyFixturePatchListShowMode](API\Plugins\DMXEditor\Widgets\EDMXReadOnlyFixturePatchListShow-) ShowModeToCheck ) const


description: Gets the a descriptor for the current parameters for this list


description: Called when a Fixture Patch changed

code: void OnFixturePatchChanged ( const [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) * FixturePatch )


description: Called when a Fixture Type changed

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


description: Called when a row in the List gets generated

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > OnGenerateRow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > InItem, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


description: Called when text from searchbox is changed

code: void OnSearchTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & SearchText )


description: Called when entities were added or removed from the DMX Library

code: void OnEntityAddedOrRemoved ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * InDMXLibrary, [TArray](API\Runtime\Core\Containers\TArray)< [UDMXEntity](API\Plugins\DMXRuntime\Library\UDMXEntity) * > Entities )


description: Refreshes the Fixture Patch List

code: virtual void RefreshList()


description: Updates the List on the next tick

code: void RequestListRefresh()


description: Selects specified items in the list

code: void SelectItems ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) >> & ItemsToSelect, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Sets the displayed DMX library

code: void SetDMXLibrary ( [UDMXLibrary](API\Plugins\DMXRuntime\Library\UDMXLibrary) * InDMXLibrary )


description: Sets the excluded fixture patches

code: void SetExcludedFixturePatches ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > & NewExcludedFixturePatches )


description: Sets the current ShowMode

code: void SetShowMode ( [EDMXReadOnlyFixturePatchListShowMode](API\Plugins\DMXEditor\Widgets\EDMXReadOnlyFixturePatchListShow-) NewShowMode )


description: Sort the list by ColumnId

code: void SortByColumnID ( const [EColumnSortPriority::Type](API\Runtime\Slate\Widgets\Views\EColumnSortPriority__Type) SortPriority, const [FName](API\Runtime\Core\UObject\FName) & ColumnId, const [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) InSortMode )


description: Toggles show state of the column with the given ID

code: void ToggleColumnShowState ( const [FName](API\Runtime\Core\UObject\FName) ColumnID )


description: Updates ListItems array

code: void UpdateListItems()


className: SDMXReadOnlyFixturePatchList

description: Generic list of Fixture Patches in a DMX library for read only purposes

code: class SDMXReadOnlyFixturePatchList : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

ColumnIDToShowStateMap

description: Map for storing the show state of each column by name ID

ExcludedFixturePatches

type: TArray<FDMXEnt...

description: Slate Arguments.

HeaderRow

type: TSharedPtr<SHe...

description: The Header Row of the List

IsRowEnabledDelegate

type: FDMXFixturePatc...

ListItems

type: TArray<TShared...

description: Array of current Fixture Patch Ref list items

ListRefreshTimerHandle

type: FTimerHandle

description: Timer handle for the Request List Refresh method

ListRows

description: Rows of Mode widgets in the List

ListView

type: TSharedPtr<SLi...

description: The list of Fixture Patch references

OnRowDragDetectedDelegate

type: FOnDragDetected

SearchBox

type: TSharedPtr<SSe...

description: The Header Row of the List

ShowMode

type: EDMXReadOnlyFix...

description: The current Show Mode

SortedByColumnID

description: Bywhich column ID the List is sorted

SortMode

type: EColumnSortMode...

description: The current Sort Mode

WeakDMXLibrary

description: Current displayed DMX Library


description: Constructs this widget

code: void Construct ( const [FArguments](API\Plugins\DMXEditor\Widgets\SDMXReadOnlyFixturePatchListRow\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDMXEntityFixturePatchRef](API\Plugins\DMXRuntime\Library\FDMXEntityFixturePatchRef) > & InFixturePatchRef )


code: WidgetArgsType & OnRowDragDetected &40; const FOnDragDetected & InDelegate &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SDMXReadOnlyFixturePatchListRow >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description:
Users ofSMultiColumnTableRowwould usually some piece of data associated with it. The type of this data is ItemType; it's the stuff that your TableView (i.e. List or Tree) is visualizing. The ColumnName tells you which column of the TableView we need to make a widget for. Make a widget and return it.
a widget to represent the contents of a cell in this row of a TableView.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForColumn ( const [FName](API\Runtime\Core\UObject\FName) & InColumnName )


description: Gets the Fixture Patch this widget is based on

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


className: SDMXReadOnlyFixturePatchListRow

description: Entity Fixture Patch as a row in a list

code: class SDMXReadOnlyFixturePatchListRow : public [SMultiColumnTableRow< TSharedPtr< FDMXEntityFixturePatchRef > >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


description: Slate widget construction method

code: void Construct ( const [FArguments](API\Plugins\DMXEditor\Widgets\SNameListPicker\FArguments) & InArgs )


description: Whether aoption can be displayed in the dropdown

code: WidgetArgsType & bCanBeNone &40; bool InArg &41;


description: The visual style of the combo button

code: WidgetArgsType & ComboButtonStyle &40; const FComboButtonStyle &42; InArg &41;


description: Display warning icon for a selected invalid value?

code: WidgetArgsType & bDisplayWarningIcon &40; bool InArg &41;


description: The visual style of the button (overrides ComboButtonStyle)

code: WidgetArgsType & ButtonStyle &40; const FButtonStyle &42; InArg &41;


description: Content padding for the picker

code: WidgetArgsType & ContentPadding &40; const TAttribute< FMargin > & InAttribute &41;


description: Sets the font used to draw the text on the button

code: WidgetArgsType & Font &40; const TAttribute< FSlateFontInfo > & InAttribute &41;


description: Foreground color for the picker

code: WidgetArgsType & ForegroundColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: Attribute used to retrieve whether the picker is representing multiple different values.

code: WidgetArgsType & HasMultipleValues &40; const TAttribute< bool > & InAttribute &41;


description: If there're more than this, the list will be scrollable and a search box will be displayed

code: WidgetArgsType & MaxVisibleItems &40; int32 InArg &41;


description: Delegate for handling when for when the current value changes.

code: WidgetArgsType & OnValueChanged &40; const FOnValueChanged & InDelegate &41;


description: List of possible names

code: WidgetArgsType & OptionsSource &40; const TAttribute< TArray< FName > > & InAttribute &41;


description: Attribute used to retrieve the current value.

code: WidgetArgsType & Value &40; const TAttribute< FName > & InAttribute &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SNameListPicker >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: FOnValueChanged

code: typedef TBaseDelegate_OneParam< void, [FName](API\Runtime\Core\UObject\FName) > FOnValueChanged


className: NoneLabel

code: static const [FText](API\Runtime\Core\Internationalization\FText) NoneLabel = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "<Select a Value>" ), TEXT( "SDMXProtocolNamePicker" ), TEXT( "NoneLabel" ));


className: SNameListPicker

description: A widget which allows the user to pick a name of a specified list of names.

code: class SNameListPicker : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Should return the DMX Attributes the Actor supports

module: DMXFixtureActorInterface

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="DMX", Meta=(DisplayName="On MVR Get Supported DMX Attributes")) void OnMVRGetSupportedDMXAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutAttributeNames, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutMatrixAttributeNames ) const


className: IDMXMVRFixtureActorInterface

code: class IDMXMVRFixtureActorInterface


className: UDMXMVRFixtureActorInterface

description: Note the Actor that implements this is required to have exactly one DMXComponent subobject. It is the DMX Component that will write its MVR UUID to the Actor's MetaData and make the Actor identified as an MVR Actor.

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


module: DMXFixtures

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Fixture") void InitializeFixture ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshLens, [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshBeam )


code: virtual void OnMVRGetSupportedDMXAttributes_Implementation ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutAttributeNames, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutMatrixAttributeNames ) const


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

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


description: Sets if the light should cast shadows

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Fixture") void SetLightCastShadow ( bool bLightShouldCastShadow )


description: Pushes DMX Values to the Fixture. Expects normalized values in the range of 0.0f - 1.0f

code: virtual void PushNormalizedValuesPerAttribute ( const [FDMXNormalizedAttributeValueMap](API\Plugins\DMXRuntime\FDMXNormalizedAttributeValueMap) & ValuePerAttributeMap )


description: Sets a new light color temperature

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Fixture") void SetLightColorTemp ( float NewLightColorTemp )


description: Sets a new max light distance

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Fixture") void SetLightDistanceMax ( float NewLightDistanceMax )


description: Sets the a new max light intensity

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Fixture") void SetLightIntensityMax ( float NewLightIntensityMax )


description: Sets a new pointlight intensity scale

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Fixture") void SetPointlightIntensityScale ( float NewPointlightIntensityScale )


description: Sets a new spotlight intensity scale

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Fixture") void SetSpotlightIntensityScale ( float NewSpotlightIntensityScale )


className: ADMXFixtureActor

Base

type: TObjectPtr<USc...

description: HIERARCHY------------------------------.

BeamMaterialInstance

type: TObjectPtr<UMa...

BeamQuality

type: float

description: Visual quality for the light beam - small value is visually better but cost more on GPU.

DisableLights

type: bool

description: Disable lights rendering in the fixture to save on GPU.

LightCastShadow

description: Enable/disable cast shadow on the spotlight and pointlight.

LightColorTemp

description: Light color temperature on the spotlight and pointlight.

LightDistanceMax

description: Sets Attenuation Radius on the spotlight and pointlight.

LightIntensityMax

description: Light intensity at 1 steradian (32.77deg half angle)

OcclusionDirection

type: TObjectPtr< cla...

PointlightIntensityScale

description: Scales pointlight intensity.

QualityLevel

type: TEnumAsByte<ED...

description: Visual quality level that changes the number of samples in the volumetric beam.

SpotlightIntensityScale

description: Scales spotlight intensity.

StaticMeshComponents

type: TArray<TObject...

UseDynamicOcclusion

description: Simple solution useful for walls, 1 linetrace from the center.

ZoomQuality

description: Visual quality for the light beam when zoom is wide - small value is visually better but cost more on GPU.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Fixture") void InterpolateDMXComponents ( float DeltaSeconds )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Fixture") virtual void PushNormalizedValuesPerAttribute ( const [FDMXNormalizedAttributeValueMap](API\Plugins\DMXRuntime\FDMXNormalizedAttributeValueMap) & ValuePerAttributeMap )


className: ADMXFixtureActorBase

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

DMX

type: TObjectPtr<UDM...


code: void AddQuad ( FVector TL, FVector BL, FVector BR, FVector TR, [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) Tangent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Matrix Fixture") void GenerateEditorMatrixMesh()


code: void GenerateMatrixChassis ( FVector TL, FVector BL, FVector BR, FVector TR )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Matrix Fixture") void InitializeMatrixFixture()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX Matrix Fixture") void PushFixtureMatrixCellData ( [TArray](API\Runtime\Core\Containers\TArray)< [FDMXCell](API\Plugins\DMXRuntime\Library\FDMXCell) > MatrixPixelData )


description: Sets the matrix fixture in a defaulted state using default values of its Fixture Components

code: void SetDefaultMatrixFixtureState()


code: void UpdateMatrixData ( int32 RowIndex, int32 CellIndex, int32 ChannelIndex, float Value )


className: ADMXFixtureActorMatrix

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ADMXFixtureActorMatrix : public [ADMXFixtureActor](API\Plugins\DMXFixtures\ADMXFixtureActor)

description: If set to true, ignores the distribution set in the patch (hence the distribution becomes visible when not left to right, top to bottom)

MatrixData

type: TArray< uint8 >

MatrixDataSize

type: int

MatrixHead

type: TObjectPtr<UPr...

TextureRegion

type: FUpdateTextureR...


className: EDMXFixtureQualityLevel

code: enum EDMXFixtureQualityLevel { LowQuality, MediumQuality, HighQuality, UltraQuality, Custom, }


className: FCell

code: struct FCell

ChannelInterpolation

type: TArray<FInterp...


className: FDMXChannelData

Name

type: FDMXAttributeNa...


code: static [FDMXFixturesModule](API\Plugins\DMXFixtures\FDMXFixturesModule) & Get()


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


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FDMXFixturesModule

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


code: bool IsInterpolationDone() const


code: bool IsTargetValid ( float Value, float SkipThreshold ) const


code: void Push ( float NewTarget )


code: void SetValueNoInterp ( float NewValue )


code: void StartTravel ( float NewTarget )


description: TODO: instead of using the derivative of the SmoothStep, use a sine wave.

code: void Travel ( float DeltaSeconds )


code: void UpdateTravel ( float NewTarget )


className: FInterpolationData

description: Interpolation that provides a damping effect and support direction changes.

code: struct FInterpolationData


description: Applies the speed scale property

code: void ApplySpeedScale()


description: If attached to a DMX Fixture Actor, returns the parent fixture actor.


code: virtual void GetSupportedDMXAttributes_Implementation ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutAttributeNames )


description: Reads pixel color in the middle of each "Texture" and output linear colors. Note, this function locks the GPU to read the color and is slow to call, even if Update TextureResource is not enabled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX") [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > GetTextureCenterColors ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * TextureAtlas, int numTextures, bool bUpdateTextureResource )


description: Should be implemented to let other objects (e.g. datasmith) know which attributes the component can handle

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="DMX") void GetSupportedDMXAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutAttributeNames )


description: Initializes the cells for the fixture

code: void InitCells ( int NumCells )


description: Called to initialize the component in blueprints

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintImplementableEvent, Category="DMX") virtual void InitializeComponent()


description: Called each tick when interpolation is enabled, to calculate the next value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintImplementableEvent, Category="DMX") void InterpolateComponent ( float DeltaSeconds )


description: Pushes DMX Values to the Fixture Component. Expects normalized values in the range of 0.0f to 1.0f

code: virtual void PushNormalizedValuesPerAttribute ( const [FDMXNormalizedAttributeValueMap](API\Plugins\DMXRuntime\FDMXNormalizedAttributeValueMap) & ValuePerAttribute )


description: DERECATED 4.27.

code: virtual void SetBitResolution ( [TMap](API\Runtime\Core\Containers\TMap)< [FDMXAttributeName](API\Plugins\DMXProtocol\FDMXAttributeName), [EDMXFixtureSignalFormat](API\Plugins\DMXProtocol\EDMXFixtureSignalFormat) > AttributeNameToSignalFormatMap )


description: Deprecated* Only call initialize instead.

code: virtual void SetRangeValue()


description: Sets the cell that is currently active

code: virtual void SetCurrentCell ( int Index )


className: UDMXFixtureComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Meta=(IsBlueprintBase=false)) class UDMXFixtureComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bIsEnabled

description: If used within a DMX Fixture Actor or Fixture Matrix Actor, the component only receives data when set to true.

bUseInterpolation

description: If used within a DMX Fixture Actor or Fixture Matrix Actor, the plugin interpolates towards the last set value.

bUsingMatrixData

description: True if the component is attached to a matrix fixture

Cells

type: TArray<FCell>

description: A cell represent one "lens" in a light fixture i.e.: Single light fixture contains one cell but Matrix fixtures contain multiple cells Also, a cell can have multiple channels (single, double)

CurrentCell

type: FCell*

description: The currently handled cell

SkipThreshold

description: Value changes smaller than this threshold are ignored


description: Initializes the component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void Initialize()


description: Initializes the interpolation range of the channels

code: virtual void Initialize()


description: True if the color is valid for the component

code: bool IsColorValid ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewColor ) const


description: Sets the color of the component. Note DMX Fixture Component Color does not support interpolation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintImplementableEvent, Category="DMX") void SetColorNoInterp ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewColor )


description: DEPRECATED 4.27.

code: void SetComponent ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor )


description: Sets the current cell


description: Sets the target color for the current cell

code: void SetTargetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewColor )


className: UDMXFixtureComponentColor

description: Specific class to handle color mixing using 4 channels (rgb, cmy, rgbw). Note, the color values are never interpolated.

CurrentTargetColorRef

type: FLinearColor&#...

description: Pointer to the current target color, corresponding to the current cell

TargetColorArray

type: TArray<FLinear...

description: The target color, when interpolating. Otherwise just the final color


description: Deprecated* Replaced with GetDMXInterpolatedStep

code: float DMXInterpolatedStep ( int32 ChannelIndex )


description: Deprecated* Replaced with GetDMXInterpolatedValue

code: float DMXInterpolatedValue ( int32 ChannelIndex )


description: Deprecated* Replaced with GetDMXTargetValue

code: float DMXTargetValue ( int32 ChannelIndex )


description: Gets the interpolation delta value (step) for this frame

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX") float GetDMXInterpolatedStep ( int32 ChannelIndex ) const


description: Gets the current interpolated value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX") float GetDMXInterpolatedValue ( int32 ChannelIndex ) const


description: Gets the target value towards which the component interpolates

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX") float GetDMXTargetValue ( int32 ChannelIndex ) const


code: virtual void GetSupportedDMXAttributes_Implementation ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutAttributeNames )


description: True if the target value is reached and no interpolation is required

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX") bool IsDMXInterpolationDone ( int32 ChannelIndex ) const


description: Returns true, if the target value is valid

code: bool IsTargetValid ( int32 ChannelIndex, float Target )


description: Maps the normalized value to the compoenent's value range

code: float NormalizedToAbsoluteValue ( int32 ChannelIndex, float Alpha ) const


description: DEPRECATED 4.27.

code: void Push ( int32 ChannelIndex, float Target )


description: Pushes DMX Values to the Fixture Component. Expects normalized values in the range of 0.0f to 1.0f

code: virtual void PushNormalizedValuesPerAttribute ( const [FDMXNormalizedAttributeValueMap](API\Plugins\DMXRuntime\FDMXNormalizedAttributeValueMap) & ValuePerAttribute )


description: Deprecated* Replaced with NormalizedToAbsoluteValue

code: float RemapValue ( int32 ChannelIndex, float Alpha )


description: Sets first value of the second channel. When interpolation is enabled this function should be called until the value is reached, else just once */.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintImplementableEvent, Category="DMX") void SetChannel1ValueNoInterp ( float Channel1Value )


description: Sets second value of the second channel. When interpolation is enabled this function should be called until the value is reached, else just once

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintImplementableEvent, Category="DMX") void SetChannel2ValueNoInterp ( float Channel2Value )


description: Deprecated* Replaced with SetChannel1ValueNoInterp

code: void SetComponentChannel1 ( float NewValue )


code: void SetComponentChannel2 ( float NewValue )


description: Deprecated* Replaced with SetTargetValue (handling both Push and SetTarget).

code: void SetTarget ( int32 ChannelIndex, float Target )


description: Sets the target value for specified channel index. Interpolates to the value if bUseInterpolation is true.

code: void SetTargetValue ( int32 ChannelIndex, float Value )


className: UDMXFixtureComponentDouble

description: Component that uses 2 DMX channels.

type: FDMXChannelData

description: The first dmx attribute the component handles

description: The second dmx attribute the component handles


description: Deprecated* Replaced with GetDMXInterpolatedStep

code: float DMXInterpolatedStep()


description: Deprecated* Replaced with GetDMXInterpolatedValue

code: float DMXInterpolatedValue()


description: Deprecated* Replaced with GetDMXTargetValue

code: float DMXTargetValue()


description: Gets the interpolation delta value (step) for this frame

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX") float GetDMXInterpolatedStep() const


description: Gets the current interpolated value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX") float GetDMXInterpolatedValue() const


description: Gets the target value towards which the component interpolates

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX") float GetDMXTargetValue() const


code: virtual void GetSupportedDMXAttributes_Implementation ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutAttributeNames )


description: Initializes the interpolation range of the channels

code: virtual void Initialize()


description: True if the target value is reached and no interpolation is required

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX") bool IsDMXInterpolationDone() const


description: Retuns true if the target differs from the previous target, and when interpolating, from the current value

code: bool IsTargetValid ( float Target )


description: Maps the normalized value to the compoenent's value range

code: float NormalizedToAbsoluteValue ( float Alpha ) const


description: DEPRECATED 4.27.

code: void Push ( float Target )


description: Pushes DMX Values to the Fixture Component. Expects normalized values in the range of 0.0f to 1.0f

code: virtual void PushNormalizedValuesPerAttribute ( const [FDMXNormalizedAttributeValueMap](API\Plugins\DMXRuntime\FDMXNormalizedAttributeValueMap) & ValuePerAttribute )


description: Deprecated* Replaced with NormalizedToAbsoluteValue

code: float RemapValue ( float Alpha )


description: Deprecated* Replaced with SetValueNoInterp

code: void SetComponent ( float NewValue )


code: void SetTarget ( float Target )


description: Sets the target value. Interpolates to the value if bUseInterpolation is true. Expects the value to be in value range of the component

code: void SetTargetValue ( float AbsoluteValue )


description: Called to set the value. When interpolation is enabled this function is called by the plugin until the target value is reached, else just once.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintImplementableEvent, Category="DMX Component") void SetValueNoInterp ( float NewValue )


className: UDMXFixtureComponentSingle

description: Component that uses 1 DMX channel.


description: Serves as an extensible way for new nodes

module: DMXPixelMappingBlueprintGraph

code: void AddBlueprintAction ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


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

code: virtual void AllocateDefaultPins()


description: Execute valisation for the connected pins

code: void ExecuteEarlyValidation ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InComponentPin ) const


description: Add Execution for blueprint node That is the place where we set a compiler and spawn extra node for blueprint execution

code: void ExecuteExpandNode ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, const [FName](API\Runtime\Core\UObject\FName) & SubsystemFuncitonName, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InComponentNamePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutComponentPin )


description: Pixel Mapping Input Pin

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


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

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


description: Safe method to get Pixel Mapping pin. It skips the checked pointer

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPixelMappingPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const


className: InPixelMappingPinName

description: Input Pixel Mapping pin name

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


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

code: virtual bool IsNodePure() const


description: Mark Blueprint graph as Modified

code: void ModifyBlueprint()


description: Listener of Pixel Mapping object changes.

code: virtual void OnPixelMappingChanged ( [UDMXPixelMapping](API\Plugins\DMXPixelMappingRuntime\UDMXPixelMapping) * InDMXPixelMapping )


description: Called before compilation begins, giving a blueprint time to force the linker to load data

code: virtual void PreloadRequiredAssets()


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


description: Asking to change blueprint graph

code: void RefreshGraph()


description: Modify blueprint if we have the component name change

code: void TryModifyBlueprintOnNameChanged ( [UDMXPixelMapping](API\Plugins\DMXPixelMappingRuntime\UDMXPixelMapping) * InDMXPixelMapping, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


description: Base Pixel Mapping node. Never use directly

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UK2Node_PixelMappingBaseComponent : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description: Refresh blueprint graph if input pins is valid

code: void TryRefreshGraphCheckInputPins ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TryPixelMappingPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TryComponentNamePin )


description: This function if used for nodes that needs CDO for validation (Called before expansion)

code: virtual void EarlyValidation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


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

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


description: Pointer to the input Renderer group pin. The pin holds theFNameof the non PublicUObjectcomponent. Since it not possible to save NonPublicUObjectreferences outside uasset it should be used asFName

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


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

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


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

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


description: Pointer to the output Renderer group pin. It dynamically returns a pointer to Renderer Component by inputFNameof the component.

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


className: InRendererComponentPinName

description: Input Renderer Component pin name. It holds aFNameof the component.

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


className: OutRendererComponentPinName

description: Output Renderer Component pin name. It holds a pointer to the component.

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


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

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


description: Node for getting Renderer Component from PixelMapping object and RendererFName


className: EDMXCellFormat

module: DMXPixelMappingCore

code: enum EDMXCellFormat { PF_R, PF_G, PF_B, PF_RG, PF_RB, PF_GB, PF_GR, PF_BR, PF_BG, PF_RGB, PF_BRG, PF_GRB, PF_GBR, PF_RGBA, PF_GBRA, PF_BRGA, PF_GRBA, }


className: EDMXColorMode

code: enum EDMXColorMode { CM_RGB, CM_Monochrome, }


className: EDMXPixelMappingRendererType

code: enum EDMXPixelMappingRendererType { Texture, Material, UMG, }


description:
Checking is there enough channel space for giver offset
True if it possible to fit at lease one pixel

code: static bool CanFitCellIntoChannels ( [EDMXCellFormat](API\Plugins\DMXPixelMappingCore\EDMXCellFormat) InPixelFormat, uint32 InStartAddress )


description:
Calculate amount of the channels
Amount of the channels

code: static uint32 GetNumChannelsPerCell ( [EDMXCellFormat](API\Plugins\DMXPixelMappingCore\EDMXCellFormat) InPixelFormat )


description:
Dynamically calculate amount of the channels based on Pixel Format schema
Max channel value

code: static uint32 GetUniverseMaxChannels ( [EDMXCellFormat](API\Plugins\DMXPixelMappingCore\EDMXCellFormat) InPixelFormat, uint32 InStartAddress )


description: Sort a distribution array for texture

code: template<typename T> static void TextureDistributionSort ( [EDMXPixelMappingDistribution](API\Plugins\DMXRuntime\Library\EDMXPixelMappingDistribution) InDistribution, const int32 & InNumXPanels, const int32 & InNumYPanels, const [TArray](API\Runtime\Core\Containers\TArray)< T > & InUnorderedList, [TArray](API\Runtime\Core\Containers\TArray)< T > & OutSortedList )


className: FDMXPixelMappingUtils

description: Core helper classes

code: struct FDMXPixelMappingUtils


className: deprecated

description: Since pixel mapping designer logic relies on computed sizes, two widgets are needed, one as label text, one as the actual box that needs its real size. This widget internally holds both, both are guaranteed to be valid, and adopt sizes and positions reasonably together.

module: DMXPixelMappingEditorWidgets

code: class deprecated ( "Pixel Mapping Editor Widgets are no longer supported and to be implemented per view. See SDMXPixelMappingOutputComponentfor an example."" Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


description: A label component label in pixelmapping designer. Ment to be used with DMXPixelMapingComponentWidgetWrapper


description: A box in pixel mapping designer. Ment to be used with DMXPixelMapingComponentWidgetWrapper


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS class deprecated ( "Pixel Mapping Editor Widgets are no longer supported and to be implemented per view. See SDMXPixelMappingOutputComponentfor an example."" Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


description: Params to update aSDMXPixelMappingScreenComponentBox

Distribution

type: EDMXPixelMappin...

PixelFormat

type: EDMXCellFormat


description: Adds the widgets to a canvas. If it already resides in a canvas it is removed from that.

code: void AddToCanvas ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SConstraintCanvas](API\Runtime\Slate\Widgets\Layout\SConstraintCanvas) > & Canvas, float ZOrder )


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDMXPixelMappingComponentBox](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingComponentBox) > & GetComponentBox() const


description: Retuns the color of the widget


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDMXPixelMappingComponentLabel](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingComponentLabel) > & GetComponentLabel() const


description: Sets the size of both widgets

code: FVector2D GetLocalSize() const


description: Adds the widgets to a canvas. Needs to be assigned to a canvas already.

code: void RemoveFromCanvas()


description: Sets the color of the widget

code: void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


description: Sets if the ID text of is visible

code: void SetIDVisibility ( bool bVisible )


description: Sets the label text

code: void SetLabelText ( const [FText](API\Runtime\Core\Internationalization\FText) & Text )


description: Sets the size on both widgets

code: void SetSize ( const FVector2D & LocalSize )


description: Sets the position in the canvas it was added to.

code: void SetPosition ( const FVector2D & LocalPosition )


description: Sets the position in a canvas. Needs to be assigned to a canvas already.

code: void SetZOrder ( float ZOrder )


description: Sets the visibility of the widget

code: void SetVisibility ( [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) Visibility )


description: Constructs the class, optionally with custom widgets

code: FDMXPixelMappingComponentWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDMXPixelMappingComponentBox](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingComponentBox) > InComponentBox, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDMXPixelMappingComponentLabel](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingComponentLabel) > InComponentLabel, bool bShowLabelAbove )


className: FDMXPixelMappingComponentWidget

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

bLabelAbove

type: bool

description: If true, the label is drawn above the box, else inside

ComponentBox

type: TSharedPtr<SDM...

description: The component widget

ComponentLabel

description: The label widget

ComponentSlot

type: SConstraintCanv...

description: The canvas slot of the component widget

LabelSlot

description: The canvas slot of the label widget

OuterCanvas

type: TSharedPtr<SCo...

description: When added to a canvas, the canvas it was added to


description: Destructor


code: void Construct ( const [FArguments](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingCell\FArguments) & InArgs )


code: WidgetArgsType & CellID &40; int32 InArg &41;


code: WidgetArgsType & Brush &40; const TAttribute< const FSlateBrush &42; > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SDMXPixelMappingCell >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SDMXPixelMappingCell

code: class SDMXPixelMappingCell : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

Brush

type: TAttribute< con...


code: void Construct ( const [FArguments](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingComponentBox\FArguments) & InArgs )


description: Text shown in the middle of the widget. Always scales to the widget

code: WidgetArgsType & IDText &40; const TAttribute< FText > & InAttribute &41;


description: The max size of the ID Text (the size of the Box that surrounds it)

code: WidgetArgsType & MaxIDTextSize &40; FVector2D InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SDMXPixelMappingComponentBox >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Retuns the color of the widget

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


description: Returns the local size

code: virtual FVector2f GetLocalSize() const


description: Sets the color of the border

code: virtual void SetBorderColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


description: Sets the size of the widget

code: virtual void SetLocalSize ( const FVector2D & NewSize )


description: Sets the IDText

code: virtual void SetIDText ( const [FText](API\Runtime\Core\Internationalization\FText) & NewIDText )


className: SDMXPixelMappingComponentBox

code: class SDMXPixelMappingComponentBox : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

BorderBrush

type: FSlateBrush

description: The brush used for the border

ComponentBox

type: TSharedPtr<SBo...

description: The box that is shown

IDText

type: TAttribute<FTe...

description: Slate arguments.

IDTextBlock

type: TSharedPtr<STe...

description: The box that is shown

IDTextBox

description: The box that is shown

LocalSize

description: The currently drawn local size


code: void Construct ( const [FArguments](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingComponentLabel\FArguments) & InArgs )


description: If true, aligns above the box

code: WidgetArgsType & bAlignAbove &40; bool InArg &41;


description: Label shown on top of the widget

code: WidgetArgsType & LabelText &40; const TAttribute< FText > & InAttribute &41;


description: If true, scales to its size

code: WidgetArgsType & bScaleToSize &40; bool InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SDMXPixelMappingComponentLabel >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Sets the label text

code: virtual void SetText ( const [FText](API\Runtime\Core\Internationalization\FText) & Text )


description: Sets the width of the widget

code: virtual void SetWidth ( const float & Width )


className: SDMXPixelMappingComponentLabel

code: class SDMXPixelMappingComponentLabel : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

Box

description: The box that defines the size

LabelText

description: Slate arguments.

LabelTextBlock

description: Text box that shows the ID text


code: void Construct ( const [FArguments](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingScreenComponentB-\FArguments) & InArgs )


code: WidgetArgsType & bShowAddresses &40; bool InArg &41;


code: WidgetArgsType & bShowUniverse &40; bool InArg &41;


description: The brush the border uses

code: WidgetArgsType & Color &40; const TAttribute< FLinearColor > & InAttribute &41;


code: WidgetArgsType & Distribution &40; EDMXPixelMappingDistribution InArg &41;


code: WidgetArgsType & LocalUniverse &40; int32 InArg &41;


code: WidgetArgsType & NumXCells &40; int32 InArg &41;


code: WidgetArgsType & NumYCells &40; int32 InArg &41;


code: WidgetArgsType & PixelFormat &40; EDMXCellFormat InArg &41;


description: The size of the widget

code: WidgetArgsType & Size &40; const TAttribute< FVector2D > & InAttribute &41;


code: WidgetArgsType & StartAddress &40; int32 InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SDMXPixelMappingScreenComponentBox >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Returns the local size

code: virtual FVector2f GetLocalSize() const


className: MaxGridUICells

description: The max grid cells shown before the widget shows as single box

code: static const uint32 MaxGridUICells = 40 * 40;


description: Rebuilds the grid

code: void RebuildGrid ( const [FDMXPixelMappingScreenComponentGridParams](API\Plugins\DMXPixelMappingEditorWidgets\FDMXPixelMapping-) & GridParams )


description: Sets the size of the widget

code: virtual void SetLocalSize ( const FVector2D & NewSize )


className: SDMXPixelMappingScreenComponentBox

code: class SDMXPixelMappingScreenComponentBox : public [SDMXPixelMappingComponentBox](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingComponentBox)


code: void Construct ( const [FArguments](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingScreenLayout\FArguments) & InArgs )


code: WidgetArgsType & Brush &40; const TAttribute< const FSlateBrush &42; > & InAttribute &41;


code: WidgetArgsType & bShowAddresses &40; bool InArg &41;


code: WidgetArgsType & bShowUniverse &40; bool InArg &41;


code: WidgetArgsType & Distribution &40; EDMXPixelMappingDistribution InArg &41;


code: WidgetArgsType & LocalUniverse &40; int32 InArg &41;


code: WidgetArgsType & NumXCells &40; int32 InArg &41;


code: WidgetArgsType & NumYCells &40; int32 InArg &41;


code: WidgetArgsType & PixelFormat &40; EDMXCellFormat InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SDMXPixelMappingScreenLayout >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SDMXPixelMappingScreenLayout

code: class SDMXPixelMappingScreenLayout : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Plugins\DMXPixelMappingEditorWidgets\SDMXPixelMappingSimpleScreenLayo-\FArguments) & InArgs )


code: WidgetArgsType & StartAddress &40; int32 InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SDMXPixelMappingSimpleScreenLayout >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SDMXPixelMappingSimpleScreenLayout

code: class SDMXPixelMappingSimpleScreenLayout : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


className: EDMXPixelBlendingQuality

description: Enum that defines the quality of how pixels are rendered

module: DMXPixelMappingRenderer

code: enum EDMXPixelBlendingQuality { Low, Medium, High, MAX, }


code: enum EDMXPixelMappingRenderingPreprocessorSizeMode { SameAsInput, Downsampled, CustomSize, }


className: EDMXPixelShaderBlendingQuality

description: Used in shader permutation for determining number of samples to use in texture blending. If adding to this you must also adjust the public facing option: 'EPixelBlendingQuality' under the runtime module's DMXPixelMappingOutputComponent.h

code: enum EDMXPixelShaderBlendingQuality { Low, Medium, High, MAX, }


className: FDMXPixelMappingDownsamplePixelParam

description: Downsample pixel rendering params Using for pixel rendering in downsample rendering pipeline

bStaticCalculateUV

description: Calculates the UV point to sample purely on the UV position/size.

CellBlendingQuality

type: EDMXPixelBlendi...

description: The quality of color samples in the pixel shader(number of samples)

InvertPixel

description: RGBA pixel flag for inversion

PixelFactor

description: RGBA pixel multiplication

Position

type: FIntPoint

description: Position in screen pixels of the top left corner of the quad

UV

description: Position in texels of the top left corner of the quad's UV's

UVCellSize

description: Size in texels of UV.May match UVSize

UVSize

description: Size in texels of the quad's total UV space


description: Deprecated* Deprecated in favor of FPixelMapRenderElement.

UVCellSize

description: Size in texels of UV.May match UVSize


description: Downsample pixel preview rendering params. Using for pixel rendering setting in preview

DownsamplePosition

description: Downsample pixel position in screen pixels of the quad

ScreenPixelSize

description: Size in screen pixels of the quad


description: Gets the pixel color, thread safe


description: Gets the parameters, thread-safe


description: Sets the pixel color, thread safe. This is called from the renderer to set the rendered color.

code: void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


description: Sets the parameters, thread-safe

code: void SetParameters ( [FPixelMapRenderElementParameters](API\Plugins\DMXPixelMappingRenderer\FPixelMapRenderElementParameters) InParameters )


code: FPixelMapRenderElement ( [FPixelMapRenderElementParameters](API\Plugins\DMXPixelMappingRenderer\FPixelMapRenderElementParameters) InParameters )


code: virtual ~FPixelMapRenderElement()


className: FPixelMapRenderElement

description: An element rendered by the pixel map renderer

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


className: FPixelMapRenderElementParameters

code: struct FPixelMapRenderElementParameters

UVCellSize

description: Size in texels of UV.May match UVSize


className: DownsampleReadCallback

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > &&, FIntRect)> DownsampleReadCallback


description: Render material into the RenderTarget2D

code: void RenderMaterial ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterialInterface ) const


description: Pixelmapping specific, downsample and draw input texture to destination texture.

code: void DownsampleRender ( const [FTextureResource](API\Runtime\Engine\FTextureResource) * InputTexture, const [FTextureResource](API\Runtime\Engine\FTextureResource) * DstTexture, const [FTextureRenderTargetResource](API\Runtime\Engine\FTextureRenderTargetResource) * DstTextureTargetResource, const [TArray](API\Runtime\Core\Containers\TArray)< [FDMXPixelMappingDownsamplePixelParamsV2](API\Plugins\DMXPixelMappingRenderer\FDMXPixelMappingDownsamplePixelP-_1) > & InDownsamplePixelPass, [DownsampleReadCallback](API\Plugins\DMXPixelMappingRenderer\IDMXPixelMappingRenderer\DownsampleReadCa-) InCallback ) const


description: Render preview with one or multiple downsampled textures

code: void RenderPreview ( const [FTextureResource](API\Runtime\Engine\FTextureResource) * TextureResource, const [FTextureResource](API\Runtime\Engine\FTextureResource) * DownsampleResource, [TArray](API\Runtime\Core\Containers\TArray)< [FDMXPixelMappingDownsamplePixelPreviewParam](API\Plugins\DMXPixelMappingRenderer\FDMXPixelMappingDownsamplePixelP-_2) > && InPixelPreviewParamSet ) const


description: Rendering input texture to render target

code: void RenderTextureToRectangle ( const [FTextureResource](API\Runtime\Engine\FTextureResource) * InTextureResource, const FTexture2DRHIRef InRenderTargetTexture, FVector2D InSize, bool bSRGBSource ) const


description: Render material into the RenderTarget2D

code: void RenderWidget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * InUserWidget ) const


description: Sets the brigthness of the renderer

code: void SetBrightness ( const float InBrightness )


description: Virtual destructor

code: virtual ~IDMXPixelMappingRenderer()


className: IDMXPixelMappingRenderer

description: The public interface of the Pixel Mapping renderer instance interface.

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

Brightness

type: float

description: Brightness multiplier for the renderer


description: Get Renderer instance There is no limit to the amount of creation of renderersIDMXPixelMappingRendererinstance.


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

code: static [IDMXPixelMappingRendererModule](API\Plugins\DMXPixelMappingRenderer\IDMXPixelMappingRendererModule) & Get()


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

code: static bool IsAvailable()


className: ModuleName

code: static constexpr auto ModuleName = TEXT("DMXPixelMappingRenderer");


description: Returns the preprocessed texture

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


description: Virtual destructor


className: IDMXPixelMappingRendererModule

description: Public module interface for the DMX Renderer module

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


description: Renders the input texture, optionally using a Filter material

code: void Render ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InInputTexture, const class [UDMXPixelMappingPreprocessRenderer](API\Plugins\DMXPixelMappingRenderer\UDMXPixelMappingPreprocessRender-) & InPreprocessRenderer )


className: IPreprocessApplyFilterMaterialProxy

description: Interface for the object responsible to apply the material to the input texture.

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


description: Returns the currently rendered texture, or nullptr if no texture was rendered yet


description: Returns the size of the input object

code: FVector2D GetSize2D() const


code: virtual ~IPreprocessRenderInputProxy()


code: void Render()


className: IPreprocessRenderInputProxy

description: Interface for the object responsible to render the input texture/material/umg widget.

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


code: void Render ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InInputTexture, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::DMXPixelMapping::Rendering::FPixelMapRenderElement](API\Plugins\DMXPixelMappingRenderer\FPixelMapRenderElement) >> & InElements, float InBrightness )


code: virtual ~IRenderPixelMapProxy()


className: IRenderPixelMapProxy

description: Interface for the object responsible to render the pixel map

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


className: MaxPixelMapSize

code: static const FIntPoint MaxPixelMapSize = FIntPoint(4096, 4096);


description: Renders the current elements

code: void Render ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InputTexture, float Brightness )


description: Sets the elements to render

code: void SetElements ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::DMXPixelMapping::Rendering::FPixelMapRenderElement](API\Plugins\DMXPixelMappingRenderer\FPixelMapRenderElement) >> & InElements )


code: UDMXPixelMappingPixelMapRenderer()


className: UDMXPixelMappingPixelMapRenderer

description: Maps pixel map render elements to pixels

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


description: Clears input

code: void ClearInput()


description: Returns the blur distance parameter

code: float GetBlurDistance() const


description: Returns the blur distance parameter name


description: Returns the desired output size, or an unset optional vector 2D if the resulting size should be used

code: [TOptional](API\Runtime\Core\IO\TOptional)< FVector2D > GetDesiredOutputSize2D() const


description: Returns the Filter material, or nullptr if no Filter material is set

code: const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) > & GetFilterMID() const


description: Returns the number of time the texture should be downsampled by factor 2

code: int32 GetNumDownsamplePasses() const


description: Property name getters.


description: Returns the resulting size of preprocessing, even if rendering did not occur yet

code: FVector2D GetResultingSize2D() const


description: Returns the rendered input texture, or nullptr if no texture was rendered yet

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


description: Returns the texture parameter name


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

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


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

code: virtual void PostLoad()


description: Renders the current input

code: void Render()


description: Sets the input texture that is used when rendering

code: void SetInputMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


code: void SetInputTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


code: void SetInputUserWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * InUserWidget )


description: Returns true, if the Filter material should be applied each downsample pass


className: UDMXPixelMappingPreprocessRenderer

description: Renders the texture that is used to pixel map

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


description: Get a DMX PixelMapping Subsystem, pure version

module: DMXPixelMappingRuntime

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX PixelMapping Subsystem", Meta=(BlueprintInternalUseOnly="true")) static [UDMXPixelMappingSubsystem](API\Plugins\DMXPixelMappingRuntime\Blueprint\UDMXPixelMappingSubsystem) * GetDMXPixelMappingSubsystem_Pure()


description: Get a DMX PixelMapping Subsystem, callable version

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX PixelMapping Subsystem", Meta=(BlueprintInternalUseOnly="true")) static [UDMXPixelMappingSubsystem](API\Plugins\DMXPixelMappingRuntime\Blueprint\UDMXPixelMappingSubsystem) * GetDMXPixelMappingSubsystem_Callable()


description: Load Pixel Mapping asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="DMX|PixelMapping") [UDMXPixelMapping](API\Plugins\DMXPixelMappingRuntime\UDMXPixelMapping) * GetDMXPixelMapping ( [UDMXPixelMapping](API\Plugins\DMXPixelMappingRuntime\UDMXPixelMapping) * InPixelMapping )


description:
Get FixtureGroup component. Only for K2 blueprint nodes
Pointer to the component or nullptr

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(BlueprintInternalUseOnly="true", AutoCreateRefTerm="InComponentName"), Category="DMX|PixelMapping") [UDMXPixelMappingFixtureGroupComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMapping-) * GetFixtureGroupComponent ( [UDMXPixelMapping](API\Plugins\DMXPixelMappingRuntime\UDMXPixelMapping) * InDMXPixelMapping, const [FName](API\Runtime\Core\UObject\FName) & InComponentName )


description:
Get Matrix component. Only for K2 blueprint nodes
Pointer to the component or nullptr

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(BlueprintInternalUseOnly="true", AutoCreateRefTerm="InComponentName"), Category="DMX|PixelMapping") [UDMXPixelMappingMatrixComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingMatrixComponent) * GetMatrixComponent ( [UDMXPixelMapping](API\Plugins\DMXPixelMappingRuntime\UDMXPixelMapping) * InDMXPixelMapping, const [FName](API\Runtime\Core\UObject\FName) & InComponentName )


description:
Get OutputDMX component. Only for K2 blueprint nodes
Pointer to the component or nullptr

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(BlueprintInternalUseOnly="true", AutoCreateRefTerm="InComponentName"), Category="DMX|PixelMapping") [UDMXPixelMappingOutputDMXComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingOutputDMXCompone-) * GetOutputDMXComponent ( [UDMXPixelMapping](API\Plugins\DMXPixelMappingRuntime\UDMXPixelMapping) * InDMXPixelMapping, const [FName](API\Runtime\Core\UObject\FName) & InComponentName )


description:
Get Renderer component. Only for K2 blueprint nodes
Pointer to the component or nullptr

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(BlueprintInternalUseOnly="true", AutoCreateRefTerm="InComponentName"), Category="DMX|PixelMapping") [UDMXPixelMappingRendererComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingRendererComponen-) * GetRendererComponent ( [UDMXPixelMapping](API\Plugins\DMXPixelMappingRuntime\UDMXPixelMapping) * InDMXPixelMapping, const [FName](API\Runtime\Core\UObject\FName) & InComponentName )


className: UDMXPixelMappingSubsystem

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


description: Clears cached Attribtues

code: ClearCachedAttributeValues()


code: typedef TMulticastDelegate_OneParam< void, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & > FDMXPixelMappingColorSpacePostEditChangePropertyDelegate


description: Returns the Attribute Name to Value Map of the Color currently set

code: GetAttributeNameToValueMap()


description: Returns a delegate broadcast when a property changed. Useful to handle attribute name changes.

code: GetOnPostEditChangedProperty()


description: Resets the color to black, and any luminance to zero

code: ResetToBlack()


code: virtual PostEditChangeProperty()


description: Sets an Attribute Value

code: SetAttributeValue()


description: Sets the RGBA value to be converted to the implemented Color Space

code: virtual SetRGBA()


className: UDMXPixelMappingColorSpace

description: Base class for Pixel Mapping Color Spaces. Note, implementations must be thread-safe.


description: Add a new child componet

code: virtual void AddChild ( [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * InComponent )


description: Check if a Component can be moved under another one (used for copy/move/duplicate)

code: virtual bool CanBeMovedTo ( const [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * Component ) const


description: Helper function for generatingUObjectname, the child should implement their own logic for Prefix name generation.

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


description: Returns a delegate broadcasted when the DMX Library changed


description: Returns the text of palette category

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


description: Whether component should be part of Palette view

code: virtual bool IsExposedToTemplate()


description: Returns the name of the component. If user name is set returns the custom user name (see SetUserName)

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


className: MinGroupSize

code: static const FVector2D MinGroupSize;


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

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


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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

code: virtual void PostLoad()


description: Reset all sending DMX channels to 0 for this component and all children

code: virtual void ResetDMX()


description: Queue rendering to downsample rendering target

code: virtual void QueueDownsample()


description: Send DMX values of this component and all children.

code: virtual void SendDMX()


description: Sets the position

code: virtual void SetPosition ( const FVector2D & NewPosition )


description: Sets the size

code: virtual void SetSize ( const FVector2D & NewSize )


description: Default Constructor

code: UDMXPixelMappingFixtureGroupComponent()


className: UDMXPixelMappingFixtureGroupComponent

description: Container component for Fixture Items

DMXLibrary

type: TObjectPtr<UDM...

LayoutScript

description: Layout script for the children of this component (hidden in customizations and displayed in its own panel).


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: virtual bool CanBeMovedTo ( const [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * Component ) const


description: DEPRECATED 5.2

code: [TMap](API\Runtime\Core\Containers\TMap)< [FDMXAttributeName](API\Plugins\DMXProtocol\FDMXAttributeName), float > CreateAttributeValues() const


description: Get pixel index in downsample texture

code: virtual int32 GetDownsamplePixelIndex() const


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


description: Returns the pixel map render element for the matrix cell


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


description: Whether component should be visible

code: virtual bool IsVisible() const


description: Returns true if the the component's over all its parents.

code: virtual bool IsOverParent() const


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


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


code: virtual void PostInitProperties()


code: virtual void PostLoad()


code: virtual void QueueDownsample()


description: Deprecated* Deprecated for performance reasons. Instead use 'Get DMX Pixel Mapping Renderer Component' and Render only once each tick.


code: virtual void SendDMX()


code: virtual void ResetDMX()


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

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


description: Sets the size

code: virtual void SetSize ( const FVector2D & NewSize )


description: Sets the position

code: virtual void SetPosition ( const FVector2D & NewPosition )


description: Default Constructor


description: A component that holds a single Fixture Patch in the Pixel Mapping, and actually sends DMX.

DownsamplePixelIndex

description: Indexof the cell pixel in downsample target buffer


description: Add a new child componet

code: virtual void AddChild ( [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * InComponent )


description: Check if a Component can be moved under another one (used for copy/move/duplicate)

code: virtual bool CanBeMovedTo ( const [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * Component ) const


description: Remove all children

code: void ClearChildren()


description: Recursively loop through all child by given Component and Predicate

code: static void ForComponentAndChildren ( [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * Component, [TComponentPredicate](API\Runtime\Core\GenericPlatform\TFunctionRef) Predicate )


description: Loop through all child by given Predicate

code: void ForEachChild ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) *)> Predicate, bool bIsRecursive )


description: Loop through all templated child class by given Predicate

code: template<typename TComponentClass> void ForEachChildOfClass ( [TComponentPredicateType](API\Runtime\Core\GenericPlatform\TFunctionRef)< TComponentClass > Predicate, bool bIsRecursive )


description: DEPRECATED 4.27

code: template<typename TComponentClass> void ForEachComponentOfClass ( [TComponentPredicateType](API\Runtime\Core\GenericPlatform\TFunctionRef)< TComponentClass > Predicate, bool bIsRecursive )


description: Get the child component by the given index.

code: [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * GetChildAt ( int32 Index ) const


description: Gathers descendant child Components of a parent Component.

code: void GetChildComponentsRecursively ( [TArray](API\Runtime\Core\Containers\TArray)< [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * > & Components )


description: Get all children to belong to this component

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * > & GetChildren() const


description: Get the number of children components

code: int32 GetChildrenCount() const


description:
Looking for the first child by given Class
An instance of the templated Component

code: template<typename TComponentClass> TComponentClass * GetFirstChildOfClass()


description:
Recursively looking for the first parent by given Class
An instance of the templated Component

code: template<typename TComponentClass> static TComponentClass * GetFirstParentByClass ( [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * InComponent )


description: Helper function for generatingUObjectname, the child should implement their own logic for Prefix name generation.

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


description: Gets an Event broadcast when a component was added

code: static FDMXPixelMappingOnComponentAdded & GetOnComponentAdded()


code: static FDMXPixelMappingOnComponentRemoved & GetOnComponentRemoved()


description: Gets an Event broadcast this uobject was renamed. Note this is only raised afterUObject::Rename, not after SetUserName.

code: static FDMXPixelMappingOnComponentRenamed & GetOnComponentRenamed()


description: Returns the parent. May be nullptr when the the component is creating or destroying


description: Get Pixel Mapping assetUObject


description: Get renderer component associated with current component It could be this component itself if this component is root component It could be parent component if that is pixel component It could be nullptr if that is Root component


description: Get the root component and not allow a null option.

code: const [UDMXPixelMappingRootComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingRootComponent) * GetRootComponentChecked() const


description: Get root component of the component tree

code: const [UDMXPixelMappingRootComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingRootComponent) * GetRootComponent() const


description: DEPRECATED 5.3

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


description: Returns the name of the component. If user name is set returns the custom user name (see SetUserName)

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


code: bool HasValidParent() const


description: Called when the component was added to a parent

code: virtual void NotifyAddedToParent()


code: virtual void NotifyRemovedFromParent()


className: OnComponentAdded

description: Delegate Broadcast when a component was added


className: OnComponentRemoved

description: Delegate Broadcast when a component was removed


className: OnComponentRenamed

description: Delegate Broadcast when a component was renamed


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Remove the child component by the given component object.

code: virtual void RemoveChild ( [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * InComponent )


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


description: Render downsample texture for this component and all children

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX|PixelMapping") virtual void Render()


description: Render downsample texture and send DMX for this component and all children

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX|PixelMapping") virtual void RenderAndSendDMX()


description: Reset all sending DMX channels to 0 for this component and all children

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX|PixelMapping") virtual void ResetDMX()


description: Send DMX values of this component and all children.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DMX|PixelMapping") virtual void SendDMX()


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

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


description: Set the components parent

code: void SetParent ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) > & NewParent )


className: TComponentPredicate


description: Sets the custom user name. If set, GetUserName returns this name.

code: virtual void SetUserName ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


className: TComponentPredicateType

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(Type *)> TComponentPredicateType


description:
Should log properties that were changed in underlying fixture patch or fixture type
Returns true if properties are valid.

code: virtual bool ValidateProperties()


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


className: UDMXPixelMappingBaseComponent

description: Base class for all DMX Pixel Mapping components.

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

Children

type: TArray<TObject...

description: Array of children belong to this component

UserName

type: FString

description: Custom user name for the component. Should be used if set.


description: Rebuild widget for designer view

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGS[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDMXPixelMappingComponentWidget](API\Plugins\DMXPixelMappingEditorWidgets\FDMXPixelMappingComponentWidget) > BuildSlot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SConstraintCanvas](API\Runtime\Slate\Widgets\Layout\SConstraintCanvas) > InCanvas )


description: Check if a Component can be moved under another one (used for copy/move/duplicate)

code: virtual bool CanBeMovedTo ( const [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * Component ) const


description: Get pixel index in downsample texture

code: virtual int32 GetDownsamplePixelIndex() const


code: const FIntPoint & GetCellCoordinate()


description: Returns an editor color for the widget

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


description: Helper function for generatingUObjectname, the child should implement their own logic for Prefix name generation.

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


description: Returns the pixel map render element for the matrix cell


description: Gets the color of this cell


description: Returns the name of the component. If user name is set returns the custom user name (see SetUserName)

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


description: Returns true if the the component's over all its parents.

code: virtual bool IsOverParent() const


description: Whether component should be visible

code: virtual bool IsVisible() const


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

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


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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

code: virtual void PostLoad()


description: Queue rendering to downsample rendering target

code: virtual void QueueDownsample()


description: Reset all sending DMX channels to 0 for this component and all children

code: virtual void ResetDMX()


code: void SetCellCoordinate ( FIntPoint InCellCoordinate )


description: Sets the position

code: virtual void SetPosition ( const FVector2D & NewPosition )


description: Default Constructor

code: UDMXPixelMappingMatrixCellComponent()


description: Sets the size

code: virtual void SetSize ( const FVector2D & NewSize )


className: UDMXPixelMappingMatrixCellComponent

description: Matrix pixel component


code: virtual bool CanBeMovedTo ( const [UDMXPixelMappingBaseComponent](API\Plugins\DMXPixelMappingRuntime\Components\UDMXPixelMappingBaseComponent) * Component ) const


className: ChildCallback

description: Helper callback for loop through all component child


description: Gets an Event broadcast when a the matrix (and by that its num cells) changed

code: static FDMXPixelMappingOnMatrixChanged & GetOnMatrixChanged()


description: Returns the text of palette category

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


description: Handles changes in size or in matrix

code: void HandleMatrixChanged()


description: Handles changes in position

code: void HandlePositionChanged()


description: Handles changes in size or in matrix

code: void HandleSizeChanged()


code: virtual bool IsOverParent() const


description: Logs properties that were changed in underlying fixture patch or fixture type

code: void LogInvalidProperties()


description: Called when the fixture patch in use changed

code: void OnFixturePatchChanged ( const [UDMXEntityFixturePatch](API\Plugins\DMXRuntime\Library\UDMXEntityFixturePatch) * FixturePatch )


description: Called when the fixture type in use changed

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


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )