// Copyright Epic Games, Inc. All Rights Reserved. #include "Input/DisplayClusterMediaInputCameraBase.h" #include "Components/DisplayClusterICVFXCameraComponent.h" #include "Game/IDisplayClusterGameManager.h" #include "Render/Viewport/IDisplayClusterViewport.h" #include "DisplayClusterRootActor.h" #include "IDisplayCluster.h" #include "DisplayClusterMediaLog.h" FDisplayClusterMediaInputCameraBase::FDisplayClusterMediaInputCameraBase( const FString& InMediaId, const FString& InClusterNodeId, const FString& InCameraId, const FString& InCameraViewportId, UMediaSource* InMediaSource ) : FDisplayClusterMediaInputViewportBase(InMediaId, InClusterNodeId, InCameraViewportId, InMediaSource) , FDisplayClusterMediaCameraCommon(InCameraId) { } void FDisplayClusterMediaInputCameraBase::UpdateLateOCIOState(const IDisplayClusterViewport* Viewport) { FLateOCIOData NewLateOCIOConfiguration; // Get current late OCIO parameters from the camera component FDisplayClusterMediaCameraCommon::GetLateOCIOParameters(NewLateOCIOConfiguration.bLateOCIO, NewLateOCIOConfiguration.bTransferPQ); // And store/update for current frame SetLateOCIO(NewLateOCIOConfiguration); }