// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MetaHumanLiveLinkSubjectSettings.h" #include "MetaHumanMediaSourceCreateParams.h" #include "Pipeline/PipelineData.h" #include "MetaHumanLocalLiveLinkSubjectSettings.generated.h" UCLASS() class METAHUMANLOCALLIVELINKSOURCE_API UMetaHumanLocalLiveLinkSubjectSettings : public UMetaHumanLiveLinkSubjectSettings { public: GENERATED_BODY() virtual void Setup(); virtual void SetSubject(class FMetaHumanLocalLiveLinkSubject* InSubject); DECLARE_MULTICAST_DELEGATE_OneParam(FOnUpdate, TSharedPtr InPipelineData); FOnUpdate UpdateDelegate; class FMetaHumanLocalLiveLinkSubject* Subject = nullptr; /* The state of the processing. */ UPROPERTY(Transient, VisibleAnywhere, Category = "Information", meta = (EditCondition = "bIsLiveProcessing", HideEditConditionToggle, EditConditionHides, DisplayPriority = "10")) FString State; UPROPERTY(Transient, VisibleAnywhere, Category = "Information", meta = (EditCondition = "bIsLiveProcessing", HideEditConditionToggle, EditConditionHides, DisplayPriority = "15")) FColor StateLED; /* Frame number being processed. */ UPROPERTY(Transient, VisibleAnywhere, Category = "Information", meta = (EditCondition = "bIsLiveProcessing", HideEditConditionToggle, EditConditionHides, DisplayPriority = "100")) FString Frame; /* Processing frame rate. */ UPROPERTY(Transient, VisibleAnywhere, Category = "Information", meta = (EditCondition = "bIsLiveProcessing", HideEditConditionToggle, EditConditionHides, DisplayPriority = "110")) FString FPS; UPROPERTY(Transient, VisibleAnywhere, Category = "Information", meta = (EditCondition = "bIsLiveProcessing", HideEditConditionToggle, EditConditionHides, DisplayPriority = "120")) FString Timecode; UPROPERTY(Transient, VisibleAnywhere, Category = "nocategory", meta = (EditCondition = "bIsLiveProcessing", HideEditConditionToggle, EditConditionHides)) FString Remove; };