// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "StereoRendering.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "DisplayClusterBlueprintContainers.generated.h" USTRUCT() struct DISPLAYCLUSTER_API FDisplayClusterViewportContext { GENERATED_BODY() public: // Viewport Name UPROPERTY(EditAnywhere, Category = "NDisplay") FString ViewportID; // Location on a backbuffer. UPROPERTY(EditAnywhere, Category = "NDisplay") FIntPoint RectLocation = FIntPoint::ZeroValue; // Size on a backbuffer. UPROPERTY(EditAnywhere, Category = "NDisplay") FIntPoint RectSize = FIntPoint::ZeroValue; // Camera view location UPROPERTY(EditAnywhere, Category = "NDisplay") FVector ViewLocation = FVector::ZeroVector; // Camera view rotation UPROPERTY(EditAnywhere, Category = "NDisplay") FRotator ViewRotation = FRotator::ZeroRotator; // Camera projection Matrix UPROPERTY(EditAnywhere, Category = "NDisplay") FMatrix ProjectionMatrix = FMatrix::Identity; // Rendering status for this viewport (Overlay and other configuration rules can disable rendering for this viewport.) UPROPERTY(EditAnywhere, Category = "NDisplay") bool bIsRendering = true; }; USTRUCT() struct DISPLAYCLUSTER_API FDisplayClusterViewportStereoContext { GENERATED_BODY() public: // Viewport Name UPROPERTY(EditAnywhere, Category = "NDisplay") FString ViewportID; // Location on a backbuffer. UPROPERTY(EditAnywhere, Category = "NDisplay") FIntPoint RectLocation = FIntPoint::ZeroValue; // Size on a backbuffer. UPROPERTY(EditAnywhere, Category = "NDisplay") FIntPoint RectSize = FIntPoint::ZeroValue; // Camera view location UPROPERTY(EditAnywhere, Category = "NDisplay") TArray ViewLocation; // Camera view rotation UPROPERTY(EditAnywhere, Category = "NDisplay") TArray ViewRotation; // Camera projection Matrix UPROPERTY(EditAnywhere, Category = "NDisplay") TArray ProjectionMatrix; // Rendering status for this viewport (Overlay and other configuration rules can disable rendering for this viewport.) UPROPERTY(EditAnywhere, Category = "NDisplay") bool bIsRendering = true; };