// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "DisplayClusterConfigurationTypes_Enums.h" /** * Optional overrides of root actor settings. */ struct FDisplayClusterRootActorPropertyOverrides { /** Render this DCRA in game for Standalone/Package builds. */ TOptional bPreviewInGameEnable; /** Render ICVFX Frustums in game. */ TOptional bPreviewInGameRenderFrustum; /** Render the scene and display it as a preview on the nDisplay root actor in the editor. This will impact editor performance. */ TOptional bPreviewEnable; /** Adjust resolution scaling for the editor preview. */ TOptional PreviewRenderTargetRatioMult; /** Enable PostProcess for preview. */ TOptional bPreviewEnablePostProcess; /** Enable OCIO on preview. */ TOptional bPreviewEnableOCIO; /** Enables the use of 'HoldoutComposite' plugin for the preview rendering. */ TOptional bPreviewEnableHoldoutComposite; /** Enable TemporalAA/TSR in preview. * Increases memory consumption. This will impact editor performance. */ TOptional bPreviewEnableTSR; /** Show overlay material on the preview mesh when preview rendering is enabled (UMeshComponent::OverlayMaterial). */ TOptional bPreviewEnableOverlayMaterial; /** Configure the root actor for Techvis rendering with preview components. */ TOptional bEnablePreviewTechvis; /** Enable the use of a preview mesh for the preview for this DCRA. */ TOptional bEnablePreviewMesh; /** Enable the use of a preview editable mesh for the preview for this DCRA. */ TOptional bEnablePreviewEditableMesh; /** Determines where the preview settings will be retrieved from. */ TOptional PreviewSetttingsSource; /** Freeze preview render. This will impact editor performance. */ TOptional bFreezePreviewRender; /** Render ICVFX Frustums */ TOptional bPreviewICVFXFrustums; /** Render ICVFX Frustums */ TOptional PreviewICVFXFrustumsFarDistance; /** Tick Per Frame */ TOptional TickPerFrame; /** Max amount of Viewports Per Frame */ TOptional ViewportsPerFrame; /** The maximum dimension of any internal texture for preview. Use less memory for large preview viewports */ TOptional PreviewMaxTextureDimension; };