// Copyright Epic Games, Inc. All Rights Reserved. #include "Capture/DisplayClusterMediaCaptureCameraBase.h" FDisplayClusterMediaCaptureCameraBase::FDisplayClusterMediaCaptureCameraBase( const FString& InMediaId, const FString& InClusterNodeId, const FString& InCameraId, const FString& InCameraViewportId, UMediaOutput* InMediaOutput, UDisplayClusterMediaOutputSynchronizationPolicy* InSyncPolicy ) : FDisplayClusterMediaCaptureViewportBase(InMediaId, InClusterNodeId, InCameraViewportId, InMediaOutput, InSyncPolicy) , FDisplayClusterMediaCameraCommon(InCameraId) { } void FDisplayClusterMediaCaptureCameraBase::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); } void FDisplayClusterMediaCaptureCameraBase::UpdateMediaPassthrough(const IDisplayClusterViewport* Viewport) { // No implementation for camera so far. It's unlikely we'd ever need media passthrough for ICVFX cameras. }