72 lines
2.3 KiB
C
72 lines
2.3 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DisplayClusterConfigurationTypes_Enums.h"
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/**
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* Optional overrides of root actor settings.
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*/
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struct FDisplayClusterRootActorPropertyOverrides
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{
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/** Render this DCRA in game for Standalone/Package builds. */
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TOptional<bool> bPreviewInGameEnable;
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/** Render ICVFX Frustums in game. */
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TOptional<bool> bPreviewInGameRenderFrustum;
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/** Render the scene and display it as a preview on the nDisplay root actor in the editor. This will impact editor performance. */
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TOptional<bool> bPreviewEnable;
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/** Adjust resolution scaling for the editor preview. */
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TOptional<float> PreviewRenderTargetRatioMult;
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/** Enable PostProcess for preview. */
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TOptional<bool> bPreviewEnablePostProcess;
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/** Enable OCIO on preview. */
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TOptional<bool> bPreviewEnableOCIO;
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/** Enables the use of 'HoldoutComposite' plugin for the preview rendering. */
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TOptional<bool> bPreviewEnableHoldoutComposite;
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/** Enable TemporalAA/TSR in preview.
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* Increases memory consumption. This will impact editor performance.
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*/
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TOptional<bool> bPreviewEnableTSR;
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/** Show overlay material on the preview mesh when preview rendering is enabled (UMeshComponent::OverlayMaterial). */
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TOptional<bool> bPreviewEnableOverlayMaterial;
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/** Configure the root actor for Techvis rendering with preview components. */
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TOptional<bool> bEnablePreviewTechvis;
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/** Enable the use of a preview mesh for the preview for this DCRA. */
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TOptional<bool> bEnablePreviewMesh;
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/** Enable the use of a preview editable mesh for the preview for this DCRA. */
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TOptional<bool> bEnablePreviewEditableMesh;
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/** Determines where the preview settings will be retrieved from. */
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TOptional<EDisplayClusterConfigurationRootActorPreviewSettingsSource> PreviewSetttingsSource;
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/** Freeze preview render. This will impact editor performance. */
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TOptional<bool> bFreezePreviewRender;
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/** Render ICVFX Frustums */
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TOptional<bool> bPreviewICVFXFrustums;
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/** Render ICVFX Frustums */
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TOptional<float> PreviewICVFXFrustumsFarDistance;
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/** Tick Per Frame */
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TOptional<int32> TickPerFrame;
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/** Max amount of Viewports Per Frame */
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TOptional<int32> ViewportsPerFrame;
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/** The maximum dimension of any internal texture for preview. Use less memory for large preview viewports */
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TOptional<int32> PreviewMaxTextureDimension;
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};
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