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UnrealEngine/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/DisplayClusterRootActorContainers.h
2025-05-18 13:04:45 +08:00

72 lines
2.3 KiB
C

// 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<bool> bPreviewInGameEnable;
/** Render ICVFX Frustums in game. */
TOptional<bool> bPreviewInGameRenderFrustum;
/** Render the scene and display it as a preview on the nDisplay root actor in the editor. This will impact editor performance. */
TOptional<bool> bPreviewEnable;
/** Adjust resolution scaling for the editor preview. */
TOptional<float> PreviewRenderTargetRatioMult;
/** Enable PostProcess for preview. */
TOptional<bool> bPreviewEnablePostProcess;
/** Enable OCIO on preview. */
TOptional<bool> bPreviewEnableOCIO;
/** Enables the use of 'HoldoutComposite' plugin for the preview rendering. */
TOptional<bool> bPreviewEnableHoldoutComposite;
/** Enable TemporalAA/TSR in preview.
* Increases memory consumption. This will impact editor performance.
*/
TOptional<bool> bPreviewEnableTSR;
/** Show overlay material on the preview mesh when preview rendering is enabled (UMeshComponent::OverlayMaterial). */
TOptional<bool> bPreviewEnableOverlayMaterial;
/** Configure the root actor for Techvis rendering with preview components. */
TOptional<bool> bEnablePreviewTechvis;
/** Enable the use of a preview mesh for the preview for this DCRA. */
TOptional<bool> bEnablePreviewMesh;
/** Enable the use of a preview editable mesh for the preview for this DCRA. */
TOptional<bool> bEnablePreviewEditableMesh;
/** Determines where the preview settings will be retrieved from. */
TOptional<EDisplayClusterConfigurationRootActorPreviewSettingsSource> PreviewSetttingsSource;
/** Freeze preview render. This will impact editor performance. */
TOptional<bool> bFreezePreviewRender;
/** Render ICVFX Frustums */
TOptional<bool> bPreviewICVFXFrustums;
/** Render ICVFX Frustums */
TOptional<float> PreviewICVFXFrustumsFarDistance;
/** Tick Per Frame */
TOptional<int32> TickPerFrame;
/** Max amount of Viewports Per Frame */
TOptional<int32> ViewportsPerFrame;
/** The maximum dimension of any internal texture for preview. Use less memory for large preview viewports */
TOptional<int32> PreviewMaxTextureDimension;
};