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- Removing UE4 references from some VP modules
#jira UE-111179 #rb jeremie.roy [CL 15777559 by Simon Therriault in ue5-main branch]
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@@ -54,13 +54,13 @@ DEFINE_LOG_CATEGORY(LogLiveLink);
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static TAutoConsoleVariable<int32> CVarMaxNewStaticDataPerUpdate(
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TEXT("LiveLink.Client.MaxNewStaticDataPerUpdate"),
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64,
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TEXT("Maximun number of new static data that can be added in a single UE4 frame."),
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TEXT("Maximun number of new static data that can be added in a single UE frame."),
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ECVF_Default);
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static TAutoConsoleVariable<int32> CVarMaxNewFrameDataPerUpdate(
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TEXT("LiveLink.Client.MaxNewFrameDataPerUpdate"),
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64,
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TEXT("Maximun number of new frame data that can be added in a single UE4 frame."),
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TEXT("Maximun number of new frame data that can be added in a single UE frame."),
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ECVF_Default);
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@@ -385,7 +385,7 @@ void FAjaMediaPlayer::VerifyFrameDropCount()
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}
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else if (PreviousFrameDropCount > 0)
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{
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UE_LOG(LogAjaMedia, Warning, TEXT("Lost %d frames on input %s. UE4 frame rate is too slow and the capture card was not able to send the frame(s) to UE4."), PreviousFrameDropCount, *GetUrl());
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UE_LOG(LogAjaMedia, Warning, TEXT("Lost %d frames on input %s. Unreal Engine's frame rate is too slow and the capture card was not able to send the frame(s) to Unreal."), PreviousFrameDropCount, *GetUrl());
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PreviousFrameDropCount = 0;
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}
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LastFrameDropCount = FrameDropCount;
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@@ -19,7 +19,7 @@ enum class EAjaMediaSourceColorFormat : uint8
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};
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/**
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* Available number of audio channel supported by UE4 & AJA
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* Available number of audio channel supported by Unreal Engine & AJA
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*/
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UENUM()
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enum class EAjaMediaAudioChannel : uint8
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@@ -21,7 +21,7 @@ enum class EBlackmagicMediaSourceColorFormat : uint8
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};
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/**
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* Available number of audio channel supported by UE4 & Capture card.
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* Available number of audio channel supported by Unreal Engine & Capture card.
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*/
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UENUM(BlueprintType)
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enum class EBlackmagicMediaAudioChannel : uint8
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@@ -376,7 +376,7 @@ bool UBlackmagicMediaCapture::InitBlackmagic(UBlackmagicMediaOutput* InBlackmagi
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switch (InBlackmagicMediaOutput->OutputConfiguration.MediaConfiguration.MediaConnection.TransportType)
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{
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case EMediaIOTransportType::SingleLink:
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case EMediaIOTransportType::HDMI: // Blackmagic support HDMI but it is not shown in UE4 UI. It's configured in BMD design tool and it's consider a normal link by UE4.
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case EMediaIOTransportType::HDMI: // Blackmagic support HDMI but it is not shown in UE's UI. It's configured in BMD design tool and it's considered a normal link by UE.
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ChannelOptions.LinkConfiguration = BlackmagicDesign::ELinkConfiguration::SingleLink;
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break;
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case EMediaIOTransportType::DualLink:
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@@ -33,7 +33,7 @@ enum class EMediaCaptureSourceType : int8
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* Abstract base class for media output.
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*
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* Media output describe the location and/or settings of media objects that can
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* be used to output the content of UE4 to a target device via a MediaCapture.
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* be used to output the content of Unreal Engine to a target device via a MediaCapture.
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*/
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UCLASS(Abstract, editinlinenew, BlueprintType, hidecategories = (Object))
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class MEDIAIOCORE_API UMediaOutput : public UObject
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@@ -28,7 +28,7 @@ enum class ETimecodeSynchronizationSyncMode
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* Synchronization will be achieved once the synchronizer detects all input sources have frames that correspond
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* with the offset timecode.
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*
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* This is suitable for applications trying to keep multiple UE4 instances in sync while using nDisplay / genlock.
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* This is suitable for applications trying to keep multiple Unreal Engine instances in sync while using nDisplay / genlock.
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*/
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UserDefinedOffset,
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@@ -36,7 +36,7 @@ enum class ETimecodeSynchronizationSyncMode
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* Engine will try and automatically determine an appropriate offset based on what frames are available
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* on the given sources.
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*
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* This is suitable for running a single UE4 instance that just wants to synchronize its inputs.
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* This is suitable for running a single Unreal Engine instance that just wants to synchronize its inputs.
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*/
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Auto,
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@@ -103,7 +103,7 @@ PRAGMA_ENABLE_DEPRECATION_WARNINGS
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/**
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* Interface for streaming and consuming data from external sources into UE4.
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* Interface for streaming and consuming data from external sources into UE.
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* A LiveLinkSource, may stream multiple LiveLinkSubject.
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* Pushing and evaluating data can be executed on any thread. The other functions must be executed on the Game Thread.
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* Subject may shared name between sources, but only 1 of those subjects may be enabled.
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@@ -55,13 +55,13 @@ public:
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virtual bool UpdateSubjectStaticData(const FName SubjectName, TSubclassOf<ULiveLinkRole> Role, FLiveLinkStaticDataStruct&& StaticData) = 0;
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/**
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* Inform UE4 that a subject won't be streamed anymore.
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* Inform UE that a subject won't be streamed anymore.
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* @param SubjectName The name of the subject.
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*/
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virtual void RemoveSubject(const FName SubjectName) = 0;
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/**
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* Send the static data of a subject to UE4.
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* Send the static data of a subject to UE.
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* @param SubjectName The name of the subject
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* @param StaticData The frame data of the subject. The type should match the role's data send with UpdateSubjectStaticData.
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The FLiveLinkFrameDataStruct doesn't have a copy constructor.
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