- Removing UE4 references from some VP modules

#jira UE-111179
#rb jeremie.roy

[CL 15777559 by Simon Therriault in ue5-main branch]
This commit is contained in:
Simon Therriault
2021-03-23 11:36:15 -04:00
parent 9c68724c8f
commit b33610eec6
9 changed files with 12 additions and 12 deletions

View File

@@ -54,13 +54,13 @@ DEFINE_LOG_CATEGORY(LogLiveLink);
static TAutoConsoleVariable<int32> CVarMaxNewStaticDataPerUpdate(
TEXT("LiveLink.Client.MaxNewStaticDataPerUpdate"),
64,
TEXT("Maximun number of new static data that can be added in a single UE4 frame."),
TEXT("Maximun number of new static data that can be added in a single UE frame."),
ECVF_Default);
static TAutoConsoleVariable<int32> CVarMaxNewFrameDataPerUpdate(
TEXT("LiveLink.Client.MaxNewFrameDataPerUpdate"),
64,
TEXT("Maximun number of new frame data that can be added in a single UE4 frame."),
TEXT("Maximun number of new frame data that can be added in a single UE frame."),
ECVF_Default);

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@@ -385,7 +385,7 @@ void FAjaMediaPlayer::VerifyFrameDropCount()
}
else if (PreviousFrameDropCount > 0)
{
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());
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());
PreviousFrameDropCount = 0;
}
LastFrameDropCount = FrameDropCount;

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@@ -19,7 +19,7 @@ enum class EAjaMediaSourceColorFormat : uint8
};
/**
* Available number of audio channel supported by UE4 & AJA
* Available number of audio channel supported by Unreal Engine & AJA
*/
UENUM()
enum class EAjaMediaAudioChannel : uint8

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@@ -21,7 +21,7 @@ enum class EBlackmagicMediaSourceColorFormat : uint8
};
/**
* Available number of audio channel supported by UE4 & Capture card.
* Available number of audio channel supported by Unreal Engine & Capture card.
*/
UENUM(BlueprintType)
enum class EBlackmagicMediaAudioChannel : uint8

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@@ -376,7 +376,7 @@ bool UBlackmagicMediaCapture::InitBlackmagic(UBlackmagicMediaOutput* InBlackmagi
switch (InBlackmagicMediaOutput->OutputConfiguration.MediaConfiguration.MediaConnection.TransportType)
{
case EMediaIOTransportType::SingleLink:
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.
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.
ChannelOptions.LinkConfiguration = BlackmagicDesign::ELinkConfiguration::SingleLink;
break;
case EMediaIOTransportType::DualLink:

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@@ -33,7 +33,7 @@ enum class EMediaCaptureSourceType : int8
* Abstract base class for media output.
*
* Media output describe the location and/or settings of media objects that can
* be used to output the content of UE4 to a target device via a MediaCapture.
* be used to output the content of Unreal Engine to a target device via a MediaCapture.
*/
UCLASS(Abstract, editinlinenew, BlueprintType, hidecategories = (Object))
class MEDIAIOCORE_API UMediaOutput : public UObject

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@@ -28,7 +28,7 @@ enum class ETimecodeSynchronizationSyncMode
* Synchronization will be achieved once the synchronizer detects all input sources have frames that correspond
* with the offset timecode.
*
* This is suitable for applications trying to keep multiple UE4 instances in sync while using nDisplay / genlock.
* This is suitable for applications trying to keep multiple Unreal Engine instances in sync while using nDisplay / genlock.
*/
UserDefinedOffset,
@@ -36,7 +36,7 @@ enum class ETimecodeSynchronizationSyncMode
* Engine will try and automatically determine an appropriate offset based on what frames are available
* on the given sources.
*
* This is suitable for running a single UE4 instance that just wants to synchronize its inputs.
* This is suitable for running a single Unreal Engine instance that just wants to synchronize its inputs.
*/
Auto,

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@@ -103,7 +103,7 @@ PRAGMA_ENABLE_DEPRECATION_WARNINGS
/**
* Interface for streaming and consuming data from external sources into UE4.
* Interface for streaming and consuming data from external sources into UE.
* A LiveLinkSource, may stream multiple LiveLinkSubject.
* Pushing and evaluating data can be executed on any thread. The other functions must be executed on the Game Thread.
* Subject may shared name between sources, but only 1 of those subjects may be enabled.

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@@ -55,13 +55,13 @@ public:
virtual bool UpdateSubjectStaticData(const FName SubjectName, TSubclassOf<ULiveLinkRole> Role, FLiveLinkStaticDataStruct&& StaticData) = 0;
/**
* Inform UE4 that a subject won't be streamed anymore.
* Inform UE that a subject won't be streamed anymore.
* @param SubjectName The name of the subject.
*/
virtual void RemoveSubject(const FName SubjectName) = 0;
/**
* Send the static data of a subject to UE4.
* Send the static data of a subject to UE.
* @param SubjectName The name of the subject
* @param StaticData The frame data of the subject. The type should match the role's data send with UpdateSubjectStaticData.
The FLiveLinkFrameDataStruct doesn't have a copy constructor.