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Update Cluster Events in Cpp
authored
Jul 05, 2024
by
Jonathan Ehret
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Unreal/Cluster-Events-in-Cpp.md
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5435ae88
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@@ -69,7 +69,7 @@ void AUserInputSync::EndPlay(const EEndPlayReason::Type EndPlayReason) {
IDisplayClusterClusterManager
*
ClusterManager
=
IDisplayCluster
::
Get
().
GetClusterMgr
();
if
(
ClusterManager
&&
ClusterEventListenerDelegate
.
IsBound
())
{
ClusterManager
->
RemoveClusterEventListener
(
ClusterEventListenerDelegate
);
ClusterManager
->
RemoveClusterEvent
Json
Listener
(
ClusterEventListenerDelegate
);
}
Super
::
EndPlay
(
EndPlayReason
);
}
...
...
@@ -83,20 +83,20 @@ void AUserInputSync::OnUserInput() {
IDisplayClusterClusterManager
*
const
Manager
=
IDisplayCluster
::
Get
().
GetClusterMgr
();
if
(
Manager
)
{
if
(
Manager
->
IsStandalon
e
())
{
if
(
!
URWTHVRUtilities
::
IsRoomMountedMod
e
())
{
//in standalone (e.g., desktop editor play) cluster events are not executed....
ReactOnUserInput
();
}
else
{
// else create a cluster event to react to
FDisplayClusterClusterEvent
c
luster
_e
vent
;
c
luster
_e
vent
.
Name
=
"Some Custom Name, e.g., G pressed"
;
Manager
->
EmitClusterEvent
(
c
luster
_e
vent
,
true
);
FDisplayClusterClusterEvent
Json
C
luster
E
vent
;
C
luster
E
vent
.
Name
=
"Some Custom Name, e.g., G pressed"
;
Manager
->
EmitClusterEvent
Json
(
C
luster
E
vent
,
true
);
}
}
}
void
AUserInputSync
::
HandleClusterEvent
(
const
FDisplayClusterClusterEvent
&
Event
)
{
void
AUserInputSync
::
HandleClusterEvent
(
const
FDisplayClusterClusterEvent
Json
&
Event
)
{
if
(
Event
.
Name
==
"Some Custom Name, e.g., G pressed"
)
{
//now we actually react on all cluster nodes:
ReactOnUserInput
();
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