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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ILiveLinkSource.h>
Public Member Functions | |
| virtual | ~ILiveLinkSource () |
| virtual void | ReceiveClient (ILiveLinkClient *InClient, FGuid InSourceGuid)=0 |
| virtual void | InitializeSettings (ULiveLinkSourceSettings *Settings) |
| virtual void | Update () |
| virtual bool | CanBeDisplayedInUI () const |
| virtual bool | IsSourceStillValid () const =0 |
| virtual bool | RequestSourceShutdown ()=0 |
| virtual FText | GetSourceType () const =0 |
| virtual FText | GetSourceMachineName () const =0 |
| virtual FText | GetSourceStatus () const =0 |
| virtual FText | GetSourceToolTip () const |
| virtual TSubclassOf< ULiveLinkSourceSettings > | GetSettingsClass () const |
| virtual UClass * | GetCustomSettingsClass () const |
| virtual void | OnSettingsChanged (ULiveLinkSourceSettings *Settings, const FPropertyChangedEvent &PropertyChangedEvent) |
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inlinevirtual |
Can this source be displayed in the Source UI list
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inlinevirtual |
Setting class to display and used by the Source. An instance of that class will be constructed when the source is added to the Client. Then InitializeSettings will be called.
For UI, from where the source data is coming from.
For UI, what is the status of the source. Should be: "Active", "Not responding", "Connecting" or any short message that makes sense for the source.
For UI, what should be shown in the source list when hovering this source.
For UI, what is the identifier of the source.
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inlinevirtual |
The setting class has been created. Called after ReceiveClient.
Returns whether the Source is connected to its data provider and can still push valid data.
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inlinevirtual |
Notification when a setting value has changed via the UI.
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pure virtual |
The source has been added to the Client and a Guid has been associated.
Request the source to shutdown. This may be called multiple times. Should return true, when the source can be destroyed. RequestSourceShutdown will be called multiple times until it returns true. If the source is multithreaded, the source should test if it can be shutdown, set a flag and return immediately.
Update the source. This is called in a critical path on the game thread. The user is expected to return quickly.