className: EAjaMediaOutputAudioSampleRate

module: AjaMediaOutput

code: enum EAjaMediaOutputAudioSampleRate { SR_48k = 48000, }


className: EAjaMediaOutputChannelConfiguration

description: Number of output audio channels

code: enum EAjaMediaOutputChannelConfiguration { CH_6 = 6, CH_8 = 8, CH_16 = 16, }


className: EAjaMediaOutputPixelFormat

description: Native data format.

code: enum EAjaMediaOutputPixelFormat { PF_8BIT_YUV, PF_10BIT_YUV, }


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IAjaMediaOutputModule](API\Plugins\AjaMediaOutput\IAjaMediaOutputModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IAjaMediaOutputModule

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

code: class IAjaMediaOutputModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Test whether this capture protocol thinks the file should be written to. Only called when we're not overwriting existing files.Bydefault, we simply test for the file's existence, however this can be overridden to afford complex behaviour like writing out multiple video files for different file names
Whether we should deem this file writable or not

code: virtual bool CanWriteToFileImpl ( const TCHAR * InFilename, bool bOverwriteExisting ) const


description: Called when we have finished capturing

code: virtual void FinalizeImpl()


description: Check whether this protocol has any processing left to do, or whether it should be finalized. Only called when the capture has been asked to end.

code: virtual bool HasFinishedProcessingImpl() const


description: ~UMovieSceneCaptureProtocolBase implementation

code: virtual bool StartCaptureImpl()


description: UAjaFrameGrabberProtocol

code: UAjaFrameGrabberProtocol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UAjaFrameGrabberProtocol

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="AJA Output", CommandLineID="AJAOutput")) class UAjaFrameGrabberProtocol : public [UMovieSceneImageCaptureProtocolBase](API\Runtime\MovieSceneCapture\UMovieSceneImageCaptureProtocolB-)

Information

type: FString

description: States unused options for AJAFrameGrabberProtocolSettings

MediaOutput

type: FSoftObjectPath

description: ~EndUMovieSceneCaptureProtocolBaseimplementation AJA Setting to use for the FrameGrabberProtocol


code: virtual void OnCompletion &40; bool bSucceed &41;


code: virtual void OnInitializationCompleted &40; bool bSucceed &41;


code: virtual bool OnInputFrameReceived &40; const AJA::AJAInputFrameData & InInputFrame, const AJA::AJAAncillaryFrameData & InAncillaryFrame, const AJA::AJAAudioFrameData & AudioFrame, const AJA::AJAVideoFrameData & VideoFrame &41;


code: virtual bool OnOutputFrameCopied &40; const AJA::AJAOutputFrameData & InFrameData &41;


code: virtual bool OnRequestInputBuffer &40; const AJA::AJARequestInputBufferData & RequestBuffer, AJA::AJARequestedInputBufferData & OutRequestedBuffer &41;


className: FAjaOutputCallback

code: struct FAjaOutputCallback : public [AJA::IAJAInputOutputChannelCallbackInterface](API\Plugins\AjaCore\IAJAInputOutputChannelCallbackIn-)

LastFrameDropCount

description: Last frame drop count to detect count

Owner

type: UAjaMediaCaptur...


className: FAJAOutputChannel

code: struct FAJAOutputChannel : public [AJA::AJAOutputChannel](API\Plugins\AjaCore\AJAOutputChannel)


description: Get the RGB to YUV Conversion Matrix, should be overriden for media outputs that support different color gamuts (ie. BT 2020). Will default to returning the RGBToYUV Rec709 matrix.

code: virtual const FMatrix & GetRGBToYUVConversionMatrix() const


description: Check whether this capture has any processing left to do.

code: virtual bool HasFinishedProcessing() const


description: Initialization method to prepare implementation for capture

code: virtual bool InitializeCapture()


code: virtual void LockDMATexture_RenderThread ( FTextureRHIRef InTexture )


description: Callback when the buffer was successfully copied to CPU ram. The buffer is only valid for the duration of the callback.  SupportsAnyThreadCapture must return true in the implementation in order for this to be called.

code: virtual void OnFrameCaptured_AnyThread ( const [FCaptureBaseData](API\Plugins\MediaIOCore\UMediaCapture\FCaptureBaseData) & InBaseData, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMediaCaptureUserData](API\Plugins\MediaIOCore\FMediaCaptureUserData), ESPMode::ThreadSafe > InUserData, const [FMediaCaptureResourceData](API\Plugins\MediaIOCore\UMediaCapture\FMediaCaptureResourceData) & InResourceData )


description: Callback when the buffer was successfully copied to CPU ram. The callback in called from a critical point. If you intend to process the buffer, do so in another thread. The buffer is only valid for the duration of the callback.

code: virtual void OnFrameCaptured_RenderingThread ( const [FCaptureBaseData](API\Plugins\MediaIOCore\UMediaCapture\FCaptureBaseData) & InBaseData, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMediaCaptureUserData](API\Plugins\MediaIOCore\FMediaCaptureUserData), ESPMode::ThreadSafe > InUserData, void * InBuffer, int32 Width, int32 Height, int32 BytesPerRow )


description: AnyThread version of the above callbacks.  SupportsAnyThreadCapture must return true in the implementation in order for this to be called.

code: virtual void OnRHIResourceCaptured_AnyThread ( const [FCaptureBaseData](API\Plugins\MediaIOCore\UMediaCapture\FCaptureBaseData) & InBaseData, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMediaCaptureUserData](API\Plugins\MediaIOCore\FMediaCaptureUserData), ESPMode::ThreadSafe > InUserData, FTextureRHIRef InTexture )


description: Callbacks when the buffer was successfully copied on the GPU ram. The callback in called from a critical point. If you intend to process the texture/buffer, do so in another thread. The texture is valid for the duration of the callback.

code: virtual void OnRHIResourceCaptured_RenderingThread ( const [FCaptureBaseData](API\Plugins\MediaIOCore\UMediaCapture\FCaptureBaseData) & InBaseData, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMediaCaptureUserData](API\Plugins\MediaIOCore\FMediaCaptureUserData), ESPMode::ThreadSafe > InUserData, FTextureRHIRef InTexture )


description: Called after initialize for viewport capture type

code: virtual bool PostInitializeCaptureViewport ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > & InSceneViewport )


description: Should we callOnFrameCaptured_RenderingThread()with a RHI resource -or- readback the memory to CPU ram and callOnFrameCaptured_RenderingThread().

code: virtual bool ShouldCaptureRHIResource() const


code: virtual void StopCaptureImpl ( bool bAllowPendingFrameToBeProcess )


description: Whether the capture callbacks can be called on any thread. If true, the _AnyThread callbacks will be used instead of the _RenderThread ones.

code: virtual bool SupportsAnyThreadCapture() const


code: virtual void UnlockDMATexture_RenderThread ( FTextureRHIRef InTexture )


code: virtual bool UpdateAudioDeviceImpl ( const [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) & InAudioDeviceHandle )


code: virtual bool UpdateRenderTargetImpl ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget )


code: virtual bool UpdateSceneViewportImpl ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > & InSceneViewport )


code: virtual bool ValidateMediaOutput() const


className: UAjaMediaCapture

description: Output Media for AJA streams. The output format could be any of EAjaMediaOutputPixelFormat.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UAjaMediaCapture : public [UMediaCapture](API\Plugins\MediaIOCore\UMediaCapture)


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: virtual [UMediaCapture](API\Plugins\MediaIOCore\UMediaCapture) * CreateMediaCaptureImpl()


description: The conversion we wish to accomplish on the GPU before the DMA transfer occurs.

code: virtual [EMediaCaptureConversionOperation](API\Plugins\MediaIOCore\EMediaCaptureConversionOperation) GetConversionOperation ( [EMediaCaptureSourceType](API\Plugins\MediaIOCore\EMediaCaptureSourceType) InSourceType ) const


description: The pixel format of the buffer we wish to capture. Some conversion are available. See EMediaCaptureConversionOperation

code: virtual EPixelFormat GetRequestedPixelFormat() const


description: The size of the buffer we wish to capture. The size of the buffer can not change during the capture. Return UMediaOutput::RequestCaptureSourceSize if you wish to take the buffer size as the requested size.

code: virtual FIntPoint GetRequestedSize() const


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description:
Validate the media output settings (must be implemented in child classes).
true if validation passed, false otherwise.

code: virtual bool Validate ( [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) const


code: UAjaMediaOutput ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAjaMediaOutput

description: 'Enable alpha channel support in post-processing' must be set to 'Allow through tonemapper' to enabled the Key.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(MediaIOCustomLayout="AJA")) class UAjaMediaOutput : public [UMediaOutput](API\Plugins\MediaIOCore\UMediaOutput)

AudioBufferSize

description: Size of the buffer that holds rendered audio samples, a bigger buffer will produce a more stable output signal but will introduce more delay.

AudioSampleRate

type: EAjaMediaOutput...

description: Audio output sample rate.

bEncodeTimecodeInTexel

type: bool

description: Burn Frame Timecode on the output without any frame number clipping.

bInterlacedFieldsTimecodeNeedToMatch

description: Only make sense in interlaced mode.

bInvertKeyOutput

description: Invert Key Output

bLogDropFrame

description: Log a warning when there's a drop frame.

bOutputAudio

description: Whether to capture and output audio from the engine.

bOutputAudioOnAudioThread

description: Whether to output audio on the audio thread instead of the rendering thread.

description: If the video format is compatible with 3G Level A, do the conversion to output in LevelB.

bOutputWithAutoCirculating

description: The output of the Audio, Ancillary and/or video will be perform at the same time.

bWaitForSyncEvent

description: Try to maintain a the engine "Genlock" with the VSync signal.

HDROptions

type: FAjaMediaHDROpt...

description: HDR Metadata of the video signal.

NumberOfAJABuffers

description: Number of frame used to transfer from the system memory to the AJA card.

NumOutputAudioChannels

description: Number of audio channels used when output audio on the card.

OutputConfiguration

type: FMediaIOOutputC...

description: The device, port and video settings that correspond to the output.

PixelFormat

description: Native data format internally used by the device before being converted to SDI/HDMI signal.

TimecodeFormat

type: EMediaIOTimecod...

description: Whether to embed the Engine's timecode to the output frame.