Getting Started With Unreal SDK
This Chroma SDK plugin has been tested with Unreal
versions 4.21 through 5.5.
General
-
The Chroma SDK allows an application or game to set the details in the Chroma Apps list within the
Chroma App
. -
The Chroma Plugin
Unreal SDK for Chroma
is available at Unreal_ChromaSDK on Github.
This document provides a guide to integrating Chroma RGB using the Chroma Unreal SDK. Chroma can be included through premade Chroma animations or APIs. Here is the list of available methods:
-
Initialize SDK: Initialize the Chroma SDK to use the library.
-
Is Active: Check if the app/game has Chroma focus.
-
Is Connected: Check if Chroma hardware is connected.
-
Play Chroma Animation: Playback a Chroma animation asset.
Downloads
SDKs
- CHROMA SDK
Engine | Git Repo | Download Link | Git Repo | Download Link | Git Repo | Download Link | |
---|---|---|---|---|---|---|---|
Encoding | UNICODE | ASCII | MULTI-BYTE | ||||
CHROMA C++ SDK | Git | Download | Git | Download | Git | Download | |
Chroma Unreal SDK | Git | Download | |||||
Chroma Unity SDK | Git | Download |
Chromatic Level
- The following APIs are demonstrated in the Chroma_Sample\Content\Levels\Chromatic_Level.umap sample level and Chroma_Sample\Content\UI\ChromaticWidget_BP.uasset widget blueprint.
Initialize SDK
Initialize the Chroma SDK in order to utilize the API. The InitSDK
method takes an AppInfo
parameter which defines the application or game details that will appear in the Chroma App
within the Chroma Apps
tab. The expected return result should be zero for success which indicates the API is ready for use. If a non-zero result is returned, the Chroma implementation should be disabled until the next time the application or game is launched. Reasons for failure are likely to be the user does not have the Synapse
or the Chroma App
installed. After successfully initializing the Chroma SDK, wait approximately 100 ms before playing Chroma animations.
FChromaSDKAppInfoType appInfo;
appInfo.Title = "Unreal Sample Scene - Chromatic";
appInfo.Description = "A sample application using Razer Chroma SDK";
appInfo.Author_Name = "Razer";
appInfo.Author_Contact = "https://developer.razer.com/chroma";
//appInfo.SupportedDevice =
// 0x01 | // Keyboards
// 0x02 | // Mice
// 0x04 | // Headset
// 0x08 | // Mousepads
// 0x10 | // Keypads
// 0x20 // ChromaLink devices
appInfo.SupportedDevice = (0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20);
// 0x01 | // Utility. (To specifiy this is an utility application)
// 0x02 // Game. (To specifiy this is a game);
appInfo.Category = 1;
int result = UChromaSDKPluginBPLibrary::ChromaSDKInitSDK(appInfo);
if (result == 0)
{
// Init Success! Ready to use the Chroma SDK!
}
else
{
// Init Failed! Stop using the Chroma SDK until the next game launch!";
}
Applications should uninitialize the Chroma SDK with Uninit() for a clean exit. Uninitialization is only needed if the Chroma SDK was successfully initialized.
int result = UChromaSDKPluginBPLibrary::ChromaSDKUnInit();
if (result == 0)
{
// Chroma has been uninitialized!
}
else
{
// Uninitialization was unsuccessful!
}
Is Active
Many applications and games can use the Chroma SDK at the same time, yet only one can have the Chroma focus. The APP PRIORITY LIST
defines the priority order and the highest on the list receives the Chroma focus when more than one are actively using the Chroma SDK. Users can adjust the priority order by dragging and dropping or toggling the app completely off.
The IsActive() method allows an application or game to check if it has Chroma focus at a time. This allows the title to free up overhead when Chroma is not in use. If a title uses this to check for focus, the state should be periodically checked to turn Chroma back on when focus is returned. When active returns false, the title can stop playing Chroma animations, disable idle animations, and inactivate dynamic Chroma to free up some overhead. Keep in mind that some apps use Chroma notifications so they will only briefly take Chroma focus and then return it typically over a 5 second period.
Blueprints should define a bool variable to pass by reference.
Check the state of the variable when the result is successful.
bool isActive;
int result = UChromaSDKPluginBPLibrary::IsActive(isActive);
if (result == 0)
{
if (isActive)
{
// The game currently has the Chroma focus!
}
else
{
// The game does not currently have the Chroma focus!"
}
}
else
{
// Unable to check for Chroma focus. Unexpected result!
}
Is Connected
To further reduce overhead, a title can check if supported devices are connected before showing Chroma effects. The IsConnected() method can indicate if supported devices are in use to help determine if Chroma should be active. Games often will include a menu settings option to toggle Chroma RGB support, with being on by default as an additional way that users can minimize overhead.
Blueprints should define a FChromaSDKDeviceInfoType variable to pass by reference.
Check the state of the variable when the result is successful.
FChromaSDKDeviceInfoType deviceInfoType;
deviceInfoType.DeviceType = EChromaSDKCoreDeviceTypeEnum::DEVICE_ALL;
int result = UChromaSDKPluginBPLibrary::IsConnected(deviceInfoType);
if (result == 0)
{
if (deviceInfoType.Connected > 0)
{
// Chroma devices are connected!
}
else
{
// "No Chroma devices are connected!";
}
}
else
{
// "Unable to check for Chroma devices. Unexpected result!";
}
Play Chroma Animation
The Chroma SDK supports playing premade Chroma animations which are placed in the Content
folder or subfolders within. Chroma animations can be created in the web authoring tools, or dynamically created and modified using the API. Call PlayAnimation() to play Chroma animations with or without looping. Animations have a device category, and playing an animation will stop an existing animation from playing before playing the new animation for the given device category. The animation name is file path of the Chroma animation relative to the Content
folder.
bool loop = false;
TArray<FString> deviceCategories =
{
"ChromaLink",
"Headset",
"Keyboard",
"Keypad",
"Mouse",
"Mousepad",
};
for (int i = 0; i < deviceCategories.Num(); ++i)
{
FString animationName = "Animations/Spiral_" + deviceCategories[i] + ".chroma";
UChromaSDKPluginBPLibrary::PlayAnimationName(animationName, loop);
}
Supported versions
This project is checked in under UE 4.21
. To use a later version of Unreal, open the Chroma_Sample/Chroma_Sample.uproject project file in a text editor and change the EngineAssociation
to the target version.
"EngineAssociation": "4.21",
To update the plugin version, open Chroma_Sample/Plugins/ChromaSDKPlugin/ChromaSDKPlugin.uplugin in a text editor and set the target version.
"EngineVersion": "4.21.0",
Packaging
Edit the project settings in order to include Chroma animation files within the content folder.
Find the Project - Packaging section and scroll down to Additional Non-Asset Directories to Copy
.
Add an entry to the location within your Content subfolder where you placed the Chroma animation files.
The packaging UI is different depending on your version of Unreal Editor
. In 5.4, the Platforms
dropdown is available on the main toolbar. Select Windows->Package Project
.
Package project for Windows...
may appear for a few minutes.
And then finally complete.
After completing packaging for the Windows platforms the Chroma animation content will be included in the build automatically.
Security
To avoid a 3rd party injecting malicious code, the plugin checks for a valid signature on the Razer Chromatic Library. The DLL issuer is validated to be Razer USA Ltd.
Init and InitSDK will return RZRESULT_DLL_INVALID_SIGNATURE
if the signature check fails.
Content
In the UE Editor, Chroma animations files are placed within the project content folder. Animation paths used in the Chroma API are relative to the content folder.
Chroma_Sample\Content
In a standalone PC or Cloud build, Chroma animation files may need to be copied to within the build content folder.
WindowsNoEditor\Chroma_Sample\Content
Plugin Structure
Plugin Definition: Plugins/ChromaSDKPlugin/ChromaSDKPlugin.uplugin
Plugin Source: Chroma_Sample/Plugins/ChromaSDKPlugin/Source/ChromaSDKPlugin/
Headers: Chroma_Sample/Plugins/ChromaSDKPlugin/Source/ChromaSDKPlugin/Public/
Implementation: Chroma_Sample/Plugins/ChromaSDKPlugin/Source/ChromaSDKPlugin/Private/
Plugin appears in Window->Plugins
Sample Blueprint Init / Uninit Setup
Event BeginPlay
invokes InitSDK
passing the AppInfo
that provides the information that displays within Synapse->Connect->Apps
. InitSDK
returns 0
upon success after a 100ms delay the Chroma API is ready to use. If InitSDK
returns nonzero, avoid further calls to the Chroma API. After success, make a call to SupportsStreaming
and save the result. If SupportsStreaming
returns true, the streaming API can be used for broadcasting Chroma.
Samples
The project has a few sample levels.
Samples share the same Stream Overlay
logic defined in the Chroma_Sample/Content/UI/StreamingWidget_BP.uasset Widget Blueprint.
Sample UI event construction checks if streaming is supported before showing the button that displays the sample stream overlay.
UE Chroma Sample App
The Chroma_Sample/Content/Levels/SampleApp_Level.umap level shows the sample animations from the Chroma Design Guide. The level blueprint uses BP functions defined in the Chroma_Sample/Source/Chroma_Sample/SampleAppChromaBP.h header and implemented in the Chroma_Sample/Source/Chroma_Sample/SampleAppChromaBP.cpp source.
UE Game Loop Chroma Sample App
The Chroma_Sample/Content/Levels/SampleGameLoopLevel.umap level shows how to dynamically set color effects directly through the API and while also playing several animations at the same time using various blending operations. This sample shows how to do Chroma effects without using premade Chroma animations. Chroma animations can be used as source color information when doing dynamic blending. The level blueprint uses BP functions defined in the Chroma_Sample/Source/Chroma_Sample/SampleGameLoopChromaBP.h header and implemented in the Chroma_Sample/Source/Chroma_Sample/SampleGameLoopChromaBP.cpp source.
UE Sample Game Chroma Design
The Chroma_Sample/Content/Levels/SampleGameLevel.umap level is a template intended to work with the automated Chroma Design Converter for quickly porting sample effects from HTML5 to Unity. The level blueprint uses BP functions defined in the Chroma_Sample/Source/Chroma_Sample/SampleGameChromaBP.h header and implemented in the Chroma_Sample/Source/Chroma_Sample/SampleGameChromaBP.cpp source. Chroma Design samples are commonly created with 15 sample effects which is why the template has that many buttons to play the sample effects from the ported code. The Chroma Design Converter is not limited to just 15 sample effects and can generate more effect code from the input HTML5 script.
Unreal Compatibility
-
Note: Enum syntax - Enums are namespaced and types use the
EChromaSDKKeyboardKey::Type
syntax to avoid collisions. -
Note: No const enum types or passing enums by reference in function parameters - Avoid use of const enum types because that seems to crash in UE 4.5.
Full API
Chroma_Sample
is a Blueprint API library with methods that expose the CChromaEditor library.
-
Take a look at the code from SampleAppChromaBP.cpp. These sample effects show how the blueprint library was used to create the
Chroma
effects that correspond to theGuide
.
AddNonZeroAllKeys
Add source color to target where color is not black for frame id, reference source and target by id.
void UChromaSDKPluginBPLibrary::AddNonZeroAllKeys(int32 sourceAnimationId,
int32 targetAnimationId, int32 frameId);
AddNonZeroAllKeysAllFrames
Add source color to target where color is not black for all frames, reference source and target by id.
void UChromaSDKPluginBPLibrary::AddNonZeroAllKeysAllFrames(int32 sourceAnimationId,
int32 targetAnimationId);
AddNonZeroAllKeysAllFramesName
Add source color to target where color is not black for all frames, reference source and target by name.
void UChromaSDKPluginBPLibrary::AddNonZeroAllKeysAllFramesName(const FString&
sourceAnimationName, const FString& targetAnimationName);
AddNonZeroAllKeysAllFramesOffset
Add source color to target where color is not black for all frames starting at offset for the length of the source, reference source and target by id.
void UChromaSDKPluginBPLibrary::AddNonZeroAllKeysAllFramesOffset(int32 sourceAnimationId,
int32 targetAnimationId, int32 offset);
AddNonZeroAllKeysAllFramesOffsetName
Add source color to target where color is not black for all frames starting at offset for the length of the source, reference source and target by name.
void UChromaSDKPluginBPLibrary::AddNonZeroAllKeysAllFramesOffsetName(const
FString& sourceAnimationName, const FString& targetAnimationName, int32
offset);
AddNonZeroAllKeysName
Add source color to target where color is not black for frame id, reference source and target by name.
void UChromaSDKPluginBPLibrary::AddNonZeroAllKeysName(const FString& sourceAnimationName,
const FString& targetAnimationName, int32 frameId);
AddNonZeroTargetAllKeysAllFrames
Add source color to target where the target color is not black for all frames, reference source and target by id.
void UChromaSDKPluginBPLibrary::AddNonZeroTargetAllKeysAllFrames(int32 sourceAnimationId,
int32 targetAnimationId);
AddNonZeroTargetAllKeysAllFramesName
Add source color to target where the target color is not black for all frames, reference source and target by name.
void UChromaSDKPluginBPLibrary::AddNonZeroTargetAllKeysAllFramesName(const
FString& sourceAnimationName, const FString& targetAnimationName);
AddNonZeroTargetAllKeysAllFramesOffset
Add source color to target where the target color is not black for all frames starting at offset for the length of the source, reference source and target by id.
void UChromaSDKPluginBPLibrary::AddNonZeroTargetAllKeysAllFramesOffset(int32
sourceAnimationId, int32 targetAnimationId, int32 offset);
AddNonZeroTargetAllKeysAllFramesOffsetName
Add source color to target where the target color is not black for all frames starting at offset for the length of the source, reference source and target by name.
void UChromaSDKPluginBPLibrary::AddNonZeroTargetAllKeysAllFramesOffsetName(const
FString& sourceAnimationName, const FString& targetAnimationName, int32
offset);
AppendAllFrames
Append all source frames to the target animation, reference source and target by id.
void UChromaSDKPluginBPLibrary::AppendAllFrames(int32 sourceAnimationId,
int32 targetAnimationId);
AppendAllFramesName
Append all source frames to the target animation, reference source and target by name.
void UChromaSDKPluginBPLibrary::AppendAllFramesName(const FString& sourceAnimationName,
const FString& targetAnimationName);
ClearAll
PluginClearAll
will issue a CLEAR
effect for all devices.
void UChromaSDKPluginBPLibrary::ClearAll();
ClearAnimationType
PluginClearAnimationType
will issue a CLEAR
effect for the given device.
void UChromaSDKPluginBPLibrary::ClearAnimationType(EChromaSDKDeviceEnum::Type
device);
CloseAll
PluginCloseAll
closes all open animations so they can be reloaded from
disk. The set of animations will be stopped if playing.
void UChromaSDKPluginBPLibrary::CloseAll();
CloseAnimation
Closes the Chroma
animation to free up resources referenced by id. Returns
the animation id upon success. Returns negative one upon failure. This
might be used while authoring effects if there was a change necessitating
re-opening the animation. The animation id can no longer be used once closed.
void UChromaSDKPluginBPLibrary::CloseAnimation(const int32 animationId);
CloseAnimationName
Closes the Chroma
animation referenced by name so that the animation can
be reloaded from disk.
void UChromaSDKPluginBPLibrary::CloseAnimationName(const FString& animationName);
CopyAllKeys
Copy source animation to target animation for the given frame. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::CopyAllKeys(int32 sourceAnimationId, int32
targetAnimationId, int32 frameId);
CopyAllKeysName
Copy source animation to target animation for the given frame. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::CopyAllKeysName(const FString& sourceAnimationName,
const FString& targetAnimationName, int32 frameId);
CopyAnimation
Copy animation to named target animation in memory. If target animation exists, close first. Source is referenced by id.
void UChromaSDKPluginBPLibrary::CopyAnimation(int32 sourceAnimationId, const
FString& targetAnimationName);
CopyAnimationName
Copy animation to named target animation in memory. If target animation exists, close first. Source is referenced by name.
void UChromaSDKPluginBPLibrary::CopyAnimationName(const FString& sourceAnimationName,
const FString& targetAnimationName);
CopyKeyColor
Copy animation key color from the source animation to the target animation for the given frame. Reference the source and target by id.
void UChromaSDKPluginBPLibrary::CopyKeyColor(int32 sourceAnimationId, int32
targetAnimationId, int32 frameIndex, EChromaSDKKeyboardKey::Type key);
CopyKeyColorName
Copy animation key color from the source animation to the target animation for the given frame.
void UChromaSDKPluginBPLibrary::CopyKeyColorName(const FString& sourceAnimationName,
const FString& targetAnimationName, const int32 frameIndex, EChromaSDKKeyboardKey::Type
key);
CopyKeysColor
Copy animation color for a set of keys from the source animation to the target animation for the given frame. Reference the source and target by id.
void UChromaSDKPluginBPLibrary::CopyKeysColor(int32 sourceAnimationId, int32
targetAnimationId, int32 frameIndex, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys);
CopyKeysColorAllFrames
Copy animation color for a set of keys from the source animation to the target animation for all frames. Reference the source and target by id.
void UChromaSDKPluginBPLibrary::CopyKeysColorAllFrames(int32 sourceAnimationId,
int32 targetAnimationId, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys);
CopyKeysColorAllFramesName
Copy animation color for a set of keys from the source animation to the target animation for all frames. Reference the source and target by name.
void UChromaSDKPluginBPLibrary::CopyKeysColorAllFramesName(const FString&
sourceAnimationName, const FString& targetAnimationName, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys);
CopyKeysColorName
Copy animation color for a set of keys from the source animation to the target animation for the given frame. Reference the source and target by name.
void UChromaSDKPluginBPLibrary::CopyKeysColorName(const FString& sourceAnimationName,
const FString& targetAnimationName, const int32 frameIndex, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys);
CopyNonZeroAllKeys
Copy source animation to target animation for the given frame. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::CopyNonZeroAllKeys(int32 sourceAnimationId,
int32 targetAnimationId, int32 frameId);
CopyNonZeroAllKeysAllFrames
Copy nonzero colors from a source animation to a target animation for all frames. Reference source and target by id.
void UChromaSDKPluginBPLibrary::CopyNonZeroAllKeysAllFrames(int32 sourceAnimationId,
int32 targetAnimationId);
CopyNonZeroAllKeysAllFramesName
Copy nonzero colors from a source animation to a target animation for all frames. Reference source and target by name.
void UChromaSDKPluginBPLibrary::CopyNonZeroAllKeysAllFramesName(const FString&
sourceAnimationName, const FString& targetAnimationName);
CopyNonZeroAllKeysAllFramesOffset
Copy nonzero colors from a source animation to a target animation for all frames starting at the offset for the length of the source animation. The source and target are referenced by id.
void UChromaSDKPluginBPLibrary::CopyNonZeroAllKeysAllFramesOffset(int32
sourceAnimationId, int32 targetAnimationId, int32 offset);
CopyNonZeroAllKeysAllFramesOffsetName
Copy nonzero colors from a source animation to a target animation for all frames starting at the offset for the length of the source animation. The source and target are referenced by name.
void UChromaSDKPluginBPLibrary::CopyNonZeroAllKeysAllFramesOffsetName(const
FString& sourceAnimationName, const FString& targetAnimationName, int32
offset);
CopyNonZeroAllKeysName
Copy nonzero colors from source animation to target animation for the specified frame. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::CopyNonZeroAllKeysName(const FString& sourceAnimationName,
const FString& targetAnimationName, int32 frameId);
CopyNonZeroAllKeysOffset
Copy nonzero colors from the source animation to the target animation from the source frame to the target offset frame. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::CopyNonZeroAllKeysOffset(int32 sourceAnimationId,
int32 targetAnimationId, int32 frameId, int32 offset);
CopyNonZeroAllKeysOffsetName
Copy nonzero colors from the source animation to the target animation from the source frame to the target offset frame. Source and target are referenced by name.
void UChromaSDKPluginBPLibrary::CopyNonZeroAllKeysOffsetName(const FString&
sourceAnimationName, const FString& targetAnimationName, int32 frameId,
int32 offset);
CopyNonZeroKeyColor
Copy animation key color from the source animation to the target animation for the given frame where color is not zero.
void UChromaSDKPluginBPLibrary::CopyNonZeroKeyColor(int32 sourceAnimationId,
int32 targetAnimationId, int32 frameIndex, EChromaSDKKeyboardKey::Type
key);
CopyNonZeroKeyColorName
Copy animation key color from the source animation to the target animation for the given frame where color is not zero.
void UChromaSDKPluginBPLibrary::CopyNonZeroKeyColorName(const FString& sourceAnimationName,
const FString& targetAnimationName, const int32 frameIndex, EChromaSDKKeyboardKey::Type
key);
CopyNonZeroTargetAllKeys
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for the specified frame. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::CopyNonZeroTargetAllKeys(int32 sourceAnimationId,
int32 targetAnimationId, int32 frameId);
CopyNonZeroTargetAllKeysAllFrames
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for all frames. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::CopyNonZeroTargetAllKeysAllFrames(int32
sourceAnimationId, int32 targetAnimationId);
CopyNonZeroTargetAllKeysAllFramesName
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for all frames. Source and target are referenced by name.
void UChromaSDKPluginBPLibrary::CopyNonZeroTargetAllKeysAllFramesName(const
FString& sourceAnimationName, const FString& targetAnimationName);
CopyNonZeroTargetAllKeysAllFramesOffset
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for all frames. Source and target are referenced by name.
void UChromaSDKPluginBPLibrary::CopyNonZeroTargetAllKeysAllFramesOffset(int32
sourceAnimationId, int32 targetAnimationId, int32 offset);
CopyNonZeroTargetAllKeysAllFramesOffsetName
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for all frames starting at the target offset for the length of the source animation. Source and target animations are referenced by name.
void UChromaSDKPluginBPLibrary::CopyNonZeroTargetAllKeysAllFramesOffsetName(const
FString& sourceAnimationName, const FString& targetAnimationName, int32
offset);
CopyNonZeroTargetAllKeysName
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for the specified frame. The source and target are referenced by name.
void UChromaSDKPluginBPLibrary::CopyNonZeroTargetAllKeysName(const FString&
sourceAnimationName, const FString& targetAnimationName, int32 frameId);
CopyZeroTargetAllKeysAllFrames
Copy nonzero color from source animation to target animation where target is zero for all frames. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::CopyZeroTargetAllKeysAllFrames(int32 sourceAnimationId,
int32 targetAnimationId);
CopyZeroTargetAllKeysAllFramesName
Copy nonzero color from source animation to target animation where target is zero for all frames. Source and target are referenced by name.
void UChromaSDKPluginBPLibrary::CopyZeroTargetAllKeysAllFramesName(const
FString& sourceAnimationName, const FString& targetAnimationName);
DuplicateFirstFrame
Duplicate the first animation frame so that the animation length matches the frame count. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::DuplicateFirstFrame(int32 animationId, int32
frameCount);
DuplicateFirstFrameName
Duplicate the first animation frame so that the animation length matches the frame count. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::DuplicateFirstFrameName(const FString& animationName,
int32 frameCount);
DuplicateFrames
Duplicate all the frames of the animation to double the animation length. Frame 1 becomes frame 1 and 2. Frame 2 becomes frame 3 and 4. And so on. The animation is referenced by id.
void UChromaSDKPluginBPLibrary::DuplicateFrames(int32 animationId);
DuplicateFramesName
Duplicate all the frames of the animation to double the animation length. Frame 1 becomes frame 1 and 2. Frame 2 becomes frame 3 and 4. And so on. The animation is referenced by name.
void UChromaSDKPluginBPLibrary::DuplicateFramesName(const FString& animationName);
DuplicateMirrorFrames
Duplicate all the animation frames in reverse so that the animation plays forwards and backwards. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::DuplicateMirrorFrames(int32 animationId);
DuplicateMirrorFramesName
Duplicate all the animation frames in reverse so that the animation plays forwards and backwards. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::DuplicateMirrorFramesName(const FString&
animationName);
FadeEndFrames
Fade the animation to black starting at the fade frame index to the end of the animation. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FadeEndFrames(int32 animationId, int32 fade);
FadeEndFramesName
Fade the animation to black starting at the fade frame index to the end of the animation. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FadeEndFramesName(const FString& animationName,
int32 fade);
FadeStartFrames
Fade the animation from black to full color starting at 0 to the fade frame index. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FadeStartFrames(int32 animationId, int32
fade);
FadeStartFramesName
Fade the animation from black to full color starting at 0 to the fade frame index. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FadeStartFramesName(const FString& animationName,
int32 fade);
FillColor
Set the RGB value for all colors in the specified frame. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillColor(int32 animationId, int32 frameId,
const FLinearColor& colorParam);
FillColorAllFrames
Set the RGB value for all colors for all frames. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillColorAllFrames(int32 animationId, const
FLinearColor& colorParam);
FillColorAllFramesName
Set the RGB value for all colors for all frames. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillColorAllFramesName(const FString& animationName,
const FLinearColor& colorParam);
FillColorAllFramesRGB
Set the RGB value for all colors for all frames. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillColorAllFramesRGB(int32 animationId,
int32 red, int32 green, int32 blue);
FillColorAllFramesRGBName
Set the RGB value for all colors for all frames. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillColorAllFramesRGBName(const FString&
animationName, int32 red, int32 green, int32 blue);
FillColorName
Set the RGB value for all colors in the specified frame. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillColorName(const FString& animationName,
int32 frameId, const FLinearColor& colorParam);
FillColorRGB
Set the RGB value for all colors in the specified frame. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillColorRGB(int32 animationId, int32 frameId,
int32 red, int32 green, int32 blue);
FillColorRGBName
Set the RGB value for all colors in the specified frame. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillColorRGBName(const FString& animationName,
int32 frameId, int32 red, int32 green, int32 blue);
FillNonZeroColor
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors in the specified frame. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillNonZeroColor(int32 animationId, int32
frameId, const FLinearColor& colorParam);
FillNonZeroColorAllFrames
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors for all frames. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillNonZeroColorAllFrames(int32 animationId,
const FLinearColor& colorParam);
FillNonZeroColorAllFramesName
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors for all frames. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillNonZeroColorAllFramesName(const FString&
animationName, const FLinearColor& colorParam);
FillNonZeroColorAllFramesRGB
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors for all frames. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillNonZeroColorAllFramesRGB(int32 animationId,
int32 red, int32 green, int32 blue);
FillNonZeroColorAllFramesRGBName
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors for all frames. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillNonZeroColorAllFramesRGBName(const FString&
animationName, int32 red, int32 green, int32 blue);
FillNonZeroColorName
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors in the specified frame. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillNonZeroColorName(const FString& animationName,
int32 frameId, const FLinearColor& colorParam);
FillNonZeroColorRGB
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors in the specified frame. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillNonZeroColorRGB(int32 animationId, int32
frameId, int32 red, int32 green, int32 blue);
FillNonZeroColorRGBName
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors in the specified frame. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillNonZeroColorRGBName(const FString& animationName,
int32 frameId, int32 red, int32 green, int32 blue);
FillRandomColors
Fill the frame with random RGB values for the given frame. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillRandomColors(int32 animationId, int32
frameId);
FillRandomColorsAllFrames
Fill the frame with random RGB values for all frames. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillRandomColorsAllFrames(int32 animationId);
FillRandomColorsAllFramesName
Fill the frame with random RGB values for all frames. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillRandomColorsAllFramesName(const FString&
animationName);
FillRandomColorsBlackAndWhite
Fill the frame with random black and white values for the specified frame. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillRandomColorsBlackAndWhite(int32 animationId,
int32 frameId);
FillRandomColorsBlackAndWhiteAllFrames
Fill the frame with random black and white values for all frames. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillRandomColorsBlackAndWhiteAllFrames(int32
animationId);
FillRandomColorsBlackAndWhiteAllFramesName
Fill the frame with random black and white values for all frames. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillRandomColorsBlackAndWhiteAllFramesName(const
FString& animationName);
FillRandomColorsBlackAndWhiteName
Fill the frame with random black and white values for the specified frame. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillRandomColorsBlackAndWhiteName(const
FString& animationName, int32 frameId);
FillRandomColorsName
Fill the frame with random RGB values for the given frame. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillRandomColorsName(const FString& animationName,
int32 frameId);
FillThresholdColorsAllFrames
Fill all frames with RGB color where the animation color is less than the RGB threshold. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillThresholdColorsAllFrames(int32 animationId,
int32 threshold, const FLinearColor& colorParam);
FillThresholdColorsAllFramesName
Fill all frames with RGB color where the animation color is less than the RGB threshold. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillThresholdColorsAllFramesName(const FString&
animationName, int32 threshold, const FLinearColor& colorParam);
FillThresholdColorsAllFramesRGB
Fill all frames with RGB color where the animation color is less than the threshold. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillThresholdColorsAllFramesRGB(int32 animationId,
int32 threshold, int32 red, int32 green, int32 blue);
FillThresholdColorsAllFramesRGBName
Fill all frames with RGB color where the animation color is less than the threshold. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillThresholdColorsAllFramesRGBName(const
FString& animationName, int32 threshold, int32 red, int32 green, int32
blue);
FillThresholdColorsMinMaxAllFramesRGB
Fill all frames with the min RGB color where the animation color is less than the min threshold AND with the max RGB color where the animation is more than the max threshold. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillThresholdColorsMinMaxAllFramesRGB(int32
animationId, int32 minThreshold, int32 minRed, int32 minGreen, int32 minBlue,
int32 maxThreshold, int32 maxRed, int32 maxGreen, int32 maxBlue);
FillThresholdColorsMinMaxAllFramesRGBName
Fill all frames with the min RGB color where the animation color is less than the min threshold AND with the max RGB color where the animation is more than the max threshold. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillThresholdColorsMinMaxAllFramesRGBName(const
FString& animationName, int32 minThreshold, int32 minRed, int32 minGreen,
int32 minBlue, int32 maxThreshold, int32 maxRed, int32 maxGreen, int32
maxBlue);
FillThresholdColorsRGB
Fill the specified frame with RGB color where the animation color is less than the RGB threshold. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillThresholdColorsRGB(int32 animationId,
int32 frameId, int32 threshold, int32 red, int32 green, int32 blue);
FillThresholdColorsRGBName
Fill the specified frame with RGB color where the animation color is less than the RGB threshold. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillThresholdColorsRGBName(const FString&
animationName, int32 frameId, int32 threshold, int32 red, int32 green,
int32 blue);
FillThresholdRGBColorsAllFramesRGB
Fill all frames with RGB color where the animation color is less than the RGB threshold. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillThresholdRGBColorsAllFramesRGB(int32
animationId, int32 redThreshold, int32 greenThreshold, int32 blueThreshold,
int32 red, int32 green, int32 blue);
FillThresholdRGBColorsAllFramesRGBName
Fill all frames with RGB color where the animation color is less than the RGB threshold. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillThresholdRGBColorsAllFramesRGBName(const
FString& animationName, int32 redThreshold, int32 greenThreshold, int32
blueThreshold, int32 red, int32 green, int32 blue);
FillZeroColor
Fill the specified frame with RGB color where the animation color is zero. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillZeroColor(int32 animationId, int32 frameId,
const FLinearColor& colorParam);
FillZeroColorAllFrames
Fill all frames with RGB color where the animation color is zero. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillZeroColorAllFrames(int32 animationId,
const FLinearColor& colorParam);
FillZeroColorAllFramesName
Fill all frames with RGB color where the animation color is zero. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillZeroColorAllFramesName(const FString&
animationName, const FLinearColor& colorParam);
FillZeroColorAllFramesRGB
Fill all frames with RGB color where the animation color is zero. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillZeroColorAllFramesRGB(int32 animationId,
int32 red, int32 green, int32 blue);
FillZeroColorAllFramesRGBName
Fill all frames with RGB color where the animation color is zero. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillZeroColorAllFramesRGBName(const FString&
animationName, int32 red, int32 green, int32 blue);
FillZeroColorName
Fill the specified frame with RGB color where the animation color is zero. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillZeroColorName(const FString& animationName,
int32 frameId, const FLinearColor& colorParam);
FillZeroColorRGB
Fill the specified frame with RGB color where the animation color is zero. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::FillZeroColorRGB(int32 animationId, int32
frameId, int32 red, int32 green, int32 blue);
FillZeroColorRGBName
Fill the specified frame with RGB color where the animation color is zero. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::FillZeroColorRGBName(const FString& animationName,
int32 frameId, int32 red, int32 green, int32 blue);
GetAnimation
Get the animation id for the named animation.
int32 UChromaSDKPluginBPLibrary::GetAnimation(const FString& animationName);
GetAnimationCount
PluginGetAnimationCount
will return the number of loaded animations.
int32 UChromaSDKPluginBPLibrary::GetAnimationCount();
GetAnimationId
PluginGetAnimationId
will return the animationId
given the index
of
the loaded animation. The index
is zero-based and less than the number
returned by PluginGetAnimationCount
. Use PluginGetAnimationName
to
get the name of the animation.
int32 UChromaSDKPluginBPLibrary::GetAnimationId(const FString& animationName);
GetAnimationName
PluginGetAnimationName
takes an animationId
and returns the name of
the animation of the .chroma
animation file. If a name is not available
then an empty string will be returned.
FString UChromaSDKPluginBPLibrary::GetAnimationName(const int32 animationId);
GetCurrentFrame
Get the current frame of the animation referenced by id.
int32 UChromaSDKPluginBPLibrary::GetCurrentFrame(int32 animationId);
GetCurrentFrameName
Get the current frame of the animation referenced by name.
int32 UChromaSDKPluginBPLibrary::GetCurrentFrameName(const FString& animationName);
GetFrameCount
Returns the frame count of a Chroma
animation upon success. Returns negative
one upon failure.
int32 UChromaSDKPluginBPLibrary::GetFrameCount(const int32 animationId);
GetFrameCountName
Returns the frame count of a Chroma
animation upon success. Returns negative
one upon failure.
int32 UChromaSDKPluginBPLibrary::GetFrameCountName(const FString& animationName);
GetFrameDuration
Returns the duration of an animation frame in seconds upon success. Returns zero upon failure.
float UChromaSDKPluginBPLibrary::GetFrameDuration(int32 animationId, int32
frameId);
GetFrameDurationName
Returns the duration of an animation frame in seconds upon success. Returns zero upon failure.
float UChromaSDKPluginBPLibrary::GetFrameDurationName(const FString& animationName,
int32 frameId);
GetKeyColor
Get the color of an animation key for the given frame referenced by id.
FLinearColor UChromaSDKPluginBPLibrary::GetKeyColor(int32 animationId, int32
frameIndex, EChromaSDKKeyboardKey::Type key);
GetKeyColorName
Get the color of an animation key for the given frame referenced by name.
FLinearColor UChromaSDKPluginBPLibrary::GetKeyColorName(const FString& animationName,
const int32 frameIndex, EChromaSDKKeyboardKey::Type key);
GetMaxColumn
Returns the MAX COLUMN
given the EChromaSDKDevice2DEnum
device as an
integer upon success. Returns negative one upon failure.
int32 UChromaSDKPluginBPLibrary::GetMaxColumn(EChromaSDKDevice2DEnum::Type
device);
GetMaxLeds
Returns the MAX LEDS given the EChromaSDKDevice1DEnum
device as an integer
upon success. Returns negative one upon failure.
int32 UChromaSDKPluginBPLibrary::GetMaxLeds(EChromaSDKDevice1DEnum::Type
device);
GetMaxRow
Returns the MAX ROW
given the EChromaSDKDevice2DEnum
device as an integer
upon success. Returns negative one upon failure.
int32 UChromaSDKPluginBPLibrary::GetMaxRow(EChromaSDKDevice2DEnum::Type
device);
GetPlayingAnimationCount
PluginGetPlayingAnimationCount
will return the number of playing animations.
int32 UChromaSDKPluginBPLibrary::GetPlayingAnimationCount();
GetPlayingAnimationId
PluginGetPlayingAnimationId
will return the animationId
given the index
of the playing animation. The index
is zero-based and less than the number
returned by PluginGetPlayingAnimationCount
. Use PluginGetAnimationName
to get the name of the animation.
int32 UChromaSDKPluginBPLibrary::GetPlayingAnimationId(int32 index);
GetRGB
Get the RGB color given red, green, and blue.
FLinearColor UChromaSDKPluginBPLibrary::GetRGB(int32 red, int32 green, int32
blue);
GetTotalDuration
Returns the total duration of an animation in seconds upon success. Returns zero upon failure.
float UChromaSDKPluginBPLibrary::GetTotalDuration(int32 animationId);
GetTotalDurationName
Returns the total duration of an animation in seconds upon success. Returns zero upon failure.
float UChromaSDKPluginBPLibrary::GetTotalDurationName(const FString& animationName);
InsertDelay
Insert an animation delay by duplicating the frame by the delay number of times. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::InsertDelay(int32 animationId, int32 frameId,
int32 delay);
InsertDelayName
Insert an animation delay by duplicating the frame by the delay number of times. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::InsertDelayName(const FString& animationName,
int32 frameId, int32 delay);
InsertFrame
Duplicate the source frame index at the target frame index. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::InsertFrame(int32 animationId, int32 sourceFrame,
int32 targetFrame);
InsertFrameName
Duplicate the source frame index at the target frame index. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::InsertFrameName(const FString& animationName,
int32 sourceFrame, int32 targetFrame);
InvertColorsAllFrames
Invert all the colors for all frames. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::InvertColorsAllFrames(int32 animationId);
InvertColorsAllFramesName
Invert all the colors for all frames. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::InvertColorsAllFramesName(const FString&
animationName);
IsActive
Direct access to low level API.
int32 UChromaSDKPluginBPLibrary::IsActive(UPARAM(ref) bool& active);
IsConnected
Direct access to low level API.
int32 UChromaSDKPluginBPLibrary::IsConnected(UPARAM(ref) FChromaSDKDeviceInfoType&
deviceInfoType);
IsInitialized
Returns true if the plugin has been initialized. Returns false if the plugin is uninitialized.
bool UChromaSDKPluginBPLibrary::IsInitialized();
Lerp
Do a lerp math operation on a float.
float UChromaSDKPluginBPLibrary::Lerp(float start, float end, float amt);
LerpColor
Lerp from one color to another given t in the range 0.0 to 1.0.
FLinearColor UChromaSDKPluginBPLibrary::LerpColor(FLinearColor colorParam1,
FLinearColor colorParam2, float t);
LoadAnimation
Loads Chroma
effects so that the animation can be played immediately.
Returns the animation id upon success. Returns negative one upon failure.
void UChromaSDKPluginBPLibrary::LoadAnimation(const int32 animationId);
LoadAnimationName
Load the named animation.
void UChromaSDKPluginBPLibrary::LoadAnimationName(const FString& animationName);
MakeBlankFrames
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color defaults to color. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MakeBlankFrames(int32 animationId, int32
frameCount, float duration, const FLinearColor& colorParam);
MakeBlankFramesName
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color defaults to color. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MakeBlankFramesName(const FString& animationName,
int32 frameCount, float duration, const FLinearColor& colorParam);
MakeBlankFramesRandom
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color is random. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MakeBlankFramesRandom(int32 animationId,
int32 frameCount, float duration);
MakeBlankFramesRandomBlackAndWhite
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color is random black and white. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MakeBlankFramesRandomBlackAndWhite(int32
animationId, int32 frameCount, float duration);
MakeBlankFramesRandomBlackAndWhiteName
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color is random black and white. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MakeBlankFramesRandomBlackAndWhiteName(const
FString& animationName, int32 frameCount, float duration);
MakeBlankFramesRandomName
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color is random. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MakeBlankFramesRandomName(const FString&
animationName, int32 frameCount, float duration);
MakeBlankFramesRGB
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color defaults to color. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MakeBlankFramesRGB(int32 animationId, int32
frameCount, float duration, int32 red, int32 green, int32 blue);
MakeBlankFramesRGBName
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color defaults to color. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MakeBlankFramesRGBName(const FString& animationName,
int32 frameCount, float duration, int32 red, int32 green, int32 blue);
MultiplyColorLerpAllFrames
Multiply the color intensity with the lerp result from color 1 to color
2 using the frame index divided by the frame count for the t
parameter.
Animation is referenced in id.
void UChromaSDKPluginBPLibrary::MultiplyColorLerpAllFrames(int32 animationId,
const FLinearColor& colorParam1, const FLinearColor& colorParam2);
MultiplyColorLerpAllFramesName
Multiply the color intensity with the lerp result from color 1 to color
2 using the frame index divided by the frame count for the t
parameter.
Animation is referenced in name.
void UChromaSDKPluginBPLibrary::MultiplyColorLerpAllFramesName(const FString&
animationName, const FLinearColor& colorParam1, const FLinearColor& colorParam2);
MultiplyIntensity
Multiply all the colors in the frame by the intensity value. The valid the intensity range is from 0.0 to 255.0. RGB components are multiplied equally. An intensity of 0.5 would half the color value. Black colors in the frame will not be affected by this method.
void UChromaSDKPluginBPLibrary::MultiplyIntensity(int32 animationId, int32
frameId, float intensity);
MultiplyIntensityAllFrames
Multiply all the colors for all frames by the intensity value. The valid the intensity range is from 0.0 to 255.0. RGB components are multiplied equally. An intensity of 0.5 would half the color value. Black colors in the frame will not be affected by this method.
void UChromaSDKPluginBPLibrary::MultiplyIntensityAllFrames(int32 animationId,
float intensity);
MultiplyIntensityAllFramesName
Multiply all the colors for all frames by the intensity value. The valid the intensity range is from 0.0 to 255.0. RGB components are multiplied equally. An intensity of 0.5 would half the color value. Black colors in the frame will not be affected by this method.
void UChromaSDKPluginBPLibrary::MultiplyIntensityAllFramesName(const FString&
animationName, float intensity);
MultiplyIntensityAllFramesRGB
Multiply all frames by the RBG color intensity. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MultiplyIntensityAllFramesRGB(int32 animationId,
int32 red, int32 green, int32 blue);
MultiplyIntensityAllFramesRGBName
Multiply all frames by the RBG color intensity. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MultiplyIntensityAllFramesRGBName(const
FString& animationName, int32 red, int32 green, int32 blue);
MultiplyIntensityColor
Multiply the specific frame by the RBG color intensity. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MultiplyIntensityColor(int32 animationId,
int32 frameId, const FLinearColor& colorParam);
MultiplyIntensityColorAllFrames
Multiply all frames by the RBG color intensity. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MultiplyIntensityColorAllFrames(int32 animationId,
const FLinearColor& colorParam);
MultiplyIntensityColorAllFramesName
Multiply all frames by the RBG color intensity. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MultiplyIntensityColorAllFramesName(const
FString& animationName, const FLinearColor& colorParam);
MultiplyIntensityColorName
Multiply the specific frame by the RBG color intensity. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MultiplyIntensityColorName(const FString&
animationName, int32 frameId, const FLinearColor& colorParam);
MultiplyIntensityName
Multiply all the colors in the frame by the intensity value. The valid the intensity range is from 0.0 to 255.0. RGB components are multiplied equally. An intensity of 0.5 would half the color value. Black colors in the frame will not be affected by this method.
void UChromaSDKPluginBPLibrary::MultiplyIntensityName(const FString& animationName,
int32 frameId, float intensity);
MultiplyIntensityRGB
Multiply the specific frame by the RBG color intensity. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MultiplyIntensityRGB(int32 animationId,
int32 frameId, int32 red, int32 green, int32 blue);
MultiplyIntensityRGBName
Multiply the specific frame by the RBG color intensity. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MultiplyIntensityRGBName(const FString&
animationName, int32 frameId, int32 red, int32 green, int32 blue);
MultiplyNonZeroTargetColorLerpAllFrames
Multiply all frames by the color lerp result between color 1 and 2 using
the frame color value as the t
value. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MultiplyNonZeroTargetColorLerpAllFrames(int32
animationId, const FLinearColor& colorParam1, const FLinearColor& colorParam2);
MultiplyNonZeroTargetColorLerpAllFramesName
Multiply all frames by the color lerp result between color 1 and 2 using
the frame color value as the t
value. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MultiplyNonZeroTargetColorLerpAllFramesName(const
FString& animationName, const FLinearColor& colorParam1, const FLinearColor&
colorParam2);
MultiplyTargetColorLerpAllFrames
Multiply all frames by the color lerp result between color 1 and 2 using
the frame color value as the t
value. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::MultiplyTargetColorLerpAllFrames(int32 animationId,
const FLinearColor& colorParam1, const FLinearColor& colorParam2);
MultiplyTargetColorLerpAllFramesName
Multiply all frames by the color lerp result between color 1 and 2 using
the frame color value as the t
value. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::MultiplyTargetColorLerpAllFramesName(const
FString& animationName, const FLinearColor& colorParam1, const FLinearColor&
colorParam2);
OffsetColors
Offset all colors in the frame using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
void UChromaSDKPluginBPLibrary::OffsetColors(int32 animationId, int32 frameId,
int32 red, int32 green, int32 blue);
OffsetColorsAllFrames
Offset all colors for all frames using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
void UChromaSDKPluginBPLibrary::OffsetColorsAllFrames(int32 animationId,
int32 red, int32 green, int32 blue);
OffsetColorsAllFramesName
Offset all colors for all frames using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
void UChromaSDKPluginBPLibrary::OffsetColorsAllFramesName(const FString&
animationName, int32 red, int32 green, int32 blue);
OffsetColorsName
Offset all colors in the frame using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
void UChromaSDKPluginBPLibrary::OffsetColorsName(const FString& animationName,
int32 frameId, int32 red, int32 green, int32 blue);
OffsetNonZeroColors
This method will only update colors in the animation that are not already set to black. Offset a subset of colors in the frame using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
void UChromaSDKPluginBPLibrary::OffsetNonZeroColors(int32 animationId, int32
frameId, int32 red, int32 green, int32 blue);
OffsetNonZeroColorsAllFrames
This method will only update colors in the animation that are not already set to black. Offset a subset of colors for all frames using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
void UChromaSDKPluginBPLibrary::OffsetNonZeroColorsAllFrames(int32 animationId,
int32 red, int32 green, int32 blue);
OffsetNonZeroColorsAllFramesName
This method will only update colors in the animation that are not already set to black. Offset a subset of colors for all frames using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
void UChromaSDKPluginBPLibrary::OffsetNonZeroColorsAllFramesName(const FString&
animationName, int32 red, int32 green, int32 blue);
OffsetNonZeroColorsName
This method will only update colors in the animation that are not already set to black. Offset a subset of colors in the frame using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
void UChromaSDKPluginBPLibrary::OffsetNonZeroColorsName(const FString& animationName,
int32 frameId, int32 red, int32 green, int32 blue);
OpenAnimationFromMemory
Opens a Chroma
animation data from memory so that it can be played. Data
is a pointer to BYTE array of the loaded animation in memory. Name
will
be assigned to the animation when loaded. Returns an animation id >= 0
upon success. Returns negative one if there was a failure. The animation
id is used in most of the API methods.
void UChromaSDKPluginBPLibrary::OpenAnimationFromMemory(const TArray<uint8>&
data, const FString& animationName);
OverrideFrameDurationName
Override the duration of all frames with the duration
value. Animation
is referenced by name.
void UChromaSDKPluginBPLibrary::OverrideFrameDurationName(const FString&
animationName, float duration);
PlayAnimation
Plays the Chroma
animation. This will load the animation, if not loaded
previously. Returns the animation id upon success. Returns negative one
upon failure.
void UChromaSDKPluginBPLibrary::PlayAnimation(const FString& animationName,
bool loop);
PlayAnimationName
PluginPlayAnimationName
automatically handles initializing the ChromaSDK
.
The named .chroma
animation file will be automatically opened. The animation
will play with looping on
or off
.
void UChromaSDKPluginBPLibrary::PlayAnimationName(const FString& animationName,
bool loop);
PreviewFrame
Displays the Chroma
animation frame on Chroma
hardware given the frameId
.
Returns the animation id upon success. Returns negative one upon failure.
int32 UChromaSDKPluginBPLibrary::PreviewFrame(int32 animationId, int32 frameId);
PreviewFrameName
Displays the Chroma
animation frame on Chroma
hardware given the frameId
.
Animaton is referenced by name.
void UChromaSDKPluginBPLibrary::PreviewFrameName(const FString& animationName,
int32 frameId);
ReduceFrames
Reduce the frames of the animation by removing every nth element. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::ReduceFrames(int32 animationId, int32 n);
ReduceFramesName
Reduce the frames of the animation by removing every nth element. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::ReduceFramesName(const FString& animationName,
int32 n);
ReverseAllFrames
Reverse the animation frame order of the Chroma
animation. Animation is
referenced by id.
void UChromaSDKPluginBPLibrary::ReverseAllFrames(int32 animationId);
ReverseAllFramesName
Reverse the animation frame order of the Chroma
animation. Animation is
referenced by name.
void UChromaSDKPluginBPLibrary::ReverseAllFramesName(const FString& animationName);
SetChromaCustomColorAllFramesName
When custom color is set, the custom key mode will be used. The animation is referenced by name.
void UChromaSDKPluginBPLibrary::SetChromaCustomColorAllFramesName(const
FString& animationName);
SetChromaCustomFlagName
Set the Chroma custom key color flag on all frames. True
changes the layout
from grid to key. True
changes the layout from key to grid. Animation
is referenced by name.
void UChromaSDKPluginBPLibrary::SetChromaCustomFlagName(const FString& animationName,
bool flag);
SetCurrentFrame
Set the current frame of the animation referenced by id.
void UChromaSDKPluginBPLibrary::SetCurrentFrame(int32 animationId, int32
frameId);
SetCurrentFrameName
Set the current frame of the animation referenced by name.
void UChromaSDKPluginBPLibrary::SetCurrentFrameName(const FString& animationName,
int32 frameId);
SetEventName
Direct access to low level API.
int32 UChromaSDKPluginBPLibrary::SetEventName(const FString& name);
SetIdleAnimationName
When the idle animation is used, the named animation will play when no other animations are playing. Reference the animation by name.
void UChromaSDKPluginBPLibrary::SetIdleAnimationName(const FString& animationName);
SetKeyColor
Set animation key to a static color for the given frame.
void UChromaSDKPluginBPLibrary::SetKeyColor(int32 animationId, int32 frameIndex,
EChromaSDKKeyboardKey::Type key, const FLinearColor& colorParam);
SetKeyColorAllFrames
Set the key to the specified key color for all frames. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::SetKeyColorAllFrames(int32 animationId,
EChromaSDKKeyboardKey::Type key, const FLinearColor& colorParam);
SetKeyColorAllFramesName
Set the key to the specified key color for all frames. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::SetKeyColorAllFramesName(const FString&
animationName, EChromaSDKKeyboardKey::Type key, const FLinearColor& colorParam);
SetKeyColorName
Set animation key to a static color for the given frame.
void UChromaSDKPluginBPLibrary::SetKeyColorName(const FString& animationName,
const int32 frameIndex, EChromaSDKKeyboardKey::Type key, const FLinearColor&
colorParam);
SetKeyNonZeroColor
Set animation key to a static color for the given frame if the existing color is not already black.
void UChromaSDKPluginBPLibrary::SetKeyNonZeroColor(int32 animationId, int32
frameIndex, EChromaSDKKeyboardKey::Type key, const FLinearColor& colorParam);
SetKeyNonZeroColorName
Set animation key to a static color for the given frame if the existing color is not already black.
void UChromaSDKPluginBPLibrary::SetKeyNonZeroColorName(const FString& animationName,
const int32 frameIndex, EChromaSDKKeyboardKey::Type key, const FLinearColor&
colorParam);
SetKeyRowColumnColorName
Set animation key by row and column to a static color for the given frame.
void UChromaSDKPluginBPLibrary::SetKeyRowColumnColorName(const FString&
animationName, const int32 frameIndex, const int32 row, const int32 column,
const FLinearColor& colorParam);
SetKeysColor
Set an array of animation keys to a static color for the given frame. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::SetKeysColor(int32 animationId, int32 frameIndex,
const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>& keys, const FLinearColor&
colorParam);
SetKeysColorAllFrames
Set an array of animation keys to a static color for all frames. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::SetKeysColorAllFrames(int32 animationId,
const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>& keys, const FLinearColor&
colorParam);
SetKeysColorAllFramesName
Set an array of animation keys to a static color for all frames. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::SetKeysColorAllFramesName(const FString&
animationName, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys, const FLinearColor& colorParam);
SetKeysColorAllFramesRGB
Set an array of animation keys to a static color for all frames. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::SetKeysColorAllFramesRGB(int32 animationId,
const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>& keys, int32 red,
int32 green, int32 blue);
SetKeysColorAllFramesRGBName
Set an array of animation keys to a static color for all frames. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::SetKeysColorAllFramesRGBName(const FString&
animationName, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys, int32 red, int32 green, int32 blue);
SetKeysColorName
Set an array of animation keys to a static color for the given frame.
void UChromaSDKPluginBPLibrary::SetKeysColorName(const FString& animationName,
const int32 frameIndex, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys, const FLinearColor& colorParam);
SetKeysColorRGB
Set an array of animation keys to a static color for the given frame. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::SetKeysColorRGB(int32 animationId, int32
frameIndex, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>& keys,
int32 red, int32 green, int32 blue);
SetKeysColorRGBName
Set an array of animation keys to a static color for the given frame. Animation is referenced by name.
void UChromaSDKPluginBPLibrary::SetKeysColorRGBName(const FString& animationName,
const int32 frameIndex, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys, int32 red, int32 green, int32 blue);
SetKeysNonZeroColor
Set an array of animation keys to a static color for the given frame if the existing color is not already black.
void UChromaSDKPluginBPLibrary::SetKeysNonZeroColor(int32 animationId, int32
frameIndex, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>& keys,
const FLinearColor& colorParam);
SetKeysNonZeroColorAllFrames
Set an array of animation keys to a static color for the given frame where the color is not black. Animation is referenced by id.
void UChromaSDKPluginBPLibrary::SetKeysNonZeroColorAllFrames(int32 animationId,
const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>& keys, const FLinearColor&
colorParam);
SetKeysNonZeroColorAllFramesName
Set an array of animation keys to a static color for all frames if the existing color is not already black. Reference animation by name.
void UChromaSDKPluginBPLibrary::SetKeysNonZeroColorAllFramesName(const FString&
animationName, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys, const FLinearColor& colorParam);
SetKeysNonZeroColorName
Set an array of animation keys to a static color for the given frame if the existing color is not already black. Reference animation by name.
void UChromaSDKPluginBPLibrary::SetKeysNonZeroColorName(const FString& animationName,
const int32 frameIndex, const TArray<TEnumAsByte<EChromaSDKKeyboardKey::Type>>&
keys, const FLinearColor& colorParam);
SetStaticColor
Sets the target device to the static color.
void UChromaSDKPluginBPLibrary::SetStaticColor(EChromaSDKDeviceEnum::Type
device, const FLinearColor& color);
SetStaticColorAll
Sets all devices to the static color.
void UChromaSDKPluginBPLibrary::SetStaticColorAll(const FLinearColor& color);
StopAll
PluginStopAll
will automatically stop all animations that are playing.
void UChromaSDKPluginBPLibrary::StopAll();
StopAnimation
Stops animation playback if in progress. Returns the animation id upon success. Returns negative one upon failure.
void UChromaSDKPluginBPLibrary::StopAnimation(const FString& animationName);
StopAnimationType
PluginStopAnimationType
automatically handles initializing the ChromaSDK
.
If any animation is playing for the deviceType
and device
combination,
it will be stopped.
void UChromaSDKPluginBPLibrary::StopAnimationType(EChromaSDKDeviceEnum::Type
device);
StreamBroadcast
Begin broadcasting Chroma RGB data using the stored stream key as the endpoint. Intended for Cloud Gaming Platforms, restore the streaming key when the game instance is launched to continue streaming. streamId is a null terminated string streamKey is a null terminated string StreamGetStatus() should return the READY status to use this method.
void UChromaSDKPluginBPLibrary::StreamBroadcast(const FString& streamId,
const FString& streamKey);
StreamBroadcastEnd
End broadcasting Chroma RGB data. StreamGetStatus() should return the BROADCASTING status to use this method.
void UChromaSDKPluginBPLibrary::StreamBroadcastEnd();
StreamGetAuthShortcode
shortcode: Pass the address of a preallocated character buffer to get the streaming auth code. The buffer should have a minimum length of 6. length: Length will return as zero if the streaming auth code could not be obtained. If length is greater than zero, it will be the length of the returned streaming auth code. Once you have the shortcode, it should be shown to the user so they can associate the stream with their Razer ID StreamGetStatus() should return the READY status before invoking this method. platform: is the null terminated string that identifies the source of the stream: ( GEFORCE_NOW, LUNA, STADIA, GAME_PASS ) title: is the null terminated string that identifies the application or game.
FString UChromaSDKPluginBPLibrary::StreamGetAuthShortcode(const FString&
platform, const FString& title);
StreamGetFocus
focus: Pass the address of a preallocated character buffer to get the stream focus. The buffer should have a length of 48 length: Length will return as zero if the stream focus could not be obtained. If length is greater than zero, it will be the length of the returned stream focus.
FString UChromaSDKPluginBPLibrary::StreamGetFocus();
StreamGetId
Intended for Cloud Gaming Platforms, store the stream id to persist in user preferences to continue streaming if the game is suspended or closed. shortcode: The shortcode is a null terminated string. Use the shortcode that authorized the stream to obtain the stream id. streamId should be a preallocated buffer to get the stream key. The buffer should have a length of 48. length: Length will return zero if the key could not be obtained. If the length is greater than zero, it will be the length of the returned streaming id. Retrieve the stream id after authorizing the shortcode. The authorization window will expire in 5 minutes. Be sure to save the stream key before the window expires. StreamGetStatus() should return the READY status to use this method.
FString UChromaSDKPluginBPLibrary::StreamGetId(const FString& shortcode);
StreamGetKey
Intended for Cloud Gaming Platforms, store the streaming key to persist in user preferences to continue streaming if the game is suspended or closed. shortcode: The shortcode is a null terminated string. Use the shortcode that authorized the stream to obtain the stream key. If the status is in the BROADCASTING or WATCHING state, passing a NULL shortcode will return the active streamId. streamKey should be a preallocated buffer to get the stream key. The buffer should have a length of 48. length: Length will return zero if the key could not be obtained. If the length is greater than zero, it will be the length of the returned streaming key. Retrieve the stream key after authorizing the shortcode. The authorization window will expire in 5 minutes. Be sure to save the stream key before the window expires. StreamGetStatus() should return the READY status to use this method.
FString UChromaSDKPluginBPLibrary::StreamGetKey(const FString& shortcode);
StreamGetStatusString
Convert StreamStatusType to a printable string
FString UChromaSDKPluginBPLibrary::StreamGetStatusString(const EChromaSDKStreamStatusEnum::Type
status);
StreamReleaseShortcode
This prevents the stream id and stream key from being obtained through the shortcode. This closes the auth window. shortcode is a null terminated string. StreamGetStatus() should return the READY status to use this method. returns success when shortcode has been released
bool UChromaSDKPluginBPLibrary::StreamReleaseShortcode(const FString& shortcode);
StreamSetFocus
The focus is a null terminated string. Set the focus identifer for the application designated to automatically change the streaming state. Returns true on success.
bool UChromaSDKPluginBPLibrary::StreamSetFocus(const FString& streamFocus);
StreamWatch
Begin watching the Chroma RGB data using streamID parameter. streamId is a null terminated string. StreamGetStatus() should return the READY status to use this method.
void UChromaSDKPluginBPLibrary::StreamWatch(const FString& streamId, int32
timestamp);
StreamWatchEnd
End watching Chroma RGB data stream. StreamGetStatus() should return the WATCHING status to use this method.
void UChromaSDKPluginBPLibrary::StreamWatchEnd();
SubtractNonZeroAllKeys
Subtract the source color from the target color for the frame where the target color is not black. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::SubtractNonZeroAllKeys(int32 sourceAnimationId,
int32 targetAnimationId, int32 frameId);
SubtractNonZeroAllKeysAllFrames
Subtract the source color from the target color for all frames where the target color is not black. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::SubtractNonZeroAllKeysAllFrames(int32 sourceAnimationId,
int32 targetAnimationId);
SubtractNonZeroAllKeysAllFramesName
Subtract the source color from the target color for all frames where the target color is not black. Source and target are referenced by name.
void UChromaSDKPluginBPLibrary::SubtractNonZeroAllKeysAllFramesName(const
FString& sourceAnimationName, const FString& targetAnimationName);
SubtractNonZeroAllKeysAllFramesOffset
Subtract the source color from the target color for all frames where the target color is not black starting at offset for the length of the source. Source and target are referenced by id.
void UChromaSDKPluginBPLibrary::SubtractNonZeroAllKeysAllFramesOffset(int32
sourceAnimationId, int32 targetAnimationId, int32 offset);
SubtractNonZeroAllKeysAllFramesOffsetName
Subtract the source color from the target color for all frames where the target color is not black starting at offset for the length of the source. Source and target are referenced by name.
void UChromaSDKPluginBPLibrary::SubtractNonZeroAllKeysAllFramesOffsetName(const
FString& sourceAnimationName, const FString& targetAnimationName, int32
offset);
SubtractNonZeroAllKeysName
Subtract the source color from the target color for the frame where the target color is not black. Source and target are referenced by name.
void UChromaSDKPluginBPLibrary::SubtractNonZeroAllKeysName(const FString&
sourceAnimationName, const FString& targetAnimationName, int32 frameId);
SubtractNonZeroTargetAllKeysAllFrames
Subtract the source color from the target color where the target color is not black for all frames. Reference source and target by id.
void UChromaSDKPluginBPLibrary::SubtractNonZeroTargetAllKeysAllFrames(int32
sourceAnimationId, int32 targetAnimationId);
SubtractNonZeroTargetAllKeysAllFramesName
Subtract the source color from the target color where the target color is not black for all frames. Reference source and target by name.
void UChromaSDKPluginBPLibrary::SubtractNonZeroTargetAllKeysAllFramesName(const
FString& sourceAnimationName, const FString& targetAnimationName);
SubtractNonZeroTargetAllKeysAllFramesOffset
Subtract the source color from the target color where the target color is not black for all frames starting at the target offset for the length of the source. Reference source and target by id.
void UChromaSDKPluginBPLibrary::SubtractNonZeroTargetAllKeysAllFramesOffset(int32
sourceAnimationId, int32 targetAnimationId, int32 offset);
SubtractNonZeroTargetAllKeysAllFramesOffsetName
Subtract the source color from the target color where the target color is not black for all frames starting at the target offset for the length of the source. Reference source and target by name.
void UChromaSDKPluginBPLibrary::SubtractNonZeroTargetAllKeysAllFramesOffsetName(const
FString& sourceAnimationName, const FString& targetAnimationName, int32
offset);
TrimEndFrames
Trim the end of the animation. The length of the animation will be the lastFrameId plus one. Reference the animation by id.
void UChromaSDKPluginBPLibrary::TrimEndFrames(int32 animationId, int32 lastFrameId);
TrimEndFramesName
Trim the end of the animation. The length of the animation will be the lastFrameId plus one. Reference the animation by name.
void UChromaSDKPluginBPLibrary::TrimEndFramesName(const FString& animationName,
int32 lastFrameId);
TrimFrame
Remove the frame from the animation. Reference animation by id.
void UChromaSDKPluginBPLibrary::TrimFrame(int32 animationId, int32 frameId);
TrimFrameName
Remove the frame from the animation. Reference animation by name.
void UChromaSDKPluginBPLibrary::TrimFrameName(const FString& animationName,
int32 frameId);
TrimStartFrames
Trim the start of the animation starting at frame 0 for the number of frames. Reference the animation by id.
void UChromaSDKPluginBPLibrary::TrimStartFrames(int32 animationId, int32
numberOfFrames);
TrimStartFramesName
Trim the start of the animation starting at frame 0 for the number of frames. Reference the animation by name.
void UChromaSDKPluginBPLibrary::TrimStartFramesName(const FString& animationName,
int32 numberOfFrames);
UnloadAnimation
Unloads Chroma
effects to free up resources. Returns the animation id
upon success. Returns negative one upon failure. Reference the animation
by id.
void UChromaSDKPluginBPLibrary::UnloadAnimation(const int32 animationId);
UnloadAnimationName
Unload the animation effects. Reference the animation by name.
void UChromaSDKPluginBPLibrary::UnloadAnimationName(const FString& animationName);
UseForwardChromaEvents
On by default, UseForwardChromaEvents
sends the animation name to CoreSetEventName
automatically when PlayAnimationName
is called.
void UChromaSDKPluginBPLibrary::UseForwardChromaEvents(bool toggle);
UseIdleAnimation
When the idle animation flag is true, when no other animations are playing,
the idle animation will be used. The idle animation will not be affected
by the API calls to PluginIsPlaying, PluginStopAnimationType, PluginGetPlayingAnimationId,
and PluginGetPlayingAnimationCount. Then the idle animation flag is false,
the idle animation is disabled. Device
uses EChromaSDKDeviceEnum
enums.
void UChromaSDKPluginBPLibrary::UseIdleAnimation(EChromaSDKDeviceEnum::Type
device, bool flag);
UseIdleAnimations
Set idle animation flag for all devices.
void UChromaSDKPluginBPLibrary::UseIdleAnimations(bool flag);
UsePreloading
Set preloading animation flag, which is set to true by default. Reference animation by id.
void UChromaSDKPluginBPLibrary::UsePreloading(int32 animationId, bool flag);
UsePreloadingName
Set preloading animation flag, which is set to true by default. Reference animation by name.
void UChromaSDKPluginBPLibrary::UsePreloadingName(const FString& animationName,
bool flag);