FMoviePipelineCameraCutInfo

ToDo: Rename this to segment.

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MacOS
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References

Module

MovieRenderPipelineCore

Header

/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MovieRenderPipelineDataTypes.h

Include

#include "MovieRenderPipelineDataTypes.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FMoviePipelineCameraCutInfo

Remarks

ToDo: Rename this to segment.

Variables

Name Description

Public variable

bool

 

bEmulateFirstFrameMotionBlur

Should we evaluate/render an extra frame at the start of this shot to show correct motion blur on the first frame? This emulates motion blur by evaluating forward one frame and then going backwards which is a approximation.

Public variable

bool

 

bHasEvaluatedMotionBlurFrame

Have we evaluated the motion blur frame? Only used if bEvaluateMotionBlurOnFirstFrame is set

Public variable

FFrameRate

 

CachedFrameRate

Cached Frame Rate these are being rendered at. Simplifies some APIs.

Public variable

FFrameRate

 

CachedTickResolution

Cached Tick Resolution our numbers are in. Simplifies some APIs.

Public variable

TWeakObjectPtr<...

 

CameraCutSection

Public variable

FString

 

CameraName

Display name for UI Purposes.

Public variable

FFrameNumber

 

CurrentLocalSeqTick

The current tick of this shot that we're on local space, for knowing which frame of this sub-section is equivalent to the master.

Public variable

FFrameNumber

 

CurrentMasterSeqTick

The current tick of this shot that we're on in master sequence space, for evaluating the master sequence at this time.

Public variable

int32

 

NumEngineWarmUpFramesRemaining

How many engine warm up frames are left to process for this shot. May be zero.

Public variable

int32

 

NumSpatialSamples

For each temporal sample, how many spatial samples do we take?

Public variable

int32

 

NumTemporalSamples

How many temporal samples is each frame broken up into?

Public variable

FIntPoint

 

NumTiles

How many image tiles are going to be rendered per temporal frame.

Public variable

TRange< FFrameN...

 

OriginalRange

The original non-modified range for this shot that will be rendered.

Public variable

FString

 

ShotName

Public variable

EMovieRenderSho...

 

State

The current state of processing this Shot is in. Not all states will be passed through.

Public variable

TRange< FFrameN...

 

TotalOutputRange

The range for this shot including handle frames that will be rendered.

Public variable

FMoviePipelineS...

 

WorkMetrics

Metrics - How much work has been done for this particular shot and how much do we estimate we have to do?

Constructors

Functions

Name Description

Public function

void

 

CalculateWorkMetrics()

Public function Const

bool

 

IsInitialized()

Public function

void

 

SetNextStateAfter

(
    const EMovieRenderShotState InCurre...
)

Operators

Name Description

Public function Const

bool

 

operator!=

(
    const FMoviePipelineCameraCutInfo&...
)

Public function Const

bool

 

operator==

(
    const FMoviePipelineCameraCutInfo&...
)

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