FMoviePipelineFrameOutputState

The Tick/Render loops are decoupled from the actual desired output.

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References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MovieRenderPipelineDataTypes.h"

Syntax

struct FMoviePipelineFrameOutputState

Remarks

The Tick/Render loops are decoupled from the actual desired output. In some cases we may render but not desire an output (such as filling temporal histories) or we may be accumulating the results into a target which does not produce an output. Finally, we may be running the Tick/Render loop but not wanting to do anything!

Variables

Name Description

Public variable

bool

 

bDiscardRenderResult

If this is true, then the frame will be rendered but the results discarded and not sent to the accumulator.

Public variable

bool

 

bSkipRendering

If true, then the rendering for this frame should be skipped (ie: nothing submitted to the gpu, and the output merger not told to expect this frame).

Public variable

FString

 

CameraName

The name of the currently active camera being rendered. May be empty.

Public variable

int32

 

CurrentShotSourceFrameNumber

Public variable

FTimecode

 

CurrentShotSourceTimeCode

Public variable

int32

 

EffectiveFrameNumber

The closest frame number (in Display Rate) on the Sequence adjusted for the effective output rate.

Public variable

FTimecode

 

EffectiveTimeCode

The closest time code version of the EffectiveFrameNumber.

Public variable

int32

 

OutputFrameNumber

The expected output frame count that the render is working towards creating.

Public variable

int32

 

ShotCount

How many shots total will we be outputting?

Public variable

int32

 

ShotIndex

Which shot is this output state for?

Public variable

FString

 

ShotName

THe name of the currently active shot. May be empty if there is no shot track.

Public variable

int32

 

ShotOutputFrameNumber

The expected output frame count for this current shot that we're working towards creating.

Public variable

int32

 

ShotSamplesRendered

The total number of samples (including warm ups) that have been sent to the GPU for this shot.

Public variable

int32

 

SourceFrameNumber

The closest frame number (in Display Rate) on the Sequence.

Public variable

FTimecode

 

SourceTimeCode

The closest time code version of the SourceFrameNumber on the Sequence.

Public variable

int32

 

TemporalSampleCount

How many temporal samples do we add together to produce one Output Frame?

Public variable

int32

 

TemporalSampleIndex

Which sub-frame are we on when using Accumulation Frame rendering.

Public variable

FTimeData

 

TimeData

What time data should this frame use? Can vary between samples when TemporalSampleCount > 1.

Constructors

Functions

Name Description

Public function Const

void

 

GetFilenameFormatArguments

(
    FMoviePipelineFormatArgs& InOutFor...,
    const int32 InZeroPadCount,
    const int32 InFrameNumberOffset
)

Public function Const

bool

 

IsFirstTemporalSample()

Is this the first temporal sample for the output frame?

Public function Const

bool

 

IsLastTemporalSample()

Public function

void

 

ResetPerFrameData()

INFORMATION BELOW HERE SHOULD NOT GET PERSISTED BETWEEN FRAMES

Public function

void

 

ResetPerShotData()

Operators

Name Description

Public function Const

bool

 

operator!=

(
    const FMoviePipelineFrameOutputStat...
)

Public function Const

bool

 

operator==

(
    const FMoviePipelineFrameOutputStat...
)

Classes

Name

Description

Public struct

FTimeData

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