Module |
|
Header |
/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MovieRenderPipelineDataTypes.h |
Include |
#include "MovieRenderPipelineDataTypes.h" |
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FMoviePipelineShotInfo
Pre-calculated information about a shot we are going to produce. This lets us build the expected output at the start of the process and just read from it later. Having all information in advanced aids in debugging and visualization of progress.
Name | Description | ||
---|---|---|---|
|
CameraCuts |
||
|
TWeakObjectPtr<... |
CinematicShotSection |
|
|
CurrentCameraCutIndex |
||
|
HandleFrameRangeEnd |
The range of time that represents the handle frames (if any) after the shot. |
|
|
HandleFrameRangeStart |
The range of time that represents the handle frames (if any) before the shot. |
|
|
NumHandleFrames |
How many handle frames (in Display Rate of the Master Sequence) |
|
|
OriginalRange |
The original non-modified (overall) range for this shot that will be rendered. |
|
|
ShotOverrideConfig |
||
|
StartFrameOffsetTick |
||
|
TotalOutputRange |
The range for this shot including handle frames that will be rendered. |
Name | Description | |
---|---|---|
|
FMoviePipelineShotInfo() |
Name | Description | ||
---|---|---|---|
|
FMoviePipeli... |
GetCurrentCameraCut() |
|
|
const FMovie... |
GetCurrentCameraCut() |
|
|
GetDisplayName() |
||
|
SetNextShotActive() |
Name | Description | ||
---|---|---|---|
|
operator!= ( |
||
|
operator== ( |