UMoviePipeline

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Inheritance Hierarchy

References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MoviePipeline.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable)
class UMoviePipeline : public UObject

Variables

Name Description

Public variable

TArray< TShared...

 

ActiveRenderPasses

A list of engine passes which need to be run each frame to generate required content for all the movie render passes.

Public variable

IImageWriteQueu...

 

ImageWriteQueue

A debug image sequence writer in the event they want to dump every sample generated on its own.

Public variable

TSharedPtr< FMo...

 

OutputBuilder

This gathers all of the produced data for an output frame (which may come in async many frames later) before passing them onto the Output Containers.

Constructors

Name Description

Public function

UMoviePipeline()

Functions

Name Description

Public function Const

UMoviePipeli...

 

FindOrAddSetting

(
    TSubclassOf< UMoviePipelineSetting ...,
    const FMoviePipelineShotInfo& InSh...
)

Public function Const

SettingType ...

 

FindOrAddSetting

(
    const FMoviePipelineShotInfo& InSh...
)

Public function Const

const MovieP...

 

GetAudioState()

Public function Const

UMoviePipeli...

 

GetCurrentJob()

Public function Const

int32

 

GetCurrentShotIndex()

Public function Const

FDateTime

 

GetInitializationTime()

Public function Const

const FMovie...

 

GetOutputState()

Public function Const UFunction BlueprintPure, Category

UMoviePipeli...

 

GetPipelineMasterConfig()

Get the Master Configuration used to render this shot.

Public function Const

EMovieRender...

 

GetPipelineState()

Public function Const UFunction BlueprintPure, Category

UTexture ...

 

GetPreviewTexture()

Public function Const

const TArray...

 

GetShotList()

Public function Const

ULevelSequen...

 

GetTargetSequence()

Public function

void

 

Initialize

(
    UMoviePipelineExecutorJob* InJ...
)

Initialize the movie pipeline with the specified settings. This kicks off the rendering process.

Public function Const

bool

 

IsShutdownRequested()

Has RequestShutdown() been called?

Public function

FMoviePipeli...

 

OnMoviePipelineErrored()

Called when there was an error during the rendering of this movie pipeline (such as missing sequence, i/o failure, etc.)

Public function

FMoviePipeli...

 

OnMoviePipelineFinished()

Called when we have completely finished this pipeline.

Public function

void

 

OnSampleRendered

(
    TUniquePtr< FImagePixelData >&& Ou...,
    const TSharedRef< FImagePixelDataPa...
)

Public function

void

 

ProcessOutstandingFinishedFrames()

Public function

void

 

RequestShutdown()

Request the movie pipeline to shut down at the next available time.

Public function Const

FString

 

ResolveFilenameFormatArguments

(
    const FString& InFormatString,
    const FMoviePipelineFrameOutputStat...,
    const FStringFormatNamedArguments&...
)

Resolves the provided InFormatString by converting {format_strings} into settings provided by the master config.

Public function

void

 

SetPreviewTexture

(
    UTexture* InTexture
)

Public function

void

 

Shutdown()

Abandons any future work on this Movie Pipeline and runs through the shutdown flow to ensure already completed work is written to disk.

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