UMoviePipelineCameraSetting

Copyright Epic Games, Inc. All Rights Reserved.

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MacOS
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Inheritance Hierarchy

References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MoviePipelineCameraSetting.h"

Syntax

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

Remarks

Copyright Epic Games, Inc. All Rights Reserved.

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bManualExposure

Should we override the exposure on the camera to use a fixed value? This is required for high res screenshots to use consistent exposure between the different tiles of the image.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

CameraShutterAngle

The camera shutter angle determines how much of a given frame the accumulation frames span.

Public variable

float

 

ExposureCompensation

What exposure should we use when using Manual Exposure? Same behavior as the Post Processing volume.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

EMoviePipelineS...

 

ShutterTiming

Shutter Timing allows you to bias the timing of your shutter angle to either be before, during, or after a frame.

Constructors

Overridden from UMoviePipelineSetting

Name Description

Public function Virtual Const

FText

 

GetDisplayText()

Warning: This gets called on the CDO of the object

Protected function Virtual Const

void

 

GetFilenameFormatArguments

(
    FMoviePipelineFormatArgs& InOutFor...
)

Return Key/Value pairs that you wish to be usable in the Output File Name format string.

Protected function Virtual Const

bool

 

IsValidOnMaster()

Can this configuration setting be added to the master configuration? If not, it will throw an error when trying to add it to the master configuration.

Protected function Virtual Const

bool

 

IsValidOnShots()

Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config.

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