UMoviePipelineExecutorBase

A Movie Pipeline Executor is responsible for executing an array of Movie Pipelines, and (optionally) reporting progress back for the movie pipelines.

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Linux

Inheritance Hierarchy

References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MoviePipelineExecutor.h"

Syntax

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

Remarks

A Movie Pipeline Executor is responsible for executing an array of Movie Pipelines, and (optionally) reporting progress back for the movie pipelines. The entire array is passed at once to allow the implementations to choose how to split up the work. By default we provide a local execution (UMoviePipelineLocalExecutor) which works on them serially, but you can create an implementation of this class, change the default in the Project Settings and use your own distribution logic. For example, you may want to distribute the work to multiple computers over a network, which may involve running command line options on each machine to sync the latest content from the project before the execution starts.

Variables

Name Description

Protected variable

TSubclassOf< UM...

 

TargetPipelineClass

Which Pipeline Class should be created by this Executor. May be null.

Constructors

Name Description

Public function

UMoviePipelineExecutorBase()

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

Execute

(
    UMoviePipelineQueue* InPipelin...
)

Protected function Virtual

void

 

ExecuteImpl

(
    UMoviePipelineQueue* InPipelin...
)

Public function Const

bool

 

IsRendering()

Protected function Virtual Const

bool

 

IsRenderingImpl()

Public function

FOnMoviePipe...

 

OnExecutorErrored()

Protected function Virtual

void

 

OnExecutorErroredImpl

(
    UMoviePipeline* ErroredPipelin...,
    bool bFatal,
    FText ErrorReason
)

Public function

FOnMoviePipe...

 

OnExecutorFinished()

Protected function Virtual

void

 

OnExecutorFinishedImpl()

This should be called when the Executor has finished executing all of the things it has been asked to execute.

Public function

void

 

SetMoviePipelineClass

(
    UClass* InPipelineClass
)

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