UMoviePipelineLinearExecutorBase

This is an abstract base class designed for executing an array of movie pipelines in linear fashion.

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MacOS
Linux

Inheritance Hierarchy

References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MoviePipelineLinearExecutor.h"

Syntax

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

Remarks

This is an abstract base class designed for executing an array of movie pipelines in linear fashion. It is generally the case that you only want to execute one at a time on a local machine and a different executor approach should be taken for a render farm that distributes out jobs to many different machines.

Variables

Name Description

Protected variable UProperty Transient

UMoviePipeline ...

 

ActiveMoviePipeline

A Movie Pipeline that has been spawned and is running (if any)

Protected variable

bool

 

bIsRendering

Have we actually successfully started a render?

Protected variable

int32

 

CurrentPipelineIndex

Which Pipeline Config are we currently working on.

Protected variable UProperty Transient

UMoviePipelineQ...

 

Queue

List of Pipeline Configs we've been asked to execute.

Constructors

Functions

Name Description

Protected function Virtual

FText

 

GetWindowTitle()

Public function Virtual

void

 

OnIndividualPipelineFinished

(
    UMoviePipeline*
)

Public function Virtual

void

 

OnPipelineErrored

(
    UMoviePipeline* InPipeline,
    bool bIsFatal,
    FText ErrorText
)

Protected function Virtual

void

 

Start

(
    const UMoviePipelineExecutorJob...
)

Protected function Virtual

void

 

StartPipelineByIndex

(
    int32 InPipelineIndex
)

Overridden from UMoviePipelineExecutorBase

Name Description

Protected function Virtual

void

 

ExecuteImpl

(
    UMoviePipelineQueue* InPipelin...
)

Protected function Virtual Const

bool

 

IsRenderingImpl()

Public function Virtual

void

 

OnExecutorFinishedImpl()

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

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