| UObjectBase
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Module |
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Header |
/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineLinearExecutor.h |
Include |
#include "MoviePipelineLinearExecutor.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract)
class UMoviePipelineLinearExecutorBase : public UMoviePipelineExecutorBase
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.
Name | Description | ||
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UMoviePipeline ... |
ActiveMoviePipeline |
A Movie Pipeline that has been spawned and is running (if any) |
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bIsRendering |
Have we actually successfully started a render? |
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CurrentPipelineIndex |
Which Pipeline Config are we currently working on. |
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Queue |
List of Pipeline Configs we've been asked to execute. |
Name | Description | |
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UMoviePipelineLinearExecutorBase() |
Name | Description | ||
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GetWindowTitle() |
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OnIndividualPipelineFinished ( |
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OnPipelineErrored ( |
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Start ( |
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StartPipelineByIndex ( |
Name | Description | ||
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ExecuteImpl ( |
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IsRenderingImpl() |
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OnExecutorFinishedImpl() |
This should be called when the Executor has finished executing all of the things it has been asked to execute. |