unreal.MoviePipelineEditorLibrary

class unreal.MoviePipelineEditorLibrary(outer=None, name='None')

Bases: unreal.BlueprintFunctionLibrary

Movie Pipeline Editor Blueprint Library

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineEditor

  • File: MoviePipelineEditorBlueprintLibrary.h

classmethod convert_manifest_file_to_string(manifest_file_path)str

Loads the specified manifest file and converts it into an FString to be embedded with HTTP REST requests. Use in combination with SaveQueueToManifestFile.

Parameters

manifest_file_path (str) –

Returns

Return type

str

classmethod export_config_to_asset(config, package_path, file_name, save_asset) → (out_asset=MoviePipelineMasterConfig, out_error_reason=Text) or None

Export Config to Asset

Parameters
Returns

out_asset (MoviePipelineMasterConfig):

out_error_reason (Text):

Return type

tuple or None

classmethod is_map_valid_for_remote_render(jobs)bool

Checks to see if any of the Jobs try to point to maps that wouldn’t be valid on a remote render (ie: unsaved maps)

Parameters

jobs (Array(MoviePipelineExecutorJob)) –

Returns

Return type

bool

classmethod save_queue_to_manifest_file(pipeline_queue) -> (MoviePipelineQueue, out_manifest_file_path=str)

Take the specified Queue, duplicate it and write it to disk in the ../Saved/MovieRenderPipeline/ folder. Returns the duplicated queue.

Parameters

pipeline_queue (MoviePipelineQueue) –

Returns

out_manifest_file_path (str):

Return type

str

classmethod warn_user_of_unsaved_map()None

Pop a dialog box that specifies that they cannot render due to never saved map. Only shows OK button.