unreal.MoviePipelineOutputSetting
¶
-
class
unreal.
MoviePipelineOutputSetting
(outer=None, name='None')¶ Bases:
unreal.MoviePipelineSetting
Movie Pipeline Output Setting
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MoviePipelineOutputSetting.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_version
(bool): [Read-Write] If true, version tokens will automatically be incremented with each local render. If false, the custom version number below will be used.custom_end_frame
(int32): [Read-Write] Used when overriding the playback range. In Display Rate frames. If bUseCustomPlaybackRange is false range will come from Sequence.custom_start_frame
(int32): [Read-Write] Used when overriding the playback range. In Display Rate frames. If bUseCustomPlaybackRange is false range will come from Sequence.file_name_format
(str): [Read-Write] What format string should the final files use? Can include folder prefixes, and format string ({shot_name}, etc.)frame_number_offset
(int32): [Read-Write] How many frames should we offset the output frame number by? This is useful when using handle frames on Sequences that start at frame 0, as the output would start in negative numbers. This can be used to offset by a fixed amount to ensure there’s no negative numbers.handle_frame_count
(int32): [Read-Write] Top level shot track sections will automatically be expanded by this many frames in both directions, and the resulting additional time will be rendered as part of that shot. The inner sequence should have sections long enough to cover this expanded range, otherwise these tracks will not evaluate during handle frames and may produce unexpected results. This can be used to generate handle frames for traditional non linear editing tools.output_directory
(DirectoryPath): [Read-Write] What directory should all of our output files be relative to.output_frame_rate
(FrameRate): [Read-Write] What frame rate should the output files be exported at? This overrides the Display Rate of the target sequence.output_frame_step
(int32): [Read-Write] Render every Nth frame. ie: Setting this value to 2 renders every other frame. Game Thread is still evaluated on ‘skipped’ frames for accuracy between renders of different OutputFrameSteps.output_resolution
(IntPoint): [Read-Write] What resolution should our output files be exported at?override_existing_output
(bool): [Read-Write] If true, output containers should attempt to override any existing files with the same name.use_custom_frame_rate
(bool): [Read-Write] Should we use the custom frame rate specified by OutputFrameRate? Otherwise defaults to Sequence frame rate.use_custom_playback_range
(bool): [Read-Write] If true, override the Playback Range start/end bounds with the bounds specified below.version_number
(int32): [Read-Write] The value to use for the version token if versions are not automatically incremented.zero_pad_frame_numbers
(int32): [Read-Write] How many digits should all output frame numbers be padded to? MySequence_1.png -> MySequence_0001.png. Useful for software that struggles to recognize frame ranges when non-padded.
-
property
auto_version
¶ [Read-Write] If true, version tokens will automatically be incremented with each local render. If false, the custom version number below will be used.
- Type
(bool)
-
property
custom_end_frame
¶ [Read-Write] Used when overriding the playback range. In Display Rate frames. If bUseCustomPlaybackRange is false range will come from Sequence.
- Type
(int32)
-
property
custom_start_frame
¶ [Read-Write] Used when overriding the playback range. In Display Rate frames. If bUseCustomPlaybackRange is false range will come from Sequence.
- Type
(int32)
-
property
file_name_format
¶ [Read-Write] What format string should the final files use? Can include folder prefixes, and format string ({shot_name}, etc.)
- Type
(str)
-
property
frame_number_offset
¶ [Read-Write] How many frames should we offset the output frame number by? This is useful when using handle frames on Sequences that start at frame 0, as the output would start in negative numbers. This can be used to offset by a fixed amount to ensure there’s no negative numbers.
- Type
(int32)
-
property
handle_frame_count
¶ [Read-Write] Top level shot track sections will automatically be expanded by this many frames in both directions, and the resulting additional time will be rendered as part of that shot. The inner sequence should have sections long enough to cover this expanded range, otherwise these tracks will not evaluate during handle frames and may produce unexpected results. This can be used to generate handle frames for traditional non linear editing tools.
- Type
(int32)
-
property
output_directory
¶ [Read-Write] What directory should all of our output files be relative to.
- Type
-
property
output_frame_rate
¶ [Read-Write] What frame rate should the output files be exported at? This overrides the Display Rate of the target sequence.
- Type
-
property
output_frame_step
¶ Setting this value to 2 renders every other frame. Game Thread is still evaluated on ‘skipped’ frames for accuracy between renders of different OutputFrameSteps.
- Type
(int32)
- Type
[Read-Write] Render every Nth frame. ie
-
property
output_resolution
¶ [Read-Write] What resolution should our output files be exported at?
- Type
(IntPoint)
-
property
override_existing_output
¶ [Read-Write] If true, output containers should attempt to override any existing files with the same name.
- Type
(bool)
-
property
use_custom_frame_rate
¶ [Read-Write] Should we use the custom frame rate specified by OutputFrameRate? Otherwise defaults to Sequence frame rate.
- Type
(bool)
-
property
use_custom_playback_range
¶ [Read-Write] If true, override the Playback Range start/end bounds with the bounds specified below.
- Type
(bool)
-
property
version_number
¶ [Read-Write] The value to use for the version token if versions are not automatically incremented.
- Type
(int32)
-
property
zero_pad_frame_numbers
¶ [Read-Write] How many digits should all output frame numbers be padded to? MySequence_1.png -> MySequence_0001.png. Useful for software that struggles to recognize frame ranges when non-padded.
- Type
(int32)