unreal.MoviePipelineQueueSubsystem

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

Bases: unreal.EditorSubsystem

Movie Pipeline Queue Subsystem

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineEditor

  • File: MoviePipelineQueueSubsystem.h

get_active_executor()MoviePipelineExecutorBase

Returns the active executor (if there is one). This can be used to subscribe to events on an already in-progress render. May be null.

Returns

Return type

MoviePipelineExecutorBase

get_queue()MoviePipelineQueue

Returns the queue of Movie Pipelines that need to be rendered.

Returns

Return type

MoviePipelineQueue

is_rendering()bool

Returns true if there is an active executor working on producing a movie. This could be actively rendering frames, or working on post processing (finalizing file writes, etc.). Use GetActiveExecutor() and query it directly for more information, progress updates, etc.

Returns

Return type

bool

render_queue_with_executor(executor_type)MoviePipelineExecutorBase

Starts processing the current queue with the supplied executor class. This starts an async process which may or may not run in a separate process (or on separate machines), determined by the executor implementation. The executor should report progress for jobs depending on the implementation.

Parameters

executor_type (type(Class)) – A subclass of UMoviePipelineExecutorBase. An instance of this class is created and started.

Returns

A pointer to the instance of the class created. This instance will be kept alive by the Queue Subsystem until it has finished (or been canceled). Register for progress reports and various callbacks on this instance.

Return type

MoviePipelineExecutorBase