unreal.UserDefinedCaptureProtocol
¶
-
class
unreal.
UserDefinedCaptureProtocol
(outer=None, name='None')¶ Bases:
unreal.MovieSceneImageCaptureProtocolBase
A blueprintable capture protocol that defines how to capture frames from the engine
C++ Source:
Module: MovieSceneCapture
File: UserDefinedCaptureProtocol.h
Editor Properties: (see get_editor_property/set_editor_property)
world
(World): [Read-Write] World pointer assigned on Setup
-
generate_filename
(frame_metrics) → str¶ Generate a filename for the current frame
- Parameters
frame_metrics (FrameMetrics) –
- Returns
- Return type
-
get_current_frame_metrics
() → FrameMetrics¶ Access this protocol’s current frame metrics
- Returns
- Return type
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on_begin_finalize
() → None¶ Called when this protocol is going to be shut down - should not capture any more frames
-
on_can_finalize
() → bool¶ Called to check whether this protocol has finished any pending tasks, and can now be shut down
- Returns
- Return type
-
on_pixels_received
(pixels, id, frame_metrics) → None¶ Called when pixels have been received for the specified stream name
- Parameters
pixels (CapturedPixels) –
id (CapturedPixelsID) –
frame_metrics (FrameMetrics) –
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on_pre_tick
() → None¶ Called before the capture process itself is ticked, before each frame is set up for capture Useful for any pre-frame set up or resetting the previous frame’s state
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on_setup
() → bool¶ Called once at the start of the capture process, but before any warmup frames
- Returns
true if this protocol set up successfully, false otherwise
- Return type
-
on_tick
() → None¶ Called after the capture process itself is ticked, after the frame is set up for capture, but before most actors have ticked
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on_warm_up
() → None¶ Called when the capture process is warming up. Protocols may transition from either an initialized, or capturing state to warm-up
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resolve_buffer
(buffer, buffer_id) → None¶ Resolve the specified buffer and pass it directly to the specified handler when done (does not pass to any bound streams)
- Parameters
buffer (Texture) – The desired buffer to save *
buffer_id (CapturedPixelsID) – The ID of this buffer that is passed to the pixel handler (e.g. a composition pass name).
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start_capturing_final_pixels
(stream_id) → None¶ Instruct this protocol to start capturing LDR final pixels (including slate widgets and burn-ins)
- Parameters
stream_id (CapturedPixelsID) – The identifier to use for the final pixels buffer