UMoviePipelineAntiAliasingSetting

Copyright Epic Games, Inc. All Rights Reserved.

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UMoviePipelineSetting

UMoviePipelineAntiAliasingSetting

References

Module

MovieRenderPipelineCore

Header

/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineAntiAliasingSetting.h

Include

#include "MoviePipelineAntiAliasingSetting.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable)
class UMoviePipelineAntiAliasingSetting : public UMoviePipelineSetting

Remarks

Copyright Epic Games, Inc. All Rights Reserved.

Variables

Name Description

Public variable

float

 

AccumulationGamma

For advanced users, the gamma space to apply accumulation in.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

TEnumAsByte< EA...

 

AntiAliasingMethod

If we are overriding the AA method, what do we use? None will turn off anti-aliasing.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bOverrideAntiAliasing

Should we override the Project's anti-aliasing setting during a movie render? This can be useful to have TAA on during normal work in the editor but force it off for high quality renders /w many spatial samples.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bRenderWarmUpFrames

Should we submit the warm-up frames to the GPU? Generally you want this disabled (as it is more performant), but some systems (such as gpu particles) need to be rendered to actually perform their warm-up.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bUseCameraCutForWarmUp

Should we use the excess in the camera cut track to determine engine warmup? When disabled, the sequence is evaluated once at the first frame and then waits there for EngineWarmUpCount many frames.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite

int32

 

EngineWarmUpCount

The number of frames at the start of each shot that the engine will run without rendering.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite

int32

 

RenderWarmUpCount

The number of frames at the start of each shot that the engine will render and then discard.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

SpatialSampleCount

How many frames should we accumulate together before contributing to one overall sample.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

TemporalSampleCount

The number of frames we should combine together to produce each output frame.

Constructors

Overridden from UMoviePipelineSetting

Name Description

Public function Virtual Const

FText

 

GetDisplayText()

Warning: This gets called on the CDO of the object

Protected function Virtual Const

void

 

GetFormatArguments

(
    FMoviePipelineFormatArgs& InOutFor...
)

Return Key/Value pairs that you wish to be usable in the Output File Name format string or file metadata.

Protected function Virtual Const

bool

 

IsValidOnMaster()

Can this configuration setting be added to the master configuration? If not, it will throw an error when trying to add it to the master configuration.

Protected function Virtual Const

bool

 

IsValidOnShots()

Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config.

Protected function Virtual

void

 

ValidateStateImpl()

Attempt to validate the configuration the user has chosen for this setting.

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