UMoviePipelineDebugSettings

Copyright Epic Games, Inc. All Rights Reserved.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MoviePipelineDebugSettings.h"

Syntax

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

Remarks

Copyright Epic Games, Inc. All Rights Reserved.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bCaptureFramesWithRenderDoc

If true, automatically trigger RenderDoc to capture rendering information for frames from CaptureStartFrame to CaptureEndFrame, inclusive

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bWriteAllSamples

If true, we will write all samples that get generated to disk individually.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int32

 

CaptureFrame

Used when capturing rendering information with RenderDoc. In Display Rate frames.

Constructors

Functions

Name Description

Public function Const

bool

 

IsRenderDocEnabled()

Returns true if both the RenderCapture modular feature is available and the user has enabled capturing with RenderDoc

Overridden from UMoviePipelineSetting

Name Description

Public function Virtual Const

bool

 

CanBeDisabled()

Can this setting be disabled? UI only.

Public function Virtual Const

FText

 

GetDisplayText()

Warning: This gets called on the CDO of the object

Public function Virtual Const

FText

 

GetFooterText

(
    UMoviePipelineExecutorJob* InJ...
)

Return a string to show in the footer of the details panel.

Public 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.

Public 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.

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

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