UMoviePipelineExecutorBase

A Movie Pipeline Executor is responsible for executing an array of Movie Pipelines, and (optionally) reporting progress back for the movie pipelines.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MoviePipelineExecutor.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract)
class UMoviePipelineExecutorBase : public UObject

Remarks

A Movie Pipeline Executor is responsible for executing an array of Movie Pipelines, and (optionally) reporting progress back for the movie pipelines. The entire array is passed at once to allow the implementations to choose how to split up the work. By default we provide a local execution (UMoviePipelineLocalExecutor) which works on them serially, but you can create an implementation of this class, change the default in the Project Settings and use your own distribution logic. For example, you may want to distribute the work to multiple computers over a network, which may involve running command line options on each machine to sync the latest content from the project before the execution starts.

Variables

Name Description

Public variable UProperty Category BlueprintReadWrite

TSubclassOf< UM...

 

DebugWidgetClass

Optional widget for feedback during render

Protected variable UProperty Category BlueprintAssignable

FMoviePipelineH...

 

HTTPResponseRecievedDelegate

If an HTTP Request has been made and a response returned, the returned response will be broadcast on this event.

Protected variable UProperty Category BlueprintAssignable

FMoviePipelineS...

 

SocketMessageRecievedDelegate

If this executor has been configured to connect to a socket, this event will be called each time the socket recieves something.

Protected variable

FString

 

StatusMessage

Protected variable

float

 

StatusProgress

Protected variable UProperty Category BlueprintReadWrite

TSubclassOf< UM...

 

TargetPipelineClass

Which Pipeline Class should be created by this Executor. May be null.

Public variable UProperty Category BlueprintReadWrite

FString

 

UserData

Arbitrary data that can be associated with the executor.

Constructors

Name Description

Public function

UMoviePipelineExecutorBase()

Functions

Name Description

Public function UFunction BlueprintCallable, Category blueprintnativeevent

void

 

CancelAllJobs()

Abort the currently executing job and skip all other jobs.

Protected function Virtual

void

 

CancelAllJobs_Implementation()

Public function UFunction BlueprintCallable, Category blueprintnativeevent

void

 

CancelCurrentJob()

Abort the currently executing job.

Protected function Virtual

void

 

CancelCurrentJob_Implementation()

Protected function UFunction BlueprintCallable, Category

bool

 

ConnectSocket

(
    const FString& InHostName,
    const int32 InPort
)

Attempts to connect a socket to the specified host and port. This is a blocking call.

Protected function UFunction BlueprintCallable, Category

void

 

DisconnectSocket()

Disconnects the socket (if currently connected.)

Public function UFunction BlueprintCallable, Category blueprintnativeevent

void

 

Execute

(
    UMoviePipelineQueue* InPipelin...
)

Execute the provided Queue.

Protected function Virtual

void

 

Execute_Implementation

(
    UMoviePipelineQueue* InPipelin...
)

Public function Const UFunction BlueprintPure, Category blueprintnativeevent

FString

 

GetStatusMessage()

Get the current status message for this job.

Protected function Virtual Const

FString

 

GetStatusMessage_Implementation()

Public function Const UFunction BlueprintPure, Category blueprintnativeevent

float

 

GetStatusProgress()

Get the current progress as last set by SetStatusProgress.

Protected function Virtual Const

float

 

GetStatusProgress_Implementation()

Protected function Const

bool

 

IsAnyJobErrored()

Public function Const UFunction BlueprintPure, Category blueprintnativeevent

bool

 

IsRendering()

Report the current state of the executor.

Protected function Virtual Const

bool

 

IsRendering_Implementation()

Protected function Const UFunction BlueprintPure, Category

bool

 

IsSocketConnected()

Returns true if the socket is currently connected, false otherwise.

Public function UFunction Category blueprintnativeevent

void

 

OnBeginFrame()

Called once at the beginning of each engine frame.

Protected function Virtual

void

 

OnBeginFrame_Implementation()

Public function

FOnMoviePipe...

 

OnExecutorErrored()

Protected function Virtual UFunction BlueprintCallable, Category

void

 

OnExecutorErroredImpl

(
    UMoviePipeline* ErroredPipelin...,
    bool bFatal,
    FText ErrorReason
)

Public function

FOnMoviePipe...

 

OnExecutorFinished()

Native C++ event to listen to for when this Executor has finished.

Protected function Virtual UFunction BlueprintCallable, Category

void

 

OnExecutorFinishedImpl()

This should be called when the Executor has finished executing all of the things it has been asked to execute.

Protected function UFunction BlueprintCallable, Category

int32

 

SendHTTPRequest

(
    const FString& InURL,
    const FString& InVerb,
    const FString& InMessage,
    const TMap< FString, FString >& In...
)

Sends a asynchronous HTTP request.

Protected function UFunction BlueprintCallable, Category

bool

 

SendSocketMessage

(
    const FString& InMessage
)

Sends a socket message if the socket is currently connected.

Public function UFunction BlueprintCallable, Category

void

 

SetMoviePipelineClass

(
    UClass* InPipelineClass
)

Specify which MoviePipeline class type should be created by this executor when processing jobs.

Public function UFunction BlueprintCallable, Category blueprintnativeevent

void

 

SetStatusMessage

(
    const FString& InStatus
)

Set the status of this Executor.

Protected function Virtual

void

 

SetStatusMessage_Implementation

(
    const FString& InMessage
)

Public function UFunction BlueprintCallable, Category blueprintnativeevent

void

 

SetStatusProgress

(
    const float InProgress
)

Set the progress of this Executor.

Protected function Virtual

void

 

SetStatusProgress_Implementation

(
    const float InProgress
)

Overridden from UObject

Name Description

Protected function Virtual

void

 

BeginDestroy()

Called before destroying the object.

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