Module |
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Header |
/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineExecutor.h |
Include |
#include "MoviePipelineExecutor.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract)
class UMoviePipelineExecutorBase : public UObject
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.
Name | Description | ||
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TSubclassOf< UM... |
DebugWidgetClass |
Optional widget for feedback during render |
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HTTPResponseRecievedDelegate |
If an HTTP Request has been made and a response returned, the returned response will be broadcast on this event. |
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SocketMessageRecievedDelegate |
If this executor has been configured to connect to a socket, this event will be called each time the socket recieves something. |
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StatusMessage |
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float |
StatusProgress |
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TSubclassOf< UM... |
TargetPipelineClass |
Which Pipeline Class should be created by this Executor. May be null. |
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UserData |
Arbitrary data that can be associated with the executor. |
Name | Description | |
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UMoviePipelineExecutorBase() |
Name | Description | ||
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CancelAllJobs() |
Abort the currently executing job and skip all other jobs. |
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CancelAllJobs_Implementation() |
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CancelCurrentJob() |
Abort the currently executing job. |
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CancelCurrentJob_Implementation() |
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ConnectSocket |
Attempts to connect a socket to the specified host and port. This is a blocking call. |
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DisconnectSocket() |
Disconnects the socket (if currently connected.) |
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Execute ( |
Execute the provided Queue. |
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Execute_Implementation ( |
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GetStatusMessage() |
Get the current status message for this job. |
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GetStatusMessage_Implementation() |
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float |
GetStatusProgress() |
Get the current progress as last set by SetStatusProgress. |
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float |
GetStatusProgress_Implementation() |
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IsAnyJobErrored() |
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IsRendering() |
Report the current state of the executor. |
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IsRendering_Implementation() |
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IsSocketConnected() |
Returns true if the socket is currently connected, false otherwise. |
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OnBeginFrame() |
Called once at the beginning of each engine frame. |
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OnBeginFrame_Implementation() |
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FOnMoviePipe... |
OnExecutorErrored() |
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OnExecutorErroredImpl ( |
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FOnMoviePipe... |
OnExecutorFinished() |
Native C++ event to listen to for when this Executor has finished. |
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OnExecutorFinishedImpl() |
This should be called when the Executor has finished executing all of the things it has been asked to execute. |
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SendHTTPRequest |
Sends a asynchronous HTTP request. |
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SendSocketMessage ( |
Sends a socket message if the socket is currently connected. |
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SetMoviePipelineClass ( |
Specify which MoviePipeline class type should be created by this executor when processing jobs. |
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SetStatusMessage ( |
Set the status of this Executor. |
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SetStatusMessage_Implementation ( |
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SetStatusProgress ( |
Set the progress of this Executor. |
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SetStatusProgress_Implementation ( |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |