UMoviePipelineExecutorShot

This class represents a segment of work within the Executor Job.

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MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UMoviePipelineExecutorShot

References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MoviePipelineQueue.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class UMoviePipelineExecutorShot : public UObject

Remarks

This class represents a segment of work within the Executor Job. This should be owned by the UMoviePipelineExecutorJob and can be created before the movie pipeline starts to configure some aspects about the segment (such as disabling it). When the movie pipeline starts, it will use the already existing ones, or generate new ones as needed.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bEnabled

Does the user want to render this shot?

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FString

 

InnerName

The name of the camera cut section that this shot represents. Can be empty.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FString

 

OuterName

The name of the shot section that contains this shot. Can be empty.

Protected variable UProperty Transient

float

 

Progress

Public variable

FMoviePipelineC...

 

ShotInfo

Transient information used by the active Movie Pipeline working on this shot.

Protected variable UProperty Transient

FString

 

StatusMessage

Constructors

Name Description

Public function

UMoviePipelineExecutorShot()

Functions

Name Description

Public function UFunction BlueprintCallable, Category, Meta

UMoviePipeli...

 

AllocateNewShotOverrideConfig

Public function Const UFunction BlueprintPure, Category

UMoviePipeli...

 

GetShotOverrideConfiguration()

Public function Const UFunction BlueprintPure, Category

UMoviePipeli...

 

GetShotOverridePresetOrigin()

Public function Const UFunction BlueprintPure, Category blueprintnativeevent

FString

 

GetStatusMessage()

Get the current status message for this shot.

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()

Public function UFunction BlueprintCallable, Category

void

 

SetShotOverrideConfiguration

(
    UMoviePipelineShotConfig* InPr...
)

Public function UFunction BlueprintCallable, Category

void

 

SetShotOverridePresetOrigin

(
    UMoviePipelineShotConfig* InPr...
)

Public function UFunction BlueprintCallable, Category blueprintnativeevent

void

 

SetStatusMessage

(
    const FString& InStatus
)

Set the status of this shot to the given value.

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 shot to the given value.

Protected function Virtual

void

 

SetStatusProgress_Implementation

(
    const float InProgress
)

Public function Const UFunction BlueprintPure, Category

bool

 

ShouldRender()

Returns whether this should should be rendered

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