UMoviePipelineInProcessExecutorSettings

Copyright Epic Games, Inc. All Rights Reserved.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UDeveloperSettings

UMoviePipelineInProcessExecutorSettings

References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MoviePipelineInProcessExecutorSettings.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=Engine, defaultconfig,
       Meta=(DisplayName="Movie Pipeline New Process"))
class UMoviePipelineInProcessExecutorSettings : public UDeveloperSettings

Remarks

This is the implementation responsible for executing the rendering of multiple movie pipelines after being launched via the command line.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

FString

 

AdditionalCommandLineArguments

A list of additional command line arguments to be appended to the new process startup.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bCloseEditor

If enabled the editor will close itself when a new process is started.

Public variable UProperty Category BlueprintReadOnly Transient, Config visibleanywhere

FString

 

InheritedCommandLineArguments

A list of command line arguments which are inherited from the currently running Editor instance that will be automatically appended to the new process.

Public variable

int32

 

InitialDelayFrameCount

How long should we wait after being initialized to start doing any work? This can be used to work around situations where the game is not fully loaded by the time the pipeline is automatically started and it is important that the game is fully loaded before we do any work (such as evaluating frames for warm-up).

Constructors

Overridden from UDeveloperSettings

Name Description

Public function Virtual Const

FName

 

GetCategoryName()

Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

Public function Virtual Const

FName

 

GetContainerName()

Gets the settings container name for the settings, either Project or Editor

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss