UMoviePipelineOutputSetting

Copyright Epic Games, Inc. All Rights Reserved.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

MovieRenderPipelineCore

Header

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

Include

#include "MoviePipelineOutputSetting.h"

Syntax

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

Remarks

Copyright Epic Games, Inc. All Rights Reserved.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bAutoVersion

If true, version tokens will automatically be incremented with each local render.

Public variable

bool

 

bFlushDiskWritesPerShot

If true, the game thread will stall at the end of each shot to flush the rendering queue, and then flush any outstanding writes to disk, finalizing any outstanding videos and generally completing the work.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bOverrideExistingOutput

If true, output containers should attempt to override any existing files with the same name.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bUseCustomFrameRate

Should we use the custom frame rate specified by OutputFrameRate? Otherwise defaults to Sequence frame rate.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bUseCustomPlaybackRange

If true, override the Playback Range start/end bounds with the bounds specified below.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

CustomEndFrame

Used when overriding the playback range.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

CustomStartFrame

Used when overriding the playback range.

Public variable

int32

 

DEBUG_OutputFrameStepOffset

Experimental way to interleave renders between multiple computers.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FString

 

FileNameFormat

What format string should the final files use? Can include folder prefixes, and format string ({shot_name}, etc.)

Public variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadWrite

int32

 

FrameNumberOffset

How many frames should we offset the output frame number by? This is useful when using handle frames on Sequences that start at frame 0, as the output would start in negative numbers.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

HandleFrameCount

Top level shot track sections will automatically be expanded by this many frames in both directions, and the resulting additional time will be rendered as part of that shot.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FDirectoryPath

 

OutputDirectory

What directory should all of our output files be relative to.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FFrameRate

 

OutputFrameRate

What frame rate should the output files be exported at? This overrides the Display Rate of the target sequence.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

OutputFrameStep

Render every Nth frame.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FIntPoint

 

OutputResolution

What resolution should our output files be exported at?

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

VersionNumber

The value to use for the version token if versions are not automatically incremented.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite

int32

 

ZeroPadFrameNumbers

How many digits should all output frame numbers be padded to? MySequence_1.png -> MySequence_0001.png.

Constructors

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

void

 

GetFormatArguments

(
    FMoviePipelineFormatArgs& InOutFor...
)

Return Key/Value pairs that you wish to be usable in the Output File Name format string or file metadata.

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.

Public function Virtual

void

 

SetupForPipelineImpl

(
    UMoviePipeline* InPipeline
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

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