UMoviePipelineEditorBlueprintLibrary

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UBlueprintFunctionLibrary

UMoviePipelineEditorBlueprintLibrary

References

Module

MovieRenderPipelineEditor

Header

/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineEditor/Public/MoviePipelineEditorBlueprintLibrary.h

Include

#include "MoviePipelineEditorBlueprintLibrary.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(ScriptName="MoviePipelineEditorLibrary"))
class UMoviePipelineEditorBlueprintLibrary : public UBlueprintFunctionLibrary

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category

FString

 

ConvertManifestFileToString

(
    const FString& InManifestFilePath
)

Loads the specified manifest file and converts it into an FString to be embedded with HTTP REST requests.

Public function Static UFunction BlueprintCallable, Category

UMoviePipeli...

 

CreateJobFromSequence

(
    UMoviePipelineQueue* InPipelin...,
    const ULevelSequence* InSequen...
)

Create a job from a level sequence.

Public function Static

void

 

EnsureJobHasDefaultSettings

(
    UMoviePipelineExecutorJob* InJ...
)

Ensure the job has the settings specified by the project settings added.

Public function Static UFunction BlueprintCallable, Category

bool

 

ExportConfigToAsset

(
    const UMoviePipelineMasterConfig&#...,
    const FString& InPackagePath,
    const FString& InFileName,
    const bool bInSaveAsset,
    UMoviePipelineMasterConfig*& O...,
    FText& OutErrorReason
)

Public function Static UFunction BlueprintPure, Category

bool

 

IsMapValidForRemoteRender

(
    const TArray< UMoviePipelineExecuto...
)

Checks to see if any of the Jobs try to point to maps that wouldn't be valid on a remote render (ie: unsaved maps)

Public function Static UFunction BlueprintCallable, Category

UMoviePipeli...

 

SaveQueueToManifestFile

(
    UMoviePipelineQueue* InPipelin...,
    FString& OutManifestFilePath
)

Take the specified Queue, duplicate it and write it to disk in the ../Saved/MovieRenderPipeline/ folder.

Public function Static UFunction BlueprintCallable, Category

void

 

WarnUserOfUnsavedMap()

Pop a dialog box that specifies that they cannot render due to never saved map.

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