| UObjectBase
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Module |
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Header |
/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineEditor/Public/MoviePipelinePIEExecutor.h |
Include |
#include "MoviePipelinePIEExecutor.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable)
class UMoviePipelinePIEExecutor : public UMoviePipelineLinearExecutorBase
This is the implementation responsible for executing the rendering of multiple movie pipelines in the currently running Editor process. This involves launching a Play in Editor session for each Movie Pipeline to process.
Name | Description | |
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UMoviePipelinePIEExecutor() |
Name | Description | ||
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OnIndividualJobFinishedImpl ( |
This should be called after PIE has been shut down for an individual job and it is generally safer to make modifications to the editor world. |
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FMoviePipeli... |
OnIndividualJobWorkFinished() |
Native C++ event to listen to for when an individual job has been finished. |
|
FMoviePipeli... |
OnIndividualShotWorkFinished() |
Native C++ event to listen to for when an individual shot has been finished. |
Name | Description | ||
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Start ( |
Name | Description | ||
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FOnMoviePipe... |
OnIndividualJobFinished() |
Use OnIndividualJobWorkFinished() instead. |