unreal.AutomatedLevelSequenceCapture
¶
- class unreal.AutomatedLevelSequenceCapture(outer=None, name='None')¶
Bases:
unreal.MovieSceneCapture
Automated Level Sequence Capture
C++ Source:
Module: MovieSceneTools
File: AutomatedLevelSequenceCapture.h
Editor Properties: (see get_editor_property/set_editor_property)
additional_command_line_arguments
(str): [Read-Write] Additional Command Line Arguments: Additional command line arguments to pass to the external process when capturingaudio_capture_protocol
(MovieSceneAudioCaptureProtocolBase): [Read-Only] Audio Capture Protocolaudio_capture_protocol_type
(SoftClassPath): [Read-Write] Audio Capture Protocol Type: The type of capture protocol to use for audio data. Requires experimental audio mixer (launch editor via with -audiomixer).burn_in_options
(LevelSequenceBurnInOptions): [Read-Write] Burn in Optionsclose_editor_when_capture_starts
(bool): [Read-Write] Close Editor when Capture Starts: When enabled, the editor will shutdown when the capture startscustom_end_frame
(FrameNumber): [Read-Write] Custom End Frame: Frame number to end capturing.custom_start_frame
(FrameNumber): [Read-Write] Custom Start Frame: Frame number to start capturing.delay_before_shot_warm_up
(float): [Read-Write] Delay Before Shot Warm Up: The number of seconds to wait (in real-time) at shot boundaries. Useful for allowing post processing effects to settle down before capturing the animation.delay_before_warm_up
(float): [Read-Write] Delay Before Warm Up: The number of seconds to wait (in real-time) before we start playing back the warm up frames. Useful for allowing post processing effects to settle down before capturing the animation.delay_every_frame
(float): [Read-Write] Delay Every Frame: The number of seconds to wait (in real-time) at every frame. Useful for allowing post processing effects to settle down before capturing the animation.image_capture_protocol
(MovieSceneImageCaptureProtocolBase): [Read-Only] Image Capture Protocol: Capture protocol responsible for actually capturing frame dataimage_capture_protocol_type
(SoftClassPath): [Read-Write] Image Capture Protocol Type: The type of capture protocol to use for image datainherited_command_line_arguments
(str): [Read-Write] Inherited Command Line Arguments: Command line arguments inherited from this processlevel_sequence_asset
(SoftObjectPath): [Read-Write] Level Sequence Asset: A level sequence asset to playback at runtime - used where the level sequence does not already exist in the world.settings
(MovieSceneCaptureSettings): [Read-Write] Settings: Settings that define how to captureshot_name
(str): [Read-Write] Shot Name: Optional shot name to render. The frame range to render will be set to the shot frame range.use_custom_end_frame
(bool): [Read-Write] Use Custom End Frame: When enabled, the EndFrame setting will override the default ending frame numberuse_custom_start_frame
(bool): [Read-Write] Use Custom Start Frame: When enabled, the StartFrame setting will override the default starting frame numberuse_separate_process
(bool): [Read-Write] Use Separate Process: Whether to capture the movie in a separate process or notwarm_up_frame_count
(int32): [Read-Write] Warm Up Frame Count: The number of extra frames to play before the sequence’s start frame, to “warm up” the animation. This is useful if youranimation contains particles or other runtime effects that are spawned into the scene earlier than your capture start frame
write_edit_decision_list
(bool): [Read-Write] Write Edit Decision List: Whether to write edit decision lists (EDLs) if the sequence contains shotswrite_final_cut_pro_xml
(bool): [Read-Write] Write Final Cut Pro XML: Whether to write Final Cut Pro XML files (XMLs) if the sequence contains shots
- property burn_in_options¶
[Read-Write] Burn in Options
- Type
- property custom_end_frame¶
[Read-Write] Custom End Frame: Frame number to end capturing.
- Type
- property custom_start_frame¶
[Read-Write] Custom Start Frame: Frame number to start capturing.
- Type
- property delay_before_shot_warm_up¶
[Read-Write] Delay Before Shot Warm Up: The number of seconds to wait (in real-time) at shot boundaries. Useful for allowing post processing effects to settle down before capturing the animation.
- Type
(float)
- property delay_before_warm_up¶
[Read-Write] Delay Before Warm Up: The number of seconds to wait (in real-time) before we start playing back the warm up frames. Useful for allowing post processing effects to settle down before capturing the animation.
- Type
(float)
- property delay_every_frame¶
[Read-Write] Delay Every Frame: The number of seconds to wait (in real-time) at every frame. Useful for allowing post processing effects to settle down before capturing the animation.
- Type
(float)
- property level_sequence_asset¶
[Read-Write] Level Sequence Asset: A level sequence asset to playback at runtime - used where the level sequence does not already exist in the world.
- Type
- property shot_name¶
[Read-Write] Shot Name: Optional shot name to render. The frame range to render will be set to the shot frame range.
- Type
(str)
- property use_custom_end_frame¶
[Read-Write] Use Custom End Frame: When enabled, the EndFrame setting will override the default ending frame number
- Type
(bool)
- property use_custom_start_frame¶
[Read-Write] Use Custom Start Frame: When enabled, the StartFrame setting will override the default starting frame number
- Type
(bool)
- property warm_up_frame_count¶
[Read-Write] Warm Up Frame Count: The number of extra frames to play before the sequence’s start frame, to “warm up” the animation. This is useful if your
animation contains particles or other runtime effects that are spawned into the scene earlier than your capture start frame
- Type
(int32)