unreal.MoviePipelineExecutorShot

class unreal.MoviePipelineExecutorShot(outer=None, name='None')

Bases: unreal.Object

This class represents a segment of work within the Executor Job. This should be owned by the UMoviePipelineExecutorJob and can be created before the movie pipeline starts to configure some aspects about the segment (such as disabling it). When the movie pipeline starts, it will use the already existing ones, or generate new ones as needed.

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineCore

  • File: MoviePipelineQueue.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enabled (bool): [Read-Write] Enabled: Does the user want to render this shot?

  • inner_name (str): [Read-Write] Inner Name: The name of the camera cut section that this shot represents. Can be empty.

  • outer_name (str): [Read-Write] Outer Name: The name of the shot section that contains this shot. Can be empty.

allocate_new_shot_override_config(config_type) MoviePipelineShotConfig

Allocate New Shot Override Config

Parameters

config_type (type(Class)) –

Return type

MoviePipelineShotConfig

property enabled

[Read-Write] Enabled: Does the user want to render this shot?

Type

(bool)

get_shot_override_configuration() MoviePipelineShotConfig

Get Shot Override Configuration

Return type

MoviePipelineShotConfig

get_shot_override_preset_origin() MoviePipelineShotConfig

Get Shot Override Preset Origin

Return type

MoviePipelineShotConfig

get_status_message() str

Get the current status message for this shot. May be an empty string.

For C++ implementations override virtual FString GetStatusMessage_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def get_status_message(self): return ?

Return type

str

get_status_progress() float

Get the current progress as last set by SetStatusProgress. 0 by default.

For C++ implementations override virtual float GetStatusProgress_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def get_status_progress(self): return ?

Return type

float

property inner_name

[Read-Write] Inner Name: The name of the camera cut section that this shot represents. Can be empty.

Type

(str)

property outer_name

[Read-Write] Outer Name: The name of the shot section that contains this shot. Can be empty.

Type

(str)

set_shot_override_configuration(preset) None

Set Shot Override Configuration

Parameters

preset (MoviePipelineShotConfig) –

set_shot_override_preset_origin(preset) None

Set Shot Override Preset Origin

Parameters

preset (MoviePipelineShotConfig) –

set_status_message(status) None

Set the status of this shot to the given value. This will be shown on the UI if progress is set to a value less than zero. If progress is > 0 then the progress bar will be shown on the UI instead. Progress and Status Message are cosmetic.

For C++ implementations override virtual void SetStatusMessage_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def set_status_message(self, inStatus):

Parameters

status (str) – The status message you wish the executor to have.

set_status_progress(progress) None

Set the progress of this shot to the given value. If a positive value is provided the UI will show the progress bar, while a negative value will make the UI show the status message instead. Progress and Status Message are cosmetic and dependent on the executor to update. Similar to the UMoviePipelineExecutor::SetStatusProgress function, but at a per-job level basis instead.

For C++ implementations override virtual void SetStatusProgress_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def set_status_progress(self, inStatus):

Parameters

progress (float) – The progress (0-1 range) the executor should have.

should_render() bool

Returns whether this should should be rendered

Return type

bool