unreal.MoviePipelineOutputSetting

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

Bases: unreal.MoviePipelineSetting

Movie Pipeline Output Setting

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineCore

  • File: MoviePipelineOutputSetting.h

Editor Properties: (see get_editor_property/set_editor_property)

  • auto_version (bool): [Read-Write] Auto Version: If true, version tokens will automatically be incremented with each local render. If false, the custom version number below will be used.

  • custom_end_frame (int32): [Read-Write] Custom End Frame: Used when overriding the playback range. In Display Rate frames. If bUseCustomPlaybackRange is false range will come from Sequence.

  • custom_start_frame (int32): [Read-Write] Custom Start Frame: Used when overriding the playback range. In Display Rate frames. If bUseCustomPlaybackRange is false range will come from Sequence.

  • file_name_format (str): [Read-Write] File Name Format: What format string should the final files use? Can include folder prefixes, and format string ({shot_name}, etc.)

  • flush_disk_writes_per_shot (bool): [Read-Write] Flush Disk Writes Per Shot: 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. This is intentionally not exposed to the user interface as it is only relevant for scripting where scripts may do post-shot callback work.

  • frame_number_offset (int32): [Read-Write] Frame Number Offset: 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. This can be used to offset by a fixed amount to ensure there’s no negative numbers.

  • handle_frame_count (int32): [Read-Write] Handle Frame Count: 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. The inner sequence should have sections long enough to cover this expanded range, otherwise these tracks will not evaluate during handle frames and may produce unexpected results. This can be used to generate handle frames for traditional non linear editing tools.

  • output_directory (DirectoryPath): [Read-Write] Output Directory: What directory should all of our output files be relative to.

  • output_frame_rate (FrameRate): [Read-Write] Output Frame Rate: What frame rate should the output files be exported at? This overrides the Display Rate of the target sequence.

  • output_frame_step (int32): [Read-Write] Output Frame Step: Render every Nth frame. ie: Setting this value to 2 renders every other frame. Game Thread is still evaluated on ‘skipped’ frames for accuracy between renders of different OutputFrameSteps.

  • output_resolution (IntPoint): [Read-Write] Output Resolution: What resolution should our output files be exported at?

  • override_existing_output (bool): [Read-Write] Override Existing Output: If true, output containers should attempt to override any existing files with the same name.

  • use_custom_frame_rate (bool): [Read-Write] Use Custom Frame Rate: Should we use the custom frame rate specified by OutputFrameRate? Otherwise defaults to Sequence frame rate.

  • use_custom_playback_range (bool): [Read-Write] Use Custom Playback Range: If true, override the Playback Range start/end bounds with the bounds specified below.

  • version_number (int32): [Read-Write] Version Number: The value to use for the version token if versions are not automatically incremented.

  • zero_pad_frame_numbers (int32): [Read-Write] Zero Pad Frame Numbers: How many digits should all output frame numbers be padded to? MySequence_1.png -> MySequence_0001.png. Useful for software that struggles to recognize frame ranges when non-padded.

property auto_version

[Read-Write] Auto Version: If true, version tokens will automatically be incremented with each local render. If false, the custom version number below will be used.

Type

(bool)

property custom_end_frame

[Read-Write] Custom End Frame: Used when overriding the playback range. In Display Rate frames. If bUseCustomPlaybackRange is false range will come from Sequence.

Type

(int32)

property custom_start_frame

[Read-Write] Custom Start Frame: Used when overriding the playback range. In Display Rate frames. If bUseCustomPlaybackRange is false range will come from Sequence.

Type

(int32)

property file_name_format

[Read-Write] File Name Format: What format string should the final files use? Can include folder prefixes, and format string ({shot_name}, etc.)

Type

(str)

property flush_disk_writes_per_shot

[Read-Write] Flush Disk Writes Per Shot: 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. This is intentionally not exposed to the user interface as it is only relevant for scripting where scripts may do post-shot callback work.

Type

(bool)

property frame_number_offset

[Read-Write] Frame Number Offset: 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. This can be used to offset by a fixed amount to ensure there’s no negative numbers.

Type

(int32)

property handle_frame_count

[Read-Write] Handle Frame Count: 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. The inner sequence should have sections long enough to cover this expanded range, otherwise these tracks will not evaluate during handle frames and may produce unexpected results. This can be used to generate handle frames for traditional non linear editing tools.

Type

(int32)

property output_directory

[Read-Write] Output Directory: What directory should all of our output files be relative to.

Type

(DirectoryPath)

property output_frame_rate

[Read-Write] Output Frame Rate: What frame rate should the output files be exported at? This overrides the Display Rate of the target sequence.

Type

(FrameRate)

property output_frame_step

[Read-Write] Output Frame Step: Render every Nth frame. ie: Setting this value to 2 renders every other frame. Game Thread is still evaluated on ‘skipped’ frames for accuracy between renders of different OutputFrameSteps.

Type

(int32)

property output_resolution

[Read-Write] Output Resolution: What resolution should our output files be exported at?

Type

(IntPoint)

property override_existing_output

[Read-Write] Override Existing Output: If true, output containers should attempt to override any existing files with the same name.

Type

(bool)

property use_custom_frame_rate

[Read-Write] Use Custom Frame Rate: Should we use the custom frame rate specified by OutputFrameRate? Otherwise defaults to Sequence frame rate.

Type

(bool)

property use_custom_playback_range

[Read-Write] Use Custom Playback Range: If true, override the Playback Range start/end bounds with the bounds specified below.

Type

(bool)

property version_number

[Read-Write] Version Number: The value to use for the version token if versions are not automatically incremented.

Type

(int32)

property zero_pad_frame_numbers

[Read-Write] Zero Pad Frame Numbers: How many digits should all output frame numbers be padded to? MySequence_1.png -> MySequence_0001.png. Useful for software that struggles to recognize frame ranges when non-padded.

Type

(int32)