unreal.MovieSceneCaptureSettings
¶
- class unreal.MovieSceneCaptureSettings(output_directory=['..\\..\\Documentation\\Extras\\API\\Build\\Saved\\VideoCaptures\\'], game_mode_override=None, output_format='{world}', overwrite_existing=False, use_relative_frame_numbers=False, handle_frames=0, movie_extension='.avi', zero_pad_frame_numbers=4, frame_rate=[24, 1], use_custom_frame_rate=False, custom_frame_rate=[24, 1], resolution=[1280, 720], enable_texture_streaming=False, cinematic_engine_scalability=True, cinematic_mode=True, allow_movement=False, allow_turning=False, show_player=False, show_hud=False, use_path_tracer=False, path_tracer_sample_per_pixel=16)¶
Bases:
unreal.StructBase
Common movie-scene capture settings
C++ Source:
Module: MovieSceneCapture
File: MovieSceneCaptureSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_movement
(bool): [Read-Write] Allow Movement: Whether to allow player movement whilst capturingallow_turning
(bool): [Read-Write] Allow Turning: Whether to allow player rotation whilst capturingcinematic_engine_scalability
(bool): [Read-Write] Cinematic Engine Scalability: Whether to enable cinematic engine scalability settingscinematic_mode
(bool): [Read-Write] Cinematic Mode: Whether to enable cinematic mode whilst capturingcustom_frame_rate
(FrameRate): [Read-Write] Custom Frame Rate: The custom frame rate at which to capture if “Use Custom Frame Rate” is enabledenable_texture_streaming
(bool): [Read-Write] Enable Texture Streaming: Whether to texture streaming should be enabled while capturing. Turning off texture streaming may cause much more memory to be used, but also reduces the chance of blurry textures in your captured video.frame_rate
(FrameRate): [Read-Only] Frame Rate: The sequence’s frame rate at which to capture if “Use Custom Frame Rate” is not enabledgame_mode_override
(type(Class)): [Read-Write] Game Mode Override: Optional game mode to override the map’s default game mode with. This can be useful if the game’s normal mode displays UI elements or loading screens that you don’t want captured.handle_frames
(int32): [Read-Write] Handle Frames: Number of frame handles to include for each shotmovie_extension
(str): [Read-Write] Movie Extension: Filename extension for movies referenced in the XMLs/EDLsoutput_directory
(DirectoryPath): [Read-Write] Output Directory: The directory to output the captured file(s) inoutput_format
(str): [Read-Write] Output Format: The format to use for the resulting filename. Extension will be added automatically. Any tokens of the form {token} will be replaced with the corresponding value: {fps} - The captured framerate {frame} - The current frame number (only relevant for image sequences) {width} - The width of the captured frames {height} - The height of the captured frames {world} - The name of the current world {quality} - The image compression quality setting {material} - The material/render pass {shot} - The name of the level sequence asset shot being played {sequence} - The name of the level sequence asset (ie. master) being played {camera} - The name of the current camera {date} - The date in the format of {year}.{month}.{day} {year} - The current year {month} - The current month {day} - The current day {time} - The current time in the format of hours.minutes.secondsoverwrite_existing
(bool): [Read-Write] Overwrite Existing: Whether to overwrite existing files or notpath_tracer_sample_per_pixel
(int32): [Read-Write] Path Tracer Sample Per Pixel: Number of sampler per pixel to be used when rendering the scene with the path tracer (if supported)resolution
(CaptureResolution): [Read-Write] Resolution: The resolution at which to captureshow_hud
(bool): [Read-Write] Show HUD: Whether to show the in-game HUD whilst capturingshow_player
(bool): [Read-Write] Show Player: Whether to show the local player whilst capturinguse_custom_frame_rate
(bool): [Read-Write] Use Custom Frame Rate: Specify using the custom frame rate as opposed to the sequence’s display rateuse_path_tracer
(bool): [Read-Write] Use Path Tracer: Whether to use the path tracer (if supported) to render the sceneuse_relative_frame_numbers
(bool): [Read-Write] Use Relative Frame Numbers: True if frame numbers in the output files should be relative to zero, rather than the actual frame numbers in the originating animation content.zero_pad_frame_numbers
(uint8): [Read-Write] Zero Pad Frame Numbers: How much to zero-pad frame numbers on filenames
- property allow_movement¶
[Read-Write] Allow Movement: Whether to allow player movement whilst capturing
- Type
(bool)
- property allow_turning¶
[Read-Write] Allow Turning: Whether to allow player rotation whilst capturing
- Type
(bool)
- property cinematic_engine_scalability¶
[Read-Write] Cinematic Engine Scalability: Whether to enable cinematic engine scalability settings
- Type
(bool)
- property cinematic_mode¶
[Read-Write] Cinematic Mode: Whether to enable cinematic mode whilst capturing
- Type
(bool)
- property custom_frame_rate¶
[Read-Write] Custom Frame Rate: The custom frame rate at which to capture if “Use Custom Frame Rate” is enabled
- Type
- property enable_texture_streaming¶
[Read-Write] Enable Texture Streaming: Whether to texture streaming should be enabled while capturing. Turning off texture streaming may cause much more memory to be used, but also reduces the chance of blurry textures in your captured video.
- Type
(bool)
- property frame_rate¶
[Read-Only] Frame Rate: The sequence’s frame rate at which to capture if “Use Custom Frame Rate” is not enabled
- Type
- property game_mode_override¶
[Read-Write] Game Mode Override: Optional game mode to override the map’s default game mode with. This can be useful if the game’s normal mode displays UI elements or loading screens that you don’t want captured.
- property handle_frames¶
[Read-Write] Handle Frames: Number of frame handles to include for each shot
- Type
(int32)
- property movie_extension¶
[Read-Write] Movie Extension: Filename extension for movies referenced in the XMLs/EDLs
- Type
(str)
- property output_directory¶
[Read-Write] Output Directory: The directory to output the captured file(s) in
- Type
- property output_format¶
[Read-Write] Output Format: The format to use for the resulting filename. Extension will be added automatically. Any tokens of the form {token} will be replaced with the corresponding value: {fps} - The captured framerate {frame} - The current frame number (only relevant for image sequences) {width} - The width of the captured frames {height} - The height of the captured frames {world} - The name of the current world {quality} - The image compression quality setting {material} - The material/render pass {shot} - The name of the level sequence asset shot being played {sequence} - The name of the level sequence asset (ie. master) being played {camera} - The name of the current camera {date} - The date in the format of {year}.{month}.{day} {year} - The current year {month} - The current month {day} - The current day {time} - The current time in the format of hours.minutes.seconds
- Type
(str)
- property overwrite_existing¶
[Read-Write] Overwrite Existing: Whether to overwrite existing files or not
- Type
(bool)
- property path_tracer_sample_per_pixel¶
[Read-Write] Path Tracer Sample Per Pixel: Number of sampler per pixel to be used when rendering the scene with the path tracer (if supported)
- Type
(int32)
- property resolution¶
[Read-Write] Resolution: The resolution at which to capture
- Type
- property show_hud¶
[Read-Write] Show HUD: Whether to show the in-game HUD whilst capturing
- Type
(bool)
- property show_player¶
[Read-Write] Show Player: Whether to show the local player whilst capturing
- Type
(bool)
- property use_custom_frame_rate¶
[Read-Write] Use Custom Frame Rate: Specify using the custom frame rate as opposed to the sequence’s display rate
- Type
(bool)
- property use_path_tracer¶
[Read-Write] Use Path Tracer: Whether to use the path tracer (if supported) to render the scene
- Type
(bool)
- property use_relative_frame_numbers¶
[Read-Write] Use Relative Frame Numbers: True if frame numbers in the output files should be relative to zero, rather than the actual frame numbers in the originating animation content.
- Type
(bool)
- property zero_pad_frame_numbers¶
[Read-Write] Zero Pad Frame Numbers: How much to zero-pad frame numbers on filenames
- Type
(uint8)