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 capturing

  • allow_turning (bool): [Read-Write] Allow Turning: Whether to allow player rotation whilst capturing

  • cinematic_engine_scalability (bool): [Read-Write] Cinematic Engine Scalability: Whether to enable cinematic engine scalability settings

  • cinematic_mode (bool): [Read-Write] Cinematic Mode: Whether to enable cinematic mode whilst capturing

  • custom_frame_rate (FrameRate): [Read-Write] Custom Frame Rate: The custom frame rate at which to capture if “Use Custom Frame Rate” is enabled

  • enable_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 enabled

  • game_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 shot

  • movie_extension (str): [Read-Write] Movie Extension: Filename extension for movies referenced in the XMLs/EDLs

  • output_directory (DirectoryPath): [Read-Write] Output Directory: The directory to output the captured file(s) in

  • output_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.seconds

  • overwrite_existing (bool): [Read-Write] Overwrite Existing: Whether to overwrite existing files or not

  • path_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 capture

  • show_hud (bool): [Read-Write] Show HUD: Whether to show the in-game HUD whilst capturing

  • show_player (bool): [Read-Write] Show Player: Whether to show the local player whilst capturing

  • use_custom_frame_rate (bool): [Read-Write] Use Custom Frame Rate: Specify using the custom frame rate as opposed to the sequence’s display rate

  • use_path_tracer (bool): [Read-Write] Use Path Tracer: Whether to use the path tracer (if supported) to render the scene

  • use_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

(FrameRate)

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

(FrameRate)

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.

Type

(type(Class))

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

(DirectoryPath)

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

(CaptureResolution)

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)