unreal.RenderGrid
¶
- class unreal.RenderGrid(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
This class represents a render grid, which is basically just a collection of render grid jobs. A render grid is the asset that is shown in the content browser, it’s the asset that can be opened and edited using the editor.
C++ Source:
Plugin: RenderGrid
Module: RenderGrid
File: RenderGrid.h
- add_render_grid_job(job) None ¶
Add Render Grid Job
- Parameters:
job (RenderGridJob) –
- create_and_add_new_render_grid_job() RenderGridJob ¶
Creates a new job and adds it to this grid. *
- Return type:
- create_temp_render_grid_job() RenderGridJob ¶
Creates a new job. This job won’t be added to the grid, so it will eventually be garbage collected. *
- Return type:
- duplicate_and_add_render_grid_job(job) RenderGridJob ¶
Copy the given job in this grid. *
- Parameters:
job (RenderGridJob) –
- Return type:
- generate_next_job_id() str ¶
Generates a unique job ID by finding the currently highest job ID and increasing it by one. *
- Return type:
- generate_unique_random_job_id() str ¶
Generates a unique job ID by grabbing the current time, as well as 16 random bytes, and converting that to a base64 string. *
- Return type:
- get_default_level_sequence() LevelSequence ¶
Get Default Level Sequence
- Return type:
- get_default_output_directory_for_display() str ¶
Get Default Output Directory for Display
- Return type:
- get_default_render_preset() MoviePipelinePrimaryConfig ¶
Get Default Render Preset
- Return type:
- get_default_render_preset_output_settings() MoviePipelineOutputSetting ¶
Get Default Render Preset Output Settings
- Return type:
- get_disabled_render_grid_jobs() Array[RenderGridJob] ¶
Get Disabled Render Grid Jobs
- Return type:
- get_enabled_render_grid_jobs() Array[RenderGridJob] ¶
Get Enabled Render Grid Jobs
- Return type:
- get_index_of_render_grid_job(job) int32 ¶
Get Index Of Render Grid Job
- Parameters:
job (RenderGridJob) –
- Return type:
int32
- get_props_source() RenderGridPropsSourceBase ¶
Get Props Source
- Return type:
- get_props_source_type() RenderGridPropsSourceType ¶
Get Props Source Type
- Return type:
- get_render_grid_jobs() Array[RenderGridJob] ¶
Get Render Grid Jobs
- Return type:
- has_render_grid_job(job) bool ¶
Has Render Grid Job
- Parameters:
job (RenderGridJob) –
- Return type:
- insert_render_grid_job(job, index) None ¶
Insert Render Grid Job
- Parameters:
job (RenderGridJob) –
index (int32) –
- insert_render_grid_job_after(job, after_job) None ¶
Insert Render Grid Job After
- Parameters:
job (RenderGridJob) –
after_job (RenderGridJob) –
- insert_render_grid_job_before(job, before_job) None ¶
Insert Render Grid Job Before
- Parameters:
job (RenderGridJob) –
before_job (RenderGridJob) –
- receive_begin_batch_render(queue) None ¶
Event for when batch rendering begins.
In here, you could for example obtain jobs from an external source and add them to the queue.
- Parameters:
queue (RenderGridQueue) –
- receive_begin_editor() None ¶
Event for when this asset is opened in the editor. The asset will also be closed and reopened during a blueprint compile.
In here, you could for example obtain jobs from an external source and replace the current jobs of this render grid asset with those.
- receive_begin_job_render(queue, job) None ¶
Event for when job rendering begins.
In here, you could for example change elements in the world according to what job this is.
- Parameters:
queue (RenderGridQueue) –
job (RenderGridJob) –
- receive_begin_viewport_render(job) None ¶
Event for when job rendering for the viewport viewer-mode begins.
This event will fire every frame, as long as the viewport viewer-mode is open.
In here, you could for example change elements in the world according to what job this is.
- Parameters:
job (RenderGridJob) –
- receive_end_batch_render(queue) None ¶
Event for when batch rendering ends.
In here, you could do any cleanup required at the end of a batch render.
- Parameters:
queue (RenderGridQueue) –
- receive_end_editor() None ¶
Event for when this asset is closed in the editor. The asset will also be closed and reopened during a blueprint compile.
In here, you could do any cleanup required at the end of editing this render grid asset.
- receive_end_job_render(queue, job) None ¶
Event for when job rendering ends.
In here, you could do any cleanup required at the end of rendering out a job, like for example undoing the changes you’ve made to the world for this job.
- Parameters:
queue (RenderGridQueue) –
job (RenderGridJob) –
- receive_end_viewport_render(job) None ¶
Event for when job rendering for the viewport viewer-mode ends.
This event will fire every frame, as long as the viewport viewer-mode is open.
In here, you could do any cleanup required at the end of rendering out a job, like for example undoing the changes you’ve made to the world for this job.
- Parameters:
job (RenderGridJob) –
- receive_tick(delta_time) None ¶
The tick event, will only execute when the asset is open in the editor.
- Parameters:
delta_time (float) –
- remove_render_grid_job(job) None ¶
Remove Render Grid Job
- Parameters:
job (RenderGridJob) –
- render() RenderGridQueue ¶
Renders all the enabled jobs of this render grid.
- Return type:
- render_job(job) RenderGridQueue ¶
Renders the given job of this render grid.
- Parameters:
job (RenderGridJob) –
- Return type:
- render_jobs(jobs) RenderGridQueue ¶
Renders all the given jobs of this render grid.
- Parameters:
jobs (Array[RenderGridJob]) –
- Return type:
- reorder_render_grid_job(job, dropped_on_job, after=True) bool ¶
Relocates the given job in this grid to the position of the given dropped-on job. *
- Parameters:
job (RenderGridJob) –
dropped_on_job (RenderGridJob) –
after (bool) –
- Return type:
- set_default_level_sequence(new_sequence) None ¶
Set Default Level Sequence
- Parameters:
new_sequence (LevelSequence) –
- set_default_output_directory(new_output_directory) None ¶
Set Default Output Directory
- Parameters:
new_output_directory (str) –
- set_default_render_preset(new_render_preset) None ¶
Set Default Render Preset
- Parameters:
new_render_preset (MoviePipelinePrimaryConfig) –
- set_props_source(props_source_type, props_source_origin=None) None ¶
Set Props Source
- Parameters:
props_source_type (RenderGridPropsSourceType) –
props_source_origin (Object) –
- set_render_grid_jobs(jobs) None ¶
Set Render Grid Jobs
- Parameters:
jobs (Array[RenderGridJob]) –