unreal.MovieGraphRenderDataIdentifier

class unreal.MovieGraphRenderDataIdentifier(root_branch_name: Name = 'None', renderer_name: str = '', sub_resource_name: str = '', camera_name: str = '')

Bases: StructBase

This data structure can be used to identify what render data a set of pixels represents by knowing what the render layer name is, what renderer produced it, if it’s a sub-resource, and what camera it is for. Can be used as the key in a TMap.

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineCore

  • File: MovieGraphRenderDataIdentifier.h

Editor Properties: (see get_editor_property/set_editor_property)

  • camera_name (str): [Read-Write] The name of the camera being used for this render.

  • renderer_name (str): [Read-Write] Which renderer was used to produce this image (“panoramic” “deferred” “path tracer”, etc.)

  • root_branch_name (Name): [Read-Write] The root branch name that this render layer exists on. Actual display name comes from a UMovieGraphRenderLayerNode (if found in the branch) otherwise it falls back to just displaying RootBranchName. All of our internal lookups for branches are done based on the path we followed out from the root so that we can handle overriding a render layer display name via regular node overriding.

    Could have a value like “Globals” or a user-provided one “character”, “background”, etc.

  • sub_resource_name (str): [Read-Write] A sub-resource name for the renderer (ie: “beauty”, “object id”, “depth”, etc.)

property camera_name: str

[Read-Write] The name of the camera being used for this render.

Type:

(str)

property renderer_name: str

[Read-Write] Which renderer was used to produce this image (“panoramic” “deferred” “path tracer”, etc.)

Type:

(str)

property root_branch_name: Name

[Read-Write] The root branch name that this render layer exists on. Actual display name comes from a UMovieGraphRenderLayerNode (if found in the branch) otherwise it falls back to just displaying RootBranchName. All of our internal lookups for branches are done based on the path we followed out from the root so that we can handle overriding a render layer display name via regular node overriding.

Could have a value like “Globals” or a user-provided one “character”, “background”, etc.

Type:

(Name)

property sub_resource_name: str

“beauty”, “object id”, “depth”, etc.)

Type:

(str)

Type:

[Read-Write] A sub-resource name for the renderer (ie