unreal.MovieGraphTraversalContext

class unreal.MovieGraphTraversalContext(root_branch: Name = 'None', shot_index: int = 0, shot_count: int = 0, job: MoviePipelineExecutorJob = Ellipsis, root_graph: MovieGraphConfig = Ellipsis, render_data_identifier: MovieGraphRenderDataIdentifier = Ellipsis, time: MovieGraphTimeStepData = Ellipsis)

Bases: StructBase

Movie Graph Traversal Context

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineCore

  • File: MovieGraphTraversalContext.h

Editor Properties: (see get_editor_property/set_editor_property)

  • job (MoviePipelineExecutorJob): [Read-Write] The job in the queue this traversal context is for. Needed to fetch variable values from the job.

  • render_data_identifier (MovieGraphRenderDataIdentifier): [Read-Write] The name of the render resource this state was captured for.

  • root_branch (Name): [Read-Write]

  • root_graph (MovieGraphConfig): [Read-Write] The root graph to start our traversal from. This could be a shared config for the whole job, or a shot-specific override.

  • shot_count (int32): [Read-Write] The total number of shots being rendered for this job. This is from the active shot list, not total in the Level Sequence.

  • shot_index (int32): [Read-Write] Which shot (out of ShotCount) is this time step for?

  • time (MovieGraphTimeStepData): [Read-Write] The time data(output frame, delta times, etc.)

property job: MoviePipelineExecutorJob

[Read-Write] The job in the queue this traversal context is for. Needed to fetch variable values from the job.

Type:

(MoviePipelineExecutorJob)

property render_data_identifier: MovieGraphRenderDataIdentifier

[Read-Write] The name of the render resource this state was captured for.

Type:

(MovieGraphRenderDataIdentifier)

property root_branch: Name

[Read-Write]

Type:

(Name)

property root_graph: MovieGraphConfig

[Read-Write] The root graph to start our traversal from. This could be a shared config for the whole job, or a shot-specific override.

Type:

(MovieGraphConfig)

property shot_count: int

[Read-Write] The total number of shots being rendered for this job. This is from the active shot list, not total in the Level Sequence.

Type:

(int32)

property shot_index: int

[Read-Write] Which shot (out of ShotCount) is this time step for?

Type:

(int32)

property time: MovieGraphTimeStepData

[Read-Write] The time data(output frame, delta times, etc.)

Type:

(MovieGraphTimeStepData)