unreal.MoviePipelineRenderLayerSubsystem
¶
- class unreal.MoviePipelineRenderLayerSubsystem(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
WorldSubsystem
The primary means of controlling render layers in MRQ. Render layers can be added/registered with the subsystem, then made active in order to view them. Collections and modifiers can also be viewed, but they do not need to be added to the subsystem ahead of time.
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MoviePipelineRenderLayerSubsystem.h
- add_render_layer(render_layer) bool ¶
Adds a render layer to the system, which can later be made active by SetActiveRenderLayer*(). Returns true if the layer was added successfully, else false.
- Parameters:
render_layer (MoviePipelineRenderLayer) –
- Return type:
- get_active_render_layer() MoviePipelineRenderLayer ¶
Get Active Render Layer
- Return type:
- classmethod get_from_world(world) MoviePipelineRenderLayerSubsystem ¶
Get this subsystem for a specific world. Handy for use from Python.
- Parameters:
world (World) –
- Return type:
- get_render_layers() Array[MoviePipelineRenderLayer] ¶
Get Render Layers
- Return type:
- preview_collection(collection) None ¶
Preview Collection
- Parameters:
collection (MoviePipelineCollection) –
- preview_modifier(modifier) None ¶
Preview Modifier
- Parameters:
modifier (MoviePipelineCollectionModifier) –
- remove_render_layer(render_layer_name) None ¶
Remove Render Layer
- Parameters:
render_layer_name (str) –
- set_active_render_layer_by_name(render_layer_name) None ¶
Previews the layer with the given name. The layer needs to have been registered with AddRenderLayer().
- Parameters:
render_layer_name (str) –
- set_active_render_layer_by_obj(render_layer) None ¶
Previews the given layer. The layer does not need to have been registered with AddRenderLayer().
- Parameters:
render_layer (MoviePipelineRenderLayer) –