MovieRenderPipelineCore

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Classes

Name

Description

Public class UClass

AMoviePipelineGameMode

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FAudioState

Public struct

FFrameConstantMetrics

Public struct

FFrameTimeStepCache

Utility function for the Pipeline to calculate the time metrics for the current frame that can then be used by the custom time step to avoid custom time logic.

Public struct

FImageOverlappedAccumulator

Contains all the image planes for the tiles.

Public struct

FImageOverlappedPlane

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FImagePixelDataPayload

Public struct

FImageTileAccumulator

Contains all the image planes for the tiles.

Public struct

FImageTilePlane

Copyright Epic Games, Inc. All Rights Reserved.

Public struct UStruct BlueprintType

FMoviePipelineCameraCutInfo

ToDo: Rename this to segment.

Public struct

FMoviePipelineEnginePass

Public struct

FMoviePipelineFormatArgs

Public struct

FMoviePipelineFrameInfo

Frame info needed for creating the FSceneView for each tile.

Public struct

FMoviePipelineFrameOutputState

The Tick/Render loops are decoupled from the actual desired output.

Public struct

FMoviePipelineMergerOutputFrame

Public class

FMoviePipelineOutputMerger

Public struct

FMoviePipelinePassIdentifier

Public struct

FMoviePipelineRenderPassInitSettings

Public struct

FMoviePipelineRenderPassMetrics

These parameters define a single sample that a render pass should render with.

Public struct UStruct BlueprintType

FMoviePipelineSegmentWorkMetrics

Public struct UStruct BlueprintType

FMoviePipelineShotInfo

Pre-calculated information about a shot we are going to produce.

Public struct

FMoviePipelineSurfaceQueue

Public struct

FMoviePipelineSurfaceReader

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FMoviePipelineTimeController

Public class

FMovieRenderPipelineCoreModule

Public class

FOnMoviePipelineExecutorErrored

Public class

FOnMoviePipelineExecutorFinished

Public struct

FOutputFrameData

Public struct

FSampleRenderThreadParams

Public struct

FTileWeight1D

Public class UClass Blueprintable

UMoviePipeline

Public class UClass Blueprintable

UMoviePipelineAntiAliasingSetting

Copyright Epic Games, Inc. All Rights Reserved.

Public class UClass

UMoviePipelineBlueprintLibrary

Public class UClass Blueprintable

UMoviePipelineCameraSetting

Copyright Epic Games, Inc. All Rights Reserved.

Public class UClass Abstract BlueprintType

UMoviePipelineConfigBase

Copyright Epic Games, Inc. All Rights Reserved.

Public class UClass

UMoviePipelineCustomTimeStep

Public class UClass Abstract Blueprintable

UMoviePipelineExecutorBase

A Movie Pipeline Executor is responsible for executing an array of Movie Pipelines, and (optionally) reporting progress back for the movie pipelines.

Public class UClass BlueprintType

UMoviePipelineExecutorJob

A particular job within the Queue

Public class UClass BlueprintType

UMoviePipelineGameOverrideSetting

Public class UClass Blueprintable

UMoviePipelineHighResSetting

Copyright Epic Games, Inc. All Rights Reserved.

Public class UClass Blueprintable

UMoviePipelineInProcessExecutor

Copyright Epic Games, Inc. All Rights Reserved.

Public class UClass BlueprintType Meta Config defaultconfig

UMoviePipelineInProcessExecutorSettings

Copyright Epic Games, Inc. All Rights Reserved.

Public class UClass Abstract Blueprintable

UMoviePipelineLinearExecutorBase

This is an abstract base class designed for executing an array of movie pipelines in linear fashion.

Public class UClass Blueprintable

UMoviePipelineMasterConfig

This class describes the main configuration for a Movie Render Pipeline.

Public class UClass Abstract Blueprintable

UMoviePipelineOutputBase

A base class for different output containers for the data generated by the Movie Pipeline, i.e: image sequences, video containers, etc.

Public class UClass Blueprintable

UMoviePipelineOutputSetting

Copyright Epic Games, Inc. All Rights Reserved.

Public class UClass BlueprintType

UMoviePipelineQueue

A queue is a list of jobs that have been executed, are executing and are waiting to be executed.

Public class UClass Abstract Blueprintable

UMoviePipelineRenderPass

Copyright Epic Games, Inc. All Rights Reserved.

Public class UClass Abstract Blueprintable

UMoviePipelineSetting

A base class for all Movie Render Pipeline settings.

Public class UClass Blueprintable

UMoviePipelineShotConfig

Typedefs

Enums

Name

Description

Public enum UEnum BlueprintType

EMoviePipelineExecutorJobStatus

Public enum UEnum BlueprintType

EMoviePipelineShutterTiming

Public enum UEnum BlueprintType

EMoviePipelineTextureStreamingMethod

Copyright Epic Games, Inc. All Rights Reserved.

Public enum

EMoviePipelineValidationState

Public enum UEnum BlueprintType

EMovieRenderPipelineState

What is the current overall state of the Pipeline? States are processed in order from first to last and all states will be hit (though there is no guarantee the state will not be transitioned away from on the same frame it entered it).

Public enum UEnum BlueprintType

EMovieRenderShotState

What is the current state of a shot? States are processed in order from first to last but not all states are required, ie: WarmUp and MotionBlur can be disabled and the shot will never pass through this state.

Functions

Name Description

Public function Static

FString

 

GetPaddingFormatString

(
    int32 InZeroPadCount,
    const int32 InFrameNumber
)

Variables

Name Description

Public variable

constexpr uint8

 

Critical

Fallback for any generic critical failure.

Public variable

constexpr uint8

 

NoAsset

The specified level sequence asset could not be found.

Public variable

constexpr uint8

 

NoConfig

The specified pipeline configuration asset could not be found.

Public variable

 

STATCAT_Advanced

Declare a stat-group for our performance stats to be counted under, readable in game by "stat MovieRenderPipeline".

Public variable

constexpr uint8

 

Success

Everything completed as expected or we (unfortunately) couldn't detect the error.

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