unreal.AjaCustomTimeStep

class unreal.AjaCustomTimeStep(outer=None, name='None')

Bases: unreal.FixedFrameRateCustomTimeStep

Control the Engine TimeStep via the AJA card. When the signal is lost in the editor (not in PIE), the CustomTimeStep will try to re-synchronize every second.

C++ Source:

  • Plugin: AjaMedia
  • Module: AjaMedia
  • File: AjaCustomTimeStep.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enable_overrun_detection (bool): [Read-Write] Enable mechanism to detect Engine loop overrunning the source
  • media_configuration (MediaIOConfiguration): [Read-Write] The device, port and video settings that correspond to where the Genlock signal will be coming from
  • timecode_format (MediaIOTimecodeFormat): [Read-Write] The type of Timecode to read from SDI stream.
  • use_reference_in (bool): [Read-Write] If true, the Engine will wait for a signal coming in from the Reference In pin. It will also configure the card Genlock mode and configure the selected Media Port as an output.
  • wait_for_frame_to_be_ready (bool): [Read-Write] If true, the Engine will wait for the frame to be read. This will introduce random latency (the time it takes to read a frame). Use this option when you want to synchronize the engine with the incoming frame and discard the buffered frames. If false, there is no guarantee that the incoming frame will be ready since it takes some time to read a frame.: This will not work as intended with interlaced transport because both fields are processed at the same time.: