unreal.MoviePipelineExecutorShot

class unreal.MoviePipelineExecutorShot(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

This class represents a segment of work within the Executor Job. This should be owned by the UMoviePipelineExecutorJob and can be created before the movie pipeline starts to configure some aspects about the segment (such as disabling it). When the movie pipeline starts, it will use the already existing ones, or generate new ones as needed.

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineCore

  • File: MoviePipelineQueue.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enabled (bool): [Read-Write] Does the user want to render this shot?

  • graph_variable_assignments (Array[MovieJobVariableAssignmentContainer]): [Read-Write] Overrides on the variables in the graph (and subgraphs) associated with this job.

  • inner_name (str): [Read-Write] The name of the camera cut section that this shot represents. Can be empty.

  • outer_name (str): [Read-Write] The name of the shot section that contains this shot. Can be empty.

  • primary_graph_variable_assignments (Array[MovieJobVariableAssignmentContainer]): [Read-Write] Overrides on the variables in the primary graph (and its subgraphs) associated with this job.

  • sidecar_cameras (Array[MoviePipelineSidecarCamera]): [Read-Write] List of cameras to render for this shot. Only used if the setting flag is set in the Camera setting.

allocate_new_shot_override_config(config_type=None) MoviePipelineShotConfig

Allocate New Shot Override Config

Parameters:

config_type (type(Class)) –

Return type:

MoviePipelineShotConfig

property enabled: bool

[Read-Write] Does the user want to render this shot?

Type:

(bool)

get_camera_name(camera_index) str

Get Camera Name

Parameters:

camera_index (int32) –

Return type:

str

get_graph_preset() MovieGraphConfig

Gets the graph-style preset that this job is using. If the job is not using a graph-style preset, returns nullptr.

Return type:

MovieGraphConfig

get_or_create_variable_overrides(graph, is_for_primary_overrides=False) MovieJobVariableAssignmentContainer

This method will return you the object which contains variable overrides for either the Job’s Primary or the Shot’s GraphPreset. UMoviePipelineExecutorShot has two separate sets of overrides. You can use the shot to override a variable on the Primary Graph (ie: the one assigned to the whole job), but a graph can also have an entirely separate UMovieGraph config asset to run (though at runtime some variables will only be read from the Primary Graph, ie: Custom Frame Range due to it applying to the entire sequence).

If you specify true for bIsForPrimaryOverrides it returns an object that allows this shot to override a variable that comes from the primary graph. If you return false, then it returns an object that allows overriding a variable for this shot’s override config (see: GetGraphPreset). See UMoviePipelineExecutorJob’s version of this functoin for more details.

Parameters:
  • graph (MovieGraphConfig) – The graph asset to return the config for. If this shot has its own Graph Preset override, you should return GetGraphPreset() or one of it’s sub-graph pointers. If this shot is just trying to override the Primary Graph from the parent UMoviePipelineExecutorJob then you should return a pointer to the Job’s GetGraphPreset() (or one of it’s sub-graphs). Each graph/sub-graph gets its own set of overrides since sub-graphs can have different variables than the parents, so you have to provide the pointer to the one you want to override variables for.

  • is_for_primary_overrides (bool) –

Returns:

A container object which holds a copy of the variables for the specified Graph Asset that can be used to override their values on jobs without actually editing the default asset.

Return type:

MovieJobVariableAssignmentContainer

get_shot_override_configuration() MoviePipelineShotConfig

Get Shot Override Configuration

Return type:

MoviePipelineShotConfig

get_shot_override_preset_origin() MoviePipelineShotConfig

Get Shot Override Preset Origin

Return type:

MoviePipelineShotConfig

get_status_message() str

Get the current status message for this shot. May be an empty string.

For C++ implementations override virtual FString GetStatusMessage_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def get_status_message(self): return ?

Return type:

str

get_status_progress() float

Get the current progress as last set by SetStatusProgress. 0 by default.

For C++ implementations override virtual float GetStatusProgress_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def get_status_progress(self): return ?

Return type:

float

property inner_name: str

[Read-Write] The name of the camera cut section that this shot represents. Can be empty.

Type:

(str)

is_using_graph_configuration() bool

Returns true if this job is using graph-style configuration, else false.

Return type:

bool

property outer_name: str

[Read-Write] The name of the shot section that contains this shot. Can be empty.

Type:

(str)

set_graph_preset(graph_preset, update_variable_assignments=True) None

Sets the graph-style preset that this job will use. Note that this will cause the graph to switch over to using graph-style configuration if it is not already using it.

Parameters:
  • graph_preset (MovieGraphConfig) – The graph preset to assign to the shot.

  • update_variable_assignments (bool) – Set to false if variable assignments should NOT be automatically updated to reflect the graph preset being used. This is normally not what you want and should be used with caution.

set_shot_override_configuration(preset) None

Set Shot Override Configuration

Parameters:

preset (MoviePipelineShotConfig) –

set_shot_override_preset_origin(preset) None

Set Shot Override Preset Origin

Parameters:

preset (MoviePipelineShotConfig) –

set_status_message(status) None

Set the status of this shot to the given value. This will be shown on the UI if progress is set to a value less than zero. If progress is > 0 then the progress bar will be shown on the UI instead. Progress and Status Message are cosmetic.

For C++ implementations override virtual void SetStatusMessage_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def set_status_message(self, inStatus):

Parameters:

status (str) – The status message you wish the executor to have.

set_status_progress(progress) None

Set the progress of this shot to the given value. If a positive value is provided the UI will show the progress bar, while a negative value will make the UI show the status message instead. Progress and Status Message are cosmetic and dependent on the executor to update. Similar to the UMoviePipelineExecutor::SetStatusProgress function, but at a per-job level basis instead.

For C++ implementations override virtual void SetStatusProgress_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def set_status_progress(self, inStatus):

Parameters:

progress (float) – The progress (0-1 range) the executor should have.

should_render() bool

Returns whether this should should be rendered

Return type:

bool

property sidecar_cameras: None

[Read-Write] List of cameras to render for this shot. Only used if the setting flag is set in the Camera setting.

Type:

(Array[MoviePipelineSidecarCamera])