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Contains information about the to-disk output generated by a movie pipeline. This structure is used both for per-shot work finished callbacks and for the final render finished callback. When used as a per-shot callback ShotData will only have one entry (for the shot that was just finished), and for the final render callback it will have data for all shots that managed to render. Can be empty if the job failed to produce any files.
| Name | FMoviePipelineOutputData |
| Type | struct |
| Header File | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MovieRenderPipelineDataTypes.h |
| Include Path | #include "MovieRenderPipelineDataTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FMoviePipelineOutputData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMoviePipelineOutputData() |
MovieRenderPipelineDataTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bSuccess | bool | Did the job succeed, or was it canceled early due to an error (such as failure to write file to disk)? | MovieRenderPipelineDataTypes.h |
|
| GraphData | TArray< FMovieGraphRenderOutputData > | The file data for each shot that was rendered. | MovieRenderPipelineDataTypes.h |
|
| Job | TObjectPtr< UMoviePipelineExecutorJob > | Job the data is for. | MovieRenderPipelineDataTypes.h |
|
| Pipeline | TObjectPtr< class UMoviePipelineBase > | The UMoviePipeline instance that generated this data. | MovieRenderPipelineDataTypes.h |
|
| ShotData | TArray< FMoviePipelineShotOutputData > | The file data for each shot that was rendered. | MovieRenderPipelineDataTypes.h |
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