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API > API/Plugins > API/Plugins/MovieRenderPipelineCore > API/Plugins/MovieRenderPipelineCore/Graph > API/Plugins/MovieRenderPipelineCore/Graph/Nodes
Inheritance Hierarchy
- UObject
- UMovieGraphNode
- UMovieGraphSettingNode
- UMovieGraphFileOutputNode
- UMovieGraphAudioOutputNode
- UMovieGraphImageSequenceOutputNode
- UMovieGraphImageSequenceOutputNode_BMP
- UMovieGraphImageSequenceOutputNode_EXR
- UMovieGraphImageSequenceOutputNode_MultiLayerEXR
- UMovieGraphImageSequenceOutputNode_JPG
- UMovieGraphImageSequenceOutputNode_PNG
- UMovieGraphVideoOutputNode
References
| Module | MovieRenderPipelineCore |
| Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/Nodes/MovieGraphFileOutputNode.h |
| Include | #include "Graph/Nodes/MovieGraphFileOutputNode.h" |
Syntax
UCLASS (Abstract)
class UMovieGraphFileOutputNode : public UMovieGraphSettingNode
Remarks
The UMovieGraphFileOutputNode node defines a output file format that MRQ may place produced render data into. At runtime, the individual pieces of render data will be generated by the Movie Graph Renderer, and then all data will be collected into a single datastructure by the FMovieGraphOutputMerger before being passed back into the main Movie Graph Pipeline. Once this happens, the CDOs deriving from UMovieGraphFileOutputNode will be given a pointer to the information for the whole frame, so they can decide what to do with it. There are potentially multiple output formats at once (such as exr and jpeg).
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bOverride_FileNameFormat | ||
| FString | FileNameFormat | What format string should the final files use? Can include folder prefixes, and format string ({shot_name}, etc.) |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | DisambiguateFilename
(
FString& InOutFilenameFormatString, |
Updates InOutFilenameFormatString to include tokens (like {layer_name}) that will disambiguate the output if multiple outputs are attempting to write to the same file. | |
| TArray< FMovieGraphPassData > | GetCompositedPasses
(
UE::MovieGraph::FMovieGraphOutputMergerFrame* InRawFrameData |
Convenience function to get the list of active composite passes from render data. | |
| int32 | GetNumFileOutputNodes
(
const UMovieGraphEvaluatedConfig& InEvaluatedConfig, |
Returns the number of evaluated (active) file nodes on the specified branch. | |
| bool | Returns whether this node has finished writing all of its files to disk yet. | ||
| bool | |||
| void | OnAllFramesFinalized
(
UMovieGraphPipeline* InPipeline, |
This is called when the pipeline has finished rendering all shots, and the sequence export process is finishing up. | |
| void | OnAllFramesFinalizedImpl
(
UMovieGraphPipeline* InPipeline, |
||
| void | OnAllFramesSubmitted
(
UMovieGraphPipeline* InPipeline, |
This is called when the pipeline has finished rendering all shots, and the sequence export process has not begun yet. | |
| void | OnAllFramesSubmittedImpl
(
UMovieGraphPipeline* InPipeline, |
||
| void | OnAllShotFramesSubmitted
(
UMovieGraphPipeline* InPipeline, |
This is called when a shot has finished rendering its last frame, and the shot export process has not begun yet. | |
| void | OnAllShotFramesSubmittedImpl
(
UMovieGraphPipeline* InPipeline, |
||
| void | OnReceiveImageData
(
UMovieGraphPipeline* InPipeline, |
This is called by the Game Thread containing the final output data for a given output frame. | |
| void | OnReceiveImageDataImpl
(
UMovieGraphPipeline* InPipeline, |
Overridden from UMovieGraphNode
| Type | Name | Description | |
|---|---|---|---|
| TArray< FMovieGraphPinProperties > | Gets the properties for all input pins. | ||
| FText | Gets the category that the node belongs under. | ||
| TArray< FMovieGraphPinProperties > | Gets the properties for all output pins. |