Navigation
API > API/Plugins > API/Plugins/MovieRenderPipelineCore > API/Plugins/MovieRenderPipelineCore/Graph > API/Plugins/MovieRenderPipelineCore/Graph/Nodes
Inheritance Hierarchy
- UObject
- UMovieGraphNode
- UMovieGraphSettingNode
- UMovieGraphFileOutputNode
- UMovieGraphVideoOutputNode
References
| Module | MovieRenderPipelineCore |
| Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/Nodes/MovieGraphVideoOutputNode.h |
| Include | #include "Graph/Nodes/MovieGraphVideoOutputNode.h" |
Syntax
UCLASS (BlueprintType, Abstract)
class UMovieGraphVideoOutputNode : public UMovieGraphFileOutputNode
Remarks
A base node for nodes that generate video in the Movie Render Graph.
Variables
| Type | Name | Description | |
|---|---|---|---|
| void virtual WriteFrame_EncodeThread(MovieRenderGraph::IVideoCodecWriter *InWriter, FImagePixelD... | GetFilenameExtension |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Initialize_EncodeThread
(
MovieRenderGraph::IVideoCodecWriter* InWriter |
||
| TUniquePtr< MovieRenderGraph::IVideoCodecWriter > | Initialize_GameThread
(
const FMovieGraphVideoNodeInitializationContext& InInitializationContext |
||
| bool |
Overridden from UMovieGraphFileOutputNode
| Type | Name | Description | |
|---|---|---|---|
| bool | |||
| void | OnAllFramesFinalizedImpl
(
UMovieGraphPipeline* InPipeline, |
||
| void | OnAllFramesSubmittedImpl
(
UMovieGraphPipeline* InPipeline, |
||
| void | OnAllShotFramesSubmittedImpl
(
UMovieGraphPipeline* InPipeline, |
||
| void | OnReceiveImageDataImpl
(
UMovieGraphPipeline* InPipeline, |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FMovieGraphVideoNodeInitializationContext | The parameters to Initialize_GameThread() have changed a lot using a struct as a the only parameter will make future changes easier. |
Constants
| Name | Description |
|---|---|
| AllWriters | The pipeline generates many instances of the same node throughout its execution; however, some nodes need to have persistent data throughout the pipeline's lifetime. |