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API > API/Plugins > API/Plugins/MovieRenderPipelineCore > API/Plugins/MovieRenderPipelineCore/Graph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UWorldSubsystem
- UMoviePipelineRenderLayerSubsystem
References
| Module | MovieRenderPipelineCore |
| Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/MoviePipelineRenderLayerSubsystem.h |
| Include | #include "Graph/MoviePipelineRenderLayerSubsystem.h" |
Syntax
UCLASS&40;&41;
class UMoviePipelineRenderLayerSubsystem : public UWorldSubsystem
Remarks
The primary means of controlling render layers in MRQ. Render layers can be added/registered with the subsystem, then made active in order to view them. Collections and modifiers can also be viewed, but they do not need to be added to the subsystem ahead of time.
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AddRenderLayer
(
UMoviePipelineRenderLayer* RenderLayer |
Adds a render layer to the system, which can later be made active by SetActiveRenderLayer*(). | |
| void | |||
| void | |||
| void | |||
| UMoviePipelineRenderLayer * | |||
| UMoviePipelineRenderLayerSubsystem * | GetFromWorld
(
const UWorld* World |
Get this subsystem for a specific world. Handy for use from Python. | |
| const TArray< UMoviePipelineRenderLayer * > & | |||
| void | PreviewCollection
(
UMoviePipelineCollection* Collection |
||
| void | PreviewModifier
(
UMoviePipelineCollectionModifier* Modifier |
||
| void | RemoveRenderLayer
(
const FString& RenderLayerName |
||
| void | Reset () |
Clear out all tracked render layers and collections. | |
| void | SetActiveRenderLayerByName
(
const FString& RenderLayerName |
Previews the layer with the given name. | |
| void | SetActiveRenderLayerByObj
(
UMoviePipelineRenderLayer* RenderLayer |
Previews the given layer. |
Overridden from USubsystem
| Type | Name | Description | |
|---|---|---|---|
| void | Deinitialize () |
Implement this for deinitialization of instances of the system | |
| void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system | |
| bool | ShouldCreateSubsystem
(
UObject* Outer |
Override to control if the Subsystem should be created at all. |