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The UMovieGraphRenderPassNode node defines a render pass that MRQ may produce. This node can be implemented in the graph multiple times, and the exact settings it should use can be created out of a mixture of nodes. Because of this, when rendering, MRQ will figure out how many layers there are that actually use this CDO and will call the function on the CDO once, providing the information about all instances. This will allow the node to create any number of instances (decoupled from the number of times the node is used in the graph).
| Name | UMovieGraphRenderPassNode |
| Type | class |
| Header File | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/Nodes/MovieGraphRenderPassNode.h |
| Include Path | #include "Graph/Nodes/MovieGraphRenderPassNode.h" |
Syntax
UCLASS (Abstract)
class UMovieGraphRenderPassNode : public UMovieGraphSettingNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMovieGraphNode → UMovieGraphSettingNode → UMovieGraphRenderPassNode
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMovieGraphRenderPassNode() |
Graph/Nodes/MovieGraphRenderPassNode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GatherOutputPasses
(
UMovieGraphEvaluatedConfig* InConfig, |
Called each output frame. | Graph/Nodes/MovieGraphRenderPassNode.h | |
virtual int32 GetCoolingDownFrameCount() |
Get the cooling down frame count when denoising based on temporal frames are used. | Graph/Nodes/MovieGraphRenderPassNode.h | |
int32 GetNumSceneViewsRendered () |
Gets the number of Scene Views (that is, renders of the 3d scene) that this pass will produce. | Graph/Nodes/MovieGraphRenderPassNode.h | |
FString GetRendererName() |
Get the name of this renderer. Deferred, Path Tracer, Panoramic, etc. Called on the CDO. | Graph/Nodes/MovieGraphRenderPassNode.h | |
void Render
(
const FMovieGraphTraversalContext& InFrameTraversalContext, |
Called each tick (once per temporal sample). Called on the CDO. | Graph/Nodes/MovieGraphRenderPassNode.h | |
void Setup
(
const FMovieGraphRenderPassSetupData& InSetupData |
Called when this should set up for rendering a new shot. Called on the CDO. | Graph/Nodes/MovieGraphRenderPassNode.h | |
void Teardown () |
Called when this should do teardown of resources. | Graph/Nodes/MovieGraphRenderPassNode.h |
Overridden from UMovieGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FSlateIcon GetIconAndTint
(
FLinearColor& OutColor |
Gets the node's icon and icon tint, as visible in the graph. | Graph/Nodes/MovieGraphRenderPassNode.h | |
virtual FText GetMenuCategory() |
Gets the category that the node belongs under. | Graph/Nodes/MovieGraphRenderPassNode.h | |
virtual FLinearColor GetNodeTitleColor() |
Gets the node's title color, as visible in the graph. | Graph/Nodes/MovieGraphRenderPassNode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GatherOutputPassesImpl
(
UMovieGraphEvaluatedConfig* InConfig, |
Graph/Nodes/MovieGraphRenderPassNode.h | ||
virtual int32 GetNumSceneViewsRenderedImpl() |
Graph/Nodes/MovieGraphRenderPassNode.h | ||
virtual FString GetRendererNameImpl() |
Graph/Nodes/MovieGraphRenderPassNode.h | ||
virtual void RenderImpl
(
const FMovieGraphTraversalContext& InFrameTraversalContext, |
Graph/Nodes/MovieGraphRenderPassNode.h | ||
virtual void SetupImpl
(
const FMovieGraphRenderPassSetupData& InSetupData |
Graph/Nodes/MovieGraphRenderPassNode.h | ||
virtual void TeardownImpl() |
Graph/Nodes/MovieGraphRenderPassNode.h |