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API > API/Plugins > API/Plugins/MovieRenderPipelineCore > API/Plugins/MovieRenderPipelineCore/UMovieGraphScriptBase
Description
This is similar to OnJobFinished but called after a shot is completed. This is only called if IsPerShotCallbackNeeded() returns true.
For C++ implementations override `virtual void OnShotFinished_Implementation(UMoviePipelineExecutorJob* InJobCopy, UMoviePipelineExecutorShot* InShotCopy, const FMovieGraphPipelineOutputData& InOutputData) override_ For Python implementations override @unreal.ufunction(override=True) def on_shot_finished(self, inJobCopy, inShotCopy, inOutputData): super().on_shot_finished(inJobCopy, inShotCopy, inOutputData)
| Name | OnShotFinished |
| Type | function |
| Header File | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/Nodes/MovieGraphExecuteScriptNode.h |
| Include Path | #include "Graph/Nodes/MovieGraphExecuteScriptNode.h" |
UFUNCTION (BlueprintNativeEvent, Category="Movie Graph")
void OnShotFinished
(
UMoviePipelineExecutorJob * InJobCopy,
UMoviePipelineExecutorShot * InShotCopy,
const FMoviePipelineOutputData & OutputData
)
Parameters
| Name | Remarks |
|---|---|
| InJobCopy | A copy of the job being rendered with this graph config, with its Graph Preset configurations also copied to avoid accidental mutation of assests on disk. |
| InShotCopy | A copy of the shot that was just finished. |
| InOutputData | The data generated by this shot. Only contains the files rendered for this particular shot, not all files generated by the movie render (use OnJobFinished for that). |