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API > API/Plugins > API/Plugins/MovieRenderPipelineCore
| Name | UMoviePipeline |
| Type | class |
| Header File | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipeline.h |
| Include Path | #include "MoviePipeline.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable)
class UMoviePipeline : public UMoviePipelineBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMoviePipelineBase → UMoviePipeline
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoviePipeline() |
MoviePipeline.h |
Structs
| Name | Remarks |
|---|---|
| FRenderTimeStatistics |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultDebugWidgetAsset | FString | MoviePipeline.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasRenderedFirstViewThisFrame | bool | Used to track first-render submissions (for 3d renders) to set the correct flags on the renderer module. | MoviePipeline.h | |
| ImageWriteQueue | IImageWriteQueue * | A debug image sequence writer in the event they want to dump every sample generated on its own. | MoviePipeline.h | |
| OutputBuilder | TSharedPtr< FMoviePipelineOutputMerger, ESPMode::ThreadSafe > | This gathers all of the produced data for an output frame (which may come in async many frames later) before passing them onto the Output Containers. | MoviePipeline.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccumulatedTickSubFrameDeltas | float | When using temporal sub-frame stepping common counts (such as 3) don't result in whole ticks. | MoviePipeline.h | |
| ActiveShotList | TArray< UMoviePipelineExecutorShot * > | A list of all of the shots we are going to render out from this sequence. | MoviePipeline.h | |
| AudioState | MoviePipeline::FAudioState | MoviePipeline.h | ||
| bFatalError | FThreadSafeBool | True if an error or other event occured which halted frame production prematurely. | MoviePipeline.h | |
| bFlushDiskWritesPerShot | bool | Should we flush outstanding work between each shot, ensuring all files are written to disk before we move on? | MoviePipeline.h | |
| bHasRunBeginFrameOnce | bool | Have we hit the callback for the BeginFrame at least once? This solves an issue where the delegates get registered mid-frame so you end up calling EndFrame before BeginFrame which is undesirable. | MoviePipeline.h | |
| bHasWarnedAboutAnimatedOverscan | bool | Indicates if the user has already been warned about animate overscan if it is detected so that logs aren't flooded with warning messages | MoviePipeline.h | |
| bIsTransitioningState | bool | True if we're in a TransitionToState call. Used to prevent reentrancy. | MoviePipeline.h | |
| bPauseAtEndOfFrame | bool | Should we pause the game at the end of the frame? Used to implement frame step debugger. | MoviePipeline.h | |
| bPrevGScreenMessagesEnabled | bool | Cached state of GAreScreenMessagesEnabled. | MoviePipeline.h | |
| bShutdownRequested | FThreadSafeBool | True if RequestShutdown() was called. | MoviePipeline.h | |
| CachedOutputState | FMoviePipelineFrameOutputState | MoviePipeline.h | ||
| CachedPrevCustomTimeStep | TObjectPtr< UEngineCustomTimeStep > | Hold a reference to the existing custom time step (if any) so we can restore it after we're done using our custom one. | MoviePipeline.h |
|
| CachedSequenceHierarchyRoot | TSharedPtr< MoviePipeline::FCameraCutSubSectionHierarchyNode > | MoviePipeline.h | ||
| CameraOverscanCache | TMap< int32, float > | Caches the camera overscan used during setup to ensure that overscan-scaled resolution stays constant for every frame during a render | MoviePipeline.h | |
| ClothSimCache | TMap< TWeakObjectPtr< UObject >, TArray< MoviePipeline::FClothSimSettingsCache > > | Simulation settings cache per cloth interactor object. Needs one per LOD, hence the array. | MoviePipeline.h | |
| CurrentJob | TObjectPtr< UMoviePipelineExecutorJob > | Keep track of which job we're working on. | MoviePipeline.h |
|
| CurrentShotIndex | int32 | What is the index of the shot we are working on. | MoviePipeline.h | |
| CustomSequenceTimeController | TSharedPtr< FMoviePipelineTimeController > | Custom Time Controller for the Sequence Player, used to match Custom TimeStep without any floating point accumulation errors. | MoviePipeline.h | |
| CustomTimeStep | TObjectPtr< UMoviePipelineCustomTimeStep > | Custom TimeStep used to drive the engine while rendering. | MoviePipeline.h |
|
| DebugWidget | TObjectPtr< UMovieRenderDebugWidget > | The Debug UI Widget that is spawned and placed on the player UI | MoviePipeline.h |
|
| FrameInfo | MoviePipeline::FMoviePipelineFrameInfo | We have to apply camera motion vectors manually. | MoviePipeline.h | |
| GeneratedShotOutputData | TArray< FMoviePipelineShotOutputData > | Keeps track of files written for each shot so it can be retrieved later via scripting for post-processing. | MoviePipeline.h | |
| InitializationTime | FDateTime | The time (in UTC) that Initialize was called. Used to track elapsed time. | MoviePipeline.h | |
| InitializationTimeOffset | FTimespan | When we originally initialize we store the offset from UTC (which is what GetInitializationTime() is in), but we clear this if you call SetInitializationTime. | MoviePipeline.h | |
| LevelSequenceActor | TObjectPtr< ALevelSequenceActor > | The Level Sequence Actor we spawned to play our TargetSequence. | MoviePipeline.h |
|
| OutputFutures | TArray< FMoviePipelineOutputFuture > | Files that we've requested be written to disk but have not yet finished writing. | MoviePipeline.h | |
| OutputMetadata | FMovieSceneExportMetadata | Keep track of clips we've exported, for building FCPXML and other project files | MoviePipeline.h | |
| PipelineState | EMovieRenderPipelineState | What state of the overall flow are we in? See enum for specifics. | MoviePipeline.h | |
| PreviewTexture | TObjectPtr< UTexture > | MoviePipeline.h |
|
|
| RenderTimeFrameStatistics | TMap< int32, FRenderTimeStatistics > | MoviePipeline.h | ||
| TargetSequence | TObjectPtr< ULevelSequence > | This is our duplicated sequence that we're rendering. | MoviePipeline.h |
|
| ViewportInitArgs | UE::MoviePipeline::FViewportArgs | MoviePipeline.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddFrameToOutputMetadata
(
const FString& ClipName, |
MoviePipeline.h | ||
void AddOutputFuture
(
TFuture< bool >&& OutputFuture, |
MoviePipeline.h | ||
void CacheCameraOverscan
(
int32 InCameraIndex, |
Caches the provided overscan value for the specified camera | MoviePipeline.h | |
SettingType * FindOrAddSettingForShot
(
const UMoviePipelineExecutorShot* InShot |
MoviePipeline.h | ||
TArray< SettingType * > FindSettingsForShot
(
const UMoviePipelineExecutorShot* InShot |
MoviePipeline.h | ||
TArray< UMoviePipelineSetting * > FindSettingsForShot
(
TSubclassOf< UMoviePipelineSetting > InSetting, |
MoviePipeline.h | ||
const TArray< UMoviePipelineExecutorShot * > & GetActiveShotList() |
MoviePipeline.h | ||
const MoviePipeline::FAudioState & GetAudioState() |
MoviePipeline.h | ||
float GetCachedCameraOverscan
(
int32 InCameraIndex |
Gets any cached overscan for the specified camera, or 0 if no cached overscan was found | MoviePipeline.h | |
UMoviePipelineExecutorJob * GetCurrentJob() |
MoviePipeline.h |
|
|
int32 GetCurrentShotIndex() |
MoviePipeline.h | ||
FDateTime GetInitializationTime() |
Returns the time this movie pipeline was initialized at. | MoviePipeline.h |
|
| The offset that should be applied to the GetInitializationTime() when generating the {time} related filename tokens. | MoviePipeline.h |
|
|
FMoviePipelineOutputData GetOutputDataParams() |
MoviePipeline.h | ||
const FMovieSceneExportMetadata & GetOutputMetadata() |
MoviePipeline.h | ||
const FMoviePipelineFrameOutputState & GetOutputState() |
MoviePipeline.h | ||
| Get the Primary Configuration used to render this shot. | MoviePipeline.h |
|
|
UTexture * GetPreviewTexture() |
MoviePipeline.h |
|
|
void GetSidecarCameraData
(
UMoviePipelineExecutorShot* InShot, |
MoviePipeline.h | ||
bool GetSidecarCameraViewPoints
(
UMoviePipelineExecutorShot* InShot, |
MoviePipeline.h | ||
ULevelSequence * GetTargetSequence() |
MoviePipeline.h | ||
bool HasCachedCameraOverscan
(
int32 InCameraIndex |
Gets whether there is a cached overscan value for the specified camera | MoviePipeline.h | |
void Initialize
(
UMoviePipelineExecutorJob* InJob |
Initialize the movie pipeline with the specified settings. This kicks off the rendering process. | MoviePipeline.h |
|
bool IsFlushDiskWritesPerShot() |
MoviePipeline.h | ||
void OnSampleRendered
(
TUniquePtr< FImagePixelData >&& OutputSample |
MoviePipeline.h | ||
void ProcessOutstandingFinishedFrames() |
MoviePipeline.h | ||
void ProcessOutstandingFutures() |
MoviePipeline.h | ||
void ResolveFilenameFormatArguments
(
const FString& InFormatString, |
Resolves the provided InFormatString by converting {format_strings} into settings provided by the primary config. | MoviePipeline.h | |
void SetFlushDiskWritesPerShot
(
const bool bFlushWrites |
MoviePipeline.h | ||
void SetInitializationTime
(
const FDateTime& InDateTime |
Override the time this movie pipeline was initialized at. | MoviePipeline.h |
|
void SetPreviewTexture
(
UTexture* InTexture |
MoviePipeline.h | ||
void SetViewportInitArgs
(
const UE::MoviePipeline::FViewportArgs& InArgs |
Allows initialization of some viewport-related arguments that aren't related to the job. | MoviePipeline.h | |
void WarnAboutAnimatedOverscan
(
float InInitialOverscan |
Outputs a warning message regarding animated overscan to the MRQ log if one has not already been output | MoviePipeline.h |
Overridden from UMoviePipelineBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EMovieRenderPipelineState GetPipelineStateImpl() |
MoviePipeline.h | ||
virtual bool IsPostShotCallbackNeeded() |
MoviePipeline.h | ||
virtual bool IsShutdownRequestedImpl() |
MoviePipeline.h | ||
virtual void RequestShutdownImpl
(
bool bIsError |
MoviePipeline.h | ||
virtual void ShutdownImpl
(
bool bError |
MoviePipeline.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnMoviePipelineFinishedImpl() |
This function should be called by the Executor when execution has finished (this should still be called in the event of an error) | MoviePipeline.h |
|