Navigation
API > API/Plugins > API/Plugins/MovieRenderPipelineCore
| Name | UMoviePipelineHighResSetting |
| Type | class |
| Header File | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineHighResSetting.h |
| Include Path | #include "MoviePipelineHighResSetting.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable)
class UMoviePipelineHighResSetting : public UMoviePipelineSetting
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMoviePipelineSetting → UMoviePipelineHighResSetting
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoviePipelineHighResSetting() |
MoviePipelineHighResSetting.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllocateHistoryPerTile | bool | If true, allocate a unique history for each tile. | MoviePipelineHighResSetting.h |
|
| bOverrideSubSurfaceScattering | bool | Sub Surface Scattering relies on history which is not available when using tiling. | MoviePipelineHighResSetting.h |
|
| bPageToSystemMemory | bool | If true, persistent GPU data per high resolution tile is mirrored to system memory, allowing higher resolutions, but increasing render time. | MoviePipelineHighResSetting.h |
|
| BurleySampleCount | int32 | How many samples should the Burley Sub Surface Scattering use? | MoviePipelineHighResSetting.h |
|
| OverlapRatio | float | How much should each tile overlap each other (0-0.5). | MoviePipelineHighResSetting.h |
|
| TextureSharpnessBias | float | This bias encourages the engine to use a higher detail texture when it would normally use a lower detail texture due to the size of the texture on screen. | MoviePipelineHighResSetting.h |
|
| TileCount | int32 | How many tiles should the resulting movie render be broken into? A tile should be no larger than the maximum texture resolution supported by your graphics card (likely 16k), so NumTiles should be ceil(Width/MaxTextureSize). | MoviePipelineHighResSetting.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PrevBurleyOverride | int32 | What was the Burley CVar before we overrode it? | MoviePipelineHighResSetting.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FIntPoint CalculatePaddedBackbufferSize
(
const FIntPoint& InTileSize |
MoviePipelineHighResSetting.h |
Overridden from UMoviePipelineSetting
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FText GetDisplayText() |
Warning: This gets called on the CDO of the object | MoviePipelineHighResSetting.h | |
virtual FText GetFooterText
(
UMoviePipelineExecutorJob* InJob |
Return a string to show in the footer of the details panel. | MoviePipelineHighResSetting.h | |
virtual void GetFormatArguments
(
FMoviePipelineFormatArgs& InOutFormatArgs |
Return Key/Value pairs that you wish to be usable in the Output File Name format string or file metadata. | MoviePipelineHighResSetting.h | |
virtual bool IsValidOnPrimary() |
Can this configuration setting be added to the primary configuration? If not, it will throw an error when trying to add it to the primary configuration. | MoviePipelineHighResSetting.h | |
virtual bool IsValidOnShots() |
Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config. | MoviePipelineHighResSetting.h | |
virtual void SetupForPipelineImpl
(
UMoviePipeline* InPipeline |
MoviePipelineHighResSetting.h | ||
virtual void TeardownForPipelineImpl
(
UMoviePipeline* InPipeline |
MoviePipelineHighResSetting.h | ||
virtual void UpdateTelemetry
(
FMoviePipelineShotRenderTelemetry* InTelemetry |
Updates telemetry data for this setting. | MoviePipelineHighResSetting.h | |
virtual void ValidateStateImpl () |
Attempt to validate the configuration the user has chosen for this setting. | MoviePipelineHighResSetting.h |