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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineCore > UMoviePipelineHighResSetting
Syntax
UPROPERTY&40;EditAnywhere, BlueprintReadWrite, Meta&61;&40;UIMin&61;"1", ClampMin&61;"1", UIMax&61;"16"&41;,
Category&61;"Render Settings"&41;
int32 TileCount
Remarks
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). More tiles mean more individual passes over the whole scene at a smaller resolution which may help with gpu timeouts. Requires at least 1 tile. Tiling is applied evenly to both X and Y.