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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineCore
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMoviePipelineSetting
- UMoviePipelineHighResSetting
References
Module | MovieRenderPipelineCore |
Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineHighResSetting.h |
Include | #include "MoviePipelineHighResSetting.h" |
Syntax
UCLASS&40;Blueprintable&41;
class UMoviePipelineHighResSetting : public UMoviePipelineSetting
Remarks
Copyright Epic Games, Inc. All Rights Reserved.
Variables
Type | Name | Description | |
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bool | bAllocateHistoryPerTile | If true, allocate a unique history for each tile. |
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bool | bOverrideSubSurfaceScattering | Sub Surface Scattering relies on history which is not available when using tiling. |
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int32 | BurleySampleCount | How many samples should the Burley Sub Surface Scattering use? |
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float | OverlapRatio | How much should each tile overlap each other (0-0.5). |
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float | TextureSharpnessBias | 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. |
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int32 | TileCount | 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). |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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FIntPoint | CalculatePaddedBackbufferSize
(
const FIntPoint& InTileSize |
Overridden from UMoviePipelineSetting
Type | Name | Description | |
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FText | Warning: This gets called on the CDO of the object | |
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FText | GetFooterText
(
UMoviePipelineExecutorJob* InJob |
Return a string to show in the footer of the details panel. |
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void | GetFormatArguments
(
FMoviePipelineFormatArgs& InOutFormatArgs |
Return Key/Value pairs that you wish to be usable in the Output File Name format string or file metadata. |
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bool | 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. | |
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bool | Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config. | |
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void | SetupForPipelineImpl
(
UMoviePipeline* InPipeline |
|
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void | TeardownForPipelineImpl
(
UMoviePipeline* InPipeline |
|
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void | Attempt to validate the configuration the user has chosen for this setting. |