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API > API/Plugins > API/Plugins/MovieRenderPipelineCore
This executor implementation can process an array of movie pipelines and run them inside the currently running process. This is intended for usage outside of the editor (ie. -game mode) as it will take over the currently running world/game instance instead of launching a new world instance like the editor only PIE.
Name
UMoviePipelineInProcessExecutor
Type
class
Header File
/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineInProcessExecutor.h
Include Path
#include "MoviePipelineInProcessExecutor.h"
Syntax
UCLASS (MinimalAPI, Blueprintable)
class UMoviePipelineInProcessExecutor : public UMoviePipelineLinearExecutorBase
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Inheritance Hierarchy
Constructors
Name
Remarks
Include Path
Unreal Specifiers
UMoviePipelineInProcessExecutor()
MoviePipelineInProcessExecutor.h
Structs
Variables
Public
Name
Type
Remarks
Include Path
Unreal Specifiers
bUseCurrentLevel
bool
Use current level instead of opening new level
MoviePipelineInProcessExecutor.h
BlueprintReadWrite
Category="Movie Render Pipeline"
Protected
Name
Type
Remarks
Include Path
Unreal Specifiers
OnIndividualJobFinishedDelegateNative
FMoviePipelineWorkFinishedNative
MoviePipelineInProcessExecutor.h
RemainingInitializationFrames
int32
If using delayed initialization, how many frames are left before we call Initialize.
MoviePipelineInProcessExecutor.h
SavedState
FSavedState
MoviePipelineInProcessExecutor.h
Functions
Public
Name
Remarks
Include Path
Unreal Specifiers
FMoviePipelineWorkFinishedNative & OnIndividualJobFinished()
MoviePipelineInProcessExecutor.h
Protected
Name
Remarks
Include Path
Unreal Specifiers
virtual void CancelAllJobs_Implementation()
MoviePipelineInProcessExecutor.h
virtual void CancelCurrentJob_Implementation()
MoviePipelineInProcessExecutor.h