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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineCore
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDeveloperSettings
- UMoviePipelineInProcessExecutorSettings
References
Module | MovieRenderPipelineCore |
Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineInProcessExecutorSettings.h |
Include | #include "MoviePipelineInProcessExecutorSettings.h" |
Syntax
UCLASS&40;BlueprintType, Config&61;Engine, defaultconfig,
Meta&61;&40;DisplayName&61;"Movie Pipeline New Process"&41;&41;
class UMoviePipelineInProcessExecutorSettings : public UDeveloperSettings
Remarks
This is the implementation responsible for executing the rendering of multiple movie pipelines after being launched via the command line.
Variables
Type | Name | Description | |
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FString | AdditionalCommandLineArguments | A list of additional command line arguments to be appended to the new process startup. |
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bool | bCloseEditor | If enabled the editor will close itself when a new process is started. |
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FString | InheritedCommandLineArguments | A list of command line arguments which are inherited from the currently running Editor instance that will be automatically appended to the new process. |
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int32 | InitialDelayFrameCount | How long should we wait after being initialized to start doing any work? This can be used to work around situations where the game is not fully loaded by the time the pipeline is automatically started and it is important that the game is fully loaded before we do any work (such as evaluating frames for warm-up). |
Constructors
Type | Name | Description | |
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