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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineCore
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMoviePipelineSetting
- UMoviePipelineOutputSetting
References
Module | MovieRenderPipelineCore |
Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineOutputSetting.h |
Include | #include "MoviePipelineOutputSetting.h" |
Syntax
UCLASS&40;Blueprintable&41;
class UMoviePipelineOutputSetting : public UMoviePipelineSetting
Remarks
Copyright Epic Games, Inc. All Rights Reserved.
Variables
Type | Name | Description | |
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bool | bAutoVersion | If true, version tokens will automatically be incremented with each local render. |
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bool | bFlushDiskWritesPerShot | If true, the game thread will stall at the end of each shot to flush the rendering queue, and then flush any outstanding writes to disk, finalizing any outstanding videos and generally completing the work. |
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bool | bOverrideExistingOutput | If true, output containers should attempt to override any existing files with the same name. |
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bool | bUseCustomFrameRate | Should we use the custom frame rate specified by OutputFrameRate? Otherwise defaults to Sequence frame rate. |
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bool | bUseCustomPlaybackRange | If true, override the Playback Range start/end bounds with the bounds specified below. |
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int32 | CustomEndFrame | Used when overriding the playback range. |
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int32 | CustomStartFrame | Used when overriding the playback range. |
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int32 | DEBUG_OutputFrameStepOffset | Experimental way to interleave renders between multiple computers. |
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FString | FileNameFormat | What format string should the final files use? Can include folder prefixes, and format string ({shot_name}, etc.) |
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int32 | FrameNumberOffset | How many frames should we offset the output frame number by? This is useful when using handle frames on Sequences that start at frame 0, as the output would start in negative numbers. |
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int32 | HandleFrameCount | Top level shot track sections will automatically be expanded by this many frames in both directions, and the resulting additional time will be rendered as part of that shot. |
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FDirectoryPath | OutputDirectory | What directory should all of our output files be relative to. |
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FFrameRate | OutputFrameRate | What frame rate should the output files be exported at? This overrides the Display Rate of the target sequence. |
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int32 | OutputFrameStep | Render every Nth frame. |
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FIntPoint | OutputResolution | What resolution should our output files be exported at? |
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int32 | VersionNumber | The value to use for the version token if versions are not automatically incremented. |
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int32 | ZeroPadFrameNumbers | How many digits should all output frame numbers be padded to? MySequence_1.png -> MySequence_0001.png. |
Constructors
Type | Name | Description | |
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Overridden from UMoviePipelineSetting
Type | Name | Description | |
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bool | Can this setting be disabled? UI only. | |
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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 |
Overridden from UObject
Type | Name | Description | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |