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API > API/Plugins > API/Plugins/MovieRenderPipelineCore
This subsystem is intended for use when rendering in a shipping game (but can also be used in PIE during development/testing). See UMoviePipelineQueueSubsystem for the Editor-only queue which is bound to the Movie Render Queue UI. To do simple renders at runtime, call AllocateJob(...) with the Level Sequence you want to render, then call FindOrAddSettingByClass on the job to add the settings (such as render pass, output type, and output directory) that you want for the job. Finally, call RenderJob with the job you just configured. Register a delegate to OnRenderFinished to be notified when the render finished. You can optionally call SetConfiguration(...) before RenderJob to configure some advanced options.
| Name | UMoviePipelineQueueEngineSubsystem |
| Type | class |
| Header File | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineQueueEngineSubsystem.h |
| Include Path | #include "MoviePipelineQueueEngineSubsystem.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Meta=(DisplayName="MoviePipeline Runtime Subsystem"))
class UMoviePipelineQueueEngineSubsystem : public UEngineSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UDynamicSubsystem → UEngineSubsystem → UMoviePipelineQueueEngineSubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoviePipelineQueueEngineSubsystem() |
MoviePipelineQueueEngineSubsystem.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnRenderFinished | FMoviePipelineWorkFinished | Assign a function to this delegate to get notified when each individual job is finished. | MoviePipelineQueueEngineSubsystem.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveExecutor | TObjectPtr< UMoviePipelineExecutorBase > | MoviePipelineQueueEngineSubsystem.h |
|
|
| bCachedRenderPlayerViewport | bool | MoviePipelineQueueEngineSubsystem.h | ||
| CachedProgressWidgetClass | TSubclassOf< UMovieRenderDebugWidget > | MoviePipelineQueueEngineSubsystem.h | ||
| CachedRenderJobResults | TOptional< FMoviePipelineOutputData > | MoviePipelineQueueEngineSubsystem.h | ||
| CurrentQueue | TObjectPtr< UMoviePipelineQueue > | MoviePipelineQueueEngineSubsystem.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoviePipelineExecutorJob * AllocateJob
(
ULevelSequence* InSequence |
Convenience function for creating a UMoviePipelineExecutorJob out of the given Level Sequence asset. | MoviePipelineQueueEngineSubsystem.h |
|
| Returns the active executor (if there is one). | MoviePipelineQueueEngineSubsystem.h |
|
|
UMoviePipelineQueue * GetQueue() |
Returns the queue of Movie Pipelines that need to be rendered. | MoviePipelineQueueEngineSubsystem.h |
|
bool IsRendering () |
Returns true if there is an active executor working on producing a movie. | MoviePipelineQueueEngineSubsystem.h |
|
void RenderJob
(
UMoviePipelineExecutorJob* InJob |
Convenience function for rendering the specified job. | MoviePipelineQueueEngineSubsystem.h |
|
UMoviePipelineExecutorBase * RenderQueueWithExecutor
(
TSubclassOf< UMoviePipelineExecutorBase > InExecutorType |
Starts processing the current queue with the supplied executor class. | MoviePipelineQueueEngineSubsystem.h |
|
void RenderQueueWithExecutorInstance
(
UMoviePipelineExecutorBase* InExecutor |
Starts processing the current queue with the supplied executor. | MoviePipelineQueueEngineSubsystem.h |
|
void SetConfiguration
(
TSubclassOf< UMovieRenderDebugWidget > InProgressWidgetClass, |
Sets some advanced configuration options that are used only occasionally to have better control over integrating it into your game/application. | MoviePipelineQueueEngineSubsystem.h |
|