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API > API/Plugins > API/Plugins/MovieRenderPipelineEditor
| Name | UMoviePipelineEditorBlueprintLibrary |
| Type | class |
| Header File | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineEditor/Public/MoviePipelineEditorBlueprintLibrary.h |
| Include Path | #include "MoviePipelineEditorBlueprintLibrary.h" |
Syntax
UCLASS (MinimalAPI, Meta=(ScriptName="MoviePipelineEditorLibrary"))
class UMoviePipelineEditorBlueprintLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UMoviePipelineEditorBlueprintLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FString ConvertManifestFileToString
(
const FString& InManifestFilePath |
Loads the specified manifest file and converts it into an FString to be embedded with HTTP REST requests. | MoviePipelineEditorBlueprintLibrary.h |
|
static UMoviePipelineExecutorJob * CreateJobFromSequence
(
UMoviePipelineQueue* InPipelineQueue, |
Create a job from a level sequence. | MoviePipelineEditorBlueprintLibrary.h |
|
static void EnsureJobHasDefaultSettings
(
UMoviePipelineExecutorJob* InJob |
Ensure the job has the settings specified by the project settings added. | MoviePipelineEditorBlueprintLibrary.h |
|
static bool ExportConfigToAsset
(
const UMoviePipelinePrimaryConfig* InConfig, |
MoviePipelineEditorBlueprintLibrary.h |
|
|
static bool GetDisplayOutputPathFromJob
(
UMoviePipelineExecutorJob* InJob, |
Returns display string for output directory for this job. | MoviePipelineEditorBlueprintLibrary.h |
|
static bool IsMapValidForRemoteRender
(
const TArray< UMoviePipelineExecutorJob* >& InJobs |
Checks to see if any of the Jobs try to point to maps that wouldn't be valid on a remote render (ie: unsaved maps) | MoviePipelineEditorBlueprintLibrary.h |
|
static FString ResolveOutputDirectoryFromJob
(
UMoviePipelineExecutorJob* InJob |
Resolves as much of the output directory for this job into a usable directory path as possible. | MoviePipelineEditorBlueprintLibrary.h |
|
static UMoviePipelineQueue * SaveQueueToManifestFile
(
UMoviePipelineQueue* InPipelineQueue, |
Take the specified Queue, duplicate it and write it to disk in the ../Saved/MovieRenderPipeline/ folder. | MoviePipelineEditorBlueprintLibrary.h |
|
static void WarnUserOfUnsavedMap () |
Pop a dialog box that specifies that they cannot render due to never saved map. | MoviePipelineEditorBlueprintLibrary.h |
|