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API > API/Plugins > API/Plugins/MovieRenderPipelineEditor
This is the implementation responsible for executing the rendering of multiple movie pipelines in the currently running Editor process. This involves launching a Play in Editor session for each Movie Pipeline to process.
| Name | UMoviePipelinePIEExecutor |
| Type | class |
| Header File | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineEditor/Public/MoviePipelinePIEExecutor.h |
| Include Path | #include "MoviePipelinePIEExecutor.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable)
class UMoviePipelinePIEExecutor : public UMoviePipelineLinearExecutorBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMoviePipelineExecutorBase → UMoviePipelineLinearExecutorBase → UMoviePipelinePIEExecutor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoviePipelinePIEExecutor() |
MoviePipelinePIEExecutor.h |
Classes
| Name | Remarks |
|---|---|
| FValidationMessageGatherer |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowUnsavedLevels | bool | Whether unsaved levels can be rendered from. | MoviePipelinePIEExecutor.h | |
| bPreviousUseFixedTimeStep | bool | MoviePipelinePIEExecutor.h | ||
| bRenderOffscreen | bool | MoviePipelinePIEExecutor.h | ||
| CachedOutputDataParams | FMoviePipelineOutputData | MoviePipelinePIEExecutor.h | ||
| CustomInitializationTime | TOptional< FDateTime > | MoviePipelinePIEExecutor.h | ||
| OnIndividualJobFinishedDelegate | FOnMoviePipelineIndividualJobFinished | Deprecated. use OnIndividualJobWorkFinishedDelegate instead. | MoviePipelinePIEExecutor.h |
|
| OnIndividualJobFinishedDelegateNative | FOnMoviePipelineIndividualJobFinishedNative | MoviePipelinePIEExecutor.h | ||
| OnIndividualJobStartedDelegate | FOnMoviePipelineIndividualJobStarted | Called right before this job is used to initialize a UMoviePipeline. | MoviePipelinePIEExecutor.h |
|
| OnIndividualJobStartedDelegateNative | FOnMoviePipelineIndividualJobStartedNative | MoviePipelinePIEExecutor.h | ||
| OnIndividualJobWorkFinishedDelegate | FMoviePipelineWorkFinished | Called after each job is finished in the queue. | MoviePipelinePIEExecutor.h |
|
| OnIndividualJobWorkFinishedDelegateNative | FMoviePipelineWorkFinishedNative | MoviePipelinePIEExecutor.h | ||
| OnIndividualShotWorkFinishedDelegate | FMoviePipelineWorkFinished | Called after each shot is finished for a particular render. | MoviePipelinePIEExecutor.h |
|
| OnIndividualShotWorkFinishedDelegateNative | FMoviePipelineWorkFinishedNative | MoviePipelinePIEExecutor.h | ||
| PreviousFixedTimeStepDelta | double | MoviePipelinePIEExecutor.h | ||
| RemainingInitializationFrames | int32 | If using delayed initialization, how many frames are left before we call Initialize. | MoviePipelinePIEExecutor.h | |
| ValidationMessageGatherer | FValidationMessageGatherer | MoviePipelinePIEExecutor.h | ||
| WeakCustomWindow | TWeakPtr< class SWindow > | MoviePipelinePIEExecutor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsRenderingOffscreen() |
Will it render without any UI elements showing up (such as the rendering progress window)? | MoviePipelinePIEExecutor.h |
|
FOnMoviePipelineIndividualJobFinishedNative & OnIndividualJobFinished() |
Deprecated. Use OnIndividualJobWorkFinished instead. | MoviePipelinePIEExecutor.h | |
FOnMoviePipelineIndividualJobStartedNative & OnIndividualJobStarted () |
Called right before the specified job is started. | MoviePipelinePIEExecutor.h | |
FMoviePipelineWorkFinishedNative & OnIndividualJobWorkFinished() |
Native C++ event to listen to for when an individual job has been finished. | MoviePipelinePIEExecutor.h | |
FMoviePipelineWorkFinishedNative & OnIndividualShotWorkFinished () |
Native C++ event to listen to for when an individual shot has been finished. | MoviePipelinePIEExecutor.h | |
void SetAllowUsingUnsavedLevels
(
const bool bShouldAllow |
Set whether the executor should be allowed to use unsaved levels when rendering (by default, this is not permitted). | MoviePipelinePIEExecutor.h |
|
void SetInitializationTime
(
const FDateTime& InInitializationTime |
MoviePipelinePIEExecutor.h |
|
|
void SetIsRenderingOffscreen
(
const bool bInRenderOffscreen |
Should it render without any UI elements showing up (such as the rendering progress window)? | MoviePipelinePIEExecutor.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnIndividualJobFinishedImpl
(
FMoviePipelineOutputData InOutputData |
This should be called after PIE has been shut down for an individual job and it is generally safer to make modifications to the editor world. | MoviePipelinePIEExecutor.h | |
void OnIndividualJobStartedImpl
(
UMoviePipelineExecutorJob* InJob |
This is called after PIE starts up but before UMoviePIpeline::Initialize() is called. | MoviePipelinePIEExecutor.h |
Overridden from UMoviePipelineLinearExecutorBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Start
(
const UMoviePipelineExecutorJob* InJob |
MoviePipelinePIEExecutor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
MoviePipelinePIEExecutor.h |