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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineEditor
Inheritance Hierarchy
- UDynamicSubsystem
- UEditorSubsystem
- UMoviePipelineQueueSubsystem
References
Module | MovieRenderPipelineEditor |
Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineEditor/Public/MoviePipelineQueueSubsystem.h |
Include | #include "MoviePipelineQueueSubsystem.h" |
Syntax
UCLASS (BlueprintType)
class UMoviePipelineQueueSubsystem : public UEditorSubsystem
Variables
Type | Name | Description | |
---|---|---|---|
FOnMoviePipelineQueueLoaded | OnQueueLoaded | Called when a queue is loaded into the system. |
Constructors
Type | Name | Description | |
---|---|---|---|
Functions
Type | Name | Description | |
---|---|---|---|
UMoviePipelineExecutorBase * | Returns the active executor (if there is one). | ||
UMoviePipelineQueue * | GetQueue () |
Returns the queue of Movie Pipelines that need to be rendered. | |
bool | IsQueueDirty () |
Returns true if the current queue has been modified since it was loaded, else returns false. | |
bool | IsRendering () |
Returns true if there is an active executor working on producing a movie. | |
bool | LoadQueue
(
UMoviePipelineQueue* QueueToLoad, |
Loads a new queue by copying it into the queue subsystem's current transient queue (the one returned by GetQueue()). | |
UMoviePipelineExecutorBase * | RenderQueueWithExecutor
(
TSubclassOf< UMoviePipelineExecutorBase > InExecutorType |
Starts processing the current queue with the supplied executor class. | |
void | RenderQueueWithExecutorInstance
(
UMoviePipelineExecutorBase* InExecutor |
Starts processing the current queue with the supplied executor. |