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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineSettings
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMoviePipelineSetting
- UMoviePipelineRenderPass
- UMoviePipelineBurnInSetting
References
Module | MovieRenderPipelineSettings |
Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineSettings/Public/MoviePipelineBurnInSetting.h |
Include | #include "MoviePipelineBurnInSetting.h" |
Syntax
UCLASS&40;Blueprintable&41;
class UMoviePipelineBurnInSetting : public UMoviePipelineRenderPass
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bCompositeOntoFinalImage | If true, the Burn In image will be composited into the Final Image pass. |
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FSoftClassPath | BurnInClass |
Constructors
No constructors are accessible with public or protected access.
Overridden from UMoviePipelineRenderPass
Type | Name | Description | |
---|---|---|---|
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void | GatherOutputPassesImpl
(
TArray< FMoviePipelinePassIdentifier >& ExpectedRenderPasses |
|
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void | RenderSample_GameThreadImpl
(
const FMoviePipelineRenderPassMetrics& InSampleState |
|
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void | SetupImpl
(
const MoviePipeline::FMoviePipelineRenderPassInitSettings& InPassInitSettings |
|
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void | TeardownImpl () |
Overridden from UMoviePipelineSetting
Type | Name | Description | |
---|---|---|---|
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FText | Warning: This gets called on the CDO of the object | |
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FText | Warning: This gets called on the CDO of the object | |
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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. |
Constants
Name | Description |
---|---|
DefaultBurnInWidgetAsset |