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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineSettings
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMoviePipelineSetting
- UMoviePipelineConsoleVariableSetting
References
Module | MovieRenderPipelineSettings |
Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineSettings/Public/MoviePipelineConsoleVariableSetting.h |
Include | #include "MoviePipelineConsoleVariableSetting.h" |
Syntax
UCLASS&40;BlueprintType&41;
class UMoviePipelineConsoleVariableSetting : public UMoviePipelineSetting
Variables
Type | Name | Description | |
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TArray< TScriptInterface< IMovieSceneConsoleVariableTrackInterface > > | ConsoleVariablePresets | Note that the interface is used here instead of directly using UConsoleVariablesAsset in order to not depend on the Console Variables Editor. |
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TArray< FString > | EndConsoleCommands | An array of console commands to execute when this shot is finished. |
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TArray< FString > | StartConsoleCommands | An array of console commands to execute when this shot is started. |
Functions
Type | Name | Description | |
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bool | AddConsoleVariable
(
const FString& Name, |
Adds a console variable override with the given name and value, and will add a duplicate if one with the provided name already exists. |
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bool | AddOrUpdateConsoleVariable
(
const FString& Name, |
Adds a console variable override with the given name and value if one does not already exist. |
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void | ApplyCVarSettings
(
const bool bOverrideValues |
|
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TArray< FMoviePipelineConsoleVariableEntry > | Gets a copy of all console variable overrides. | |
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FMoviePipelineConsoleVariableEntry * | GetCVarAtIndex
(
const int32 InIndex |
Returns the console variable entry at the specified index, else nullptr if the index is invalid. |
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bool | RemoveConsoleVariable
(
const FString& Name, |
Removes the console variable override with the specified name. |
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FString | ResolveDisabledValue
(
const FMoviePipelineConsoleVariableEntry& InEntry |
Returns the value of the console variable if the given entry were to be disabled in this setting. |
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FString | ResolvePresetValue
(
const FString& InCVarName |
Returns the value of the given console variable within the presets for this setting. |
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bool | UpdateConsoleVariableEnableState
(
const FString& Name, |
Updates the enable state of the console variable override with the provided name. |
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 | GetFooterText
(
UMoviePipelineExecutorJob* InJob |
Return a string to show in the footer of the details panel. |
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int32 | GetPriority () |
This needs to be higher priority than the Game Override setting so that the values the user specifies for cvars here are the ones actually applied during renders otherwise the Scalability Settings of the Game Override setting can change values away from what the user expects. |
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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. | |
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void | SetupForPipelineImpl
(
UMoviePipeline* InPipeline |
|
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void | TeardownForPipelineImpl
(
UMoviePipeline* InPipeline |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
This alternate version of PostEditChange is called when properties inside structs are modified. |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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TMap< FString, float > | ConsoleVariables_DEPRECATED | ConsoleVariables has been deprecated. Please use the console variable getters/setters (GetConsoleVariables(), RemoveConsoleVariable(), AddOrUpdateConsoleVariable(), and UpdateConsoleVariableEnableState()) instead. If scripting modifies ConsoleVariables, MRQ must be run in PIE to ensure changes are migrated. |