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This class is responsible for rendering the given render grid jobs.
| Name | URenderGridQueue |
| Type | class |
| Header File | /Engine/Plugins/Experimental/RenderGrid/Source/RenderGrid/Public/RenderGrid/RenderGridQueue.h |
| Include Path | #include "RenderGrid/RenderGridQueue.h" |
Syntax
UCLASS (BlueprintType, Meta=(DontUseGenericSpawnObject="true"))
class URenderGridQueue :
public UObject ,
public FTickableGameObject
Inheritance Hierarchy
- FTickableObjectBase → FTickableGameObject → URenderGridQueue
- UObjectBase → UObjectBaseUtility → UObject → URenderGridQueue
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnRenderingQueueChanged | TMulticastDelegate_NoParams< void > | RenderGrid/RenderGridQueue.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bExitOnCompletion | bool | Whether the editor should be closed when all rendering queues finish rendering. | RenderGrid/RenderGridQueue.h |
| OnRenderingQueueChangedDelegate | FOnRenderingQueueChanged | The delegate for when data in the ExecutingQueues has changed. | RenderGrid/RenderGridQueue.h |
| RenderingQueues | TArray< TObjectPtr< URenderGridQueue > > | The queue of rendering queues. | RenderGrid/RenderGridQueue.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnExecuteFinishedDelegate | UE::RenderGrid::FOnRenderGridQueueFinished | RenderGrid/RenderGridQueue.h | ||
| OnExecuteStartedDelegate | UE::RenderGrid::FOnRenderGridQueueStarted | RenderGrid/RenderGridQueue.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddJob
(
URenderGridJob* Job |
Queues the given job. | RenderGrid/RenderGridQueue.h |
|
void Cancel () |
Cancels the current and the remaining queued jobs. | RenderGrid/RenderGridQueue.h |
|
void Execute() |
Starts this render queue. | RenderGrid/RenderGridQueue.h | |
void GenerateNewGuid() |
Randomly generates a new GUID. | RenderGrid/RenderGridQueue.h |
|
URenderGridJob * GetCurrentlyRenderingJob() |
Retrieves the currently rendering render grid job, can return NULL. | RenderGrid/RenderGridQueue.h |
|
FGuid GetGuid() |
Returns the GUID, which is randomly generated at creation. | RenderGrid/RenderGridQueue.h |
|
TArray< URenderGridJob * > GetJobs() |
Returns all the jobs that have been and will be rendered. | RenderGrid/RenderGridQueue.h |
|
int32 GetJobsCompletedCount () |
Returns the number of jobs that have finished rendering. | RenderGrid/RenderGridQueue.h |
|
int32 GetJobsCount() |
Returns the number of jobs that have been and will be rendered. | RenderGrid/RenderGridQueue.h |
|
int32 GetJobsRemainingCount() |
Returns the number of jobs that are still left to render, includes the job that is currently rendering. | RenderGrid/RenderGridQueue.h |
|
FString GetJobStatus
(
URenderGridJob* Job |
Retrieves the rendering status of the given render grid job. | RenderGrid/RenderGridQueue.h |
|
float GetJobStatusPercentage
(
URenderGridJob* Job |
Returns the percentage of the rendering status of the given render grid job. | RenderGrid/RenderGridQueue.h |
|
URenderGrid * GetRenderGrid() |
Retrieves the rendering status of the given render grid job. | RenderGrid/RenderGridQueue.h |
|
FString GetStatus() |
Returns the status of the rendering process. | RenderGrid/RenderGridQueue.h |
|
float GetStatusPercentage() |
Returns the percentage of jobs finished, this includes the progression of the job that is currently rendering. | RenderGrid/RenderGridQueue.h |
|
bool IsCanceled() |
Returns true if this queue has been canceled. | RenderGrid/RenderGridQueue.h |
|
bool IsCurrentlyRendering() |
Returns true if this queue is the one that's currently rendering, returns false if it hasn't started yet, or if it's waiting in the queue, or if it has finished. | RenderGrid/RenderGridQueue.h |
|
bool IsFinished() |
Returns true if this queue has been canceled. | RenderGrid/RenderGridQueue.h |
|
bool IsPaused() |
Returns true if this queue is currently paused. | RenderGrid/RenderGridQueue.h |
|
bool IsStarted() |
Returns true if this queue has been started. | RenderGrid/RenderGridQueue.h |
|
UE::RenderGrid::FOnRenderGridQueueFinished & OnExecuteFinished() |
A delegate for when the queue has finished. | RenderGrid/RenderGridQueue.h | |
UE::RenderGrid::FOnRenderGridQueueStarted & OnExecuteStarted() |
A delegate for when the queue is about to start. | RenderGrid/RenderGridQueue.h | |
void Pause() |
Pauses the queue. | RenderGrid/RenderGridQueue.h |
|
void Resume() |
Resumes the queue. | RenderGrid/RenderGridQueue.h |
|
TSharedPtr< FJsonValue > ToDebugJson () |
Obtains a JSON representation of this object. | RenderGrid/RenderGridQueue.h | |
| Obtains a string representation of this object. | RenderGrid/RenderGridQueue.h |
|
Overridden from FTickableGameObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsTickableInEditor() |
RenderGrid/RenderGridQueue.h | ||
virtual bool IsTickableWhenPaused() |
RenderGrid/RenderGridQueue.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
RenderGrid/RenderGridQueue.h | ||
virtual ETickableTickType GetTickableTickType() |
RenderGrid/RenderGridQueue.h | ||
virtual void Tick
(
float DeltaTime |
RenderGrid/RenderGridQueue.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnFinish() |
RenderGrid/RenderGridQueue.h | ||
void OnProcessJob
(
URenderGridJob* Job |
RenderGrid/RenderGridQueue.h | ||
void OnStart() |
RenderGrid/RenderGridQueue.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddRenderingQueue
(
URenderGridQueue* Queue |
Adds the given queue. Will automatically start rendering it if it's the only one currently. | RenderGrid/RenderGridQueue.h | |
static void CloseEditorOnCompletion () |
Call this function to make it so that the editor will be closed when all rendering queues have finished. | RenderGrid/RenderGridQueue.h |
|
static URenderGridQueue * Create
(
const UE::RenderGrid::FRenderGridQueueCreateArgs& Args |
Creates a new render queue, it won't be started right away. | RenderGrid/RenderGridQueue.h | |
static void DoNextRenderingQueue() |
Starts the next rendering queue, if there is one. Nothing will happen until the next tick. | RenderGrid/RenderGridQueue.h | |
static URenderGridQueue * GetCurrentlyRenderingQueue() |
Returns the currently rendering queue, or NULL if there isn't any currently rendering. | RenderGrid/RenderGridQueue.h |
|
static int32 GetRemainingRenderingQueuesCount () |
Returns the number of rendering queues that are currently queued up. | RenderGrid/RenderGridQueue.h |
|
static bool IsRenderingAny() |
Returns true if it's currently rendering any queues. | RenderGrid/RenderGridQueue.h | |
static FOnRenderingQueueChanged & OnRenderingQueueChanged() |
The event that will be fired when the currently rendering queue changes (like for example when the previous one has finished rendering). | RenderGrid/RenderGridQueue.h | |
static void RequestAppExitIfSetToExitOnCompletion() |
Closes the editor, but only if CloseEditorOnCompletion has been called. | RenderGrid/RenderGridQueue.h |