unreal.CaptureManagerEditorSettings

class unreal.CaptureManagerEditorSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: DeveloperSettings

Capture Manager

C++ Source:

  • Plugin: CaptureManagerEditor

  • Module: CaptureManagerEditorSettings

  • File: CaptureManagerEditorSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • audio_command_tokens (Text): [Read-Only] Tokens compatible with audio command arguments.

  • audio_tokens (Text): [Read-Write] Tokens compatible with audio properties.

  • auto_save_assets (bool): [Read-Write] Option to automatically save the assets after the ingest process.

  • calibration_asset_name (str): [Read-Write] Name for created Camera Calibration assets.

  • calibration_tokens (Text): [Read-Write] Tokens compatible with calibration properties.

  • capture_data_asset_name (str): [Read-Write] Name for created Capture Data assets.

  • custom_audio_command_arguments (str): [Read-Write] Custom audio command arguments for the third party encoder. Leave empty to use the default arguments.

  • custom_video_command_arguments (str): [Read-Write] Custom video command arguments for the third party encoder. Leave empty to use the default arguments.

  • depth_sequence_asset_name (str): [Read-Write] Name for created Image Media Source depth assets.

  • enable_third_party_encoder (bool): [Read-Write] Option to enable a third party encoder instead of the engine media readers and writers.

  • global_tokens (Text): [Read-Only] Global tokens.

  • image_sequence_asset_name (str): [Read-Write] Name for created Image Media Source video assets.

  • import_directory (DirectoryPath): [Read-Write] Content Browser location where assets will be created. Must point to a directory within the project’s Content folder (e.g. /Game/CaptureManager/Imports).

  • import_tokens (Text): [Read-Only] Tokens compatible with import properties

  • ingest_server_port (uint16): [Read-Write] Option to choose a listening port for the Ingest Server. Leave 0 for automatic selection of the port.

  • launch_ingest_server_on_live_link_hub_connection (bool): [Read-Write] Option to launch the Ingest Server when a Live Link Hub connection is made.

  • lens_file_asset_name (str): [Read-Write] Name for created Lens File assets.

  • lens_file_tokens (Text): [Read-Write] Tokens compatible with calibration properties.

  • max_concurrent_ingests (int32): [Read-Write] Maximum number of ingest jobs allowed to run concurrently from Blueprint/script. Higher values increase throughput on fast storage but raise CPU and disk I/O pressure. If using a third-party encoder, each slot may spawn a separate encoder process.

  • media_directory (DirectoryPath): [Read-Write] Location to store ingested media data.

  • on_capture_manager_editor_settings_changed (OnCaptureManagerEditorSettingsChanged): [Read-Write] Multicast delegate called whenever Capture Manager Editor settings are modified.

  • soundwave_asset_name (str): [Read-Write] Name for created Soundwave assets.

  • third_party_encoder (FilePath): [Read-Write] Location to the third party encoder executable.

  • video_command_tokens (Text): [Read-Only] Tokens compatible with video command arguments.

  • video_tokens (Text): [Read-Write] Tokens compatible with video properties.

classmethod get_capture_manager_editor_settings() CaptureManagerEditorSettings

Get the Capture Manager Editor settings uobject

Returns:

Settings Object.

Return type:

CaptureManagerEditorSettings

property import_directory: DirectoryPath

[Read-Only] Content Browser location where assets will be created. Must point to a directory within the project’s Content folder (e.g. /Game/CaptureManager/Imports).

Type:

(DirectoryPath)

property media_directory: DirectoryPath

[Read-Only] Location to store ingested media data.

Type:

(DirectoryPath)

property on_capture_manager_editor_settings_changed: OnCaptureManagerEditorSettingsChanged

[Read-Write] Multicast delegate called whenever Capture Manager Editor settings are modified.

Type:

(OnCaptureManagerEditorSettingsChanged)

set_import_directory(import_directory) None

Sets the Content Browser location where imported assets will be created. Must be within the project’s Content folder (e.g. /Game/CaptureManager/Imports).

Parameters:

import_directory (DirectoryPath)

set_media_directory(media_directory) None

Set the Media Directory in Capture Manager Editor Settings

Parameters:

media_directory (DirectoryPath)