unreal.MovieGraphBurnInNode¶
- class unreal.MovieGraphBurnInNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MovieGraphWidgetRendererBaseNodeA node which generates a widget burn-in, rendered to a standalone image or composited on top of a render layer.
DEPRECATED. Use the burn-in settings on output nodes instead to generate burn-ins.
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MovieGraphBurnInNode.h
Editor Properties: (see get_editor_property/set_editor_property)
burn_in_class(SoftClassPath): [Read-Write] The widget that the burn-in should use.composite_onto_final_image(bool): [Read-Write] If true, the pass will be composited onto each render. Does not apply to multi-layer EXR files.dynamic_properties(InstancedPropertyBag): [Read-Write] Properties which can be dynamically declared on the node (vs. native properties which are always present).override_b_composite_onto_final_image(bool): [Read-Write]override_burn_in_class(bool): [Read-Write]override_renderer_name(bool): [Read-Write]override_renderer_sub_name(bool): [Read-Write]renderer_name(str): [Read-Write] The value that will be used in the {renderer_name} token.renderer_sub_name(str): [Read-Write] The value that will be used in the {renderer_sub_name} token.script_tags(Array[str]): [Read-Write] Tags that can be used to identify this node within a pre/post render script. Tags can be unique in order to identify this specific node, or the same tag can be applied to multiple nodes in order to identify a grouping of nodes.
- property burn_in_class: SoftClassPath¶
[Read-Write] The widget that the burn-in should use.
- Type: