unreal.MovieGraphBurnInNode

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

Bases: MovieGraphWidgetRendererBaseNode

A 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:

(SoftClassPath)

property override_burn_in_class: bool

[Read-Write]

Type:

(bool)