unreal.MovieGraphDebugSettingNode

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

Bases: MovieGraphSettingNode

A node which configures various debug settings that may be useful when debugging an issue.

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineCore

  • File: MovieGraphDebugNode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • capture_frames_with_dump_gpu (bool): [Read-Write] If true, automatically trigger DumpGPU to capture rendering information.

  • capture_frames_with_render_doc (bool): [Read-Write] If true, automatically trigger RenderDoc to capture rendering information. RenderDoc plugin must be enabled, and the editor must have been launched with -AttachRenderDoc. Resulting capture will be in /Saved/RenderDocCaptures.

  • capture_unreal_insights_trace (bool): [Read-Write] If true, automatically capture an Unreal Insights trace file for the duration of the render.

  • dump_gpu_capture_file_path_format (str): [Read-Write] If bCaptureFramesWithDumpGpu is true, name of the output directory for the capture (related to frame output directory).

  • dump_gpu_capture_frame_start (int32): [Read-Write] If bCaptureFramesWithDumpGpu is true, from which included frame (on the root Sequencer time line) start index should we capture? No start bound if negative.

  • dump_gpu_capture_frame_stop (int32): [Read-Write] If bCaptureFramesWithDumpGpu is true, up to which excluded frame (on the root Sequencer time line) stop index should we capture? No stop bound if negative.

  • dump_gpu_capture_unified_pass_resource_filters (str): [Read-Write] If bCaptureFramesWithDumpGpu is true, wildcard enabled filters to apply to the path of the passes to dump. Syntax: Separate pass names to resources with ” “.: Filter multiple passes:resources by separating them with “|” Example: “TileClassificationMark StochasticLighting.EncodedReprojectionVector|*TemporalAccumulation*@MegaLights.ResolvedDiffuseLighting”:

  • dynamic_properties (InstancedPropertyBag): [Read-Write] Properties which can be dynamically declared on the node (vs. native properties which are always present).

  • override_b_capture_frames_with_dump_gpu (bool): [Read-Write]

  • override_b_capture_frames_with_render_doc (bool): [Read-Write]

  • override_b_capture_unreal_insights_trace (bool): [Read-Write]

  • override_dump_gpu_capture_file_path_format (bool): [Read-Write]

  • override_dump_gpu_capture_frame_start (bool): [Read-Write]

  • override_dump_gpu_capture_frame_stop (bool): [Read-Write]

  • override_dump_gpu_capture_unified_pass_resource_filters (bool): [Read-Write]

  • override_render_doc_capture_frame (bool): [Read-Write]

  • override_unreal_insights_trace_file_name_format (bool): [Read-Write]

  • render_doc_capture_frame (int32): [Read-Write] If bCaptureFramesWithRenderDoc is true, which frame (on the root Sequencer time line) should we capture data for?

  • 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.

  • unreal_insights_trace_file_name_format (str): [Read-Write] If bCaptureUnrealInsightsTrace is true, name of the UnrealInsights trace. Resulting capture will be in the global Output Directory for the job.

property capture_frames_with_dump_gpu: bool

[Read-Write] If true, automatically trigger DumpGPU to capture rendering information.

Type:

(bool)

property capture_frames_with_render_doc: bool

[Read-Write] If true, automatically trigger RenderDoc to capture rendering information. RenderDoc plugin must be enabled, and the editor must have been launched with -AttachRenderDoc. Resulting capture will be in /Saved/RenderDocCaptures.

Type:

(bool)

property capture_unreal_insights_trace: bool

[Read-Write] If true, automatically capture an Unreal Insights trace file for the duration of the render.

Type:

(bool)

property dump_gpu_capture_file_path_format: str

[Read-Write] If bCaptureFramesWithDumpGpu is true, name of the output directory for the capture (related to frame output directory).

Type:

(str)

property dump_gpu_capture_frame_start: int

[Read-Write] If bCaptureFramesWithDumpGpu is true, from which included frame (on the root Sequencer time line) start index should we capture? No start bound if negative.

Type:

(int32)

property dump_gpu_capture_frame_stop: int

[Read-Write] If bCaptureFramesWithDumpGpu is true, up to which excluded frame (on the root Sequencer time line) stop index should we capture? No stop bound if negative.

Type:

(int32)

property dump_gpu_capture_unified_pass_resource_filters: str

[Read-Write] If bCaptureFramesWithDumpGpu is true, wildcard enabled filters to apply to the path of the passes to dump. Syntax: Separate pass names to resources with ” “.: Filter multiple passes:resources by separating them with “|” Example: “TileClassificationMark StochasticLighting.EncodedReprojectionVector|*TemporalAccumulation*@MegaLights.ResolvedDiffuseLighting”:

Type:

(str)

property override_b_capture_frames_with_dump_gpu: bool

[Read-Write]

Type:

(bool)

property override_b_capture_frames_with_render_doc: bool

[Read-Write]

Type:

(bool)

property override_b_capture_unreal_insights_trace: bool

[Read-Write]

Type:

(bool)

property override_dump_gpu_capture_file_path_format: bool

[Read-Write]

Type:

(bool)

property override_dump_gpu_capture_frame_start: bool

[Read-Write]

Type:

(bool)

property override_dump_gpu_capture_frame_stop: bool

[Read-Write]

Type:

(bool)

property override_dump_gpu_capture_unified_pass_resource_filters: bool

[Read-Write]

Type:

(bool)

property override_render_doc_capture_frame: bool

[Read-Write]

Type:

(bool)

property override_unreal_insights_trace_file_name_format: bool

[Read-Write]

Type:

(bool)

property render_doc_capture_frame: int

[Read-Write] If bCaptureFramesWithRenderDoc is true, which frame (on the root Sequencer time line) should we capture data for?

Type:

(int32)

property unreal_insights_trace_file_name_format: str

[Read-Write] If bCaptureUnrealInsightsTrace is true, name of the UnrealInsights trace. Resulting capture will be in the global Output Directory for the job.

Type:

(str)