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