unreal.MovieGraphExecuteScriptNode¶
- class unreal.MovieGraphExecuteScriptNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MovieGraphSettingNodeThis node allows users to run code before and after a movie graph is being executed. Example use cases would be to run custom logic that overrides the output directory, or to trigger an event after a shot finishes. These bits of script can be implemented in either C++, or in Python (as a UClass) because we don’t serialize the object and only create it at runtime during the render. See UMovieGraphScriptBase for details.
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MovieGraphExecuteScriptNode.h
Editor Properties: (see get_editor_property/set_editor_property)
dynamic_properties(InstancedPropertyBag): [Read-Write] Properties which can be dynamically declared on the node (vs. native properties which are always present).editor_and_runtime_script(SoftClassPath): [Read-Write] The script that this node should run. The script will be created when the job starts, and different functions will be called on the script throughout the lifetime of the render. Scripts can be implemented in Python, Blueprints, or C++; see MovieGraphExecuteScriptNode.h for more details.Editor and Runtime scripts will run both in the editor and in runtime builds. Note that if a Python-based script type is being used in a runtime build, the Asset Referencing Restrictions plugin will flag an issue. This script type is mostly intended for use with Blueprints and C++-based scripts.
editor_only_script(SoftClassPath): [Read-Write] The script that this node should run. The script will be created when the job starts, and different functions will be called on the script throughout the lifetime of the render. Scripts can be implemented in Python, Blueprints, or C++; see MovieGraphExecuteScriptNode.h for more details.Editor-only scripts will run in editor-based renders and not runtime builds (if attempting to use it in a runtime build, the script will not execute, and a warning will be logged). This is mainly intended for typical MRG renders using a Python-based script (but the script can be C++ or Blueprint-based as well). Using this script type allows the Asset Referencing Restrictions plugin to properly detect that this script will not execute in a runtime build.
mode(MovieGraphExecuteScriptMode): [Read-Write] The context that this script is allowed to execute in.override_editor_and_runtime_script(bool): [Read-Write]override_editor_only_script(bool): [Read-Write]override_mode(bool): [Read-Write]override_script(bool): [Read-Write] deprecated: Use the bOverride_EditorOnlyScript property or bOverride_EditorAndRuntimeScript property instead.script(SoftClassPath): [Read-Write] deprecated: Use the EditorOnlyScript property or EditorAndRuntimeScript property instead.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 editor_and_runtime_script: SoftClassPath¶
[Read-Write] The script that this node should run. The script will be created when the job starts, and different functions will be called on the script throughout the lifetime of the render. Scripts can be implemented in Python, Blueprints, or C++; see MovieGraphExecuteScriptNode.h for more details.
Editor and Runtime scripts will run both in the editor and in runtime builds. Note that if a Python-based script type is being used in a runtime build, the Asset Referencing Restrictions plugin will flag an issue. This script type is mostly intended for use with Blueprints and C++-based scripts.
- Type:
- property editor_only_script: SoftClassPath¶
[Read-Write] The script that this node should run. The script will be created when the job starts, and different functions will be called on the script throughout the lifetime of the render. Scripts can be implemented in Python, Blueprints, or C++; see MovieGraphExecuteScriptNode.h for more details.
Editor-only scripts will run in editor-based renders and not runtime builds (if attempting to use it in a runtime build, the script will not execute, and a warning will be logged). This is mainly intended for typical MRG renders using a Python-based script (but the script can be C++ or Blueprint-based as well). Using this script type allows the Asset Referencing Restrictions plugin to properly detect that this script will not execute in a runtime build.
- Type:
- property mode: MovieGraphExecuteScriptMode¶
[Read-Write] The context that this script is allowed to execute in.
- Type:
- property override_script: bool¶
[Read-Write] deprecated: Use the bOverride_EditorOnlyScript property or bOverride_EditorAndRuntimeScript property instead.
- Type:
(bool)
- property script: SoftClassPath¶
[Read-Write] deprecated: Use the EditorOnlyScript property or EditorAndRuntimeScript property instead.
- Type: