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).override_script(bool): [Read-Write]script(SoftClassPath): [Read-Write] Which script should this node instantiate? The class will be instantiated when the job starts, and then different functions will be called on that instance throughout the life-time of the movie render. Scripts can be implemented in Python or C++, see MovieGraphExecuteScriptNode.h for more details.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 script: SoftClassPath¶
[Read-Write] Which script should this node instantiate? The class will be instantiated when the job starts, and then different functions will be called on that instance throughout the life-time of the movie render. Scripts can be implemented in Python or C++, see MovieGraphExecuteScriptNode.h for more details.
- Type: