unreal.MovieGraphExecuteScriptNode

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

Bases: MovieGraphSettingNode

This 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 override_script: bool

[Read-Write]

Type:

(bool)

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:

(SoftClassPath)