unreal.MovieGraphRenderPassNode

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

Bases: MovieGraphSettingNode

The UMovieGraphRenderPassNode node defines a render pass that MRQ may produce. This node can be implemented in the graph multiple times, and the exact settings it should use can be created out of a mixture of nodes. Because of this, when rendering, MRQ will figure out how many layers there are that actually use this CDO and will call the function on the CDO once, providing the information about all instances. This will allow the node to create any number of instances (decoupled from the number of times the node is used in the graph).

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineCore

  • File: MovieGraphRenderPassNode.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_renderer_name (bool): [Read-Write]

  • override_renderer_sub_name (bool): [Read-Write]

  • renderer_name (str): [Read-Write] The value that will be used in the {renderer_name} token.

  • renderer_sub_name (str): [Read-Write] The value that will be used in the {renderer_sub_name} token.

  • 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_renderer_name: bool

[Read-Write]

Type:

(bool)

property override_renderer_sub_name: bool

[Read-Write]

Type:

(bool)

property renderer_name: str

[Read-Write] The value that will be used in the {renderer_name} token.

Type:

(str)

property renderer_sub_name: str

[Read-Write] The value that will be used in the {renderer_sub_name} token.

Type:

(str)