unreal.MoviePipeline
¶
- class unreal.MoviePipeline(outer=None, name='None')¶
Bases:
unreal.Object
Movie Pipeline
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MoviePipeline.h
Editor Properties: (see get_editor_property/set_editor_property)
on_movie_pipeline_finished_delegate
(MoviePipelineFinished): [Read-Write] On Movie Pipeline Finished Delegateon_movie_pipeline_shot_work_finished_delegate
(MoviePipelineWorkFinished): [Read-Write] Only called if IsFlushDiskWritesPerShot() is set! Called after each shot is finished and files have been flushed to disk. The returned data in the params struct will have only the per-shot metadata for the just finished shot. Use OnMoviePipelineFinished() if you need all ot the metadata.on_movie_pipeline_work_finished_delegate
(MoviePipelineWorkFinished): [Read-Write] Called when we have completely finished this pipeline. This means that all frames have been rendered, all files written to disk, and any post-finalize exports have finished. This Pipeline will call Shutdown() on itself before calling this delegate to ensure we’ve unregistered from all delegates and are no longer trying to do anything (even if we still exist).The params struct in the return will have metadata about files written to disk for each shot.
- get_pipeline_master_config() → MoviePipelineMasterConfig¶
Get the Master Configuration used to render this shot. This contains the global settings for the shot, as well as per-shot configurations which can contain their own settings.
- Returns
- Return type
- initialize(job) → None¶
Initialize the movie pipeline with the specified settings. This kicks off the rendering process.
- Parameters
job (MoviePipelineExecutorJob) – This contains settings and sequence to render this Movie Pipeline with.
- property on_movie_pipeline_finished_delegate¶
[Read-Write] On Movie Pipeline Finished Delegate
- Type
- on_movie_pipeline_finished_impl() → None¶
This function should be called by the Executor when execution has finished (this should still be called in the event of an error)
- property on_movie_pipeline_shot_work_finished_delegate¶
[Read-Write] Only called if IsFlushDiskWritesPerShot() is set! Called after each shot is finished and files have been flushed to disk. The returned data in the params struct will have only the per-shot metadata for the just finished shot. Use OnMoviePipelineFinished() if you need all ot the metadata.
- Type
- property on_movie_pipeline_work_finished_delegate¶
[Read-Write] Called when we have completely finished this pipeline. This means that all frames have been rendered, all files written to disk, and any post-finalize exports have finished. This Pipeline will call Shutdown() on itself before calling this delegate to ensure we’ve unregistered from all delegates and are no longer trying to do anything (even if we still exist).
The params struct in the return will have metadata about files written to disk for each shot.
- Type
- request_shutdown(is_error=False) → None¶
Request the movie pipeline to shut down at the next available time. The pipeline will attempt to abandon the current frame (such as if there are more temporal samples pending) but may be forced into finishing if there are spatial samples already submitted to the GPU. The shutdown flow will be run to ensure already completed work is written to disk. This is a non-blocking operation, use Shutdown() instead if you need to block until it is fully shut down.
- Parameters
is_error (bool) –
- shutdown(error=False) → None¶
Abandons any future work on this Movie Pipeline and runs through the shutdown flow to ensure already completed work is written to disk. This is a blocking-operation and will not return until all outstanding work has been completed.
- Parameters
error (bool) – Whether this is an early shut down due to an error This function should only be called from the game thread.