unreal.MoviePipelineExecutorJob
¶
- class unreal.MoviePipelineExecutorJob(outer=None, name='None')¶
Bases:
unreal.Object
A particular job within the Queue
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MoviePipelineQueue.h
Editor Properties: (see get_editor_property/set_editor_property)
author
(str): [Read-Write] (Optional) Name of the person who submitted the job. Can be shown in burn in as a first point of contact about the content.job_name
(str): [Read-Write] (Optional) Name of the job. Shown on the default burn-in.map
(SoftObjectPath): [Read-Write] Which map should this job render onsequence
(SoftObjectPath): [Read-Write] Which sequence should this job render?shot_info
(Array(MoviePipelineExecutorShot)): [Read-Write] (Optional) Shot specific information. If a shot is missing from this list it will assume to be enabled and will be rendered.user_data
(str): [Read-Write] Arbitrary data that can be associated with the job. Not used by default implementations, nor read. This can be used to attach third party metadata such as job ids from remote farms. Not shown in the user interface.
- property author¶
[Read-Write] (Optional) Name of the person who submitted the job. Can be shown in burn in as a first point of contact about the content.
- Type
(str)
- get_configuration() → MoviePipelineMasterConfig¶
Get Configuration
- Returns
- Return type
- get_preset_origin() → MoviePipelineMasterConfig¶
Get Preset Origin
- Returns
- Return type
- get_status_message() → str¶
Get the current status message for this job. May be an empty string.
For C++ implementations override virtual FString GetStatusMessage_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def get_status_message(self): return ?
- Returns
- Return type
- get_status_progress() → float¶
Get the current progress as last set by SetStatusProgress. 0 by default.
For C++ implementations override virtual float GetStatusProgress_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def get_status_progress(self): return ?
- Returns
- Return type
- is_consumed() → bool¶
Gets whether or not the job has been marked as being consumed. A consumed job is not editable in the UI and should not be submitted for rendering as it is either already finished or already in progress.
For C++ implementations override virtual bool IsConsumed_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def is_consumed(self): return ?
- Returns
- Return type
- property job_name¶
[Read-Write] (Optional) Name of the job. Shown on the default burn-in.
- Type
(str)
- property map¶
[Read-Write] Which map should this job render on
- Type
- on_duplicated() → None¶
Should be called to clear status and user data after duplication so that jobs stay unique and don’t pick up ids or other unwanted behavior from the pareant job.
For C++ implementations override virtual bool OnDuplicated_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def on_duplicated(self):
- property sequence¶
[Read-Write] Which sequence should this job render?
- Type
- set_configuration(preset) → None¶
Set Configuration
- Parameters
preset (MoviePipelineMasterConfig) –
- set_consumed(consumed) → None¶
Set the job to be consumed. A consumed job is disabled in the UI and should not be submitted for rendering again. This allows jobs to be added to a queue, the queue submitted to a remote farm (consume the jobs) and then more jobs to be added and the second submission to the farm won’t re-submit the already in-progress jobs.
Jobs can be unconsumed when the render finishes to re-enable editing.
For C++ implementations override virtual void SetConsumed_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def set_consumed(self, isConsumed):
- Parameters
consumed (bool) – True if the job should be consumed and disabled for editing in the UI.
- set_preset_origin(preset) → None¶
Set Preset Origin
- Parameters
preset (MoviePipelineMasterConfig) –
- set_status_message(status) → None¶
Set the status of this job to the given value. This will be shown on the UI if progress is set to a value less than zero. If progress is > 0 then the progress bar will be shown on the UI instead. Progress and Status Message are cosmetic and dependent on the executor to update. Similar to the UMoviePipelineExecutor::SetStatusMessage function, but at a per-job level basis instead.
For C++ implementations override virtual void SetStatusMessage_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def set_status_message(self, inStatus):
- Parameters
status (str) – The status message you wish the executor to have.
- set_status_progress(progress) → None¶
Set the progress of this job to the given value. If a positive value is provided the UI will show the progress bar, while a negative value will make the UI show the status message instead. Progress and Status Message are cosmetic and dependent on the executor to update. Similar to the UMoviePipelineExecutor::SetStatusProgress function, but at a per-job level basis instead.
For C++ implementations override virtual void SetStatusProgress_Implementation() override For Python/BP implementations override unreal.ufunction(override=True): def set_status_progress(self, inProgress):
- Parameters
progress (float) – The progress (0-1 range) the executor should have.
- property shot_info¶
[Read-Write] (Optional) Shot specific information. If a shot is missing from this list it will assume to be enabled and will be rendered.
- Type