unreal.MoviePipelineExecutorShot
¶
- class unreal.MoviePipelineExecutorShot(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
This class represents a segment of work within the Executor Job. This should be owned by the UMoviePipelineExecutorJob and can be created before the movie pipeline starts to configure some aspects about the segment (such as disabling it). When the movie pipeline starts, it will use the already existing ones, or generate new ones as needed.
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MoviePipelineQueue.h
Editor Properties: (see get_editor_property/set_editor_property)
enabled
(bool): [Read-Write] Does the user want to render this shot?inner_name
(str): [Read-Write] The name of the camera cut section that this shot represents. Can be empty.outer_name
(str): [Read-Write] The name of the shot section that contains this shot. Can be empty.sidecar_cameras
(Array[MoviePipelineSidecarCamera]): [Read-Write] List of cameras to render for this shot. Only used if the setting flag is set in the Camera setting.
- allocate_new_shot_override_config(config_type=None) MoviePipelineShotConfig ¶
Allocate New Shot Override Config
- Parameters:
- Return type:
- get_shot_override_configuration() MoviePipelineShotConfig ¶
Get Shot Override Configuration
- Return type:
- get_shot_override_preset_origin() MoviePipelineShotConfig ¶
Get Shot Override Preset Origin
- Return type:
- get_status_message() str ¶
Get the current status message for this shot. 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 ?
- 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 ?
- Return type:
- property inner_name: str¶
[Read-Write] The name of the camera cut section that this shot represents. Can be empty.
- Type:
(str)
- property outer_name: str¶
[Read-Write] The name of the shot section that contains this shot. Can be empty.
- Type:
(str)
- set_shot_override_configuration(preset) None ¶
Set Shot Override Configuration
- Parameters:
preset (MoviePipelineShotConfig) –
- set_shot_override_preset_origin(preset) None ¶
Set Shot Override Preset Origin
- Parameters:
preset (MoviePipelineShotConfig) –
- set_status_message(status) None ¶
Set the status of this shot 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.
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 shot 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, inStatus):
- Parameters:
progress (float) – The progress (0-1 range) the executor should have.