unreal.MoviePipelineQueueSubsystem
¶
- class unreal.MoviePipelineQueueSubsystem(outer=None, name='None')¶
Bases:
unreal.EditorSubsystem
Movie Pipeline Queue Subsystem
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineEditor
File: MoviePipelineQueueSubsystem.h
- get_active_executor() → MoviePipelineExecutorBase¶
Returns the active executor (if there is one). This can be used to subscribe to events on an already in-progress render. May be null.
- Returns
- Return type
- get_queue() → MoviePipelineQueue¶
Returns the queue of Movie Pipelines that need to be rendered.
- Returns
- Return type
- is_rendering() → bool¶
Returns true if there is an active executor working on producing a movie. This could be actively rendering frames, or working on post processing (finalizing file writes, etc.). Use GetActiveExecutor() and query it directly for more information, progress updates, etc.
- Returns
- Return type
- render_queue_with_executor(executor_type) → MoviePipelineExecutorBase¶
Starts processing the current queue with the supplied executor class. This starts an async process which may or may not run in a separate process (or on separate machines), determined by the executor implementation. The executor should report progress for jobs depending on the implementation.
- Parameters
executor_type (type(Class)) – A subclass of UMoviePipelineExecutorBase. An instance of this class is created and started.
- Returns
A pointer to the instance of the class created. This instance will be kept alive by the Queue Subsystem until it has finished (or been canceled). Register for progress reports and various callbacks on this instance.
- Return type