unreal.UserDefinedCaptureProtocol

class unreal.UserDefinedCaptureProtocol(outer=None, name='None')

Bases: unreal.MovieSceneImageCaptureProtocolBase

A blueprintable capture protocol that defines how to capture frames from the engine

C++ Source:

  • Module: MovieSceneCapture

  • File: UserDefinedCaptureProtocol.h

Editor Properties: (see get_editor_property/set_editor_property)

  • world (World): [Read-Write] World pointer assigned on Setup

generate_filename(frame_metrics)str

Generate a filename for the current frame

Parameters

frame_metrics (FrameMetrics) –

Returns

Return type

str

get_current_frame_metrics()FrameMetrics

Access this protocol’s current frame metrics

Returns

Return type

FrameMetrics

on_begin_finalize()None

Called when this protocol is going to be shut down - should not capture any more frames

on_can_finalize()bool

Called to check whether this protocol has finished any pending tasks, and can now be shut down

Returns

Return type

bool

on_capture_frame()None

Called when this protocol should capture the current frame

on_finalize()None

Called to complete finalization of this protocol

on_pause_capture()None

Called when this protocol should temporarily stop capturing frames

on_pixels_received(pixels, id, frame_metrics)None

Called when pixels have been received for the specified stream name

Parameters
on_pre_tick()None

Called before the capture process itself is ticked, before each frame is set up for capture Useful for any pre-frame set up or resetting the previous frame’s state

on_setup()bool

Called once at the start of the capture process, but before any warmup frames

Returns

true if this protocol set up successfully, false otherwise

Return type

bool

on_start_capture()None

Called when this protocol should start capturing frames

on_tick()None

Called after the capture process itself is ticked, after the frame is set up for capture, but before most actors have ticked

on_warm_up()None

Called when the capture process is warming up. Protocols may transition from either an initialized, or capturing state to warm-up

resolve_buffer(buffer, buffer_id)None
  • Resolve the specified buffer and pass it directly to the specified handler when done (does not pass to any bound streams)

Parameters
  • buffer (Texture) – The desired buffer to save *

  • buffer_id (CapturedPixelsID) – The ID of this buffer that is passed to the pixel handler (e.g. a composition pass name).

start_capturing_final_pixels(stream_id)None

Instruct this protocol to start capturing LDR final pixels (including slate widgets and burn-ins)

Parameters

stream_id (CapturedPixelsID) – The identifier to use for the final pixels buffer

stop_capturing_final_pixels()None

Instruct this protocol to stop capturing LDR final pixels

property world

[Read-Only] World pointer assigned on Setup

Type

(World)