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
- get_current_frame_metrics() → FrameMetrics¶
Access this protocol’s current frame metrics
- Returns
- Return type
- 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
- on_pixels_received(pixels, id, frame_metrics) → None¶
Called when pixels have been received for the specified stream name
- Parameters
pixels (CapturedPixels) –
id (CapturedPixelsID) –
frame_metrics (FrameMetrics) –
- 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
- 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