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bool |
bFlushDiskWritesPerShot |
If true, the game thread will stall at the end of each shot to flush the rendering queue, and then flush any outstanding writes to disk, finalizing any outstanding videos and generally completing the work. |
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uint8: 1 |
bOverride_bFlushDiskWritesPerShot |
|
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uint8: 1 |
bOverride_bOverwriteExistingOutput |
|
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uint8: 1 |
bOverride_CustomPlaybackRangeEndFrame |
|
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uint8: 1 |
bOverride_CustomPlaybackRangeStartFrame |
|
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uint8: 1 |
bOverride_FrameNumberOffset |
|
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uint8: 1 |
bOverride_HandleFrameCount |
|
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uint8: 1 |
bOverride_OutputDirectory |
|
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uint8: 1 |
bOverride_OutputFrameRate |
|
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uint8: 1 |
bOverride_OutputResolution |
|
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uint8: 1 |
bOverride_VersioningSettings |
|
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uint8: 1 |
bOverride_ZeroPadFrameNumbers |
|
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bool |
bOverwriteExistingOutput |
If true, output containers should attempt to override any existing files with the same name. |
 |
int32 |
CustomPlaybackRangeEndFrame |
|
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int32 |
CustomPlaybackRangeStartFrame |
|
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int32 |
FrameNumberOffset |
How many frames should we offset the output frame number by? This is useful when using handle frames on Sequences that start at frame 0, as the output would start in negative numbers. |
 |
int32 |
HandleFrameCount |
Top level shot track sections will automatically be expanded by this many frames in both directions, and the resulting additional time will be rendered as part of that shot. |
 |
FDirectoryPath |
OutputDirectory |
What directory should all of our output files be relative to. |
 |
FFrameRate |
OutputFrameRate |
What frame rate should the output files be exported at? This overrides the Display Rate of the target sequence. |
 |
FMovieGraphNamedResolution |
OutputResolution |
What resolution should our output files be exported at? |
 |
FMovieGraphVersioningSettings |
VersioningSettings |
Determines how versioning should be handled (Auto Version, Version Number, etc.). |
 |
int32 |
ZeroPadFrameNumbers |
How many digits should all output frame numbers be padded to? MySequence_1.png -> MySequence_0001.png. |