code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Engine Preview", Meta=(CallInEditor="true")) void StopEnginePreview()


description: Needed to remove the data entry in the data manager.

module: MotoSynth

code: virtual void BeginDestroy()


code: void BuildGrainTableByRPMEstimation()


code: void DynamicsProcessForAnalysis()


code: void FilterSourceDataForAnalysis()


description: Retrieves the data ID of the source in the moto synth data manager.

code: uint32 GetDataID() const


code: float GetCurrentRPMForSampleIndex ( int32 CurrentSampleIndex )


description: Retrieves the memory usage of this in MB that will be used at runtime (i.e. from data manager)

code: float GetRuntimeMemoryUsageMB() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Grain Table", Meta=(CallInEditor="true")) void PerformGrainTableAnalysis()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Grain Table", Meta=(CallInEditor="true")) void PlayToneMatch()


description: Used to register data w/ the data manager.

code: virtual void PostLoad()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Grain Table", Meta=(CallInEditor="true")) void StopToneMatch()


description: Updates the source data from the associatedUSoundWave.

code: void UpdateSourceData()


code: void WriteAnalysisBufferToWaveFile()


code: void WriteDebugDataToWaveFiles()


code: void WriteGrainTableDataToWaveFile()


className: UMotoSynthSource

description: UMotoSynthSourceUAsset used to represent Imported MotoSynth Sources

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMotoSynthSource : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AnalysisInputFilePath

type: FString

description: The path to write the audio analysis data (LPF and normalized asset)

type: bool

description: Whether or not to convert this moto synth source to 8 bit on load to use less memory.

bEnableDynamicsProcessorForAnalysis

description: Whether not to enable a dynamics processor to the analysis step.

bEnableFilteringForAnalysis

description: Whether not to enable a low pass filter frequency before analyzing the audio file.

bWriteAnalysisInputToFile

description: Whether not to write the audio used for analysis to a wav file.

DownSampleFactor

type: float

description: Amount to scale down the sample rate of the source.

GrainTable

type: TArray<FGrainT...

description: Grain table containing information about how to granulate the source data buffer.

LowPassFilterFrequency

description: Frequency of a low pass filter to apply before running grain table analysis.

MotoSynthSineToneTest

type: FRPMEstimationP...

RPMCurve

type: FRuntimeFloatCu...

description: A curve to define the RPM contour from the min and max estimated RPM Curve values are non-normalized and accurate to time

RPMCycleCalibrationSample

description: A samples to use to calibrate when an engine cycle begins.

RPMFirstCycleSampleEnd

description: The end of the first cycle sample. Cut the source file to start exactly on the cycle start.

RPMSynthVolume

description: Sets the volume of the RPM curve synth for testing RPM curve to source.

SoundWaveSource

type: TObjectPtr<USo...

description: The source to use for the moto synth source.

SourceDataID

description: Data ID used to track the source data with the data manager.

SourceDataPCM

type: TArray< int16 >

SourceSampleRate

description: Sample rate of the imported sound wave and the serialized data of the granulator.


className: FMotoSynthEditorModule

module: MotoSynthEditor

code: class FMotoSynthEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


code: static void RegisterMenus()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FMotoSynthExtension

code: class FMotoSynthExtension


code: static void ExecuteCreateMotoSynthSource ( const struct [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & MenuContext )


description: Overridable native event for when play begins for this actor.

module: MovieRenderPipelineCore

code: virtual void BeginPlay()


className: EMoviePipelineEncodeQuality

code: enum EMoviePipelineEncodeQuality { Low = 0, Medium = 1, High = 2, Epic = 3, }


className: AMoviePipelineGameMode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class AMoviePipelineGameMode : public [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase)


className: EMoviePipelineShutterTiming

code: enum EMoviePipelineShutterTiming { FrameOpen, FrameCenter, FrameClose, }


className: EMoviePipelineTextureStreamingMethod

code: enum EMoviePipelineTextureStreamingMethod { None, Disabled, FullyLoad, }


className: EMoviePipelineValidationState

code: enum EMoviePipelineValidationState { Valid = 0, Warnings = 1, Errors = 2, }


className: EMovieRenderPipelineState

description: What is the current overall state of the Pipeline? States are processed in order from first to last and all states will be hit (though there is no guarantee the state will not be transitioned away from on the same frame it entered it). Used to help track overall progress and validate code flow.

code: enum EMovieRenderPipelineState { Uninitialized = 0, ProducingFrames = 1, Finalize = 2, Export = 3, Finished = 4, }


className: EMovieRenderShotState

description: What is the current state of a shot? States are processed in order from first to last but not all states are required, ie: WarmUp and MotionBlur can be disabled and the shot will never pass through this state.

code: enum EMovieRenderShotState { Uninitialized = 0, WarmingUp = 1, MotionBlur = 2, Rendering = 3, Finished = 4, }


className: FAudioSegment

code: struct FAudioSegment

Id

type: FGuid

OutputState

type: FMoviePipelineF...


className: FAudioState

code: struct FAudioState

ActiveSubmixes

type: TArray<TWeakPt...

description: An array of active submixes we are recording for this shot.

FinishedSegments

type: TArray<FAudioS...

description: Float Buffers for Movie Segments we've finished rendering.


code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FCameraCutSubSectionHierarchyNode](API\Plugins\MovieRenderPipelineCore\FCameraCutSubSectionHierarchyNod-) > > GetChildren() const


code: void AddChild ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FCameraCutSubSectionHierarchyNode](API\Plugins\MovieRenderPipelineCore\FCameraCutSubSectionHierarchyNod-) > InChild )


code: bool IsEmpty() const


code: void SetParent ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FCameraCutSubSectionHierarchyNode](API\Plugins\MovieRenderPipelineCore\FCameraCutSubSectionHierarchyNod-) > InParent )


className: FCameraCutSubSectionHierarchyNode

code: struct FCameraCutSubSectionHierarchyNode : public [TSharedFromThis< FCameraCutSubSectionHierarchyNode >](API\Runtime\Core\Templates\TSharedFromThis)

AdditionalSectionsToExpand

type: TArray<TTuple<...

description: An array of sections that we should expand, as well as their original range for restoration later.

CameraCutSection

type: TWeakObjectPtr<...

description: TheUMovieSceneCameraCutSectionwithin the movie scene (if any)

EvaluationType

type: EMovieSceneEval...

MovieScene

description: TheUMovieScenethat this node has data for.

NodeID

type: FMovieSceneSequ...

OriginalCameraCutSectionRange

type: TRange<FFrameN...

OriginalMovieScenePlaybackRange

description: These are used to restore this node back to its proper shape post render.

Section

description: TheUMovieSceneSubSectionwithin the movie scene (if any)


code: FCameraCutSubSectionHierarchyNode()


code: FCompositePassInfo()


className: FCompositePassInfo

code: struct FCompositePassInfo

PassIdentifier

type: FMoviePipelineP...

PixelData

type: TUniquePtr<FIm...


className: FCPXMLExportDataSource

code: enum FCPXMLExportDataSource { OutputMetadata, SequenceData, }


code: [FFrameTime](API\Runtime\Core\Misc\FFrameTime) GetFinalEvalTime ( const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime ) const


className: FFrameConstantMetrics

code: struct FFrameConstantMetrics

FrameRate

type: FFrameRate

description: What is the effective frame rate of the output

MotionBlurCenteringOffsetTicks

type: FFrameTime

description: How many ticks do we have to go to center our motion blur? This makes it so the blurred area matches the object position during the time it represents, and not before.

ShotTickResolution

description: What is the tick resolution of the current shot

ShutterAnglePercentage

type: double

description: Fraction of the output frame that the accumulation frames should cover.

ShutterClosedFraction

description: Fraction of the output frame that the shutter is closed (that accumulation frames should NOT cover).

ShutterOffsetTicks

description: Our time samples are offset by this many ticks.

TickResolution

description: What is the tick resolution of the root sequence

TicksPerOutputFrame

description: How many ticks per output frame.

TicksPerSample

description: How many ticks per sub-frame sample.

TicksWhileShutterClosed

description: How many ticks while the shutter is closed

TicksWhileShutterOpen

description: How many ticks while the shutter is opened


code: FFrameTimeStepCache()


code: FFrameTimeStepCache ( double InDeltaTime )


className: FFrameTimeStepCache

description: Utility function for the Pipeline to calculate the time metrics for the current frame that can then be used by the custom time step to avoid custom time logic.

code: struct FFrameTimeStepCache


description: Given a rendered tile, accumulate the data to the full size image.

code: void AccumulatePixelData ( const [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) & InPixelData, FIntPoint InTileOffset, FVector2D InSubpixelOffset, const [MoviePipeline::FTileWeight1D](API\Plugins\MovieRenderPipelineCore\FTileWeight1D) & WeightX, const [MoviePipeline::FTileWeight1D](API\Plugins\MovieRenderPipelineCore\FTileWeight1D) & WeightY )


description: After accumulation is finished, fetch the final image as bytes. In theory we don't need this, because we could just fetch as LinearColor and convert to bytes. But the largest size asked for is 45k x 22.5k, which is 1B pixels. So fetching as LinearColor would create a 16GB intermediary image, so it's worth having an option to fetch straight to FColors.

code: void FetchFinalPixelDataByte ( TArray64< [FColor](API\Runtime\Core\Math\FColor) > & OutPixelData ) const


description: After accumulation is finished, fetch the final image as linear colors

code: void FetchFinalPixelDataHalfFloat ( TArray64< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > & OutPixelData ) const


code: void FetchFinalPixelDataLinearColor ( TArray64< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & OutPixelData ) const


description: Grab a single pixel from the full res tile and scale it by the appropriate Scale value.

code: void FetchFullImageValue ( float Rgba, int32 FullX, int32 FullY ) const


description: Allocates memory.

code: void InitMemory ( FIntPoint InPlaneSize, int32 InNumChannels )


description: Resets the PlaneSize and NumChannels but does NOT free the memory because most of the time we're going to just need the same resolution next frame anyways when InitMemory is called again.

code: void Reset()


description: Resets the memory to 0s so that we can start a new frame.

code: void ZeroPlanes()


description: Default constructor.

code: FImageOverlappedAccumulator()


className: FImageOverlappedAccumulator

description: Contains all the image planes for the tiles.

AccumulationGamma

type: float

description: Gamma for accumulation. Typical values are 1.0 and 2.2.

NumChannels

description: Number of channels in the tiles. Typical will be 3 (RGB).

PlaneSize

type: FIntPoint

description: Width and height of each tile in pixels

UnpackedDataStorage

type: TArray64< float...

description: A temporary buffer that is only initialized to the size of a single sample used during RGBA unpacking.

WeightChannelStorage

description: A temporary buffer that is only initialized to the size of a single sample used during weight plane accumulation.

WeightPlane

type: FImageOverlappe...


description: Accumulate a single tile to this plane. The raw data will in general be smaller than the full plane. Addtionally, we are only going to be using part of the input plane because the input plane will have unused border areas. The SubRect parameters describe the area inside the source plane.

code: void AccumulateSinglePlane ( const TArray64< float > & InRawData, FIntPoint InSize, FIntPoint InOffset, float SubpixelOffsetX, float SubpixelOffsetY, FIntPoint SubRectOffset, FIntPoint SubRectSize, const [TArray](API\Runtime\Core\Containers\TArray)< float > & WeightDataX, const [TArray](API\Runtime\Core\Containers\TArray)< float > & WeightDataY )


description: Initialize the memory. Before using the memory, we also will need a call to ZeroPlane.

code: void Init ( FIntPoint InSize )


description: Frees the memory and resets the sizes


description: Zeroes the accumulation. Assumes the data is already allocated.

code: void ZeroPlane()


description: Default constructor.

code: FImageOverlappedPlane()


className: FImageOverlappedPlane

description: Types Structure for a single overlapped image.

code: struct FImageOverlappedPlane

ChannelData

description: Actual channel data

Size

description: Width and Height of the image.


code: virtual FIntPoint GetAccumulatorSize() const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FImagePixelDataPayload](API\Plugins\MovieRenderPipelineCore\FImagePixelDataPayload) > Copy() const


code: virtual bool GetOverlapPaddedSizeIsValid ( const FIntPoint InRawSize ) const


code: virtual FIntPoint GetOverlapPaddedSize() const


code: virtual FIntPoint GetOverlappedOffset() const


code: virtual FVector2D GetOverlappedSubpixelShift() const


code: virtual void GetWeightFunctionParams ( [MoviePipeline::FTileWeight1D](API\Plugins\MovieRenderPipelineCore\FTileWeight1D) & WeightFunctionX, [MoviePipeline::FTileWeight1D](API\Plugins\MovieRenderPipelineCore\FTileWeight1D) & WeightFunctionY ) const


code: bool IsFirstTemporalSample() const


description: Is this the first tile of an image and we should start accumulating?

code: bool IsFirstTile() const


code: bool IsLastTemporalSample() const


description: Is this the last tile of an image and we should finish accumulating?

code: bool IsLastTile() const


code: FImagePixelDataPayload()


className: FImagePixelDataPayload

code: struct FImagePixelDataPayload : public [IImagePixelDataPayload](API\Runtime\ImageWriteQueue\IImagePixelDataPayload), public [TSharedFromThis< FImagePixelDataPayload, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

bCompositeToFinalImage

type: bool

bRequireTransparentOutput

description: Does this output data have to be transparent to be useful? Overrides output format to one that supports transparency.

type: FString

description: If specified, use this as the output filename (not including output directory) when using debug write samples to disk

SampleState

type: FMoviePipelineR...


description: Given a rendered tile, accumulate the data to the full size image.

code: void AccumulatePixelData ( const [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) & InPixelData, int32 InTileX, int32 InTileY, FVector2D InSubpixelOffset )


description: The raw sizes should exactly match the tile size. The SubpixelOffset should be in the range of [0,1).AccumulateTile()then figures out which tiles it touches, and accumulates them.

code: void AccumulateTile ( const TArray64< float > & InRawData, int32 InRawSizeX, int32 InRawSizeY, int InRawChannel, FVector2D InSubpixelOffset )


description: Get the data for the appropriate tile.

code: [FImageTilePlane](API\Plugins\MovieRenderPipelineCore\FImageTilePlane) & AtPlaneData ( int32 InTileX, int32 InTileY, int32 InChannel )


description: Get the data for the appropriate tile.

code: const [FImageTilePlane](API\Plugins\MovieRenderPipelineCore\FImageTilePlane) & AtPlaneData ( int32 InTileX, int32 InTileY, int32 InChannel ) const


description: Given the dstance from a sample, calculate the weight.

code: float CalcSampleWeight ( float InDistance ) const


description: After accumulation is finished, fetch the final image as linear colors

code: void FetchFinalPixelDataLinearColor ( TArray64< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & OutPixelData ) const


description: After accumulation is finished, fetch the final image as bytes. In theory we don't need this, because we could just fetch as LinearColor and convert to bytes. But the largest size asked for is 45k x 22.5k, which is 1B pixels. So fetching as LinearColor would create a 16GB intermediary image, so it's worth having an option to fetch straight to FColors.

code: void FetchFinalPixelDataByte ( TArray64< [FColor](API\Runtime\Core\Math\FColor) > & OutPixelData ) const


description: After accumulation is finished, fetch the final scale of each plane.

code: void FetchFinalPlaneScale ( [TArray](API\Runtime\Core\Containers\TArray)< float > & PlaneScale ) const


description: Grab a single pixel from the full res tile and scale it by the appropriate Scale value.

code: void FetchFullImageValue ( float Rgba, const [TArray](API\Runtime\Core\Containers\TArray)< float > & PlaneScale, int32 FullX, int32 FullY ) const


description: Get the tile index in the ImagePlanes list.

code: int32 GetPlaneIndex ( int32 InTileX, int32 InTileY, int32 InChannel ) const


description: Allocates memory.

code: void InitMemory ( int InTileSizeX, int InTileSizeY, int InNumTilesX, int InNumTilesY, int InNumChannels )


description: Resets the memory.

code: void Reset()


description: Resets the memory to 0s so that we can start a new frame.

code: void ZeroPlanes()


description: Default constructor.

code: FImageTileAccumulator()


className: FImageTileAccumulator

description: Contains all the image planes for the tiles.

code: struct FImageTileAccumulator

AccumulationGamma

description: When accumulating apply pow(X,AccumulationGamma), and then apply pow(X,1/AccumulationGamma) on output.

ImagePlanes

description: Actual pixel data.

KernelRadius

description: Radius of the kernel, in units of the final image. A value of 1.0 means a radius of one pixel.

NumChannels

description: Number of channels in the tiles. Typical will be 3 (RGB).

NumTilesX

description: Horizontal tiles.

NumTilesY

description: Vertical tiles.

TileSizeX

description: Width of each tile in pixels

TileSizeY

description: Height of each tile in pixels


description: Accumulate a single tile to this plane. The raw data must be the exact size of the tile. In general, SampleOffsetX/SampleOffsetY will be 0 or 1. In most cases it is zero, but but if a sample has a subpixel offset after the last sample, it will affect the first sample of the next pixel. All accumulating assumes edge clamping.

code: void AccumulateSinglePlane ( const TArray64< float > & InRawData, int32 InSizeX, int32 InSizeY, float InSampleWeight, int InSampleOffsetX, int InSampleOffsetY )


description: Initialize the memory. Before using the memory, we also will need a call to ZeroPlane.

code: void Init ( int32 InSizeX, int32 InSizeY )


description: Frees the memory and resets the sizes


description: Zeroes the accumulation. Assumes the data is already allocated.

code: void ZeroPlane()


description: Default constructor.

code: FImageTilePlane()


className: FImageTilePlane

description: Types Structure for a single tile.

code: struct FImageTilePlane

AccumulationWeight

description: Accumulation weights, uniform for the whole plane.

ChannelData

description: Actual channel data

SizeX

description: Width of the image.

SizeY

description: Height of the image.


code: FGraphEventRef Execute ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> InFunctor )


className: FMoviePipelineBackgroundMediaTasks


code: void CalculateWorkMetrics()


code: bool IsInitialized() const


code: void SetNextStateAfter ( const [EMovieRenderShotState](API\Plugins\MovieRenderPipelineCore\EMovieRenderShotState) InCurrentState )


code: FMoviePipelineCameraCutInfo()


className: FMoviePipelineCameraCutInfo

description: ToDo: Rename this to segment.

bEmulateFirstFrameMotionBlur

description: Should we evaluate/render an extra frame at the start of this shot to show correct motion blur on the first frame? This emulates motion blur by evaluating forward one frame and then going backwards which is a approximation.

bHasEvaluatedMotionBlurFrame

description: Have we evaluated the motion blur frame? Only used if bEvaluateMotionBlurOnFirstFrame is set

CachedFrameRate

description: Cached Frame Rate these are being rendered at. Simplifies some APIs.

CachedShotTickResolution

description: Cached Tick Resolution the movie scene this range was generated for is in.

CachedTickResolution

description: Cached Tick Resolution our numbers are in. Simplifies some APIs.

CurrentTickInRoot

type: FFrameNumber

description: The current tick of this shot that we're on in root space

CurrentTimeInRoot

description: The current time of this shot that we're on in root space (for the Graph version. Tracks sub-frames too.)

NumEngineWarmUpFramesRemaining

description: How many engine warm up frames are left to process for this shot. May be zero.

NumSpatialSamples

description: For each temporal sample, how many spatial samples do we take?

NumTemporalSamples

description: How many temporal samples is each frame broken up into?

NumTiles

description: How many image tiles are going to be rendered per temporal frame.

OuterToInnerTransform

type: FMovieSceneTime...

description: Converts from the outermost space into the innermost space. Only works with linear transforms.

State

type: EMovieRenderSho...

description: The current state of processing this Shot is in. Not all states will be passed through.

SubSectionHierarchy

type: TSharedPtr<Mov...

TotalOutputRangeRoot

description: The total range of output frames in root space

VersionNumber

description: What version number should this shot use when resolving format arguments.

WarmupRangeRoot

description: The total range of warmup frames in root space

WorkMetrics

type: FMoviePipelineS...

description: Metrics - How much work has been done for this particular shot and how much do we estimate we have to do?


className: FMoviePipelineCodecWriter

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [MovieRenderPipeline::IVideoCodecWriter](API\Plugins\MovieRenderPipelineCore\IVideoCodecWriter) >, [TPromise](API\Runtime\Core\Async\TPromise)< bool > > FMoviePipelineCodecWriter


code: FMoviePipelineFilenameResolveParams()


code: FMoviePipelineFormatArgs()


className: FMoviePipelineFinished

code: class FMoviePipelineFinished


className: FMoviePipelineFormatArgs

FileMetadata

type: TMap<FString, ...

description: A set of Key/Value pairs for file metadata for file formats that support metadata.

FilenameArguments

description: A set of Key/Value pairs for output filename format strings (without {}) and their values.

InJob

type: TObjectPtr< cla...

description: Which job is this for? Some settings are specific to the level sequence being rendered.


code: FMoviePipelineFrameInfo()


className: FMoviePipelineFinishedNative

code: typedef TMulticastDelegate_TwoParams< void, [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) *, bool > FMoviePipelineFinishedNative


className: FMoviePipelineFilenameResolveParams

AdditionalFrameNumberOffset

description: Additional offset added onto the offset provided by the Output Settings in the Job.

bForceRelativeFrameNumbers

description: If true, force format strings (like {frame_number}) to resolve using the relative version.

CameraIndex

description: If this shot has multiple cameras in the sidecar array, which camera is this for? -1 will return the InnerName/Main camera for the shot.

CameraNameOverride

description: Name used by the {camera_name} format tag.

FileMetadata

description: A key/value pair that maps metadata names to their values.

FileNameFormatOverrides

description: A map between "{format}" tokens and their values.

FileNameOverride

description: Optional.

FrameNumber

description: Frame Number for the Root (matching what you see in the Sequencer timeline. ie: If the Sequence PlaybackRange starts on 50, this value would be 50 on the first frame.

FrameNumberRel

description: Frame Number for the Root (relative to 0, not what you would see in the Sequencer timeline. ie: If sequence PlaybackRange starts on 50, this value would be 0 on the first frame.

FrameNumberShot

description: Frame Number for the Shot (matching what you would see in Sequencer at the sub-sequence level.

FrameNumberShotRel

description: Frame Number for the Shot (relative to 0, not what you would see in the Sequencer timeline.

InitializationTime

type: FDateTime

description: The initialization time for this job. Used to resolve time-based format arguments.

InitializationVersion

description: The version for this job. Used to resolve version format arguments.

Job

type: TObjectPtr<UMo...

description: Required. This is the job all of the settings should be pulled from.

ShotNameOverride

description: Name used by the {shot_name} format tag.

ShotOverride

description: Optional.

ZeroPadFrameNumberCount

description: When converitng frame numbers to strings, how many digits should we pad them up to? ie: 5 => 0005 with a count of 4.


code: virtual ~FMoviePipelineFrameInfo()


className: FMoviePipelineFrameInfo

description: Frame info needed for creating theFSceneViewfor each tile.

code: struct FMoviePipelineFrameInfo

CurrSidecarViewLocations

type: TArray< FVector...

CurrSidecarViewRotations

type: TArray< FRotato...

CurrViewLocation

type: FVector

description: We have to apply camera motion vectors manually.

CurrViewRotation

type: FRotator

description: Current frame camera view rotation

PrevViewLocation

description: Previous frame camera view location

PrevViewRotation

description: Previous frame camera view rotation


code: bool IsTimeDilated&40;&41; const


code: void ResetPerFrameData&40;&41;


className: FTimeData

code: struct FTimeData

FrameDeltaTime

type: double

description: The delta time in seconds used for this frame.

MotionBlurFraction

type: float

description: A 0-1 fraction of how much motion blur should be applied.

TimeDilation

description: Check if there was a non-1.0 Time Dilation in effect when this frame was produced.

WorldSeconds

description: The total elapsed time since the pipeline started.


description: Is this the first temporal sample for the output frame?

code: bool IsFirstTemporalSample() const


code: bool operator== ( const [FMoviePipelineFrameOutputState](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFrameOutputState) & InRHS ) const


description: INFORMATION BELOW HERE SHOULD NOT GET PERSISTED BETWEEN FRAMES

code: void ResetPerFrameData()


code: bool operator!= ( const [FMoviePipelineFrameOutputState](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFrameOutputState) & InRHS ) const


code: void ResetPerShotData()


code: FMoviePipelineFrameOutputState()


className: FMoviePipelineFrameOutputState

description: The Tick/Render loops are decoupled from the actual desired output. In some cases we may render but not desire an output (such as filling temporal histories) or we may be accumulating the results into a target which does not produce an output. Finally, we may be running the Tick/Render loop but not wanting to do anything!

code: struct FMoviePipelineFrameOutputState

bCaptureRendering

type: bool

description: If true, and aIRenderCaptureProvideris available, trigger a capture of the rendering process of this frame.

bDiscardRenderResult

description: If this is true, then the frame will be rendered but the results discarded and not sent to the accumulator.

bSkipRendering

description: If true, then the rendering for this frame should be skipped (ie: nothing submitted to the gpu, and the output merger not told to expect this frame).

CameraName

type: FString

description: The name of the currently active camera being rendered. May be empty.

CameraNameOverride

description: Name used by the {camera_name} format tag. May be empty

CurrentShotSourceTimeCode

type: FTimecode

EffectiveFrameNumber

description: The closest frame number (in Display Rate) on the Sequence adjusted for the effective output rate.

EffectiveTimeCode

description: The closest time code version of the EffectiveFrameNumber.

FileMetadata

description: Metadata to attach to the output file (if supported by the output container)

OutputFrameNumber

description: The expected output frame count that the render is working towards creating.

ShotCount

description: How many shots total will we be outputting?

ShotIndex

description: Which shot is this output state for?

ShotName

description: THe name of the currently active shot. May be empty if there is no shot track.

ShotOutputFrameNumber

description: The expected output frame count for this current shot that we're working towards creating.

ShotSamplesRendered

description: The total number of samples (including warm ups) that have been sent to the GPU for this shot.

SourceFrameNumber

description: The closest frame number (in Display Rate) on the Sequence.

SourceTimeCode

description: The closest time code version of the SourceFrameNumber on the Sequence.

TemporalSampleCount

description: How many temporal samples do we add together to produce one Output Frame?

TemporalSampleIndex

description: Which sub-frame are we on when using Accumulation Frame rendering.

TimeData

type: FTimeData


code: bool IsLastTemporalSample() const


className: FMoviePipelineHttpResponseRecieved

description: Called when the response for an HTTP request comes in.


code: bool HasDataFromMultipleRenderPasses ( const [TArray](API\Runtime\Core\Containers\TArray)< [MoviePipeline::FCompositePassInfo](API\Plugins\MovieRenderPipelineCore\FCompositePassInfo) > & InCompositedPasses ) const


code: bool HasDataFromMultipleCameras() const


code: [FMoviePipelineMergerOutputFrame](API\Plugins\MovieRenderPipelineCore\FMoviePipelineMergerOutputFrame) & operator= ( [FMoviePipelineMergerOutputFrame](API\Plugins\MovieRenderPipelineCore\FMoviePipelineMergerOutputFrame) && InOther )


code: FMoviePipelineMergerOutputFrame()


className: FMoviePipelineMergerOutputFrame

code: struct FMoviePipelineMergerOutputFrame

ExpectedRenderPasses

type: TArray<FMovieP...

FrameOutputState

type: FMoviePipelineF...

description: Explicitly delete copy operators since we own unique data.

ImageOutputData

type: TMap<FMoviePip...


code: FMoviePipelineOutputData()


code: FMoviePipelineMergerOutputFrame ( [FMoviePipelineMergerOutputFrame](API\Plugins\MovieRenderPipelineCore\FMoviePipelineMergerOutputFrame) && InOther )


className: FMoviePipelineOutputData

description: Contains information about the to-disk output generated by a movie pipeline. This structure is used both for per-shot work finished callbacks and for the final render finished callback. When used as a per-shot callback ShotData will only have one entry (for the shot that was just finished), and for the final render callback it will have data for all shots that managed to render. Can be empty if the job failed to produce any files.

bSuccess

description: Did the job succeed, or was it canceled early due to an error (such as failure to write file to disk)?

Job

description: Job the data is for.

Pipeline

description: TheUMoviePipelineinstance that generated this data.

ShotData

description: The file data for each shot that was rendered.


className: FMoviePipelineOutputFuture

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< [TFuture](API\Runtime\Core\Async\TFuture)< bool >, [MoviePipeline::FMoviePipelineOutputFutureData](API\Plugins\MovieRenderPipelineCore\FMoviePipelineOutputFutureData) > FMoviePipelineOutputFuture


code: FMoviePipelineOutputFutureData()


className: FMoviePipelineOutputFutureData

code: struct FMoviePipelineOutputFutureData

PassIdentifier

type: FMoviePipelineP...

Shot

type: UMoviePipelineE...


code: virtual void AbandonOutstandingWork()


code: virtual int32 GetNumOutstandingFrames() const


code: virtual void OnSingleSampleDataAvailable_AnyThread ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) > && InData )


code: virtual void OnCompleteRenderPassDataAvailable_AnyThread ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) > && InData )


code: FMoviePipelineOutputMerger ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InOwningMoviePipeline )


code: virtual [FMoviePipelineMergerOutputFrame](API\Plugins\MovieRenderPipelineCore\FMoviePipelineMergerOutputFrame) & QueueOutputFrame_GameThread ( const [FMoviePipelineFrameOutputState](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFrameOutputState) & CachedOutputState )


code: bool operator== ( const [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) & InRHS ) const


code: bool operator!= ( const [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) & InRHS ) const


className: FMoviePipelineOutputMerger

code: class FMoviePipelineOutputMerger : public [MoviePipeline::IMoviePipelineOutputMerger](API\Plugins\MovieRenderPipelineCore\IMoviePipelineOutputMerger)

FinishedFrames

type: TQueue<FMovieP...


code: FMoviePipelinePassIdentifier()


description: Name defaults to "camera" for backwards compatiblity with non-multicam metadata.

code: FMoviePipelinePassIdentifier ( const [FString](API\Runtime\Core\Containers\FString) & InPassName, const [FString](API\Runtime\Core\Containers\FString) & InCameraName )


className: FMoviePipelinePassIdentifier

CameraName

description: The name of the camera that this pass is for.

Name

description: The name of the pass such as "FinalImage" or "ObjectId", etc.


description: Deprecated*FMoviePipelineRenderPassInitSettingsmust be constructed with arguments

code: FMoviePipelineRenderPassInitSettings()


code: FMoviePipelineRenderPassInitSettings ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const FIntPoint & InBackbufferResolution, const FIntPoint & InTileCount )


className: FMoviePipelineRenderPassInitSettings

BackbufferResolution

type: FIntPoint

description: This takes into account any padding needed for tiled rendering overlap.

FeatureLevel

type: ERHIFeatureLeve...

TileCount

description: How many tiles (in each direction) are we rendering with.


code: int32 GetTileCount() const


description: Get a 0-(TileCount-1) version of TileIndex.

code: int32 GetTileIndex() const


className: FMoviePipelineRenderPassMetrics

description: These parameters define a single sample that a render pass should render with.

code: struct FMoviePipelineRenderPassMetrics

AccumulationGamma

description: The gamma space to apply accumulation in.

AntiAliasingMethod

type: EAntiAliasingMe...

description: Which anti-aliasing method should this view use?

BackbufferSize

description: How big is the back buffer for this sample? This is the final target size divided by the number of tiles with padding added.

bCameraCut

description: Do we pass the camera cut flag to the renderer to clear histories?

bDiscardResult

description: If true, we will discard this sample after rendering. Used to get history set up correctly.

bWorldIsPaused

description: Is the Scene View frozen so no changes are made as a result of this sample?

bWriteSampleToDisk

description: If true, we will write this sample to disk (and also send it to the accumulator.)

EffectiveOutputResolution

description: Full Output image resolution for this shot.

FrameIndex

description: What FrameIndex should theFSceneViewuse for its internal index.

GlobalScreenPercentageFraction

description: What screen percentage should each view be rendered at? 1.0 = standard size.

OCIOConfiguration

type: FOpenColorIODis...

OriginalTileCounts

description: How many tiles on X and Y are there total.

OverlappedOffset

description: How much is this sample offset, taking padding into account.

OverlappedPad

description: How many pixels are we overlapping with adjacent tiles (on each side)

OverscanPercentage

description: Use overscan percentage to extend render region beyond the set resolution.

ProjectionMatrixJitterAmount

description: The amount of screen-space shift used to replace TAA Projection Jitter, modified for each spatial sample of the render.

SceneCaptureSource

type: ESceneCaptureSo...

description: What type of output should the Post Processing output? (HDR /w ToneCurve, HDR w/o ToneCurve)

SpatialSampleCount

description: How many spatial jitters will there be total for this particular temporal accumulation frame?

SpatialSampleIndex

description: Of the SpatialSampleCount, which index is this?

SpatialShiftX

description: SpatialJitter offset X.

SpatialShiftY

description: SpatialJitter offset Y.

TemporalSampleCount

description: How many temporal jitters will there be total for this particular output frame?

TemporalSampleIndex

description: Of the TemporalSampleCount, which index is this?

TextureSharpnessBias

description: Any additional texture mip map bias that should be added when rendering.

TileIndexes

description: Of the TileCount, which X/Y Tile is this sample for.

TileSize

description: How big is an individual tile for this sample? This is the final target size divided by the number of tiles (without padding added)


className: FMoviePipelineRenderPassOutputData

FilePaths

type: TArray<FString...


code: FMoviePipelineSegmentWorkMetrics()


className: FMoviePipelineShotOutputData

RenderPassData

description: A mapping between render passes (such as 'FinalImage') and an array containing the files written for that shot.

Shot

type: TWeakObjectPtr<...

description: Which shot was this output data for?


className: FMoviePipelineSegmentWorkMetrics

EngineWarmUpFrameIndex

description: The index of the engine warm up frame that we are working on.

OutputFrameIndex

description: Indexof the output frame we are working on right now.

OutputSubSampleIndex

description: Which temporal/spatial sub sample are we working on right now.

SegmentName

description: The name of the segment (if any)

TotalEngineWarmUpFrameCount

description: The total number of engine warm up frames for this segment.

TotalOutputFrameCount

description: The number of output frames we expect to make for this segment.

TotalSubSampleCount

description: The total number of samples we will have to build to render this output frame.


className: FMoviePipelineSidecarCamera

BindingId

type: FGuid

SequenceId

type: FMovieSceneSequ...

description: FMovieSceneSequenceIDisn't exposed to Blueprints and we need the full support of aFMovieSceneSequenceIDso we can't just store a USequence* like the scripting layer does - we need to be able to handle the same sequence being in a sequence multiple times (which scripting does not).


className: FMoviePipelineSocketMessageRecieved

description: Called when a socket message is recieved. String is UTF8 encoded and has had the length byte stripped from it.


code: void BlockUntilAnyAvailable()


code: void OnRenderTargetReady_RenderThread ( const FTexture2DRHIRef InRenderTarget, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FImagePixelDataPayload](API\Plugins\MovieRenderPipelineCore\FImagePixelDataPayload), ESPMode::ThreadSafe > InPayload, [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) > &&)> && InFunctionCallback )


code: [FMoviePipelineSurfaceQueue](API\Plugins\MovieRenderPipelineCore\FMoviePipelineSurfaceQueue) & operator= ( const [FMoviePipelineSurfaceQueue](API\Plugins\MovieRenderPipelineCore\FMoviePipelineSurfaceQueue) & )


code: [FMoviePipelineSurfaceQueue](API\Plugins\MovieRenderPipelineCore\FMoviePipelineSurfaceQueue) & operator= ( [FMoviePipelineSurfaceQueue](API\Plugins\MovieRenderPipelineCore\FMoviePipelineSurfaceQueue) && )


description: Movable.

code: FMoviePipelineSurfaceQueue ( [FMoviePipelineSurfaceQueue](API\Plugins\MovieRenderPipelineCore\FMoviePipelineSurfaceQueue) && )


description: Non Copyable.

code: FMoviePipelineSurfaceQueue ( const [FMoviePipelineSurfaceQueue](API\Plugins\MovieRenderPipelineCore\FMoviePipelineSurfaceQueue) & )


code: FMoviePipelineSurfaceQueue ( FIntPoint InSurfaceSize, EPixelFormat InPixelFormat, uint32 InNumSurfaces, bool bInInvertAlpha )


code: ~FMoviePipelineSurfaceQueue()


className: FMoviePipelineSurfaceQueue

code: struct FMoviePipelineSurfaceQueue


description: Wait until this surface is available for reuse. Used to stall if we've run out of available surfaces.

code: void BlockUntilAvailable()


description: Maps the ReadbackTexture to the CPU (which should have been resolved to before this point) and copies the data over.

code: void CopyReadbackTexture_RenderThread ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) > &&)> && InFunctionCallback, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FImagePixelDataPayload](API\Plugins\MovieRenderPipelineCore\FImagePixelDataPayload), ESPMode::ThreadSafe > InFramePayload )


description: Initialize this reader so that it can be waited on.

code: void Initialize()


code: bool IsAvailable() const


description: Safely resets the state of the wait event. When doing latent surface reading sometimes we may want to just bail on reading a given frame. Should only be performed after flushing rendering commands.

code: void Reset()


description: Set up this surface to the specified width/height

code: void ResizeImpl ( uint32 Width, uint32 Height )


description: Issues a command to the GPU to copy the given SourceSurfaceSample to our local ReadbackTexture for this surface.

code: void ResolveSampleToReadbackTexture_RenderThread ( const FTexture2DRHIRef & SourceSurfaceSample )


code: bool WasEverQueued() const


code: ~FMoviePipelineSurfaceReader()


description: Construct a surface reader with the given pixel format and size. This will be the output specification.

code: FMoviePipelineSurfaceReader ( EPixelFormat InPixelFormat, bool bInInvertAlpha )


code: virtual [FFrameTime](API\Runtime\Core\Misc\FFrameTime) OnRequestCurrentTime ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & InCurrentTime, float InPlayRate )


className: FMoviePipelineSurfaceReader

description: When the GPU finishes rendering a view we can copy the resulting data back to the CPU. Because the buffer is still in use this requires flushing the RHI and stalling the GPU from doing any additional work while the copy is in progress. To resolve this issue, when the data is returned we schedule a copy to a surface that isn't in use which allows the GPU to resume work. Then when the surface is written to, we can copy it to the CPU without blocking the GPU. This requires ensuring that the surface is available, so this SurfaceReader implements a trigger system to ensure we don't try to access the surface until it has been written to, combined with a round-robin of surfaces to avoid stalls.

code: struct FMoviePipelineSurfaceReader : public [TSharedFromThis< FMoviePipelineSurfaceReader, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

AvailableEvent

type: FEvent*

description: Optional event that is triggered when the surface is no longer in use

bInvertAlpha

type: bool

PixelFormat

type: EPixelFormat

description: The desired pixel format of the resolved textures

ReadbackTexture

type: TUniquePtr<FRH...

description: Texture used to store the resolved render target

Size

description: The desired size for this texture


code: void SetCachedFrameTiming ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & InTimeCache )


className: FMoviePipelineTimeController

code: struct FMoviePipelineTimeController : public [FMovieSceneTimeController](API\Runtime\MovieScene\FMovieSceneTimeController)


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: FMoviePipelineWorkFinished

code: class FMoviePipelineWorkFinished


className: FMoviePipelineWorkFinishedNative

code: typedef TMulticastDelegate_OneParam< void, [FMoviePipelineOutputData](API\Plugins\MovieRenderPipelineCore\FMoviePipelineOutputData) > FMoviePipelineWorkFinishedNative


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FOnMoviePipelineExecutorErrored

code: class FOnMoviePipelineExecutorErrored


className: FOnMoviePipelineExecutorErroredNative

code: typedef TMulticastDelegate_FourParams< void, [UMoviePipelineExecutorBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorBase) *, [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) *, bool, [FText](API\Runtime\Core\Internationalization\FText) > FOnMoviePipelineExecutorErroredNative


className: FOnMoviePipelineExecutorFinishedNative

code: typedef TMulticastDelegate_TwoParams< void, [UMoviePipelineExecutorBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorBase) *, bool > FOnMoviePipelineExecutorFinishedNative


className: FOnMoviePipelineExecutorFinished

code: class FOnMoviePipelineExecutorFinished


className: FOutputFrameData

code: struct FOutputFrameData

ColorBuffer

type: TArray<FColor...

PassName

type: FString


code: void CalculateArrayWeight ( [TArray](API\Runtime\Core\Containers\TArray)< float > & WeightData, int Size ) const


code: float CalculateWeight ( int32 Pixel ) const


className: FMovieRenderPipelineCoreModule

code: class FMovieRenderPipelineCoreModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Make sure this map has valid values.

code: void CheckValid() const


description: This function puts X0 in the middle of PadLeft, X3 in the middle of PadRight. And X1 is "reflected" around PadLeft, and X2 is "reflected" around PadRight.

code: void InitHelper ( int32 PadLeft, int32 SizeCenter, int32 PadRight )


description: Is equal operator.

code: bool operator== ( const [FTileWeight1D](API\Plugins\MovieRenderPipelineCore\FTileWeight1D) & Rhs ) const


description: For a tile, the weight goes from: [0 ,X0] : 0.0 [X0,X1] : 0.0 to 1.0 [X1,X2] : 1.0 [X2,X3] : 1.0 to 0.0 [X3,SizeX] : 0.0Constructor. Sets to invalid values and must be initialized to reasonable values before using.


code: struct FTileWeight1D


className: FViewportArgs

code: struct FViewportArgs

DebugWidgetClass

type: TSubclassOf<UM...


className: EMovieGraphBranchRestriction

description: Describes a restriction on what kind of branch a node can be created in within the graph.

code: enum EMovieGraphBranchRestriction { Any, Globals, RenderLayer, }


className: EMovieGraphContainerType

description: Note: Also a copy of the property bag's container types for the same reason as EMovieGraphValueType. The container type of a graph member's value.

code: enum EMovieGraphContainerType { None, Array, Count, }


className: EMovieGraphValueType

description: Note: This is a copy of the property bag's types so the implementation details of the graph members don't leak to the external API. Not ideal, but UHT doesn't let us alias types. The type of a graph member's value.

code: enum EMovieGraphValueType { None, Bool, Byte, Int32, Int64, Float, Double, Name, String, Text, Enum, Struct, Object, SoftObject, Class, SoftClass, Count, }


className: EMoviePipelineCollectionCommonQueryMode

code: enum EMoviePipelineCollectionCommonQueryMode { And, Or, }


className: FCameraInfo

code: struct FCameraInfo

ViewActor

type: AActor*

ViewInfo

type: FMinimalViewInf...


code: FGraphEventRef Execute ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> InFunctor )


className: FMovieGraphAccumulationTask

code: class FMovieGraphAccumulationTask

LastCompletionEvent

type: FGraphEventRef


className: FMovieGraphBranch

BranchName

type: FName


code: [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * GetNodeByClassExactMatch ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) > & InClass, const [FString](API\Runtime\Core\Containers\FString) & InName )


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) > > GetNodes() const


className: FMovieGraphEvaluatedBranchConfig

description: A flattened list of configuration values for a given Graph Branch. For named branches, this includes the "Globals" branch (for any value not also overridden by the named branch).


className: FMovieGraphEvaluatedSettingsStack

NodeInstances

type: TArray<TObject...


className: FMovieGraphEvaluationContext

description: This stores short-term information needed during traversal of the graph such as disabled nodes, already visited nodes, etc. This information is discarded after traversal.

PinBeingFollowed

type: TObjectPtr<UMo...

description: The pin that is currently being followed in the traversal process.

SubgraphStack

description: The current stack of subgraphs that are being visited.

UserContext

type: FMovieGraphTrav...

description: This is the user provided traversal context which specifies high level user decisions.

VisitedNodes

type: TSet<TObjectPt...

description: A list of nodes that have been visited. Used for cycle detection right now.


className: FMovieGraphFilenameResolveParams

description: This data structure contains all of the information needed to resolve a filename format string from the Movie Graph. During runtime the values are generated by the actual rendering and then placed into this data structure before resolving an actual {format_string} using theUMovieGraphBlueprintLibrary. You can use this to resolve filenames when editing. If you wish to resolve a partial format string (such as {sequence_name}/{frame_number} but have it only resolve {sequence_name} you can add ("frame_number", "{frame_number}") to the FileNameFormatOverrides and that portion of the format string will be preserved so the resulting string back would say "my_seq_name/{frame_number}".

bEnsureAbsolutePath

description: If true, If the format string is a relative path, then the resulting resolved path will be converted to an absolute path.

bForceRelativeFrameNumbers

description: If true, force format strings (like {frame_number}) to resolve using the relative version.

DefaultFrameRate

type: FFrameRate

description: What is the default Frame Rate? This will be overwritten by the Output Setting from the evaluated config (if specified).

EvaluatedConfig

description: Optional.

FileMetadata

type: TMap<FString, ...

description: A key/value pair that maps metadata names to their values.

FileNameFormatOverrides

description: A map between "{format}" tokens and their values.

FrameNumberOffset

description: Added onto the various FrameNumber settings automatically.

InitializationTime

type: FDateTime

description: The initialization time for this job. Used to resolve time-based format arguments.

Job

description: Optional. If specified, used to resolve some tokens related to the job.

RenderDataIdentifier

type: FMovieGraphRend...

description: This is used to fill out tokens related to the render data that the file represents.

RootFrameNumber

description: Frame Number for the Root (matching what you see in the Sequencer timeline. ie: If the Sequence PlaybackRange starts on 50, this value would be 50 on the first frame. Used to fill out the {frame_number} token.

RootFrameNumberRel

description: Frame Number for the Root (relative to 0, not what you would see in the Sequencer timeline. ie: If sequence PlaybackRange starts on 50, this value would be 0 on the first frame.) Used to fill out the {frame_number_rel} token.

Shot

description: Optional.

ShotFrameNumber

description: Frame Number for the Shot (matching what you would see in Sequencer at the sub-sequence level. Used to fill out the {frame_number_shot} token.

ShotFrameNumberRel

description: Frame Number for the Shot (relative to 0, not what you would see in the Sequencer timeline.) Used to fill out the {frame_number_shot_rel} token.

Version

description: Used to resolve {version} format arguments.

ZeroPadFrameNumberCount

description: When converitng frame numbers to strings, how many digits should we pad them up to? ie: 5 => 0005 with a count of 4.


code: FMovieGraphFilenameResolveParams()


code: FMovieGraphInitConfig()


className: FMovieGraphInitConfig

bRenderViewport

type: bool

description: Should theUMovieGraphPipelinerender the full player viewport? Defaults to false (so no 3d content is rendered) so we can display the UMG widgets and MRQ rendering always happens in an off-screen render target.

DataSourceClass

description: Which class should theUMovieGraphPipelineuse to build time ranges from, and during evaluation, send callbacks about the time actually evaluated so you can sync with an external source.

RendererClass

description: Which class should theUMovieGraphPipelineuse to look for render layers and request renders from.

TimeStepClass

description: Which class should theUMovieGraphPipelineuse to handle calculating per frame timesteps? Defaults toUMovieGraphLinearTimeStep.


className: FMovieGraphOutputFuture

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< [TFuture](API\Runtime\Core\Async\TFuture)< bool >, [UE::MovieGraph::FMovieGraphOutputFutureData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphOutputFutureData) > FMovieGraphOutputFuture


code: FMovieGraphOutputFutureData()


className: FMovieGraphOutputFutureData

description: Supplemental data to store with a file future so we can retrieve information about what the future was doing once it finishes writing to disk.

code: struct FMovieGraphOutputFutureData

DataIdentifier

description: Which render pass is this for?

FilePath

description: What was the filepath on disk that was generated by the future?

Shot

type: UMoviePipelineE...

description: Which shot is this for?


className: FMovieGraphOutputMergerFrame

description: A collection of all of the data needed to produce the one output frame on disk. This holds all of the pixel data associated with the output frame at once, so we can pass it to our image writing/video encoders in one go, to ensure we can do things like Multilayer EXRs which embed all of the render passes inside of one file.

code: struct FMovieGraphOutputMergerFrame

EvaluatedConfig

type: TStrongObjectPt...

description: The configuraton file that was being used by this frame during submission.

ExpectedRenderPasses

type: TArray<FMovieG...

description: An array of expected data identifiers this frame.

ImageOutputData

type: TMap<FMovieGra...

description: Stores the actual pixel data for each render pass.

TraversalContext

description: Traversal context for the Movie Pipeline that isn't layer specific.


code: static [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) MakeBranchProperties ( const [FName](API\Runtime\Core\UObject\FName) & InLabel )


code: bool operator== ( const [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) & Other ) const


code: FMovieGraphOutputMergerFrame()


code: bool operator!= ( const [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) & Other ) const


code: FMovieGraphPinProperties()


code: FMovieGraphPinProperties ( const [FName](API\Runtime\Core\UObject\FName) & InLabel, const [EMovieGraphValueType](API\Plugins\MovieRenderPipelineCore\Graph\EMovieGraphValueType) PinType, bool bInAllowMultipleConnections )


className: FMovieGraphPinProperties

bAllowMultipleConnections

description: Whether this pin can accept multiple connections.

bIsBranch

description: Whether this pin represents a branch.

Label

description: The name assigned to the pin.

Type

type: EMovieGraphValu...

description: The type of the pin. If the pin represents a branch, this type is ignored.


description: The equality operator ensures equality of all members of the struct. However, there may be cases where, for example, a dynamic property changes its value type, and the ValueType member has not been changed yet. Two structs that have the same Name and bIsDynamicProperty values should still be considered identical for the purposes of determining if they identify the same property.

code: bool IsSamePropertyAs ( const [FMovieGraphPropertyInfo](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPropertyInfo) & Other ) const


code: bool operator== ( const [FMovieGraphPropertyInfo](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPropertyInfo) & Other ) const


className: FMovieGraphPropertyInfo

description: Information about a property that currently is (or can be) exposed on a node.

bIsDynamicProperty

description: Whether this property is dynamic (ie, it does not correspond to a native UPROPERTY on the node).

Name

description: The name of the property.

ValueType

description: The type of the value pointed to by the property.


code: bool operator== ( const [FMovieGraphRenderDataIdentifier](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderDataIdentifier) & InRHS ) const


code: bool operator!= ( const [FMovieGraphRenderDataIdentifier](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderDataIdentifier) & InRHS ) const


code: FMovieGraphRenderDataIdentifier ( const [FName](API\Runtime\Core\UObject\FName) & InRootBranchName, const [FString](API\Runtime\Core\Containers\FString) & InRendererName, const [FString](API\Runtime\Core\Containers\FString) & InSubRenderResourceName, const [FString](API\Runtime\Core\Containers\FString) & InCameraName )


code: FMovieGraphRenderDataIdentifier()


className: FMovieGraphRenderDataIdentifier

description: This data structure can be used to identify what render data a set of pixels represents by knowing what the render layer name is, what renderer produced it, if it's a sub-resource, and what camera it is for. Can be used as the key in aTMap.

CameraName

type: FString

description: The name of the camera being used for this render.

RendererName

description: Which renderer was used to produce this image ("panoramic" "deferred" "path tracer", etc.)

RootBranchName

description: The root branch name that this render layer exists on.

SubResourceName

description: A sub-resource name for the renderer (ie: "beauty", "object id", "depth", etc.)


className: FMovieGraphRenderOutputData

RenderPassData

description: A mapping between render passes (such as "beauty") and an array containing the files written for that shot.

Shot

type: TWeakObjectPtr<...

description: Which shot is this output data for.


className: FMovieGraphRenderPassLayerData

description: ToDo: Both of these can probably go into the Default Renderer implementation.

code: struct FMovieGraphRenderPassLayerData

BranchName

type: FName

CameraIdentifier

type: FGuid


className: FMovieGraphRenderPassOutputData

FilePaths

type: TArray<FString...

description: A list of file paths on disk (in order) that were generated for this particular render pass.


className: FMovieGraphRenderPassSetupData

code: struct FMovieGraphRenderPassSetupData


code: FMovieGraphResolveArgs()


className: FMovieGraphResolveArgs

description: This data structure contains a list of key-value pairs (as strings) for both filename resolving, and file metadata. They are stored as two separate arrays (as metadata is often a bit more verbose/human friendly) and it is not required that the two arrays be in sync. When resolving final filenames, any {tokens} will be replaced with a matching key-value if found in the FilenameArguments variable. Because of this, FilenameArguments should be short and avoid illegal filename chars.

FileMetadata

description: A set of Key/Value pairs for file metadata for file formats that support metadata.

FilenameArguments

description: A set of Key/Value pairs for output filename format strings (without {}) and their values.


code: FMovieGraphSampleState()


className: FMovieGraphSampleState

code: struct FMovieGraphSampleState : public [IImagePixelDataPayload](API\Runtime\ImageWriteQueue\IImagePixelDataPayload), public [TSharedFromThis< FMovieGraphSampleState >](API\Runtime\Core\Templates\TSharedFromThis)

AccumulatorResolution

type: FIntPoint

description: The resolution the accumulation buffer is accumulating at.

BackbufferResolution

description: The backbuffer resolution of this render resource (ie: the resolution the sample was rendered at).

bCompositeOnOtherRenders

description: Set this to true if this pass should be composited on top of other renders.

bFetchFromAccumulator

description: Set this to true for the last sample for a given frame (if it requires accumulation) to fetch the accumulated data out of the accumulator.

bRequiresAccumulator

description: Set this to true for every sample if an accumulator is required (ie: has temporal/spatial sub-samples, or high res tiling).

bWriteSampleToDisk

description: Debug feature, should this sample be written to disk, not being accumulated?

TraversalContext

type: FMovieGraphTrav...

description: The traversal context used to read graph values at the time of submission.


code: virtual [FFrameTime](API\Runtime\Core\Misc\FFrameTime) OnRequestCurrentTime ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & InCurrentTime, float InPlayRate )


code: void SetCachedFrameTiming ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & InTimeCache )


className: FMovieGraphSequenceTimeController

code: struct FMovieGraphSequenceTimeController : public [FMovieSceneTimeController](API\Runtime\MovieScene\FMovieSceneTimeController)


code: FMovieGraphTimeStepData()


className: FMovieGraphTimeStepData

description: This data structure needs to be filled out each frame by theUMovieGraphTimeStepBase, which will eventually be passed to the renderer. It controls per-sample behavior such as the delta time, if this is the first/last sample for an output frame, etc.

bIsFirstTemporalSampleForFrame

description: Should be set to true for the first sample of each output frame.

bIsLastTemporalSampleForFrame

description: Should be set to true for the last sample of each output frame.

bRequiresAccumulator

description: Should be set to true for every sample if there is more than one temporal sample making up this render.

EvaluatedConfig

type: TObjectPtr<UMo...

description: The evaluated config holds the configuration used for this given frame.

FrameDeltaTime

type: float


code: FMovieGraphTraversalContext()


className: FMovieGraphTraversalContext

Job

description: The job in the queue this traversal context is for. Needed to fetch variable values from the job.

RenderDataIdentifier

description: The name of the render resource this state was captured for.

RootGraph

description: The root graph to start our traversal from.

ShotCount

description: The total number of shots being rendered for this job.

ShotIndex

description: Which shot (out of ShotCount) is this time step for?

Time

type: FMovieGraphTime...

description: The time data(output frame, delta times, etc.)


className: FMoviePipelineAccumulatorPoolPtr


className: FMoviePipelineSurfaceQueuePtr


className: FOnMovieGraphInputAdded

code: typedef TMulticastDelegate_OneParam< void, [UMovieGraphInput](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphInput) * > FOnMovieGraphInputAdded


className: FOnMovieGraphChanged

code: typedef TMulticastDelegate_NoParams< void > FOnMovieGraphChanged


className: FOnMovieGraphInputChanged

code: typedef TMulticastDelegate_OneParam< void, class [UMovieGraphMember](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphMember) * > FOnMovieGraphInputChanged


className: FOnMovieGraphNodeChanged

code: typedef TMulticastDelegate_OneParam< void, const [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * > FOnMovieGraphNodeChanged


className: FOnMovieGraphNodesDeleted

code: typedef TMulticastDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * > > FOnMovieGraphNodesDeleted


className: FOnMovieGraphOutputAdded

code: typedef TMulticastDelegate_OneParam< void, [UMovieGraphOutput](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphOutput) * > FOnMovieGraphOutputAdded


className: FOnMovieGraphOutputChanged

code: typedef TMulticastDelegate_OneParam< void, class [UMovieGraphMember](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphMember) * > FOnMovieGraphOutputChanged


className: FOnMovieGraphVariableChanged

code: typedef TMulticastDelegate_OneParam< void, class [UMovieGraphMember](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphMember) * > FOnMovieGraphVariableChanged


code: bool operator== ( const [FRenderTargetInitParams](API\Plugins\MovieRenderPipelineCore\Graph\FRenderTargetInitParams) & InRHS ) const


code: bool operator!= ( const [FRenderTargetInitParams](API\Plugins\MovieRenderPipelineCore\Graph\FRenderTargetInitParams) & InRHS ) const


className: FOnMovieGraphVariablesChanged

code: typedef TMulticastDelegate_NoParams< void > FOnMovieGraphVariablesChanged


code: FRenderTargetInitParams()


className: FRenderTargetInitParams

code: struct FRenderTargetInitParams

PixelFormat

type: EPixelFormat


className: FRenderTimeStatistics

description: ToDo: This could potentially be tracked as just regular filemetadata with a rendered sample but requires strong typing support and metadata merging support.

code: struct FRenderTimeStatistics

EndTime

type: FDateTime

description: Time in UTC that the frame was fully rendered and merged together.

StartTime

description: Time in UTC that the frame was first started.


code: [FInstancePtr](API\Plugins\MovieRenderPipelineCore\Graph\FSurfaceAccumulatorPool\FInstancePtr) BlockAndGetAccumulator_GameThread ( int32 InFrameNumber, const [FMovieGraphRenderDataIdentifier](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderDataIdentifier) & InPassIdentifier )


code: bool IsActive&40;&41; const


code: void SetIsActive &40; const bool bInIsActive &41;


code: FInstance &40; TSharedPtr< MoviePipelineOverlappedAccumulatorInterface, ESPMode::ThreadSafe > InAccumulator &41;


className: FInstance

code: struct FInstance

Accumulator

type: TSharedPtr<Mov...

ActivePassIdentifier

type: FMovieGraphRend...

bIsActive

type: FThreadSafeBool


className: FInstancePtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FInstance](API\Plugins\MovieRenderPipelineCore\Graph\FSurfaceAccumulatorPool\FInstance), ESPMode::ThreadSafe > FInstancePtr


className: FSurfaceAccumulatorPool

code: struct FSurfaceAccumulatorPool : public [TSharedFromThis< FSurfaceAccumulatorPool >](API\Runtime\Core\Templates\TSharedFromThis)

Accumulators

type: TArray<TShared...

CriticalSection

type: FCriticalSectio...


description: Abandon any frames we're waiting on, ie; render stopped in the middle of a many temporal sample count frame.

code: void AbandonOutstandingWork()


description: Get a thread-safe FIFO queue of finished frame data.


description: Call once per output frame to generate a struct to hold data.

code: [FMovieGraphOutputMergerFrame](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphOutputMergerFrame) & AllocateNewOutputFrame_GameThread ( int32 InFrameNumber )


description: Number of frames that have been started (via AllocateNewOutputFrame_GameThread) but haven't had all of their data come in yet via OnCompleteRenderPassDataAvailable_AnyThread.

code: int32 GetNumOutstandingFrames() const


description: Getter for the Output Frame. Make sure you call AllocateNewOutputFrame_GameThread first, otherwise this trips a check.

code: [FMovieGraphOutputMergerFrame](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphOutputMergerFrame) & GetOutputFrame_GameThread ( int32 InFrameNumber )


description: When a final accumulated render pass is available, call this function with the pixel data.

code: void OnCompleteRenderPassDataAvailable_AnyThread ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) > && InData )


description: When a individual sample is read back from the GPU, call this function. Debug Feature, immediately writes to disk.

code: void OnSingleSampleDataAvailable_AnyThread ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) > && InData )


code: virtual ~IMovieGraphOutputMerger()


className: IMovieGraphOutputMerger

description: Interface for the intermediate threadsafe class that allocates new frames, holds onto the individual pieces as they come in, and eventually moves it back to the game thread once the data is complete.

code: struct IMovieGraphOutputMerger : public [TSharedFromThis< IMovieGraphOutputMerger >](API\Runtime\Core\Templates\TSharedFromThis)


code: static NodeCategory_OutputType = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Output Type" ), TEXT( "MovieGraphNode" ), TEXT( "NodeCategory_OutputType" ));


code: static NodeCategory_Rendering = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Rendering" ), TEXT( "MovieGraphNode" ), TEXT( "NodeCategory_Rendering" ));


code: static NodeCategory_Settings = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Settings" ), TEXT( "MovieGraphNode" ), TEXT( "NodeCategory_Settings" ));


className: FMovieGraphRenderDataAccumulationArgs

bIsFirstSample

type: bool

description: If it's the first sample then we will reset the accumulator to a clean slate before accumulating into it.

bIsLastSample

description: If it's the last sample, then we will trigger moving the data to the output merger. It can be both the first and last sample at the same time.

ImageAccumulator

type: TWeakPtr<FImag...

OutputMerger

type: TWeakPtr<IMovi...


description: Used to determine which Branch type pins we should follow when trying to traverse the graph.Bydefault we will follow any input pin (with Branch type) on the node, but override this in inherited classes and change that if you need custom logic, such as boolean nodes that want to choose one or the other based on the results of a conditional property.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * > EvaluatePinsToFollow ( [FMovieGraphEvaluationContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphEvaluationContext) & InContext ) const


description: Gets the node's icon and icon tint, as visible in the graph.

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) > GetInputPinProperties() const


description: Gets the category that the node belongs under.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Gets the node's title. Optionally gets a more descriptive, multi-line title for the node if bGetDescriptive is set to true.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( const bool bGetDescriptive ) const


description: Gets the node's title color, as visible in the graph.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) > GetOutputPinProperties() const


code: UMovieGraphBranchNode()


className: UMovieGraphBranchNode

description: A node which creates a True/False branching condition. A user Graph Variable can be plugged into the conditional pin and this will be evaluated when flattening the graph, choosing which branch path to follow.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMovieGraphBranchNode : public [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode)


code: void GatherOutputPassesImpl &40; TArray< FMovieGraphRenderDataIdentifier > & OutExpectedPasses &41; const


code: void Render &40; const FMovieGraphTraversalContext & InFrameTraversalContext, const FMovieGraphTimeStepData & InTimeData &41;


code: void Setup &40; TWeakObjectPtr< UMovieGraphDefaultRenderer > InRenderer, const FMovieGraphRenderPassLayerData & InLayer &41;


code: void Teardown&40;&41;


className: FMovieGraphBurnInPass

description: A render pass for a specific render layer, generated by theUMovieGraphBurnInNodeCDO.

code: struct FMovieGraphBurnInPass

RenderDataIdentifier

description: Unique identifier passed in GatherOutputPasses and with each render that identifies the data produced by this renderer.

Renderer

type: TWeakObjectPtr<...

description: The renderer associated with this pass.

RenderPassNode

description: The node instance (not CDO) associated with this pass.


code: virtual void GatherOutputPassesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphRenderDataIdentifier](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderDataIdentifier) > & OutExpectedPasses ) const


description: Gets an existing widget instance of type WidgetClass if one has been created. Otherwise, returns a new instance of WidgetClass with owner InOwner.

code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMovieGraphBurnInWidget](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphBurnInWidget) > GetOrCreateBurnInWidget ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * WidgetClass, [UWorld](API\Runtime\Engine\Engine\UWorld) * InOwner )


description: Gets an existing virtual window with the specified resolution, or creates a new one if one does not exist yet.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SVirtualWindow](API\Runtime\Slate\Widgets\SVirtualWindow) > GetOrCreateVirtualWindow ( const FIntPoint & InResolution )


code: virtual [FString](API\Runtime\Core\Containers\FString) GetRendererNameImpl() const


className: RendererName

code: static const [FString](API\Runtime\Core\Containers\FString) RendererName = FString("BurnIn");


code: virtual void SetupImpl ( const [FMovieGraphRenderPassSetupData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderPassSetupData) & InSetupData )


code: virtual void RenderImpl ( const [FMovieGraphTraversalContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTraversalContext) & InFrameTraversalContext, const [FMovieGraphTimeStepData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTimeStepData) & InTimeData )


code: virtual void TeardownImpl()


className: UMovieGraphBurnInNode

description: A node which generates a widget burn-in, rendered to a standalone image or composited on top of a render layer.

bCompositeOntoFinalImage

description: If true, the burn-in image will be composited into the final image pass.

type: uint8:  1

BurnInClass

type: FSoftClassPath

description: The widget that the burn-in should use.


code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: An identifier that distinguishes this node from other nodes of the same type within a branch. During graph traversal, nodes with the same type and identifier are considered the same node. An empty string is a valid identifier.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetNodeInstanceName() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( const bool bGetDescriptive ) const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: UMovieGraphCollectionNode

description: A collection node specifies an interface for doing dynamic scene queries for actors in the world. Collections work in tandem with UMovieGraphModifiers to select which actors the modifiers should be run on.

CollectionName

type: FString

description: The name of this collection, which is used to reference this collection in the graph.

QueryClass

description: The type of query this node should run.


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: void AddReferencedObjects &40; FReferenceCollector & Collector &41;


code: TSharedRef< FSceneViewFamilyContext > AllocateSceneViewFamilyContext &40; const FViewFamilyContextInitData & InInitData &41;


code: FSceneView &42; AllocateSceneView &40; TSharedPtr< FSceneViewFamilyContext > InViewFamilyContext, FViewFamilyContextInitData & InInitData &41; const


code: void ApplyMoviePipelineOverridesToViewFamily &40; TSharedRef< FSceneViewFamilyContext > InOutFamily, const FViewFamilyContextInitData & InInitData &41;


code: void GatherOutputPassesImpl &40; TArray< FMovieGraphRenderDataIdentifier > & OutExpectedPasses &41; const


code: void PostRendererSubmission &40; const UE::MovieGraph::FMovieGraphSampleState & InSampleState, const UE::MovieGraph::DefaultRenderer::FRenderTargetInitParams & InRenderTargetInitParams, FCanvas & InCanvas &41;


code: void Render &40; const FMovieGraphTraversalContext & InFrameTraversalContext, const FMovieGraphTimeStepData & InTimeData &41;


code: void Teardown&40;&41;


code: void Setup &40; TWeakObjectPtr< UMovieGraphDefaultRenderer > InRenderer, TWeakObjectPtr< UMovieGraphDeferredRenderPassNode > InRenderPassNode, const FMovieGraphRenderPassLayerData & InLayer &41;


className: FMovieGraphDeferredRenderPass

code: struct FMovieGraphDeferredRenderPass

SceneViewState

type: FSceneViewState...

description: Scene View history used by the renderer.


className: FViewFamilyContextInitData

code: struct FViewFamilyContextInitData

AntiAliasingMethod

type: EAntiAliasingMe...

CameraInfo

description: Camera Setup.

GlobalScreenPercentageFraction

type: float

RenderTarget

type: FRenderTarget&...

SceneCaptureSource

type: ESceneCaptureSo...

View

type: FSceneView*...

description: Ownership of this will be passed to theFSceneViewFamilyContext.

World

type: UWorld*


code: virtual void GatherOutputPassesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphRenderDataIdentifier](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderDataIdentifier) > & OutExpectedPasses ) const


description: Gets the node's icon and icon tint, as visible in the graph.

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Gets the node's title. Optionally gets a more descriptive, multi-line title for the node if bGetDescriptive is set to true.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( const bool bGetDescriptive ) const


description: Gets the node's title color, as visible in the graph.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


code: virtual void SetupImpl ( const [FMovieGraphRenderPassSetupData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderPassSetupData) & InSetupData )


code: virtual void RenderImpl ( const [FMovieGraphTraversalContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTraversalContext) & InFrameTraversalContext, const [FMovieGraphTimeStepData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTimeStepData) & InTimeData )


code: virtual void TeardownImpl()


className: UMovieGraphDeferredRenderPassNode

CurrentInstances

type: TArray<TUnique...


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) > GetInputPinProperties() const


description: Gets the category that the node belongs under.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) > GetOutputPinProperties() const


code: virtual bool IsFinishedWritingToDiskImpl() const


code: bool IsFinishedWritingToDisk() const


code: void OnAllFramesSubmitted()


code: virtual [FString](API\Runtime\Core\Containers\FString) GetRendererNameImpl() const


code: virtual void OnAllFramesSubmittedImpl()


description: This is called by the Game Thread containing the final output data for a given output frame. InRawFrameData contains a list of all of the data generated for this output frame, and InMask specifies which render layers within InRawFrameData should actually be written to disk by this output node.

code: void OnReceiveImageData ( [UMovieGraphPipeline](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPipeline) * InPipeline, [UE::MovieGraph::FMovieGraphOutputMergerFrame](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphOutputMergerFrame) * InRawFrameData, const [TSet](API\Runtime\Core\Containers\TSet)< [FMovieGraphRenderDataIdentifier](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderDataIdentifier) > & InMask )


code: virtual void OnReceiveImageDataImpl ( [UMovieGraphPipeline](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPipeline) * InPipeline, [UE::MovieGraph::FMovieGraphOutputMergerFrame](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphOutputMergerFrame) * InRawFrameData, const [TSet](API\Runtime\Core\Containers\TSet)< [FMovieGraphRenderDataIdentifier](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderDataIdentifier) > & InMask )


code: UMovieGraphFileOutputNode()


className: UMovieGraphFileOutputNode

description: TheUMovieGraphFileOutputNodenode defines a output file format that MRQ may place produced render data into. At runtime, the individual pieces of render data will be generated by the Movie Graph Renderer, and then all data will be collected into a single datastructure by the FMovieGraphOutputMerger before being passed back into the main Movie Graph Pipeline. Once this happens, the CDOs deriving fromUMovieGraphFileOutputNodewill be given a pointer to the information for the whole frame, so they can decide what to do with it. There are potentially multiple output formats at once (such as exr and jpeg).


code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetNodeInstanceName() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( const bool bGetDescriptive ) const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UMovieGraphGetCVarValueNode()


className: UMovieGraphGetCVarValueNode

description: A node which can get a specific console variable's value.

Name

description: The name of the CVar that will have its value fetched.


description: Determines which types of branches the node can be created in.


className: UMovieGraphGlobalGameOverridesNode

description: A node which configures the global game overrides.

bCinematicQualitySettings

description: If true, automatically set the engine to the Cinematic Scalability quality settings during render.

bDisableHLODs

description: Should we disable Hierarchical LODs and instead use their real meshes regardless of distance?

bFlushGrassStreaming

description: Flushing grass streaming (combined with override view distance scale) prevents visible pop-in/culling of grace instances.

bFlushStreamingManagers

description: Experimental.

bUseHighQualityShadows

description: Should we override shadow-related CVars with some high quality preset settings?

bUseLODZero

description: Should we try to use the highest quality LOD for meshes and particle systems regardless of distance?

GameModeOverride

type: TSubclassOf<AG...

description: Optional Game Mode to override the map's default game mode with.

ShadowDistanceScale

description: TODO: This should also be disabled if bUseHighQualityShadows is false, but EditCondition doesn't work with thatplusthe InlineEditConditionToggle.

TextureStreaming

type: EMoviePipelineT...

description: Defines which If true, when using texture streaming fully load the required textures each frame instead of loading them in over time.

ViewDistanceScale

description: Controls the view distance scale. A primitive's MaxDrawDistance is scaled by this value.

VirtualTextureFeedbackFactor

description: The virtual texture feedback resolution factor.


code: UMovieGraphGlobalGameOverridesNode()


code: UMovieGraphImageSequenceOutputNode()


className: UMovieGraphImageSequenceOutputNode

description: TheUMovieGraphImageSequenceOutputNodenode is the base class for all image sequence outputs, such as a series of jpeg, png, bmp, or .exr images. Create an instance of the appropriate class (such asUMovieGraphImageSequenceOutputNode_JPG) instead of this abstract base class.

FinalizeFence

type: TFuture< void >

description: A fence to keep track of when the Image Write queue has fully flushed.

ImageWriteQueue

type: IImageWriteQueu...

description: A pointer to the image write queue used for asynchronously writing images

OutputFormat

type: EImageFormat

description: The output format (as known used by the ImageWriteQueue) to output into.


description: Save the images generated by the Movie Graph Pipeline as an lossless 8 bit bmp format. This can be useful in rare occasions (bmp files are uncompressed but larger). sRGB is applied. No metadata is supported.


description: Save the images generated by the Movie Graph Pipeline as an 8 bit jpg format. JPEG image files are lossy, but a good balance between compression speed and final filesize. sRGB is applied. No metadata is supported.


description: Save the images generated by the Movie Graph Pipeline as an 8 bit png format. PNG image files are lossless but slow to compress and have a larger final filesize than JPEG. sRGB is applied. No metadata is supported.


description: Used to determine which Branch type pins we should follow when trying to traverse the graph.Bydefault we will follow any input pin (with Branch type) on the node, but override this in inherited classes and change that if you need custom logic, such as boolean nodes that want to choose one or the other based on the results of a conditional property.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * > EvaluatePinsToFollow ( [FMovieGraphEvaluationContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphEvaluationContext) & InContext ) const


description: Gets the category that the node belongs under.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) > GetOutputPinProperties() const


code: UMovieGraphInputNode()


className: UMovieGraphInputNode

description: A graph node which displays all input members available in the graph.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMovieGraphInputNode : public [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode)


description: Gets the node's icon and icon tint, as visible in the graph.


description: Gets the node's title. Optionally gets a more descriptive, multi-line title for the node if bGetDescriptive is set to true.


description: An identifier that distinguishes this node from other nodes of the same type within a branch. During graph traversal, nodes with the same type and identifier are considered the same node. An empty string is a valid identifier.


description: Gets the node's title color, as visible in the graph.


className: UMovieGraphModifierNode

description: A collection node specifies an interface for doing dynamic scene queries for actors in the world. Collections work in tandem with UMovieGraphModifiers to select which actors the modifiers should be run on.

ModifiedCollectionName

description: The name of the collection being modified.

ModifierClass

type: TObjectPtr<UMo...

description: The modifier this node should run.

ModifierName

description: The name of this modifier.


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) > GetInputPinProperties() const


description: Called when a property on this object has been modified externally


code: UMovieGraphOutputNode()


className: UMovieGraphOutputNode

description: A graph node which displays all output members available in the graph.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMovieGraphOutputNode : public [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode)


description: Because this is called either on the CDO or on a flattened instance, there is no need to worry about resolving the settings of the graph, the node only needs to read its own values.

code: virtual void GetFormatResolveArgs ( [FMovieGraphResolveArgs](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphResolveArgs) & OutMergedFormatArgs ) const


code: UMovieGraphOutputSettingNode()


className: UMovieGraphOutputSettingNode

type: uint8:  1

bOverwriteExistingOutput

type: bool

description: If true, output containers should attempt to override any existing files with the same name.

FileNameFormat

description: What format string should the final files use? Can include folder prefixes, and format string ({shot_name}, etc.)

FrameNumberOffset

description: 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.

OutputDirectory

type: FDirectoryPath

description: What directory should all of our output files be relative to.

OutputFrameRate

type: FFrameRate

description: What frame rate should the output files be exported at? This overrides the Display Rate of the target sequence.

OutputResolution

type: FIntPoint

description: What resolution should our output files be exported at?

ZeroPadFrameNumbers

description: How many digits should all output frame numbers be padded to? MySequence_1.png -> MySequence_0001.png.


code: UMovieGraphRenderLayerNode()


className: UMovieGraphRenderLayerNode

LayerName

type: FString


description: Called each output frame. Should add a series of FMovieGraphRenderDataIdentifiers to the array, and then when producing frames in Render, the resulting image data should have the matching FMovieGraphRenderDataIdentifiers associated with it. Used by the Output Merger to ensure all of the render data for a given frame has been generated before passing it on to write to disk. Called on the CDO.

code: void GatherOutputPasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphRenderDataIdentifier](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderDataIdentifier) > & OutExpectedPasses ) const


code: virtual void GatherOutputPassesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphRenderDataIdentifier](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderDataIdentifier) > & OutExpectedPasses ) const


description: Gets the category that the node belongs under.


description: Get the name of this renderer. Deferred, Path Tracer, Panoramic, etc. Called on the CDO.


code: virtual [FString](API\Runtime\Core\Containers\FString) GetRendererNameImpl() const


description: Called each tick (once per temporal sample). Called on the CDO.

code: void Render ( const [FMovieGraphTraversalContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTraversalContext) & InFrameTraversalContext, const [FMovieGraphTimeStepData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTimeStepData) & InTimeData )


code: virtual void RenderImpl ( const [FMovieGraphTraversalContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTraversalContext) & InFrameTraversalContext, const [FMovieGraphTimeStepData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTimeStepData) & InTimeData )


description: Called when this should set up for rendering a new shot. Called on the CDO.

code: void Setup ( const [FMovieGraphRenderPassSetupData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderPassSetupData) & InSetupData )


code: virtual void SetupImpl ( const [FMovieGraphRenderPassSetupData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphRenderPassSetupData) & InSetupData )


description: Called when this should do teardown of resources. FlushRenderingCommands() will have already been called by this point. Called on the CDO.

code: void Teardown()


code: virtual void TeardownImpl()


code: UMovieGraphRenderPassNode()


className: UMovieGraphRenderPassNode

description: TheUMovieGraphRenderPassNodenode defines a render pass that MRQ may produce. This node can be implemented in the graph multiple times, and the exact settings it should use can be created out of a mixture of nodes. Because of this, when rendering, MRQ will figure out how many layers there are that actually use this CDO and will call the function on the CDO once, providing the information about all instances. This will allow the node to create any number of instances (decoupled from the number of times the node is used in the graph).


description: Used to determine which Branch type pins we should follow when trying to traverse the graph.Bydefault we will follow any input pin (with Branch type) on the node, but override this in inherited classes and change that if you need custom logic, such as boolean nodes that want to choose one or the other based on the results of a conditional property.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * > EvaluatePinsToFollow ( [FMovieGraphEvaluationContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphEvaluationContext) & InContext ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) > GetInputPinProperties() const


description: Gets the node's icon and icon tint, as visible in the graph.

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Gets the node's title. Optionally gets a more descriptive, multi-line title for the node if bGetDescriptive is set to true.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( const bool bGetDescriptive ) const


description: Gets the node's title color, as visible in the graph.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMovieGraphPinProperties](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphPinProperties) > GetOutputPinProperties() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UMovieGraphSelectNode()


className: UMovieGraphSelectNode

description: A node which creates a condition that selects from a set of input branches.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMovieGraphSelectNode : public [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode)

Description

description: A description of what this select is doing.

SelectedOption

description: The value of the option which has been selected.

SelectOptions

type: TArray<FString...

description: The values of options which can be selected.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: An identifier that distinguishes this node from other nodes of the same type within a branch. During graph traversal, nodes with the same type and identifier are considered the same node. An empty string is a valid identifier.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetNodeInstanceName() const


code: UMovieGraphSetCVarValueNode()


className: UMovieGraphSetCVarValueNode

description: A node which can set a specific console variable's value.

Name

description: The name of the CVar having its value set.

Value

description: The new value of the CVar.


description: Gets the graph asset this subgraph points to.