description: Sets the graph asset this subgraph points to.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Graph") void SetSubGraphAsset ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UMovieGraphConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig) > & InSubgraphAsset )


module: MovieRenderPipelineCore

code: UMovieGraphSubgraphNode()


className: UMovieGraphSubgraphNode

description: A node which represents another graph asset. Inputs/outputs on this subgraph will update if the underlying graph asset's inputs/outputs change.


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 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


description: Gets the resolved value of a named output pin (one that is returned inGetOutputPinProperties()). If the resolved value could not be determined, an empty string is returned.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetResolvedValueForOutputPin ( const [FName](API\Runtime\Core\UObject\FName) & InPinName, const [FMovieGraphTraversalContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTraversalContext) * InContext ) const


description: Gets the variable that this node represents.

code: [UMovieGraphVariable](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphVariable) * GetVariable() const


description: Sets the variable that this node represents.

code: void SetVariable ( [UMovieGraphVariable](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphVariable) * InVariable )


description: Returns true if this node represents a global variable, else false.

code: bool IsGlobalVariable() const


code: UMovieGraphVariableNode()


className: UMovieGraphVariableNode

description: A node which gets the value of a variable which has been defined on the graph.

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


code: namespace UE { namespace MovieGraph { namespace Private { template<typename ReturnType> bool UE::MovieGraph::Private::GetOptionalValue ( [TValueOrError](API\Runtime\Core\Math\TValueOrError)< ReturnType, [EPropertyBagResult](API\Plugins\StructUtils\EPropertyBagResult) > & PropertyBagValue, ReturnType & OutValue ) } } }


code: UMovieGraphAntiAliasingNode()


className: UMovieGraphAntiAliasingNode

description: A node which configures anti-aliasing settings.


description: If InNode is valid, inspects the provided OutputsettingNode to determine if it wants to override the Frame Rate, and if so, returns the overwritten frame rate. If nullptr, or it does not have the bOverride_bUseCustomFrameRate flag set, then InDefaultrate is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Graph") static [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetEffectiveFrameRate ( [UMovieGraphOutputSettingNode](API\Plugins\MovieRenderPipelineCore\Graph\Nodes\UMovieGraphOutputSettingNode) * InNode, const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & InDefaultRate )


description: Takes a Movie Graph format string (in the form of {token}), a list of parameters (which normally come from the runningUMovieGraphPipeline) and resolves them into a string. Unknown tokens are ignored. Which tokens can be resolved depends on the contents of InParams, tokens from settings rely on a evaluated config being provided, etc.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Graph") static [FString](API\Runtime\Core\Containers\FString) ResolveFilenameFormatArguments ( const [FString](API\Runtime\Core\Containers\FString) & InFormatString, const [FMovieGraphFilenameResolveParams](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphFilenameResolveParams) & InParams, [FMovieGraphResolveArgs](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphResolveArgs) & OutMergedFormatArgs )


description: In case of overscan percentage being higher than 0, additional pixels are rendered. This function returns the resolution with overscan taken into account.

code: static FIntPoint GetEffectiveOutputResolution ( [UMovieGraphEvaluatedConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphEvaluatedConfig) * InEvaluatedGraph, const [FName](API\Runtime\Core\UObject\FName) & InBranchName )


description: Called on the first temporal and first spatial sample of each output frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void UpdateForGraph ( [UMovieGraphPipeline](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPipeline) * InGraphPipeline )


className: UMovieGraphBlueprintLibrary


className: UMovieGraphBurnInWidget

description: Base class for graph-based level sequence burn-ins.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class UMovieGraphBurnInWidget : public [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget)


description: Adds a new input member to the graph. Returns the new input on success, else nullptr.


code: bool AddLabeledEdge ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * FromNode, const [FName](API\Runtime\Core\UObject\FName) & FromPinLabel, [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * ToNode, const [FName](API\Runtime\Core\UObject\FName) & ToPinLabel )


description: Add the specified node instance to the graph. This will rename the node to ensure the graph is the outer and then it will add it to the internal list of nodes used by the graph. See ConstructRuntimeNode if you want to construct a node by class and don't already have an instance.

code: void AddNode ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * InNode )


description: Adds a new output member to the graph. Returns the new output on success, else nullptr.


description: Adds a new variable member with default values to the graph. The new variable will have a base name of "Variable" unless specified in InCustomBaseName. Returns the new variable on success, else nullptr.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") [UMovieGraphVariable](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphVariable) * AddVariable ( const [FName](API\Runtime\Core\UObject\FName) InCustomBaseName )


code: template<class T> T * ConstructRuntimeNode ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) > PipelineGraphNodeClass )


description: Copies properties in FromNode that are marked for override into ToNode, but only if ToNode doesn't already override that value.

code: void CopyOverriddenProperties ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * FromNode, [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * ToNode, const [FMovieGraphTraversalContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTraversalContext) * InContext )


description: Traverse the graph, generating a combined "flatten" graph as it goes.

code: void CreateFlattenedGraph_Recursive ( [UMovieGraphEvaluatedConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphEvaluatedConfig) * InOwningConfig, [FMovieGraphEvaluatedBranchConfig](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphEvaluatedBranchConfig) & OutBranchConfig, [FMovieGraphEvaluationContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphEvaluationContext) & InEvaluationContext, [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * InPinToFollow )


description: Given a user-defined evaluation context, evaluate the graph and build a "flattened" list of settings for each branch discovered.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") [UMovieGraphEvaluatedConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphEvaluatedConfig) * CreateFlattenedGraph ( const [FMovieGraphTraversalContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTraversalContext) & InContext )


description: Remove the specified member (input, output, variable) from the graph.

code: bool DeleteMember ( [UMovieGraphMember](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphMember) * MemberToDelete )


description: Given a class andFPropertythat belongs to that class, search for aFBoolPropertythat matches the name "bOverride_.

code: static [FBoolProperty](API\Runtime\CoreUObject\UObject\FBoolProperty) * FindOverridePropertyForRealProperty ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InRealProperty )


className: FVisitNodesCallback

description: Callback for when a node is visited. The node is the node being visited, and the pin is the pin which the node was accessed by (eg, if visiting downstream nodes, the pin will be the input pin that connects to the node that the traversal started from, or the node that was previously visited).

code: typedef TBaseDelegate_TwoParams< void, [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) *, const [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * > FVisitNodesCallback


description: Determines the name(s) of the branches downstream from FromNode, starting at FromPin.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetDownstreamBranchNames ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * FromNode, const [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * FromPin ) const


description: Gets the editor-only nodes in this graph. Editor-only nodes do not have an equivalent runtime node.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & GetEditorOnlyNodes() const


description: Gets all inputs that have been defined on the graph.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphInput](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphInput) * > GetInputs() const


code: [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * GetInputNode() const


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


code: [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * GetOutputNode() const


description: Gets all outputs that have been defined on the graph.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphOutput](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphOutput) * > GetOutputs() const


description: Determines the name(s) of the branches upstream from FromNode, starting at FromPin.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetUpstreamBranchNames ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * FromNode, const [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * FromPin ) const


description: Gets the variable in the graph with the specified GUID, else nullptr if one could not be found.

code: [UMovieGraphVariable](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphVariable) * GetVariableByGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid ) const


description: Gets all variables that are available to be used in the graph. Global variables can optionally be included if bIncludeGlobal is set to true.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphVariable](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphVariable) * > GetVariables ( const bool bIncludeGlobal ) const


code: static [FName](API\Runtime\Core\UObject\FName) GlobalVariable_CameraName = "camera_name";


code: static [FName](API\Runtime\Core\UObject\FName) GlobalVariable_FrameNumber = "frame_num";


code: static [FName](API\Runtime\Core\UObject\FName) GlobalVariable_RenderLayerName = "render_layer_name";


code: static [FName](API\Runtime\Core\UObject\FName) GlobalVariable_SequenceName = "seq_name";


description: Names of global variables that are provided by the graph.

code: static [FName](API\Runtime\Core\UObject\FName) GlobalVariable_ShotName = "shot_name";


description: Find all "Overrideable" marked properties, then find their edit condition properties, then set those to false.

code: void InitializeFlattenedNode ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * InNode )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: bool RemoveAllInboundEdges ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * InNode )


code: bool RemoveAllOutboundEdges ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * InNode )


code: bool RemoveEdge ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * FromNode, const [FName](API\Runtime\Core\UObject\FName) & FromPinName, [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * ToNode, const [FName](API\Runtime\Core\UObject\FName) & ToPinName )


code: bool RemoveInboundEdges ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * InNode, const [FName](API\Runtime\Core\UObject\FName) & InPinName )


description: Removes the specified node from the graph.

code: bool RemoveNode ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * InNode )


description: Removes the specified nodes from the graph.

code: bool RemoveNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * > InNodes )


code: bool RemoveOutboundEdges ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * InNode, const [FName](API\Runtime\Core\UObject\FName) & InPinName )


description: Sets the editor-only nodes in this graph.

code: void SetEditorOnlyNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InNodes )


description: Recursive helper forVisitDownstreamNodes().

code: void VisitDownstreamNodes_Recursive ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * FromNode, const [FVisitNodesCallback](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig\FVisitNodesCallback) & VisitCallback, [TSet](API\Runtime\Core\Containers\TSet)< [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * > & VisitedNodes ) const


description: Recursive helper forVisitUpstreamNodes().

code: void VisitUpstreamNodes_Recursive ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * FromNode, const [FVisitNodesCallback](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig\FVisitNodesCallback) & VisitCallback, [TSet](API\Runtime\Core\Containers\TSet)< [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * > & VisitedNodes ) const


description: Visits all nodes downstream from FromNode, running VisitCallback on each one. Note this only follows branch connections, and does not recurse into subgraphs.

code: void VisitDownstreamNodes ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * FromNode, const [FVisitNodesCallback](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig\FVisitNodesCallback) & VisitCallback ) const


description: Visits all nodes upstream from FromNode, running VisitCallback on each one. Note this only follows branch connections, and does not recurse into subgraphs.

code: void VisitUpstreamNodes ( [UMovieGraphNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphNode) * FromNode, const [FVisitNodesCallback](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig\FVisitNodesCallback) & VisitCallback ) const


code: UMovieGraphConfig()


code: virtual void BuildTimeRanges()


className: UMovieGraphConfig

description: This is the runtime representation of the UMoviePipelineEdGraph which contains the actual strongly typed graph network that is read by the MoviePipeline. There is an editor-only representation of this graph (UMoviePipelineEdGraph).

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

AllNodes

type: TArray<TObject...

InputNode

type: TObjectPtr<UMo...

OnGraphChangedDelegate

type: FOnMovieGraphCh...

OnGraphInputAddedDelegate

type: FOnMovieGraphIn...

OnGraphNodesDeletedDelegate

type: FOnMovieGraphNo...

OnGraphOutputAddedDelegate

type: FOnMovieGraphOu...

OnGraphVariablesChangedDelegate

type: FOnMovieGraphVa...

PipelineEdGraph

type: TObjectPtr<UEd...

description: Not strongly typed to avoid a circular dependency between the editor only module and the runtime module, but it should be a UMoviePipelineEdGraph.


description: Called when the Movie Graph Pipeline starts before anything has happened, allowing you to cache your datasource before making any modifications to it as a result of rendering.

code: virtual void CacheDataPreJob ( const [FMovieGraphInitConfig](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphInitConfig) & InInitConfig )


code: [UMovieGraphPipeline](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPipeline) * GetOwningGraph() const


description: An internal, high resolution framerate that seeks, etc. will be returned in. (ie: 24,000/1)

code: virtual [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetTickResolution() const


description: A lower res, human readable Frame Rate. We convert to the Tick Resolution internally. (ie: 24/1)

code: virtual [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetDisplayRate() const


code: virtual void InitializeShot ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot )


code: virtual void RestoreCachedDataPostJob()


description: Called by the Time Step system when it wants the external data source to update. Time is in TickResolution scale.

code: virtual void SyncDataSourceTime ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime )


code: virtual void UpdateShotList()


className: UMovieGraphDataSourceBase

description: Movie Graph Pipeline is mostly interested in knowing about ranges of time that it should render, and less concerned with the specifics of where that data comes from (ie: a Level Sequence). This lets you synchronize with a different data source to provide the ranges of time to render, and then theUMovieGraphTimeStepBaseclass figures out how to move around within that time step, before calling some functions to synchronize your external data source to actually match the evaluated time.

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


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


code: void AddOutstandingRenderTask_AnyThread ( [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) InTask )


code: [FMoviePipelineSurfaceQueuePtr](API\Plugins\MovieRenderPipelineCore\Graph\FMoviePipelineSurfaceQueuePtr) CreateSurfaceQueue ( const [UE::MovieGraph::DefaultRenderer::FRenderTargetInitParams](API\Plugins\MovieRenderPipelineCore\Graph\FRenderTargetInitParams) & InInitParams ) const


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) > CreateViewRenderTarget ( const [UE::MovieGraph::DefaultRenderer::FRenderTargetInitParams](API\Plugins\MovieRenderPipelineCore\Graph\FRenderTargetInitParams) & InInitParams ) const


code: [UE::MovieGraph::DefaultRenderer::FCameraInfo](API\Plugins\MovieRenderPipelineCore\Graph\FCameraInfo) GetCameraInfo ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InCameraIdentifier ) const


code: [FMoviePipelineSurfaceQueuePtr](API\Plugins\MovieRenderPipelineCore\Graph\FMoviePipelineSurfaceQueuePtr) GetOrCreateSurfaceQueue ( const [UE::MovieGraph::DefaultRenderer::FRenderTargetInitParams](API\Plugins\MovieRenderPipelineCore\Graph\FRenderTargetInitParams) & InInitParams )


code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * GetOrCreateViewRenderTarget ( const [UE::MovieGraph::DefaultRenderer::FRenderTargetInitParams](API\Plugins\MovieRenderPipelineCore\Graph\FRenderTargetInitParams) & InInitParams )


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


code: virtual [UE::MovieGraph::FRenderTimeStatistics](API\Plugins\MovieRenderPipelineCore\Graph\FRenderTimeStatistics) * GetRenderTimeStatistics ( const int32 InFrameNumber )


code: virtual void SetupRenderingPipelineForShot ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot )


code: virtual void TeardownRenderingPipelineForShot ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot )


className: UMovieGraphDefaultRenderer

description: It is unlikely you will want to implement your own renderer. If you need to create new render passes, inherit fromUMovieGraphRenderPassNodeand add it to your configuration, at which point MRQ will call function on the CDO of it that allow you to set up your own render data.

OutstandingTasks

description: Array of outstanding accumulation / blending tasks that are currently being worked on.

OutstandingTasksMutex

type: FCriticalSectio...

description: Accessed by the Render Thread when starting up a new task.Makes sure we don't add tasks to the array while we're removing finished ones.

PooledAccumulators

type: TMap<FName,TS...

description: Once a sample is copied back from the GPU, we need to potentially accumulate it over multiple frames, and to apply high-res tiling.

PooledSurfaceQueues

description: This is a list of Surfaces that we can copy our render target to immediately after it is drawn to.

PooledViewRenderTargets

description: Render Target specify a transient backbuffer to draw the image to.We reuse these because we queue a copy onto a FMoviePipelineSurface so the only reason it is needed is for display in the UI.

RenderPassesInUse

description: A pointer to the CDOs of the Render Pass nodes that are valid for the current shot render.

RenderTimeStatistics

type: TMap< int32,UE...

description: Keep track of some statistics about render frame data for metadata purposes.


code: [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * GetOtherPin ( const [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * InFirstPin )


code: bool IsValid() const


className: UMovieGraphEdge

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


code: FTimeStepCache &40; double InUndilatedDeltaTime &41;


className: FTimeStepCache

code: struct FTimeStepCache

UndilatedDeltaTime

type: double


description: The state of the CustomTimeStep.

code: virtual ECustomTimeStepSynchronizationState GetSynchronizationState() const


description: This CustomTimeStep became the Engine's CustomTimeStep.

code: virtual bool Initialize ( [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


code: void SetCachedFrameTiming ( const [FTimeStepCache](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphEngineTimeStep\FTimeStepCache) & InTimeCache )


description: This CustomTimeStep stop being the Engine's CustomTimeStep.

code: virtual void Shutdown ( [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


description:
Update FApp::CurrentTime/FApp::DeltaTime and optionally wait until the end of the frame.
true if the Engine's TimeStep should also be performed; false otherwise.

code: virtual bool UpdateTimeStep ( [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


code: UMovieGraphEngineTimeStep()


className: UMovieGraphEngineTimeStep

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

PrevMaxUndilatedFrameTime

type: float

PrevMinUndilatedFrameTime

description: Not cached in TimeCache as TimeCache is reset every frame.

TimeCache

type: FTimeStepCache

description: We don't do any thinking on our own, instead we just spit out the numbers stored in our time cache.


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetBranchNames() const


code: template<typename NodeType> NodeType * GetSettingForBranch ( const [FName](API\Runtime\Core\UObject\FName) InBranchName, bool bIncludeCDOs, bool bExactMatch )


code: [UMovieGraphSettingNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphSettingNode) * GetSettingForBranch ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FName](API\Runtime\Core\UObject\FName) InBranchName, bool bIncludeCDOs, bool bExactMatch )


code: template<typename NodeType> [TArray](API\Runtime\Core\Containers\TArray)< NodeType * > GetSettingsForBranch ( const [FName](API\Runtime\Core\UObject\FName) InBranchName, bool bIncludeCDOs, bool bExactMatch )


code: [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphSettingNode](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphSettingNode) * > GetSettingsForBranch ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FName](API\Runtime\Core\UObject\FName) InBranchName, bool bIncludeCDOs, bool bExactMatch )


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


className: UMovieGraphEvaluatedConfig

description: An evaluated config for the current frame. Each named branch (including Globals) has its own copy of the config, fully resolved (so there is no need to check the Globals branch when looking at a named branch). You can use the functions to fetch a node by type from a given branch and it will return the right object (or the CDO if the node is NOT in the config).

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

BranchConfigMapping

type: TMap<FName,FM...

description: Mapping between named branches (at the root of the config) and their evaluated values.


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 color, as visible in the graph.

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


code: UMovieGraphEXRSequenceNode()


className: UMovieGraphEXRSequenceNode

description: A node which generates an EXR image sequence.


description: Determines if this member can be renamed to the specified name. If the rename is not possible, returns false and OutError is populated with the reason, else returns true.

code: virtual bool CanRename ( const [FText](API\Runtime\Core\Internationalization\FText) & InNewName, [FText](API\Runtime\Core\Internationalization\FText) & OutError ) const


description: Determines if this member can be deleted.

code: virtual bool IsDeletable() const


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

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


description: Sets the name of this member. Returns true if the rename was successful, else false.

code: virtual bool SetMemberName ( const [FString](API\Runtime\Core\Containers\FString) & InNewName )


code: UMovieGraphInput()


className: UMovieGraphInput

description: An input exposed on the graph that will be available for nodes to connect to.


className: UMovieGraphInterfaceBase

description: Common base class for input/output members on the graph.

bIsBranch

type: bool

description: Whether this interface member represents a branch.


className: FCurrentFrameData

code: struct FCurrentFrameData

CurrentOutputFrameRange

type: TRange<FFrameT...

description: A range of time (in Tick Resolution) for the current frame being worked on.

EvaluatedConfig

type: TStrongObjectPt...

description: Updated at the start of each Temporal Sample.

LastOutputFrameRange

description: A range of time (in Tick Resolution) for the last output frame being worked on.

LastSampleRange

description: A range of time (in Tick Resolution) for the last temporal sub-sample (ie: what the last tick rendered with).

OutputFrameNumber

description: Which output frame are we working on, relative to zero.

RangeShutterClosed

description: A range of time (in Tick Resolution) that the shutter is closed.

RangeShutterOpen

description: A range of time (in Tick Resolution) that the shutter is opened.

TemporalRanges

type: TArray<TRange<...

description: A pre-calculated (when the output frame starts) range of time, breaking RangeShutterOpen into smaller chunks, one per temporal sub-sample.

TemporalSampleCount

description: How many temporal sub-samples are there for the current output frame?

TemporalSampleIndex

description: Which temporal sub-sample are we working on? [0,TemporalSampleCount)


className: FOutputFrameMetrics

code: struct FOutputFrameMetrics

FrameRate

type: FFrameRate

description: The human readable frame rate, adjusted by the config file (24fps, 30fps, etc.)

FrameTimePerOutputFrame

type: FFrameTime

description: The amount of time (in Tick Resolution) that represents one output frame (ie: 1/24).

FrameTimePerTemporalSample

description: The amount of time (in Tick Resolution) per temporal sample.

FrameTimeWhileShutterClosed

description: The inverse of FrameTimeWhileShutterOpen.

FrameTimeWhileShutterOpen

description: The amount of time (in Tick Resolution) that the shutter is open for.

MotionBlurAmount

description: The 0-1 Motion Blur amount the camera has.

MotionBlurCenteringOffsetTime

description: An offset to the evaluated time to get us into the center of the time period (since motion blur is bi-directional and centered)

ShutterOffsetFrameTime

description: A constant offset applied to the final evaluated time to allow users to influence what counts as a frame.

TickResolution

description: The internal resolution data is actually stored at. (24,000, 120,000 etc.)


description: TickProducingFrames will be called for a frame (before the frame starts) and then this will be called at the end of the frame when we kick off the renders for the frame. Should return data needed to calculate the correct rendering timestep.


code: virtual bool IsFirstTemporalSample() const


code: virtual bool IsLastTemporalSample() const


code: virtual void ResetForEndOfOutputFrame()


description: Called when the Movie Graph Pipeline is shutting down, use this to restore any changes.

code: virtual void Shutdown()


description: Called each frame while the Movie Graph Pipeline is in a producing frames state.

code: virtual void TickProducingFrames()


code: virtual void UpdateFrameMetrics()


className: UMovieGraphLinearTimeStep

description: This class is responsible for calculating the time step of each tick of the engine during a Movie Render Queue render using a linear strategy - the number of temporal sub-samples is read from the graph for each output frame, and we then take the time the shutter is open and break it into that many sub-samples. Time always advances forward until we reach the end of the range of time we wish to render. This is useful for deferred rendering (where we have a small number of temporal sub-samples and no feedback mechanism for measuring noise in the final image) but is less useful for Path Traced images which have a varying amount of noise (and thus want a varying amount of samples) based on their content.

CurrentFrameData

type: FCurrentFrameDa...

description: Frame Metrics are constant data updated once per output frame, while CurrentFrameData is keeping track across engine ticks to work towards producing a single frame.

CurrentFrameMetrics

type: FOutputFrameMet...

description: A set of cached values that are true for the current output frame.

CurrentTimeStepData

type: FMovieGraphTime...

description: This is the output data needed by the rest of MRQ to produce a frame.

CustomTimeStep

type: TObjectPtr<UMo...

description: A custom timestep owned by this object that is used to inform the engine what the delta time for each frame should be.

PrevCustomTimeStep

type: TObjectPtr<UEn...

description: The previous custom timestep the engine was using, if any.


code: UMovieGraphLinearTimeStep()


description: Determines if this member can be renamed to the specified name. If the rename is not possible, returns false and OutError is populated with the reason, else returns true.


description: Gets the GUID that uniquely identifies this member.

code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetGuid() const


description: Gets the name of this member.


description: Gets the graph that owns this member, or nullptr if one was not found.

code: [UMovieGraphConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig) * GetOwningGraph() const


description: Determines if this member can be deleted.


description: Gets whether this member is editable via the UI.

code: virtual bool IsEditable() const


description: Determines if InName is a unique name within the members in MemberArray.

code: template<class T> bool IsUniqueNameInMemberArray ( const [FText](API\Runtime\Core\Internationalization\FText) & InName, const [TArray](API\Runtime\Core\Containers\TArray)< T * > & InMemberArray ) const


description: Sets the GUID that uniquely identifies this member.

code: void SetGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


description: Sets the name of this member. Returns true if the rename was successful, else false.


className: UMovieGraphMember

bIsEditable

description: Note: This is a bool flag rather than a method (eg,IsEditable()) for now in order to allow it to drive the EditCondition metadata on properties.

Description

type: FString

description: The optional description of this member, which is user-facing.

Guid

type: FGuid

description: A GUID that uniquely identifies this member within its graph.

Name

description: The name of this member, which is user-facing.


code: UMovieGraphMember()


description: Gets the override property for the specified dynamic property. If one does not exist, returns nullptr.

code: const [FBoolProperty](API\Runtime\CoreUObject\UObject\FBoolProperty) * FindOverridePropertyForDynamicProperty ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName ) const


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 all overrideable properties that are defined on the node. This includes UPROPERTY-defined properties, as well as dynamic properties. "Overrideable" means that the property has a corresponding property prefixed with "bOverride_".

code: [TArray](API\Runtime\Core\Containers\TArray)< const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > GetAllOverrideableProperties() const


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


description: Gets the descriptions of properties which can be dynamically added to the node. These types of properties do not correspond to a UPROPERTY defined on the node itself.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) > GetDynamicPropertyDescriptions() const


description: Gets the value of the dynamic property with the specified name. Provides the serialized value of the property in "OutValue". Returns true if "OutValue" was set and there were no errors, else returns false.

code: bool GetDynamicPropertyValue ( const [FName](API\Runtime\Core\UObject\FName) PropertyName, [FString](API\Runtime\Core\Containers\FString) & OutValue )


description: Gets the pin properties for all properties which have been exposed on the node.

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


description: Gets the information about properties which are currently exposed as pins on the node.

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


code: [UMovieGraphConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig) * GetGraph() const


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetGraphNode() const


description: Gets the GUID which uniquely identifies this node.


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: [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * GetInputPin ( const [FName](API\Runtime\Core\UObject\FName) & InPinLabel ) 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


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


code: int32 GetNodePosX() const


code: int32 GetNodePosY() 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: [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * GetOutputPin ( const [FName](API\Runtime\Core\UObject\FName) & InPinLabel ) const


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


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


description: Gets the information about properties which can be exposed as a pin on the node.

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


description: Gets the resolved value of a named output pin (one that is returned inGetOutputPinProperties()). If the resolved value could not be determined, an empty string is returned.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetResolvedValueForOutputPin ( const [FName](API\Runtime\Core\UObject\FName) & InPinName, const [FMovieGraphTraversalContext](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphTraversalContext) * InContext ) const


description: When a non-branch pin type is being evaluated on a node, the calling node will ask this node for the value connected to the given pin name. For example, a Branch node will call this function on whatever node is connected to the Conditional pin, and then will try to get a Boolean value out of the returnedUMovieGraphValueContainer.

code: virtual [UMovieGraphValueContainer](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphValueContainer) * GetPropertyValueContainerForPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinName ) const


className: GlobalsPinName

code: static [FName](API\Runtime\Core\UObject\FName) GlobalsPinName = FName("Globals");


className: GlobalsPinNameString

code: static [FString](API\Runtime\Core\Containers\FString) GlobalsPinNameString = FString("Globals");


code: bool IsCommentBubblePinned() const


code: bool IsCommentBubbleVisible() const


description: Returns true if the dynamic property with the provided name has been overridden, else false. Note that the name provided should not be prefixed with "bOverride_".

code: bool IsDynamicPropertyOverridden ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Register any delegates that need to be set up on the node. Called inPostLoad().

code: virtual void RegisterDelegates() const


description: Sets the dynamic property with the provided name to the specified override state. Note that the name provided should not be prefixed with "bOverride_".

code: void SetDynamicPropertyOverridden ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName, const bool bIsOverridden )


code: void SetIsCommentBubbleVisible ( uint8 bIsVisible )


description: Sets the value of the dynamic property with the specified name. Note that the provided value must be the serialized representation of the value. Returns true upon success, else false.

code: bool SetDynamicPropertyValue ( const [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FString](API\Runtime\Core\Containers\FString) & InNewValue )


code: void SetIsCommentBubblePinned ( const uint8 bIsPinned )


code: void SetNodeComment ( const [FString](API\Runtime\Core\Containers\FString) & InNodeComment )


code: void SetNodePosX ( const int32 InNodePosX )


code: void SetNodePosY ( const int32 InNodePosY )


description: Toggles the promotion of the property with the given name to a pin on the node.

code: virtual void TogglePromotePropertyToPin ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName )


code: void UpdatePins()


code: void UpdateDynamicProperties()


className: UMovieGraphNode

description: This is a base class for all nodes that can exist in theUMovieGraphConfignetwork. In the editor, each node in the network will have an editor-only representation too which contains data about it's visual position in the graph, comments, etc.

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

bIsCommentBubblePinned

type: uint8:  1

DynamicProperties

type: FInstancedPrope...

description: Properties which can be dynamically declared on the node (vs. native properties which are always present).

ExposedPropertyInfo

type: TArray<FMovieG...

description: Tracks which properties have been exposed on the node as inputs.

GraphNode

type: TObjectPtr<UEd...

description: Editor Node Graph representation.

Guid

description: A GUID which uniquely identifies this node.

InputPins

type: TArray<TObject...

OnNodeChangedDelegate

type: FOnMovieGraphNo...


code: UMovieGraphNode()


description: Determines if this member can be deleted.

code: virtual bool IsDeletable() const


description: Sets the name of this member. Returns true if the rename was successful, else false.

code: virtual bool SetMemberName ( const [FString](API\Runtime\Core\Containers\FString) & InNewName )


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

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


code: UMovieGraphOutput()


className: UMovieGraphOutput

description: An output exposed on the graph that will be available for nodes to connect to.

OnMovieGraphOutputChangedDelegate

type: FOnMovieGraphOu...


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 category that the node belongs under.

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


description: Determines if this member can be renamed to the specified name. If the rename is not possible, returns false and OutError is populated with the reason, else returns true.

code: virtual bool CanRename ( const [FText](API\Runtime\Core\Internationalization\FText) & InNewName, [FText](API\Runtime\Core\Internationalization\FText) & OutError ) const


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

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


code: UMovieGraphPathTracedRendererNode()


className: UMovieGraphPathTracedRendererNode

description: A node which represents a path traced renderer.


code: bool AddEdgeTo ( [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * InOtherPin )


code: bool AllowsMultipleConnections() const


code: bool BreakAllEdges()


code: bool BreakEdgeTo ( [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * InOtherPin )


code: int32 EdgeCount() const


description: Gets all connected pins.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * > GetAllConnectedPins() const


description: Gets the first pin connected to this pin. Returns nullptr if no valid connection exists.

code: [UMovieGraphPin](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPin) * GetFirstConnectedPin() const


code: bool IsConnected() const


code: bool IsOutputPin() const


className: UMovieGraphPin

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

Edges

description: A list of edges between pins.

Node

description: The node that this pin belongs to.

Properties

type: FMovieGraphPinP...


description: Writing images to disk is an async process. When you start writing, declare a future with the filename you will eventually write to, and complete the future once it is on disk.

code: void AddOutputFuture ( [TFuture](API\Runtime\Core\Async\TFuture)< bool > && InOutputFuture, const [UE::MovieGraph::FMovieGraphOutputFutureData](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphOutputFutureData) & InData )


code: virtual void BeginFinalize()


description: Which index of the Active Shot List are we currently on

code: int32 GetCurrentShotIndex() const


description: Get the Active Shot list, which is the full shot list generated from the external data source, with disabled shots removed.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) > > & GetActiveShotList() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Graph") [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * GetCurrentJob() const


description: Used occasionally to cross-reference other components. Don't call this unless you know what you're doing.


description: Returns the time this movie pipeline was initialized at.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Graph") [FDateTime](API\Runtime\Core\Misc\FDateTime) GetInitializationTime() const


description: Gets the Output Merger for this Movie Pipeline which is responsible for gathering all of the data coming in for a given output frame, before making it available to the MovieGraphPipeline.


code: [UMovieGraphConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig) * GetRootGraphForShot ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot ) const


code: virtual const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMovieGraphFileOutputNode](API\Plugins\MovieRenderPipelineCore\Graph\Nodes\UMovieGraphFileOutputNode) > > GetOutputNodesUsed() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Graph") void Initialize ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob, const [FMovieGraphInitConfig](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphInitConfig) & InitConfig )


code: virtual void OnEngineTickBeginFrame()


code: virtual bool IsShutdownRequestedImpl() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") virtual void OnMoviePipelineFinishedImpl()


code: virtual void OnEngineTickEndFrame()


code: virtual void RenderFrame()


code: virtual void RequestShutdownImpl ( bool bIsError )


description: Needs to be called afterInitialize(...)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetInitializationTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & InDateTime )


description: Called by the TimeStepInstance when it's time to set up for another shot. Don't call this unless you know what you're doing.

code: void SetupShot ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot )


code: virtual void ShutdownImpl ( bool bIsError )


description: Called by the TimeStepInstance when it's time to tear down the current shot. Don't call this unless you know what you're doing.

code: void TeardownShot ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot )


code: virtual void TickPostFinalizeExport ( const bool bInForceFinish )


code: virtual void TickFinalizeOutputContainers ( const bool bInForceFinish )


code: virtual void TransitionToState ( const [EMovieRenderPipelineState](API\Plugins\MovieRenderPipelineCore\EMovieRenderPipelineState) InNewState )


code: virtual void TickProducingFrames()


code: UMovieGraphPipeline()


className: UMovieGraphPipeline

bIsTransitioningState

type: bool

description: True if we're in a TransitionToState call. Used to prevent reentrancy.

bShutdownRequested

type: FThreadSafeBool

description: True ifRequestShutdown()was called.

bShutdownSetErrorFlag

description: Set to true during Shutdown/RequestShutdown if we are shutting down due to an error.

type: IImageWriteQueu...

description: A debug image sequence writer in the event they want to dump every sample generated on its own.

GeneratedOutputData

description: An array of output data, one per shot.

GraphInitializationTime

type: FDateTime

description: What time (in UTC) was Initialization called? Used internally for tracking total job duration.

OutputMerger

description: This gathers all of the produced data for an output frame (which may come in async, many frames later) before passing them onto the Output Containers.

OutputNodesDataSentTo

type: TSet<TObjectPt...

description: An array of Node CDOs that we sent data through to write data to disk.

OutstandingOutputFutures

description: An array of Output Futures for files that have started writing to disk, but have not finished.

PipelineState

type: EMovieRenderPip...

description: Which step of the rendering process is the graph currently in.


code: [UMovieGraphPipeline](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPipeline) * GetOwningGraph() const


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


code: virtual void SetupRenderingPipelineForShot ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot )


code: virtual void TeardownRenderingPipelineForShot ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot )


description: Called when the Movie Graph Pipeline starts before anything has happened, allowing you to cache your datasource before making any modifications to it as a result of rendering.

code: virtual void CacheDataPreJob ( const [FMovieGraphInitConfig](API\Plugins\MovieRenderPipelineCore\Graph\FMovieGraphInitConfig) & InInitConfig )


className: UMovieGraphRendererBase

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


code: void CacheLevelSequenceData ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence )


description: An internal, high resolution framerate that seeks, etc. will be returned in. (ie: 24,000/1)

code: virtual [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetTickResolution() const


description: A lower res, human readable Frame Rate. We convert to the Tick Resolution internally. (ie: 24/1)

code: virtual [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetDisplayRate() const


code: virtual [UE::MovieGraph::FRenderTimeStatistics](API\Plugins\MovieRenderPipelineCore\Graph\FRenderTimeStatistics) * GetRenderTimeStatistics ( const int32 InFrameNumber )


code: virtual void InitializeShot ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot )


code: void OnSequenceEvaluated ( const [UMovieSceneSequencePlayer](API\Runtime\MovieScene\UMovieSceneSequencePlayer) & Player, [FFrameTime](API\Runtime\Core\Misc\FFrameTime) CurrentTime, [FFrameTime](API\Runtime\Core\Misc\FFrameTime) PreviousTime )


code: virtual void RestoreCachedDataPostJob()


description: Called by the Time Step system when it wants the external data source to update. Time is in TickResolution scale.

code: virtual void SyncDataSourceTime ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime )


code: virtual void UpdateShotList()


code: UMovieGraphSequenceDataSource()


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


className: UMovieGraphSequenceDataSource

description: TheUMovieGraphSequenceDataSourceallows using aULevelSequenceas the external datasource for the Movie Graph. It will build the range of shots based on the contents of the level sequence (one shot per camera cut found inside the sequence hierarchy, not allowing overlapping Camera Cut sections), and then it will evaluate the level sequence for the given time when rendering.

CustomSequenceTimeController

description: Custom Time Controller for the Sequence Player, used to match Custom TimeStep without any floating point accumulation errors.

LevelSequenceActor

type: TObjectPtr<ALe...


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


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


className: UMovieGraphSettingNode

description: Nodes representing user settings should derive from this. This is the only node type copied into flattened eval.

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


description: Called when the Movie Graph Pipeline is shutting down, use this to restore any changes.

code: virtual void Shutdown()


description: TickProducingFrames will be called for a frame (before the frame starts) and then this will be called at the end of the frame when we kick off the renders for the frame. Should return data needed to calculate the correct rendering timestep.


code: [UMovieGraphPipeline](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphPipeline) * GetOwningGraph() const


description: Called each frame while the Movie Graph Pipeline is in a producing frames state.

code: virtual void TickProducingFrames()


className: UMovieGraphTimeStepBase

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


description: Gets the bool value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueBool ( bool & bOutValue ) const


description: Gets the byte value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueByte ( uint8 & OutValue ) const


description: Gets theUClassvalue of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * OutValue ) const


description: Gets the container type of the stored value.


description: Gets the double value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueDouble ( double & OutValue ) const


description: Gets the enum value of the held data. Returns true on success, else false.

code: template<typename T> bool GetValueEnum ( T & OutValue ) const


description: Gets the enum value (for a specific enum) of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueEnum ( uint8 & OutValue, const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * RequestedEnum ) const


description: Gets the int32 value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueInt32 ( int32 & OutValue ) const


description: Gets the int64 value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueInt64 ( int64 & OutValue ) const


description: Gets theFNamevalue of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueName ( [FName](API\Runtime\Core\UObject\FName) & OutValue ) const


description: Gets the object value of the held data. Returns true on success, else false.

code: template<typename T> bool GetValueObject ( T * OutValue ) const


description: Gets the float value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueFloat ( float & OutValue ) const


description: Gets the object value (for a specific class) of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OutValue, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * RequestedClass ) const


description: Gets the serialized string value of the held data.


description: Gets theFStringvalue of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueString ( [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


description: Gets the struct value of the held data. Returns true on success, else false.

code: template<typename T> bool GetValueStruct ( T * OutValue ) const


description: Gets the struct value (for a specific struct) of the held data. Returns true on success, else false.

code: bool GetValueStruct ( [FStructView](API\Plugins\StructUtils\FStructView) & OutValue, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RequestedStruct ) const


description: Gets theFTextvalue of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool GetValueText ( [FText](API\Runtime\Core\Internationalization\FText) & OutValue ) const


description: Gets the type of the stored data.


description: Gets the object that defines the enum, struct, or class.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetValueTypeObject() const


className: PropertyBagDefaultPropertyName

description: The name of the single property stored in the property bag. The name in the property bag does not change.

code: static const [FName](API\Runtime\Core\UObject\FName) PropertyBagDefaultPropertyName;


description: Sets the bool value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueBool ( const bool bInValue )


description: Sets the class value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InValue )


description: Sets the byte value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueByte ( const uint8 InValue )


description: Sets the container type of the stored value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") void SetValueContainerType ( [EMovieGraphContainerType](API\Plugins\MovieRenderPipelineCore\Graph\EMovieGraphContainerType) ContainerType )


description: Sets the double value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueDouble ( const double InValue )


description: Sets the enum value of the held data. Returns true on success, else false.

code: template<typename T> bool SetValueEnum ( const T InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueEnum ( const uint8 InValue, const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * Enum )


description: Sets the float value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueFloat ( const float InValue )


description: Sets theFNamevalue of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueName ( const [FName](API\Runtime\Core\UObject\FName) InValue )


description: Sets the int64 value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueInt64 ( const int64 InValue )


description: Sets the int32 value of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueInt32 ( const int32 InValue )


description: Sets the object value of the held data. Returns true on success, else false.

code: template<typename T> bool SetValueObject ( T * InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InValue )


description: Sets the serialized value of the held data. The string should be the serialized representation of the value. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueSerializedString ( const [FString](API\Runtime\Core\Containers\FString) & NewValue )


description: Sets theFStringvalue of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueString ( const [FString](API\Runtime\Core\Containers\FString) & InValue )


description: Sets the struct value of the held data. Returns true on success, else false.

code: bool SetValueStruct ( [FConstStructView](API\Plugins\StructUtils\FConstStructView) InValue )


code: template<typename T> bool SetValueStruct ( const T & InValue )


description: Sets theFTextvalue of the held data. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") bool SetValueText ( const [FText](API\Runtime\Core\Internationalization\FText) & InValue )


description: Sets the object that defines the enum, struct, or class.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") void SetValueTypeObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ValueTypeObject )


code: UMovieGraphValueContainer()


description: Sets the type of the stored data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Config") void SetValueType ( [EMovieGraphValueType](API\Plugins\MovieRenderPipelineCore\Graph\EMovieGraphValueType) ValueType )


className: UMovieGraphValueContainer

description: Holds a generic value, with an API for getting/setting the value, as well as getting/setting its type and container (eg, array).

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


className: 502 Bad Gateway

description: Determines if this member can be renamed to the specified name. If the rename is not possible, returns false and OutError is populated with the reason, else returns true.

code: virtual bool CanRename ( const [FText](API\Runtime\Core\Internationalization\FText) & InNewName, [FText](API\Runtime\Core\Internationalization\FText) & OutError ) const


description: Determines if this member can be deleted.

code: virtual bool IsDeletable() const


description: Returns true if this variable is a global variable.

code: bool IsGlobal() 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: UMovieGraphVariable()


description: Sets the name of this member. Returns true if the rename was successful, else false.

code: virtual bool SetMemberName ( const [FString](API\Runtime\Core\Containers\FString) & InNewName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void AddQuery ( [UMoviePipelineCollectionQuery](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollectionQuery) * Query )


className: UMovieGraphVariable

description: A variable that can be used inside the graph. Most variables are created by the user, and can have their value changed at the job level. Global variables, however, are not user-created and their values are provided when the graph is evaluated. Overriding them at the job level is not possible.

OnMovieGraphVariableChangedDelegate

type: FOnMovieGraphVa...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetMatchingActors ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const bool bInvertResult ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") [FString](API\Runtime\Core\Containers\FString) GetCollectionName() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetCollectionName ( const [FString](API\Runtime\Core\Containers\FString) & InName )


className: UMoviePipelineCollection

description: EXPERIMENTAL Generates a collection of actors via provided queries.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") virtual bool DoesActorMatchQuery ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description: TODO: Add other common query operations (level, etc)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetActorNames ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InActorNames )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetComponentTypes ( [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > InComponentTypes )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetQueryMode ( const [EMoviePipelineCollectionCommonQueryMode](API\Plugins\MovieRenderPipelineCore\Graph\EMoviePipelineCollectionCommonQu-) InQueryMode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetTags ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InTags )


className: UMoviePipelineCollectionCommonQuery

description: Provides common actor querying functionality (names, tags, components, etc). These individual sub-queries can be AND'd or OR'd together (eg, matches provided names OR provided tags, vs matches provided names AND provided tags).

ActorNames

type: TArray<FString...

QueryMode

type: EMoviePipelineC...

Tags

type: TArray<FName>


description: Adds a collection to the existing set of collections in this modifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void AddCollection ( [UMoviePipelineCollection](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollection) * Collection )


code: virtual void ApplyModifier ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineCollection](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollection) * > GetCollections() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") bool IsInverted() const


description: Overwrites the existing collections with the provided array of collections.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetCollections ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineCollection](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollection) * > InCollections )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetIsInverted ( const bool bIsInverted )


code: virtual void UndoModifier()


className: UMoviePipelineCollectionModifier

description: Base class for providing actor modification functionality via collections.

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

bUseInvertedActors

description: Whether an inverted collection of actors should be used.

Collections

description: The collections which this modifier will operate on.


code: virtual bool DoesActorMatchQuery ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


className: UMoviePipelineCollectionQuery

description: Base class for providing the ability to determine if an actor matches a query.

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


className: FComponentToMaterialMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) >, [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialSlotAssignment](API\Runtime\Core\Misc\TTuple) > > FComponentToMaterialMap


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") virtual void ApplyModifier ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: FMaterialSlotAssignment

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< int32, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > > FMaterialSlotAssignment


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetMaterial ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > InMaterial )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") virtual void UndoModifier()


className: UMoviePipelineMaterialModifier

description: Modifies actor materials.

MaterialToApply

type: TSoftObjectPtr<...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void AddModifier ( [UMoviePipelineCollectionModifier](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollectionModifier) * Modifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") [UMoviePipelineCollection](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollection) * GetCollectionByName ( const [FString](API\Runtime\Core\Containers\FString) & Name ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineCollectionModifier](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollectionModifier) * > GetModifiers() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") [FString](API\Runtime\Core\Containers\FString) GetRenderLayerName() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void Preview ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void RemoveModifier ( [UMoviePipelineCollectionModifier](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollectionModifier) * Modifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void UndoPreview ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetRenderLayerName ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


code: UMoviePipelineRenderLayer()


className: UMoviePipelineRenderLayer

description: Provides a means of assembling modifiers together to generate a desired view of a scene.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void ClearActiveRenderLayer()


description: Adds a render layer to the system, which can later be made active by SetActiveRenderLayer*(). Returns true if the layer was added successfully, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") bool AddRenderLayer ( [UMoviePipelineRenderLayer](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineRenderLayer) * RenderLayer )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void ClearModifierPreview()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void ClearCollectionPreview()


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") [UMoviePipelineRenderLayer](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineRenderLayer) * GetActiveRenderLayer() const


description: Get this subsystem for a specific world. Handy for use from Python.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") static [UMoviePipelineRenderLayerSubsystem](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineRenderLayerSubsyst-) * GetFromWorld ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") const [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineRenderLayer](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineRenderLayer) * > & GetRenderLayers()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void PreviewCollection ( [UMoviePipelineCollection](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollection) * Collection )


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void PreviewModifier ( [UMoviePipelineCollectionModifier](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineCollectionModifier) * Modifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void RemoveRenderLayer ( const [FString](API\Runtime\Core\Containers\FString) & RenderLayerName )


description: Clear out all tracked render layers and collections.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void Reset()


description: Previews the layer with the given name. The layer needs to have been registered withAddRenderLayer().

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetActiveRenderLayerByName ( const [FString](API\Runtime\Core\Containers\FString) & RenderLayerName )


description: Previews the given layer. The layer does not need to have been registered withAddRenderLayer().

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetActiveRenderLayerByObj ( [UMoviePipelineRenderLayer](API\Plugins\MovieRenderPipelineCore\Graph\UMoviePipelineRenderLayer) * RenderLayer )


description: Note: This function is called on the CDO prior to instances being created!

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


code: UMoviePipelineRenderLayerSubsystem()


className: UMoviePipelineRenderLayerSubsystem

description: The primary means of controlling render layers in MRQ. Render layers can be added/registered with the subsystem, then made active in order to view them. Collections and modifiers can also be viewed, but they do not need to be added to the subsystem ahead of time.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMoviePipelineRenderLayerSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") virtual void ApplyModifier ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") bool IsHidden() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") virtual void UndoModifier()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Layers") void SetHidden ( const bool bInIsHidden )


className: UMoviePipelineVisibilityModifier

description: Modifies actor visibility.


className: ModularFeatureName

code: static [FName](API\Runtime\Core\UObject\FName) ModularFeatureName = "ModularFeature_MoviePipelineBurnInExt";


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


className: IMoviePipelineBurnInExtension

code: class IMoviePipelineBurnInExtension : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


code: void AbandonOutstandingWork()


code: int32 GetNumOutstandingFrames() const


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


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


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


code: virtual ~IMoviePipelineOutputMerger()


className: IMoviePipelineOutputMerger

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


className: IMoviePipelineOverlappedAccumulator

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


className: IVideoCodecWriter

code: struct IVideoCodecWriter

FileName

type: FString

description: The filename to actually write to disk with. This may include "de-duplication" numbers (MyFile (1).ext etc.)

FormatArgs

type: FMoviePipelineF...

StableFileName

description: The filename without de-duplication numbers, used to match up multiple incoming frames back to the same writer.


code: namespace MoviePipeline { static [UWorld](API\Runtime\Engine\Engine\UWorld) * MoviePipeline::FindCurrentWorld() }


code: void operator&40;&41; &40; FImagePixelData &42; PixelData &41;


code: TAsyncCompositeImage &40; TUniquePtr< FImagePixelData > && InPixelData &41;


className: TAsyncCompositeImage< FColor >

code: template<> struct TAsyncCompositeImage< FColor >

ImageToComposite

type: TUniquePtr<FIm...


className: TAsyncCompositeImage< FFloat16Color >

code: template<> struct TAsyncCompositeImage< FFloat16Color >


className: TAsyncCompositeImage< FLinearColor >

code: template<> struct TAsyncCompositeImage< FLinearColor >


description: Add a variable assignment for the graph. Returns true if the variable was added or it already exists, else false.

code: bool AddVariableAssignment ( const [UMovieGraphVariable](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphVariable) * InGraphVariable )


description: Finds a variable assignment for the provided variable, or adds one if one does not already exist (and bAddIfNotExists is set to true). Returns nullptr if the operation failed.

code: bool FindOrGenerateVariableOverride ( const [UMovieGraphVariable](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphVariable) * InGraphVariable, [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) * OutPropDesc, [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) * OutEditConditionPropDesc, bool bGenerateIfNotExists )


description: Generates a variable override for the provided variable, as well as the associated EditCondition for it.

code: bool GenerateVariableOverride ( const [UMovieGraphVariable](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphVariable) * InGraphVariable, [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) * OutPropDesc, [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) * OutEditConditionPropDesc )


description: Gets the number of variable assignments present in this container. Assignments that are disabled are counted.

code: uint32 GetNumAssignments() const


className: TAsyncCompositeImage

code: template<typename PixelType> struct TAsyncCompositeImage


description: Gets the bool value of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueBool ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, bool & bOutValue ) const


description: Gets the byte value of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueByte ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, uint8 & OutValue ) const


description: Gets theUClassvalue of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueClass ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, [UClass](API\Runtime\CoreUObject\UObject\UClass) * OutValue ) const


description: Gets the container type of the stored value in the specified property.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") [EMovieGraphContainerType](API\Plugins\MovieRenderPipelineCore\Graph\EMovieGraphContainerType) GetValueContainerType ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName ) const


description: Gets the double value of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueDouble ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, double & OutValue ) const


description: Gets the enum value of the specified property. Returns true on success, else false.

code: template<typename T> bool GetValueEnum ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, T & OutValue ) const


description: Gets the enum value (for a specific enum) of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueEnum ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, uint8 & OutValue, const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * RequestedEnum ) const


description: Gets the float value of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueFloat ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, float & OutValue ) const


description: Gets the int32 value of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueInt32 ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, int32 & OutValue ) const


description: Gets the int64 value of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueInt64 ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, int64 & OutValue ) const


description: Gets theFNamevalue of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueName ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, [FName](API\Runtime\Core\UObject\FName) & OutValue ) const


description: Gets the object value of the specified property. Returns true on success, else false.

code: template<typename T> bool GetValueObject ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, T * OutValue ) const


description: Gets the object value (for a specific class) of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueObject ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OutValue, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * RequestedClass ) const


description: Gets the serialized string value of the specified property.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") [FString](API\Runtime\Core\Containers\FString) GetValueSerializedString ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName )


description: Gets theFStringvalue of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueString ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


description: Gets the struct value of the specified property. Returns true on success, else false.

code: template<typename T> bool GetValueStruct ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, T * OutValue ) const


description: Gets the struct value (for a specific struct) of the specified property. Returns true on success, else false.

code: bool GetValueStruct ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, [FStructView](API\Plugins\StructUtils\FStructView) & OutValue, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RequestedStruct ) const


description: Gets the type of the value stored in the specified property.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") [EMovieGraphValueType](API\Plugins\MovieRenderPipelineCore\Graph\EMovieGraphValueType) GetValueType ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName ) const


description: Gets theFTextvalue of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetValueText ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, [FText](API\Runtime\Core\Internationalization\FText) & OutValue ) const


description: Gets the object that defines the enum, struct, or class stored in the specified property.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetValueTypeObject ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName ) const


description: Gets the enable state of the variable assignment for the provided graph variable. The enable state is provided via bOutIsEnabled. Returns true if an enable state was set on the variable and bOutIsEnabled was changed, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool GetVariableAssignmentEnableState ( const [UMovieGraphVariable](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphVariable) * InGraphVariable, bool & bOutIsEnabled )


description: Sets the graph config associated with the variable assignments. CallsUpdateGraphVariableOverrides()to ensure that the overrides reflect the specified graph config.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") void SetGraphConfig ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UMovieGraphConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig) > & InGraphConfig )


description: Sets the bool value of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool SetValueBool ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, const bool bInValue )


description: Sets the byte value of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool SetValueByte ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, const uint8 InValue )


description: Sets the class value of the specified property. Returns true on success, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool SetValueClass ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InValue )