description: Returns true if there is an active executor working on producing a movie. This could be actively rendering frames, or working on post processing (finalizing file writes, etc.). UseGetActiveExecutor()and query it directly for more information, progress updates, etc.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline|Rendering") bool IsRendering() const


description:
Starts processing the current queue with the supplied executor class. This starts an async process which may or may not run in a separate process (or on separate machines), determined by the executor implementation. The executor should report progress for jobs depending on the implementation.
A pointer to the instance of the class created. This instance will be kept alive by the Queue Subsystem until it has finished (or been canceled). Register for progress reports and various callbacks on this instance.

module: MovieRenderPipelineCore

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DeterminesOutputType="InExecutorType"), Category="Movie Render Pipeline|Rendering") [UMoviePipelineExecutorBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorBase) * RenderQueueWithExecutor ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMoviePipelineExecutorBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorBase) > InExecutorType )


description: Starts processing the current queue with the supplied executor. This starts an async process which may or may not run in a separate process (or on separate machines), determined by the executor implementation. The executor should report progress for jobs depending on the implementation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Rendering") void RenderQueueWithExecutorInstance ( [UMoviePipelineExecutorBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorBase) * InExecutor )


description: Sets some advanced configuration options that are used only occasionally to have better control over integrating it into your game/application. This applies to both RenderQueueWithExecutor(Instance) and the simplified RenderJob API. This persists until you call it again with different settings, and needs to be called before the Render* functions.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Rendering") void SetConfiguration ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieRenderDebugWidget](API\Plugins\MovieRenderPipelineCore\UMovieRenderDebugWidget) > InProgressWidgetClass, const bool bRenderPlayerViewport )


code: UMoviePipelineQueueEngineSubsystem()


className: UMoviePipelineQueueEngineSubsystem

description: This subsystem is intended for use when rendering in a shipping game (but can also be used in PIE during development/testing). SeeUMoviePipelineQueueSubsystemfor the Editor-only queue which is bound to the Movie Render Queue UI. To do simple renders at runtime, call AllocateJob(...) with the Level Sequence you want to render, then call FindOrAddSettingByClass on the job to add the settings (such as render pass, output type, and output directory) that you want for the job. Finally, call RenderJob with the job you just configured. Register a delegate to OnRenderFinished to be notified when the render finished. You can optionally call SetConfiguration(...) before RenderJob to configure some advanced options.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayName="MoviePipeline Runtime Subsystem")) class UMoviePipelineQueueEngineSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)

OnRenderFinished

type: FMoviePipelineW...

description: Assign a function to this delegate to get notified when each individual job is finished.


description: An array of identifiers for the output buffers expected as a result of this render pass.

code: void GatherOutputPasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) > & ExpectedRenderPasses )


code: virtual void GatherOutputPassesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) > & ExpectedRenderPasses )


description: Warning: This gets called on the CDO of the object

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


description: Can this configuration setting be added to the primary configuration? If not, it will throw an error when trying to add it to the primary configuration.

code: virtual bool IsValidOnPrimary() const


code: virtual bool IsAlphaInTonemapperRequiredImpl() const


description: This will called for each requested sample.

code: void RenderSample_GameThread ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState )


description: Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config.

code: virtual bool IsValidOnShots() const


code: virtual void RenderSample_GameThreadImpl ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState )


code: void Setup ( const [MoviePipeline::FMoviePipelineRenderPassInitSettings](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassInitSett-) & InPassInitSettings )


code: virtual void SetupImpl ( const [MoviePipeline::FMoviePipelineRenderPassInitSettings](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassInitSett-) & InPassInitSettings )


code: virtual void TeardownImpl()


description: Attempt to validate the configuration the user has chosen for this setting. Caches results for fast lookup in UI later.

code: virtual void ValidateStateImpl()


className: UMoviePipelineRenderPass

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class UMoviePipelineRenderPass : public [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting)


code: virtual void WaitUntilTasksComplete()


code: void BeginExport()


description: Called once when all files have been finalized.

code: virtual void BeginExportImpl()


description: When rendering in a new process some settings may need to provide command line arguments to affect engine settings that need to be set before most of the engine boots up. This function allows a setting to provide these when the user wants to run in a separate process. This won't be used when running in the current process because it is too late to modify the command line.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void BuildNewProcessCommandLine ( [FString](API\Runtime\Core\Containers\FString) & InOutUnrealURLParams, [FString](API\Runtime\Core\Containers\FString) & InOutCommandLineArgs ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void BuildNewProcessCommandLineArgs ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutUnrealURLParams, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutCommandLineArgs, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutDeviceProfileCvars, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutExecCmds ) const


description: Can this setting be disabled? UI only.

code: virtual bool CanBeDisabled() const


description: Deprecated* Use BuildNewProcessCommandLineArgsImpl instead.

code: virtual void BuildNewProcessCommandLineImpl ( [FString](API\Runtime\Core\Containers\FString) & InOutUnrealURLParams, [FString](API\Runtime\Core\Containers\FString) & InOutCommandLineArgs ) const


description: Modify the Unreal URL and Command Line Arguments when preparing the setting to be run in a new process.

code: virtual void BuildNewProcessCommandLineArgsImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutUnrealURLParams, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutCommandLineArgs, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutDeviceProfileCvars, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutExecCmds ) const


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


description: What tooltip should be displayed for this setting when hovered in the tree list?


description: What icon should this setting use when displayed in the tree list.

code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetDisplayIcon()


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


description: Return a string to show in the footer of the details panel. Will be combined with other selected settings.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFooterText ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob ) const


description: Return Key/Value pairs that you wish to be usable in the Output File Name format string or file metadata. This allows settings to add format strings based on their values.

code: virtual void GetFormatArguments ( [FMoviePipelineFormatArgs](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFormatArgs) & InOutFormatArgs ) const


code: [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * GetPipeline() const


description: Higher priority settings are run after lower priority settings when setting up shots during rendering. This is run in reverse during teardown!

code: virtual int32 GetPriority() const


description: Get a human-readable text describing what validation errors (if any) the call toValidateState()produced.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > GetValidationResults() const


description: What is the result of the last validation? Only valid if the setting has hadValidateState()called on it.


description: Post Finalize Export.

code: bool HasFinishedExporting()


description: Has this setting finished any export-related things it needs to do post-finalize?

code: virtual bool HasFinishedExportingImpl()


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Is this setting enabled by the user in the UI?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") virtual bool IsEnabled() const


description: If true, then this setting will be included when searching for settings even if it was added transiently. This is used for the rare case where a setting needs to be run (to set reasonable default values) even if the user hasn't added it.

code: virtual bool IgnoreTransientFilters() const


description: Can only one of these settings objects be active in a valid pipeline?

code: virtual bool IsSolo() const


description: Deprecated* IsValidOnMaster is deprecated. Please use IsValidOnPrimary instead

code: virtual bool IsValidOnMaster() const


description: Can this configuration setting be added to the primary configuration? If not, it will throw an error when trying to add it to the primary configuration.

code: virtual bool IsValidOnPrimary() const


description: Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config.

code: virtual bool IsValidOnShots() const


description: This is called once on a setting when the movie pipeline is first set up. If the setting only exists as part of a shot override, it will be called once when the shot is initialized.

code: void OnMoviePipelineInitialized ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


description: This is called once on a setting when the movie pipeline is shut down. If the setting only exists as part of a shot override, it will be called once the shot is finished. see shot-related callbacks so that they work properly with shot-overrides.

code: void OnMoviePipelineShutdown ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


description: Called only on settings that have been added to the Primary Configuration to let you know that a shot is about to be rendered. Useful if your setting needs to know something about the shot to do something correctly, without using a per-shot override.

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


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


description: Called only on settings that have been added to the Primary Configuration to let you know that a shot has finished rendering and is being torn down.

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


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


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

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


code: virtual void SetupForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


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


code: virtual void TeardownForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


description: Attempt to validate the configuration the user has chosen for this setting. Caches results for fast lookup in UI later.

code: void ValidateState()


code: virtual void ValidateStateImpl()


className: UMoviePipelineSetting

description: A base class for all Movie Render Pipeline settings.

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

ValidationResults

type: TArray<FText>

description: If ValidationState isn't valid, what text do we want to show the user to explain to them why?

ValidationState

type: EMoviePipelineV...

description: What was the result of the last call toValidateState()


code: UMoviePipelineSetting()


description: Can this setting be disabled? UI only.

code: virtual bool CanBeDisabled() const


description: Warning: This gets called on the CDO of the object

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


description: Format Arguments & EXR Metadata.

code: virtual void GetFormatArguments ( [FMoviePipelineFormatArgs](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFormatArgs) & InOutFormatArgs ) const


description: UI Footer Text.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFooterText ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob ) const


code: virtual bool IsValidOnPrimary() const


code: virtual bool IsValidOnShots() 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: Tick.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="GetFooterText")) [FText](API\Runtime\Core\Internationalization\FText) ReceiveGetFooterText ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob ) const


description: Native Implementation so that if a blueprint class doesn't override this function we still pass on the previous arguments to the rest of the chain.

code: [FMoviePipelineFormatArgs](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFormatArgs) ReceiveGetFormatArguments_Implementation ( [FMoviePipelineFormatArgs](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFormatArgs) & InOutFormatArgs ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="SetupForPipeline")) void ReceiveSetupForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="TeardownForPipeline")) void ReceiveTeardownForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


description: Setup.

code: virtual void SetupForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


description: Teardown.

code: virtual void TeardownForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


description: A base class for all Movie Render Pipeline settings which can be implemented in Blueprints. This features a slightly different API than the regularUMoviePipelineSettingto make the Blueprint integration nicer without breaking the C++ API backwards compatibility.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class UMoviePipelineSetting_BlueprintBase : public [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting)

bCanBeDisabled

type: bool

CategoryText

type: FText


code: virtual bool CanSettingBeAdded ( const [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * InSetting ) const


code: UMoviePipelineShotConfig()


className: UMoviePipelineShotConfig


code: virtual void BeginFinalizeImpl()


code: virtual void FinalizeImpl()


description: Return a string to show in the footer of the details panel. Will be combined with other selected settings.


code: virtual bool Initialize_EncodeThread ( [MovieRenderPipeline::IVideoCodecWriter](API\Plugins\MovieRenderPipelineCore\IVideoCodecWriter) * InWriter )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [MovieRenderPipeline::IVideoCodecWriter](API\Plugins\MovieRenderPipelineCore\IVideoCodecWriter) > Initialize_GameThread ( const [FString](API\Runtime\Core\Containers\FString) & InFileName, FIntPoint InResolution, EImagePixelType InPixelType, ERGBFormat InPixelFormat, uint8 InBitDepth, uint8 InNumChannels )


code: virtual bool IsAudioSupported() const


code: virtual void OnReceiveImageDataImpl ( [FMoviePipelineMergerOutputFrame](API\Plugins\MovieRenderPipelineCore\FMoviePipelineMergerOutputFrame) * InMergedOutputFrame )


code: virtual void OnShotFinishedImpl ( const [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot, const bool bFlushToDisk )


code: UMoviePipelineVideoOutputBase()


className: UMoviePipelineVideoOutputBase

description: A base class for video codec outputs for the Movie Pipeline system. To simplify encoder implementations this handles multi-threading for you and will call all of the encoding functions on a dedicated thread. This allows an encoder to do more expensive operations (such as image quantization) without implementing threading yourself, nor having to worry about blocking the game thread.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class UMoviePipelineVideoOutputBase : public [UMoviePipelineOutputBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineOutputBase)

GetFilenameExtension

type: void virtual Wr...


description: Can this configuration setting be added to the primary configuration? If not, it will throw an error when trying to add it to the primary configuration.

code: virtual bool IsValidOnPrimary() const


description: Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config.

code: virtual bool IsValidOnShots() const


description: Allows all Output settings to affect the ViewFamily's Render settings before Rendering starts.

code: virtual void SetupViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily )


className: UMoviePipelineViewFamilySetting

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class UMoviePipelineViewFamilySetting : public [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting)


code: void OnInitializedForPipeline ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * ForPipeline )


className: UMovieRenderDebugWidget

description: C++ Base Class for the debug widget that is drawn onto the game viewport (but not burned into the output files) that allow us to easily visualize the current state of the pipeline.

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


description: These are deprecated, see OnIndividualShotWorkFinishedDelegate which contains both the job and the data actually rendered.

module: MovieRenderPipelineEditor

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


className: FOnMoviePipelineIndividualJobFinished


description: These are called right beforeUMoviePipeline::Initialize(). They only contain the job because no work has been done yet.

code: typedef TMulticastDelegate_OneParam< void, [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * > FOnMoviePipelineIndividualJobStartedNative


className: FOnMoviePipelineIndividualJobStarted


className: FOnMoviePipelineQueueLoaded

code: typedef TMulticastDelegate_NoParams< void > FOnMoviePipelineQueueLoaded


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


code: UMovieGraphConfigFactory()


className: UMovieGraphConfigFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UMovieGraphConfigFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: MoviePipelineConfigEditorTabName

description: The tab name for the movie render config editor tab

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


className: MoviePipelineConfigEditorTabLabel

description: The default label for the movie render config editor tab.

code: static [FText](API\Runtime\Core\Internationalization\FText) MoviePipelineConfigEditorTabLabel = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Movie RenderPipeline" ), TEXT( "FMovieRenderPipelineEditorModule" ), TEXT( "MovieRenderPipelineTab_Label" ));


className: MoviePipelineQueueTabName

description: The tab name for the movie render queue editor tab

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


className: MoviePipelineQueueTabLabel

description: The default label for the movie render queue editor tab.

code: static [FText](API\Runtime\Core\Internationalization\FText) MoviePipelineQueueTabLabel = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Movie RenderQueue" ), TEXT( "FMovieRenderPipelineEditorModule" ), TEXT( "MovieRenderQueueTab_Label" ));


className: IMovieRenderPipelineEditorModule

description: Public module interface for the Movie Render Pipeline module

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


description: Loads the specified manifest file and converts it into anFStringto be embedded with HTTP REST requests. Use in combination with SaveQueueToManifestFile.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static [FString](API\Runtime\Core\Containers\FString) ConvertManifestFileToString ( const [FString](API\Runtime\Core\Containers\FString) & InManifestFilePath )


description: Create a job from a level sequence. Sets the map as the currently editor world, the author, the sequence and the job name as the sequence name on the new job. Returns the newly created job.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * CreateJobFromSequence ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InPipelineQueue, const [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence )


description: Ensure the job has the settings specified by the project settings added. If they're already added we don't modify the object so that we don't make it confused about whether or not you've modified the preset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static void EnsureJobHasDefaultSettings ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static bool ExportConfigToAsset ( const [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * InConfig, const [FString](API\Runtime\Core\Containers\FString) & InPackagePath, const [FString](API\Runtime\Core\Containers\FString) & InFileName, const bool bInSaveAsset, [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) *& OutAsset, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorReason )


description: Checks to see if any of the Jobs try to point to maps that wouldn't be valid on a remote render (ie: unsaved maps)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static bool IsMapValidForRemoteRender ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * > & InJobs )


description: Resolves as much of the output directory for this job into a usable directory path as possible. Cannot resolve anything that relies on shot name, frame numbers, etc.

code: static [FString](API\Runtime\Core\Containers\FString) ResolveOutputDirectoryFromJob ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob )


description: Take the specified Queue, duplicate it and write it to disk in the ../Saved/MovieRenderPipeline/ folder. Returns the duplicated queue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * SaveQueueToManifestFile ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InPipelineQueue, [FString](API\Runtime\Core\Containers\FString) & OutManifestFilePath )


description: Pop a dialog box that specifies that they cannot render due to never saved map. Only shows OK button.

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


className: UMoviePipelineEditorBlueprintLibrary


className: UMoviePipelineMasterConfigFactory

description: For backwards compatibility 5.2


code: void CheckForProcessFinished()


className: UMoviePipelineNewProcessExecutor

description: This is the implementation responsible for executing the rendering of multiple movie pipelines on the local machine in an external process. This simply handles launching and managing the external processes and acts as a proxy to them where possible. This internally uses theUMoviePipelineInProcessExecutoron the launched instances.

ProcessHandle

type: FProcHandle

description: A handle to the currently running process (if any) for the active job.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Will it render without any UI elements showing up (such as the rendering progress window)?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") bool IsRenderingOffscreen() const


description: Deprecated. Use OnIndividualJobWorkFinished instead.


description: This should be called after PIE has been shut down for an individual job and it is generally safer to make modifications to the editor world.

code: void OnIndividualJobFinishedImpl ( [FMoviePipelineOutputData](API\Plugins\MovieRenderPipelineCore\FMoviePipelineOutputData) InOutputData )


description: Called right before the specified job is started. This is your last chance to modify the Job Properties before things are initialized from it.


description: This is called after PIE starts up but before UMoviePIpeline::Initialize() is called.

code: void OnIndividualJobStartedImpl ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob )


description: Native C++ event to listen to for when an individual job has been finished.


description: Native C++ event to listen to for when an individual shot has been finished. Only called if theUMoviePipelineis set up correctly, see its headers for details. This usually means setting bFlushDiskWritesPerShot to true in theUMoviePipelineOutputSettingfor each job before rendering.


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


description: Should it render without any UI elements showing up (such as the rendering progress window)?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetIsRenderingOffscreen ( const bool bInRenderOffscreen )


code: virtual void Start ( const [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob )


code: UMoviePipelinePIEExecutor()


className: UMoviePipelinePIEExecutor

description: This is the implementation responsible for executing the rendering of multiple movie pipelines in the currently running Editor process. This involves launching a Play in Editor session for each Movie Pipeline to process.


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


code: UMoviePipelinePrimaryConfigFactory()


className: UMoviePipelinePrimaryConfigFactory

description: Forward Declare.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UMoviePipelinePrimaryConfigFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Returns the active executor (if there is one). This can be used to subscribe to events on an already in-progress render. May be null.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") [UMoviePipelineExecutorBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorBase) * GetActiveExecutor() const


description: Returns the queue of Movie Pipelines that need to be rendered.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * GetQueue() const


description: Returns true if the current queue has been modified since it was loaded, else returns false. Note that the empty queue that is in use upon the initial load of MRQ is not considered dirty.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") bool IsQueueDirty() const


description: Returns true if there is an active executor working on producing a movie. This could be actively rendering frames, or working on post processing (finalizing file writes, etc.). UseGetActiveExecutor()and query it directly for more information, progress updates, etc.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline|Rendering") bool IsRendering() const


description: If bPromptOnReplacingDirtyQueue is true and the current queue has been modified since being loaded, a dialog will prompt the user if they want to discard their changes. If this dialog is rejected, or there was an error loading the queue, returns false, else returns true. Note that bPromptOnReplacingDirtyQueue is effectively ignored if the application is in "unattended" mode because the dialog is auto-accepted.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") bool LoadQueue ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * QueueToLoad, const bool bPromptOnReplacingDirtyQueue )


description:
Starts processing the current queue with the supplied executor class. This starts an async process which may or may not run in a separate process (or on separate machines), determined by the executor implementation. The executor should report progress for jobs depending on the implementation.
A pointer to the instance of the class created. This instance will be kept alive by the Queue Subsystem until it has finished (or been canceled). Register for progress reports and various callbacks on this instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DeterminesOutputType="InExecutorType"), Category="Movie Render Pipeline|Rendering") [UMoviePipelineExecutorBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorBase) * RenderQueueWithExecutor ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMoviePipelineExecutorBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorBase) > InExecutorType )


description: Starts processing the current queue with the supplied executor. This starts an async process which may or may not run in a separate process (or on separate machines), determined by the executor implementation. The executor should report progress for jobs depending on the implementation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Rendering") void RenderQueueWithExecutorInstance ( [UMoviePipelineExecutorBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorBase) * InExecutor )


code: UMoviePipelineQueueSubsystem()


className: UMoviePipelineQueueSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UMoviePipelineQueueSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

OnQueueLoaded

type: FOnMoviePipelin...

description: Called when a queue is loaded into the system.


code: UMoviePipelineShotConfigFactory()


className: UMoviePipelineShotConfigFactory

description: Forward Declare.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UMoviePipelineShotConfigFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: UMovieRenderPipelineProjectSettings()


className: UMovieRenderPipelineProjectSettings

description: Universal Movie Render Pipeline settings that apply to the whole project.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=Editor, defaultconfig, MinimalAPI) class UMovieRenderPipelineProjectSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

DefaultClasses

type: TArray<FSoftCl...

description: The settings specified here will automatically be added to a Movie Pipeline Primary Configuration when using the UI.

DefaultExecutorJob

type: FSoftClassPath

description: Which Job class should we create by default when adding a job? This allows you to make custom jobs that will have editable properties in the UI for special handling with your executor.

DefaultLocalExecutor

description: When the user uses the UI to request we render a movie locally, which implementation should we use to execute the queue of things they want rendered.

DefaultPipeline

description: This allows you to implement your own Pipeline to handle timing and rendering of a movie.

DefaultRemoteExecutor

description: When the user uses the UI to request we render a movie remotely, which implementation should we use to execute the queue of things they want rendered.

LastPresetOrigin

type: TSoftObjectPtr<...

description: What was the last configuration preset the user used? Can be null.

PresetSaveDir

type: FDirectoryPath

description: Which directory should we try to save presets in by default?


className: EEXRCompressionFormat

module: MovieRenderPipelineRenderPasses

code: enum EEXRCompressionFormat { None, PIZ, ZIP, DWAA, DWAB, }


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAccumulatorPool::FAccumulatorInstance](API\Plugins\MovieRenderPipelineRenderPasses\FAccumulatorPool\FAccumulatorInstance), ESPMode::ThreadSafe > BlockAndGetAccumulator_GameThread ( int32 InFrameNumber, const [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) & InPassIdentifier )


code: bool IsActive&40;&41; const


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


code: FAccumulatorInstance &40; TSharedPtr< MoviePipeline::IMoviePipelineOverlappedAccumulator, ESPMode::ThreadSafe > InAccumulator &41;


className: FAccumulatorInstance

code: struct FAccumulatorInstance

Accumulator

type: TSharedPtr<Mov...

ActivePassIdentifier

type: FMoviePipelineP...

bIsActive

type: FThreadSafeBool

TaskPrereq

type: FGraphEventRef


className: FAccumulatorPool

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

Accumulators

type: TArray<TShared...

CriticalSection

type: FCriticalSectio...


code: FImagePassCameraViewData()


className: FImageSampleAccumulationArgs

code: struct FImageSampleAccumulationArgs

ImageAccumulator

type: TWeakPtr<FImag...

OutputMerger

type: TWeakPtr<IMovi...


className: FImagePassCameraViewData

code: struct FImagePassCameraViewData

bUseCustomProjectionMatrix

type: bool

CustomProjectionMatrix

type: FMatrix

FileMetadata

type: TMap<FString, ...

ViewActor

type: AActor*

ViewInfo

type: FMinimalViewInf...


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


className: FMoviePipelineBackgroundAccumulateTask


className: FMoviePipelinePostProcessPass

bEnabled

description: Additional passes add a significant amount of render time.

Material

description: Material should be set to Post Process domain, and Blendable Location = After Tonemapping.


code: TAccumulatorPool ( int32 InNumAccumulators )


className: TAccumulatorPool

code: template<typename AccumulatorType> struct TAccumulatorPool : public [FAccumulatorPool](API\Plugins\MovieRenderPipelineRenderPasses\FAccumulatorPool)


description: Warning: This gets called on the CDO of the object

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


code: virtual int32 GetOutputFileSortingOrder() const


code: virtual void GetViewShowFlags ( [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & OutShowFlag, EViewModeIndex & OutViewModeIndex ) const


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


code: virtual void AddViewExtensions ( [FSceneViewFamilyContext](API\Runtime\Engine\FSceneViewFamilyContext) & InContext, [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InOutSampleState )


code: virtual void BlendPostProcessSettings ( [FSceneView](API\Runtime\Engine\FSceneView) * InView, [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InOutSampleState, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload )


className: DefaultDepthAsset


className: DefaultMotionVectorsAsset


className: FPerTile

code: struct FPerTile


className: FMultiCameraViewStateData

code: struct FMultiCameraViewStateData

TileData

type: TMap< FIntPoint...


description: UMoviePipelineRenderPassAPI.

code: virtual void GatherOutputPassesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) > & ExpectedRenderPasses )


code: virtual [UE::MoviePipeline::FImagePassCameraViewData](API\Plugins\MovieRenderPipelineRenderPasses\FImagePassCameraViewData) GetCameraInfo ( [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InOutSampleState, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetCameraName ( const int32 InCameraIndex ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetCameraNameOverride ( const int32 InCameraIndex ) const


code: virtual FIntPoint GetEffectiveOutputResolutionForCamera ( const int32 InCameraIndex ) const


code: virtual int32 GetNumCamerasToRender() const


code: int32 GetNumStencilLayers() const


code: virtual [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) GetRenderPassMetricsForCamera ( const int32 InCameraIndex, const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState ) const


code: virtual [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * GetSceneViewStateInterface ( [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetStencilLayerNames() const


code: [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) GetValidDataLayerByIndex ( const int32 InIndex ) const


code: bool IsActorInAnyStencilLayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: bool IsActorInLayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, int32 InLayerIndex ) const


code: virtual bool IsAlphaInTonemapperRequiredImpl() const


code: bool IsUsingDataLayers() const


code: virtual bool IsAntiAliasingSupported() const


code: virtual bool IsAutoExposureAllowed ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState ) const


code: [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) > &&)> MakeForwardingEndpoint ( const [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) InPassIdentifier, const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState )


code: virtual void MoviePipelineRenderShowFlagOverride ( [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & OutShowFlag )


code: void PathTracerValidationImpl()


code: virtual void PostRendererSubmission ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState, const [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) InPassIdentifier, const int32 InSortingOrder, [FCanvas](API\Runtime\Engine\FCanvas) & InCanvas )


code: virtual void RenderSample_GameThreadImpl ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState )


description: UMoviePipelineRenderPassAPI.

code: virtual void SetupImpl ( const [MoviePipeline::FMoviePipelineRenderPassInitSettings](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassInitSett-) & InPassInitSettings )


className: StencilLayerMaterialAsset


code: virtual void TeardownImpl()


code: UMoviePipelineDeferredPassBase()


className: UMoviePipelineDeferredPassBase

AccumulatorPool

type: TSharedPtr<FAc...

ActivePostProcessMaterials

type: TArray<TObject...

description: While rendering, store an array of the non-null valid materials loaded from AdditionalPostProcessMaterials.

ActorLayers

type: TArray<FActorL...

description: For each layer in the array, the world will be rendered and then a stencil mask will clip all pixels not affected by the objects on that layer.

AdditionalPostProcessMaterials

type: TArray<FMovieP...

description: An array of additional post-processing materials to run after the frame is rendered.

bAccumulatorIncludesAlpha

description: Should multiple temporal/spatial samples accumulate the alpha channel? This requires r.PostProcessing.PropagateAlpha to be set to 1 or 2 (see "Enable Alpha Channel Support in Post Processing" under Project Settings > Rendering).

bAddDefaultLayer

description: If true, an additional stencil layer will be rendered which contains all objects which do not belong to layers specified in the Stencil Layers.

bDisableMultisampleEffects

description: Certain passes don't support post-processing effects that blend pixels together.

bRenderMainPass

description: This can be turned off if you're only doing a stencil-layer based render and don't need the main non-stencil approach.

description: Should the additional post-process materials write out to a 32-bit render target instead of 16-bit?

CameraViewStateData

type: TArray<FMultiC...

DataLayers

type: TArray<FSoftOb...

description: If the map you are working with is a World Partition map, you can specify Data layers instead of Actor Layers.

OCIOSceneViewExtension

type: TSharedPtr<FOp...

description: The lifetime of this SceneViewExtension is only during the rendering process.

PreviousColorFormatValue

type: TOptional< int3...

description: Cache the previous color format value. Only used if using 32-bit post processing.

PreviousCustomDepthValue

description: Cache the custom stencil value. Only has meaning if they have stencil layers.

PreviousDumpFramesValue

description: Cache the previous dump frames as HDR value. Only used if using 32-bit post processing.

StencilLayerMaterial

type: TObjectPtr<UMa...


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


description: Return a string to show in the footer of the details panel. Will be combined with other selected settings.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFooterText ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob ) const


code: virtual int32 GetOutputFileSortingOrder() const


code: virtual void GetViewShowFlags ( [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & OutShowFlag, EViewModeIndex & OutViewModeIndex ) const


description: Attempt to validate the configuration the user has chosen for this setting. Caches results for fast lookup in UI later.

code: virtual void ValidateStateImpl()


bReferenceMotionBlur

description: When enabled, the path tracer will blend all spatial and temporal samples prior to the denoising and will disable post-processed motion blur.


code: virtual void AddViewExtensions ( [FSceneViewFamilyContext](API\Runtime\Engine\FSceneViewFamilyContext) & InContext, [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InOutSampleState )


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


description: Deprecated* Use the overload that provides the InOutSampleState andIViewCalcPayloadinstead.

code: virtual void BlendPostProcessSettings ( [FSceneView](API\Runtime\Engine\FSceneView) * InView )


code: virtual void BlendPostProcessSettings ( [FSceneView](API\Runtime\Engine\FSceneView) * InView, [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InOutSampleState, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload )


code: FVector4 CalculatePrinciplePointOffsetForTiling ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState ) const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewFamilyContext](API\Runtime\Engine\FSceneViewFamilyContext) > CalculateViewFamily ( [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InOutSampleState, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMoviePipelineSurfaceQueue](API\Plugins\MovieRenderPipelineCore\FMoviePipelineSurfaceQueue), ESPMode::ThreadSafe > CreateSurfaceQueueImpl ( const FIntPoint & InSize, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload ) const


code: virtual [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) > CreateViewRenderTargetImpl ( const FIntPoint & InSize, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload ) const


description: UMoviePipelineRenderPassAPI.

code: virtual void GatherOutputPassesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) > & ExpectedRenderPasses )


code: virtual [UE::MoviePipeline::FImagePassCameraViewData](API\Plugins\MovieRenderPipelineRenderPasses\FImagePassCameraViewData) GetCameraInfo ( [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InOutSampleState, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload ) const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMoviePipelineSurfaceQueue](API\Plugins\MovieRenderPipelineCore\FMoviePipelineSurfaceQueue), ESPMode::ThreadSafe > GetOrCreateSurfaceQueue ( const FIntPoint & InSize, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload )


code: virtual [FSceneView](API\Runtime\Engine\FSceneView) * GetSceneViewForSampleState ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily, [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InOutSampleState, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload )


code: virtual [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * GetSceneViewStateInterface ( [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload )


description: Deprecated* GetViewRenderTarget is deprecated, please use GetOrCreateViewRenderTarget

code: virtual [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * GetViewRenderTarget ( [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload ) const


code: virtual bool IsAutoExposureAllowed ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState ) const


code: virtual void GetViewShowFlags ( [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & OutShowFlag, EViewModeIndex & OutViewModeIndex ) const


code: virtual bool IsAntiAliasingSupported() const


code: virtual bool IsScreenPercentageSupported() const


className: IViewCalcPayload

description: Dummy interface to allow classes with overriden functiosn to pass their own data around.

code: struct IViewCalcPayload


code: virtual void ModifyProjectionMatrixForTiling ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState, const bool bInOrthographic, FMatrix & InOutProjectionMatrix, float & OutDoFSensorScale ) const


code: virtual void MoviePipelineRenderShowFlagOverride ( [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & OutShowFlag )


code: virtual [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) > GetOrCreateViewRenderTarget ( const FIntPoint & InSize, [IViewCalcPayload](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase\IViewCalcPayload) * OptPayload )


code: virtual void RenderSample_GameThreadImpl ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState )


code: virtual void SetupImpl ( const [MoviePipeline::FMoviePipelineRenderPassInitSettings](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassInitSett-) & InPassInitSettings )


code: virtual void SetupViewForViewModeOverride ( [FSceneView](API\Runtime\Engine\FSceneView) * View )


code: virtual void TeardownImpl()


code: virtual void WaitUntilTasksComplete()


code: UMoviePipelineImagePassBase()


className: UMoviePipelineImagePassBase

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

bAllowCameraAspectRatio

description: Some render passes may ignore the aspect ratio of the camera.

OutstandingTasks

type: FGraphEventArra...

description: Accessed by the Render Thread when starting up a new task.

PassIdentifier

type: FMoviePipelineP...

SurfaceQueues

description: A queue of surfaces that the render targets can be copied to.

TileRenderTargets

description: A temporary render target that we render the view to.

ViewState

type: FSceneViewState...

description: The history for the view


description: Warning: This gets called on the CDO of the object

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


className: FColorSpaceMetadata

code: struct FColorSpaceMetadata

Chromaticities

type: TArray< FVector...

DestinationName

type: FString


description: Get color space chromaticities, source and destination names from the color settings or working color space.

code: static [FColorSpaceMetadata](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImageSequenceOutpu-_1\FColorSpaceMetad-) GetColorSpaceMetadata ( [UMoviePipelineColorSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineColorSetting) * InColorSettings )


code: virtual void OnReceiveImageDataImpl ( [FMoviePipelineMergerOutputFrame](API\Plugins\MovieRenderPipelineCore\FMoviePipelineMergerOutputFrame) * InMergedOutputFrame )


bMultilayer

type: bool

description: Should we write all render passes to the same exr file? Not all software supports multi-layer exr files.

Compression

type: EEXRCompression...

description: Which compression method should the resulting EXR file be compressed with


code: virtual bool IsAlphaAllowed() const


code: virtual void BeginFinalizeImpl()


description: Return Key/Value pairs that you wish to be usable in the Output File Name format string or file metadata. This allows settings to add format strings based on their values.

code: virtual void GetFormatArguments ( [FMoviePipelineFormatArgs](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFormatArgs) & InOutFormatArgs ) const


code: virtual void OnShotFinishedImpl ( const [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot, const bool bFlushToDisk )


code: UMoviePipelineImageSequenceOutputBase()


className: UMoviePipelineImageSequenceOutputBase

ImageWriteQueue

type: IImageWriteQueu...

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

OutputFormat

type: EImageFormat

description: The format of the image to write out


description: Modify the Unreal URL and Command Line Arguments when preparing the setting to be run in a new process.

code: virtual void BuildNewProcessCommandLineArgsImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutUnrealURLParams, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutCommandLineArgs, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutDeviceProfileCvars, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutExecCmds ) const


code: virtual void ValidateStateImpl()


className: UMoviePipelineWaveOutput

description: No constructors are accessible with public or protected access.

FileNameFormatOverride

description: File name format string override.


description: Updates the CommandInfo pointer. Should be called in PostLoad to ensure CommandInfo is properly set. In other cases, CommandInfo will be kept up-to-date.

module: MovieRenderPipelineSettings

code: void UpdateCommandInfo()


code: FMoviePipelineConsoleVariableEntry()


code: FMoviePipelineConsoleVariableEntry ( const [FString](API\Runtime\Core\Containers\FString) & InName, const float InValue, const bool bInIsEnabled )


className: FMoviePipelineConsoleVariableEntry

description: Represents a console variable override within the Console Variable setting.

bIsEnabled

description: Enable state.

CommandInfo

type: TWeakPtr<FCons...

Name

description: The name of the console variable.

Value

type: float

description: The value of the console variable.


className: DefaultBurnInWidgetAsset

code: static [FString](API\Runtime\Core\Containers\FString) DefaultBurnInWidgetAsset = TEXT("/MovieRenderPipeline/Blueprints/DefaultBurnIn.DefaultBurnIn_C");


code: virtual void GatherOutputPassesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) > & ExpectedRenderPasses )


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


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


description: Can this configuration setting be added to the primary configuration? If not, it will throw an error when trying to add it to the primary configuration.

code: virtual bool IsValidOnPrimary() const


description: Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config.

code: virtual bool IsValidOnShots() const


code: virtual void RenderSample_GameThreadImpl ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState )


code: virtual void SetupImpl ( const [MoviePipeline::FMoviePipelineRenderPassInitSettings](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassInitSett-) & InPassInitSettings )


code: virtual void TeardownImpl()


className: UMoviePipelineBurnInSetting

bCompositeOntoFinalImage

description: If true, the Burn In image will be composited into the Final Image pass.

BurnInClass

type: FSoftClassPath


description: Called on the first temporal and first spatial sample of each output frame with the information about the frame being produced.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnOutputFrameStarted ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * ForPipeline )


className: UMoviePipelineBurnInWidget

description: Base class for level sequence burn ins

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


description: AddOrUpdateConsoleVariable()

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Settings") bool AddConsoleVariable ( const [FString](API\Runtime\Core\Containers\FString) & Name, const float Value )


description: AddConsoleVariable()

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Settings") bool AddOrUpdateConsoleVariable ( const [FString](API\Runtime\Core\Containers\FString) & Name, const float Value )


code: void ApplyCVarSettings ( const bool bOverrideValues )


description: Gets a copy of all console variable overrides. These are not meant to be changed; use the mutator methods if console variables need to be updated.


description: Returns the console variable entry at the specified index, else nullptr if the index is invalid.

code: [FMoviePipelineConsoleVariableEntry](API\Plugins\MovieRenderPipelineSettings\FMoviePipelineConsoleVariableEnt-) * GetCVarAtIndex ( const int32 InIndex )


description: Return a string to show in the footer of the details panel. Will be combined with other selected settings.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFooterText ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob ) const


description: This needs to be higher priority than the Game Override setting so that the values the user specifies for cvars here are the ones actually applied during renders otherwise the Scalability Settings of the Game Override setting can change values away from what the user expects.

code: virtual int32 GetPriority() const


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


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: Removes the console variable override with the specified name. If more than one with the same name exists, the last one will be removed. Returns true if at least one console variable was removed, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Settings") bool RemoveConsoleVariable ( const [FString](API\Runtime\Core\Containers\FString) & Name, const bool bRemoveAllInstances )


description: Returns the value of the console variable if the given entry were to be disabled in this setting. Searches other override cvars first, then presets, and lastly the startup value.

code: [FString](API\Runtime\Core\Containers\FString) ResolveDisabledValue ( const [FMoviePipelineConsoleVariableEntry](API\Plugins\MovieRenderPipelineSettings\FMoviePipelineConsoleVariableEnt-) & InEntry ) const


description: Returns the value of the given console variable within the presets for this setting. If none of the presets contain this cvar, an empty string is returned.

code: [FString](API\Runtime\Core\Containers\FString) ResolvePresetValue ( const [FString](API\Runtime\Core\Containers\FString) & InCVarName ) const


code: virtual void SetupForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


code: virtual void TeardownForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


description: Updates the enable state of the console variable override with the provided name. If there are duplicate cvars with the same name, the last one with the provided name will be updated. Returns true if the operation was successful, else false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Settings") bool UpdateConsoleVariableEnableState ( const [FString](API\Runtime\Core\Containers\FString) & Name, const bool bIsEnabled )


className: UMoviePipelineConsoleVariableSetting

ConsoleVariablePresets

type: TArray<TScript...

description: Note that the interface is used here instead of directly usingUConsoleVariablesAssetin order to not depend on the Console Variables Editor.

EndConsoleCommands

type: TArray<FString...

description: An array of console commands to execute when this shot is finished.

StartConsoleCommands

description: An array of console commands to execute when this shot is started.


code: virtual void GatherOutputPassesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [FMoviePipelinePassIdentifier](API\Plugins\MovieRenderPipelineCore\FMoviePipelinePassIdentifier) > & ExpectedRenderPasses )


description: Warning: This gets called on the CDO of the object

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


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


description: Can this configuration setting be added to the primary configuration? If not, it will throw an error when trying to add it to the primary configuration.

code: virtual bool IsValidOnPrimary() const


description: Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config.

code: virtual bool IsValidOnShots() const


code: virtual void RenderSample_GameThreadImpl ( const [FMoviePipelineRenderPassMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassMetrics) & InSampleState )


code: virtual void SetupImpl ( const [MoviePipeline::FMoviePipelineRenderPassInitSettings](API\Plugins\MovieRenderPipelineCore\FMoviePipelineRenderPassInitSett-) & InPassInitSettings )


code: virtual void TeardownImpl()


code: UMoviePipelineWidgetRenderer()


className: UMoviePipelineWidgetRenderer

bCompositeOntoFinalImage

description: If true, the widget renderer image will be composited into the Final Image pass.


className: EvaluateChannel

module: MovieSceneTextTrack

code: bool EvaluateChannel ( const [FMovieSceneTextChannel](API\Plugins\MovieSceneTextTrack\FMovieSceneTextChannel) * InChannel, [FFrameTime](API\Runtime\Core\Misc\FFrameTime) InTime, [FText](API\Runtime\Core\Internationalization\FText) & OutValue )


description: Called when the frame resolution of this channel is to be changed.

code: virtual void ChangeFrameResolution ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) SourceRate, [FFrameRate](API\Runtime\Core\Misc\FFrameRate) DestinationRate )


description: Add keys with these times to channel. The number of elements in both arrays much match or nothing is added.

code: void AddKeys ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & InTimes, const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & InValues )


description: Clear all the default value on this channel

code: virtual void ClearDefault()


description:
Compute the effective range of this channel, for example, the extents of its key times
A range that represents the greatest range of times occupied by this channel, in the sequence's frame resolution

code: virtual [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > ComputeEffectiveRange() const


description: Delete the keys for the specified key handles

code: virtual void DeleteKeys ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles )


description: Delete keys before or after a specified time

code: virtual void DeleteKeysFrom ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime, bool bDeleteKeysBefore )


description: Duplicate the keys for the specified key handles

code: virtual void DuplicateKeys ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > OutNewHandles )


description:
Evaluate this channel
A pointer to the string, or nullptr

code: const [FText](API\Runtime\Core\Internationalization\FText) * Evaluate ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) InTime ) const


description:
Access a mutable interface for this channel's data
An object that is able to manipulate this channel's data


description:
Access a constant interface for this channel's data
An object that is able to interrogate this channel's data

code: [TMovieSceneChannelData](API\Runtime\MovieScene\Channels\TMovieSceneChannelData)< const [FText](API\Runtime\Core\Internationalization\FText) > GetData() const


description:
Get this channel's default value that will be used when no keys are present
(Optional) The channel's default value

code: [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > GetDefault() const


description: Get all key times for the specified key handles

code: virtual void GetKeyTimes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > OutKeyTimes )


description:
Get the total number of keys on this channel
The number of keys on this channel

code: virtual int32 GetNumKeys() const


code: [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * GetPackage() const


code: TConstArrayView< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > GetTimes() const


description: Returns whether this channel has any values

code: bool HasAnyData() const


description: Offset the keys within this channel by a given delta position

code: virtual void Offset ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) DeltaPosition )


description: Optimize this channel by removing any redundant data according to the specified parameters

code: virtual void Optimize ( const [FKeyDataOptimizationParams](API\Runtime\MovieScene\Channels\FKeyDataOptimizationParams) & InParameters )


description: Remove this channel's default value causing the channel to have no effect where no keys are present

code: void RemoveDefault()


description: Reset this channel back to its original state

code: virtual void Reset()


description: Set this channel's default value that should be used when no keys are present

code: void SetDefault ( [FText](API\Runtime\Core\Internationalization\FText) InDefaultValue )


description: Get key information pertaining to all keys that exist within the specified range

code: virtual void GetKeys ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & WithinRange, [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > * OutKeyTimes, [TArray](API\Runtime\Core\Containers\TArray)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > * OutKeyHandles )


description: Set key times for the specified key handles

code: virtual void SetKeyTimes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > InKeyTimes )


className: FMovieSceneTextChannel

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMovieSceneTextChannel : public [FMovieSceneChannel](API\Runtime\MovieScene\Channels\FMovieSceneChannel)


code: void SetPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage )


code: FSourceTextChannel ( const [FMovieSceneTextChannel](API\Plugins\MovieSceneTextTrack\FMovieSceneTextChannel) * InSource )


className: FSourceTextChannel

description: The component data for evaluating a Text channel

code: struct FSourceTextChannel

Source

type: constFMovieSce...


code: static void Destroy()


code: static [FTextComponentTypes](API\Plugins\MovieSceneTextTrack\FTextComponentTypes) * Get()


className: FTextComponentTypes

description: No constructors are accessible with public or protected access.

code: struct FTextComponentTypes

Text

type: TPropertyCompon...

TextChannel

type: TComponentTypeI...

description: AnFMovieSceneTextChannel.

TextResult

description: Result of an evaluatedFMovieSceneTextChannel.


className: ExtendedEditorDataType

description: Text channels can have external values (ie, they can get their values from external objects for UI purposes)

code: typedef TMovieSceneExternalValue< FText > ExtendedEditorDataType


code: template<> struct TMovieSceneChannelTraits< FMovieSceneTextChannel > : public [TMovieSceneChannelTraitsBase< FMovieSceneTextChannel >](API\Runtime\MovieScene\Channels\TMovieSceneChannelTraitsBase)


code: virtual void OnRun ( [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemTaskPrere-) & InPrerequisites, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemSubsequen-) & Subsequents )


code: UMovieSceneTextPropertySystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & InObjectInitializer )


className: UMovieSceneTextPropertySystem


description: Public access to this section's internal data function

code: const [FMovieSceneTextChannel](API\Plugins\MovieSceneTextTrack\FMovieSceneTextChannel) & GetChannel() const


description: Optional user-implementation function for populating an evaluation entity field

code: virtual bool PopulateEvaluationFieldImpl ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & EffectiveRange, const [FMovieSceneEvaluationFieldEntityMetaData](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationFieldEntity-_2) & InMetaData, [FMovieSceneEntityComponentFieldBuilder](API\Runtime\MovieScene\Evaluation\FMovieSceneEntityComponentFieldB-) * OutFieldBuilder )


code: virtual void ImportEntityImpl ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * EntityLinker, const [FEntityImportParams](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FEntityImportParams) & Params, [FImportedEntity](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FImportedEntity) * OutImportedEntity )


code: UMovieSceneTextSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & InObjectInitializer )


className: UMovieSceneTextSection


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


code: UMovieSceneTextTrack()


className: UMovieSceneTextTrack

description: Movie Scene Track that holds a series of texts.


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


code: virtual void OnSchedulePersistentTasks ( [UE::MovieScene::IEntitySystemScheduler](API\Runtime\MovieScene\EntitySystem\IEntitySystemScheduler) * TaskScheduler )


code: UTextChannelEvaluatorSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & InObjectInitializer )


className: UTextChannelEvaluatorSystem

description: System responsible for evaluating Text channels


className: ValueExistsAtTime

code: bool ValueExistsAtTime ( const [FMovieSceneTextChannel](API\Plugins\MovieSceneTextTrack\FMovieSceneTextChannel) * Channel, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InFrameNumber, const [FText](API\Runtime\Core\Internationalization\FText) & Value )


className: EMQTTConnectReturnCode

description: MQTT v3.1.1

module: MQTTCore

code: enum EMQTTConnectReturnCode { Accepted = 0x00U, RefusedProtocolVersion = 0x01U, RefusedIdentifierRejected = 0x02U, RefusedServerUnavailable = 0x03U, RefusedBadUsernamePassword = 0x04U, RefusedNotAuthorized = 0x05U, AlreadyConnected, InvalidURL, SocketError, }


className: EMQTTPacketType

description: Control packet types

code: enum EMQTTPacketType { Connect = 0x10U, ConnectAcknowledge = 0x20U, Publish = 0x30U, PublishAcknowledge = 0x40U, PublishReceived = 0x50U, PublishRelease = 0x60U, PublishComplete = 0x70U, Subscribe = 0x80U, SubscribeAcknowledge = 0x90U, Unsubscribe = 0xA0U, UnsubscribeAcknowledge = 0xB0U, PingRequest = 0xC0U, PingResponse = 0xD0U, Disconnect = 0xE0U, Authorize = 0xF0U, None = 0, }


className: EMQTTProtocolLevel

code: enum EMQTTProtocolLevel { MQTT311 = 4, MQTT5 = 5, }


className: EMQTTQualityOfService

code: enum EMQTTQualityOfService { Once = 0, AtLeastOnce = 1, ExactlyOnce = 2, }


className: EMQTTReasonCode

description: conflicting codes a differentiated by what they're returned from

code: enum EMQTTReasonCode { Success = 0x00U, NormalDisconnection = 0x00U, Granted_QoS0 = 0x00U, Granted_QoS1 = 0x01U, Granted_QoS2 = 0x02U, DisconnectWithWillMsg = 0x04U, NoMatchingSubscribers = 0x10U, NoSubscriptionExisted = 0x11U, ContinueAuthentication = 0x18U, ReAuthenticate = 0x19U, Unspecified = 0x80U, MalformedPacket = 0x19U, ProtocolError = 0x82U, ImplementationSpecific = 0x83U, UnsupportedProtocolVersion = 0x84U, ClientIdNotValid = 0x85U, BadUsernameOrPassword = 0x86U, NotAuthorized = 0x87U, ServerUnavailable = 0x88U, ServerBusy = 0x89U, Banned = 0x8AU, ServerShuttingDown = 0x8BU, BadAuthenticationMethod = 0x8CU, KeepAliveTimeout = 0x8DU, SessionTakenOver = 0x8EU, TopicFilterInvalid = 0x8FU, TopicNameInvalid = 0x90U, PacketIdInUse = 0x91U, PacketIdNotFound = 0x92U, ReceiveMaximumExceeded = 0x93U, TopicAliasInvalid = 0x94U, PacketTooLarge = 0x95U, MessageRateTooHigh = 0x96U, QuotaExceeded = 0x97U, AdministrativeAction = 0x98U, PayloadFormatInvalid = 0x99U, RetainNotSupported = 0x9AU, QoSNotSupported = 0x9BU, UseAnotherServer = 0x9CU, ServerMoved = 0x9DU, SharedSubscriptionNotSupported = 0x9EU, ConnectionRateExceeded = 0x9FU, MaximumConnectTime = 0xA0U, SubscriptionIdsNotSupported = 0xA1U, WildcardSubscriptionNotSupported = 0xA2U, }


className: EMQTTScheme

code: enum EMQTTScheme { MQTT = 0, MQTTS = 1, }


className: EMQTTSubscribeReturnCode

description: MQTT v3.1.1

code: enum EMQTTSubscribeReturnCode { Success_QoS0 = 0x00U, Success_QoS1 = 0x01U, Success_QoS2 = 0x02U, Failure = 0x80U, }


description: Get's the payload as a Json object, first converting to string. Returns false if unsuccessful.

code: bool GetPayloadAsJson ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > & OutJson ) const


code: enum FMQTT5Property { PayloadFormatIndicator = 1, MessageExpiryInterval = 2, ContentType = 3, ResponseTopic = 8, CorrelationData = 9, SubscriptionIdentifier = 11, SessionExpiryInterval = 17, AssignedClientIdentifier = 18, ServerKeepAlive = 19, AuthenticationMethod = 21, AuthenticationData = 22, RequestProblemInformation = 23, WillDelayInterval = 24, RequestResponseInformation = 25, ResponseInformation = 26, ServerReference = 28, ReasonString = 31, ReceiveMaximum = 33, TopicAliasMaximum = 34, TopicAlias = 35, MaximumQoS = 36, RetainAvailable = 37, UserProperty = 38, MaximumPacketSize = 39, WildcardSubscriptionAvailable = 40, SubscriptionIdAvailable = 41, SharedSubscriptionAvailable = 42, }


description: Get's the payload as a string, ie. for Json.

code: const [FString](API\Runtime\Core\Containers\FString) & GetPayloadAsString() const


description: Gets the validity of the Packet.

code: bool IsValid() const


description: Set's the payload from the input string.

code: void SetPayloadFromString ( const [FString](API\Runtime\Core\Containers\FString) & InPayloadString )


className: FMQTTClientMessage

bRetain

description: Retain flag.

Payload

type: TArray< uint8 >

description: Packet content.

PayloadString

description: Cached payload-as-string, ie. Json.

QoS

type: EMQTTQualityOfS...

description: Quality of Service.

TimeStamp

type: FDateTime

description: TimeStamp as UTC.

Topic

description: Packet topic.


className: FMQTTPropertyType

code: enum FMQTTPropertyType { Byte = 1, Int16 = 2, Int32 = 3, VarInt = 4, Binary = 5, String = 6, StringPair = 7, }


className: FMQTTProtocol

code: class FMQTTProtocol


code: FMQTTSubscribeResult ( const [EMQTTSubscribeReturnCode](API\Plugins\MQTTCore\EMQTTSubscribeReturnCode) InReturnCode, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMQTTSubscription](API\Plugins\MQTTCore\FMQTTSubscription), ESPMode::ThreadSafe > InSubscription )


className: FMQTTSubscribeResult

code: struct FMQTTSubscribeResult

ReturnCode

type: EMQTTSubscribeR...

Subscription

type: TSharedPtr<FMQ...


className: FOnSubscriptionMessage

code: typedef TMulticastDelegate_OneParam< void, const [FMQTTClientMessage](API\Plugins\MQTTCore\FMQTTClientMessage) & > FOnSubscriptionMessage


code: const [FMQTTTopic](API\Plugins\MQTTCore\FMQTTTopic) & GetTopic() const


description: Gets the validity of the Subscription.


code: bool Matches ( const [FString](API\Runtime\Core\Containers\FString) & InTopic ) const


code: static bool Matches ( const [FString](API\Runtime\Core\Containers\FString) & InTopic, const [FString](API\Runtime\Core\Containers\FString) & InSubscription )


description: Construct from path.

code: FMQTTSubscription ( const [FMQTTTopic](API\Plugins\MQTTCore\FMQTTTopic) & InTopic, const [EMQTTQualityOfService](API\Plugins\MQTTCore\EMQTTQualityOfService) InGrantedQoS )


className: FMQTTSubscriptionOption

code: enum FMQTTSubscriptionOption { NoLocal = 0x04, RetainAsPublished = 0x08, SendRetainAlways = 0x00, SendRetainNew = 0x10, SendRetainNever = 0x20, }


className: FMQTTSubscription

code: struct FMQTTSubscription


description: Gets the validity of the Topic.

code: virtual bool IsValid() const


description: Gets the validity of the input Topic.

code: static bool IsValid ( const [FString](API\Runtime\Core\Containers\FString) & InTopic )


description: Attempts to make the topic valid.

code: virtual void MakeValid()


className: MultiLevelWildcardChar

description: '#' Must be specified either on its own or following a topic level separator, must be the last character in the Topic Filter

code: static constexpr TCHAR MultiLevelWildcardChar = '#';


className: SingleLevelWildcardChar

description: '+' Must occupy entire level of the filter if it's used

code: static constexpr TCHAR SingleLevelWildcardChar = '+';


className: SystemChar

description: Not part of spec, but widely used by servers.

code: static constexpr TCHAR SystemChar = '$';


className: TopicLevelSeparatorChar

code: static constexpr TCHAR TopicLevelSeparatorChar = '/';


description: Get the Topic as a string.

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


description: Construct from path.

code: FMQTTTopic ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description: Gets the validity of the TopicFilter.


description: Attempts to make the topic TopicFilter.


description: Get the TopicFilter as a string.


code: bool PopulateTemplate ( const FStringFormatNamedArguments & InArgs, [FMQTTTopic](API\Plugins\MQTTCore\FMQTTTopic) & OutTopic ) const


className: FMQTTTopicTemplate

description: An MQTT Topic tokenized template


description: Parses the input string.

code: static [FMQTTURL](API\Plugins\MQTTCore\FMQTTURL) FromString ( const [FString](API\Runtime\Core\Containers\FString) & InURL )


code: bool GetAddress ( [ISocketSubsystem](API\Runtime\Sockets\ISocketSubsystem) * InSocketSubsystem, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > & OutAddress ) const


description: Gets the validity of the URL with message.

code: bool IsValid ( [FText](API\Runtime\Core\Internationalization\FText) & OutMessage ) const


description: Gets the validity of the URL.

code: bool IsValid() const


description: Flags this URL as invalid.

code: void SetInvalid()


description: DeterministicFGuidbased on the URL.


className: FMQTTURL

bFlaggedInvalid

type: bool

Host

type: FString

Port

description: Default port is 1883 for MQTT scheme, 8883 for MQTTS.

Scheme

type: EMQTTScheme


description: Construct from components.

code: FMQTTURL ( const [FString](API\Runtime\Core\Containers\FString) & InHost, const uint32 InPort, const [FString](API\Runtime\Core\Containers\FString) & InUsername, const [FString](API\Runtime\Core\Containers\FString) & InPassword, const [EMQTTScheme](API\Plugins\MQTTCore\EMQTTScheme) InScheme )


className: GetTypeHash

code: uint32 GetTypeHash ( const [IMQTTClient](API\Plugins\MQTTCore\IMQTTClient) & InClient )


code: uint32 GetTypeHash ( const [FMQTTURL](API\Plugins\MQTTCore\FMQTTURL) & InURL )


description: Get the URL as a string.


className: GMQTTMaxPayload

description: 256MB MQTT v3.1.1: 2.2.3

code: static constexpr uint32 GMQTTMaxPayload = 268435455U;


description: Connect using the clients URL. Set bCleanSession = false to resume previous session.

code: [TFuture](API\Runtime\Core\Async\TFuture)< [EMQTTConnectReturnCode](API\Plugins\MQTTCore\EMQTTConnectReturnCode) > Connect ( bool bCleanSession )


description: Virtual TCancellablePromiseConnect();

code: [TFuture](API\Runtime\Core\Async\TFuture)< void > Disconnect()


className: FOnConnect

code: typedef TMulticastDelegate_OneParam< void, [EMQTTConnectReturnCode](API\Plugins\MQTTCore\EMQTTConnectReturnCode) > FOnConnect


className: FOnDisconnect

code: typedef TMulticastDelegate_NoParams< void > FOnDisconnect


className: FOnMessage

code: typedef TMulticastDelegate_OneParam< void, const [FMQTTClientMessage](API\Plugins\MQTTCore\FMQTTClientMessage) & > FOnMessage


className: FOnPublish

code: typedef TMulticastDelegate_NoParams< void > FOnPublish


className: FOnSubscribe

code: typedef TMulticastDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [FMQTTSubscribeResult](API\Plugins\MQTTCore\FMQTTSubscribeResult) > > FOnSubscribe


description: Unique Id for this client.


className: FOnUnsubscribe

code: typedef TMulticastDelegate_NoParams< void > FOnUnsubscribe


description: URL for this client.

code: const [FMQTTURL](API\Plugins\MQTTCore\FMQTTURL) & GetURL() const


description: Is client currently connected?

code: bool IsConnected() const


description: Validity of this client.


description: Return true if the entire operation was successful (depends on QoS)

code: [TFuture](API\Runtime\Core\Async\TFuture)< bool > Publish ( const [FString](API\Runtime\Core\Containers\FString) & InTopic, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & InPayload, [EMQTTQualityOfService](API\Plugins\MQTTCore\EMQTTQualityOfService) InQoS, const bool bInRetain )


description: Returns true if response received before timeout.

code: [TFuture](API\Runtime\Core\Async\TFuture)< bool > Ping ( const float & InTimeout )


code: [TFuture](API\Runtime\Core\Async\TFuture)< bool > Publish ( const [FString](API\Runtime\Core\Containers\FString) & InTopic, const [FString](API\Runtime\Core\Containers\FString) & InPayload, [EMQTTQualityOfService](API\Plugins\MQTTCore\EMQTTQualityOfService) InQoS, const bool bInRetain )


code: [TFuture](API\Runtime\Core\Async\TFuture)< [TArray](API\Runtime\Core\Containers\TArray)< [FMQTTSubscribeResult](API\Plugins\MQTTCore\FMQTTSubscribeResult) > > Subscribe ( const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FString](API\Runtime\Core\Containers\FString), [EMQTTQualityOfService](API\Plugins\MQTTCore\EMQTTQualityOfService) >> & InTopicFilterQoSPairs )


description: Only for single sub

code: template<typename CallableType> [TFuture](API\Runtime\Core\Async\TFuture)< [FMQTTSubscribeResult](API\Plugins\MQTTCore\FMQTTSubscribeResult) > Subscribe ( const [FString](API\Runtime\Core\Containers\FString) & InTopicFilter, CallableType && InOnMessage, [EMQTTQualityOfService](API\Plugins\MQTTCore\EMQTTQualityOfService) InQoS )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IMQTTCoreModule](API\Plugins\MQTTCore\IMQTTCoreModule) & Get()


code: [TFuture](API\Runtime\Core\Async\TFuture)< bool > Unsubscribe ( const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & InTopicFilters )


description: Get or creates an MQTT client that uses the project default URL. An existing client is returned for a matching URL.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMQTTClient](API\Plugins\MQTTCore\IMQTTClient), ESPMode::ThreadSafe > GetOrCreateClient ( bool bForceNew )


description: Creates an MQTT client from a URL. An existing client is returned for a matching URL. bForceNew = recreate if existing

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMQTTClient](API\Plugins\MQTTCore\IMQTTClient), ESPMode::ThreadSafe > GetOrCreateClient ( const [FMQTTURL](API\Plugins\MQTTCore\FMQTTURL) & InURL, bool bForceNew )


className: IMQTTCoreModule

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


className: TCancellablePromise

code: template<typename ResultType> class TCancellablePromise : public [TPromise< ResultType >](API\Runtime\Core\Async\TPromise)


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MQTT") void Connect ( const [FOnConnectDelegate](API\Plugins\MQTTCore\UMQTTClientObject\FOnConnectDelegate) & InOnConnect )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MQTT") void Disconnect ( const [FOnDisconnectDelegate](API\Plugins\MQTTCore\UMQTTClientObject\FOnDisconnectDelegate) & InOnDisconnect )


className: FOnConnectDelegate

code: class FOnConnectDelegate


className: FOnDisconnectDelegate

code: class FOnDisconnectDelegate


className: FOnMessageDelegate

code: class FOnMessageDelegate


className: FOnSubscribeDelegate

code: class FOnSubscribeDelegate


className: FOnPublishDelegate

code: class FOnPublishDelegate


className: FOnUnsubscribeDelegate

code: class FOnUnsubscribeDelegate


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMQTTClient](API\Plugins\MQTTCore\IMQTTClient), ESPMode::ThreadSafe > GetClientImpl() const


description: URL for this client.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="MQTT") [FMQTTURL](API\Plugins\MQTTCore\FMQTTURL) GetURL() const


description: OutMessageId can be used to match this request with the callback response.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MQTT") void Publish ( const [FString](API\Runtime\Core\Containers\FString) & InTopic, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & InPayload, [EMQTTQualityOfService](API\Plugins\MQTTCore\EMQTTQualityOfService) InQoS, const bool bInRetain )


description: Initialize from URL

code: void Initialize ( const [FMQTTURL](API\Plugins\MQTTCore\FMQTTURL) & InURL )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MQTT") [UMQTTSubscriptionObject](API\Plugins\MQTTCore\UMQTTSubscriptionObject) * Subscribe ( const [FString](API\Runtime\Core\Containers\FString) & InTopic, [EMQTTQualityOfService](API\Plugins\MQTTCore\EMQTTQualityOfService) InQoS )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MQTT", Meta=(DisplayName="Subscribe (Multiple Topics)")) [TArray](API\Runtime\Core\Containers\TArray)< [UMQTTSubscriptionObject](API\Plugins\MQTTCore\UMQTTSubscriptionObject) * > SubscribeMany ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InTopics, const [TArray](API\Runtime\Core\Containers\TArray)< [EMQTTQualityOfService](API\Plugins\MQTTCore\EMQTTQualityOfService) > InQoS )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MQTT") void Unsubscribe ( const [FString](API\Runtime\Core\Containers\FString) & InTopic )


className: UMQTTClientObject

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayName="MQTT Client")) class UMQTTClientObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnConnectDelegate

type: FOnConnectDeleg...

OnDisconnectDelegate

type: FOnDisconnectDe...

OnMessageDelegate

type: FOnMessageDeleg...

Subscriptions

type: TArray<TObject...


description: Initialize from C++ subscription

code: void Initialize ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMQTTSubscription](API\Plugins\MQTTCore\FMQTTSubscription), ESPMode::ThreadSafe > & InSubscription )


className: UMQTTClientSettings

description: MQTT Client Settings

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

DefaultURL

type: FMQTTURL

PublishRate

description: Maximum messages to publish per second.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="MQTT") bool IsValid() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MQTT") void SetOnMessageHandler ( const [FOnMessageDelegate](API\Plugins\MQTTCore\UMQTTSubscriptionObject\FOnMessageDelegate) & OnMessageCallback )


code: virtual ~UMQTTSubscriptionObject()


className: UMQTTSubscriptionObject

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayName="MQTT Subscription")) class UMQTTSubscriptionObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MQTT", Meta=(DefaultToSelf="InParent", DisplayName="Create Client (From URL)")) static [UMQTTClientObject](API\Plugins\MQTTCore\UMQTTClientObject) * GetOrCreateClient ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, const [FMQTTURL](API\Plugins\MQTTCore\FMQTTURL) & InURL )