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

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


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

module: MovieRenderPipelineCore

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


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


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

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


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

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool SetValueInt32 ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, const int32 InValue )


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

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Experimental") bool SetValueInt64 ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, const int64 InValue )


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

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


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

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


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


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

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


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

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


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

code: bool SetValueStruct ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, [FConstStructView](API\Plugins\StructUtils\FConstStructView) InValue )


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


description: Updates an existing variable assignment for the provided graph variable to a new enable state, or adds a new assignment and updates its enable state. Returns true on success, else false.

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


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

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


description: Updates the stored variable overrides to reflect the graph preset. Existing overrides will be updated to match the graph variable name, value type, object type, and container type. Additionally, stale overrides that have no corresponding graph variable will be removed, and overrides will be created for graph variables which do not have existing overrides.


code: UMovieJobVariableAssignmentContainer()


className: UMovieJobVariableAssignmentContainer

description: Holds a group of properties which override variable values on the job's associated graph (if any). Overrides are not added manually. Instead,UpdateGraphVariableOverrides()should be called which will update, add, or remove overrides as appropriate. After the update, overrides can have their values retrieved and set.

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


code: void AddFrameToOutputMetadata ( const [FString](API\Runtime\Core\Containers\FString) & ClipName, const [FString](API\Runtime\Core\Containers\FString) & ImageSequenceFileName, const [FMoviePipelineFrameOutputState](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFrameOutputState) & FrameOutputState, const [FString](API\Runtime\Core\Containers\FString) & Extension, const bool bHasAlpha )


code: void AddOutputFuture ( [TFuture](API\Runtime\Core\Async\TFuture)< bool > && OutputFuture, const [MoviePipeline::FMoviePipelineOutputFutureData](API\Plugins\MovieRenderPipelineCore\FMoviePipelineOutputFutureData) & InData )


className: DefaultDebugWidgetAsset


code: template<typename SettingType> SettingType * FindOrAddSettingForShot ( const [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot ) const


code: template<typename SettingType> [TArray](API\Runtime\Core\Containers\TArray)< SettingType * > FindSettingsForShot ( const [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * > FindSettingsForShot ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) > InSetting, const [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot ) const


code: const [MoviePipeline::FAudioState](API\Plugins\MovieRenderPipelineCore\FAudioState) & GetAudioState() const


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


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


code: int32 GetCurrentShotIndex() const


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

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


code: const [FMovieSceneExportMetadata](API\Editor\MovieSceneTools\FMovieSceneExportMetadata) & GetOutputMetadata() const


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


description: Deprecated* GetPipelineMasterConfig is deprecated. Please use GetPipelinePrimaryConfig instead

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline", Meta=(DeprecatedFunction, DeprecationMessage="Use GetPipelinePrimaryConfig")) [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * GetPipelineMasterConfig() const


description: Get the Primary Configuration used to render this shot. This contains the global settings for the shot, as well as per-shot configurations which can contain their own settings.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") [UTexture](API\Runtime\Engine\Engine\UTexture) * GetPreviewTexture() const


code: void GetSidecarCameraData ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot, int32 InCameraIndex, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & OutViewInfo, class [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) ** OutCameraComponent ) const


code: [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetTargetSequence() const


code: bool GetSidecarCameraViewPoints ( [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutSidecarViewLocations, [TArray](API\Runtime\Core\Containers\TArray)< FRotator > & OutSidecarViewRotations ) const


description: Initialize the movie pipeline with the specified settings. This kicks off the rendering process.

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


code: bool IsFlushDiskWritesPerShot() const


code: virtual bool IsShutdownRequestedImpl() const


description: Deprecated. UseOnMoviePipelineWorkFinished()instead.


description: This function should be called by the Executor when execution has finished (this should still be called in the event of an error)

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


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


code: void ProcessOutstandingFinishedFrames()


code: void ProcessOutstandingFutures()


code: virtual void RequestShutdownImpl ( bool bIsError )


description:
Resolves the provided InFormatString by converting {format_strings} into settings provided by the primary config.
OutFinalFormatArgs The format arguments that were actually used to fill the format string (including file metadata)

code: void ResolveFilenameFormatArguments ( const [FString](API\Runtime\Core\Containers\FString) & InFormatString, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InFormatOverrides, [FString](API\Runtime\Core\Containers\FString) & OutFinalPath, [FMoviePipelineFormatArgs](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFormatArgs) & OutFinalFormatArgs, const [FMoviePipelineFrameOutputState](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFrameOutputState) * InOutputState, const int32 InFrameNumberOffset ) const


code: void SetFlushDiskWritesPerShot ( const bool bFlushWrites )


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

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


code: void SetPreviewTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


description: Allows initialization of some viewport-related arguments that aren't related to the job. Needs to be called before the Initialize function. Optional.

code: void SetViewportInitArgs ( const [UE::MoviePipeline::FViewportArgs](API\Plugins\MovieRenderPipelineCore\FViewportArgs) & InArgs )


code: virtual void ShutdownImpl ( bool bError )


className: UMoviePipeline

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UMoviePipeline : public [UMoviePipelineBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineBase)

ImageWriteQueue

type: IImageWriteQueu...

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

OnMoviePipelineShotWorkFinishedDelegate

type: FMoviePipelineW...

description: Only called if `IsFlushDiskWritesPerShot()_ is set! Called after each shot is finished and files have been flushed to disk.

OnMoviePipelineWorkFinishedDelegate

description: Called when we have completely finished this pipeline.

OutputBuilder

type: TSharedPtr<FMo...

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


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

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


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

code: virtual void ValidateStateImpl()


code: UMoviePipelineAntiAliasingSetting()


className: UMoviePipelineAntiAliasingSetting

AccumulationGamma

type: float

description: For advanced users, the gamma space to apply accumulation in.

AntiAliasingMethod

type: TEnumAsByte< EA...

description: If we are overriding the AA method, what do we use? None will turn off anti-aliasing.

bOverrideAntiAliasing

type: bool

description: Should we override the Project's anti-aliasing setting during a movie render? This can be useful to have TAA on during normal work in the editor but force it off for high quality renders /w many spatial samples.

bRenderWarmUpFrames

description: Should we submit the warm-up frames to the GPU? Generally you want this disabled (as it is more performant), but some systems (such as gpu particles) need to be rendered to actually perform their warm-up.

bUseCameraCutForWarmUp

description: Should we use the excess in the camera cut track to determine engine warmup? When disabled, the sequence is evaluated once at the first frame and then waits there for EngineWarmUpCount many frames.

EngineWarmUpCount

description: The number of frames at the start of each shot that the engine will run without rendering.

RenderWarmUpCount

description: The number of frames at the start of each shot that the engine will render and then discard.

SpatialSampleCount

description: How many frames should we accumulate together before contributing to one overall sample.

TemporalSampleCount

description: The number of frames we should combine together to produce each output frame.


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


description: HasRequestShutdown()been called?

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


code: virtual bool IsShutdownRequestedImpl() const


description: Only called if `IsFlushDiskWritesPerShot()_ is set! Called after each shot is finished and files have been flushed to disk. The returned data in the params struct will have only the per-shot metadata for the just finished shot. Use OnMoviePipelineFinished() if you need all of the metadata.


description: The params struct in the return will have metadata about files written to disk for each shot.


description: This function is thread safe.

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


code: virtual void RequestShutdownImpl ( bool bIsError )


description: This function should only be called from the game thread.

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


code: virtual void ShutdownImpl ( bool bIsError )


className: UMoviePipelineBase

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

description: Called when each shot has finished work if IsFlushDiskWritesPerShot() is set.

description: Called when we have completely finished.


description: This does not duplicate any assets that the sequence points to outside of Shots/Subsequences.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * DuplicateSequence ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence )


description: Allows access to a setting of provided type for specific shot.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline", Meta=(DeterminesOutputType="InSettingType")) static [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * FindOrGetDefaultSettingForShot ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) > InSettingType, const [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * InPrimaryConfig, const [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InShot )


description: Gets the completion percent of the Pipeline in 0-1

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static float GetCompletionPercentage ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static float GetCurrentAperture ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * GetCurrentExecutorShot ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static float GetCurrentFocalLength ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static float GetCurrentFocusDistance ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [EMovieRenderShotState](API\Plugins\MovieRenderPipelineCore\EMovieRenderShotState) GetCurrentSegmentState ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static void GetCurrentSegmentName ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline, [FText](API\Runtime\Core\Internationalization\FText) & OutOuterName, [FText](API\Runtime\Core\Internationalization\FText) & OutInnerName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FMoviePipelineSegmentWorkMetrics](API\Plugins\MovieRenderPipelineCore\FMoviePipelineSegmentWorkMetrics) GetCurrentSegmentWorkMetrics ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetCurrentSequence ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FTimecode](API\Runtime\Core\Misc\FTimecode) GetCurrentShotTimecode ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) GetCurrentShotFrameNumber ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


description:
Get the estimated amount of time remaining for the current pipeline. Based on looking at the total amount of samples to render vs. how many have been completed so far. Inaccurate when Time Dilation is used, and gets more accurate over the course of the render.
True if a valid estimate can be calculated, or false if it is not ready yet (ie: not enough samples rendered)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static bool GetEstimatedTimeRemaining ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline, [FTimespan](API\Runtime\Core\Misc\FTimespan) & OutEstimate )


description: In case of Overscan percentage being higher than 0 we render additional pixels. This function returns the resolution with overscan taken into account.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static FIntPoint GetEffectiveOutputResolution ( [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * InPrimaryConfig, [UMoviePipelineExecutorShot](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorShot) * InPipelineExecutorShot )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FText](API\Runtime\Core\Internationalization\FText) GetJobAuthor ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FDateTime](API\Runtime\Core\Misc\FDateTime) GetJobInitializationTime ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


description: Deprecated* GetMasterFrameNumber is deprecated. Please use GetRootFrameNumber instead

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline", Meta=(DeprecatedFunction, DeprecationMessage="GetMasterFrameNumber is deprecated. Please GetRootFrameNumber instead")) static [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) GetMasterFrameNumber ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


description: Deprecated* GetMasterTimecode is deprecated. Please use GetRootTimecode instead

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline", Meta=(DeprecatedFunction, DeprecationMessage="GetMasterTimecode is deprecated. Please use GetRootTimecode instead")) static [FTimecode](API\Runtime\Core\Misc\FTimecode) GetMasterTimecode ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FText](API\Runtime\Core\Internationalization\FText) GetJobName ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static void GetOverallOutputFrames ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline, int32 & OutCurrentIndex, int32 & OutTotalCount )


description: Get a string to represent the Changelist Number for the burn in. This can be driven by a Modular Feature if you want to permanently replace it with different information.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FText](API\Runtime\Core\Internationalization\FText) GetMoviePipelineEngineChangelistLabel ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


description: Get the package name for the map in this job. The level travel command requires the package path and not the asset path.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FString](API\Runtime\Core\Containers\FString) GetMapPackageName ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static void GetOverallSegmentCounts ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline, int32 & OutCurrentIndex, int32 & OutTotalCount )


description:
Get the current state of the specified Pipeline. See EMovieRenderPipelineState for more detail about each state.
Current State.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [EMovieRenderPipelineState](API\Plugins\MovieRenderPipelineCore\EMovieRenderPipelineState) GetPipelineState ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) GetRootFrameNumber ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") static [FTimecode](API\Runtime\Core\Misc\FTimecode) GetRootTimecode ( const [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InMoviePipeline )


description: Loads the specified manifest file and converts it into anUMoviePipelineQueue. Use in combination with SaveQueueToManifestFile.

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


description:
Resolves the provided InFormatString by converting {format_strings} into settings provided by the primary config.
OutMergedFormatArgs A merged set of Key/Value pairs for both Filename Arguments and Metadata that merges all the sources.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static void ResolveFilenameFormatArguments ( const [FString](API\Runtime\Core\Containers\FString) & InFormatString, const [FMoviePipelineFilenameResolveParams](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFilenameResolvePar-) & InParams, [FString](API\Runtime\Core\Containers\FString) & OutFinalPath, [FMoviePipelineFormatArgs](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFormatArgs) & OutMergedFormatArgs )


description: If version number is manually specified by the Job, returns that. Otherwise search the Output Directory for the highest version already existing (and increment it by one if bGetNextVersion is true).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static int32 ResolveVersionNumber ( [FMoviePipelineFilenameResolveParams](API\Plugins\MovieRenderPipelineCore\FMoviePipelineFilenameResolvePar-) InParams, bool bGetNextVersion )


description: Scan the provided sequence in the job to see which camera cut sections we would try to render and update the job's shotlist.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static void UpdateJobShotListFromSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob, bool & bShotsChanged )


className: UMoviePipelineBlueprintLibrary


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

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


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: UMoviePipelineCameraSetting()


className: UMoviePipelineCameraSetting

bRenderAllCameras

description: If true, when a Camera Cut section is found we will also render any other cameras within the same sequence (not parent, nor child sequences though).

OverscanPercentage

description: Overscan percent allows to render additional pixels beyond the set resolution and can be used in conjunction with EXR file output to add post-processing effects such as lens distortion.

ShutterTiming

type: EMoviePipelineS...

description: Shutter Timing allows you to bias the timing of your shutter angle to either be before, during, or after a frame.


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


className: UMoviePipelineColorSetting

bDisableToneCurve

description: If true the Filmic Tone Curve will not be applied.

OCIOConfiguration

type: FOpenColorIODis...

description: OCIO config to be passed to OCIO View Extension.


code: UMoviePipelineColorSetting()


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=Engine, defaultconfig, Meta=(DisplayName="Movie Pipeline CLI Encoder")) class UMoviePipelineCommandLineEncoderSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

AudioCodec

type: FString

description: Which audio codec should we use? Run 'MovieRenderPipeline.DumpCLIEncoderCodecs' for options.

AudioInputStringFormat

description: Format string used for each audio input.

CodecHelpText

type: FText

CommandLineFormat

description: The format string used when building the final command line argument to launch.

description: The flags used for epic quality encoding.

description: The flags used for high quality encoding.

description: The flags used for low quality encoding.

description: The flags used for medium quality encoding.

ExecutablePath

description: Path to the executable (including extension).

OutputFileExtension

description: Extension for the output files.

VideoCodec

description: Which video codec should we use? Run 'MovieRenderPipeline.DumpCLIEncoderCodecs' for options.

VideoInputStringFormat

description: Format string used for each video input.


description: Called once when all files have been finalized.

code: virtual void BeginExportImpl()


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

code: virtual bool HasFinishedExportingImpl()


description: Gets the settings container name for the settings, either Project or Editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetContainerName() const


code: void LaunchEncoder ( const FEncoderParams & InParams )


code: bool NeedsPerShotFlushing() const


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


code: void StartEncodingProcess ( [TArray](API\Runtime\Core\Containers\TArray)< [FMoviePipelineShotOutputData](API\Plugins\MovieRenderPipelineCore\FMoviePipelineShotOutputData) > & InOutData, const bool bInIsShotEncode )


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()


code: UMoviePipelineCommandLineEncoder()


className: UMoviePipelineCommandLineEncoder

AdditionalCommandLineArgs

description: Any additional arguments to pass to the CLI encode for this particular job.

bDeleteSourceFiles

description: Should we delete the source files from disk after encoding?

bSkipEncodeOnRenderCanceled

description: If a render was canceled (via hitting escape mid render) should we skip trying to encode the files we did produce?

bWriteEachFrameDuration

description: Write the duration for each frame into the generated text file.

FileNameFormatOverride

description: File name format string override.

Quality

type: EMoviePipelineE...

description: What encoding quality to use for this job? Exact command line arguments for each one are specified in Project Settings.


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


description: Copy this configuration from another existing configuration.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") virtual void CopyFrom ( [UMoviePipelineConfigBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineConfigBase) * InConfig )


description:
Finds a setting of a particular type for this pipeline config, adding it if it doesn't already exist.
An instance of this class as a setting on this config.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DeterminesOutputType="InClass"), Category="Movie Render Pipeline") [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * FindOrAddSettingByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) > InClass, const bool bIncludeDisabledSettings, const bool bExactMatch )


code: template<typename SettingType> SettingType * FindSetting ( const bool bIncludeDisabledSettings ) const


description:
Find a setting of a particular type for this config.
An instance of this class if it already exists as a setting on this config, otherwise null.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DeterminesOutputType="InClass"), Category="Movie Render Pipeline") [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * FindSettingByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) > InClass, const bool bIncludeDisabledSettings, const bool bExactMatch ) const


code: template<typename SettingType> [TArray](API\Runtime\Core\Containers\TArray)< SettingType * > FindSettings ( const bool bIncludeDisabledSettings ) const


description:
Find all settings of a particular type for this config.
An array of instances of this class if it already exists as a setting on this config

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DeterminesOutputType="InClass"), Category="Movie Render Pipeline") [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * > FindSettingsByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) > InClass, const bool bIncludeDisabledSettings, const bool bExactMatch ) const


description: Gets the config that this config was originally based on (if any). The origin will only be set on transient configs; the origin will be nullptr for non-transient configs because the origin will be this object.

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


code: int32 GetSettingsSerialNumber() const


description: Returns an array of all settings in this config that the user has added via the UI or via Scripting.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") virtual [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * > GetUserSettings() const


code: virtual void OnSettingAdded ( [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * InSetting )


code: virtual void OnSettingRemoved ( [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * InSetting )


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Removes the specific instance from our Setting list.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") virtual void RemoveSetting ( [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * InSetting )


description: Sets the config that this config originated from (if any). The origin should only be set for transient configs.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetConfigOrigin ( [UMoviePipelineConfigBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineConfigBase) * InConfig )


code: UMoviePipelineConfigBase()


className: UMoviePipelineConfigBase

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

Settings

type: TArray<TObject...

description: Array of settings classes that affect various parts of the output pipeline.


description: Cache and Restore some of the World Settings settings, as rendering with MRQ in a runtime world needs to restore any changes made to World Settings.

code: void CacheWorldSettings()


description: The state of the CustomTimeStep.

code: virtual ECustomTimeStepSynchronizationState GetSynchronizationState() const


description: This CustomTimeStep became the Engine's CustomTimeStep.

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


code: void RestoreCachedWorldSettings()


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

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


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

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


className: UMoviePipelineCustomTimeStep

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


description: Can this setting be disabled? UI only.

code: virtual bool CanBeDisabled() const


code: void SetCachedFrameTiming ( const [MoviePipeline::FFrameTimeStepCache](API\Plugins\MovieRenderPipelineCore\FFrameTimeStepCache) & InTimeCache )


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


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

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: Returns true if both the RenderCapture modular feature is available and the user has enabled capturing with RenderDoc

code: bool IsRenderDocEnabled() 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: UMoviePipelineDebugSettings()


className: UMoviePipelineDebugSettings

bCaptureFramesWithRenderDoc

description: If true, automatically trigger RenderDoc to capture rendering information for frames from CaptureStartFrame to CaptureEndFrame, inclusive

bCaptureUnrealInsightsTrace

description: If true, automatically capture an Unreal Insights trace file for the duration of the render.

bWriteAllSamples

description: If true, we will write all samples that get generated to disk individually.

CaptureFrame

description: Used when capturing rendering information with RenderDoc. In Display Rate frames.


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: Abort the currently executing job and skip all other jobs.

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


description: Abort the currently executing job.

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


description: Disconnects the socket (if currently connected.)

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


description:
Attempts to connect a socket to the specified host and port. This is a blocking call.
True if the socket was succesfully connected to the given host and port.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") bool ConnectSocket ( const [FString](API\Runtime\Core\Containers\FString) & InHostName, const int32 InPort )


description: For C++ implementations override `virtual void Execute_Implementation() const override_ For Python/BP implementations override .ufunction(override=True) def execute(self):

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="Movie Render Pipeline") void Execute ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InPipelineQueue )


code: virtual void Execute_Implementation ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InPipelineQueue )


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


description: For C++ implementations override `virtualFStringGetStatusMessage_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def get_status_message(self): return ?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Movie Render Pipeline") [FString](API\Runtime\Core\Containers\FString) GetStatusMessage() const


code: virtual float GetStatusProgress_Implementation() const


description: For C++ implementations override `virtual floatGetStatusProgress_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def get_status_progress(self): return ?

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


description:
For C++ implementations override `virtual boolIsRendering_Implementation() constoverride_ For Python/BP implementations override .ufunction(override=True) def is_rendering(self): return ?
True if the executor is currently working on a queue to produce a render.

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


code: bool IsAnyJobErrored() const


code: virtual bool IsRendering_Implementation() const


description: For C++ implementations override `virtual boolOnBeginFrame_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def on_begin_frame(self): super().on_begin_frame()

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


description: Returns true if the socket is currently connected, false otherwise. Call ConnectSocket to attempt a connection.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") virtual void OnExecutorErroredImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * ErroredPipeline, bool bFatal, [FText](API\Runtime\Core\Internationalization\FText) ErrorReason )


description: This should be called when the Executor has finished executing all of the things it has been asked to execute. This should be called in the event of a failure as well, and passing in false for success to allow the caller to know failure. Errors should be broadcast on the error delegate, so this is just a handy way to know at the end without having to track it yourself.

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


description: Native C++ event to listen to for when this Executor has finished.


description:
Sends a asynchronous HTTP request. Responses will be returned in the the OnHTTPResponseRecieved event.
Returns an index for the request. This index will be provided in the OnHTTPResponseRecieved event so you can make multiple HTTP requests at once and tell them apart when you recieve them, even if they come out of order.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") int32 SendHTTPRequest ( const [FString](API\Runtime\Core\Containers\FString) & InURL, const [FString](API\Runtime\Core\Containers\FString) & InVerb, const [FString](API\Runtime\Core\Containers\FString) & InMessage, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InHeaders )


description:
Sends a socket message if the socket is currently connected. Messages back will happen in the OnSocketMessageRecieved event.
True if the message was sent succesfully.

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


description: Specify which MoviePipeline class type should be created by this executor when processing jobs.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetMoviePipelineClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InPipelineClass )


description: For C++ implementations override `virtual boolSetStatusMessage_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def set_status_message(self, inStatus):

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


code: virtual void SetStatusMessage_Implementation ( const [FString](API\Runtime\Core\Containers\FString) & InMessage )


code: virtual void SetStatusProgress_Implementation ( const float InProgress )


description: For C++ implementations override `virtual boolSetStatusProgress_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def set_status_progress(self, inStatus):

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="Movie Render Pipeline") void SetStatusProgress ( const float InProgress )


code: void SetViewportInitArgs ( const [UE::MoviePipeline::FViewportArgs](API\Plugins\MovieRenderPipelineCore\FViewportArgs) & InArgs )


code: UMoviePipelineExecutorBase()


className: UMoviePipelineExecutorBase

description: A Movie Pipeline Executor is responsible for executing an array of Movie Pipelines, and (optionally) reporting progress back for the movie pipelines. The entire array is passed at once to allow the implementations to choose how to split up the work.Bydefault we provide a local execution (UMoviePipelineLocalExecutor) which works on them serially, but you can create an implementation of this class, change the default in the Project Settings and use your own distribution logic. For example, you may want to distribute the work to multiple computers over a network, which may involve running command line options on each machine to sync the latest content from the project before the execution starts.

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

HTTPResponseRecievedDelegate

type: FMoviePipelineH...

description: If an HTTP Request has been made and a response returned, the returned response will be broadcast on this event.

SocketMessageRecievedDelegate

type: FMoviePipelineS...

description: If this executor has been configured to connect to a socket, this event will be called each time the socket recieves something.

TargetPipelineClass

type: TSubclassOf<UM...

description: Which Pipeline Class should be created by this Executor. May be null.

UserData

description: Arbitrary data that can be associated with the executor.

ViewportInitArgs

description: Some global initialization args that get passed to theUMoviePipelinebefore the call toInitialize()


description: GetPresetOrigin()

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


description: GetGraphPreset()

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


description: GetPresetOrigin()

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


description: GetConfiguration()

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


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


description: For C++ implementations override `virtualFStringGetStatusMessage_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def get_status_message(self): return ?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Movie Render Pipeline") [FString](API\Runtime\Core\Containers\FString) GetStatusMessage() const


code: virtual float GetStatusProgress_Implementation() const


description: For C++ implementations override `virtual floatGetStatusProgress_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def get_status_progress(self): return ?

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


description: For C++ implementations override `virtual boolIsConsumed_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def is_consumed(self): return ?

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


code: virtual bool IsConsumed_Implementation() const


description: For C++ implementations override `virtual boolIsEnabled_Implementation() constoverride_ For Python/BP implementations override .ufunction(override=True) def is_enabled(self): return ?

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


code: virtual bool IsEnabled_Implementation() const


description: Returns true if this job is using graph-style configuration, else false.

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


description: For C++ implementations override `virtual boolOnDuplicated_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def on_duplicated(self):

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


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

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & 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: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetConfiguration ( [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * InPreset )


description: For C++ implementations override `virtual voidSetConsumed_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def set_consumed(self, isConsumed):

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


code: virtual void SetConsumed_Implementation ( const bool bInConsumed )


description: SetGraphPreset()

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetGraphConfig ( [UMovieGraphConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig) * InGraphConfig )


description: SetGraphConfig()

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetGraphPreset ( const [UMovieGraphConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig) * InGraphPreset )


description: For C++ implementations override `virtual voidSetIsEnabled_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def set_is_enabled(self, isEnabled):

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


code: virtual void SetIsEnabled_Implementation ( const bool bInEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetPresetOrigin ( [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * InPreset )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter, Category="Movie Render Pipeline") void SetSequence ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) InSequence )


code: virtual void SetStatusMessage_Implementation ( const [FString](API\Runtime\Core\Containers\FString) & InMessage )


description: For C++ implementations override `virtual voidSetStatusMessage_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def set_status_message(self, inStatus):

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


code: virtual void SetStatusProgress_Implementation ( const float InProgress )


description: For C++ implementations override `virtual voidSetStatusProgress_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def set_status_progress(self, inProgress):

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="Movie Render Pipeline") void SetStatusProgress ( const float InProgress )


code: UMoviePipelineExecutorJob()


className: UMoviePipelineExecutorJob

description: A particular job within the Queue

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

Author

description: (Optional) If left blank, will default to system username.

Comment

description: (Optional) If specified, will be shown in the burn in to allow users to keep track of notes about a render.

JobName

description: (Optional) Name of the job. Shown on the default burn-in.

Map

type: FSoftObjectPath

description: Which map should this job render on

Sequence

description: Which sequence should this job render?

ShotInfo

description: (Optional) Shot specific information.

UserData

description: Arbitrary data that can be associated with the job.

VariableAssignments

type: TObjectPtr<UMo...

description: Overrides on the variables in graph preset associated with this job.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DeterminesOutputType="InConfigType"), Category="Movie Render Pipeline", Meta=(InConfigType="/Script/MovieRenderPipelineCore.MoviePipelineShotConfig")) [UMoviePipelineShotConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelineShotConfig) * AllocateNewShotOverrideConfig ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMoviePipelineShotConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelineShotConfig) > InConfigType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") [FString](API\Runtime\Core\Containers\FString) GetCameraName ( int32 InCameraIndex ) const


description: GetGraphPreset()

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


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


description: GetGraphConfig()

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


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


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


description: For C++ implementations override `virtualFStringGetStatusMessage_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def get_status_message(self): return ?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Movie Render Pipeline") [FString](API\Runtime\Core\Containers\FString) GetStatusMessage() const


code: virtual float GetStatusProgress_Implementation() const


description: For C++ implementations override `virtual floatGetStatusProgress_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def get_status_progress(self): return ?

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


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


code: virtual void PostLoad()


code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: SetGraphPreset()

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetGraphConfig ( [UMovieGraphConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig) * InGraphConfig )


description: SetGraphConfig()

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetGraphPreset ( const [UMovieGraphConfig](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphConfig) * InGraphPreset )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetShotOverrideConfiguration ( [UMoviePipelineShotConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelineShotConfig) * InPreset )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") void SetShotOverridePresetOrigin ( [UMoviePipelineShotConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelineShotConfig) * InPreset )


code: virtual void SetStatusMessage_Implementation ( const [FString](API\Runtime\Core\Containers\FString) & InMessage )


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


code: virtual void SetStatusProgress_Implementation ( const float InProgress )


description: Returns whether this should should be rendered

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


description: For C++ implementations override `virtual voidSetStatusProgress_Implementation()override_ For Python/BP implementations override .ufunction(override=True) def set_status_progress(self, inStatus):

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="Movie Render Pipeline") void SetStatusProgress ( const float InProgress )


code: UMoviePipelineExecutorShot()


description: Called once when all files have been finalized.

code: virtual void BeginExportImpl()


className: UMoviePipelineExecutorShot

description: This class represents a segment of work within the Executor Job. This should be owned by theUMoviePipelineExecutorJoband can be created before the movie pipeline starts to configure some aspects about the segment (such as disabling it). When the movie pipeline starts, it will use the already existing ones, or generate new ones as needed.

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

bEnabled

description: Does the user want to render this shot?

InnerName

description: The name of the camera cut section that this shot represents. Can be empty.

OuterName

description: The name of the shot section that contains this shot. Can be empty.

ShotInfo

type: FMoviePipelineC...

description: Transient information used by the active Movie Pipeline working on this shot.

SidecarCameras

type: TArray<FMovieP...

description: List of cameras to render for this shot.


code: bool EnsureWritableFile()


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

code: virtual bool HasFinishedExportingImpl()


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

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


code: UMoviePipelineFCPXMLExporter()


className: UMoviePipelineFCPXMLExporter

DataSource

type: FCPXMLExportDat...

description: Whether to build the FCPXML from sequence data directly (for reimporting) or from actual frame output data (for post processing)

FileNameFormatOverride

description: File name format string override.

FilePath

description: The file to write to


code: void ApplyCVarSettings ( const bool bOverrideValues )


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


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: Used to ensure we set the default values even if the user forgets to add it.

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


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


code: UMoviePipelineGameOverrideSetting()


className: UMoviePipelineGameOverrideSetting

bCinematicQualitySettings

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

bDisableGPUTimeout

description: Should we disable the GPU Timeout? Currently only applicable when using D3D12 renderer.

bDisableHLODs

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

bFlushGrassStreaming

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

bFlushStreamingManagers

description: Experimental.

bOverrideViewDistanceScale

description: Should we override the View Distance Scale? Can be used in situations where MaxDrawDistance has been set before for in-game performance.

bOverrideVirtualTextureFeedbackFactor

description: If true then override the virtual texture feedback resolution factor.

bUseHighQualityShadows

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

bUseLODZero

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

GameModeOverride

type: TSubclassOf<AG...

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

ShadowDistanceScale

description: Scalability option to trade shadow distance versus performance for directional lights

ShadowRadiusThreshold

type: float

description: Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius

TextureStreaming

type: EMoviePipelineT...

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

ViewDistanceScale

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

VirtualTextureFeedbackFactor

description: The virtual texture feedback resolution factor.


code: FIntPoint CalculatePaddedBackbufferSize ( const FIntPoint & InTileSize ) 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: UMoviePipelineHighResSetting()


className: UMoviePipelineHighResSetting

bAllocateHistoryPerTile

type: bool

description: If true, allocate a unique history for each tile.

bOverrideSubSurfaceScattering

description: Sub Surface Scattering relies on history which is not available when using tiling.

BurleySampleCount

description: How many samples should the Burley Sub Surface Scattering use?

OverlapRatio

description: How much should each tile overlap each other (0-0.5).

TextureSharpnessBias

description: This bias encourages the engine to use a higher detail texture when it would normally use a lower detail texture due to the size of the texture on screen.

TileCount

description: How many tiles should the resulting movie render be broken into? A tile should be no larger than the maximum texture resolution supported by your graphics card (likely 16k), so NumTiles should be ceil(Width/MaxTextureSize).


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


code: UMoviePipelineInProcessExecutor()


className: UMoviePipelineInProcessExecutor

description: This executor implementation can process an array of movie pipelines and run them inside the currently running process. This is intended for usage outside of the editor (ie. -game mode) as it will take over the currently running world/game instance instead of launching a new world instance like the editor only PIE.

bUseCurrentLevel

description: Use current level instead of opening new level


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


description: Gets the settings container name for the settings, either Project or Editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetContainerName() 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()


className: UMoviePipelineInProcessExecutorSettings

description: This is the implementation responsible for executing the rendering of multiple movie pipelines after being launched via the command line.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=Engine, defaultconfig, Meta=(DisplayName="Movie Pipeline New Process")) class UMoviePipelineInProcessExecutorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

AdditionalCommandLineArguments

description: A list of additional command line arguments to be appended to the new process startup.

bCloseEditor

description: If enabled the editor will close itself when a new process is started.

InheritedCommandLineArguments

description: A list of command line arguments which are inherited from the currently running Editor instance that will be automatically appended to the new process.

InitialDelayFrameCount

description: How long should we wait after being initialized to start doing any work? This can be used to work around situations where the game is not fully loaded by the time the pipeline is automatically started and it is important that the game is fully loaded before we do any work (such as evaluating frames for warm-up).


code: virtual void Execute_Implementation ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InPipelineQueue )


code: virtual bool IsRendering_Implementation() const


description: This should be called when the Executor has finished executing all of the things it has been asked to execute. This should be called in the event of a failure as well, and passing in false for success to allow the caller to know failure. Errors should be broadcast on the error delegate, so this is just a handy way to know at the end without having to track it yourself.

code: virtual void OnExecutorFinishedImpl()


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


code: virtual void OnPipelineErrored ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline, bool bIsFatal, [FText](API\Runtime\Core\Internationalization\FText) ErrorText )


code: virtual void StartPipelineByIndex ( int32 InPipelineIndex )


code: UMoviePipelineLinearExecutorBase()


className: UMoviePipelineLinearExecutorBase

description: This is an abstract base class designed for executing an array of movie pipelines in linear fashion. It is generally the case that you only want to execute one at a time on a local machine and a different executor approach should be taken for a render farm that distributes out jobs to many different machines.

ActiveMoviePipeline

description: A Movie Pipeline that has been spawned and is running (if any)

bIsCanceling

description: Are we in the process of canceling all execution of the queue? Will stop new jobs from being started.

bIsRendering

description: Have we actually successfully started a render?

CurrentPipelineIndex

description: Which Pipeline Config are we currently working on.

JobsStarted

description: The number of jobs started by this executor during this execution.

Queue

description: List of Pipeline Configs we've been asked to execute.


className: UMoviePipelineMasterConfig

description: DEPRECATED MoviePipelineMasterConfig.h Use MoviePipelinePrimaryConfig.h instead For backwards compatibility 5.2


description: Called once when all frames have been produced for the pipeline. Use this as an indicator to start flushing to disk. Async processes can be started here andHasFinishedProcessing()will be called each frame until all all containers return true, at which point Finalize will be called.

code: void BeginFinalize()


code: virtual void BeginFinalizeImpl()


description: Called after all output containers have reported that they are done processing.

code: void Finalize()


code: virtual void FinalizeImpl()


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

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


description: Called each frame to check to see if this output container has finished processing. Finalize won't be called until all output containers return true for this.

code: bool HasFinishedProcessing()


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 OnPipelineFinishedImpl()


description: This is called during the Shutdown process of the Pipeline. This is after finalization.

code: void OnPipelineFinished()


description: Called at the end of the frame, before rendering has happened for that frame.

code: void OnPostTick()


code: virtual void OnPostTickImpl()


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


description: Called when a frame is ready for output. This will contain all passes the user has requested for the given output frame. It also contains metrics about the output frame (such as frame number).

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


description: This is called when a shot ends, right after the last frame is rendered.

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


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


className: UMoviePipelineOutputBase

description: A base class for different output containers for the data generated by the Movie Pipeline, i.e: image sequences, video containers, etc.

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


description: Can this setting be disabled? UI only.

code: virtual bool CanBeDisabled() const


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


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

code: virtual void PostLoad()


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


code: UMoviePipelineOutputSetting()


className: UMoviePipelineOutputSetting

bAutoVersion

description: If true, version tokens will automatically be incremented with each local render.

bFlushDiskWritesPerShot

description: If true, the game thread will stall at the end of each shot to flush the rendering queue, and then flush any outstanding writes to disk, finalizing any outstanding videos and generally completing the work.

bOverrideExistingOutput

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

bUseCustomFrameRate

description: Should we use the custom frame rate specified by OutputFrameRate? Otherwise defaults to Sequence frame rate.

bUseCustomPlaybackRange

description: If true, override the Playback Range start/end bounds with the bounds specified below.

CustomEndFrame

description: Used when overriding the playback range.

description: Experimental way to interleave renders between multiple computers.

FileNameFormat

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

FrameNumberOffset

description: How many frames should we offset the output frame number by? This is useful when using handle frames on Sequences that start at frame 0, as the output would start in negative numbers.

HandleFrameCount

description: Top level shot track sections will automatically be expanded by this many frames in both directions, and the resulting additional time will be rendered as part of that shot.

OutputDirectory

type: FDirectoryPath

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

OutputFrameRate

type: FFrameRate

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

OutputFrameStep

description: Render every Nth frame.

OutputResolution

type: FIntPoint

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

VersionNumber

description: The value to use for the version token if versions are not automatically incremented.

ZeroPadFrameNumbers

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


code: void AddTransientSettingByClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InSettingClass )


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


description: Copy this configuration from another existing configuration.

code: virtual void CopyFrom ( [UMoviePipelineConfigBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineConfigBase) * InConfig )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * > GetAllSettings ( const bool bIncludeDisabledSettings, const bool bIncludeTransientSettings ) const


description: Returns a pointer to the config specified for the shot, otherwise the default for this pipeline.

code: [UMoviePipelineShotConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelineShotConfig) * GetConfigForShot ( const [FString](API\Runtime\Core\Containers\FString) & ShotName ) const


code: [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > GetEffectivePlaybackRange ( const [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence ) const


description: Returns the frame rate override from the Primary Configuration (if any) or the Sequence frame rate if no override is specified. This should be treated as the actual output framerate of the overall Pipeline.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetEffectiveFrameRate ( const [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence ) const


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


code: [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineOutputBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineOutputBase) * > GetOutputContainers() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * > GetTransientSettings() const


description: Returns an array of all settings in this config that the user has added via the UI or via Scripting.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * > GetUserSettings() const


code: virtual void OnSettingAdded ( [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * InSetting )


code: virtual void OnSettingRemoved ( [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting) * InSetting )


code: UMoviePipelinePrimaryConfig()


className: UMoviePipelinePrimaryConfig

description: THIS CLASS SHOULD BE IMMUTABLE ONCE PASSED TO THE PIPELINE FOR PROCESSING. (Otherwise you will be modifying the instance that exists in the UI)

PerShotConfigMapping

type: TMap<FString, ...

description: A mapping of Shot Name -> Shot Config to use for rendering specific shots with specific configs.


description: You should override this method to implement canceling jobs.


description: You only need to override this methond if your executor supports multiple queued jobs.


description: Python/Blueprint API.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Movie Render Pipeline") void ExecuteDelayed ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InPipelineQueue )


code: virtual void ExecuteDelayed_Implementation ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InPipelineQueue )


code: virtual void Execute_Implementation ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InPipelineQueue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Movie Render Pipeline") [UWorld](API\Runtime\Engine\Engine\UWorld) * GetLastLoadedWorld() const


code: virtual bool IsRendering_Implementation() const


description: Initializes a single instance of every setting so that even non-user-configured settings have a chance to apply their default values. Does nothing if they're already instanced for this configuration.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Movie Render Pipeline") void OnMapLoad ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual void OnMapLoad_Implementation ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: UMoviePipelinePythonHostExecutor()


description: Delete all jobs from the Queue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Queue", Meta=(Keywords="Clear Empty")) void DeleteAllJobs()


description:
Allocates a new Job in this Queue. The Queue owns the jobs for memory management purposes, and this will handle that for you.
The created Executor job instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DeterminesOutputType="InClass"), Category="Movie Render Pipeline|Queue", Meta=(InJobType="/Script/MovieRenderPipelineCore.MoviePipelineExecutorJob")) [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * AllocateNewJob ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) > InJobType )


className: UMoviePipelinePythonHostExecutor

description: This is a dummy executor that is designed to host a executor implemented in python. Python defined UClasses are not available when the executor is initialized and not all callbacks are available in Python.Byinheriting from this in Python and overriding whichUClassto latently spawn, this class can just forward certain events onto Python (by overriding the relevant function).

ExecutorClass

description: You should override this class type on the CDO of the object with your Python type when Python is initialized.


description: Deletes the specified job from the Queue.

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


description: Replace the contents of this queue with a copy of the contents from another queue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Queue") void CopyFrom ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InQueue )


description:
Duplicate the specific job and return the duplicate. Configurations are duplicated and not shared.
The duplicated instance or nullptr if a duplicate could not be made.

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


description:
Get all of the Jobs contained in this Queue.
The jobs contained by this queue.

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


description: Gets the queue that this queue was originally based on (if any). The origin will only be set on transient queues; the origin will be nullptr for non-transient queues because the origin will be this object.

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


description: This field is not serialized, and not copied along withUObjectduplication.

code: uint32 GetQueueSerialNumber() const


code: void InvalidateSerialNumber()


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Sets the dirty state of this queue. Generally the queue will correctly track the dirty state; however, there are situations where a queue may need its dirty state reset (eg, it may be appropriate to reset the dirty state after a call toCopyFrom(), depending on the use case).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Queue") void SetIsDirty ( const bool bNewDirtyState )


description: Set the index of the given job

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Queue") void SetJobIndex ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob, int32 Index )


code: UMoviePipelineQueue()


description: Sets the queue that this queue originated from (if any). The origin should only be set for transient queues.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Queue") void SetQueueOrigin ( [UMoviePipelineQueue](API\Plugins\MovieRenderPipelineCore\UMoviePipelineQueue) * InConfig )


className: UMoviePipelineQueue

description: A queue is a list of jobs that have been executed, are executing and are waiting to be executed. These can be saved to specific assets to allow

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


description: Gets the dirty state of this queue. Note that dirty state is only tracked when the editor is active.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Queue") bool IsDirty() const


description: Using this function whileIsRendering()returns true will result in an exception being thrown and no attempt being made to create the job.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline|Rendering") [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * AllocateJob ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence )


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: Using this function whileIsRendering()returns true will result in an exception being thrown and no attempt being made to render the job.

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