Hi there,
I’m trying to find a method that makes it easier for me to do a batch render where every time the scene has a different Movie File that’s being shown on a texture. I have a scene with camera movements in a sequencer, and I need to render out the same sequence ten times where each time my blueprint is playing a different Movie File.
I’ve already set up my blueprint video player in a way that it can take an array of files and play it according to an index number. Though I need to find a way for this index number to be controlled by the Movie Render Queue. My first thought was using Console Variables, though I can’t find any info on how to do this without resorting to C++. (Which I’m also happy to do, though I haven’t found any resources on where to place this file either.
The method is described in the above link, though I can’t find out where to place this C++ file.
Another method I was looking at is by doing it in the blueprint directly using the Movie Pipeline Queue Subsystem.
In the above link I found enough resources to be able to know in my blueprint if I’m actively doing a render, and to get the current “statusMessage”, though my experience with UE is too brief to figure out how to easily debug this in order to find out what the status message actually is and if it would help me.
Does anyone have any thoughts or ideas how I might solve this in the best possible way? I’m trying to avoid having redundant Level or Sequence files.
Thank you!