1.) Not without hijakcing more of the command line that get fed to MRQ. There is not way to do it within the CLI framework though as a per job option.
2.) We just exposed a is_disabled() method for 5.5. I’ll see if anyone has any trickery to get access before 5.5 but I have not heard of anyting.
I just checked our 5.5 branch and its working for me in deferred but not in PT. Is that what you are seeing? We’ll get the PT fixed for 5.5.
Hi Shawn,
- no problem. we just had a situation where the output folder was pointing to a folder, where not every artist had write-rights on that level. but it’s already solved.
- nice! looking forward to the updates in 5.5 to the MRG.
We are heavily using it. Already written custom python execute script nodes and being able to use SubGraphs is really cool.
What do you mean? Can we not effect the spatial sample count when using MRG? or is the ability to change it somewhere else?
Yes, it’s on the renderer node.
Hi,
is there a way to get the “Hidden In Game” value during rendering?
The BP Node “Actor Hidden in Game” does not return the correct value, if I override the visibility of an actor with a MovieGraphModifierNode.
And we also noticed, that a PostProcessVolume and the ColorCorrectionRegion/Window are not “hidden” or de-activated when overriden in a MovieGraphModifierNode.
Is there a BP way to get the actual visibility state of an actor? or only possible via C++?
Cheers
No. Because modifiers are per layer, but bp code/tick is only run once per frame. There’s just not really any place they can run logic when it’s hidden. So yeah probably C++.
I’ll pass along the feature request for PPVs. CCRs should work though…
ah ok, cool.
As an interim solution for PPVs I created a simple ActorBP with a PPV Component. That way it gets hidden by a MovieGraphModifierNode and the PPV is not affecting the image in that layer.
But PPVs working out of the box would definitely be nicer.
Thanks for passing along the request.