Hi, I need to get the job names of a MovieRenderQueue. Prototyping in Blueprint worked perfectly fine but the seemingly C++ gives me a different (undesired) output.
Here’s the Blueprint implementation of working BP only and the C++ library function: blueprintue.com
Here’s the function:
.h:
UFUNCTION(BlueprintCallable, Category = DeadlineInterface)
static bool CreateTempJobQueues(UMoviePipelineQueue* Queue);
.cpp:
bool UDeadlineInterfaceBPLibrary::CreateTempJobQueues(UMoviePipelineQueue* Queue)
{
const TArray<UMoviePipelineExecutorJob*> Jobs = Queue->GetJobs();
for (UMoviePipelineExecutorJob* Job : Jobs)
{
FString JobName = Job->GetName();
UE_LOG(LogDeadlineInterfaceDebug, Verbose, TEXT("%s"), *JobName); //DEBUG
}
return true;
}
The output of the C++ is:
LogDeadlineInterfaceDebug: Verbose: MoviePipelineExecutorJob_4
LogDeadlineInterfaceDebug: Verbose: MoviePipelineExecutorJob_5
LogDeadlineInterfaceDebug: Verbose: MoviePipelineExecutorJob_0
And from BP:
LogBlueprintUserMessages: [Deadline_Interface_C_0] Sequence_01
LogBlueprintUserMessages: [Deadline_Interface_C_0] Sequence_02
LogBlueprintUserMessages: [Deadline_Interface_C_0] Sequence_03
The Blueprint output matches the names set and displayed in the Movie Render Queue interface, which is what I want,
Can anyone point me to what I’m obviously donig wrong in my c++?