Issue passing information to Blueprint within a level

When rendering with the MRQ system we usually have to pass the Project file location, level sequence and the level to be opened when the rendering starts. These are the minimum required arguments, however, by moving all the necessary parameters to the AssetManager UI that was set up until now within the TurnTable360_Level in the Blueprint. Those adjustments must be passed to the exact blueprint whenever the level is loaded.

As far as I know, there is no event for the MoviePipelineExecutor class that does that. There are some alternatives such as on_map_load() and on_begin_frame(), but both of them have some issues.

on_map_load()
This is NOT called for the very first map load (as that is done before Execute is called).
This means you can assume this is the resulting callback for the last open_level call.
Therefore this function is not good to pass arguments into the Blueprint because it only has reference to the last level opened.

on_begin_frame()
This function is called every frame, which means we could try to pass the necessary arguments to the TurnTable_360 blueprint, but maybe the rendering is already started, so the first 1 or more frames are going to be faulty.

Alternative solution

We could save the required arguments to an external file and load it on Event Construct via the BP_TurnTable_360 Blueprint. The advantage of this is that it will ensure that whenever the level is loaded the Blueprint will always pick up the information and execute it as soon as possible.

The disadvantage of this is that it is ugly, we have to create an external file and possibly submit it to Perforce or save it to a shared drive so it will be visible for the Deadline render machines.