Hello,
I am using Movie Render Graph Config, and the execute node keeps triggering our project Asset Referencing Policy.
Specificaly, it returns this in the message log after saving the Movie Render Graph Config (using the MovieGraphScriptNodeExample.py as an example):
/Game/FolderA/FolderB/MovieRenderGraphConfig Soft references /MovieRenderPipeline/Python/MovieGraphScriptNodeExample_PY which does not exist /MovieRenderPipeline/Python/MovieGraphScriptNodeExample_PY . (AssetValidator_AssetReferenceRestrictions)
Evaluating the graph returns this:
Looking at the header file, MovieGraphExecuteScriptNode.h
, I see this:
/**
- This is the base class used for writing scripts that can be executed as part
- of a Movie Graph Pipeline. After creating a UMovieGraphExecuteScriptNode
- (named ‘Execute Script’ in the UI) in your Movie Graph Configuration asset,
- and choosing the type of your script, an instance will be created when
- the job starts. This instance will persist until the end of the job. The instance
- will recieve callbacks during the render which contain data that you can
- manipulate with your script, or data that was generated by the pipeline.
This is the part that interests me:
“… an instance will be created when the job starts. This instance will persist until the end of the job.”
which implies that the Movie Render Graph Config is trying to reference something that doesn’t exist (yet).
I believe this is the part that is triggering our validation check.
Is there a way to circumvent this, or am I just looking at it at a wrong angle?
Is there any way I can add a non-existing asset as a wildcard somewhere in the Project Settings?