My current use case is that I want to press a button to generate portraits for all characters that I have in a data table. Potentially it could even assign each newly generated portrait directly to each corresponding character.
How would I best do this?
For my current approach I’m using an Editor Utility Widget which sets up a movie render queue with a job per character, with the character’s internal name as the job name, the “photo studio” level as the map, the level sequence that manages the shot (for a single frame), and the file path and file name in the render queue config.
The level sequence spawns the character for the current job. The problem is that the level sequence doesn’t know about the current job, and I have no idea how to access that info, so it doesn’t know which character to spawn.
I tried alternatively to render a single job, and have the level sequence spawn one character per frame, but then I can’t adjust the file name according to the current character.
I’m at the moment on a blueprint only project, so if this is only possible with c++ I won’t be able to implement it at the moment, but I’ll keep it as reference for later.