Introduction to the new ways of adding Callbacks to the Movie Render Graph.
https://dev.epicgames.com/community/learning/tutorials/KpYr/unreal-engine-running-scripts-pre-post-render-callbacks
Hi,
not sure this is the correct place to ask this…?
I have my own python callback class used in our MovieRenderGraphs ExecuteScriptNode. And also using my own class inherited from unreal.MoviePipelinePythonHostExecutor
to run a custom MoviePipelinePIEExecutor replacing the Render (Local) button with that class.
It’s all working great… but how can I get the currently running unreal.MovieGraphPipeline
now in my callback?
I would like to use some functions from the unreal.MovieGraphLibrary
… but most of them need the currently running unreal.MovieGraphPipeline
.
Maybe I miss something obvious…?
Cheers
Juan
Hi,
quick other question… MoviePipelineOutputData.graph_data
returns an empty Array with less than three frames rendered… is this by design or do I miss something?
looks like only the method on_job_finished(job_copy, output_data)
from unreal.MovieGraphScriptBase
when used in a custom render execute script node always returns correct output data back. even when rendering only one frame.