Tutorial: Running scripts pre/post render callbacks

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.