# Unable to execute MoviePipelineQueue from Python

**URL:** <https://forums.unrealengine.com/t/unable-to-execute-moviepipelinequeue-from-python/467250>\
**Category:** Editor Scripting\
**Tags:** Python, movie-recording, unreal-engine, Scripting, question\
**Created:** [June 26, 2020, 1:45am UTC](https://forums.unrealengine.com/t/unable-to-execute-moviepipelinequeue-from-python/467250 "2020-06-26T01:45:38Z")\
**Posts on this page:** 1\
**Page:** 2

<div class="post-metadata">

**Author:** ![7Rowde7](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/7rowde7/32/1018013_2.png) [@7Rowde7](https://forums.unrealengine.com/u/7Rowde7)\
**Post date:** [January 15, 2025, 8:27pm UTC](https://forums.unrealengine.com/t/unable-to-execute-moviepipelinequeue-from-python/467250/21 "2025-01-15T20:27:24Z")

</div>

I have been struggling with the same issue.  
Using time.sleep() on the main thread freezes the editor and doesn’t work well with the rendering process.

I found a [post](https://forums.unrealengine.com/t/how-to-enable-delay-in-python-script-instead-of-time-sleep-t/149513) where someone recommended using Qt’s singleShot.  
It works well but I would’ve much preferred a callback/delegate implementation.

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