Using Render Graph in non-editor builds

Hello. I am trying to use new Render Graph functionality with Movie Render Pipeline in non-editor builds.

Basically I have a render graph with some configuration variables that control what and how we are rendering out. Unfortunately it does not work in non-editor builds because some functionality related to UMovieJobVariableAssignmentContainer is editor only and does not exist in non-editor builds. Specifically UpdateGraphVariableOverrides() function - resulting in empty property bag in non-editor builds and fail to use any of the SetValueXXX functions.

Am I doing this wrong or you are not really supposed to configure/override render graph parameters in non-editor builds?

Thanks

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Setting and overriding variables in a runtime build should work correctly. However, adding/removing them is not supported due to the reason that was mentioned (UpdateGraphVariableOverrides() is only available in the editor). The graph and queue that the graph is being used in need to be saved in the editor to work around the UpdateGraphVariableOverrides() restriction.

One thing to note is that the override needs to be enabled via SetVariableAssignmentEnableState() on the UMovieJobVariableAssignmentContainer to ensure that the override takes effect. This could be part of the problem.

If you are currently only setting/overriding variable values and it’s breaking, we’d need more information about what their specific workflow is to determine if there’s a bug somewhere.

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That is exactly what I am doing and it works perfectly if I run from editor. But in packaged build It always fails whenever I try to set any override value in UMovieJobVariableAssignmentContainer - it can’t find the property and shows the property bag to be empty.

Here is roughly the code I use:

Job->SetGraphPreset(MovieGraph);
UMovieJobVariableAssignmentContainer* VariableContainer = Job->GetOrCreateJobVariableAssignmentsForGraph( MovieGraph );
 
if (const UMovieGraphVariable* BoolVar = MovieGraph->GetVariableByName(VariableName))
{
	VariableContainer->SetVariableAssignmentEnableState(BoolVar, true); 
	if (!VariableContainer->SetValueBool(BoolVar, bValue)) // THIS FAILS in non-editor builds - it can't find the property
	{
		//Error in non-editor builds!
	}
}

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