def setup_capture(self): self.read_config(False) path = unreal.DirectoryPath(self.output_directory) self.capture_settings.set_editor_property("output_directory", path) self.capture_settings.set_editor_property("output_format", self.FileName_LE.text()) index = self.Proctocol_Combo.currentIndex() protocol = proctocol_dict.get(index) capture = unreal.AutomatedLevelSequenceCapture() section = "MovieSceneCaptureUIInstance AutomatedLevelSequenceCapture" for option, attr in self.json_config.get(section).items(): if not self.config.has_option(section, option): continue v = self.config.get(section, option) if option == "Settings": capture.set_editor_property("settings", self.capture_settings) continue elif attr == "custom_end_frame": pattern = re.compile("(\d+)") num = pattern.search(v).group(0) v = unreal.FrameNumber(int(num)) elif attr == "custom_start_frame": pattern = re.compile("(\d+)") num = pattern.search(v).group(0) v = unreal.FrameNumber(int(num)) elif attr == "audio_capture_protocol_type": v = unreal.SoftClassPath(v) elif attr == "additional_command_line_arguments": pass elif attr == "image_capture_protocol_type": capture.set_image_capture_protocol_type(protocol) protocol_name = ( "MovieSceneCaptureUIInstance_ImageProtocol %s" % protocol.__name__) print(protocol_name) protocol = capture.get_image_capture_protocol() for pro_name, pro_attr in self.json_config.get( protocol_name, {}).items(): if not self.config.has_option(protocol_name, pro_name): continue pro_v = self.config.get(protocol_name, pro_name) if pro_attr == "capture_gamut": pro_v = HDRCaptureGamut[pro_v.upper()] elif pro_attr == "post_processing_material": if pro_v == "None": continue pro_v = unreal.SoftObjectPath(pro_v) elif pro_attr == "include_render_passes": # NOTE 获取勾选的 passes name_list = [ cb.text() for cb in self.Pass_Container.findChildren( QtWidgets.QCheckBox) if cb.isChecked() ] print(name_list) pro_v = unreal.CompositionGraphCapturePasses(name_list) else: pro_v = ast.literal_eval(pro_v) protocol.set_editor_property(pro_attr, pro_v) continue else: v = ast.literal_eval(v) capture.set_editor_property(attr, v) return capture
def render(sequence_list, i, output_directory="C:/render", output_format="{sequence}"): # NOTE 如果超出数组则退出执行 if i >= len(sequence_list): # NOTE 输出完成 打开输出文件夹的路径 os.startfile(output_directory) return # NOTE 获取当前渲染序号下的 LevelSequence sequence = sequence_list[i] # NOTE 配置渲染参数 settings = unreal.MovieSceneCaptureSettings() path = unreal.DirectoryPath(output_directory) settings.set_editor_property("output_directory", path) settings.set_editor_property("output_format", output_format) settings.set_editor_property("overwrite_existing", True) settings.set_editor_property("game_mode_override", None) settings.set_editor_property("use_relative_frame_numbers", False) settings.set_editor_property("handle_frames", 0) settings.set_editor_property("zero_pad_frame_numbers", 4) settings.set_editor_property("use_custom_frame_rate", True) settings.set_editor_property("custom_frame_rate", unreal.FrameRate(24, 1)) # NOTE 渲染大小 w, h = 1280, 720 settings.set_editor_property("resolution", unreal.CaptureResolution(w, h)) settings.set_editor_property("enable_texture_streaming", False) settings.set_editor_property("cinematic_engine_scalability", True) settings.set_editor_property("cinematic_mode", True) settings.set_editor_property("allow_movement", False) settings.set_editor_property("allow_turning", False) settings.set_editor_property("show_player", False) settings.set_editor_property("show_hud", False) # NOTE 设置默认的自动渲染参数 option = unreal.AutomatedLevelSequenceCapture() option.set_editor_property("use_separate_process", False) option.set_editor_property("close_editor_when_capture_starts", False) option.set_editor_property("additional_command_line_arguments", "-NOSCREENMESSAGES") option.set_editor_property("inherited_command_line_arguments", "") option.set_editor_property("use_custom_start_frame", False) option.set_editor_property("use_custom_end_frame", False) option.set_editor_property("warm_up_frame_count", 0.0) option.set_editor_property("delay_before_warm_up", 0) option.set_editor_property("delay_before_shot_warm_up", 0.0) option.set_editor_property("write_edit_decision_list", True) # option.set_editor_property("custom_start_frame",unreal.FrameNumber(0)) # option.set_editor_property("custom_end_frame",unreal.FrameNumber(0)) option.set_editor_property("settings", settings) option.set_editor_property("level_sequence_asset", unreal.SoftObjectPath(sequence.get_path_name())) # NOTE 设置自定义渲染参数 option.set_image_capture_protocol_type( unreal.CompositionGraphCaptureProtocol) protocol = option.get_image_capture_protocol() # NOTE 这里设置 Base Color 渲染 Base Color 通道,可以根据输出的 UI 设置数组名称 passes = unreal.CompositionGraphCapturePasses(["Base Color"]) protocol.set_editor_property("include_render_passes", passes) # protocol.set_editor_property("compression_quality",100) # NOTE 设置全局变量才起作用! global on_finished_callback on_finished_callback = unreal.OnRenderMovieStopped(lambda s: render( sequence_list, i + 1, output_directory, output_format)) unreal.SequencerTools.render_movie(option, on_finished_callback)
def render_sequence_to_movie(sequencer_asset_path, level_name, level_path, output_file_name, resolution=(1280, 720), game_mode_override='None', warm_up_frame_count=0, delay_before_warm_up=0.0, delay_before_shot_warm_up=0.0, delay_every_frame=0.0, use_burn_in=False, encorder_format='422'): # 1) Create an instance of our UAutomatedLevelSequenceCapture and override all of the settings on it. This class is currently # set as a config class so settings will leak between the Unreal Sequencer Render-to-Movie UI and this object. To work around # this, we set every setting via the script so that no changes the user has made via the UI will affect the script version. # The users UI settings will be reset as an unfortunate side effect of this. capture_settings = unreal.AutomatedLevelSequenceCapture() # Set all POD settings on the UMovieSceneCapture output_dir = unreal.SystemLibrary.get_project_directory( ) + "Saved/VideoCaptures/" capture_settings.settings.output_directory = unreal.DirectoryPath( output_dir) if not os.path.exists(output_dir): os.mkdir(output_dir) #capture_settings.settings.movie_extension = '.avi' # If you game mode is implemented in Blueprint, load_asset(...) is going to return you the C++ type ('Blueprint') and not what the BP says it inherits from. # Instead, because game_mode_override is a TSubclassOf<AGameModeBase> we can use unreal.load_class to get the UClass which is implicitly convertable. # ie: capture_settings.settings.game_mode_override = unreal.load_class(None, "/Game/AI/TestingSupport/AITestingGameMode.AITestingGameMode_C") editor_world_settings = unreal.EditorLevelLibrary.get_editor_world( ).get_world_settings() ''' game_mode_override is not working so change game_mode in world setting temporatily ''' print "# World Setting - Game Mode Input = " + game_mode_override print "# World Setting - Game Mode = " + str( editor_world_settings.default_game_mode) + " - type = " + str( type(editor_world_settings.default_game_mode)) if game_mode_override == 'None': unreal.EditorLevelLibrary.get_editor_world().get_world_settings( ).set_editor_property('default_game_mode', None) elif game_mode_override == 'BP_CameraGameMode': unreal.EditorLevelLibrary.get_editor_world().get_world_settings( ).set_editor_property( 'default_game_mode', unreal.load_class( None, '/VirtualCamera/Custom/BP_CameraGameMode.BP_CameraGameMode_C')) else: pass print "# World Setting - Game Mode Override = " + str( editor_world_settings.default_game_mode) + " - type = " + str( type(editor_world_settings.default_game_mode)) capture_settings.settings.game_mode_override = None #if game_mode_override=='BP_CameraGameMode': # capture_settings.settings.game_mode_override = None capture_settings.settings.output_format = output_file_name capture_settings.settings.overwrite_existing = False capture_settings.settings.use_relative_frame_numbers = False capture_settings.settings.handle_frames = 0 capture_settings.settings.zero_pad_frame_numbers = 4 # If you wish to override the output framerate you can use these two lines, otherwise the framerate will be derived from the sequence being rendered capture_settings.settings.use_custom_frame_rate = True capture_settings.settings.custom_frame_rate = unreal.FrameRate(24, 1) capture_settings.settings.resolution.res_x = resolution[0] capture_settings.settings.resolution.res_y = resolution[1] capture_settings.settings.enable_texture_streaming = False capture_settings.settings.cinematic_engine_scalability = True capture_settings.settings.cinematic_mode = True capture_settings.settings.allow_movement = False # Requires cinematic_mode = True capture_settings.settings.allow_turning = False # Requires cinematic_mode = True capture_settings.settings.show_player = False # Requires cinematic_mode = True capture_settings.settings.show_hud = False # Requires cinematic_mode = True capture_settings.use_separate_process = False capture_settings.close_editor_when_capture_starts = False # Requires use_separate_process = True capture_settings.additional_command_line_arguments = "-NOSCREENMESSAGES" # Requires use_separate_process = True capture_settings.inherited_command_line_arguments = "" # Requires use_separate_process = True # Set all the POD settings on UAutomatedLevelSequenceCapture capture_settings.use_custom_start_frame = False # If False, the system will automatically calculate the start based on sequence content capture_settings.use_custom_end_frame = False # If False, the system will automatically calculate the end based on sequence content capture_settings.custom_start_frame = unreal.FrameNumber( 0) # Requires use_custom_start_frame = True capture_settings.custom_end_frame = unreal.FrameNumber( 0) # Requires use_custom_end_frame = True capture_settings.warm_up_frame_count = warm_up_frame_count capture_settings.delay_before_warm_up = delay_before_warm_up capture_settings.delay_before_shot_warm_up = delay_before_shot_warm_up capture_settings.delay_every_frame = delay_every_frame capture_settings.write_edit_decision_list = True # Tell the capture settings which level sequence to render with these settings. The asset does not need to be loaded, # as we're only capturing the path to it and when the PIE instance is created it will load the specified asset. # If you only had a reference to the level sequence, you could use "unreal.SoftObjectPath(mysequence.get_path_name())" capture_settings.level_sequence_asset = unreal.SoftObjectPath( sequencer_asset_path) # To configure the video output we need to tell the capture settings which capture protocol to use. The various supported # capture protocols can be found by setting the Unreal Content Browser to "Engine C++ Classes" and filtering for "Protocol" # ie: CompositionGraphCaptureProtocol, ImageSequenceProtocol_PNG, etc. Do note that some of the listed protocols are not intended # to be used directly. # Right click on a Protocol and use "Copy Reference" and then remove the extra formatting around it. ie: # Class'/Script/MovieSceneCapture.ImageSequenceProtocol_PNG' gets transformed into "/Script/MovieSceneCapture.ImageSequenceProtocol_PNG" #capture_settings.set_image_capture_protocol_type(unreal.load_class(None, "/Script/MovieSceneCapture.VideoCaptureProtocol")) capture_settings.set_image_capture_protocol_type( unreal.load_class( None, "/Script/AppleProResMedia.AppleProResEncoderProtocol")) # After we have set the capture protocol to a soft class path we can start editing the settings for the instance of the protocol that is internallyc reated. #capture_settings.get_image_capture_protocol().compression_quality = 100 # The other complex settings is the burn-in. Create an instance of the LevelSequenceBurnInOptions which is used to # specify if we should use a burn in, and then which settings. burn_in_options = unreal.LevelSequenceBurnInOptions() #unreal.log('use_burn_in =' + str(use_burn_in)) burn_in_options.use_burn_in = use_burn_in #unreal.log('burn_in_options.use_burn_in =' + str(burn_in_options.use_burn_in)) # You have to specify a path to a class to use for the burn in (if use_burn_in = True), and this class specifies a UClass to define the # settings object type. We've created a convinence function which takes the class path, loads the class at that path and assigns it to # the Settings object. #burn_in_options.set_burn_in(unreal.SoftClassPath("/Engine/Sequencer/DefaultBurnIn.DefaultBurnIn_C")) burn_in_options.set_burn_in( unreal.SoftClassPath("/MofacRenderMovie/CustomBurnIn.CustomBurnIn_C")) # The default burn in is implemented entirely in Blueprint which means that the method we've been using to set properties will not # work for it. The python bindings that turn bSomeVariableName into "some_variable_name" only work for C++ classes with # UPROPERTY(BlueprintReadWrite) marked fields. Python doesn't know about the existence of Blueprint classes and their fields, so we # have to use an alternative method. burn_in_options.settings.set_editor_property( 'TopLeftText', "{FocalLength}mm,{Aperture},{FocusDistance}") burn_in_options.settings.set_editor_property( 'TopCenterText', "{MasterName} - {Date} - {EngineVersion} - " + proj_names) burn_in_options.settings.set_editor_property('TopRightText', artist_names) burn_in_options.settings.set_editor_property( 'BottomLeftText', "Level: " + level_name + "\nPath: " + level_path + "\n{ShotName}") burn_in_options.settings.set_editor_property( 'BottomCenterText', "{hh}:{mm}:{ss}:{ff} ({MasterFrame})") burn_in_options.settings.set_editor_property( 'BottomRightText', "{shh}:{smm}:{sss}:{sff} {SourceTimecode} {ShotFrame}") # Load a Texture2D asset and assign it to the UTexture2D reference that Watermark is. # burn_in_settings.set_editor_property('Watermark', None) # Note that this example creates a really obvious watermark (a big blurry green smiley face) just so that you know it's working! #burn_in_options.settings.set_editor_property('Watermark', unreal.load_asset("/Engine/EngineResources/AICON-Green")) #burn_in_options.settings.set_editor_property('WatermarkTint', unreal.LinearColor(1.0, 0.5, 0.5, 0.5)) # Create a FLinearColor to tint our Watermark # Assign our created instances to our original capture_settings object. capture_settings.burn_in_options = burn_in_options # Finally invoke Sequencer's Render to Movie functionality. This will examine the specified settings object and either construct a new PIE instance to render in, # or create and launch a new process (optionally shutting down your editor). #unreal.log(capture_settings.get_image_capture_protocol().get_editor_property('EncodingFormat')) ''' enum class EAppleProResEncoderFormats : uint8 { F_422HQ UMETA(DisplayName = "422 HQ"), F_422 UMETA(DisplayName = "422"), F_422LT UMETA(DisplayName = "422 LT"), F_422Proxy UMETA(DisplayName = "422 Proxy"), F_4444 UMETA(DisplayName = "4444"), F_4444XQ UMETA(DisplayName = "4444 XQ"), }; ''' TargetEncoderFormat = unreal.AppleProResEncoderFormats.F_422 #print type(TargetEncoderFormat) #print TargetEncoderFormat #print dir(type(TargetEncoderFormat)) if encorder_format == '422 HQ': TargetEncoderFormat = unreal.AppleProResEncoderFormats.F_422HQ elif encorder_format == '422': pass elif encorder_format == '422 LT': TargetEncoderFormat = unreal.AppleProResEncoderFormats.F_422LT elif encorder_format == '422 Proxy': TargetEncoderFormat = unreal.AppleProResEncoderFormats.F_422_PROXY elif encorder_format == '4444': TargetEncoderFormat = unreal.AppleProResEncoderFormats.F_4444 elif encorder_format == '4444 XQ': TargetEncoderFormat = unreal.AppleProResEncoderFormats.F_4444XQ capture_settings.get_image_capture_protocol().set_editor_property( 'EncodingFormat', TargetEncoderFormat) if args.use_audio_capture: capture_settings.set_audio_capture_protocol_type( unreal.load_class( None, "/Script/MovieSceneCapture.MasterAudioSubmixCaptureProtocol")) capture_settings.get_audio_capture_protocol().set_editor_property( 'FileName', output_file_name) #unreal.log(capture_settings.get_image_capture_protocol().get_editor_property('EncodingFormat')) #unreal.log(type(capture_settings.get_image_capture_protocol().get_editor_property('EncodingFormat'))) unreal.SequencerTools.render_movie(capture_settings, on_finished_callback)
def render_sequence_to_movie(sequencer_asset_path): # 1) Create an instance of our UAutomatedLevelSequenceCapture and override all of the settings on it. This class is currently # set as a config class so settings will leak between the Unreal Sequencer Render-to-Movie UI and this object. To work around # this, we set every setting via the script so that no changes the user has made via the UI will affect the script version. # The users UI settings will be reset as an unfortunate side effect of this. capture_settings = unreal.AutomatedLevelSequenceCapture() # Set all POD settings on the UMovieSceneCapture capture_settings.settings.output_directory = unreal.DirectoryPath( "../../../QAGame/Saved/VideoCaptures/") # If you game mode is implemented in Blueprint, load_asset(...) is going to return you the C++ type ('Blueprint') and not what the BP says it inherits from. # Instead, because game_mode_override is a TSubclassOf<AGameModeBase> we can use unreal.load_class to get the UClass which is implicitly convertable. # ie: capture_settings.settings.game_mode_override = unreal.load_class(None, "/Game/AI/TestingSupport/AITestingGameMode.AITestingGameMode_C") capture_settings.settings.game_mode_override = None capture_settings.settings.output_format = "{world}" capture_settings.settings.overwrite_existing = True capture_settings.settings.use_relative_frame_numbers = False capture_settings.settings.handle_frames = 0 capture_settings.settings.zero_pad_frame_numbers = 4 capture_settings.settings.frame_rate = unreal.FrameRate(24, 1) capture_settings.settings.resolution.res_x = 1280 capture_settings.settings.resolution.res_y = 720 capture_settings.settings.enable_texture_streaming = False capture_settings.settings.cinematic_engine_scalability = True capture_settings.settings.cinematic_mode = True capture_settings.settings.allow_movement = False # Requires cinematic_mode = True capture_settings.settings.allow_turning = False # Requires cinematic_mode = True capture_settings.settings.show_player = False # Requires cinematic_mode = True capture_settings.settings.show_hud = False # Requires cinematic_mode = True capture_settings.use_separate_process = False capture_settings.close_editor_when_capture_starts = False # Requires use_separate_process = True capture_settings.additional_command_line_arguments = "-NOSCREENMESSAGES" # Requires use_separate_process = True capture_settings.inherited_command_line_arguments = "" # Requires use_separate_process = True # Set all the POD settings on UAutomatedLevelSequenceCapture capture_settings.use_custom_start_frame = False # If False, the system will automatically calculate the start based on sequence content capture_settings.use_custom_end_frame = False # If False, the system will automatically calculate the end based on sequence content capture_settings.custom_start_frame = unreal.FrameNumber( 0) # Requires use_custom_start_frame = True capture_settings.custom_end_frame = unreal.FrameNumber( 0) # Requires use_custom_end_frame = True capture_settings.warm_up_frame_count = 0.0 capture_settings.delay_before_warm_up = 0 # ToDo: Test int -> float capture_settings.delay_before_shot_warm_up = 0.0 capture_settings.write_edit_decision_list = True # Tell the capture settings which level sequence to render with these settings. The asset does not need to be loaded, # as we're only capturing the path to it and when the PIE instance is created it will load the specified asset. # If you only had a reference to the level sequence, you could use "unreal.SoftObjectPath(mysequence.get_path_name())" capture_settings.level_sequence_asset = unreal.SoftObjectPath( sequencer_asset_path) # Now let's work on setting some more complex settings. The image capture is composed of two fields that need to correspond to each other. # The first field is the CaptureType ("Output Format" on the UI). This is how you specify if you want to output custom render passes, a video sequence, etc. # Then, once you decide on a capture type you also need to create an instance of the settings object specific to that capture type and assign it. # In this example, we will be using a Custom Render Passes output as it is the most complicated one to set up. # # The settings classes for each capture protocol can be found in the /Engine/Source/Runtime/MovieSceneCapture/Public/Protocols folder. # The identifier comes from MovieSceneCaptureModule.cpp ("CustomRenderPasses", "Video", "PNG", "JPG", "BMP") capture_settings.capture_type.identifier = "CustomRenderPasses" protocol_settings = unreal.CompositionGraphCaptureSettings() # The passes comes from BufferVisualizationData.cpp protocol_settings.include_render_passes.value.append("BaseColor") protocol_settings.include_render_passes.value.append("SceneDepth") protocol_settings.include_render_passes.value.append("Roughness") protocol_settings.capture_frames_in_hdr = False protocol_settings.hdr_compression_quality = 1 # Requires capture_frames_in_hdr = True, 0 means no compression, 1 means standard. protocol_settings.capture_gamut = unreal.HDRCaptureGamut.HCGM_REC709 # Requires capture_frames_in_hdr = True # protocol_settings.post_processing_material = unreal.SoftObjectPath("/Game/Path/To/Material") protocol_settings.post_processing_material = unreal.SoftObjectPath( "") # Soft Object Paths use an empty string for None. protocol_settings.disable_screen_percentage = True # The other complex settings is the burn-in. Create an instance of the LevelSequenceBurnInOptions which is used to # specify if we should use a burn in, and then which settings. burn_in_options = unreal.LevelSequenceBurnInOptions() burn_in_options.use_burn_in = True # You have to specify a path to a class to use for the burn in (if use_burn_in = True), and this class specifies a UClass to define the # settings object type. We've created a convinence function which takes the class path, loads the class at that path and assigns it to # the Settings object. burn_in_options.set_burn_in( unreal.SoftClassPath( "/Engine/Sequencer/DefaultBurnIn.DefaultBurnIn_C")) # The default burn in is implemented entirely in Blueprint which means that the method we've been using to set properties will not # work for it. The python bindings that turn bSomeVariableName into "some_variable_name" only work for C++ classes with # UPROPERTY(BlueprintReadWrite) marked fields. Python doesn't know about the existence of Blueprint classes and their fields, so we # have to use an alternative method. burn_in_options.settings.set_editor_property( 'TopLeftText', "{FocalLength}mm,{Aperture},{FocusDistance}") burn_in_options.settings.set_editor_property( 'TopCenterText', "{MasterName} - {Date} - {EngineVersion}") burn_in_options.settings.set_editor_property( 'TopRightText', "{TranslationX} {TranslationY} {TranslationZ}, {RotationX} {RotationY} {RotationZ}" ) burn_in_options.settings.set_editor_property('BottomLeftText', "{ShotName}") burn_in_options.settings.set_editor_property( 'BottomCenterText', "{hh}:{mm}:{ss}:{ff} ({MasterFrame})") burn_in_options.settings.set_editor_property('BottomRightText', "{ShotFrame}") # Load a Texture2D asset and assign it to the UTexture2D reference that Watermark is. # burn_in_settings.set_editor_property('Watermark', None) burn_in_options.settings.set_editor_property( 'Watermark', unreal.load_asset("/Engine/EngineResources/AICON-Green")) burn_in_options.settings.set_editor_property( 'WatermarkTint', unreal.LinearColor(1.0, 0.5, 0.5, 0.5)) # Create a FLinearColor to tint our Watermark # Assign our created instances to our original capture_settings object. capture_settings.burn_in_options = burn_in_options capture_settings.protocol_settings = protocol_settings # Finally invoke Sequencer's Render to Movie functionality. This will examine the specified settings object and either construct a new PIE instance to render in, # or create and launch a new process (optionally shutting down your editor). unreal.SequencerTools.render_movie(capture_settings)
def render_sequence_to_movie(sequence_path, sequence_name): def on_render_movie_finished(success): print( "Movie has finished rendering. Python can now invoke another movie render if needed. Sucess: " + str(success)) on_finished_callback = unreal.OnRenderMovieStopped() on_finished_callback.bind_callable(on_render_movie_finished) file_path = sequence_path + "/" + sequence_name capture_settings = unreal.AutomatedLevelSequenceCapture() # out put path capture_settings.settings.output_directory = unreal.DirectoryPath( "../../../Game/Saved/VideoCaptures/") capture_settings.settings.game_mode_override = None # out put name capture_settings.settings.output_format = sequence_name capture_settings.settings.overwrite_existing = False capture_settings.settings.use_relative_frame_numbers = False capture_settings.settings.handle_frames = 0 capture_settings.settings.zero_pad_frame_numbers = 4 capture_settings.settings.use_custom_frame_rate = True capture_settings.settings.custom_frame_rate = unreal.FrameRate(24, 1) capture_settings.settings.resolution.res_x = 1280 capture_settings.settings.resolution.res_y = 720 capture_settings.settings.enable_texture_streaming = False capture_settings.settings.cinematic_engine_scalability = True capture_settings.settings.cinematic_mode = True capture_settings.settings.allow_movement = False capture_settings.settings.allow_turning = False capture_settings.settings.show_player = False capture_settings.settings.show_hud = False capture_settings.use_separate_process = False capture_settings.close_editor_when_capture_starts = False capture_settings.additional_command_line_arguments = "-NOSCREENMESSAGES" capture_settings.inherited_command_line_arguments = "" capture_settings.use_custom_start_frame = False capture_settings.use_custom_end_frame = False capture_settings.custom_start_frame = unreal.FrameNumber(0) capture_settings.custom_end_frame = unreal.FrameNumber(0) capture_settings.warm_up_frame_count = 0.0 capture_settings.delay_before_warm_up = 0 capture_settings.delay_before_shot_warm_up = 0.0 capture_settings.write_edit_decision_list = True # Change format capture_settings.set_image_capture_protocol_type( unreal.load_class( None, "/Script/MovieSceneCapture.ImageSequenceProtocol_JPG")) capture_settings.get_image_capture_protocol().compression_quality = 100 capture_settings.level_sequence_asset = unreal.SoftObjectPath( file_path) unreal.SequencerTools.render_movie(capture_settings, on_finished_callback)
def _unreal_render_sequence_with_movie_queue(self, output_path, unreal_map_path, sequence_path, presets=None, shot_name=None): """ Renders a given sequence in a given level with the Movie Render queue. :param str output_path: Full path to the movie to render. :param str unreal_map_path: Path of the Unreal map in which to run the sequence. :param str sequence_path: Content Browser path of sequence to render. :param presets: Optional :class:`unreal.MoviePipelineMasterConfig` instance to use for renderig. :param str shot_name: Optional shot name to render a single shot from this sequence. :returns: True if a movie file was generated, False otherwise string representing the path of the generated movie file :raises ValueError: If a shot name is specified but can't be found in the sequence. """ output_folder, output_file = os.path.split(output_path) movie_name = os.path.splitext(output_file)[0] qsub = unreal.MoviePipelineQueueEngineSubsystem() queue = qsub.get_queue() job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob) job.sequence = unreal.SoftObjectPath(sequence_path) job.map = unreal.SoftObjectPath(unreal_map_path) # If a specific shot was given, disable all the others. if shot_name: shot_found = False for shot in job.shot_info: if shot.outer_name != shot_name: self.logger.info("Disabling shot %s" % shot.outer_name) shot.enabled = False else: shot_found = True if not shot_found: raise ValueError( "Unable to find shot %s in sequence %s, aborting..." % (shot_name, sequence_path)) # Set settings from presets, if any if presets: job.set_preset_origin(presets) # Ensure the settings we need are set. config = job.get_configuration() # https://docs.unrealengine.com/4.26/en-US/PythonAPI/class/MoviePipelineOutputSetting.html?highlight=setting#unreal.MoviePipelineOutputSetting output_setting = config.find_or_add_setting_by_class( unreal.MoviePipelineOutputSetting) output_setting.output_directory = unreal.DirectoryPath(output_folder) output_setting.output_resolution = unreal.IntPoint(1280, 720) output_setting.file_name_format = movie_name output_setting.override_existing_output = True # Overwrite existing files # If needed we could enforce a frame rate, like for the Sequencer code. # output_setting.output_frame_rate = unreal.FrameRate(24) # output_setting.use_custom_frame_rate = True # Remove problematic settings for setting, reason in self._check_render_settings(config): self.logger.warning("Disabling %s: %s." % (setting.get_name(), reason)) config.remove_setting(setting) # Default rendering config.find_or_add_setting_by_class( unreal.MoviePipelineDeferredPassBase) # Render to a movie config.find_or_add_setting_by_class( unreal.MoviePipelineAppleProResOutput) # TODO: check which codec we should use. # We render in a forked process that we can control. # It would be possible to render in from the running process using an # Executor, however it seems to sometimes deadlock if we don't let Unreal # process its internal events, rendering is asynchronous and being notified # when the render completed does not seem to be reliable. # Sample code: # exc = unreal.MoviePipelinePIEExecutor() # # If needed, we can store data in exc.user_data # # In theory we can set a callback to be notified about completion # def _on_movie_render_finished_cb(executor, result): # print("Executor %s finished with %s" % (executor, result)) # # exc.on_executor_finished_delegate.add_callable(_on_movie_render_finished_cb) # r = qsub.render_queue_with_executor_instance(exc) # We can't control the name of the manifest file, so we save and then rename the file. _, manifest_path = unreal.MoviePipelineEditorLibrary.save_queue_to_manifest_file( queue) manifest_path = os.path.abspath(manifest_path) manifest_dir, manifest_file = os.path.split(manifest_path) f, new_path = tempfile.mkstemp( suffix=os.path.splitext(manifest_file)[1], dir=manifest_dir) os.close(f) os.replace(manifest_path, new_path) self.logger.debug("Queue manifest saved in %s" % new_path) # We now need a path local to the unreal project "Saved" folder. manifest_path = new_path.replace( "%s%s" % ( os.path.abspath( os.path.join(unreal.SystemLibrary.get_project_directory(), "Saved")), os.path.sep, ), "", ) self.logger.debug("Manifest short path: %s" % manifest_path) # Command line parameters were retrieved by submitting a queue in Unreal Editor with # a MoviePipelineNewProcessExecutor executor. # https://docs.unrealengine.com/4.27/en-US/PythonAPI/class/MoviePipelineNewProcessExecutor.html?highlight=executor cmd_args = [ sys.executable, "%s" % os.path.join( unreal.SystemLibrary.get_project_directory(), "%s.uproject" % unreal.SystemLibrary.get_game_name(), ), "MoviePipelineEntryMap?game=/Script/MovieRenderPipelineCore.MoviePipelineGameMode", "-game", "-Multiprocess", "-NoLoadingScreen", "-FixedSeed", "-log", "-Unattended", "-messaging", "-SessionName=\"Publish2 Movie Render\"", "-nohmd", "-windowed", "-ResX=1280", "-ResY=720", # TODO: check what these settings are "-dpcvars=%s" % ",".join([ "sg.ViewDistanceQuality=4", "sg.AntiAliasingQuality=4", "sg.ShadowQuality=4", "sg.PostProcessQuality=4", "sg.TextureQuality=4", "sg.EffectsQuality=4", "sg.FoliageQuality=4", "sg.ShadingQuality=4", "r.TextureStreaming=0", "r.ForceLOD=0", "r.SkeletalMeshLODBias=-10", "r.ParticleLODBias=-10", "foliage.DitheredLOD=0", "foliage.ForceLOD=0", "r.Shadow.DistanceScale=10", "r.ShadowQuality=5", "r.Shadow.RadiusThreshold=0.001000", "r.ViewDistanceScale=50", "r.D3D12.GPUTimeout=0", "a.URO.Enable=0", ]), "-execcmds=r.HLOD 0", # This need to be a path relative the to the Unreal project "Saved" folder. "-MoviePipelineConfig=\"%s\"" % manifest_path, ] unreal.log("Movie Queue command-line arguments: {}".format( " ".join(cmd_args))) # Make a shallow copy of the current environment and clear some variables run_env = copy.copy(os.environ) # Prevent SG TK to try to bootstrap in the new process if "UE_SHOTGUN_BOOTSTRAP" in run_env: del run_env["UE_SHOTGUN_BOOTSTRAP"] if "UE_SHOTGRID_BOOTSTRAP" in run_env: del run_env["UE_SHOTGRID_BOOTSTRAP"] self.logger.info("Running %s" % cmd_args) subprocess.call(cmd_args, env=run_env) return os.path.isfile(output_path), output_path
def render_sequence_to_movie(sequencer_asset_path): # 1) Create an instance of our UAutomatedLevelSequenceCapture and override all of the settings on it. This class is currently # set as a config class so settings will leak between the Unreal Sequencer Render-to-Movie UI and this object. To work around # this, we set every setting via the script so that no changes the user has made via the UI will affect the script version. # The users UI settings will be reset as an unfortunate side effect of this. capture_settings = unreal.AutomatedLevelSequenceCapture() # Set all POD settings on the UMovieSceneCapture capture_settings.settings.output_directory = unreal.DirectoryPath( "../../../QAGame/Saved/VideoCaptures/") # If you game mode is implemented in Blueprint, load_asset(...) is going to return you the C++ type ('Blueprint') and not what the BP says it inherits from. # Instead, because game_mode_override is a TSubclassOf<AGameModeBase> we can use unreal.load_class to get the UClass which is implicitly convertable. # ie: capture_settings.settings.game_mode_override = unreal.load_class(None, "/Game/AI/TestingSupport/AITestingGameMode.AITestingGameMode_C") capture_settings.settings.game_mode_override = None capture_settings.settings.output_format = "{world}" capture_settings.settings.overwrite_existing = True capture_settings.settings.use_relative_frame_numbers = False capture_settings.settings.handle_frames = 0 capture_settings.settings.zero_pad_frame_numbers = 4 # If you wish to override the output framerate you can use these two lines, otherwise the framerate will be derived from the sequence being rendered capture_settings.settings.use_custom_frame_rate = True capture_settings.settings.custom_frame_rate = unreal.FrameRate(24, 1) capture_settings.settings.resolution.res_x = 1280 capture_settings.settings.resolution.res_y = 720 capture_settings.settings.enable_texture_streaming = False capture_settings.settings.cinematic_engine_scalability = True capture_settings.settings.cinematic_mode = True capture_settings.settings.allow_movement = False # Requires cinematic_mode = True capture_settings.settings.allow_turning = False # Requires cinematic_mode = True capture_settings.settings.show_player = False # Requires cinematic_mode = True capture_settings.settings.show_hud = False # Requires cinematic_mode = True capture_settings.use_separate_process = False capture_settings.close_editor_when_capture_starts = False # Requires use_separate_process = True capture_settings.additional_command_line_arguments = "-NOSCREENMESSAGES" # Requires use_separate_process = True capture_settings.inherited_command_line_arguments = "" # Requires use_separate_process = True # Set all the POD settings on UAutomatedLevelSequenceCapture capture_settings.use_custom_start_frame = False # If False, the system will automatically calculate the start based on sequence content capture_settings.use_custom_end_frame = False # If False, the system will automatically calculate the end based on sequence content capture_settings.custom_start_frame = unreal.FrameNumber( 0) # Requires use_custom_start_frame = True capture_settings.custom_end_frame = unreal.FrameNumber( 0) # Requires use_custom_end_frame = True capture_settings.warm_up_frame_count = 0.0 capture_settings.delay_before_warm_up = 0 capture_settings.delay_before_shot_warm_up = 0.0 capture_settings.write_edit_decision_list = True # Tell the capture settings which level sequence to render with these settings. The asset does not need to be loaded, # as we're only capturing the path to it and when the PIE instance is created it will load the specified asset. # If you only had a reference to the level sequence, you could use "unreal.SoftObjectPath(mysequence.get_path_name())" capture_settings.level_sequence_asset = unreal.SoftObjectPath( sequencer_asset_path) # To configure the video output we need to tell the capture settings which capture protocol to use. The various supported # capture protocols can be found by setting the Unreal Content Browser to "Engine C++ Classes" and filtering for "Protocol" # ie: CompositionGraphCaptureProtocol, ImageSequenceProtocol_PNG, etc. Do note that some of the listed protocols are not intended # to be used directly. # Right click on a Protocol and use "Copy Reference" and then remove the extra formatting around it. ie: # Class'/Script/MovieSceneCapture.ImageSequenceProtocol_PNG' gets transformed into "/Script/MovieSceneCapture.ImageSequenceProtocol_PNG" capture_settings.set_image_capture_protocol_type( unreal.load_class( None, "/Script/MovieSceneCapture.ImageSequenceProtocol_PNG")) # After we have set the capture protocol to a soft class path we can start editing the settings for the instance of the protocol that is internallyc reated. capture_settings.get_image_capture_protocol().compression_quality = 100 # The other complex settings is the burn-in. Create an instance of the LevelSequenceBurnInOptions which is used to # specify if we should use a burn in, and then which settings. burn_in_options = unreal.LevelSequenceBurnInOptions() burn_in_options.use_burn_in = True # You have to specify a path to a class to use for the burn in (if use_burn_in = True), and this class specifies a UClass to define the # settings object type. We've created a convinence function which takes the class path, loads the class at that path and assigns it to # the Settings object. burn_in_options.set_burn_in( unreal.SoftClassPath( "/Engine/Sequencer/DefaultBurnIn.DefaultBurnIn_C")) # The default burn in is implemented entirely in Blueprint which means that the method we've been using to set properties will not # work for it. The python bindings that turn bSomeVariableName into "some_variable_name" only work for C++ classes with # UPROPERTY(BlueprintReadWrite) marked fields. Python doesn't know about the existence of Blueprint classes and their fields, so we # have to use an alternative method. burn_in_options.settings.set_editor_property( 'TopLeftText', "{FocalLength}mm,{Aperture},{FocusDistance}") burn_in_options.settings.set_editor_property( 'TopCenterText', "{MasterName} - {Date} - {EngineVersion}") burn_in_options.settings.set_editor_property( 'TopRightText', "{TranslationX} {TranslationY} {TranslationZ}, {RotationX} {RotationY} {RotationZ}" ) burn_in_options.settings.set_editor_property('BottomLeftText', "{ShotName}") burn_in_options.settings.set_editor_property( 'BottomCenterText', "{hh}:{mm}:{ss}:{ff} ({MasterFrame})") burn_in_options.settings.set_editor_property('BottomRightText', "{ShotFrame}") # Load a Texture2D asset and assign it to the UTexture2D reference that Watermark is. # burn_in_settings.set_editor_property('Watermark', None) # Note that this example creates a really obvious watermark (a big blurry green smiley face) just so that you know it's working! burn_in_options.settings.set_editor_property( 'Watermark', unreal.load_asset("/Engine/EngineResources/AICON-Green")) burn_in_options.settings.set_editor_property( 'WatermarkTint', unreal.LinearColor(1.0, 0.5, 0.5, 0.5)) # Create a FLinearColor to tint our Watermark # Assign our created instances to our original capture_settings object. capture_settings.burn_in_options = burn_in_options # Finally invoke Sequencer's Render to Movie functionality. This will examine the specified settings object and either construct a new PIE instance to render in, # or create and launch a new process (optionally shutting down your editor). unreal.SequencerTools.render_movie(capture_settings, on_finished_callback)