IsValidOnMaster/IsValidOnShot need to be BlueprintNativeEvents with a default C++ implementation and allow derived classes to override the function.
This is needed so that you can create custom settings classes for Jobs for feeding things like the Burn In widget.
1. Create a new Blueprint Class
2. Inherit from UMoviePipelineSetting
3. Open Window > Cinematics > Movie Render Queue
3a. Add a Job
4. Open the Config editor for a job
5. Click Settings
6. Crash
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
How does UMG set overlapping layouts?
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-133129 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 5.0 |
Target Fix | 5.0 |
Created | Oct 28, 2021 |
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Resolved | Jan 11, 2022 |
Updated | Jan 26, 2023 |