void UMoviePipelineBlueprintLibrary::ResolveFilenameFormatArguments(const FString& InFormatString, const FMoviePipelineFilenameResolveParams& InParams, FString& OutFinalPath, FMoviePipelineFormatArgs& OutMergedFormatArgs)
This has the shot overrides commented out. However it's not enough to just uncomment it - the particular shot index that the request is for needs to be passed through as well, otherwise it pulls the wrong one on a shot boundary.
UMoviePipelineSetting::GetPipeline() should be downgraded to just return null (instead of a check) so you can check if you're in the UI vs. running in a Pipeline when that code is called.
1. Create a level, and Level Sequence (or use FrameAccuracy_Master, etc.)
2. Add the Anti-Aliasing setting and set the number of Temporal Samples to 2.
3. In the Output tab, change the output folder to have
at the end of it.
4. Expand the tree in MRQ and click on some Shot Overrides.
5. Add the Anti-Aliasing setting to them too, set them to different numbers.
6. Render (Local). You'll notice as the different shots are run, the number of temporal samples is correctly respected.
7. Click on the Output Folder link
8. See that they all went into a folder named "2" (from the default Master setting) and did not respect the TS count per shot.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-141086 in the post.
0 |
Component | UE - Anim - Sequencer - MRQ |
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Affects Versions | 5.0 |
Target Fix | 5.1 |
Fix Commit | 19257523 |
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Main Commit | 19275657 |
Created | Feb 3, 2022 |
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Resolved | Mar 4, 2022 |
Updated | Mar 15, 2022 |