Rendering a ULevelSequence with Movie Render Queue in Unreal Engine 5 using the C++ SDK
I have this code but unfortunately it doesn’t trigger the render also I cannot figure how to modify the output settings like resolution or fileformat.
Here is my current try where I tried to create this function
#include "MoviePipelineEditorBlueprintLibrary.h"
#include "MoviePipelineQueueEngineSubsystem.h"
#include "MovieRenderPipelineSettings.h"
void RenderLevelSequence(ULevelSequence* LevelSequence, const FString path, const FString OutputLayamaFile)
// Get Subsystem
UMoviePipelineQueueEngineSubsystem* MoviePipelineQueueEngineSubsystem = GEngine->GetEngineSubsystem<UMoviePipelineQueueEngineSubsystem>();
// Get ActiveQueue
UMoviePipelineQueue* ActiveQueue = MoviePipelineQueueEngineSubsystem->GetQueue();
// Create a new job
UMoviePipelineExecutorJob* ActiveJob = UMoviePipelineEditorBlueprintLibrary::CreateJobFromSequence(ActiveQueue, LevelSequence);
const UMovieRenderPipelineProjectSettings* ProjectSettings = GetDefault<UMovieRenderPipelineProjectSettings>();
if (ProjectSettings->LastPresetOrigin.IsValid())
{
ActiveJob->SetPresetOrigin(ProjectSettings->LastPresetOrigin.Get());
}
UMoviePipelineEditorBlueprintLibrary::EnsureJobHasDefaultSettings(ActiveJob);
// Start render job
MoviePipelineQueueEngineSubsystem->RenderJob(ActiveJob);
}
Unfortunately the rendering task seems that is never started.
Any help is welcome!
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