// Copyright Epic Games, Inc. All Rights Reserved. #include "MovieRenderPipelineSettings.h" #include "MoviePipelinePIEExecutor.h" #include "MoviePipelineNewProcessExecutor.h" #include "MoviePipeline.h" #include "MoviePipelineImageSequenceOutput.h" #include "MoviePipelineDeferredPasses.h" #include "MoviePipelineQueue.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(MovieRenderPipelineSettings) UMovieRenderPipelineProjectSettings::UMovieRenderPipelineProjectSettings() { DefaultPipeline = UMoviePipeline::StaticClass(); PresetSaveDir.Path = TEXT("/Game/Cinematics/MoviePipeline/Presets/"); DefaultLocalExecutor = UMoviePipelinePIEExecutor::StaticClass(); DefaultRemoteExecutor = UMoviePipelineNewProcessExecutor::StaticClass(); DefaultExecutorJob = UMoviePipelineExecutorJob::StaticClass(); DefaultGraph = GetDefaultGraphPath(); DefaultQuickRenderGraph = GetDefaultQuickRenderGraphPath(); DefaultClasses.Add(UMoviePipelineImageSequenceOutput_JPG::StaticClass()); DefaultClasses.Add(UMoviePipelineDeferredPassBase::StaticClass()); } FSoftObjectPath UMovieRenderPipelineProjectSettings::GetDefaultGraphPath() { static const FSoftObjectPath DefaultGraphPath(TEXT("/MovieRenderPipeline/DefaultRenderGraph.DefaultRenderGraph")); return DefaultGraphPath; } FSoftObjectPath UMovieRenderPipelineProjectSettings::GetDefaultQuickRenderGraphPath() { static const FSoftObjectPath DefaultQuickRenderGraphPath(TEXT("/MovieRenderPipeline/DefaultQuickRenderGraph.DefaultQuickRenderGraph")); return DefaultQuickRenderGraphPath; }