Unreal Engine 配置文件文档 ====== > 分析:我们将场景中需要的信息分析出来并保存到task.json, asset.json, upload.json, tips.json中,以便进一步解析和处理 ### 1.task.json解析 > 说明: 存放场景分析结果、渲染设置等信息 **task.json示例** ```json { "scene_info_render": { "all_game_map": [ "/Game/Levels/MH_Ragdoll/MH_Ragdoll", "/Game/Levels/MH_Ragdoll/MH_Ragdoll_AI", ], "all_movie_pipline_queue": [ { "renderable": "1", "render_job": [ { "origin_height": "1080", "frames": "0-1[1]", "origin_width": "1920", "is_enable": "1", "file_name_format": "{sequence_name}.{frame_number}", "job_sequence": "/Game/Sequencer/MetaHumanSample_Sequence", "start_frame": "0", "job_map": "/Game/Levels/MetaHumanSample", "custom_end_frame": "0", "format_type": [ "JPG" ], "job_num": "0", "job_name": "MetaHumanSample_Sequence", "end_frame": "1562", "width": "1920", "custom_start_frame": "0", "job_valid": "1", "flush_disk_writes_per_shot": false, "height": "1080" }, { "origin_height": "1080", "frames": "0-1[1]", "origin_width": "1920", "is_enable": "1", "file_name_format": "{sequence_name}.{frame_number}", "job_sequence": "/Game/Sequencer/MetaHumanSample_Sequence", "start_frame": "0", "job_map": "/Game/Levels/MetaHumanSample", "custom_end_frame": "0", "format_type": [ "JPG" ], "job_num": "1", "job_name": "MetaHumanSample_Sequence", "end_frame": "1562", "width": "1920", "custom_start_frame": "0", "job_valid": "1", "flush_disk_writes_per_shot": false, "height": "1080" } ], "name": "/Game/JOB/EditorMoviePipelineQueue", "all_format_type": [ "PNG", "EXR", "TIFF", "jpg" ] } ], "render_mod": "mrq", "all_level_sequence": [ "/Game/Sequencer/MetaHumanSample_Sequence" ] }, "task_info": { "is_layer_rendering": "1", "cg_id": "2020", "ram": "64", "os_name": "1", "render_layer_type": "0", "is_distribute_render": "0", "input_cg_file": "D:/files/CG file/test.uproject", "job_stop_time": "28800", "user_id": "10000031", "pre_frames": "000", "platform": "2", "is_picture": "0", "project_id": "3316", "channel": "4", "tiles_type": "block", "tiles": "1", "project_name": "dasdd", "distribute_render_node": "3", "frames_per_task": "1", "stop_after_test": "2", "input_project_path": "", "task_id": "439800", "task_stop_time": "86400", "time_out": "12" }, "software_config": { "cg_version": "5.4.4", "cg_name": "Unreal Engine", "plugins": {}, "cg_inst_dir": "C:/Program Files/Epic Games/UE_5.4" } } ``` **task.json参数解析** | 参数 | 类型 | 说明 | 示例 | | ----------------- | ------ | ----------------------- | ---------------------------------------- | | software_config | object | 渲染环境(软件类型、版本和用到的插件等) | [见software_config对象解析](#software_config) | | task_info | object | 渲染设置(优先帧、渲染帧数、超时时间等) | [见task_info对象解析](#task_info) | | scene_info_render | object | 场景的分析结果(场景中的渲染节点、输出路径等) | [见scene_info_render对象解析](#scene_info_render) | **software_config对象解析** | 参数 | 类型 | 说明 | 示例 | | -------------------- | ------ | ---------------------------- | ------------------------------------ | | cg_name | string | 软件名称 | "Unreal Engine | | cg_version | string | 软件版本 | "5.4.4" | | plugins | object | 插件对象。
key为插件名称,value为插件版本 | {} | | cg_inst_dir | string | 本地UE安装目录 | "C:/Program Files/Epic Games/UE_5.4" | **task_info对象解析** | 参数 | 类型 | 说明 | 示例 | | ---------------------- | ------ | ---------------------------------------- | ---------------------------------------- | | is_layer_rendering | string | 是否开启分层。
"0":关闭
"1":开启
| "1" | | cg_id | string | 渲染软件id."2020": Ue | "2020" | | ram | string | 内存要求。64/128 | "64" | | os_name | string | 渲染操作系统, "0":Linux; "1": Windows
( 仅支持Windows ) | "0" | | render_layer_type | string | 渲染层方式选择。
"0":renderlayer方式
"1":rendersetup方式 | "0" | | is_distribute_render | string | 是否开启分布式渲染。
"0":关闭
"1":开启 | "0" | | input_cg_file | string | 渲染场景本地路径 | | | job_stop_time | string | 小任务超时停止, 单位秒 | "28800" | | user_id | string | 用户ID | | | pre_frames | string | 优先渲染 | "000:1,3-4[1]" 表示:
优先渲染首帧:否
优先渲染中间帧:否
优先渲染末帧:否
优先渲染自定义帧:1,3-4[1] | | platform | string | 提交平台 | "2" | | is_picture | string | 是否效果图 | "0" | | project_id | string | 项目id | | | channel | string | 提交方式。"4":API/SDK提交 | "4" | | tiles_type | string | "block(分块),strip(分条)" | "block" | | tiles | string | 分块数量,大于1就分块或者分条,等于1 就是单机 | "1" | | project_name | string | 项目名称 | "test" | | distribute_render_node | string | 分布式渲染机器数 | "3" | | frames_per_task | string | 一机渲多帧的帧数量 | "1" | | stop_after_test | string | 优先渲染完成后是否暂停任务
"1":优先渲染完成后暂停任务
"2".优先渲染完成后不暂停任务 | | | input_project_path | string | 项目路径,如用户未设置传空字符串 | | | task_id | string | 任务号 | | | task_stop_time | string | 大任务超时停止 单位秒 | "86400" | | time_out | string | 超时时间 单位小时 | "12" | **scene_info_render对象解析** | 参数 | 类型 | 说明 | 示例 | | ----------------------- | ------------- | -------------- | ---------------------------------------- | | all_game_map | array | 工程中所有地图(关卡) | ["/Game/Levels/MH_Ragdoll/MH_Ragdoll", "/Game/Levels/MH_Ragdoll/MH_Ragdoll_AI"] | | all_movie_pipline_queue | object | 工程中所有渲染队列(MRQ) | [见scene_info_render.all_movie_pipline_queue对象解析](#scene_info_render.all_movie_pipline_queue) | | render_mod | string | 渲染模式(MRQ//MSC) | "mrq" | | all_level_sequence | array | 工程中所有序列 | ["/Game/Sequencer/MetaHumanSample_Sequence"] | **scene_info_render.all_movie_pipline_queue对象解析** | 参数 | 类型 | 说明 | 示例 | | --------------- | ------------- | -------- | ---------------------------------------- | | renderable | string | 渲染层开关 | "1" | | render_job | object | 渲染任务 | [见scene_info_render.all_movie_pipline_queue.render_job对象解析](#scene_info_render.all_movie_pipline_queue.render_job) | | name | string | 渲染队列名 | "/Game/JOB/EditorMoviePipelineQueue" | | all_format_type | array | 渲染输出格式列表 | ["PNG", "EXR", "TIFF", "jpg"] | **scene_info_render.all_movie_pipline_queue.render_job对象解析** | 参数 | 类型 | 说明 | 示例 | | -------------------------- | ------------- | --------------------- | ----------------------------------- | | origin_width | string | 场景设置分辨率(宽) | "1920" | | origin_height | string | 场景设置分辨率(高) | "1080" | | width | string | 渲染输出分辨率(宽) | "1920" | | height | string | 渲染输出分辨率(高) | "1080" | | is_enable | string | job的可渲染开关(MRQ设置) | "1" | | custom_start_frame | string | 序列开始帧(分析脚本解析数据) | "0" | | custom_end_frame | string | 序列结束帧(分析脚本解析数据) | "150" | | start_frame | string | 渲染任务开始帧 | "0" | | end_frame | string | 渲染任务结束帧 | "1" | | frames | string | 渲染帧范围描述字符 | "1-10[1]" | | file_name_format | string | 输出文件命名模板(MRQ设置) | "{sequence_name}.{frame_number}" | | job_sequence | string | 任务关联序列 | "/Game/Sequences/Sun/Seq_MasterSun" | | job_map | string | 任务关联地图(关卡) | "/Game/Main" | | format_type | array | 输出图片格式列表 | ["JPG"] | | job_num | string | 任务序号(MRQ 队列中的索引) | "0" | | job_name | string | 任务名称 | "Seq_MasterSun" | | job_valid | string | 任务是否有效(1=有效,0=无效) | "1" | | flush_disk_writes_per_shot | bool | 每个 Shot 渲染完成后是否立即刷写磁盘 | false | ### 2.upload.json解析 > 说明: 存放需要上传的资产路径信息 **upload.json示例** ```json { "asset": [ { "local": "D:/files/CG file/test.uproject", "server": "/D/files/CG file/test.uproject" } ] } ``` **upload.json参数解析** | 参数 | 类型 | 说明 | 示例 | | ----- | ------ | ----------- | -------------------- | | asset | object | 需要上传的资产路径信息 | [见asset对象解析](#asset) | **asset对象解析** | 参数 | 类型 | 说明 | 示例 | | ------ | ------ | --------------------- | -------------------------------- | | local | string | 资产本地路径 | "D:/files/CG file/test.uproject" | | server | string | 服务器端相对路径,一般与local保持一致 | "/D/files/CG file/test.uproject" | ### 3.tips.json解析 > 说明: 存放分析出的错误、警告信息 ```json {} ```