unreal.RivermaxMediaSource

class unreal.RivermaxMediaSource(outer: Object | None = None, name: Name | str = 'None')

Bases: TimeSynchronizableMediaSource

Media source for Rivermax streams.

C++ Source:

  • Plugin: RivermaxMedia

  • Module: RivermaxMedia

  • File: RivermaxMediaSource.h

Editor Properties: (see get_editor_property/set_editor_property)

  • frame_delay (int32): [Read-Write] When using Time Synchronization, how many frame back should it read.

  • frame_rate (FrameRate): [Read-Write] Incoming stream video frame rate

  • interface_address (str): [Read-Write] Network card interface to use to receive data Wildcards are supported to match against an interface found on the machine 192.*.0.110 192.168.0.1?0 192.168.0.1*

  • is_srgb_input (bool): [Read-Write] Whether the video input is in sRGB color space.If true, sRGBToLinear will be done on incoming pixels before writing to media texture

  • override_resolution (bool): [Read-Write] If false, use the default source buffer size. If true, a specific resolution will be used.

  • pixel_format (RivermaxMediaSourcePixelFormat): [Read-Write] Incoming stream pixel format

  • platform_player_names (Map[str, Name]): [Read-Write] Override native media player plug-ins per platform (Empty = find one automatically).

  • player_mode (RivermaxPlayerMode): [Read-Write] Player mode to be used. Latest : Default mode. Will use latest available at render time. No alignment. Framelock : Will match sample’s frame number with engine frame number. Meant to be used for UE-UE contexts like for nDisplay

    : Will wait for an expected to arrive before moving with render

  • port (int32): [Read-Write] Port used by the sender to send its stream

  • resolution (IntPoint): [Read-Write] Incoming stream video resolution

  • stream_address (str): [Read-Write] IP address where incoming stream is coming from

  • time_delay (double): [Read-Write] When not using Time Synchronization, how far back it time should it read.

  • use_gpu_direct (bool): [Read-Write] Whether to use GPUDirect if available (Memcopy from NIC to GPU directly bypassing system memory) if available

  • use_time_synchronization (bool): [Read-Write] Synchronize the media with the engine’s timecode. The media player has be able to read timecode. The media player will try to play the corresponding frame, base on the frame’s timecode value.

  • use_zero_latency (bool): [Read-Write] If true, when looking for the sample to render, the current frame number will be looked for. If expected frame hasn’t been received, waiting will occur. If false, player will look for one frame behind

property frame_rate: FrameRate

[Read-Write] Incoming stream video frame rate

Type:

(FrameRate)

property interface_address: str

[Read-Write] Network card interface to use to receive data Wildcards are supported to match against an interface found on the machine 192.*.0.110 192.168.0.1?0 192.168.0.1*

Type:

(str)

property is_srgb_input: bool

[Read-Write] Whether the video input is in sRGB color space.If true, sRGBToLinear will be done on incoming pixels before writing to media texture

Type:

(bool)

property override_resolution: bool

[Read-Write] If false, use the default source buffer size. If true, a specific resolution will be used.

Type:

(bool)

property pixel_format: RivermaxMediaSourcePixelFormat

[Read-Write] Incoming stream pixel format

Type:

(RivermaxMediaSourcePixelFormat)

property player_mode: RivermaxPlayerMode

[Read-Write] Player mode to be used. Latest : Default mode. Will use latest available at render time. No alignment. Framelock : Will match sample’s frame number with engine frame number. Meant to be used for UE-UE contexts like for nDisplay

: Will wait for an expected to arrive before moving with render

Type:

(RivermaxPlayerMode)

property port: int

[Read-Write] Port used by the sender to send its stream

Type:

(int32)

property resolution: IntPoint

[Read-Write] Incoming stream video resolution

Type:

(IntPoint)

property stream_address: str

[Read-Write] IP address where incoming stream is coming from

Type:

(str)

property use_gpu_direct: bool

[Read-Write] Whether to use GPUDirect if available (Memcopy from NIC to GPU directly bypassing system memory) if available

Type:

(bool)

property use_zero_latency: bool

[Read-Write] If true, when looking for the sample to render, the current frame number will be looked for. If expected frame hasn’t been received, waiting will occur. If false, player will look for one frame behind

Type:

(bool)