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| Name | MLDeformerFramework |
| Type | Plugin |
| Part of Plugins | ML Deformer Framework |
| Location | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFramework/ |
| Module Build Rules | MLDeformerFramework.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FMLDeformerGraphDebugDataProviderProxy | |
| FMLDeformerModelOnPostEditProperty | DEPRECATED: Use FMLDeformerReinitModelInstancesDelegate instead. |
| FMLDeformerModule | The runtime module for the ML Deformer. |
| FMLDeformerPerfCounter | |
| FVertexMapBuffer | The vertex map, but in a GPU buffer. |
| UMLDeformerAsset | The machine learning deformer asset class. |
| UMLDeformerComponent | The ML mesh deformer component. |
| UMLDeformerGeomCacheModel | An ML Deformer model that has a geometry cache as target mesh. |
| UMLDeformerGeomCacheVizSettings | The visualization settings for a model that has a geometry cache. |
| UMLDeformerGraphDebugDataInterface | Compute Framework Data Interface for MLDeformer debugging data. |
| UMLDeformerGraphDebugDataProvider | Compute Framework Data Provider for MLDeformer debugging data. |
| UMLDeformerInputInfo | The neural network input information. |
| UMLDeformerModelInstance | An instance of the ML Deformer model. |
| UMLDeformerMorphModel | The morph model base class. |
| UMLDeformerMorphModelInputInfo | |
| UMLDeformerMorphModelInstance | The model instance for the UMLDeformerMorphModel. |
| UMLDeformerMorphModelVizSettings | The visualization settings specific to the UMLDeformerMorphModel class, or inherited classes. |
| UMLDeformerTrainingDataProcessorSettings | The settings for the ML Deformer Training Data Processor tool. |
| UMLDeformerVizSettings | The visualization settings. |
Structs
| Name | Remarks |
|---|---|
| FMLDeformerCompareActor | A comparison actor. |
| FMLDeformerCurveReference | A reference to a curve implemented as a name. |
| FMLDeformerGeomCacheMeshMapping | A mapping between a geometry cache track and a mesh inside a USkeletalMesh. |
| FMLDeformerGeomCacheTrainingInputAnim | An animation that is input to the training process, which has a geometry cache as target. |
| FMLDeformerMaskInfo | Information needed to generate the mask for a specific bone. |
| FMLDeformerMorphModelQualityLevel | A quality level for the Morph Model. |
| FMLDeformerObjectVersion | Custom serialization version for backwards compatibility during de-serialization. |
| FMLDeformerTrainingDataProcessorAnim | |
| FMLDeformerTrainingDataProcessorBoneGroup | |
| FMLDeformerTrainingDataProcessorBoneGroupsList | |
| FMLDeformerTrainingDataProcessorBoneList | |
| FMLDeformerTrainingInputAnim | An animation that is input to the training process. |
| FMLDeformerTrainingInputAnimName |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FMLDeformerReinitModelInstancesDelegate | TMulticastDelegate_NoParams< void > | Delegate used to signal that the UMLDeformerModelInstance should be reinitialized. | MLDeformerModel.h |
Enums
Public
| Name | Remarks |
|---|---|
| EMLDeformerHeatMapMode | The heat map mode which selects what the colors of the heatmap represent. |
| EMLDeformerMaskChannel | The channel to get the mask data from. |
| EMLDeformerMaskingMode | Copyright Epic Games, Inc. All Rights Reserved. |
| EMLDeformerSkinningMode | The skinning mode to use as base. |
| EMLDeformerVizMode | The visualization mode, which selects whether you want to view the training data, or test your already trained model. |
| UE::MLDeformer::EMemUsageRequestFlags | The memory usage request flags, which you pass UMLDeformer::GetMemUsageInBytes method. |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| NumFloatsPerBone | int32 | The number of floats per bone in network input. | MLDeformerModel.h |
| NumFloatsPerCurve | int32 | The number of floats per curve in network input. | MLDeformerModel.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FNeuralNetworkModifyDelegate | FMLDeformerModelOnPostEditProperty | MLDeformerModel.h | ||
| STATCAT_Advanced | MLDeformerModelInstance.h | |||
| UObject | FMLDeformerModelOnPostEditProperty | The ML Deformer runtime model base class. All models should be inherited from this class. | MLDeformerModel.h | |
| void | FMLDeformerModelOnPostEditProperty | MLDeformerModel.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimSequence_DEPRECATED | TSoftObjectPtr< UAnimSequence > | The animation sequence to apply to the base mesh. | MLDeformerModel.h |
|
| bInvalidateMemUsage | bool | Should we recalculate the memory usage? | MLDeformerModel.h | |
| CookedAssetSizeInBytes | uint64 | Estimated cooked asset size. | MLDeformerModel.h | |
| CookedMemUsageInBytes | uint64 | The cooked memory usage. | MLDeformerModel.h | |
| EditorAssetSizeInBytes | uint64 | Estimated editor asset size. | MLDeformerModel.h | |
| GPUMemUsageInBytes | uint64 | Estimated GPU memory usage. | MLDeformerModel.h | |
| MemUsageInBytes | uint64 | Estimated main memory usage. | MLDeformerModel.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UMLDeformerModel() |
MLDeformerModel.h | ||
virtual void BeginDestroy() |
MLDeformerModel.h | ||
virtual UMLDeformerInputInfo * CreateInputInfo() |
Create the input info for this model. | MLDeformerModel.h | |
virtual UMLDeformerModelInstance * CreateModelInstance
(
UMLDeformerComponent* Component |
Create a new instance of this model, to be used in combination with a specific component. | MLDeformerModel.h | |
virtual bool DoesSupportBones () |
Defines whether this model supports bone transforms as input or not. | MLDeformerModel.h | |
virtual bool DoesSupportCurves () |
Defines whether this model supports curves as inputs or not. | MLDeformerModel.h | |
virtual bool DoesSupportLOD () |
Check if this model supports LOD. | MLDeformerModel.h | |
virtual bool DoesSupportQualityLevels () |
Does this model support deformer quality levels? For example Morph based models can disable certain morph targets based on this quality level. | MLDeformerModel.h | |
const FTransform & GetAlignmentTransform () |
Get the target mesh alignment transformation. | MLDeformerModel.h | |
const UAnimSequence * GetAnimSequence () |
Get the animation sequence that is used during training. | MLDeformerModel.h | |
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
MLDeformerModel.h | ||
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
MLDeformerModel.h | ||
TArray< FBoneReference > & GetBoneIncludeList () |
Get the list of bones that we configured to be included during training. | MLDeformerModel.h | |
uint64 GetCookedAssetSizeInBytes () |
Get the estimated size of this asset on disk, when cooked. | MLDeformerModel.h | |
| Get the list of curves that we configured to be included during training. | MLDeformerModel.h | ||
virtual FString GetDefaultDeformerGraphAssetPath () |
Get the default deformer graph asset path that this model uses, or an empty string if it doesn't require any deformer graph. | MLDeformerModel.h | |
UMLDeformerAsset * GetDeformerAsset() |
Get the ML deformer asset that this model is part of. | MLDeformerModel.h | |
float GetDeltaCutoffLength () |
Get the delta cutoff length. | MLDeformerModel.h | |
virtual FString GetDisplayName () |
Get the display name of this model. | MLDeformerModel.h | |
uint64 GetEditorAssetSizeInBytes () |
Get the estimated size of the asset on disk. | MLDeformerModel.h | |
uint64 GetGPUMemUsageInBytes() |
Get the estimated GPU memory usage for this model. | MLDeformerModel.h | |
| Get the input information, which is information about the inputs to the deformer. | MLDeformerModel.h | ||
uint64 GetMainMemUsageInBytes() |
Get the estimated main memory usage for this model. | MLDeformerModel.h | |
const int32 GetMaxNumLODs () |
Get the maximum number of LOD levels that we will generate. | MLDeformerModel.h | |
uint64 GetMemUsageInBytes
(
UE::MLDeformer::EMemUsageRequestFlags Flags |
Get the memory usage for this model. | MLDeformerModel.h | |
FNeuralNetworkModifyDelegate & GetNeuralNetworkModifyDelegate() |
Get the neural network modified delegate. This triggers when the neural network pointers changes. | MLDeformerModel.h | |
int32 GetNumBaseMeshVerts () |
Get the number of vertices in the base mesh (linear skinned skeletal mesh). | MLDeformerModel.h | |
virtual int32 GetNumFloatsPerBone() |
Get the number of floats used to represent a single bone rotation, used as input to the neural networks. | MLDeformerModel.h | |
virtual int32 GetNumFloatsPerCurve() |
Get the number of floats used to represent a single bone rotation, used as input to the neural networks. | MLDeformerModel.h | |
int32 GetNumTargetMeshVerts () |
Get the number of vertices of the target mesh. | MLDeformerModel.h | |
bool GetRecoverStrippedDataAfterCook () |
Check whether we want to recover stripped data that is removed from this model when cooking. | MLDeformerModel.h | |
FMLDeformerReinitModelInstancesDelegate & GetReinitModelInstanceDelegate () |
Get the delegate which will be called when to inform when the model instance needs to be reinitialized. | MLDeformerModel.h | |
const USkeletalMesh * GetSkeletalMesh () |
Get the skeletal mesh that is used during training. | MLDeformerModel.h | |
virtual USkeleton * GetSkeleton
(
bool& bInvalidSkeletonIsError, |
MLDeformerModel.h | ||
| Get the settings that have been configured inside the Training Data Processor tool. | MLDeformerModel.h | ||
const FString & GetTrainingDevice() |
MLDeformerModel.h |
|
|
| MLDeformerModel.h | |||
int32 GetTrainingFrameLimit () |
Get the maximum number of training frames to use during training. | MLDeformerModel.h | |
| Get the attribute names of all vertex attributes on the skeletal mesh. | MLDeformerModel.h | ||
const TArray< int32 > & GetVertexMap () |
The mapping that maps from render vertices into dcc vertices. | MLDeformerModel.h | |
| Get the GPU buffer of the VertexMap. | MLDeformerModel.h | ||
| Get the visualization settings for this model. | MLDeformerModel.h | ||
virtual bool HasTrainingGroundTruth () |
Check whether this model currently has a training mesh setup or not. | MLDeformerModel.h | |
virtual void Init
(
UMLDeformerAsset* InDeformerAsset |
Initialize the ML Deformer model. | MLDeformerModel.h | |
virtual void InitGPUData () |
Initialize the data that should be stored on the GPU. | MLDeformerModel.h | |
void InitVertexMap () |
Initialize the vertex map. | MLDeformerModel.h | |
void InvalidateMemUsage() |
Call this if you want it to recalculate the memory usage again after the tick has completed. | MLDeformerModel.h | |
virtual bool IsCompatibleDebugActor
(
const AActor* Actor, |
Check if a given actor would be a compatible debugging actor. | MLDeformerModel.h | |
bool IsMemUsageInvalidated() |
Check whether we invalidated the memory usage. If this returns true, we need to recompute it. | MLDeformerModel.h | |
virtual bool IsNeuralNetworkOnGPU () |
Check whether the neural network of this model should run on the GPU or not. | MLDeformerModel.h | |
virtual bool IsReadyForFinishDestroy() |
MLDeformerModel.h | ||
virtual bool IsTrained() |
Check whether this model has been trained or not. | MLDeformerModel.h | |
FMLDeformerModelOnPostEditProperty & OnPostEditChangeProperty() |
The delegate that gets fired when a property value changes. | MLDeformerModel.h | |
FMLDeformerModelOnPostEditUndo & OnPostEditUndo() |
Get the delegate that gets fired after we do undo. | MLDeformerModel.h | |
FMLDeformerModelOnPostTransacted & OnPostTransacted() |
Get the delegate that gets fired when a transaction is done on this model. | MLDeformerModel.h | |
FMLDeformerModelOnPreEditUndo & OnPreEditUndo() |
Get the delegate that gets fired before we do undo. | MLDeformerModel.h | |
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
MLDeformerModel.h | ||
virtual void PostEditUndo() |
MLDeformerModel.h | ||
virtual void PostLoad() |
MLDeformerModel.h | ||
virtual void PostTransacted
(
const FTransactionObjectEvent& Event |
MLDeformerModel.h | ||
virtual void PreEditUndo() |
MLDeformerModel.h | ||
virtual void PreSave
(
FObjectPreSaveContext SaveContext |
MLDeformerModel.h | ||
virtual void SampleGroundTruthPositions
(
float SampleTime, |
MLDeformerModel.h | ||
virtual void SampleGroundTruthPositionsAtFrame
(
int32 FrameIndex, |
Sample the positions from the target (ground truth) mesh, at a specific frame. | MLDeformerModel.h | |
virtual void Serialize
(
FArchive& Archive |
MLDeformerModel.h | ||
void SetAlignmentTransform
(
const FTransform& Transform |
Set the alignment transform, which is the transform applied to the target mesh vertices, before calculating the deltas. | MLDeformerModel.h | |
void SetAnimSequence
(
UAnimSequence* AnimSeq |
Set the animation sequence object to use for training. | MLDeformerModel.h | |
void SetBoneIncludeList
(
const TArray< FBoneReference >& List |
Set the list of bones that should be included during training. | MLDeformerModel.h | |
void SetCurveIncludeList
(
const TArray< FMLDeformerCurveReference >& List |
Set the list of curves that should be included during training. | MLDeformerModel.h | |
void SetDeltaCutoffLength
(
float Length |
Set the delta cutoff length. | MLDeformerModel.h | |
void SetRecoverStrippedDataAfterCook
(
bool bRecover |
Specify whether we want to recover stripped data that is removed from this model when cooking. | MLDeformerModel.h | |
void SetShouldIncludeBonesInTraining
(
bool bInclude |
Set whether we want to include bones during training or not. | MLDeformerModel.h | |
void SetShouldIncludeCurvesInTraining
(
bool bInclude |
Set whether we want to include curves during training. | MLDeformerModel.h | |
void SetSkeletalMesh
(
USkeletalMesh* SkelMesh |
Set the skeletal mesh that this deformer uses. | MLDeformerModel.h | |
void SetTrainingDataProcessorSettings
(
UMLDeformerTrainingDataProcessorSettings* Settings |
Set the object that is used to store the settings for the training data processor tool. | MLDeformerModel.h | |
void SetTrainingDevice
(
const FString& DeviceName |
MLDeformerModel.h | ||
| MLDeformerModel.h | |||
void SetTrainingDeviceToCpu() |
MLDeformerModel.h | ||
void SetTrainingFrameLimit
(
int32 MaxNumFrames |
Set the maximum number of frames to train on. | MLDeformerModel.h | |
void SetVertexMap
(
const TArray< int32 >& Map |
Manually set the vertex map. This normally gets initialized automatically. | MLDeformerModel.h | |
void SetVizSettings
(
UMLDeformerVizSettings* VizSettingsObject |
Set the visualization settings object. You need to call this in the constructor of your model. | MLDeformerModel.h | |
bool ShouldIncludeBonesInTraining() |
Check whether we should include bone transforms as input to the model during training or not. | MLDeformerModel.h | |
bool ShouldIncludeCurvesInTraining () |
Check whether we should include curve values as input to the model during training or not. | MLDeformerModel.h | |
virtual void UpdateCachedNumVertices() |
Update the cached number of vertices of both base and target meshes. | MLDeformerModel.h | |
virtual void UpdateMemoryUsage() |
Force update the cached memory usage. | MLDeformerModel.h | |
virtual void UpdateNumBaseMeshVertices () |
Update the cached number of vertices in the base mesh. | MLDeformerModel.h | |
virtual void UpdateNumTargetMeshVertices () |
Update the cached number of target mesh vertices. | MLDeformerModel.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FloatArrayToVector3Array
(
const TArray< float >& FloatArray, |
Convert an array of floats to an array of Vector3's. | MLDeformerModel.h | |
void SetInputInfo
(
UMLDeformerInputInfo* Input |
Set the training input information. | MLDeformerModel.h | |
void SetNumBaseMeshVerts
(
int32 NumVerts |
Set the number of vertices in the base mesh. | MLDeformerModel.h | |
void SetNumTargetMeshVerts
(
int32 NumVerts |
Set the number of vertices in the target mesh. | MLDeformerModel.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static int32 ExtractNumImportedSkinnedVertices
(
const USkeletalMesh* SkeletalMesh |
Extract the number of imported (DCC) vertices from a skeletal mesh. | MLDeformerModel.h | |
static FName GetAlignmentTransformPropertyName() |
MLDeformerModel.h | ||
static FName GetAnimSequencePropertyName() |
Get property names. | MLDeformerModel.h | |
static FName GetBoneIncludeListPropertyName() |
MLDeformerModel.h | ||
static FName GetCurveIncludeListPropertyName() |
MLDeformerModel.h | ||
static FName GetDeltaCutoffLengthPropertyName() |
MLDeformerModel.h | ||
static FName GetMaxNumLODsPropertyName() |
MLDeformerModel.h | ||
static FName GetMaxTrainingFramesPropertyName() |
MLDeformerModel.h | ||
static FName GetShouldIncludeBonesPropertyName() |
MLDeformerModel.h | ||
static FName GetShouldIncludeCurvesPropertyName() |
MLDeformerModel.h | ||
static FName GetSkeletalMeshPropertyName() |
MLDeformerModel.h | ||
static FName GetTrainingDevicePropertyName() |
MLDeformerModel.h |