Navigation
API > API/Plugins > API/Plugins/MLDeformerFramework
The ML mesh deformer component. This works in combination with a MLDeformerAsset and SkeletalMeshComponent. The component will perform runtime inference of the deformer model setup inside the asset. When you have multiple skeletal mesh components on your actor, this component will try to use the skeletal mesh component that uses the same skeletal mesh as the applied deformer was trained on. If it cannot find that, it will use the first skeletal mesh component it finds.
| Name | UMLDeformerComponent |
| Type | class |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFramework/Public/MLDeformerComponent.h |
| Include Path | #include "MLDeformerComponent.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, ClassGroup=Component, BlueprintType,
Meta=(BlueprintSpawnableComponent))
class UMLDeformerComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMLDeformerComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMLDeformerComponent
(
const FObjectInitializer& ObjectInitializer |
MLDeformerComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Activate
(
bool bReset |
MLDeformerComponent.h | ||
void BeginDestroy() |
MLDeformerComponent.h | ||
void Deactivate() |
MLDeformerComponent.h | ||
USkeletalMeshComponent * FindSkeletalMeshComponent
(
const UMLDeformerAsset*const Asset |
Find the skeletal mesh component to apply the deformer on. | MLDeformerComponent.h |
|
TObjectPtr< AActor > GetDebugActor() |
MLDeformerComponent.h | ||
UMLDeformerAsset * GetDeformerAsset() |
Get the ML Deformer asset that is used by this component. | MLDeformerComponent.h |
|
float GetFinalMLDeformerWeight () |
Get the final weight that is used when applying the ML Deformer. | MLDeformerComponent.h | |
| Get the ML Deformer model instance that this component currently uses. | MLDeformerComponent.h |
|
|
int32 GetQualityLevel () |
The quality level of the deformer. | MLDeformerComponent.h |
|
USkeletalMeshComponent * GetSkeletalMeshComponent () |
Get the skeletal mesh component that the ML Deformer will work on. | MLDeformerComponent.h |
|
const UE::MLDeformer::FMLDeformerPerfCounter & GetTickPerfCounter() |
Get the performance counter that measures how much time is spent inside the Tick function. | MLDeformerComponent.h | |
float GetWeight () |
Get the current ML Deformer weight. | MLDeformerComponent.h |
|
void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
MLDeformerComponent.h | ||
void PreEditChange
(
FProperty* Property |
MLDeformerComponent.h | ||
void SetDebugActor
(
TObjectPtr< AActor > Actor |
MLDeformerComponent.h | ||
void SetDeformerAsset
(
UMLDeformerAsset* InDeformerAsset |
Set the deformer asset that is used by this component. | MLDeformerComponent.h |
|
void SetQualityLevel
(
int32 InQualityLevel |
The quality level of the deformer. | MLDeformerComponent.h |
|
void SetSuppressMeshDeformerLogWarnings
(
bool bSuppress |
Suppress logging warnings about mesh deformers not being set. | MLDeformerComponent.h | |
void SetupComponent
(
UMLDeformerAsset* InDeformerAsset, |
Setup the ML Deformer, by picking the deformer asset and skeletal mesh component. | MLDeformerComponent.h | |
void SetWeight
(
float NormalizedWeightValue |
Set the ML Deformer weight. | MLDeformerComponent.h |
|
void UpdateSkeletalMeshComponent() |
Find the skeletal mesh component that this deformer should work on, and set it as our target component. | MLDeformerComponent.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddReleaseModelInstancesDelegate() |
MLDeformerComponent.h | ||
void BindDelegates() |
MLDeformerComponent.h | ||
void Init () |
Initialize the component. | MLDeformerComponent.h | |
void ReleaseModelInstance() |
MLDeformerComponent.h | ||
void RemoveReleaseModelInstancesDelegate() |
MLDeformerComponent.h | ||
void ResetTickCycleCounters() |
Reset the tick cycle counters. | MLDeformerComponent.h | |
virtual void SetDeformerAssetInternal
(
UMLDeformerAsset*const InDeformerAsset |
Set the ML Deformer asset. | MLDeformerComponent.h | |
virtual void SetWeightInternal
(
const float NormalizedWeightValue |
Set the ML Deformer weight. | MLDeformerComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
MLDeformerComponent.h | ||
void UnbindDelegates() |
MLDeformerComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FName GetDeformerAssetPropertyName() |
Get property names. | MLDeformerComponent.h | |
static FName GetQualityLevelPropertyName() |
MLDeformerComponent.h | ||
static FName GetWeightPropertyName() |
MLDeformerComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NeuralNetworkModifyDelegateHandle_DEPRECATED | FDelegateHandle | DelegateHandle for NeuralNetwork modification. This has been deprecated. | MLDeformerComponent.h | |
| QualityLevel_DEPRECATED | int32 | The quality level of the deformer. | MLDeformerComponent.h |