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API > API/Plugins > API/Plugins/MLDeformerFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UMLDeformerComponent
References
| Module | MLDeformerFramework |
| Header | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFramework/Public/MLDeformerComponent.h |
| Include | #include "MLDeformerComponent.h" |
Syntax
UCLASS&40;Blueprintable, ClassGroup&61;Component, BlueprintType, Meta&61;&40;BlueprintSpawnableComponent&41;&41;
class UMLDeformerComponent : public UActorComponent
Remarks
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.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bSuppressMeshDeformerLogWarnings | Suppress mesh deformer logging warnings? This is used by the ML Deformer editor, as we don't want to show some warnings when using that. | |
| TObjectPtr< UMLDeformerAsset > | DeformerAsset | The deformer asset to use. | |
| TObjectPtr< UMLDeformerModelInstance > | ModelInstance | The deformation model instance. This is used to perform the runtime updates and run the inference. | |
| int32 | QualityLevel | The quality level of the deformer. | |
| FDelegateHandle | ReinitModelInstanceDelegateHandle | The delegate handle used to bind to the reinit model instance delegate handle. | |
| FRenderCommandFence | RenderCommandFence | Render command fence that let's us wait for all other commands to finish. | |
| TObjectPtr< USkeletalMeshComponent > | SkelMeshComponent | The skeletal mesh component we want to grab the bone transforms etc from. | |
| UE::MLDeformer::FMLDeformerPerfCounter | TickPerfCounter | The performance counter that measures timing of the Tick function. | |
| float | Weight | How active is this deformer? Can be used to blend it in and out. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UMLDeformerComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| USkeletalMeshComponent * | FindSkeletalMeshComponent
(
const UMLDeformerAsset*const Asset |
Find the skeletal mesh component to apply the deformer on. | |
| UMLDeformerAsset * | Get the ML Deformer asset that is used by this component. | ||
| FName | Get property names. | ||
| UMLDeformerModelInstance * | Get the ML Deformer model instance that this component currently uses. | ||
| int32 | The quality level of the deformer. | ||
| FName | |||
| USkeletalMeshComponent * | Get the skeletal mesh component that the ML Deformer will work on. | ||
| const UE::MLDeformer::FMLDeformerPerfCounter & | Get the performance counter that measures how much time is spent inside the Tick function. | ||
| float | GetWeight () |
Get the current ML Deformer weight. | |
| FName | |||
| void | Init () |
Initialize the component. | |
| void | |||
| void | Reset the tick cycle counters. | ||
| void | SetDeformerAsset
(
UMLDeformerAsset* InDeformerAsset |
Set the deformer asset that is used by this component. | |
| void | SetDeformerAssetInternal
(
UMLDeformerAsset*const InDeformerAsset |
Set the ML Deformer asset. | |
| void | SetQualityLevel
(
int32 InQualityLevel |
The quality level of the deformer. | |
| void | SetSuppressMeshDeformerLogWarnings
(
bool bSuppress |
Suppress logging warnings about mesh deformers not being set. | |
| void | SetupComponent
(
UMLDeformerAsset* InDeformerAsset, |
Setup the ML Deformer, by picking the deformer asset and skeletal mesh component. | |
| void | SetWeight
(
float NormalizedWeightValue |
Set the ML Deformer weight. | |
| void | SetWeightInternal
(
const float NormalizedWeightValue |
Set the ML Deformer weight. | |
| void | |||
| void | Find the skeletal mesh component that this deformer should work on, and set it as our target component. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. | |
| void | Deactivate () |
Deactivates the SceneComponent. | |
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| FDelegateHandle | NeuralNetworkModifyDelegateHandle_DEPRECATED | This member has been deprecated. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | This method will be removed. | ||
| void | This method will be removed. | ||
| void | This method will be removed. | ||
| void | This method will be removed. |