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Classes
| Type | Name | Description | |
|---|---|---|---|
| FMLDeformerCurveReference | A reference to a curve implemented as a name. | ||
| FMLDeformerGeomCacheMeshMapping | A mapping between a geometry cache track and a mesh inside a USkeletalMesh. | ||
| FMLDeformerGraphDebugDataProviderProxy | |||
| FMLDeformerModelOnPostEditProperty | DEPRECATED: Use FMLDeformerReinitModelInstancesDelegate instead. | ||
| FMLDeformerModule | The runtime module for the ML Deformer. | ||
| FMLDeformerMorphModelQualityLevel | A quality level for the Morph Model. | ||
| FMLDeformerObjectVersion | Custom serialization version for backwards compatibility during de-serialization. | ||
| FMLDeformerPerfCounter | |||
| FVertexMapBuffer | The vertex map, but in a GPU buffer. | ||
| UMLDeformerAsset | The machine learning deformer asset class. | ||
| UMLDeformerComponent | The ML mesh deformer component. | ||
| UMLDeformerGeomCacheModel | A ML Deformer model that has a geometry cache as target mesh. | ||
| UMLDeformerGeomCacheVizSettings | The vizualization 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 vizualization settings specific to the UMLDeformerMorphModel class, or inherited classes. | ||
| UMLDeformerVizSettings | The vizualization settings. |
Constants
| Name | Description |
|---|---|
| NumFloatsPerBone | The number of floats per bone in network input. |
| NumFloatsPerCurve | The number of floats per curve in network input. |
Typedefs
| Name | Description |
|---|---|
| FMLDeformerReinitModelInstancesDelegate | Delegate used to signal that the UMLDeformerModelInstance should be reinitialized. |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EMLDeformerHeatMapMode | The heat map mode which selects what the colors of the heatmap represent. | ||
| EMLDeformerMaskChannel | The channel to get the mask data from. | ||
| 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. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
||
| UMLDeformerInputInfo * | Create the input info for this model. | ||
| UMLDeformerModelInstance * | CreateModelInstance
(
UMLDeformerComponent* Component |
Create a new instance of this model, to be used in combination with a specific component. | |
| bool | Defines whether this model supports bone transforms as input or not. | ||
| bool | Defines whether this model supports curves as inputs or not. | ||
| bool | Does this model support deformer quality levels? For example Morph based models can disable certain morph targets based on this quality level. | ||
| int32 | ExtractNumImportedSkinnedVertices
(
const USkeletalMesh* SkeletalMesh |
Extract the number of imported (DCC) vertices from a skeletal mesh. | |
| void | FloatArrayToVector3Array
(
const TArray< float >& FloatArray, |
Convert an array of floats to an array of Vector3's. | |
| const FTransform & | Get the target mesh alignment tranformation. | ||
| FName | |||
| const UAnimSequence * | Get the animation sequence that is used during training. | ||
| FName | |||
| TArray< FBoneReference > & | Get the list of bones that we configured to be included during training. | ||
| FName | |||
| TArray< FMLDeformerCurveReference > & | Get the list of curves that we configured to be included during training. | ||
| FName | |||
| FString | Get the default deformer graph asset path that this model uses, or an empty string if it doesn't require any deformer graph. | ||
| UMLDeformerAsset * | Get the ML deformer asset that this model is part of. | ||
| float | Get the delta cutoff length. | ||
| FName | |||
| FString | Get the display name of this model. | ||
| uint64 | Get the GPU memory usage for this model. | ||
| UMLDeformerInputInfo * | GetInputInfo () |
Get the input information, which is information about the inputs to the deformer. | |
| FName | |||
| uint64 | Get the memory usage for this model. | ||
| FNeuralNetworkModifyDelegate & | This delegate will be removed. | ||
| int32 | Get the number of vertices in the base mesh (linear skinned skeletal mesh). | ||
| int32 | Get the number of floats used to represent a single bone rotation, used as input to the neural networks. | ||
| int32 | Get the number of floats used to represent a single bone rotation, used as input to the neural networks. | ||
| int32 | Get the number of vertices of the target mesh. | ||
| FMLDeformerReinitModelInstancesDelegate & | Get the delegate which will be called when to inform when the model instance needs to be reinitailized. | ||
| FName | This property has been removed and shouldn't be used anymore. | ||
| FName | This property has been removed and shouldn't be used anymore. | ||
| const USkeletalMesh * | Get the skeletal mesh that is used during training. | ||
| FName | Get property names. | ||
| USkeleton * | GetSkeleton
(
bool& bInvalidSkeletonIsError, |
||
| int32 | Get the maximum number of training frames to use during training. | ||
| const TArray< int32 > & | GetVertexMap () |
The mapping that maps from render vertices into dcc vertices. | |
| const UE::MLDeformer::FVertexMapBuffer & | Get the GPU buffer of the VertexMap. | ||
| UMLDeformerVizSettings * | Get the visualization settings for this model. | ||
| bool | Check whether this model currently has a training mesh setup or not. | ||
| void | Init
(
UMLDeformerAsset* InDeformerAsset |
Initialize the ML Deformer model. | |
| void | InitGPUData () |
Initialize the data that should be stored on the GPU. | |
| void | Initialize the vertex map. | ||
| void | Call this if you want it to recalculate the memory usage again after the tick has completed. | ||
| bool | Check whether we invalidated the memory usage. If this returns true, we need to recompute it. | ||
| bool | Check whether the neural network of this model should run on the GPU or not. | ||
| bool | |||
| FMLDeformerModelOnPostEditProperty & | The delegate that gets fired when a property value changes. | ||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | PostLoad () |
||
| void | SampleGroundTruthPositions
(
float SampleTime, |
Sample the positions from the target (ground truth) mesh, at a specific time (in seconds). | |
| void | |||
| void | SetAlignmentTransform
(
const FTransform& Transform |
Set the alignment transform, which is the transform applied to the target mesh vertices, before calculating the deltas. | |
| void | SetAnimSequence
(
UAnimSequence* AnimSeq |
Set the animation sequence object to use for training. | |
| void | SetBoneIncludeList
(
const TArray< FBoneReference >& List |
Set the list of bones that should be included during training. | |
| void | SetCurveIncludeList
(
const TArray< FMLDeformerCurveReference >& List |
Set the list of curves that should be included during training. | |
| void | SetDeltaCutoffLength
(
float Length |
Set the delta cutoff length. | |
| void | SetInputInfo
(
UMLDeformerInputInfo* Input |
Set the training input information. | |
| void | SetNumBaseMeshVerts
(
int32 NumVerts |
Set the number of vertices in the base mesh. | |
| void | SetNumTargetMeshVerts
(
int32 NumVerts |
Set the number of vertices in the target mesh. | |
| void | SetShouldIncludeBonesInTraining
(
bool bInclude |
This method and property has been removed and shouldn't be used anymore. | |
| void | SetShouldIncludeCurvesInTraining
(
bool bInclude |
This method and property has been removed and shouldn't be used anymore. | |
| void | SetSkeletalMesh
(
USkeletalMesh* SkelMesh |
Set the skeletal mesh that this deformer uses. | |
| void | SetTrainingFrameLimit
(
int32 MaxNumFrames |
Set the maximum number of frames to train on. | |
| void | SetVertexMap
(
const TArray< int32 >& Map |
Manually set the vertex map. This normally gets initialized automatically. | |
| void | SetVizSettings
(
UMLDeformerVizSettings* VizSettingsObject |
Set the visualization settings object. You need to call this in the constructor of your model. | |
| bool | This method and property has been removed and shouldn't be used anymore. | ||
| bool | This method and property has been removed and shouldn't be used anymore. | ||
| void | Update the cached number of vertices of both base and target meshes. | ||
| void | Force update the cached memory usage. | ||
| void | Update the cached number of vertices in the base mesh. | ||
| void | Update the cached number of target mesh vertices. |
Variables
| Type | Name | Description | |
|---|---|---|---|
| FTransform | AlignmentTransform | The transform that aligns the Geometry Cache to the SkeletalMesh. | |
| TSoftObjectPtr< UAnimSequence > | AnimSequence | The animation sequence to apply to the base mesh. | |
| bool | bIncludeBones_DEPRECATED | Specifies whether bone transformations should be included as inputs during the training process. | |
| bool | bIncludeCurves_DEPRECATED | Specifies whether curve values (a float per curve) should be included as inputs during the training process. | |
| bool | bInvalidateMemUsage | Should we recalculate the memory usage? | |
| TArray< FBoneReference > | BoneIncludeList | The bones to include during training. | |
| uint64 | CookedMemUsageInBytes | The cooked memory usage. | |
| TArray< FMLDeformerCurveReference > | CurveIncludeList | The curves to include during training. | |
| TObjectPtr< UMLDeformerAsset > | DeformerAsset | The deformer asset that this model is part of. | |
| float | DeltaCutoffLength | Sometimes there can be some vertices that cause some issues that cause deltas to be very long. | |
| FMLDeformerModelOnPostEditProperty | FNeuralNetworkModifyDelegate | ||
| uint64 | GPUMemUsageInBytes | GPU memory usage. | |
| TObjectPtr< UMLDeformerInputInfo > | InputInfo | The information about the neural network inputs. | |
| int32 | MaxTrainingFrames | The maximum numer of training frames (samples) to train on. | |
| uint64 | MemUsageInBytes | The computed memory usage. | |
| FNeuralNetworkModifyDelegate | NeuralNetworkModifyDelegate_DEPRECATED | Delegate that will be called immediately before the NeuralNetwork is changed. | |
| int32 | NumBaseMeshVerts | Cached number of skeletal mesh vertices. | |
| int32 | NumTargetMeshVerts | Cached number of target mesh vertices. | |
| FMLDeformerModelOnPostEditProperty | PostEditPropertyDelegate | The delegate that gets fired when a property is being modified. | |
| FMLDeformerReinitModelInstancesDelegate | ReinitModelInstanceDelegate | Delegate used to trigger reinitialization of the model instance. | |
| FRenderCommandFence | RenderResourceDestroyFence | Fence used in render thread cleanup on destruction. | |
| TObjectPtr< USkeletalMesh > | SkeletalMesh | The skeletal mesh that represents the linear skinned mesh. | |
| FMLDeformerModelOnPostEditProperty | UObject | The ML Deformer runtime model base class. All models should be inherited from this class. | |
| TArray< int32 > | VertexMap | This is an index per vertex in the mesh, indicating the imported vertex number from the source asset. | |
| UE::MLDeformer::FVertexMapBuffer | VertexMapBuffer | GPU buffers for Vertex Map. | |
| TObjectPtr< UMLDeformerVizSettings > | VizSettings |