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API > API/Plugins > API/Plugins/MLDeformerFrameworkEditor
The base class for the editor side of an UMLDeformerModel. The editor model class handles most of the editor interactions, such as property changes, triggering the training process, creation of the viewport actors, and many more things. In most cases you will want to inherit your own editor model from either FMLDeformerGeomCacheEditorModel or FMLDeformerMorphModelEditorModel though. These classes will already implement a lot of base functionality in case you work with geometry caches as ground truth data etc.
| Name | FMLDeformerEditorModel |
| Type | class |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Public/MLDeformerEditorModel.h |
| Include Path | #include "MLDeformerEditorModel.h" |
Syntax
class FMLDeformerEditorModel :
public TSharedFromThis< FMLDeformerEditorModel > ,
public FGCObject
Inheritance Hierarchy
- FGCObject → FMLDeformerEditorModel
- FSharedFromThisBase → TSharedFromThis → FMLDeformerEditorModel
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FMLDeformerEditorModel() |
The destructor, which unregisters the instance of this editor model from the model registry. | MLDeformerEditorModel.h |
Structs
| Name | Remarks |
|---|---|
| FLODInfo | |
| InitSettings | The editor model initialization settings. This is used in the Init call. |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Add all animated bones to the bone include list. | MLDeformerEditorModel.h | ||
| Add all animated curves to the curve include list. | MLDeformerEditorModel.h | ||
virtual void ApplyDebugActorTransforms
(
const TArray< FTransform >& DebugActorComponentSpaceTransforms |
Apply the transforms of the actor we debug to the editor actors in our world. | MLDeformerEditorModel.h | |
void ApplyDebugActorTransforms () |
Apply the transforms of the debug actor to the actors in the asset editor world. | MLDeformerEditorModel.h | |
virtual double CalcTestTimelinePosition () |
Calculate the test mode timeline position. | MLDeformerEditorModel.h | |
virtual double CalcTrainingTimelinePosition () |
Get the current playback position of our training mode. | MLDeformerEditorModel.h | |
void CheckTrainingDataFrameChanged () |
Check whether our training data frame number changed. | MLDeformerEditorModel.h | |
virtual void ClampCurrentTestFrameIndex () |
Clamp the current test frame index to be in a valid range. | MLDeformerEditorModel.h | |
virtual void ClampCurrentTrainingFrameIndex () |
Clamp the current training frame index to be in a valid range. | MLDeformerEditorModel.h | |
virtual void ClearPersonaPreviewScene() |
Clears the Persona preview scene. Resetting the preview mesh, preview mesh component etc. | MLDeformerEditorModel.h | |
virtual void ClearWorld() |
Clears the world, which basically means it removes all the editor actors and engine actors from the editor world. | MLDeformerEditorModel.h | |
virtual void ClearWorldAndPersonaPreviewScene() |
Clear both the world and preview scene. This calls ClearWorld and ClearPersonaPreviewScene. | MLDeformerEditorModel.h | |
virtual void CopyBaseSettingsFromModel
(
const FMLDeformerEditorModel* SourceEditorModel |
Copy the common property values from a source model into this model. | MLDeformerEditorModel.h | |
virtual void CreateActors
(
const TSharedRef< IPersonaPreviewScene >& InPersonaPreviewScene |
Create the editor actors. | MLDeformerEditorModel.h | |
virtual FMLDeformerEditorActor * CreateEditorActor
(
const FMLDeformerEditorActor::FConstructSettings& Settings |
Create an actor in the editor viewport. | MLDeformerEditorModel.h | |
virtual void CreateHeatMapAssets () |
Create the heat map assets for this model. | MLDeformerEditorModel.h | |
virtual void CreateHeatMapDeformerGraph() |
Create the heat map deformer graph for this model. This updates the HeatMapDeformerGraph member. | MLDeformerEditorModel.h | |
virtual void CreateHeatMapMaterial() |
Create the heat map material for this model. This updates the HeatMapMaterial member. | MLDeformerEditorModel.h | |
virtual TSharedPtr< SMLDeformerInputWidget > CreateInputWidget () |
Create the input widget. | MLDeformerEditorModel.h | |
virtual FMLDeformerSampler * CreateSampler() |
MLDeformerEditorModel.h | ||
virtual TSharedPtr< FMLDeformerSampler > CreateSamplerObject () |
Create the vertex delta sampler object. | MLDeformerEditorModel.h | |
virtual void CreateTestCompareActors
(
UWorld* World |
Create the compare actors for the testing mode. | MLDeformerEditorModel.h | |
virtual void CreateTestGroundTruthActor
(
UWorld* World |
Create the test ground truth actor. | MLDeformerEditorModel.h | |
virtual void CreateTestLinearSkinnedActor
(
UWorld* World |
Create the linear skinned test actor. | MLDeformerEditorModel.h | |
virtual void CreateTestMLDeformedActor
(
UWorld* World |
Create the test ML Deformed actor. | MLDeformerEditorModel.h | |
virtual void CreateTrainingGroundTruthActor
(
UWorld* World |
Create the training ground truth actor. | MLDeformerEditorModel.h | |
virtual void CreateTrainingLinearSkinnedActor
(
const TSharedRef< IPersonaPreviewScene >& InPersonaPreviewScene |
Create the linear skinned actor that is used as training base. | MLDeformerEditorModel.h | |
void DrawMorphTarget
(
FPrimitiveDrawInterface* PDI, |
Debug draw specific morph targets using lines and points. | MLDeformerEditorModel.h | |
virtual void DrawPIEDebugActors () |
Debug draw helpers inside the PIE viewport that highlight debuggable actors. | MLDeformerEditorModel.h | |
FMLDeformerEditorActor * FindEditorActor
(
int32 ActorTypeID |
Find an editor actor with a specific ID, or return nullptr when not found. | MLDeformerEditorModel.h | |
UMLDeformerComponent * FindMLDeformerComponent
(
int32 ActorID |
Find the ML Deformer component of a given editor actor. | MLDeformerEditorModel.h | |
TVertexAttributesConstRef< float > FindVertexAttributes
(
FName AttributeName |
Find the float based vertex attributes on the skeletal map that have a given name. | MLDeformerEditorModel.h | |
virtual void GenerateNormalsForMorphTarget
(
int32 LOD, |
Generate the normals for a given morph target. | MLDeformerEditorModel.h | |
virtual UMeshDeformer * GetActiveHeatMapDeformer () |
Get the heat map deformer that should currently be used (when heatmaps are enabled). | MLDeformerEditorModel.h | |
int32 GetActiveTrainingInputAnimIndex() |
MLDeformerEditorModel.h | ||
UAnimSequence * GetActiveTrainingInputAnimSequence() |
Get the currently active training input animation sequence, which is the one that the viewport is showing the timeline for in training mode. | MLDeformerEditorModel.h | |
FText GetBaseAssetChangedErrorText() |
Check whether the vertex counts of the skeletal mesh have changed compared to the one we have trained on. | MLDeformerEditorModel.h | |
int32 GetCurrentTrainingFrame () |
Get the currently desired training frame number. | MLDeformerEditorModel.h | |
FMLDeformerEditorToolkit * GetEditor() |
Get a pointer to the ML Deformer editor tookit. Cannot be a nullptr. | MLDeformerEditorModel.h | |
const TArray< FMLDeformerEditorActor * > & GetEditorActors() |
Get all the created editor actors. | MLDeformerEditorModel.h | |
UMLDeformerInputInfo * GetEditorInputInfo () |
Get the editor's input info object. | MLDeformerEditorModel.h | |
double GetFrameRate() |
Get the framerate specified by the anim sequence. | MLDeformerEditorModel.h | |
virtual FString GetHeatMapDeformerGraphDualQuatPath() |
Get the path to the heat map deformer graph asset, when using dual quaternion skinning. | MLDeformerEditorModel.h | |
virtual FString GetHeatMapDeformerGraphPath() |
Get the path to the heat map deformer graph asset, when using linear skinning. | MLDeformerEditorModel.h | |
virtual FString GetHeatMapMaterialPath() |
Get the path to the heat map material asset. | MLDeformerEditorModel.h | |
FText GetIncompatibleSkeletonErrorText
(
const USkeletalMesh* InSkelMesh, |
Check for incompatible skeletons between the skeletal mesh and anim sequence skeleton. | MLDeformerEditorModel.h | |
| Check for errors in the inputs. | MLDeformerEditorModel.h | ||
TSharedPtr< SMLDeformerInputWidget > GetInputWidget() |
MLDeformerEditorModel.h | ||
UMLDeformerModel * GetModel() |
Get a pointer to the runtime ML Deformer model. Cannot really be a nullptr. | MLDeformerEditorModel.h | |
int32 GetNumCurvesOnSkeletalMesh
(
USkeletalMesh* SkelMesh |
Get the number of curves on a specific skeletal mesh. | MLDeformerEditorModel.h | |
virtual int32 GetNumFramesForTraining () |
Get the total number of frames used for training, but limited by the maximum number of training frames we have setup. | MLDeformerEditorModel.h | |
virtual int32 GetNumTestFrames() |
Get the total number of frames in the test anim sequence. | MLDeformerEditorModel.h | |
virtual int32 GetNumTrainingFrames () |
Get the number of training frames. | MLDeformerEditorModel.h | |
virtual int32 GetNumTrainingInputAnims () |
Get the number of training input animations. | MLDeformerEditorModel.h | |
virtual FText GetOverlayText() |
Get the text that we should display as overlay on top of the asset editor viewport. | MLDeformerEditorModel.h | |
TRange< FFrameNumber > GetPlaybackRange() |
Get the playback range of the model's data. | MLDeformerEditorModel.h | |
bool GetResamplingInputOutputsNeeded () |
Check whether we need to resample inputs and outputs. | MLDeformerEditorModel.h | |
FMLDeformerSampler * GetSampler() |
Get the sampler we use to calculate vertex deltas when we are in training mdoe and enable deltas. | MLDeformerEditorModel.h | |
FMLDeformerSampler * GetSamplerForActiveAnim() |
MLDeformerEditorModel.h | ||
FMLDeformerSampler * GetSamplerForTrainingAnim
(
int32 AnimIndex |
Get the vertex delta sampler for a given training input animation. | MLDeformerEditorModel.h | |
float GetScrubTime() |
Get the current scrub time. | MLDeformerEditorModel.h | |
| Check to see if the skeletal mesh has to be reimported because it misses some newly added data. | MLDeformerEditorModel.h | ||
virtual bool GetSupportsPerTrainingInputAnimVertexMask () |
Check whether this model supports a per training input animation vertex mask. | MLDeformerEditorModel.h | |
| Check whether the vertex count in the target mesh has changed or not. | MLDeformerEditorModel.h | ||
virtual int32 GetTestFrameAtTime
(
double TimeInSeconds |
Get the test data frame number for a specific time offset in seconds. | MLDeformerEditorModel.h | |
virtual double GetTestTimeAtFrame
(
int32 FrameNumber |
Get the time in seconds, for a given frame in the test data. | MLDeformerEditorModel.h | |
int32 GetTickResolution() |
Get the tick resolution we are displaying at. | MLDeformerEditorModel.h | |
FFrameNumber GetTickResScrubPosition() |
Get the current scrub position. | MLDeformerEditorModel.h | |
int32 GetTicksPerFrame() |
Get how many ticks there are per frame. | MLDeformerEditorModel.h | |
virtual FMLDeformerEditorActor * GetTimelineEditorActor () |
Get the editor actor that defines the timeline play position. | MLDeformerEditorModel.h | |
virtual FString GetTrainedNetworkOnnxFile () |
Get the onnx file name of the trained network. | MLDeformerEditorModel.h | |
virtual int32 GetTrainingFrameAtTime
(
double TimeInSeconds |
Get the training data frame number for a specific time offset in seconds. | MLDeformerEditorModel.h | |
virtual FMLDeformerTrainingInputAnim * GetTrainingInputAnim
(
int32 Index |
Get a given training input animation. | MLDeformerEditorModel.h | |
virtual double GetTrainingTimeAtFrame
(
int32 FrameNumber |
Get the time in seconds, for a given frame in the training data. | MLDeformerEditorModel.h | |
const TArray< TSharedPtr< FName > > & GetVertexAttributeNames () |
Get the array of vertex attribute names that can be used for UI widget elements. | MLDeformerEditorModel.h | |
| Check whether the vertex map has changed or not. | MLDeformerEditorModel.h | ||
TRange< double > GetViewRange() |
Get the current view range.Get the current view range | MLDeformerEditorModel.h | |
TRange< double > GetWorkingRange() |
Get the working range of the model's data. | MLDeformerEditorModel.h | |
UWorld * GetWorld() |
Get a pointer to the world that our editor is displaying. Cannot be nullptr. | MLDeformerEditorModel.h | |
void HandleModelChanged() |
Handle the timeline changes when our model changes. | MLDeformerEditorModel.h | |
void HandleViewRangeChanged
(
TRange< double > InRange |
Handle the view range being changed. | MLDeformerEditorModel.h | |
void HandleVizModeChanged
(
EMLDeformerVizMode Mode |
Handle the timeline changes required when changing the visualization mode, so when we switch between training and testing mode. | MLDeformerEditorModel.h | |
void HandleWorkingRangeChanged
(
TRange< double > InRange |
Handle the working range being changed. | MLDeformerEditorModel.h | |
virtual void Init
(
const InitSettings& Settings |
Initialize the model. | MLDeformerEditorModel.h | |
| Initialize the bone include list of the runtime model to the set of bones that are animated. | MLDeformerEditorModel.h | ||
| Initialize the curve include list of the runtime model to the set of curves that are animated. | MLDeformerEditorModel.h | ||
virtual void InitInputInfo
(
UMLDeformerInputInfo* InputInfo |
Initialize the input information, which basically describes what the inputs to the neural network are going to be. | MLDeformerEditorModel.h | |
void InvalidateDeltas() |
Mark the deltas to be updated on next Tick. | MLDeformerEditorModel.h | |
virtual bool IsCompatibleDeformer
(
UMLDeformerAsset* Deformer |
Check if this model is compatible with a specific deformer asset. | MLDeformerEditorModel.h | |
bool IsDisplayingFrames() |
Is the timeline displaying frames rather than seconds? | MLDeformerEditorModel.h | |
virtual bool IsPlayingAnim () |
Check whether we are playing an animation or not. | MLDeformerEditorModel.h | |
virtual bool IsPlayingForward () |
Check whether our anim sequence is playing forward or backward. | MLDeformerEditorModel.h | |
bool IsReadyForTraining () |
Check whether we are ready to train. | MLDeformerEditorModel.h | |
bool IsScrubbingTimeline() |
Are we scrubbing on the timeline? | MLDeformerEditorModel.h | |
virtual bool IsTrained () |
Check whether our model is trained or not. | MLDeformerEditorModel.h | |
virtual UMeshDeformer * LoadDefaultDeformerGraph() |
Load the default Optimus deformer graph to use on the skeletal mesh when using this model. | MLDeformerEditorModel.h | |
virtual bool LoadTrainedNetwork () |
Load the trained network from an onnx file. | MLDeformerEditorModel.h | |
virtual void OnDebugActorChanged
(
TObjectPtr< AActor > DebugActor |
Called whenever the actor to debug has been changed. | MLDeformerEditorModel.h | |
virtual void OnInputAssetsChanged () |
This is called when training data inputs change. | MLDeformerEditorModel.h | |
virtual void OnMaxNumLODsChanged () |
Executed when the maximum number of LOD levels changed. | MLDeformerEditorModel.h | |
virtual void OnPlayPressed () |
Executed when the user presses the play button in the timeline. | MLDeformerEditorModel.h | |
virtual void OnPostEditUndo() |
This is called after undo is performed on the model. | MLDeformerEditorModel.h | |
virtual void OnPostInputAssetChanged () |
This is executed after the input assets have changed. | MLDeformerEditorModel.h | |
virtual void OnPostTraining
(
ETrainingResult TrainingResult, |
This method is executed after training. | MLDeformerEditorModel.h | |
virtual void OnPostTransacted
(
const FTransactionObjectEvent& Event |
This is called whenever a transaction happened on the model. | MLDeformerEditorModel.h | |
virtual void OnPreEditUndo() |
This is called before undo is called on the model. | MLDeformerEditorModel.h | |
virtual void OnPreTraining () |
This is called just before we start the training process. | MLDeformerEditorModel.h | |
virtual void OnPropertyChanged
(
FPropertyChangedEvent& PropertyChangedEvent |
This is called whenever a property value changes in the UI. | MLDeformerEditorModel.h | |
virtual void OnTimeSliderScrubPositionChanged
(
double NewScrubTime, |
This is executed when the timeline has been scrubbed. | MLDeformerEditorModel.h | |
virtual void OnTrainingAborted
(
bool bUsePartiallyTrainedData |
This is executed when the training process got aborted by the user. | MLDeformerEditorModel.h | |
virtual void OnTrainingDataFrameChanged () |
This is triggered when the training frame is changed by the user. | MLDeformerEditorModel.h | |
virtual void RefreshInputWidget() |
Refresh the contents of the input widget. This includes the bone and curve list contents. | MLDeformerEditorModel.h | |
virtual void RefreshMLDeformerComponents () |
Call the SetupComponent on every ML Deformer component on our editor actors and update the compatibility status of the deformer components. | MLDeformerEditorModel.h | |
virtual void Render
(
const FSceneView* View, |
Render additional (debug) things in the viewport. | MLDeformerEditorModel.h | |
| Request a call to TriggerInputAssetsChanged on the next tick, so not directly. | MLDeformerEditorModel.h | ||
virtual void SampleDeltas () |
Sample the vertex deltas between the training base model and target model. | MLDeformerEditorModel.h | |
void SetActiveTrainingInputAnimIndex
(
int32 Index |
MLDeformerEditorModel.h | ||
virtual void SetDefaultDeformerGraphIfNeeded () |
This makes sure that the deformer graph selected in the visualization settings is not a nullptr. | MLDeformerEditorModel.h | |
void SetDisplayFrames
(
bool bDisplayFrames |
Set if frames are displayed. | MLDeformerEditorModel.h | |
virtual void SetHeatMapMaterialEnabled
(
bool bEnabled |
Specify whether the heat map material should be enabled or not. | MLDeformerEditorModel.h | |
void SetInputWidget
(
const TSharedPtr< SMLDeformerInputWidget >& Widget |
MLDeformerEditorModel.h | ||
void SetResamplingInputOutputsNeeded
(
bool bNeeded |
Set whether we need to resample inputs or not. | MLDeformerEditorModel.h | |
void SetScrubPosition
(
FFrameNumber NewScrubPosition, |
MLDeformerEditorModel.h | ||
void SetScrubPosition
(
FFrameTime NewScrubPosition, |
MLDeformerEditorModel.h | ||
void SetScrubPosition
(
FFrameNumber NewScrubPosition |
Set the current scrub position. | MLDeformerEditorModel.h | |
void SetScrubPosition
(
FFrameTime NewScrubPosition |
Set the current scrub position. | MLDeformerEditorModel.h | |
virtual void SetTestFrame
(
int32 FrameNumber, |
Go to a given frame in the test data. | MLDeformerEditorModel.h | |
virtual void SetTestFrame
(
int32 FrameNumber |
MLDeformerEditorModel.h | ||
virtual void SetTrainingFrame
(
int32 FrameNumber, |
Go to a given frame in the training data. | MLDeformerEditorModel.h | |
virtual void SetTrainingFrame
(
int32 FrameNumber |
MLDeformerEditorModel.h | ||
void SetViewRange
(
TRange< double > InRange |
Set the current view range. | MLDeformerEditorModel.h | |
virtual void Tick
(
FEditorViewportClient* ViewportClient, |
Tick the editor viewport. | MLDeformerEditorModel.h | |
virtual ETrainingResult Train () |
Launch the training. | MLDeformerEditorModel.h | |
void TriggerInputAssetChanged
(
bool bRefreshVizSettings |
This will call OnInputAssetsChanged first, followed by OnPostInputAssetChanged. | MLDeformerEditorModel.h | |
virtual void UpdateActorLODs () |
Update LOD levels of the actors in editor world. | MLDeformerEditorModel.h | |
virtual void UpdateActorTransforms () |
Update the transforms of all the editor actors. | MLDeformerEditorModel.h | |
virtual void UpdateActorVisibility () |
Update the visibility status of the editor actors. | MLDeformerEditorModel.h | |
virtual void UpdateDeformerGraph () |
This applies the right mesh deformer to the editor actors that have an ML Deformer component on them. | MLDeformerEditorModel.h | |
void UpdateEditorInputInfo() |
Update the editor's input info based on the current UI settings. | MLDeformerEditorModel.h | |
virtual void UpdateIsReadyForTrainingState () |
Update the state that is used to decide whether the Train button in the UI is enabled or not. | MLDeformerEditorModel.h | |
virtual void UpdateLabels () |
Update the visibility of the labels, as well as their positions. | MLDeformerEditorModel.h | |
void UpdateMemoryUsage() |
Invalidate the memory usage, so it gets updated in the UI again. | MLDeformerEditorModel.h | |
virtual void UpdateMeshOffsetFactors () |
Update the mesh offset factors, which is basically controlling where to place the actors in the scene. | MLDeformerEditorModel.h | |
virtual void UpdateNumTrainingFrames () |
Updates the number of available training frames as returned by GetNumTrainingFrames(). | MLDeformerEditorModel.h | |
virtual void UpdatePaintModePose
(
bool bFullUpdate |
Update the character's pose in paint mode. | MLDeformerEditorModel.h | |
virtual void UpdatePreviewScene () |
Update the persona preview scene's actor, skeletal mesh component, mesh and anim asset. | MLDeformerEditorModel.h | |
virtual void UpdateTestAnimPlaySpeed () |
Update the playback speed of the test data. | MLDeformerEditorModel.h | |
virtual void UpdateTimelineTrainingAnimList () |
Update the timeline's training input animation list. | MLDeformerEditorModel.h | |
virtual void UpdateTrainingDeviceList () |
This should update the list of available training devices. | MLDeformerEditorModel.h | |
void UpdateVertexAttributeNames () |
Update the vertex attribute names array as returned by GetVertexAttributeNames(). | MLDeformerEditorModel.h |
Overridden from FGCObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
MLDeformerEditorModel.h | ||
virtual FString GetReferencerName() |
MLDeformerEditorModel.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAnimatedBonesToBonesIncludeList
(
const UAnimSequence* AnimSequence |
MLDeformerEditorModel.h | ||
void AddAnimatedCurvesToCurvesIncludeList
(
const UAnimSequence* AnimSequence |
MLDeformerEditorModel.h | ||
void AddCompareActor
(
int32 ArrayIndex |
MLDeformerEditorModel.h | ||
void BroadcastPropertyChanged
(
const FName PropertyName |
Trigger a PostEditChangeProperty using a ValueSet event type, on the model, which will also trigger the OnPostEditChangeProperty. | MLDeformerEditorModel.h | |
void CalcMeshNormals
(
TArrayView< const FVector3f > VertexPositions, |
Calculate the normals for each vertex, given the triangle data and positions. | MLDeformerEditorModel.h | |
int32 CalcNumValidCompareActorsPriorTo
(
int32 CompareActorIndex |
MLDeformerEditorModel.h | ||
double CalcTimelinePosition () |
Calculate the current timeline position offset, of the currently selected frame. | MLDeformerEditorModel.h | |
void CompressEngineMorphTargets
(
FMorphTargetVertexInfoBuffers& OutMorphBuffers, |
Compress morph targets into GPU based morph buffers. | MLDeformerEditorModel.h | |
void CreateEngineMorphTargets
(
TArray< UMorphTarget* >& OutMorphTargets, |
Generate engine morph targets from a set of deltas. | MLDeformerEditorModel.h | |
virtual void CreateSamplers() |
MLDeformerEditorModel.h | ||
void DeleteEditorActors () |
Delete all editor actors. | MLDeformerEditorModel.h | |
const UAnimSequence * GetAnimSequence () |
Get the animation sequence, either the test or training one, depending on in which mode we are in. | MLDeformerEditorModel.h | |
| Get the base actor depending on the currently active mode (train or test mode). | MLDeformerEditorModel.h | ||
virtual bool IsAnimIndexValid
(
int32 AnimIndex |
MLDeformerEditorModel.h | ||
| Perform some basic checks to see if the editor can be ready to train the model. | MLDeformerEditorModel.h | ||
virtual void OnObjectModified
(
UObject* Object |
Called whenever an engine object is being modified. | MLDeformerEditorModel.h | |
void OnPostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Executed when a property changes by a change in the UI. This internally calls OnPropertyChanged. | MLDeformerEditorModel.h | |
void RemoveAllCompareActors() |
MLDeformerEditorModel.h | ||
void RemoveCompareActor
(
int32 ArrayIndex |
MLDeformerEditorModel.h | ||
void SetTimelineAnimNames
(
const TArray< TSharedPtr< FMLDeformerTrainingInputAnimName > >& AnimNames |
Set the names of the anim sequences in the timeline. | MLDeformerEditorModel.h | |
void UpdateCompareActorLabels() |
MLDeformerEditorModel.h | ||
void UpdateHeatMapMaterialBasedOnMode () |
Because of some technical reasons we cannot display a correct ground truth heat map at the moment while playing an animation. | MLDeformerEditorModel.h | |
void UpdateLODMappings() |
MLDeformerEditorModel.h | ||
void UpdateRanges() |
Update the timeline related ranges, based on the length of the training or testing data. | MLDeformerEditorModel.h | |
void UpdateStepInterpolationMode () |
Update whether we force to use step interpolation on the ML Deformed model or not. | MLDeformerEditorModel.h | |
void ZeroDeltasByThreshold
(
TArray< FVector3f >& Deltas, |
Zero all deltas with a length equal to, or smaller than the threshold value. | MLDeformerEditorModel.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ChangeSkeletalMeshOnComponent
(
USkeletalMeshComponent* SkelMeshComponent, |
Change the skeletal mesh on a specific skeletal mesh component. | MLDeformerEditorModel.h | |
static float CorrectedFrameTime
(
int32 FrameNumber, |
Correct floating point errors that can cause issues when sampling animation using step timing. | MLDeformerEditorModel.h |