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The default ID's for editor actors. You can assign any ID to the editor actors, although some code in the editor model classes will assume that some of these exist. You can always overload certain methods to change that behavior though.
| Name | UE::MLDeformer:: |
| Type | enum |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Public/MLDeformerEditorActor.h |
| Include Path | #include "MLDeformerEditorActor.h" |
Syntax
namespace UE
{
namespace MLDeformer
{
enum
{
ActorID_Train_Base,
ActorID_Train_GroundTruth,
ActorID_Test_Base,
ActorID_Test_MLDeformed,
ActorID_Test_GroundTruth,
ActorID_Test_Compare,
}
}
}
Values
| Name | Remarks |
|---|---|
| ActorID_Train_Base | The linear skinned (base) actor in training mode. |
| ActorID_Train_GroundTruth | The ground truth (target) actor in training mode. |
| ActorID_Test_Base | The linear skinned (base) actor, in test mode. |
| ActorID_Test_MLDeformed | The ML Deformed actor, in test mode. This one should have an UMLDeformerComponent on it. |
| ActorID_Test_GroundTruth | The ground truth test actor, in test mode. |
| ActorID_Test_Compare | The comparison actor, in test mode. |