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The MetaHuman Character Asset holds all the information required build a MetaHuman. Any data that needs to be serialized for a MetaHuman should be stored in this class This class relies on the UMetaHumanCharacterEditorSubsystem to have its properties initialized and its basically a container for data associated with a MetaHuman
| Name | UMetaHumanCharacter |
| Type | class |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacter/Public/MetaHumanCharacter.h |
| Include Path | #include "MetaHumanCharacter.h" |
Syntax
UCLASS (BlueprintType)
class UMetaHumanCharacter : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMetaHumanCharacter
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMetaHumanCharacter() |
MetaHumanCharacter.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnAnimationReinitialized | TMulticastDelegate_NoParams< void > | Callback when animation is reinitialized and anim data needs a refresh | MetaHumanCharacter.h |
| FOnRiggingStateChanged | TMulticastDelegate_NoParams< void > | Callback when rigging state changes in editor | MetaHumanCharacter.h |
| FOnWardrobePathsChanged | TMulticastDelegate_NoParams< void > | Callback when wardrobe settings changes in editor | MetaHumanCharacter.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssemblySettings | FMetaHumanCharacterAssemblySettings | MetaHumanCharacter.h |
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| bFixedBodyType | bool | Fixed body types are either imported from dna as a whole rig, or a fixed compatibility body. | MetaHumanCharacter.h |
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| bHasHighResolutionTextures | bool | MetaHumanCharacter.h |
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| BodyTextures | TMap< EBodyTextureType, TObjectPtr< class UTexture2D > > | Transient body textures, can be created from the data stored in HighResBodyTexturesData. | MetaHumanCharacter.h |
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| CharacterIndividualAssets | TMap< FName, FMetaHumanCharacterIndividualAssets > | Character individual assets for blend tool and presets library | MetaHumanCharacter.h |
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| EyesSettings | FMetaHumanCharacterEyesSettings | MetaHumanCharacter.h |
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| FaceEvaluationSettings | FMetaHumanCharacterFaceEvaluationSettings | MetaHumanCharacter.h |
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| HeadModelSettings | FMetaHumanCharacterHeadModelSettings | MetaHumanCharacter.h |
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| HighResBodyTexturesInfo | TMap< EBodyTextureType, FMetaHumanCharacterTextureInfo > | Information about each of the high res body textures used to build the UTexture assets when the character is loaded. | MetaHumanCharacter.h |
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| MakeupSettings | FMetaHumanCharacterMakeupSettings | MetaHumanCharacter.h |
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| OnAnimationReinitialized | FOnAnimationReinitialized | MetaHumanCharacter.h | ||
| OnRiggingStateChanged | FOnRiggingStateChanged | MetaHumanCharacter.h | ||
| OnWardrobePathsChanged | FOnWardrobePathsChanged | MetaHumanCharacter.h | ||
| PipelinesPerClass | TMap< TSubclassOf< UMetaHumanCollectionPipeline >, TObjectPtr< UMetaHumanCollectionPipeline > > | A list of Collection pipelines that have been instanced for this character, used to track pipeline properties. | MetaHumanCharacter.h |
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| PreviewMaterialType | EMetaHumanCharacterSkinPreviewMaterial | Serialized preview material, so that the editor can load the last used one | MetaHumanCharacter.h |
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| SkinSettings | FMetaHumanCharacterSkinSettings | MetaHumanCharacter.h |
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| SynthesizedFaceTextures | TMap< EFaceTextureType, TObjectPtr< class UTexture2D > > | Transient face textures created from the data stored in SynthesizedFaceTexturesData. | MetaHumanCharacter.h |
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| SynthesizedFaceTexturesInfo | TMap< EFaceTextureType, FMetaHumanCharacterTextureInfo > | Information about each of the face textures used to build the UTexture assets when the character is loaded. | MetaHumanCharacter.h |
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| TemplateType | EMetaHumanCharacterTemplateType | The character type used to load the appropriate identity template model. | MetaHumanCharacter.h |
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| ThumbnailInfo | TObjectPtr< class UThumbnailInfo > | Information for thumbnail rendering | MetaHumanCharacter.h |
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| ViewportSettings | FMetaHumanCharacterViewportSettings | MetaHumanCharacter.h |
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| WardrobeIndividualAssets | TMap< FName, FMetaHumanCharacterWardrobeIndividualAssets > | Wardrobe individual assets per slot name | MetaHumanCharacter.h |
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| WardrobePaths | TArray< FMetaHumanCharacterAssetsSection > | Character defined wardrobe paths | MetaHumanCharacter.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasFaceDNABlendshapes | bool | Stores whether the face DNA contains blendshapes. | MetaHumanCharacter.h |
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| BodyDNABulkData | UE::Serialization::FEditorBulkData | Stores the Character Body DNA (optional) | MetaHumanCharacter.h | |
| BodyStateBulkData | UE::Serialization::FEditorBulkData | Stores the Character Body State. | MetaHumanCharacter.h | |
| FaceDNABulkData | UE::Serialization::FEditorBulkData | Stores the Character Face DNA (optional) | MetaHumanCharacter.h | |
| FaceStateBulkData | UE::Serialization::FEditorBulkData | Stores the Character Face State. | MetaHumanCharacter.h | |
| HighResBodyTexturesData | TSortedMap< EBodyTextureType, UE::Serialization::FEditorBulkData > | Stores the high res body Textures data. | MetaHumanCharacter.h | |
| InternalCollection | TObjectPtr< UMetaHumanCollection > | The Character's built-in palette that is used for the build. | MetaHumanCharacter.h |
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| InternalCollectionKey | FMetaHumanPaletteItemKey | MetaHumanCharacter.h | ||
| SynthesizedFaceTexturesData | TSortedMap< EFaceTextureType, UE::Serialization::FEditorBulkData > | Stores the Synthesized Face Textures data. | MetaHumanCharacter.h | |
| ThumbnailAux_Body | TObjectPtr< UMetaHumanCharacterThumbnailAux > | MetaHumanCharacter.h | ||
| ThumbnailAux_CharacterBody | TObjectPtr< UMetaHumanCharacterThumbnailAux > | MetaHumanCharacter.h | ||
| ThumbnailAux_Face | TObjectPtr< UMetaHumanCharacterThumbnailAux > | MetaHumanCharacter.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< uint8 > GetBodyDNABuffer() |
Returns a buffer with the Body DNA from the internal bulk data | MetaHumanCharacter.h | |
FSharedBuffer GetBodyStateData() |
Retrieves the Body State data from the internal bulk data | MetaHumanCharacter.h | |
TArray< uint8 > GetFaceDNABuffer() |
Returns a buffer with the Face DNA from the internal bulk data | MetaHumanCharacter.h | |
FSharedBuffer GetFaceStateData() |
Retrieves the Face State data from the internal bulk data | MetaHumanCharacter.h | |
TFuture< FSharedBuffer > GetHighResBodyTextureDataAsync
(
EBodyTextureType InTextureType |
Gets a future that can be used to obtain the actual body texture data | MetaHumanCharacter.h | |
const TObjectPtr< UMetaHumanCollection > GetInternalCollection() |
MetaHumanCharacter.h | ||
FMetaHumanPaletteItemKey GetInternalCollectionKey() |
MetaHumanCharacter.h | ||
TObjectPtr< UMetaHumanCollection > GetMutableInternalCollection() |
Gets the Character's internal Collection | MetaHumanCharacter.h | |
FInt32Point GetSynthesizedBodyTexturesResolution
(
EBodyTextureType InBodyTextureType |
Gets the synthesized body texture resolution. | MetaHumanCharacter.h | |
TFuture< FSharedBuffer > GetSynthesizedFaceTextureDataAsync
(
EFaceTextureType InTextureType |
Gets a future that can be used to obtain the actual face texture data | MetaHumanCharacter.h | |
FInt32Point GetSynthesizedFaceTexturesResolution
(
EFaceTextureType InFaceTextureType |
Gets the synthesized face texture resolution. | MetaHumanCharacter.h | |
| Gets the map of valid face textures. | MetaHumanCharacter.h | ||
bool HasBodyDNA() |
Returns true if the character has a body DNA stored in it | MetaHumanCharacter.h | |
bool HasFaceDNA() |
Returns true if the character has a face DNA stored in it | MetaHumanCharacter.h | |
bool HasFaceDNABlendshapes() |
Returns true if the character has blendshapes in the attached face DNA. | MetaHumanCharacter.h | |
bool HasHighResolutionTextures() |
Returns true if the character was marked as having high resolution textures | MetaHumanCharacter.h | |
bool HasSynthesizedTextures() |
Returns true if the character has any synthesized textures stored in it | MetaHumanCharacter.h | |
bool IsCharacterValid () |
Returns true if the character is in a valid state, meaning all of its components are properly initialized. | MetaHumanCharacter.h | |
bool NeedsToDownloadTextureSources() |
Returns true if textures needs to be download to match the desired texture sources resolutions. | MetaHumanCharacter.h | |
void NotifyRiggingStateChanged() |
Notifies that the rigging state of the character changed | MetaHumanCharacter.h | |
void RemoveAllTextures() |
Removes all textures stored in character | MetaHumanCharacter.h | |
void ResetUnreferencedHighResTextureData() |
Resets the bulk data for any texture types that are missing texture infos | MetaHumanCharacter.h | |
void SetBodyDNABuffer
(
TConstArrayView< uint8 > InBodyDNABuffer |
Stores Body DNA in a compressed buffer | MetaHumanCharacter.h | |
void SetBodyStateData
(
const FSharedBuffer& InBodyStateData |
Stores the Body State data in a compressed buffer | MetaHumanCharacter.h | |
void SetFaceDNABuffer
(
TConstArrayView< uint8 > InFaceDNABuffer, |
Stores Face DNA in a compressed buffer. | MetaHumanCharacter.h | |
void SetFaceStateData
(
const FSharedBuffer& InFaceStateData |
Stores Face State data in a compressed buffer | MetaHumanCharacter.h | |
void SetHasHighResolutionTextures
(
bool bInHasHighResolutionTextures |
Mark the character as having high resolution textures which can be used to prevent it from being overridden | MetaHumanCharacter.h | |
void StoreHighResBodyTexture
(
EBodyTextureType InTextureType, |
Stores high res body texture data to be serialized | MetaHumanCharacter.h | |
void StoreSynthesizedFaceTexture
(
EFaceTextureType InTextureType, |
Stores face texture data to be serialized | MetaHumanCharacter.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& InPropertyChangedEvent |
MetaHumanCharacter.h | ||
virtual void PostInitProperties() |
MetaHumanCharacter.h | ||
virtual void PostLoad() |
MetaHumanCharacter.h | ||
virtual void PostTransacted
(
const FTransactionObjectEvent& InTransactionEvent |
MetaHumanCharacter.h | ||
virtual void Serialize
(
FArchive& InAr |
MetaHumanCharacter.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FName GetThumbnailPathInPackage
(
const FString& InCharacterAssetPath, |
Generates a full object path from the character object path and camera position to be used in the package thumbnail map. | MetaHumanCharacter.h |