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API > API/Plugins > API/Plugins/MetaHumanCharacterEditor
A simple actor that represents a MetaHuman in the Character Editor Viewport.
This is the default implementation of IMetaHumanCharacterEditorActorInterface, and will be used as a fallback if the implementation specified by the Character Pipeline is invalid.
Since it's used as a fallback for any pipeline, it can't rely on any pipeline-specific data in the passed-in Character Instance.
| Name | AMetaHumanCharacterEditorActor |
| Type | class |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Public/MetaHumanCharacterEditorActor.h |
| Include Path | #include "MetaHumanCharacterEditorActor.h" |
Syntax
UCLASS (Transient, NotPlaceable, Blueprintable)
class AMetaHumanCharacterEditorActor :
public AActor ,
public IMetaHumanCharacterEditorActorInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AMetaHumanCharacterEditorActor
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AMetaHumanCharacterEditorActor() |
MetaHumanCharacterEditorActor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Character | TObjectPtr< class UMetaHumanCharacter > | Pointer back to the Character this actor is based on. | MetaHumanCharacterEditorActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TNotNull< const USkeletalMeshComponent * > GetBodyComponent() |
MetaHumanCharacterEditorActor.h | ||
virtual TNotNull< UMetaHumanCharacter * > GetCharacter() |
MetaHumanCharacterEditorActor.h | ||
virtual TNotNull< const USkeletalMeshComponent * > GetFaceComponent() |
MetaHumanCharacterEditorActor.h | ||
virtual void InitializeMetaHumanCharacterEditorActor
(
TNotNull< const UMetaHumanCharacterInstance* > InCharacterInstance, |
MetaHumanCharacterEditorActor.h | ||
virtual void OnBodyMeshUpdated() |
MetaHumanCharacterEditorActor.h | ||
virtual void OnFaceMeshUpdated() |
MetaHumanCharacterEditorActor.h | ||
virtual void ReinitAnimation() |
MetaHumanCharacterEditorActor.h | ||
virtual void ResetAnimation() |
MetaHumanCharacterEditorActor.h | ||
virtual void SetActorDrivingAnimationMode
(
EMetaHumanActorDrivingAnimationMode InDrivingAnimationMode |
MetaHumanCharacterEditorActor.h | ||
virtual void SetClothingVisibilityState
(
EMetaHumanClothingVisibilityState State, |
MetaHumanCharacterEditorActor.h | ||
virtual void SetDrivingSkeletalMesh
(
USkeletalMeshComponent* DrivingSkelMeshComponent |
MetaHumanCharacterEditorActor.h | ||
virtual void SetForcedLOD
(
int32 InForcedLOD |
MetaHumanCharacterEditorActor.h | ||
virtual void SetHairVisibilityState
(
EMetaHumanHairVisibilityState State |
MetaHumanCharacterEditorActor.h | ||
virtual void SetShowBinormalsOnBody
(
const bool InShowBinormals |
MetaHumanCharacterEditorActor.h | ||
virtual void SetShowBinormalsOnFace
(
const bool InShowBinormals |
MetaHumanCharacterEditorActor.h | ||
virtual void SetShowNormalsOnBody
(
const bool InShowNormals |
MetaHumanCharacterEditorActor.h | ||
virtual void SetShowNormalsOnFace
(
const bool InShowNormals |
MetaHumanCharacterEditorActor.h | ||
virtual void SetShowTangentsOnBody
(
const bool InShowTangents |
MetaHumanCharacterEditorActor.h | ||
virtual void SetShowTangentsOnFace
(
const bool InShowTangents |
MetaHumanCharacterEditorActor.h | ||
virtual void UpdateBodyComponentMesh
(
USkeletalMesh* InBodyMesh |
MetaHumanCharacterEditorActor.h | ||
virtual void UpdateFaceComponentMesh
(
USkeletalMesh* InFaceMesh |
MetaHumanCharacterEditorActor.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnConstruction
(
const FTransform& InTransform |
MetaHumanCharacterEditorActor.h | ||
virtual void PostRegisterAllComponents() |
MetaHumanCharacterEditorActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Blueprint_SetClothingVisibilityState
(
EMetaHumanClothingVisibilityState State, |
Any clothing components should be set to the given visibility state. | MetaHumanCharacterEditorActor.h |
|
void Blueprint_SetHairVisibilityState
(
EMetaHumanHairVisibilityState State |
Any hair components should be set to the given visibility state | MetaHumanCharacterEditorActor.h |
|
void OnRiggingStateChanged() |
Called when the character rigging state changes | MetaHumanCharacterEditorActor.h |