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API > API/Plugins > API/Plugins/MetaHumanCharacterEditor
| Name | IMetaHumanCharacterBuildExtender |
| Type | class |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Public/Subsystem/MetaHumanCharacterBuild.h |
| Include Path | #include "Subsystem/MetaHumanCharacterBuild.h" |
Syntax
class IMetaHumanCharacterBuildExtender : public IModularFeature
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IMetaHumanCharacterBuildExtender() |
Subsystem/MetaHumanCharacterBuild.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FeatureName | const FName | Subsystem/MetaHumanCharacterBuild.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Get the additional animation system names the extender will add. | Subsystem/MetaHumanCharacterBuild.h | ||
virtual TSet< FString > GetMountPoints() |
Additional mount points so assets get considered by assembly. | Subsystem/MetaHumanCharacterBuild.h | |
virtual TSet< FName > GetPackageRootsToCopyFrom() |
Additional package root path like a plugin path to copy assets into Common. Assets within that package will be copied over to the project common folder. | Subsystem/MetaHumanCharacterBuild.h | |
virtual TArray< UObject * > GetRootObjects
(
const FMetaHumanCharacterEditorBuildParameters& BuildParameters |
Manually copied, additional assets for cases where dependencies are created after duplication in the assembly process or there is no dependency from the actor blueprint at all. | Subsystem/MetaHumanCharacterBuild.h | |
virtual void SetCommonPath
(
const FString& InCommonFolderPath |
Inform the extender about the Common folder path. | Subsystem/MetaHumanCharacterBuild.h |