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API > API/Plugins > API/Plugins/MetaHumanCharacterEditor > API/Plugins/MetaHumanCharacterEditor/UMetaHumanCharacterEditorSubsyst-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CommitBodyState
(
UMetaHumanCharacter* InCharacter |
Commits the Body State of the given Character to be serialized. | MetaHumanCharacterEditorSubsystem.h |
|
void CommitBodyState
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Commits the Body State into the Character asset in order to be serialized when the asset is saved. | MetaHumanCharacterEditorSubsystem.h |
CommitBodyState(UMetaHumanCharacter *)
Description
Commits the Body State of the given Character to be serialized. This needs to be done after after using the sculpting or blending APIs to persist the changes Requires the character to be added for edit using TryAddObjectToEdit
| Name | CommitBodyState |
| Type | function |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Public/MetaHumanCharacterEditorSubsystem.h |
| Include Path | #include "MetaHumanCharacterEditorSubsystem.h" |
| Source | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Private/MetaHumanCharacterEditorSubsystem.cpp |
UFUNCTION (BlueprintCallable, Category="Sculpting")
void CommitBodyState
(
UMetaHumanCharacter * InCharacter
)
CommitBodyState(TNotNull< UMetaHumanCharacter * >, TSharedRef< const FMetaHumanCharacterBodyIdentity::FState >, EBodyMeshUpdateMode)
Description
Commits the Body State into the Character asset in order to be serialized when the asset is saved. If there are live Character actors registered against the subsystem, also update their face state.
| Name | CommitBodyState |
| Type | function |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Public/MetaHumanCharacterEditorSubsystem.h |
| Include Path | #include "MetaHumanCharacterEditorSubsystem.h" |
| Source | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Private/MetaHumanCharacterEditorSubsystem.cpp |
void CommitBodyState
(
TNotNull< UMetaHumanCharacter * > InCharacter,
TSharedRef < const FMetaHumanCharacterBodyIdentity::FState > InState,
EBodyMeshUpdateMode InUpdateMode
)