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API > API/Plugins > API/Plugins/MetaHumanCharacterEditor > API/Plugins/MetaHumanCharacterEditor/UMetaHumanCharacterEditorSubsyst-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CommitFaceState
(
UMetaHumanCharacter* InCharacter |
Commits the Face State of the given Character to be serialized. | MetaHumanCharacterEditorSubsystem.h |
|
void CommitFaceState
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Commits the Face State into the Character asset in order to be serialized when the asset is saved. | MetaHumanCharacterEditorSubsystem.h |
CommitFaceState(UMetaHumanCharacter *)
Description
Commits the Face 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 | CommitFaceState |
| 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 CommitFaceState
(
UMetaHumanCharacter * InCharacter
)
CommitFaceState(TNotNull< UMetaHumanCharacter * >, TSharedRef< const FMetaHumanCharacterIdentity::FState >)
Description
Commits the Face State into the Character asset in order to be serialized when the asset is saved.
Also updates the face editing state.
| Name | CommitFaceState |
| 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 CommitFaceState
(
TNotNull< UMetaHumanCharacter * > InCharacter,
TSharedRef < const FMetaHumanCharacterIdentity::FState > InState
)