Navigation
| Name | MetaHumanCharacterPalette |
| Type | Plugin |
| Part of Plugins | MetaHuman Creator |
| Location | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterPalette/ |
| Module Build Rules | MetaHumanCharacterPalette.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FMetaHumanCharacterAssembled | |
| FMetaHumanCharacterInstanceUpdated | |
| FMetaHumanCharacterInstanceUpdated_Unicast | |
| UMetaHumanCharacterActorInterface | Interface for actors that can be initialized from a UMetaHumanCharacterInstance. |
| UMetaHumanCharacterEditorPipeline | The editor-only component of a UMetaHumanCharacterPipeline. |
| UMetaHumanCharacterEditorPipelineSpecification | |
| UMetaHumanCharacterInstance | Used to assemble a renderable character from a MetaHuman Collection. |
| UMetaHumanCharacterPalette | Base class for objects that can contain items targeting a Character Pipeline. |
| UMetaHumanCharacterPaletteProjectSettings | |
| UMetaHumanCharacterPipeline | A Pipeline contains the functionality for building a Palette and assembling Character Instances from it. |
| UMetaHumanCharacterPipelineSpecification | This class represents the data interface of a UMetaHumanCharacterPipeline. |
| UMetaHumanCollection | A collection of character parts (e.g. MetaHuman Characters, clothing, hairstyles) that target slots on a Character Pipeline. |
| UMetaHumanCollectionEditorPipeline | The editor-only component of a UMetaHumanCollectionPipeline. |
| UMetaHumanCollectionPipeline | A Collection-specific subclass of Character Pipeline |
| UMetaHumanItemEditorPipeline | The editor-only component of a UMetaHumanItemPipeline. |
| UMetaHumanItemPipeline | The Wardrobe Item-specific subclass of Character Pipeline |
| UMetaHumanValidationContext | |
| UMetaHumanWardrobeItem |
Structs
| Name | Remarks |
|---|---|
| FMetaHumanAssemblyOutput | The result of assembling a Character Instance using a Collection. |
| FMetaHumanBuildInputBase | The Build Input struct that will be set by the Character editor for builds initiated from there. |
| FMetaHumanCharacterPaletteItem | |
| FMetaHumanCharacterPipelineSlot | |
| FMetaHumanCharacterPipelineSlotEditorData | |
| FMetaHumanCollectionBuiltData | The output of the Character Pipeline's build step for a specific platform |
| FMetaHumanCompiledParameterMappingTable | An optimized form of the table that is faster to evaluate and doesn't contain rows that would be unreachable given the target platform and constant parameters. |
| FMetaHumanGeneratedAssetMetadata | Metadata about a generated asset, usually one that is not in its own package. |
| FMetaHumanInstanceParameterOutput | Output produced during assembly to specify what Instance Parameters are available. |
| FMetaHumanPaletteBuildCacheEntry | Caches data that is expensive to rebuild |
| FMetaHumanPaletteBuiltData | The output of the build for an entire palette, include its items and items' items, etc. |
| FMetaHumanPaletteItemKey | Uniquely identifies an item in a UMetaHumanCharacterPalette |
| FMetaHumanPaletteItemPath | Represents the path to a Wardrobe Item within a Collection. |
| FMetaHumanParameterMapping | |
| FMetaHumanParameterMappingInput | |
| FMetaHumanParameterMappingInputColumnSet | |
| FMetaHumanParameterMappingOutputColumnSet | |
| FMetaHumanParameterMappingRow | |
| FMetaHumanParameterMappingTable | A table for mapping high level parameters and other data sources, such as scalability variables, to low level parameter values. |
| FMetaHumanParameterValue | TODO: Is there a neater way of doing this using existing engine functionality? |
| FMetaHumanPinnedSlotSelection | An item pinned to a slot at build time |
| FMetaHumanPipelineBuiltData | The output of a single Character Pipeline's build step. |
| FMetaHumanPipelineSlotSelection | An item selected for a slot |
| FMetaHumanPipelineSlotSelectionData | An item selected for a slot, with additional data about the selection. |
| FMetaHumanScalabilityValueSet | When a TMap is marked as a UPROPERTY, its value can't be a TArray, but it can be a struct containing a TArray, so that's the purpose of this struct. |
Interfaces
| Name | Remarks |
|---|---|
| IMetaHumanCharacterActorInterface | |
| IMetaHumanValidationContext | Interface for a validation context to be used by pipelines to validate items. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FMetaHumanCharacterAssembledNative | TBaseDelegate_OneParam< void, EMetaHumanCharacterAssemblyResult > | MetaHumanCharacterInstance.h | |
| FMetaHumanCharacterInstanceUpdatedNative | TMulticastDelegate_NoParams< void > | MetaHumanCharacterInstance.h | |
| FOnMetaHumanCharacterAssetsUnpacked | TBaseDelegate_OneParam< void, EMetaHumanCharacterAssetsUnpackResult > | MetaHumanCollection.h |
Enums
Public
| Name | Remarks |
|---|---|
| EMetaHumanBuildStatus | |
| EMetaHumanCharacterAssemblyResult | |
| EMetaHumanCharacterAssetsUnpackResult | |
| EMetaHumanCharacterPaletteBuildQuality | The level of quality that the Palette content should be or was built for. |
| EMetaHumanCharacterUnpackPathMode | |
| EMetaHumanParameterMappingInputSourceType | |
| EMetaHumanParameterValueType | |
| EMetaHumanPipelineDisplayCategory | |
| EMetaHumanUnusedSlotBehavior | Determines how pipeline slots that don't have an item selected for them should be handled when the Character Instance is converted to a set of pinned slot selections. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Character | const FName | A pipeline that accepts MetaHuman Characters should have a slot for them with this name, to ensure compatibility with the MetaHuman Character editor. | MetaHumanCharacterPipelineSpecification.h |