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API > API/Plugins > API/Plugins/MetaHumanCharacterPalette
A table for mapping high level parameters and other data sources, such as scalability variables, to low level parameter values.
For example, a high level "Character Quality" parameter with values such as High, Medium and Low could control several low level parameter values, such as "Texture Size", "Minimum Mesh LOD" and so on.
| Name | FMetaHumanParameterMappingTable |
| Type | struct |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterPalette/Public/MetaHumanParameterMappingTable.h |
| Include Path | #include "MetaHumanParameterMappingTable.h" |
Syntax
USTRUCT ()
struct FMetaHumanParameterMappingTable
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InputColumnSets | TArray< FMetaHumanParameterMappingInputColumnSet > | The table columns to be used for input parameters should be specified here | MetaHumanParameterMappingTable.h |
|
| OutputColumnSets | TArray< FMetaHumanParameterMappingOutputColumnSet > | The table columns to be used for output parameters should be specified here | MetaHumanParameterMappingTable.h |
|
| Table | TObjectPtr< UDataTable > | The data table that will be evaluated | MetaHumanParameterMappingTable.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsValid () |
Returns true if the Character Pipeline should attempt to compile and use this table. | MetaHumanParameterMappingTable.h | |
bool TryCompile
(
const TMap< FName, FMetaHumanParameterValue >& ConstantParameters, |
Compiles the table into a format that is faster to evaluate. | MetaHumanParameterMappingTable.h |