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TODO: Is there a neater way of doing this using existing engine functionality?
| Name | FMetaHumanParameterValue |
| Type | struct |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterPalette/Public/MetaHumanParameterMappingTable.h |
| Include Path | #include "MetaHumanParameterMappingTable.h" |
Syntax
USTRUCT (BlueprintType )
struct FMetaHumanParameterValue
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bBoolValue | bool | MetaHumanParameterMappingTable.h | ||
| ColorValue | FLinearColor | MetaHumanParameterMappingTable.h | ||
| FloatValue | float | MetaHumanParameterMappingTable.h | ||
| NameValue | FName | MetaHumanParameterMappingTable.h | ||
| TextureValue | TSoftObjectPtr< UTexture2D > | MetaHumanParameterMappingTable.h | ||
| Type | EMetaHumanParameterValueType | MetaHumanParameterMappingTable.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Matches
(
const FMetaHumanParameterMappingInput& MappingInput |
MetaHumanParameterMappingTable.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FMetaHumanParameterValue& Other |
MetaHumanParameterMappingTable.h |