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API > API/Plugins > API/Plugins/MetaHumanCharacterPaletteEditor
| Name | IMetaHumanCharacterEditorActorInterface |
| Type | class |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterPaletteEditor/Public/MetaHumanCharacterEditorActorInterface.h |
| Include Path | #include "MetaHumanCharacterEditorActorInterface.h" |
Syntax
class IMetaHumanCharacterEditorActorInterface : public IInterface
Implements Interfaces
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TNotNull< const USkeletalMeshComponent * > GetBodyComponent() |
Returns the component that the Body mesh is assigned to | MetaHumanCharacterEditorActorInterface.h | |
TNotNull< UMetaHumanCharacter * > GetCharacter () |
Returns the Character passed into InitializeMetaHumanCharacterEditorActor. | MetaHumanCharacterEditorActorInterface.h | |
TNotNull< const USkeletalMeshComponent * > GetFaceComponent() |
Returns the component that the Face mesh is assigned to | MetaHumanCharacterEditorActorInterface.h | |
void InitializeMetaHumanCharacterEditorActor
(
TNotNull< const UMetaHumanCharacterInstance* > InCharacterInstance, |
Called by the Character editor to initialize the preview actor. | MetaHumanCharacterEditorActorInterface.h | |
void OnBodyMeshUpdated () |
Will be called when the Body mesh is updated. | MetaHumanCharacterEditorActorInterface.h | |
void OnFaceMeshUpdated () |
Will be called when the Face mesh is updated. | MetaHumanCharacterEditorActorInterface.h | |
void ReinitAnimation() |
Enable animation. This could be assigning an anim graph or a sequence onto the body and/or face. | MetaHumanCharacterEditorActorInterface.h | |
void ResetAnimation () |
Disable animation. | MetaHumanCharacterEditorActorInterface.h | |
void SetActorDrivingAnimationMode
(
EMetaHumanActorDrivingAnimationMode InDrivingAnimationMode |
Sets how the actor should handle animation playback. | MetaHumanCharacterEditorActorInterface.h | |
void SetClothingVisibilityState
(
EMetaHumanClothingVisibilityState State, |
Any clothing components should be set to the given visibility state. | MetaHumanCharacterEditorActorInterface.h | |
void SetDrivingSkeletalMesh
(
USkeletalMeshComponent* DrivingSkelMeshComponent |
Follow and retarget from the pose of the driving skeletal mesh. | MetaHumanCharacterEditorActorInterface.h | |
void SetForcedLOD
(
int32 InForcedLOD |
Forces the given actor LOD to be displayed. | MetaHumanCharacterEditorActorInterface.h | |
void SetHairVisibilityState
(
EMetaHumanHairVisibilityState State |
Any hair components on the actor should be set to the given visibility state | MetaHumanCharacterEditorActorInterface.h | |
void SetShowBinormalsOnBody
(
const bool InShowBinormals |
MetaHumanCharacterEditorActorInterface.h | ||
void SetShowBinormalsOnFace
(
const bool InShowBinormals |
MetaHumanCharacterEditorActorInterface.h | ||
void SetShowNormalsOnBody
(
const bool InShowNormals |
MetaHumanCharacterEditorActorInterface.h | ||
void SetShowNormalsOnFace
(
const bool InShowNormals |
Called when turning on debug options for face/body skeletal mesh component | MetaHumanCharacterEditorActorInterface.h | |
void SetShowTangentsOnBody
(
const bool InShowNormals |
MetaHumanCharacterEditorActorInterface.h | ||
void SetShowTangentsOnFace
(
const bool InShowNormals |
MetaHumanCharacterEditorActorInterface.h | ||
void UpdateBodyComponentMesh
(
USkeletalMesh* InBodyMesh |
Updates Body Mesh with the new object when it is created in the character | MetaHumanCharacterEditorActorInterface.h | |
void UpdateFaceComponentMesh
(
USkeletalMesh* InFaceMesh |
Updates Face Mesh with the new object when it is created in the character | MetaHumanCharacterEditorActorInterface.h |