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API > API/Plugins > API/Plugins/MetaHumanCoreTechLib > API/Plugins/MetaHumanCoreTechLib/FMetaHumanCharacterIdentity
| Name | FState |
| Type | class |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCoreTechLib/Source/MetaHumanCoreTechLib/Public/MetaHumanCharacterIdentity.h |
| Include Path | #include "MetaHumanCharacterIdentity.h" |
Syntax
class FState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MetaHumanCharacterIdentity.h | |||
FState () |
MetaHumanCharacterIdentity.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FState() |
MetaHumanCharacterIdentity.h |
Structs
| Name | Remarks |
|---|---|
| FImpl |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Impl | TPimplPtr< FImpl > | MetaHumanCharacterIdentity.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddLandmark
(
int32 InVertexIndex |
Adds a single landmark. | MetaHumanCharacterIdentity.h | |
void BlendPresets
(
int32 InGizmoIndex, |
Blend region based on preset weights | MetaHumanCharacterIdentity.h | |
bool Deserialize
(
const FSharedBuffer& InArchive |
MetaHumanCharacterIdentity.h | ||
FMetaHumanRigEvaluatedState Evaluate() |
Evaluate the DNA vertices and vertex normals based on the state | MetaHumanCharacterIdentity.h | |
| Evaluate the Gizmos | MetaHumanCharacterIdentity.h | ||
| Evaluate the Landmarks | MetaHumanCharacterIdentity.h | ||
bool FitToFaceDna
(
TSharedRef< class IDNAReader > InFaceDna, |
Fit the Character Identity to the supplied DNA, using the supplied options. | MetaHumanCharacterIdentity.h | |
bool FitToTarget
(
const TMap< int32, TArray< FVector3f > >& InPartsVertices, |
Fit the Character Identity to the map of supplied part vertices (which must contain the Head, but also optionally can contain Eyes and Teeth), using the supplied options. | MetaHumanCharacterIdentity.h | |
void GetCoefficients
(
TArray< float >& OutCoefficients |
Get the coefficients of the underlying model | MetaHumanCharacterIdentity.h | |
float GetFaceScale() |
Returns the face scale relative to the body. | MetaHumanCharacterIdentity.h | |
void GetGizmoPosition
(
int32 InGizmoIndex, |
Get the gizmo position | MetaHumanCharacterIdentity.h | |
void GetGizmoPositionBounds
(
int32 InGizmoIndex, |
Get the gizmo position bounds | MetaHumanCharacterIdentity.h | |
void GetGizmoRotation
(
int32 InGizmoIndex, |
Get the gizmo rotation | MetaHumanCharacterIdentity.h | |
void GetGizmoRotationBounds
(
int32 InGizmoIndex, |
Get the gizmo rotation bounds | MetaHumanCharacterIdentity.h | |
void GetGizmoScale
(
int32 InGizmoIndex, |
Get the gizmo scale | MetaHumanCharacterIdentity.h | |
void GetGizmoScaleBounds
(
int32 InGizmoIndex, |
Get the gizmo scale bounds | MetaHumanCharacterIdentity.h | |
bool GetGlobalScale
(
float& scale |
Get global scale | MetaHumanCharacterIdentity.h | |
int32 GetHighFrequenctVariant() |
Returns the high frequency variant used by this state. | MetaHumanCharacterIdentity.h | |
void GetModelIdentifier
(
FString& OutModelIdentifier |
Get the identifier of the underlying model | MetaHumanCharacterIdentity.h | |
int32 GetNumHighFrequencyVariants() |
Returns the maximum number of High Frequency variants supported by the state | MetaHumanCharacterIdentity.h | |
void GetPreset
(
const FString& PresetName, |
Create a state based on preset | MetaHumanCharacterIdentity.h | |
| Get the raw bind pose (in DNA coord system) | MetaHumanCharacterIdentity.h | ||
FVector3f GetRawVertex
(
const TArray< FVector3f >& InVertices, |
Get vertex in unconverted for a specific dna mesh and dna vertex index | MetaHumanCharacterIdentity.h | |
FMetaHumanCharacterIdentity::FSettings GetSettings() |
Get settings | MetaHumanCharacterIdentity.h | |
int32 GetVariantsCount
(
const FString& InVariantName |
Returns the number of variants for variant of name InVariantName (can be "eyelashes" or "teeth") | MetaHumanCharacterIdentity.h | |
FVector3f GetVertex
(
const TArray< FVector3f >& InVertices, |
Get vertex in UE coordinate system for a specific dna mesh and dna vertex index | MetaHumanCharacterIdentity.h | |
bool HasLandmark
(
int32 InVertexIndex |
Is there a landmark present for the supplied vertex index | MetaHumanCharacterIdentity.h | |
int32 NumGizmos() |
Get the number of gizmos | MetaHumanCharacterIdentity.h | |
int32 NumLandmarks() |
Get the number of landmarks | MetaHumanCharacterIdentity.h | |
void Randomize
(
float InMagnitude |
Randomize the face | MetaHumanCharacterIdentity.h | |
void RemoveLandmark
(
int32 InLandmarkIndex |
Removes a single landmark for a given landmark index. | MetaHumanCharacterIdentity.h | |
void Reset() |
Reset the face to the archetype | MetaHumanCharacterIdentity.h | |
void ResetNeckExclusionMask() |
Reset the neck exclusion mask | MetaHumanCharacterIdentity.h | |
void ResetNeckRegion() |
Reset the neck region to the body state | MetaHumanCharacterIdentity.h | |
int32 SelectFaceVertex
(
FVector3f InOrigin, |
Selects a face vertex given the input ray | MetaHumanCharacterIdentity.h | |
void Serialize
(
FSharedBuffer& OutArchive |
MetaHumanCharacterIdentity.h | ||
| Update the face state from body (bind pose, vertices) | MetaHumanCharacterIdentity.h | ||
void SetBodyVertexNormals
(
const TArray< FVector3f >& InVertexNormals, |
TODO perhaps combined this with the method above. | MetaHumanCharacterIdentity.h | |
void SetExpressionActivations
(
TMap< FString, float >& InExpressionActivations |
Set the expression activations for the face state to those defined in the InExpressionActivations map | MetaHumanCharacterIdentity.h | |
void SetFaceScale
(
float InFaceScale |
Set the face scale relative to the body. | MetaHumanCharacterIdentity.h | |
void SetGizmoPosition
(
int32 InGizmoIndex, |
Set the gizmo position | MetaHumanCharacterIdentity.h | |
void SetGizmoRotation
(
int32 InGizmoIndex, |
Set the gizmo rotation | MetaHumanCharacterIdentity.h | |
void SetGizmoScale
(
int32 InGizmoIndex, |
Scale the gizmo | MetaHumanCharacterIdentity.h | |
void SetHighFrequenctVariant
(
int32 InHighFrequencyVariant |
Set the high frequency variant to be used by this state. Set <0 for no variant. | MetaHumanCharacterIdentity.h | |
void SetSettings
(
const FMetaHumanCharacterIdentity::FSettings& InSettings |
Set settings | MetaHumanCharacterIdentity.h | |
void SetVariant
(
const FString& InVariantName, |
Sets variant of name InVariantName to State (can be "eyelashes" or "teeth") | MetaHumanCharacterIdentity.h | |
TSharedRef< class IDNAReader > StateToDna
(
dna::Reader* InDnaReader |
MetaHumanCharacterIdentity.h | ||
TSharedRef< class IDNAReader > StateToDna
(
UDNAAsset* InFaceDNA |
MetaHumanCharacterIdentity.h | ||
void TranslateLandmark
(
int32 InLandmarkIndex, |
Translate the landmarks | MetaHumanCharacterIdentity.h | |
void WriteDebugAutoriggingData
(
const FString& DirectoryPath |
MetaHumanCharacterIdentity.h |