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API > API/Plugins > API/Plugins/MetaHumanDefaultEditorPipeline > API/Plugins/MetaHumanDefaultEditorPipeline/UMetaHumanDefaultEditorPipelineU-
Description
Generates a skeleton for unpacking. If `InBaseSkeleton_ is a plugin asset, unpack it to target common folder, otherwise use it as is
Virtual Inheritance
- UMetaHumanDefaultEditorPipelineBase::GenerateSkeleton → UMetaHumanDefaultEditorPipelineUEFN::GenerateSkeleton
| Name | GenerateSkeleton |
| Type | function |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanDefaultEditorPipeline/Public/MetaHumanDefaultEditorPipelineUEFN.h |
| Include Path | #include "MetaHumanDefaultEditorPipelineUEFN.h" |
| Source | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanDefaultEditorPipeline/Private/MetaHumanDefaultEditorPipelineUEFN.cpp |
virtual TNotNull< USkeleton * > GenerateSkeleton
(
FMetaHumanCharacterGeneratedAssets & InGeneratedAssets,
TNotNull< USkeleton * > InBaseSkeleton,
const FString & InTargetFolderName,
TNotNull< UObject * > InOuterForGeneratedAssets
) const
the skeleton to be set in the target skeletal mesh, either the Face or Body
Parameters
| Name | Remarks |
|---|---|
| InGeneratedAssets | list of generated assets where this skeleton will be added |
| InBaseSkeleton | the base skeleton to use. This will be either the Face or Body skeletons selected when configuring the pipeline |
| InTargetFolderName | the folder name to place the skeleton on |
| InOuterForGeneratedAssets | the outer to use if the base skeleton needs to be duplicated |