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API > API/Plugins > API/Plugins/MetaHumanSDKRuntime
Inheritance Hierarchy
- UActorComponent
- UMetaHumanComponentBase
- UMetaHumanComponentUE
References
| Module | MetaHumanSDKRuntime |
| Header | /Engine/Plugins/Experimental/MetaHuman/MetaHumanSDK/Source/MetaHumanSDKRuntime/Public/MetaHumanComponentBase.h |
| Include | #include "MetaHumanComponentBase.h" |
Syntax
UCLASS ()
class UMetaHumanComponentBase : public UActorComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bEnableBodyCorrectives | Enable evaluation of the body procedural control rig, the head movement IK control rig and the arm and finger pose drivers. | |
| bool | bEnableNeckCorrectives | Enable evaluation of neck correctives. | |
| bool | bEnableNeckProcControlRig | Enable evaluation of the neck procedural control rig. | |
| TObjectPtr< USkeletalMeshComponent > | Body | ||
| FString | BodyComponentName | ||
| EMetaHumanBodyType | BodyType | ||
| TObjectPtr< USkeletalMeshComponent > | Face | Face. | |
| FString | FaceComponentName | ||
| FMetaHumanCustomizableBodyPart | Feet | ||
| FMetaHumanCustomizableBodyPart | Legs | ||
| int32 | NeckCorrectivesLODThreshold | Max LOD level where neck correctives (pose drivers) are evaluated. | |
| int32 | NeckProcControlRigLODThreshold | Max LOD level where the neck procedural control rig is evaluated. | |
| int32 | RigLogicLODThreshold | Max LOD level where Rig Logic is evaluated. | |
| FMetaHumanCustomizableBodyPart | Torso | Body Parts. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AssignBodySkelMeshComponentByName
(
const TInlineComponentArray< USkeletalMeshComponent*, 5 >& SkeletalMeshComponents, |
Find and assign the Body skeletal mesh component. | |
| void | AssignSkelMeshComponentByName
(
const TInlineComponentArray< USkeletalMeshComponent*, 5 >& SkeletalMeshComponents, |
Helper to find the standard MetaHuman skeletal mesh components and cache them. | |
| TMap< FName, int32, TInlineSetAllocator< 16 > > | CreateComponentNameToIndexMap
(
const TInlineComponentArray< USkeletalMeshComponent*, 5 >& SkelMeshComponents |
Create a map to fastly access the components by name. | |
| void | LoadAndRunAnimBP
(
TSoftClassPtr< UAnimInstance > AnimBlueprint, |
Load and run AnimBP on the given skeletal mesh component. | |
| void | OnRegister () |
||
| void | PostConnectAnimBPVariables
(
const FMetaHumanCustomizableBodyPart& BodyPart, |
||
| void | PostInitAnimBP
(
USkeletalMeshComponent* SkeletalMeshComponent, |
Post-loading callback to be used to connect AnimBP variables. | |
| void | RunAndInitPostAnimBP
(
USkeletalMeshComponent* SkelMeshComponent, |
Run the given AnimBP either on the skeletal mesh asset or on the instance, the component and initialize it afterwards. | |
| void | SetFollowBody
(
USkeletalMeshComponent* SkelMeshComponent |
Body. | |
| void | Re-creates the pointers to the body part skeletal mesh components. |