unreal.MetaHumanAggregateDetails¶
- class unreal.MetaHumanAggregateDetails(resizes_with_blendable_bodies: bool = False, has_clothing_mask: bool = False, included_lods: int = 0, lod0_vert_count: int = 0, num_unique_clothing_items: int = 0, contains_grooms: bool = False, contains_clothing: bool = False, is_editable_character: bool = False, platforms_included: None = [], num_unique_characters: int = 0, num_virtual_textures: int = 0, num_substrate_materials: int = 0, num_unique_grooms: int = 0, physics: bool = False, strands_count: int = 0, strands_point_count: int = 0, has_lods: bool = False, card_mesh_count: int = 0, card_mesh_vertices: int = 0, card_mesh_texture_resolution: IntVector2 = Ellipsis, volume_mesh_count: int = 0, volume_mesh_vertices: int = 0, volume_mesh_texture_resolution: IntVector2 = Ellipsis, num_materials: int = 0, engine_version: str = '')¶
Bases:
StructBaseDetails about the assets contained in a MetaHuman Package
C++ Source:
Plugin: MetaHumanSDK
Module: MetaHumanSDKEditor
File: MetaHumanAssetManager.h
Editor Properties: (see get_editor_property/set_editor_property)
card_mesh_count(int32): [Read-Write] Number of card assetscard_mesh_texture_resolution(IntVector2): [Read-Write] Texture Atlas resolutioncard_mesh_vertices(int32): [Read-Write] Number of vertscontains_clothing(bool): [Read-Write] Does this character come with clothingcontains_grooms(bool): [Read-Write] Does this character contain one or more groomsengine_version(str): [Read-Write] UE Version asset was packaged withhas_clothing_mask(bool): [Read-Write] Clothing has a mask for hidden face removal in UEMHChas_lods(bool): [Read-Write] LODs availableincluded_lods(int32): [Read-Write] Which LODs are included for this itemis_editable_character(bool): [Read-Write] Is this a character a user can open up in UEMHC and edit?lod0_vert_count(int32): [Read-Write] Vert Count for LOD0 (if single item in listing)num_materials(int32): [Read-Write] Number of material or material instancesnum_substrate_materials(int32): [Read-Write] Number of Substrate-only materials in this packagenum_unique_characters(int32): [Read-Write] How many Characters are included in this listingnum_unique_clothing_items(int32): [Read-Write] Number of clothing itemsnum_unique_grooms(int32): [Read-Write] Number of groomsnum_virtual_textures(int32): [Read-Write] Number of Virtual Textures in this packagephysics(bool): [Read-Write] Simulation enabledplatforms_included(Array[MetaHumanQualityLevel]): [Read-Write] Cinematic and/or Optimizedresizes_with_blendable_bodies(bool): [Read-Write] Clothing will resize to blendable bodies in UEMHCstrands_count(int32): [Read-Write] Number of curvesstrands_point_count(int32): [Read-Write] Number of CVsvolume_mesh_count(int32): [Read-Write] Number of meshesvolume_mesh_texture_resolution(IntVector2): [Read-Write] Textures resolutionvolume_mesh_vertices(int32): [Read-Write] Number of verts
- property card_mesh_texture_resolution: IntVector2¶
[Read-Only] Texture Atlas resolution
- Type:
- property contains_grooms: bool¶
[Read-Only] Does this character contain one or more grooms
- Type:
(bool)
- property has_clothing_mask: bool¶
[Read-Only] Clothing has a mask for hidden face removal in UEMHC
- Type:
(bool)
- property is_editable_character: bool¶
[Read-Only] Is this a character a user can open up in UEMHC and edit?
- Type:
(bool)
- property lod0_vert_count: int¶
[Read-Only] Vert Count for LOD0 (if single item in listing)
- Type:
(int32)
- property num_substrate_materials: int¶
[Read-Only] Number of Substrate-only materials in this package
- Type:
(int32)
- property num_unique_characters: int¶
[Read-Only] How many Characters are included in this listing
- Type:
(int32)
- property num_virtual_textures: int¶
[Read-Only] Number of Virtual Textures in this package
- Type:
(int32)
- property resizes_with_blendable_bodies: bool¶
[Read-Only] Clothing will resize to blendable bodies in UEMHC
- Type:
(bool)
- property volume_mesh_texture_resolution: IntVector2¶
[Read-Only] Textures resolution
- Type: