unreal.MetaHumanCharacterEditorBuildParameters¶
- class unreal.MetaHumanCharacterEditorBuildParameters(pipeline_type: MetaHumanDefaultPipelineType = Ellipsis, pipeline_quality: MetaHumanQualityLevel = Ellipsis, animation_system_name: Name = 'None', absolute_build_path: str = '', name_override: str = '', common_folder_path: str = '', bake_makeup: bool = False, export_zip_file: bool = False, enable_wardrobe_item_validation: bool = False)¶
Bases:
StructBaseParameters to configure MetaHuman Character build.
C++ Source:
Plugin: MetaHumanCharacter
Module: MetaHumanCharacterEditor
File: MetaHumanCharacterBuild.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_build_path(str): [Read-Write] Absolute location where the built assets will end up in. If empty, build will unpack assets in respect to the options set by the palette.Only relevant when Pipeline type is Cinematic, Optimized or DCC
animation_system_name(Name): [Read-Write] Target animation system name to be used by the assembled MetaHuman.bake_makeup(bool): [Read-Write] Whether or not to bake makeup in the face textures when exporting to DCCcommon_folder_path(str): [Read-Write] Optional path to a directory where Common MH assets should be shared or copied if needed. Only relevant when PipelineType is Cinematic or Optimizedenable_wardrobe_item_validation(bool): [Read-Write] If disabled, won’t run validation of wardrobe items, allowing potentially incompatible items to be present in the assembled MetaHuman. Setting this to false bEnableWardrobeItemValidation defined in the Project Settings.export_zip_file(bool): [Read-Write] When PipelineType is DCC, export a zip file instead of a folder. Use NameOverride to change the name of the zip file. By default, it will use the character name.name_override(str): [Read-Write] Optional string to be used instead of the character name for the final unpacking folder. Only relevant when Pipeline type is Cinematic, Optimized or DCC with bExportZipFile set to truepipeline_quality(MetaHumanQualityLevel): [Read-Write] The quality of build to perform. Only relevant when PipelineType is Optimized or UEFNpipeline_type(MetaHumanDefaultPipelineType): [Read-Write] Which type of build to perform.
- property absolute_build_path: str¶
[Read-Write] Absolute location where the built assets will end up in. If empty, build will unpack assets in respect to the options set by the palette.
Only relevant when Pipeline type is Cinematic, Optimized or DCC
- Type:
(str)
- property animation_system_name: Name¶
[Read-Write] Target animation system name to be used by the assembled MetaHuman.
- Type:
(Name)
- property bake_makeup: bool¶
[Read-Write] Whether or not to bake makeup in the face textures when exporting to DCC
- Type:
(bool)
- property common_folder_path: str¶
[Read-Write] Optional path to a directory where Common MH assets should be shared or copied if needed. Only relevant when PipelineType is Cinematic or Optimized
- Type:
(str)
- property enable_wardrobe_item_validation: bool¶
[Read-Write] If disabled, won’t run validation of wardrobe items, allowing potentially incompatible items to be present in the assembled MetaHuman. Setting this to false bEnableWardrobeItemValidation defined in the Project Settings.
- Type:
(bool)
- property export_zip_file: bool¶
[Read-Write] When PipelineType is DCC, export a zip file instead of a folder. Use NameOverride to change the name of the zip file. By default, it will use the character name.
- Type:
(bool)
- property name_override: str¶
[Read-Write] Optional string to be used instead of the character name for the final unpacking folder. Only relevant when Pipeline type is Cinematic, Optimized or DCC with bExportZipFile set to true
- Type:
(str)
- property pipeline_quality: MetaHumanQualityLevel¶
[Read-Write] The quality of build to perform. Only relevant when PipelineType is Optimized or UEFN
- Type:
- property pipeline_type: MetaHumanDefaultPipelineType¶
[Read-Write] Which type of build to perform.
- Type: