unreal.MetaHumanCharacterEditorSettings¶
- class unreal.MetaHumanCharacterEditorSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DeveloperSettingsSettings for the MetaHuman Character Editor plug-in.
C++ Source:
Plugin: MetaHumanCharacter
Module: MetaHumanCharacterEditor
File: MetaHumanCharacterEditorSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_spawn_preview_actor(bool): [Read-Write] When enabled, automatically spawns the MetaHuman preview actor when the Custom Light Preset level is openedcamera_speed_settings(EditorViewportCameraSpeedSettings): [Read-Write]custom_light_presets(Map[str, World]): [Read-Write]default_lighting_environment(Name): [Read-Write] The default lighting environment to use when opening a character. Can be any built-in environment name (Studio, Split, etc.) or a CustomLightPresets keyenable_experimental_workflows(bool): [Read-Write]enable_wardrobe_item_validation(bool): [Read-Write] Whether or not to run validation of wardrobe items. Disabling this will allow potentially incompatible items to be applied to a MetaHuman Characterkey_point_character_manipulator_mesh(StaticMesh): [Read-Write]key_point_target_manipulator_mesh(StaticMesh): [Read-Write]migrated_name_prefix(str): [Read-Write] Prefix to be added to the name of the migrated MetaHuman Character assetmigrated_name_suffix(str): [Read-Write] Suffix to be added to the name of the migrated MetaHuman Character assetmigrated_package_path(DirectoryPath): [Read-Write] Where new MetaHuman Character assets are going to be placedmigration_action(MetaHumanCharacterMigrationAction): [Read-Write] What happens when adding a MetaHuman from Bridgemouse_sensitivity_modifier(float): [Read-Write]move_manipulator_mesh(StaticMesh): [Read-Write]open_custom_light_preset_in_level_editor(bool): [Read-Write] When enabled, automatically opens the duplicated Custom Light Preset level in the Level Editor after creationpresets_directories(Array[DirectoryPath]): [Read-Write] Where MetaHuman Character presets are going to be searchedpresets_thumbnail_type(MetaHumanCharacterThumbnailCameraPosition): [Read-Write]scalable_normals_type_materials(Map[Name, MaterialInstanceConstant]): [Read-Write]sculpt_manipulator_mesh(StaticMesh): [Read-Write]show_compatibility_mode_bodies(bool): [Read-Write]show_hands_pose(AnimSequence): [Read-Write]suppress_message_log_when_validating_items(bool): [Read-Write] If enabled, prevents the Message Log from automatically opening even if there are warnings or errors.template_animation_data_table_assets(Array[SoftObjectPath]): [Read-Write]texture_streaming_boost(int32): [Read-Write] Boost factor to apply when streaming textures in the MetaHumanCharacter asset editor. A higher boost value will stream higher resolution textures in the viewporttexture_synthesis_model_dir(DirectoryPath): [Read-Write]texture_synthesis_thread_count(int32): [Read-Write]use_virtual_textures(bool): [Read-Write] Controls which type of materials are created when assembling a MetaHuman Character. When enabled, the assembled character will use materials that support Virtual Textures. This option is ignored if Virtual Textures are disabled in the Project Settings, or if Allow Static Lighting is enabled (r.AllowStaticLighting), as MetaHuman materials that have Virtual Texture support enabled will fail to compile if static lighting is enabled for the project.user_rendering_quality_profiles(Array[MetaHumanCharacterRenderingQualityProfile]): [Read-Only] User-created rendering quality profiles. Serialized to config.validate_lighting_environments(bool): [Read-Write] When enabled, the MetaHuman lighting environments are validated and MetaHuman Message Log shows validation warnings when a lighting environment uses World Partition or is missing the actors that drive the Light Rig Rotation and Background Color controls. Turn off to silence these messages.wardrobe_paths(Array[MetaHumanCharacterAssetsSection]): [Read-Write] User defined wardrobe paths
- add_user_rendering_quality_profile(profile) None¶
Adds a new user rendering quality profile
- Parameters:
- get_all_rendering_quality_profiles() Array[MetaHumanCharacterRenderingQualityProfile]¶
Returns all rendering quality profiles, with defaults first followed by user profiles
- Return type:
- get_all_rendering_quality_profiles_num() int32¶
Get All Rendering Quality Profiles Num
- Return type:
int32
- get_rendering_quality_profile(index) MetaHumanCharacterRenderingQualityProfile¶
Returns the rendering quality profile at the given combined index
- Parameters:
index (int32)
- Return type:
- get_user_rendering_quality_profile_index(combined_index) int32¶
Converts a combined profile index to a user profile index. Returns INDEX_NONE if the index falls within the default profiles range
- Parameters:
combined_index (int32)
- Return type:
int32
- is_valid_rendering_quality_profile_index(index) bool¶
Returns true if the given combined index is valid across both default and user profiles
- Parameters:
index (int32)
- Return type:
- remove_user_rendering_quality_profile(index) bool¶
Removes the user rendering quality profile at the given index. Returns false if index is invalid
- Parameters:
index (int32)
- Return type: