unreal.MetaHumanCharacterEditorSettings

class unreal.MetaHumanCharacterEditorSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: DeveloperSettings

Settings 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 opened

  • camera_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 key

  • enable_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 Character

  • key_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 asset

  • migrated_name_suffix (str): [Read-Write] Suffix to be added to the name of the migrated MetaHuman Character asset

  • migrated_package_path (DirectoryPath): [Read-Write] Where new MetaHuman Character assets are going to be placed

  • migration_action (MetaHumanCharacterMigrationAction): [Read-Write] What happens when adding a MetaHuman from Bridge

  • mouse_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 creation

  • presets_directories (Array[DirectoryPath]): [Read-Write] Where MetaHuman Character presets are going to be searched

  • presets_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 viewport

  • texture_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:

profile (MetaHumanCharacterRenderingQualityProfile)

property custom_light_presets: None

[Read-Write]

Type:

(Map[str, World])

get_all_rendering_quality_profiles() Array[MetaHumanCharacterRenderingQualityProfile]

Returns all rendering quality profiles, with defaults first followed by user profiles

Return type:

Array[MetaHumanCharacterRenderingQualityProfile]

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:

MetaHumanCharacterRenderingQualityProfile

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:

bool

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:

bool

set_rendering_quality_profile(index, profile) None

Sets the rendering quality profile at the given combined index, routing to default or user array based on bMetaHumanCharacterDefault

Parameters: