unreal.MetaHumanCharacterExportBlueprintLibrary

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

Bases: BlueprintFunctionLibrary

Blueprint/Python function library for MetaHuman Character export operations.

Provides programmatic access to the same export functionality available through the interactive export tools in the MetaHuman Character Editor UI.

Python usage:

import unreal character = unreal.load_asset(“/Game/MetaHumans/MyCharacter”) params = unreal.MetaHumanDCCExportParams() params.external_path = “D:/Export/MyCharacter” unreal.MetaHumanCharacterExportBlueprintLibrary.export_dcc(character, params)

C++ Source:

  • Plugin: MetaHumanCharacter

  • Module: MetaHumanCharacterEditor

  • File: MetaHumanCharacterExportBlueprintLibrary.h

classmethod export_dcc(character, params) None

Export a MetaHuman character as a DCC package to an external folder on disk.

Generate an archive/directory containing the MetaHuman assets for consumption in DCC tools. Character must be valid and rigged.

Parameters:
classmethod export_dna(character, params) None

Export MetaHuman DNA assets (head and/or body) to project content.

Creates standalone UDNA assets. Character must be valid. Head DNA export requires face DNA. At least one of bDNAHead/bDNABody must be true.

Parameters:
classmethod export_geometry(character, params) None

Export MetaHuman geometry (skeletal meshes) to project content.

Creates standalone skeletal mesh assets with persistent topology materials. Character must be valid and open for editing. At least one mesh option in params must be true.

Parameters:
classmethod export_materials(character, params) None

Export MetaHuman materials as persistent MIC assets to project content.

Generates character assets, persists textures, creates MICs for all face/body material slots, and optionally applies the exported materials as overrides on the character asset. Character must be valid and have high-resolution textures.

Parameters:
classmethod export_posed_dna(character, params) None

Export the combined posed DNA produced by a previous ConformToTargetMeshes call.

Reads the body posed state stored on the character under InParams.TargetMeshKey, converts it to a combined head+body DNA via FState::StateToDna(BaseDNA, bIsCombine=true, bUsePosedJoints=true), and writes it as a UDNA asset to ProjectPath and/or as a .dna file to ExternalPath. This is the headless equivalent of the editor’s “Save Pose” button under the Mesh Import tool’s manual solve actions.

Character must be valid and ConformToTargetMeshes must have run with a matching TargetMeshKey.

Parameters: