unreal.MetaHumanCrowdAssemblyOutput¶
- class unreal.MetaHumanCrowdAssemblyOutput(actor_face_mesh: SkeletalMesh = Ellipsis, actor_body_mesh: SkeletalMesh = Ellipsis, actor_clothing: None = [], actor_grooms: None = [], instanced_face_mesh: SkeletalMesh = Ellipsis, instanced_face_mesh_transform_provider: AnimSequenceTransformProviderData = Ellipsis, instanced_body_mesh: SkeletalMesh = Ellipsis, instanced_body_mesh_transform_provider: AnimSequenceTransformProviderData = Ellipsis, instanced_clothing: None = [], instanced_grooms: None = [], is_body_mesh_visible: bool = False, baked_anim_root_provider: AnimSequenceTransformProviderData = Ellipsis, anim_bp_animations: None = {}, actor_face_material_overrides: None = {}, instanced_face_material_overrides: None = {}, instanced_face_mesh_custom_data_floats: None = [])¶
Bases:
StructBaseMetaHuman Crowd Assembly Output
C++ Source:
Plugin: MetaHumanCrowd
Module: MetaHumanCrowd
File: MetaHumanCrowdPipeline.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_body_mesh(SkeletalMesh): [Read-Only]actor_clothing(Array[MetaHumanCrowdActorClothingAssemblyOutput]): [Read-Only]actor_face_material_overrides(Map[Name, MaterialInterface]): [Read-Only] Per-instance face MIDs for the actor face mesh, keyed by face material slot name. Created by AssembleCollection by wrapping each MIC named in FMetaHumanCrowdCollectionBuildOutput::FaceMaterialSlotsForRuntimeMID; lets per-MetaHuman parameter writes (hair color, etc.) drive the face material at runtime. Empty when no face slots were reparented at build time.actor_face_mesh(SkeletalMesh): [Read-Only] – Actor –actor_grooms(Array[MetaHumanCrowdActorGroomAssemblyOutput]): [Read-Only]anim_bp_animations(Map[Name, AnimSequence]): [Read-Only] Merged animations (body bone tracks + face curves) keyed by animation name. Counterpart to BakedAnimRootProvider for non-ISKM playback: Anim BPs read this map to drive the character with a full animation graph rather than GPU ISKM sequences. Shared across every character in the collection.baked_anim_root_provider(AnimSequenceTransformProviderData): [Read-Only]instanced_body_mesh(SkeletalMesh): [Read-Only]instanced_body_mesh_transform_provider(AnimSequenceTransformProviderData): [Read-Only] Pre-built ASTPD for the instanced body mesh.instanced_clothing(Array[MetaHumanCrowdInstancedClothingAssemblyOutput]): [Read-Only]instanced_face_material_overrides(Map[Name, MaterialInterface]): [Read-Only] Per-instance face MIDs for the instanced face mesh. Same shape as ActorFaceMaterialOverrides.instanced_face_mesh(SkeletalMesh): [Read-Only] – Instanced –instanced_face_mesh_custom_data_floats(Array[float]): [Read-Only] Per-instance custom-data float buffer for the instanced face ISKM. Single flat array shared across every face material slot; per-slot offsets defined by FMetaHumanCrowdCollectionBuildOutput::FaceSlotCustomDataLayout. Written by AssembleCollection from the equipped grooms’ assembly parameter bags via FMetaHumanCrowdGroomFaceParameterBinding. Empty when no face slot has a custom-data layout.instanced_face_mesh_transform_provider(AnimSequenceTransformProviderData): [Read-Only] Pre-built ASTPD for the instanced face mesh.instanced_grooms(Array[MetaHumanCrowdInstancedGroomAssemblyOutput]): [Read-Only]is_body_mesh_visible(bool): [Read-Only] True if the body mesh needs to be shown, false if the body geometry has been merged onto the clothing meshes
- property actor_body_mesh: SkeletalMesh¶
[Read-Only]
- Type:
- property actor_face_material_overrides: None¶
[Read-Only] Per-instance face MIDs for the actor face mesh, keyed by face material slot name. Created by AssembleCollection by wrapping each MIC named in FMetaHumanCrowdCollectionBuildOutput::FaceMaterialSlotsForRuntimeMID; lets per-MetaHuman parameter writes (hair color, etc.) drive the face material at runtime. Empty when no face slots were reparented at build time.
- Type:
(Map[Name, MaterialInterface])
- property actor_face_mesh: SkeletalMesh¶
[Read-Only] – Actor –
- Type:
- property anim_bp_animations: None¶
[Read-Only] Merged animations (body bone tracks + face curves) keyed by animation name. Counterpart to BakedAnimRootProvider for non-ISKM playback: Anim BPs read this map to drive the character with a full animation graph rather than GPU ISKM sequences. Shared across every character in the collection.
- Type:
(Map[Name, AnimSequence])
- property baked_anim_root_provider: AnimSequenceTransformProviderData¶
[Read-Only]
- property instanced_body_mesh: SkeletalMesh¶
[Read-Only]
- Type:
- property instanced_body_mesh_transform_provider: AnimSequenceTransformProviderData¶
[Read-Only] Pre-built ASTPD for the instanced body mesh.
- property instanced_face_material_overrides: None¶
[Read-Only] Per-instance face MIDs for the instanced face mesh. Same shape as ActorFaceMaterialOverrides.
- Type:
(Map[Name, MaterialInterface])
- property instanced_face_mesh: SkeletalMesh¶
[Read-Only] – Instanced –
- Type:
- property instanced_face_mesh_custom_data_floats: None¶
[Read-Only] Per-instance custom-data float buffer for the instanced face ISKM. Single flat array shared across every face material slot; per-slot offsets defined by FMetaHumanCrowdCollectionBuildOutput::FaceSlotCustomDataLayout. Written by AssembleCollection from the equipped grooms’ assembly parameter bags via FMetaHumanCrowdGroomFaceParameterBinding. Empty when no face slot has a custom-data layout.
- property instanced_face_mesh_transform_provider: AnimSequenceTransformProviderData¶
[Read-Only] Pre-built ASTPD for the instanced face mesh.