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: StructBase

MetaHuman 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:

(SkeletalMesh)

property actor_clothing: None

[Read-Only]

Type:

(Array[MetaHumanCrowdActorClothingAssemblyOutput])

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:

(SkeletalMesh)

property actor_grooms: None

[Read-Only]

Type:

(Array[MetaHumanCrowdActorGroomAssemblyOutput])

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]

Type:

(AnimSequenceTransformProviderData)

property instanced_body_mesh: SkeletalMesh

[Read-Only]

Type:

(SkeletalMesh)

property instanced_body_mesh_transform_provider: AnimSequenceTransformProviderData

[Read-Only] Pre-built ASTPD for the instanced body mesh.

Type:

(AnimSequenceTransformProviderData)

property instanced_clothing: None

[Read-Only]

Type:

(Array[MetaHumanCrowdInstancedClothingAssemblyOutput])

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:

(SkeletalMesh)

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.

Type:

(Array[float])

property instanced_face_mesh_transform_provider: AnimSequenceTransformProviderData

[Read-Only] Pre-built ASTPD for the instanced face mesh.

Type:

(AnimSequenceTransformProviderData)

property instanced_grooms: None

[Read-Only]

Type:

(Array[MetaHumanCrowdInstancedGroomAssemblyOutput])

property 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

Type:

(bool)