unreal.MetaHumanMassCrowdVisualizationTrait¶
- class unreal.MetaHumanMassCrowdVisualizationTrait(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MassVisualizationTraitMetaHuman Crowd Visualization
C++ Source:
Plugin: MetaHumanCrowd
Module: MetaHumanCrowd
File: MetaHumanMassCrowdVisualizationTrait.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_server_side_visualization(bool): [Read-Write] If set to true will result in the visualization-related fragments being added to server-size entities as well. By default only the clients require visualization fragmentsanim_blend_time(float): [Read-Write] Duration in seconds of the crossfade blend when an entity changes animation sequence.appearance_provider_class(type(Class)): [Read-Write] Optional procedural appearance provider class.This allows you to generate MetaHuman Instances procedurally at runtime.
If this is set, AcquireAppearance will be called on it before spawning each entity.
If CharacterInstances contains any Instances, they will be pre-registered so AcquireAppearance can return handles to them without needing to register them first.
can_modify_representation_subsystem_class(bool): [Read-Write] the property is marked like this to ensure it won’t show up in UIcharacter_instances(Array[MetaHumanInstance]): [Read-Write] MetaHuman Instance descriptions to use. Entities will be assigned an instance to use for their appearancehigh_res_template_actor(type(Class)): [Read-Write] Actor class of this agent when spawned in high resolutionlod_params(MassVisualizationLODParameters): [Read-Write] Configuration parameters for the visualization LOD processorlow_res_template_actor(type(Class)): [Read-Write] Actor class of this agent when spawned in low resolutionmax_blend_tracks(int32): [Read-Write] Maximum number of temporary blend tracks across all entities for this ISKM. When exhausted, entities snap directly to steady-state (no blend).params(MassRepresentationParameters): [Read-Write] Configuration parameters for the representation processorrepresentation_subsystem_class(type(Class)): [Read-Write] Allow subclasses to override the representation subsystem to userequire_valid_static_mesh_instance_desc(bool): [Read-Write] When True, ValidateParams() will require a valid StaticMeshInstanceDesc.When False, ValidateParams() skips checking the StaticMeshInstanceDesc.
Use False when you expect a given Trait to have invalid StaticMeshInstanceDesc settings, and you don’t want errors logged when it occurs.
skinned_mesh_instance_desc(SkinnedMeshInstanceVisualizationDesc): [Read-Write] Instanced skinned mesh information for this agentstatic_mesh_instance_desc(StaticMeshInstanceVisualizationDesc): [Read-Write] Instanced static mesh information for this agentsteady_state_tracks_per_sequence(int32): [Read-Write] Number of steady-state (phase-offset) tracks per animation sequence. More tracks = more phase variety in looping crowds, but more GPU memory. Min 1 = full lockstep.valid_target_config(ProcessorExecutionFlags): [Read-Write] Configures which configurations are targeted by this trait. Use it to have different configurations for client and server, for example.