unreal.MetaHumanMassCrowdVisualizationTrait

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

Bases: MassVisualizationTrait

MetaHuman 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 fragments

  • anim_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 UI

  • character_instances (Array[MetaHumanInstance]): [Read-Write] MetaHuman Instance descriptions to use. Entities will be assigned an instance to use for their appearance

  • high_res_template_actor (type(Class)): [Read-Write] Actor class of this agent when spawned in high resolution

  • lod_params (MassVisualizationLODParameters): [Read-Write] Configuration parameters for the visualization LOD processor

  • low_res_template_actor (type(Class)): [Read-Write] Actor class of this agent when spawned in low resolution

  • max_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 processor

  • representation_subsystem_class (type(Class)): [Read-Write] Allow subclasses to override the representation subsystem to use

  • require_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 agent

  • static_mesh_instance_desc (StaticMeshInstanceVisualizationDesc): [Read-Write] Instanced static mesh information for this agent

  • steady_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.