unreal.MetaHumanPosedDNAExportParams¶
- class unreal.MetaHumanPosedDNAExportParams(project_path: str = '', external_path: str = '', target_mesh_key: MetaHumanCharacterTargetMeshKey = Ellipsis, asset_name: str = '', overwrite_existing_assets: bool = False)¶
Bases:
StructBaseParameters for posed-DNA export.
Posed DNA is the combined head+body geometry produced by a previous ConformToTargetMeshes call, baked into a single DNA file with the body rig applied in posed-joints mode. It’s the artifact downstream tools (e.g. material baking) consume after a conform.
C++ Source:
Plugin: MetaHumanCharacter
Module: MetaHumanCharacterEditor
File: MetaHumanCharacterExportBlueprintLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_name(str): [Read-Write] Optional asset/file name (without extension) for the exported posed DNA. Used as both the UDNA asset name under ProjectPath and the .dna filename stem under ExternalPath. If left empty, defaults to “<CharacterName>_Posed”.external_path(str): [Read-Write] Output folder on disk for the exported .dna file. The filename within this folder is taken from AssetName (with .dna appended), falling back to “<CharacterName>_Posed.dna”.Optional: if left empty, no file is written to disk and only the project-path asset export is performed. At least one of ProjectPath or ExternalPath must be set.
overwrite_existing_assets(bool): [Read-Write] Overwrites onto the existing DNA asset at ProjectPath. If false, a unique name is generated.project_path(str): [Read-Write] Project content folder for the exported posed DNA asset (e.g. “/Game/MetaHumans”). The asset name within this folder is taken from AssetName, falling back to “<CharacterName>_Posed”.Optional: if left empty, no project (in-editor) asset is created and only the external file export is performed. At least one of ProjectPath or ExternalPath must be set to a valid value; both may be set to export in parallel.
target_mesh_key(MetaHumanCharacterTargetMeshKey): [Read-Write] Identifies the target mesh slot under which the conformed body posed state was stored during ConformToTargetMeshes / ConformTargetMeshesAsync. Must match the key used at conform time — otherwise no posed state is found and the export fails.
- property asset_name: str¶
[Read-Write] Optional asset/file name (without extension) for the exported posed DNA. Used as both the UDNA asset name under ProjectPath and the .dna filename stem under ExternalPath. If left empty, defaults to “<CharacterName>_Posed”.
- Type:
(str)
- property external_path: str¶
[Read-Write] Output folder on disk for the exported .dna file. The filename within this folder is taken from AssetName (with .dna appended), falling back to “<CharacterName>_Posed.dna”.
Optional: if left empty, no file is written to disk and only the project-path asset export is performed. At least one of ProjectPath or ExternalPath must be set.
- Type:
(str)
- property overwrite_existing_assets: bool¶
[Read-Write] Overwrites onto the existing DNA asset at ProjectPath. If false, a unique name is generated.
- Type:
(bool)
- property project_path: str¶
[Read-Write] Project content folder for the exported posed DNA asset (e.g. “/Game/MetaHumans”). The asset name within this folder is taken from AssetName, falling back to “<CharacterName>_Posed”.
Optional: if left empty, no project (in-editor) asset is created and only the external file export is performed. At least one of ProjectPath or ExternalPath must be set to a valid value; both may be set to export in parallel.
- Type:
(str)
- property target_mesh_key: MetaHumanCharacterTargetMeshKey¶
[Read-Write] Identifies the target mesh slot under which the conformed body posed state was stored during ConformToTargetMeshes / ConformTargetMeshesAsync. Must match the key used at conform time — otherwise no posed state is found and the export fails.
- Type: