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: StructBase

Parameters 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:

(MetaHumanCharacterTargetMeshKey)