unreal.VerifyMetaHumanGroom¶
- class unreal.VerifyMetaHumanGroom(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MetaHumanVerificationRuleBaseA rule to test if a UObject complies with the MetaHuman Groom standard
C++ Source:
Plugin: MetaHumanSDK
Module: MetaHumanSDKEditor
File: VerifyMetaHumanGroom.h
Editor Properties: (see get_editor_property/set_editor_property)
detailed_grooming_mesh_verification(bool): [Read-Write] If true, detailed grooming mesh verification is performed. In addition to the basic checks (source/target mesh presence and spatial bounds overlap), the source skeletal mesh geometry is compared against the template MetaHuman head topology in UV space. This is expensive, so disable it when the caller only needs the basic grooming mesh checks.verify_cards_strands_alignment(bool): [Read-Write] If true, per-group hair cards will be checked for alignment against the groom’s combined strands bounding box. This requires iterating every hair group to compute the strands bounds and is expensive. Other card checks (e.g. UVs) always run regardless of this flag.verify_groom_to_mesh_alignment(bool): [Read-Write] If true, per-group groom-to-mesh alignment is validated. This builds a dynamic mesh AABB tree from the source skeletal mesh and tests every strand root against it; it is expensive. Other per-group strands checks (bounds intersect, vertex/curve counts) always run regardless of this flag.verify_meshes_strands_alignment(bool): [Read-Write] If true, per-group hair meshes (e.g. helmets) will be checked for alignment against the groom’s combined strands bounding box. This requires iterating every hair group to compute the strands bounds and is expensive. Other hair mesh checks (e.g. UVs) always run regardless of this flag.
- property detailed_grooming_mesh_verification: bool¶
[Read-Write] If true, detailed grooming mesh verification is performed. In addition to the basic checks (source/target mesh presence and spatial bounds overlap), the source skeletal mesh geometry is compared against the template MetaHuman head topology in UV space. This is expensive, so disable it when the caller only needs the basic grooming mesh checks.
- Type:
(bool)
- property verify_cards_strands_alignment: bool¶
[Read-Write] If true, per-group hair cards will be checked for alignment against the groom’s combined strands bounding box. This requires iterating every hair group to compute the strands bounds and is expensive. Other card checks (e.g. UVs) always run regardless of this flag.
- Type:
(bool)
- property verify_groom_to_mesh_alignment: bool¶
[Read-Write] If true, per-group groom-to-mesh alignment is validated. This builds a dynamic mesh AABB tree from the source skeletal mesh and tests every strand root against it; it is expensive. Other per-group strands checks (bounds intersect, vertex/curve counts) always run regardless of this flag.
- Type:
(bool)
- property verify_meshes_strands_alignment: bool¶
[Read-Write] If true, per-group hair meshes (e.g. helmets) will be checked for alignment against the groom’s combined strands bounding box. This requires iterating every hair group to compute the strands bounds and is expensive. Other hair mesh checks (e.g. UVs) always run regardless of this flag.
- Type:
(bool)