Navigation
API > API/Plugins > API/Plugins/MetaHumanCharacterEditor
Subsystem used to interface with the UMetaHumanCharacter asset. Any edits to a MetaHumanCharacter that may need to be exposed as an API should be done as part of this class, as UFUNCTIONs declared here are automatically exposed
| Name | UMetaHumanCharacterEditorSubsystem |
| Type | class |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Public/MetaHumanCharacterEditorSubsystem.h |
| Include Path | #include "MetaHumanCharacterEditorSubsystem.h" |
Syntax
UCLASS (BlueprintType)
class UMetaHumanCharacterEditorSubsystem :
public UEditorSubsystem ,
public FTickableEditorObject
Inheritance Hierarchy
- FTickableObjectBase → FTickableEditorObject → UMetaHumanCharacterEditorSubsystem
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UDynamicSubsystem → UEditorSubsystem → UMetaHumanCharacterEditorSubsystem
Structs
| Name | Remarks |
|---|---|
| FMetaHumanCharacterIdentityModels |
Enums
Public
| Name | Remarks |
|---|---|
| EBodyMeshUpdateMode | Body Editing |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FMetaHumanOnDownloadingTexturesStateChanged | TMulticastDelegate_OneParam< void, TNotNull< const UMetaHumanCharacter * > > | Callback when downloading textures state changes in editor | MetaHumanCharacterEditorSubsystem.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnDownloadingTexturesStateChanged | FMetaHumanOnDownloadingTexturesStateChanged | MetaHumanCharacterEditorSubsystem.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsAddingObjectToEdit | bool | True if TryAddObjectToEdit is running. | MetaHumanCharacterEditorSubsystem.h | |
| CharacterCloudRequests | TMap< TObjectKey< UMetaHumanCharacter >, FMetaHumanCharacterEditorCloudRequests > | Map all the live cloud requests for a given MetaHuman Character. | MetaHumanCharacterEditorSubsystem.h | |
| CharacterDataMap | TMap< TObjectKey< UMetaHumanCharacter >, TSharedRef< FMetaHumanCharacterEditorData > > | Map a MetaHuman Character to the data it needs while being edited. | MetaHumanCharacterEditorSubsystem.h | |
| CharacterIdentities | TSortedMap< EMetaHumanCharacterTemplateType, FMetaHumanCharacterIdentityModels > | Map with loaded Character Identity Models. | MetaHumanCharacterEditorSubsystem.h | |
| CharacterInstanceUpdatedDelegateHandle | FDelegateHandle | Delegate handle for instance update. | MetaHumanCharacterEditorSubsystem.h | |
| CharacterMeshImportContexts | TMap< TObjectKey< UMetaHumanCharacter >, FMetaHumanCharacterEditorMeshImportContext > | Map async mesh import contexts for each MetaHuman Character. | MetaHumanCharacterEditorSubsystem.h | |
| FaceTextureSynthesizer | FMetaHumanFaceTextureSynthesizer | Face Synthesizer to be shared between all editable objects. | MetaHumanCharacterEditorSubsystem.h | |
| MetaHumanBodyArchetypeMesh | TObjectPtr< USkeletalMesh > | MetaHumanCharacterEditorSubsystem.h | ||
| MetaHumanFaceArchetypeMesh | TObjectPtr< USkeletalMesh > | Cached archetype meshes imported from DNA. | MetaHumanCharacterEditorSubsystem.h | |
| SkinToneTexture | TWeakObjectPtr< class UTexture2D > | Skin Tone Texture created from FaceTextureSynthesizer used in UI skin tone picker. | MetaHumanCharacterEditorSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddFaceLandmark
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Adds additional custom landmark manipulator on a given mesh surface point. | MetaHumanCharacterEditorSubsystem.h | |
TSharedPtr< IDNAReader > AlignFaceDNAWithBody
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Adapts the given face DNA to fit the character's current body, returning the corrected DNA. | MetaHumanCharacterEditorSubsystem.h | |
bool AlignToTargetMeshes
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Synchronously aligns tthe body and head meshes to target meshes Python/Blueprint-friendly wrapper that calls AlignToTargetMeshesAsync in blocking mode. | MetaHumanCharacterEditorSubsystem.h |
|
bool AlignToTargetMeshesAsync
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Rigidly aligns the character state to the target meshes | MetaHumanCharacterEditorSubsystem.h | |
TSharedPtr< IDNAReader > ApplyBodyDNA
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Updates the body editing state with the given DNA. | MetaHumanCharacterEditorSubsystem.h | |
void ApplyBodyState
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Applies the given custom body state to MetaHuman Character Actors registered against the character. | MetaHumanCharacterEditorSubsystem.h | |
void ApplyEyesSettings
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Eyes editing Updates the editing state of the Character with the given eyes settings | MetaHumanCharacterEditorSubsystem.h | |
TSharedPtr< IDNAReader > ApplyFaceDNA
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
MetaHumanCharacterEditorSubsystem.h | ||
bool ApplyFaceDNA
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Updates the face editing state and SkelMesh from the given DNA. Does NOT modify the DNA. | MetaHumanCharacterEditorSubsystem.h | |
TSharedPtr< IDNAReader > ApplyFaceDNA
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
MetaHumanCharacterEditorSubsystem.h | ||
void ApplyFaceEvaluationSettings
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Updates the face evaluation settings (vertex deltas and vertex geometry delta) of all the actors associated with the given character. | MetaHumanCharacterEditorSubsystem.h | |
void ApplyFaceState
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Face sculpting and editing Applies the given state in the MetaHuman Character Actors registered against the character. | MetaHumanCharacterEditorSubsystem.h | |
void ApplyHeadModelSettings
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Updates the Head Model (Eyelashes) of all the actors associated with the given character. | MetaHumanCharacterEditorSubsystem.h | |
void ApplyMakeupSettings
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Makeup editing Updates the editing state of the Character with the given makeup settings | MetaHumanCharacterEditorSubsystem.h | |
void ApplySkinSettings
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Updates the Skin material of all the actors associated with the given character. | MetaHumanCharacterEditorSubsystem.h | |
void AutoRigFace
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Method which handles calls to AutoRigService. | MetaHumanCharacterEditorSubsystem.h | |
TArray< FVector3f > BlendBodyRegion
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Blends Face region though preset states. | MetaHumanCharacterEditorSubsystem.h | |
TArray< FVector3f > BlendFaceRegion
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Blends Face region though preset states. | MetaHumanCharacterEditorSubsystem.h | |
void BuildMetaHuman
(
UMetaHumanCharacter* InCharacter, |
Assemble a MetaHuman Character. | MetaHumanCharacterEditorSubsystem.h |
|
bool CanBuildMetaHuman
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Checks if MetaHuman character is ready for building. | MetaHumanCharacterEditorSubsystem.h | |
bool CanBuildMetaHuman
(
const UMetaHumanCharacter* InCharacter, |
Checks if MetaHuman character is ready for assembly. | MetaHumanCharacterEditorSubsystem.h |
|
void CancelMeshAsyncProcess
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter |
Cancels any async mesh import process | MetaHumanCharacterEditorSubsystem.h | |
void CommitBodyDNA
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Commits the Body DNA into the Character asset in order to be serialized when the asset is saved, Sets the Character as having a fixed body type with bFixedBodyType. | MetaHumanCharacterEditorSubsystem.h | |
void CommitBodyState
(
UMetaHumanCharacter* InCharacter |
Commits the Body State of the given Character to be serialized. | MetaHumanCharacterEditorSubsystem.h |
|
void CommitBodyState
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Commits the Body State into the Character asset in order to be serialized when the asset is saved. | MetaHumanCharacterEditorSubsystem.h | |
void CommitEyesSettings
(
UMetaHumanCharacter* InCharacter, |
Commits the eyes settings to the character and updates the associated actors. | MetaHumanCharacterEditorSubsystem.h |
|
void CommitFaceDNA
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Commits the Face DNA into the Character asset in order to be serialized when the asset is saved. | MetaHumanCharacterEditorSubsystem.h | |
void CommitFaceEvaluationSettings
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Set all the face evaluation settings to the character and apply the changes to all the registered actors. | MetaHumanCharacterEditorSubsystem.h | |
void CommitFaceState
(
UMetaHumanCharacter* InCharacter |
Commits the Face State of the given Character to be serialized. | MetaHumanCharacterEditorSubsystem.h |
|
void CommitFaceState
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Commits the Face State into the Character asset in order to be serialized when the asset is saved. | MetaHumanCharacterEditorSubsystem.h | |
void CommitHeadModelSettings
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Set all the Head Model settings to the character and apply the changes to all the registered actors. | MetaHumanCharacterEditorSubsystem.h |
|
void CommitMakeupSettings
(
UMetaHumanCharacter* InCharacter, |
Commits the makeup settings to the character and updates the associated actors. | MetaHumanCharacterEditorSubsystem.h |
|
void CommitPosedStateAsAPose
(
UMetaHumanCharacter* InMetaHumanCharacter, |
After conforming body state in pose, finalizes body and face states by evaluating solved body state in MetaHuman A Pose, and updating face state from it. | MetaHumanCharacterEditorSubsystem.h |
|
void CommitSkinSettings
(
UMetaHumanCharacter* InCharacter, |
Set all the skin settings to the character and apply the changes to all registered actors. | MetaHumanCharacterEditorSubsystem.h |
|
void CommitTargetMeshKeypoints
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Commit the target mesh keypoints to the character (filters out preset keypoints, only commits Custom) | MetaHumanCharacterEditorSubsystem.h |
|
void CommitTargetMeshTrackingResults
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Commit the target mesh tracking results to the character | MetaHumanCharacterEditorSubsystem.h | |
bool CompareBodyState
(
const UMetaHumanCharacter* InCharacter1, |
Evaluate the body state for each of the supplied characters, and compare the vertices and vertex normals Requires the characters to have been added for edit using TryAddObjectToEdit Returns true if all corresponding vertices and vertex normals are within InTolerance of each other in terms of vector norm | MetaHumanCharacterEditorSubsystem.h |
|
bool CompareFaceState
(
const UMetaHumanCharacter* InCharacter1, |
Evaluate the face state for each of the supplied characters, and compare the vertices and vertex normals Requires the characters to have been added for edit using TryAddObjectToEdit Returns true if all corresponding vertices and vertex normals are within InTolerance of each other in terms of vector norm | MetaHumanCharacterEditorSubsystem.h |
|
bool ConformBody
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Blueprint exposed version of the ConformBody functions. | MetaHumanCharacterEditorSubsystem.h |
|
bool ConformBody
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Conforms the body mesh to target parameters | MetaHumanCharacterEditorSubsystem.h | |
bool ConformBodyToTarget
(
UMetaHumanCharacter* InMetaHumanCharacter, |
MetaHumanCharacterEditorSubsystem.h |
|
|
bool ConformTargetMeshesAsync
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Conforms the body and head meshes to target meshes | MetaHumanCharacterEditorSubsystem.h | |
bool ConformToTargetMeshes
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Synchronously conforms the body and head meshes to target parameters. | MetaHumanCharacterEditorSubsystem.h |
|
TSharedRef< FMetaHumanCharacterBodyIdentity::FState > CopyBodyState
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Creates a copy of the current body editing state. | MetaHumanCharacterEditorSubsystem.h | |
TSharedRef< FMetaHumanCharacterIdentity::FState > CopyFaceState
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Creates a copy of the current face editing state. | MetaHumanCharacterEditorSubsystem.h | |
USkeletalMesh * CreateCombinedFaceAndBodyMesh
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Returns combined face and body mesh for the given character. | MetaHumanCharacterEditorSubsystem.h | |
TScriptInterface< IMetaHumanCharacterEditorActorInterface > CreateMetaHumanCharacterEditorActor
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Spawns and initializes an actor implementing IMetaHumanCharacterEditorActorInterface in the given world. | MetaHumanCharacterEditorSubsystem.h | |
void CreateMetaHumanInvisibleDrivingActor
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Create invisible driving actor. | MetaHumanCharacterEditorSubsystem.h | |
TNotNull< const USkeletalMesh * > Debug_GetBodyEditMesh
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
MetaHumanCharacterEditorSubsystem.h | ||
TNotNull< const USkeletalMesh * > Debug_GetFaceEditMesh
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
MetaHumanCharacterEditorSubsystem.h | ||
void DestroyMetaHumanCharacterEditorActor
(
TScriptInterface< class IMetaHumanCharacterEditorActorInterface > InCharacterActor |
Destroys an editor actor previously created via CreateMetaHumanCharacterEditorActor and unregisters it from the character's actor list. | MetaHumanCharacterEditorSubsystem.h | |
void DisableAnimation
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Disable animation. This will disconnect the preview character from the invisible driving actor. | MetaHumanCharacterEditorSubsystem.h | |
void DisableSkeletalPostProcessing
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Disable skeletal post-processing. This will enable running the face and body rig and correctives. | MetaHumanCharacterEditorSubsystem.h | |
void EnableAnimation
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Enable animation. This will connect the preview character to the invisible driving actor. | MetaHumanCharacterEditorSubsystem.h | |
void EnableSkeletalPostProcessing
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Enable skeletal post-processing. This will enable running the face and body rig and correctives. | MetaHumanCharacterEditorSubsystem.h | |
FVector2f EstimateSkinTone
(
const FLinearColor& InSkinTone, |
Estimates the skin tone UI values from an sRGB colour. | MetaHumanCharacterEditorSubsystem.h | |
bool FitFaceStateFromBodyWithEyesTeethDNA
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Updates the face state to fit the current body state, then re-fits teeth and eyes using vertex positions read from a face DNA file. | MetaHumanCharacterEditorSubsystem.h |
|
bool FitFaceStateFromBodyWithEyesTeethDNA
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Updates the face state to fit the current body state, then re-fits teeth and eyes using vertex positions read directly from a face DNA reader. | MetaHumanCharacterEditorSubsystem.h | |
bool FitFaceStateFromBodyWithEyesTeethTemplate
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Updates the face state to fit the current body state, and optionally re-fits teeth and/or eyes using vertices extracted from the supplied template mesh objects. | MetaHumanCharacterEditorSubsystem.h |
|
bool FitStateToTargetVertices
(
UMetaHumanCharacter* InCharacter, |
Fit the character to the supplied vertices. | MetaHumanCharacterEditorSubsystem.h |
|
bool FitStateToTargetVertices
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Fit the state to the supplied target vertices, which will use whatever part(s) the user has supplied to fit the model EHeadFitToTargetMeshes::Head vertices must always be supplied in the InTargetVertices, using the supplied fitting options. | MetaHumanCharacterEditorSubsystem.h | |
bool FitToBodyDna
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Fit the state to the supplied body DNA. Returns true if successful, false otherwise | MetaHumanCharacterEditorSubsystem.h | |
bool FitToFaceDna
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Fit the state to the supplied face DNA, using the supplied fitting options. | MetaHumanCharacterEditorSubsystem.h | |
void ForEachCharacterActor
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Utility function that invokes a callback for each valid MetaHuman Character Editor Actor registered against the given MetaHuman Character | MetaHumanCharacterEditorSubsystem.h | |
TArray< FMetaHumanCharacterBodyConstraint > GetBodyConstraints
(
const UMetaHumanCharacter* InCharacter, |
Gets the list of body constrains from the underlying parametric body model. | MetaHumanCharacterEditorSubsystem.h |
|
TNotNull< const USkeletalMesh * > GetBodyEditMesh
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns the body editing mesh for the character. | MetaHumanCharacterEditorSubsystem.h | |
TArray< FVector3f > GetBodyGizmos
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns the list of body region gizmo positions from the character's state | MetaHumanCharacterEditorSubsystem.h | |
float GetBodyGlobalDeltaScale
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Gets the body vertex and joint global delta scale | MetaHumanCharacterEditorSubsystem.h | |
TSharedRef< const FMetaHumanCharacterBodyIdentity::FState > GetBodyState
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Provides read-only access to the current body editing state. | MetaHumanCharacterEditorSubsystem.h | |
EMetaHumanClothingVisibilityState GetClothingVisibilityState
(
TNotNull< UMetaHumanCharacter* > InCharacter |
Gets the clothing visibility state on any character actor | MetaHumanCharacterEditorSubsystem.h | |
TSharedRef< const FDNAToSkelMeshMap > GetFaceDnaToSkelMeshMap
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Provides read-only access to the FDNAToSkelMeshMap for the current face editing state. | MetaHumanCharacterEditorSubsystem.h | |
TNotNull< const USkeletalMesh * > GetFaceEditMesh
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns the face editing mesh for the character. | MetaHumanCharacterEditorSubsystem.h | |
TArray< FVector3f > GetFaceGizmos
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns the list of Face Gizmo positions from the Character's state | MetaHumanCharacterEditorSubsystem.h | |
TArray< FVector3f > GetFaceLandmarks
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns the list of Face Landmark positions from the Character's state | MetaHumanCharacterEditorSubsystem.h | |
void GetFaceLandmarks
(
const UMetaHumanCharacter* InCharacter, |
Gets the positions of the face landmarks for a given character. | MetaHumanCharacterEditorSubsystem.h |
|
void GetFaceModelCoefficients
(
const UMetaHumanCharacter* InCharacter, |
Gets the coefficients of the underlying face model for the given character. | MetaHumanCharacterEditorSubsystem.h |
|
TSharedRef< const FMetaHumanCharacterIdentity::FState > GetFaceState
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Provides read-only access to the current face editing state. | MetaHumanCharacterEditorSubsystem.h | |
const FMetaHumanFaceTextureAttributeMap & GetFaceTextureAttributeMap() |
Gets the texture attribute map associated with the face texture synthesizer. | MetaHumanCharacterEditorSubsystem.h | |
TObjectPtr< class AMetaHumanInvisibleDrivingActor > GetInvisibleDrivingActor
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Get the invisible driving actor given the character. | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode GetJointsForBodyConforming
(
TSharedRef< IDNAReader > BodyDNA, |
Get the joints for performing import from body template | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode GetJointsForBodyConforming
(
USkeletalMesh* InTemplateMesh, |
Blueprint exposed version of the GetJointsForBodyConforming function. | MetaHumanCharacterEditorSubsystem.h |
|
EImportErrorCode GetJointsForBodyConforming
(
USkeletalMesh* InTemplateMesh, |
Get the joints for performing import from body template | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode GetJointsForBodyConformingFromDNA
(
const FString& InBodyDnaFilePath, |
Get the body joint data for conforming, from a DNA file path. | MetaHumanCharacterEditorSubsystem.h |
|
EImportErrorCode GetJointsForBodyConformingFromTemplate
(
USkeletalMesh* InTemplateMesh, |
MetaHumanCharacterEditorSubsystem.h |
|
|
int32 GetMaxHighFrequencyIndex() |
Get the maximum value for the HF index the model supports | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode GetMeshForBodyConforming
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Get the mesh for performing import from body template | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode GetMeshForBodyConforming
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Blueprint exposed version of the GetMeshForBodyConforming function. | MetaHumanCharacterEditorSubsystem.h |
|
EImportErrorCode GetMeshForBodyConforming
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Get the mesh for performing import from body template | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode GetMeshForBodyConformingFromDNA
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Get the body mesh vertices for conforming, from DNA file paths. | MetaHumanCharacterEditorSubsystem.h |
|
EImportErrorCode GetMeshForBodyConformingFromTemplate
(
UMetaHumanCharacter* InMetaHumanCharacter, |
MetaHumanCharacterEditorSubsystem.h |
|
|
const TSharedRef< FMetaHumanCharacterEditorData > * GetMetaHumanCharacterEditorData
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Gets a readonly view on the character editor data | MetaHumanCharacterEditorSubsystem.h | |
TWeakObjectPtr< class UTexture2D > GetOrCreateSkinToneTexture() |
Get or create the skin tone texture suitable to be used in the skin tone picker UI The caller is responsible for keeping a reference to the returned texture or it may be GC'ed | MetaHumanCharacterEditorSubsystem.h | |
TMap< FName, int32 > GetPresetBodyKeyPoints
(
const UMetaHumanCharacter* InCharacter |
Get preset keypoints from MetaHumanCreator API (body or head) without committing them | MetaHumanCharacterEditorSubsystem.h |
|
UMetaHumanCollection * GetPreviewCollection
(
const UMetaHumanCharacter* InCharacter |
Returns the Collection used to build the Character's preview. | MetaHumanCharacterEditorSubsystem.h |
|
EMetaHumanCharacterRigState GetRiggingState
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Get the rigging state for the supplied character | MetaHumanCharacterEditorSubsystem.h | |
FLinearColor GetSkinTone
(
const FVector2f& UV |
Gets the skin tone texture color as rgb value | MetaHumanCharacterEditorSubsystem.h | |
UMaterialInterface * GetTranslucentClothingMaterial() |
Returns the material to apply to clothing when it should be translucent | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode ImportBodyWholeRig
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Import body as a fully rigged Character from DNA file paths, sets character to a fixed body type | MetaHumanCharacterEditorSubsystem.h |
|
EImportErrorCode ImportBodyWholeRig
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Import body as a fully rigged Character from DNA, sets character to a fixed body type | MetaHumanCharacterEditorSubsystem.h | |
void ImportFaceDNA
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Create a face skeletal mesh from the imported DNA. | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode ImportFromBodyDna
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Either fits the Character body state to the input body DNA, or imports the DNA as-is, depending on options | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode ImportFromBodyTemplate
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Fits the Character body state to the conformed mesh of the input asset, which must be a SkelMesh or Static Mesh which has the correct number of vertices. | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode ImportFromFaceDna
(
UMetaHumanCharacter* InCharacter, |
Either fits the Character face state to the input face DNA, or imports the DNA as-is, depending on options. | MetaHumanCharacterEditorSubsystem.h |
|
EImportErrorCode ImportFromFaceDna
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Either fits the Character face state to the input face DNA, or imports the DNA as-is, depending on options | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode ImportFromIdentity
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Fits the Character face state to the conformed mesh of the input Identity asset. | MetaHumanCharacterEditorSubsystem.h |
|
EImportErrorCode ImportFromIdentity
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Fits the Character face state to the conformed mesh of the input Identity asset | MetaHumanCharacterEditorSubsystem.h | |
EImportErrorCode ImportFromTemplate
(
UMetaHumanCharacter* InCharacter, |
Fits the Character face state to the conformed mesh of the input asset, which must be a SkelMesh or Static Mesh which has the correct number of vertices. | MetaHumanCharacterEditorSubsystem.h |
|
void InitializeFromPreset
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Initializes metahuman character using selected preset character. | MetaHumanCharacterEditorSubsystem.h | |
void InitializeMetaHumanCharacter
(
TNotNull< UMetaHumanCharacter* > InCharacter |
Character and Actor Initialization Initializes all properties from the given MetaHumanCharacter that require loading data from various sources | MetaHumanCharacterEditorSubsystem.h | |
bool IsAsyncConformPending
(
TNotNull< const UMetaHumanCharacter* > InMetaHumanCharacter |
Returns if Async Conform process is pending | MetaHumanCharacterEditorSubsystem.h | |
bool IsAutoRiggingFace
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns true if there is an active request to auto rig the face of the given character | MetaHumanCharacterEditorSubsystem.h | |
bool IsBodyStateMatchingTargetPosedState
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Returns if the body state is currently matching the target posed state for the given target mesh key | MetaHumanCharacterEditorSubsystem.h | |
bool IsCharacterOutfitSelected
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns true when the input Character has an outfit applied in the currently active edit sesssion | MetaHumanCharacterEditorSubsystem.h | |
bool IsFixedBodyType
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Is the body a fixed body type, either imported from dna as a whole rig, or a fixed compatibility body | MetaHumanCharacterEditorSubsystem.h | |
bool IsObjectAddedForEditing
(
const UMetaHumanCharacter* InCharacter |
Returns true if the object is registered for editing | MetaHumanCharacterEditorSubsystem.h |
|
bool IsRequestingHighResolutionTextures
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns true if there is pending request for high resolution textures | MetaHumanCharacterEditorSubsystem.h | |
bool IsTextureSynthesisEnabled() |
Skin Material Editing Returns if the subsystem is able synthesize textures | MetaHumanCharacterEditorSubsystem.h | |
void NotifyLightingEnvironmentChanged
(
TNotNull< UMetaHumanCharacter* > InCharacter |
Used for lighting scenario levels updates, including custom levels and post process levels, signals an update to editor toolkit | MetaHumanCharacterEditorSubsystem.h | |
void NotifyViewportToolbarRenderingQualityProfileChange
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Used for rendering quality profile update from viewport toolbar, signals an update to editor toolkit | MetaHumanCharacterEditorSubsystem.h | |
FOnAsyncMeshConformCompleted & OnAsyncMeshConformCompleted
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns a reference to a delegate that fires whenever the conform async is completed. | MetaHumanCharacterEditorSubsystem.h | |
FOnAsyncMeshConformIteration & OnAsyncMeshConformIteration
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns a reference to a delegate that fires on each conform async iteration | MetaHumanCharacterEditorSubsystem.h | |
FOnStudioBackgroundColorChanged & OnBackgroundColorChanged
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
MetaHumanCharacterEditorSubsystem.h | ||
FSimpleMulticastDelegate & OnBodyStateChanged
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns a reference to a delegate that fires whenever the body editing state of the given character is modified. | MetaHumanCharacterEditorSubsystem.h | |
FOnCameraFocusRequested & OnCameraFocusRequested
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
MetaHumanCharacterEditorSubsystem.h | ||
void OnEditPreviewCollection
(
UMetaHumanCharacter* InCharacter |
Any code that modifies the preview collection for a Character must call this function afterwards, in order to propagate the edits back to the Character asset. | MetaHumanCharacterEditorSubsystem.h |
|
FSimpleMulticastDelegate & OnFaceStateChanged
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns a reference to a delegate that fires whenever the face editing state of the given character is modified. | MetaHumanCharacterEditorSubsystem.h | |
FOnNotifyLightingEnvironmentChanged & OnLightEnvironmentChanged
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
MetaHumanCharacterEditorSubsystem.h | ||
FOnStudioLightRotationChanged & OnLightRotationChanged
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
MetaHumanCharacterEditorSubsystem.h | ||
FOnNotifyLightingEnvironmentChanged & OnLightTonemapperChanged
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Editing environment changes from toolbar options | MetaHumanCharacterEditorSubsystem.h | |
FOnNotifyLightingEnvironmentChanged & OnNotifyLightingEnvironmentChanged
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
MetaHumanCharacterEditorSubsystem.h | ||
FSimpleMulticastDelegate & OnPreviewMaterialChanged
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
MetaHumanCharacterEditorSubsystem.h | ||
FSimpleMulticastDelegate & OnTargetMeshKeyPointsChanged
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Returns a reference to a delegate that fires whenever the target-mesh keypoints collection on the given character is modified including undo/redo of keypoint changes. | MetaHumanCharacterEditorSubsystem.h | |
FOnViewportToolbarRenderingQualityProfileChange & OnViewportToolbarRenderingQualityProfileChange
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
MetaHumanCharacterEditorSubsystem.h | ||
bool ParametricFitToCompatibilityBody
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter |
Fits the Character body state to the current fixed compatibility body | MetaHumanCharacterEditorSubsystem.h | |
bool ParametricFitToDnaBody
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter |
Fits the Character body state to the fixed body DNA | MetaHumanCharacterEditorSubsystem.h | |
bool RefineVerticesToTargeAsync
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Refines vertices to the target mesh | MetaHumanCharacterEditorSubsystem.h | |
void RemoveBodyRig
(
TNotNull< UMetaHumanCharacter* > InCharacter |
Remove the body rig from InCharacter | MetaHumanCharacterEditorSubsystem.h | |
void RemoveFaceLandmark
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Removes selected landmark manipulator. | MetaHumanCharacterEditorSubsystem.h | |
void RemoveFaceRig
(
UMetaHumanCharacter* InCharacter |
Remove the face rig from InCharacter, reverting the face mesh back to the archetype DNA and unregistering any morph targets. | MetaHumanCharacterEditorSubsystem.h |
|
void RemoveObjectToEdit
(
const UMetaHumanCharacter* InCharacter |
Tells the subsystem that a character is no longer being edited. | MetaHumanCharacterEditorSubsystem.h |
|
bool RemoveTexturesAndRigs
(
TNotNull< UMetaHumanCharacter* > InCharacter |
Removes all data that is not needed to be in the character to make it a preset. | MetaHumanCharacterEditorSubsystem.h | |
void RequestAutoRigging
(
UMetaHumanCharacter* InCharacter, |
Make a request to auto-rig a character. | MetaHumanCharacterEditorSubsystem.h |
|
void RequestHighResolutionTextures
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
MetaHumanCharacterEditorSubsystem.h | ||
void RequestTextureSources
(
UMetaHumanCharacter* InCharacter, |
Request high resolution textures for the given character. | MetaHumanCharacterEditorSubsystem.h |
|
void ResetCharacterFace
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Reset character face. | MetaHumanCharacterEditorSubsystem.h | |
void ResetParametricBody
(
TNotNull< const UMetaHumanCharacter* > InCharacter |
Reset the parametric body | MetaHumanCharacterEditorSubsystem.h | |
void ResetTextureSynthesis() |
Clears all internal model data for Texture Synthesis and re-loads the model using the path in the settings | MetaHumanCharacterEditorSubsystem.h | |
void RunCharacterEditorPipelineForPreview
(
UMetaHumanCharacter* InCharacter |
Runs the editor pipeline (Preview quality) for the given character. | MetaHumanCharacterEditorSubsystem.h |
|
int32 SelectBodyVertex
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Selects a vertex on the body by intersecting the ray with the current body mesh. | MetaHumanCharacterEditorSubsystem.h | |
int32 SelectFaceVertex
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Selects a vertex on the face by intersecting the ray with the current face mesh. | MetaHumanCharacterEditorSubsystem.h | |
void SetBodyConstraints
(
const UMetaHumanCharacter* InCharacter, |
Set body constraints and evaluate the parametric body. | MetaHumanCharacterEditorSubsystem.h |
|
void SetBodyGlobalDeltaScale
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Sets the body vertex and joint global delta scale | MetaHumanCharacterEditorSubsystem.h | |
bool SetBodyJoints
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Set custom body joints | MetaHumanCharacterEditorSubsystem.h |
|
bool SetBodyMesh
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Set custom body neutral mesh | MetaHumanCharacterEditorSubsystem.h |
|
void SetClothingVisibilityState
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Sets the clothing visibility state on any character actor and optionally updates the body material with character data hidden face map | MetaHumanCharacterEditorSubsystem.h | |
void SetEvaluateBodyPose
(
UMetaHumanCharacter* InMetaHumanCharacter, |
Sets to evaluate a pose other than MetaHuman A pose from the state | MetaHumanCharacterEditorSubsystem.h | |
TArray< FVector3f > SetFaceGizmoPosition
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Sets the face gizmo to an exact position. | MetaHumanCharacterEditorSubsystem.h | |
TArray< FVector3f > SetFaceGizmoRotation
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Sets the face gizmo to an exact rotation. | MetaHumanCharacterEditorSubsystem.h | |
TArray< FVector3f > SetFaceGizmoScale
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Scales the given gizmo. | MetaHumanCharacterEditorSubsystem.h | |
void SetFaceModelCoefficients
(
const UMetaHumanCharacter* InCharacter, |
Sets the coefficients of the underlying face model for the given character. | MetaHumanCharacterEditorSubsystem.h |
|
void SetGuideTexturesOnActor
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Set guide textures on matcap material used in Import Tool, this won't work if character doesn't have matcap material applied | MetaHumanCharacterEditorSubsystem.h | |
void SetMetaHumanBodyType
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Sets the MetaHuman body on the body editing state | MetaHumanCharacterEditorSubsystem.h | |
bool SetToTargetPosedState
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Sets the character state to the character's posed state | MetaHumanCharacterEditorSubsystem.h | |
AActor * SpawnMetaHumanActor
(
UMetaHumanCharacter* InCharacter, |
Spawns a MetaHuman Editor Actor in the main editor level. | MetaHumanCharacterEditorSubsystem.h |
|
void ToggleEyelashesGrooms
(
TNotNull< UMetaHumanCharacter* > InMetaHumanCharacter, |
Applies or removes eyelashes grooms according to properties. | MetaHumanCharacterEditorSubsystem.h | |
bool TrackFaceLandmarksFromImage
(
const TArray< FColor >& InImageData, |
Run face landmark detection on an image and return tracking contour curves. | MetaHumanCharacterEditorSubsystem.h |
|
TArray< FVector3f > TranslateFaceLandmark
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Translates the given landmark by a delta. | MetaHumanCharacterEditorSubsystem.h | |
void TranslateFaceLandmarks
(
const UMetaHumanCharacter* InCharacter, |
Translates the face landmarks by the given deltas. | MetaHumanCharacterEditorSubsystem.h |
|
bool TryAddObjectToEdit
(
UMetaHumanCharacter* InCharacter |
Registers an object to be edited. | MetaHumanCharacterEditorSubsystem.h |
|
bool TryGenerateCharacterAssets
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
MetaHumanCharacterEditorSubsystem.h | ||
bool TryGenerateCharacterAssets
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Build and Export Generates assets, such as meshes and textures, so that other code systems can render the Character. | MetaHumanCharacterEditorSubsystem.h | |
bool TryGetCharacterPreviewAssets
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
MetaHumanCharacterEditorSubsystem.h | ||
bool TryGetCharacterPreviewAssets
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Fetches editor-owned assets needed for the preview build, such as the meshes being actively edited by the Character asset editor. | MetaHumanCharacterEditorSubsystem.h | |
bool TryGetMetaHumanCharacterEditorActorClass
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Gets the class of actor that will be spawned by CreateMetaHumanCharacterEditorActor if there are no errors. | MetaHumanCharacterEditorSubsystem.h | |
void UpdateAlwaysUseHairCardsOption
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Updates character actor groom components to always use cards instead of strands. | MetaHumanCharacterEditorSubsystem.h | |
void UpdateBackgroundColor
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Updates the background color of the lighting environment | MetaHumanCharacterEditorSubsystem.h | |
void UpdateCharacterLOD
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Updates the Character Level of detail shown in Editor. | MetaHumanCharacterEditorSubsystem.h | |
void UpdateCharacterPreviewMaterial
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Update the currently active preview material for the character. | MetaHumanCharacterEditorSubsystem.h | |
void UpdateEyelashesVariantFromProperties
(
TSharedRef< FMetaHumanCharacterIdentity::FState > InOutFaceState, |
Utility function that sets the eyelashes variant to the input state based on the eyelashes type property | MetaHumanCharacterEditorSubsystem.h | |
void UpdateHFVariantFromSkinProperties
(
TSharedRef< FMetaHumanCharacterIdentity::FState > InOutFaceState, |
Utility function that sets the high frequency variant to the input state based on the skin texture property | MetaHumanCharacterEditorSubsystem.h | |
void UpdateLightingEnvironment
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
!!!!DEPRECATED!!!! USE NotifyLightingEnvironmentChanged Updates the Environment Lighting studio. | MetaHumanCharacterEditorSubsystem.h | |
void UpdateLightRotation
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
MetaHumanCharacterEditorSubsystem.h | ||
void UpdateMatcapMaterialColorOnActor
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Update color on matcap material used in Import Tool, this won't work if character doesn't have matcap material applied | MetaHumanCharacterEditorSubsystem.h | |
void UpdateTeethVariantFromProperties
(
TSharedRef< FMetaHumanCharacterIdentity::FState > InOutFaceState, |
Utility function that sets the teeth variant to the input state based on the teeth type property Also allows the user to turn off the (teeth) expressions at the end of using the tool | MetaHumanCharacterEditorSubsystem.h | |
void UpdateTonemapperOption
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
!!!!DEPRECATED!!!! USE NotifyLightingEnvironmentChanged Updates the Environment Lighting studio. | MetaHumanCharacterEditorSubsystem.h | |
void UpdateTranslucencyOnActor
(
TNotNull< UMetaHumanCharacter* > InCharacter, |
Update translucency on matcap material used in Import Tool, this won't work if character doesn't have matcap material applied | MetaHumanCharacterEditorSubsystem.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
Subsystem Initialization | MetaHumanCharacterEditorSubsystem.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
MetaHumanCharacterEditorSubsystem.h | ||
virtual bool IsTickable() |
MetaHumanCharacterEditorSubsystem.h | ||
virtual void Tick
(
float InDeltaTime |
MetaHumanCharacterEditorSubsystem.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
MetaHumanCharacterEditorSubsystem.h | ||
static void ApplyBodyState
(
TSharedRef< FMetaHumanCharacterEditorData > InCharacterData, |
MetaHumanCharacterEditorSubsystem.h | ||
static void ApplyEyesSettings
(
TSharedRef< FMetaHumanCharacterEditorData > InCharacterData, |
Utility function to apply the eyes settings in the character data and update the eyes material with the eyes settings | MetaHumanCharacterEditorSubsystem.h | |
static void ApplyFaceState
(
TSharedRef< FMetaHumanCharacterEditorData > InCharacterData, |
Sets the given face state on the Character Data. | MetaHumanCharacterEditorSubsystem.h | |
static void ApplyMakeupSettings
(
TSharedRef< FMetaHumanCharacterEditorData > InCharacterData, |
Utility function to apply the makeup settings in the character data and update the face material with the makeup settings. | MetaHumanCharacterEditorSubsystem.h | |
static bool CompareFaceTextures
(
const UMetaHumanCharacter* InCharacter1, |
Compare the face textures for the two supplied characters Does NOT require the characters to have been added for edit Returns true if face textures are identical to within the specified tolerance for each channel of each pixel, false otherwise | MetaHumanCharacterEditorSubsystem.h |
|
static TObjectPtr< UPhysicsAsset > CreatePhysicsAssetForCharacter
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Creates the physics asset using body state | MetaHumanCharacterEditorSubsystem.h | |
static void ForEachCharacterActor
(
TSharedRef< FMetaHumanCharacterEditorData > InCharacterData, |
Utility function that invokes a callback for each valid MetaHuman Character Editor Actor registered against the given MetaHuman Character | MetaHumanCharacterEditorSubsystem.h | |
static UMetaHumanCharacterEditorSubsystem * Get() |
Utility for obtaining a pointer to the global instance of this subsystem in the editor. | MetaHumanCharacterEditorSubsystem.h | |
static USkeletalMesh * GetBodyArchetypeMesh
(
EMetaHumanCharacterTemplateType InTemplateType, |
Returns the Body Archetype Mesh for the given template type | MetaHumanCharacterEditorSubsystem.h | |
static FString GetBodyIdentityModelPath() |
Returns the path to where the body model is stored | MetaHumanCharacterEditorSubsystem.h | |
static void GetFaceAndBodySkeletalMeshes
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Creates Face and Body mesh either by duplicating content browser assets or Interchange system from stored or loaded DNA data | MetaHumanCharacterEditorSubsystem.h | |
static USkeletalMesh * GetFaceArchetypeMesh
(
EMetaHumanCharacterTemplateType InTemplateType, |
Returns the Face Archetype Mesh for the given template type | MetaHumanCharacterEditorSubsystem.h | |
static FString GetFaceIdentityTemplateModelPath
(
EMetaHumanCharacterTemplateType InTemplateType |
Returns the path to where the face models for the given template type are stored | MetaHumanCharacterEditorSubsystem.h | |
static FString GetLegacyBodiesPath() |
Returns the path to where the legacy bodies are stored | MetaHumanCharacterEditorSubsystem.h | |
static bool GetMeshDataForConforming
(
UObject* InMesh, |
Extract topology vertices and triangle indices from a static or skeletal mesh. | MetaHumanCharacterEditorSubsystem.h |
|
static ELodUpdateOption GetUpdateOptionForEditing() |
MetaHumanCharacterEditorSubsystem.h | ||
static void UpdateActorsSkinPreviewMaterial
(
TSharedRef< FMetaHumanCharacterEditorData > InCharacterData, |
Update the preview material for the actors corresponding to the character data | MetaHumanCharacterEditorSubsystem.h | |
static void UpdateBodyMeshInternal
(
TSharedRef< FMetaHumanCharacterEditorData > InCharacterData, |
MetaHumanCharacterEditorSubsystem.h | ||
static void UpdateCharacterBodyMeshFromDNA
(
TNotNull< UObject* > InGeneratedAssetsOuter, |
Creates body SkeletalMesh from DNA through DNA Interchange system and attaches it to CharacterData->BodyMesh. | MetaHumanCharacterEditorSubsystem.h | |
static bool UpdateCharacterFaceMeshFromDNA
(
TNotNull< UObject* > InGeneratedAssetsOuter, |
Updates character face by creating facial SkeletalMesh from DNA through DNA Interchange system and attaches it to CharacterData->FaceMesh. | MetaHumanCharacterEditorSubsystem.h | |
static void UpdateDebugBoneTransformsFromState
(
const TSharedRef< FMetaHumanCharacterEditorData >& InCharacterData |
Updates override debug bone transforms used to display body bones during conform | MetaHumanCharacterEditorSubsystem.h | |
static void UpdateFaceFromBodyInternal
(
TSharedRef< FMetaHumanCharacterEditorData > InCharacterData, |
MetaHumanCharacterEditorSubsystem.h | ||
static void UpdateFaceMeshInternal
(
TSharedRef< FMetaHumanCharacterEditorData > InCharacterData, |
Updates the Face Mesh of the Character using state stored in the actor and the given vertices and vertex normals This function does not evaluate the model and purely updates the skeletal mesh. | MetaHumanCharacterEditorSubsystem.h | |
static void UpdatePendingHighResBodyTextures
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
MetaHumanCharacterEditorSubsystem.h | ||
static void UpdatePendingSynthesizedTextures
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Fills in textures with image data for any pending textures that are ready. | MetaHumanCharacterEditorSubsystem.h | |
static void UpdatePhysicsAssetFromBodyState
(
TNotNull< UPhysicsAsset* > InPhysicsAsset, |
Updates a physics asset using body state | MetaHumanCharacterEditorSubsystem.h | |
static void WaitForSynthesizedTextures
(
TNotNull< const UMetaHumanCharacter* > InCharacter, |
Block until all textures are filled with image data | MetaHumanCharacterEditorSubsystem.h |