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API > API/Plugins > API/Plugins/MetaHumanCharacterPalette
A collection of character parts (e.g. MetaHuman Characters, clothing, hairstyles) that target slots on a Character Pipeline.
Create an Instance from a Collection to assemble a renderable character from the parts contained in the Collection.
| Name | UMetaHumanCollection |
| Type | class |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterPalette/Public/MetaHumanCollection.h |
| Include Path | #include "MetaHumanCollection.h" |
Syntax
UCLASS (BlueprintType)
class UMetaHumanCollection : public UMetaHumanCharacterPalette
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMetaHumanCharacterPalette → UMetaHumanCollection
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMetaHumanCollection() |
MetaHumanCollection.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnBuildComplete | TBaseDelegate_OneParam< void, EMetaHumanBuildStatus > | MetaHumanCollection.h | |
| FOnCollectionBuilt | TMulticastDelegate_NoParams< void > | Collections should not be created or modified outside the editor. | MetaHumanCollection.h |
| FOnPaletteBuilt | TMulticastDelegate_OneParam< void, EMetaHumanCharacterPaletteBuildQuality > | MetaHumanCollection.h | |
| FOnPipelineChanged | TMulticastDelegate_NoParams< void > | MetaHumanCollection.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAutoBuildForPreview | bool | If true, this Collection's preview counterpart will be built automatically whenever an edit is made to it in the Collection editor | MetaHumanCollection.h | |
| bBuildAllItemsForPreview | bool | If false, only the currently selected items will be built for preview in the Collection editor. | MetaHumanCollection.h | |
| BuildCacheGuid | FGuid | A GUID used in DDC keys made during this Collection's build. | MetaHumanCollection.h | |
| OnCollectionBuilt | FOnCollectionBuilt | Delegate fired when the Collection has finished building, if it succeeded | MetaHumanCollection.h | |
| OnPaletteBuilt | FOnPaletteBuilt | MetaHumanCollection.h | ||
| OnPipelineChanged | FOnPipelineChanged | Delegate fired when a new Pipeline has been set on this Collection. | MetaHumanCollection.h | |
| UnpackFolderPath | FString | The folder path that assets will be unpacked to. Interpreted according to UnpackPathMode. | MetaHumanCollection.h |
|
| UnpackPathMode | EMetaHumanCharacterUnpackPathMode | The mode for determining which folder to unpack the Collection's assets to | MetaHumanCollection.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsUnpacked | bool | True if the assets in this Collection have been unpacked and are in their own packages. | MetaHumanCollection.h |
|
| BuiltData | FMetaHumanCollectionBuiltData | IMPORTANT: All properties populated from Build should be marked DuplicateTransient and must be reset by the ClearBuiltData function. | MetaHumanCollection.h |
|
| DefaultInstance | TObjectPtr< UMetaHumanInstance > | MetaHumanCollection.h |
|
|
| Pipeline | TObjectPtr< UMetaHumanCollectionPipeline > | The MetaHuman Collection Pipeline used to build this collection | MetaHumanCollection.h |
|
| Quality | EMetaHumanCharacterPaletteBuildQuality | The build quality that will be used by this Collection. | MetaHumanCollection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Build
(
const FInstancedStruct& BuildInput, |
MetaHumanCollection.h | ||
void Build
(
const FInstancedStruct& BuildInput, |
Builds the collection so that Instances can assemble characters from it | MetaHumanCollection.h | |
void ClearBuiltData() |
Clear any built data in this Collection, resetting it to an unbuilt state | MetaHumanCollection.h | |
void CopyContentsFrom
(
TNotNull< const UMetaHumanCollection* > Other |
Copies the contents of the Other Collection into this Collection, discarding this Collection's existing contents and leaving it in an unbuilt state. | MetaHumanCollection.h | |
const FMetaHumanCollectionBuiltData & GetBuiltData () |
Note that the returned data is not guaranteed to be valid. Call IsValid on the result to check. | MetaHumanCollection.h | |
const FMetaHumanCollectionBuiltData & GetBuiltData
(
EMetaHumanCharacterPaletteBuildQuality InQuality |
MetaHumanCollection.h | ||
TNotNull< const UMetaHumanInstance * > GetDefaultInstance() |
The Collection contains a default instance that is used for preview.Guaranteed to be non-null. | MetaHumanCollection.h | |
const UMetaHumanCollectionEditorPipeline * GetEditorPipeline() |
Convenience function to access the editor pipeline | MetaHumanCollection.h | |
TNotNull< UMetaHumanInstance * > GetMutableDefaultInstance() |
MetaHumanCollection.h | ||
UMetaHumanCollectionPipeline * GetMutablePipeline() |
The Pipeline targeted by this Collection.May be null if the user hasn't set a pipeline yet. | MetaHumanCollection.h | |
const UMetaHumanCollectionPipeline * GetPipeline() |
The Pipeline targeted by this Collection.May be null if the user hasn't set a pipeline yet. | MetaHumanCollection.h | |
EMetaHumanCharacterPaletteBuildQuality GetQuality() |
Note that in any cooked Collection, Quality will always be Production. | MetaHumanCollection.h | |
FString GetUnpackFolder() |
Returns the folder path where the assets will be unpacked, depending on the UnpackPathMode | MetaHumanCollection.h | |
TArray< FMetaHumanPipelineSlotSelectionData > PropagateVirtualSlotSelections
(
const TArray< FMetaHumanPipelineSlotSelectionData >& Selections |
Resolves virtual slots in the given array of selections. | MetaHumanCollection.h | |
void RefreshBuildCacheGuid() |
Regenerates the BuildCacheGuid, invalidating any cached build results for this Collection. | MetaHumanCollection.h | |
void SetDefaultPipeline () |
Sets the default Pipeline from the project settings. | MetaHumanCollection.h | |
void SetPipeline
(
UMetaHumanCollectionPipeline* InPipeline |
Set the Pipeline for this Collection to use. | MetaHumanCollection.h | |
void SetPipelineFromClass
(
TSubclassOf< UMetaHumanCollectionPipeline > InPipelineClass |
Sets the Pipeline to be an instance of the given class | MetaHumanCollection.h | |
void SetQuality
(
EMetaHumanCharacterPaletteBuildQuality InQuality |
Set the Quality that will be used when this Collection is built. | MetaHumanCollection.h | |
void UnpackAssets
(
const FOnMetaHumanCharacterAssetsUnpacked& OnComplete |
Moves any built assets stored within this Collection to their own asset packages, making them standalone assets that can be referenced from other objects. | MetaHumanCollection.h |
Public Virtual
Overridden from UMetaHumanCharacterPalette
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual const UMetaHumanCharacterEditorPipeline * GetPaletteEditorPipeline() |
MetaHumanCollection.h | ||
virtual const UMetaHumanCharacterPipeline * GetPalettePipeline() |
MetaHumanCollection.h | ||
virtual bool TryRemoveItem
(
const FMetaHumanPaletteItemKey& ExistingKey |
Removes a single item from the palette for the given key. | MetaHumanCollection.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
MetaHumanCollection.h | ||
virtual void PostInitProperties() |
MetaHumanCollection.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
MetaHumanCollection.h |
Protected Virtual
Overridden from UMetaHumanCharacterPalette
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnItemsModified () |
Called when any of the palette's items are modified, e.g. when items are added or removed. | MetaHumanCollection.h | |
virtual bool TryImportWardrobeItem
(
FName SlotName, |
Called by TryAddItemFromWardrobeItem when TestWardrobeItemCompatibilityWithSlot returns Import. | MetaHumanCollection.h |