| ActorBodyMesh |
TObjectPtr< class USkeletalMesh > |
|
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Actor"
|
| ActorClothing |
TArray< FMetaHumanCrowdActorClothingAssemblyOutput > |
|
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Actor"
|
| ActorFaceMaterialOverrides |
TMap< FName, TObjectPtr< UMaterialInterface > > |
Per-instance face MIDs for the actor face mesh, keyed by face material slot name. |
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Build"
|
| ActorFaceMesh |
TObjectPtr< class USkeletalMesh > |
|
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Actor"
|
| ActorGrooms |
TArray< FMetaHumanCrowdActorGroomAssemblyOutput > |
|
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Actor"
|
| AnimBPAnimations |
TMap< FName, TObjectPtr< UAnimSequence > > |
Merged animations (body bone tracks + face curves) keyed by animation name. |
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Build"
|
| BakedAnimRootProvider |
TObjectPtr< class UAnimSequenceTransformProviderData > |
|
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Build"
|
| bIsBodyMeshVisible |
bool |
True if the body mesh needs to be shown, false if the body geometry has been merged onto the clothing meshes |
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Build"
|
| InstancedBodyMesh |
TObjectPtr< class USkeletalMesh > |
|
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Instanced"
|
| InstancedBodyMeshTransformProvider |
TObjectPtr< class UAnimSequenceTransformProviderData > |
Pre-built ASTPD for the instanced body mesh. |
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Instanced"
|
| InstancedClothing |
TArray< FMetaHumanCrowdInstancedClothingAssemblyOutput > |
|
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Instanced"
|
| InstancedFaceMaterialOverrides |
TMap< FName, TObjectPtr< UMaterialInterface > > |
Per-instance face MIDs for the instanced face mesh. Same shape as ActorFaceMaterialOverrides. |
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Build"
|
| InstancedFaceMesh |
TObjectPtr< class USkeletalMesh > |
|
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Instanced"
|
| InstancedFaceMeshCustomDataFloats |
TArray< float > |
Per-instance custom-data float buffer for the instanced face ISKM. |
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Build"
|
| InstancedFaceMeshTransformProvider |
TObjectPtr< class UAnimSequenceTransformProviderData > |
Pre-built ASTPD for the instanced face mesh. |
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Instanced"
|
| InstancedGrooms |
TArray< FMetaHumanCrowdInstancedGroomAssemblyOutput > |
|
MetaHumanCrowdPipeline.h |
- VisibleAnywhere
- BlueprintReadWrite
- Category="Instanced"
|