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Per-slot face material override for the Crowd pipeline. When the slot name on the face skeletal mesh matches SlotName and Material is non-null, the build replaces that slot's material with a fresh UMaterialInstanceConstant parented to Material; scalar/vector/texture parameters from the existing slot MIC are copied across so per-character textures (e.g. synthesised face basecolor/normal/cavity) survive the swap.
Slots without an entry, or whose entry has Material == nullptr, keep their source MetaHuman Character material untouched.
| Name | FMetaHumanCrowdFaceMaterialOverride |
| Type | struct |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCrowd/Source/MetaHumanCrowdEditor/Public/MetaHumanCrowdEditorPipeline.h |
| Include Path | #include "MetaHumanCrowdEditorPipeline.h" |
Syntax
USTRUCT ()
struct FMetaHumanCrowdFaceMaterialOverride
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorMaterial | TSoftObjectPtr< UMaterialInterface > | Override parent material for the actor face variant. | MetaHumanCrowdEditorPipeline.h |
|
| InstancedMaterial | TSoftObjectPtr< UMaterialInterface > | Override parent material for the instanced (ISKM) face variant. | MetaHumanCrowdEditorPipeline.h |
|
| InstanceParameterNameToCustomDataFormat | TMap< FName, FMetaHumanCrowdOutfitCustomDataFormat > | Per-instance custom-data offsets for parameters that drive this face slot's material. | MetaHumanCrowdEditorPipeline.h |
|
| SlotName | FName | Slot name on the face skeletal mesh. | MetaHumanCrowdEditorPipeline.h |
|