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API > API/Plugins > API/Plugins/MetaHumanCrowdEditor
| Name | UMetaHumanCrowdEditorPipeline |
| Type | class |
| Header File | /Engine/Plugins/MetaHuman/MetaHumanCrowd/Source/MetaHumanCrowdEditor/Public/MetaHumanCrowdEditorPipeline.h |
| Include Path | #include "MetaHumanCrowdEditorPipeline.h" |
Syntax
UCLASS (EditInlineNew)
class UMetaHumanCrowdEditorPipeline : public UMetaHumanCollectionEditorPipeline
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMetaHumanCharacterEditorPipeline → UMetaHumanCollectionEditorPipeline → UMetaHumanCrowdEditorPipeline
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMetaHumanCrowdEditorPipeline() |
MetaHumanCrowdEditorPipeline.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorBodyLODs | TArray< FMetaHumanCrowdActorLODSettings > | LOD settings for actor body and clothing meshes. | MetaHumanCrowdEditorPipeline.h |
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| ActorFaceLODs | TArray< FMetaHumanCrowdActorLODSettings > | LOD settings for actor face and groom meshes. | MetaHumanCrowdEditorPipeline.h |
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| ActorMeshMinLOD | FPerPlatformInt | Per-platform MinLOD applied to every actor skeletal mesh produced | MetaHumanCrowdEditorPipeline.h |
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| ActorMeshQualityLevelMinLOD | FPerQualityLevelInt | Per-quality-level MinLOD applied to every actor skeletal mesh produced. | MetaHumanCrowdEditorPipeline.h |
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| AnimationConfig | TObjectPtr< UMetaHumanCrowdAnimationConfig > | Animation configuration asset defining which animations to bake and merge for this crowd collection. | MetaHumanCrowdEditorPipeline.h |
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| bApplyHiddenFaceMaps | bool | Whether to remove hidden body geometry according to the hidden face maps of the clothing items | MetaHumanCrowdEditorPipeline.h |
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| bEnableNaniteOnInstancedMeshes | bool | MetaHumanCrowdEditorPipeline.h |
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| bKeepTeethInInstancedMeshes | bool | Whether to include the teeth mesh section in instanced meshes. | MetaHumanCrowdEditorPipeline.h |
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| BodyCorrectivesLODThreshold | int32 | The post-process anim blueprint that applies correctives to the body, improving volume preservation for example, will be enabled on actor body LODs whose index is less than or equal to this threshold. | MetaHumanCrowdEditorPipeline.h |
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| BodyForceKeepBones | TArray< FName > | Bones that should remain in the reference skeleton of body, outfit, and groom meshes even when no geometry is weighted to them. | MetaHumanCrowdEditorPipeline.h |
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| BoneCompressionSettingsOverride | TObjectPtr< class UAnimBoneCompressionSettings > | Bone compression settings for the procedurally-baked animations produced during BuildCollection. | MetaHumanCrowdEditorPipeline.h |
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| FaceMaterialOverrides | TArray< FMetaHumanCrowdFaceMaterialOverride > | Per-slot overrides for face skeletal mesh materials. | MetaHumanCrowdEditorPipeline.h |
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| FaceRecomputeTangentsLODThreshold | int32 | Recompute tangents will be enabled using the skin cache on actor face LODs whose index is less than or equal to this threshold. | MetaHumanCrowdEditorPipeline.h |
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| FacialAnimationLODThreshold | int32 | The post-process anim blueprint that animates the face will be enabled on actor face LODs whose index is less than or equal to this threshold. | MetaHumanCrowdEditorPipeline.h |
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| GroomPipelineClass | TSubclassOf< UMetaHumanCrowdGroomPipeline > | Pipeline class used for imported groom wardrobe items. | MetaHumanCrowdEditorPipeline.h |
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| HeadAlignmentBoneName | FName | Bone used to align the head and body skeletons. | MetaHumanCrowdEditorPipeline.h |
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| InstancedBodyLODs | TArray< FMetaHumanCrowdInstancedLODSettings > | LOD settings for instanced body meshes | MetaHumanCrowdEditorPipeline.h |
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| InstancedFaceLODs | TArray< FMetaHumanCrowdInstancedLODSettings > | LOD settings for instanced face meshes | MetaHumanCrowdEditorPipeline.h |
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| InstancedMeshMinLOD | FPerPlatformInt | Per-platform MinLOD applied to every instanced skeletal mesh produced. | MetaHumanCrowdEditorPipeline.h |
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| InstancedMeshQualityLevelMinLOD | FPerQualityLevelInt | Per-quality-level MinLOD applied to every instanced skeletal mesh produced. | MetaHumanCrowdEditorPipeline.h |
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| InvisibleMaterial | TSoftObjectPtr< UMaterialInterface > | Material applied to groom skeletal-mesh slots at face LODs >= the groom's GroomTextureMinLOD. | MetaHumanCrowdEditorPipeline.h |
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| OutfitPipelineClass | TSubclassOf< UMetaHumanCrowdOutfitPipeline > | Pipeline class used for imported outfit wardrobe items. | MetaHumanCrowdEditorPipeline.h |
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| OutfitResizeDataflowAsset | TObjectPtr< UDataflow > | The dataflow asset used to resize outfits to fit different body proportions | MetaHumanCrowdEditorPipeline.h |
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| SkeletalClothingPipelineClass | TSubclassOf< UMetaHumanCrowdSkeletalClothingPipeline > | Pipeline class used for imported skeletal mesh clothing wardrobe items. | MetaHumanCrowdEditorPipeline.h |
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| TargetSkeleton | TObjectPtr< USkeleton > | The skeleton to bind all meshes to. | MetaHumanCrowdEditorPipeline.h |
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| TargetSkeletonTemplate | TSoftObjectPtr< USkeleton > | The skeleton that TargetSkeleton will be copied from during ValidateCollection, if the user chooses to create a new skeleton. | MetaHumanCrowdEditorPipeline.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Specification | TObjectPtr< UMetaHumanCharacterEditorPipelineSpecification > | MetaHumanCrowdEditorPipeline.h |
Functions
Public
Public Virtual
Overridden from UMetaHumanCollectionEditorPipeline
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BuildCollection
(
const FBuildCollectionParams& Params, |
MetaHumanCrowdEditorPipeline.h | ||
virtual bool CanBuild() |
MetaHumanCrowdEditorPipeline.h | ||
virtual TSubclassOf< AActor > GetEditorActorClass() |
MetaHumanCrowdEditorPipeline.h | ||
virtual bool TryCreateItemForImport
(
TNotNull< UMetaHumanCollection* > Collection, |
MetaHumanCrowdEditorPipeline.h | ||
virtual bool TryUnpackInstanceAssets
(
TNotNull< UMetaHumanInstance* > Instance, |
MetaHumanCrowdEditorPipeline.h | ||
virtual bool ValidateCollection
(
TNotNull< UMetaHumanCollection* > Collection |
MetaHumanCrowdEditorPipeline.h |
Overridden from UMetaHumanCharacterEditorPipeline
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TNotNull< const UMetaHumanCharacterEditorPipelineSpecification * > GetSpecification() |
MetaHumanCrowdEditorPipeline.h | ||
virtual EMetaHumanWardrobeItemCompatibility TestWardrobeItemCompatibilityWithSlot
(
FName SlotName, |
MetaHumanCrowdEditorPipeline.h |