// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "UObject/Object.h" #include "MetaHumanSDKSettings.generated.h" /** * Project Settings for the MetaHuman SDK */ UCLASS(defaultconfig, config = MetaHumanSDK, meta = (DisplayName = "MetaHuman SDK")) class METAHUMANSDKEDITOR_API UMetaHumanSDKSettings : public UObject { GENERATED_BODY() public: // The URL for fetching version information and release notes UPROPERTY(Config) FString VersionServiceBaseUrl; // The asset path for importing Cinematic MetaHumans. UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Import Paths", meta = (ContentDir, DisplayName = "Cinematic Characters")) FDirectoryPath CinematicImportPath{TEXT("/Game/MetaHumans")}; // The asset path for importing Optimized MetaHumans. UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Import Paths", meta = (ContentDir, DisplayName = "Optimized Characters")) FDirectoryPath OptimizedImportPath{TEXT("/Game/MetaHumans")}; // The asset path for finding Editable MetaHuman Character Assets for Packaging. UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Editable Characters")) FDirectoryPath CharacterAssetPackagingPath{TEXT("/Game/EditableCharacters")}; // The asset path for finding MetaHuman Character Assemblies for Packaging. UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Character Assemblies")) FDirectoryPath CharacterAssemblyPackagingPath{TEXT("/Game/CharacterAssemblies")}; // The asset path for finding MetaHuman Skeletal Clothing Assets for Packaging. UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Skeletal Clothing")) FDirectoryPath SkeletalClothingPackagingPath{TEXT("/Game/SkeletalClothing")}; // The asset path for finding MetaHuman Outfit-based Clothing Assets for Packaging. UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Outfits")) FDirectoryPath OutfitPackagingPath{TEXT("/Game/Outfits")}; // The asset path for finding MetaHuman Groom Assets for Packaging. UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Grooms")) FDirectoryPath GroomPackagingPath{TEXT("/Game/Grooms")}; };