245 lines
8.5 KiB
C++
245 lines
8.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Item/MetaHumanSkeletalMeshPipeline.h"
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#include "MetaHumanDefaultPipelineLog.h"
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#include "MetaHumanItemEditorPipeline.h"
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#include "Algo/Find.h"
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#include "Engine/SkeletalMesh.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Logging/StructuredLog.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "Engine/Texture.h"
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#include "Animation/AnimBlueprint.h"
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UMetaHumanSkeletalMeshPipeline::UMetaHumanSkeletalMeshPipeline()
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{
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// Initialize the specification
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{
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Specification = CreateDefaultSubobject<UMetaHumanCharacterPipelineSpecification>("Specification");
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Specification->BuildOutputStruct = FMetaHumanSkeletalMeshPipelineBuildOutput::StaticStruct();
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Specification->AssemblyInputStruct = FMetaHumanSkeletalMeshPipelineAssemblyInput::StaticStruct();
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Specification->AssemblyOutputStruct = FMetaHumanSkeletalMeshPipelineAssemblyOutput::StaticStruct();
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}
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}
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#if WITH_EDITOR
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void UMetaHumanSkeletalMeshPipeline::SetDefaultEditorPipeline()
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{
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EditorPipeline = nullptr;
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const TSubclassOf<UMetaHumanItemEditorPipeline> EditorPipelineClass = GetEditorPipelineClass();
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if (EditorPipelineClass)
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{
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EditorPipeline = NewObject<UMetaHumanItemEditorPipeline>(this, EditorPipelineClass);
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}
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}
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const UMetaHumanItemEditorPipeline* UMetaHumanSkeletalMeshPipeline::GetEditorPipeline() const
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{
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// If there's no editor pipeline instance, we can use the Class Default Object, because
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// pipelines are stateless and won't be modified when used.
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//
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// This is unfortunately a slow path, as it involves looking the class up by name. We could
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// cache this if it becomes a performance issue.
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if (!EditorPipeline)
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{
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const TSubclassOf<UMetaHumanItemEditorPipeline> EditorPipelineClass = GetEditorPipelineClass();
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if (EditorPipelineClass)
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{
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return EditorPipelineClass.GetDefaultObject();
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}
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}
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return EditorPipeline;
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}
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TSubclassOf<UMetaHumanItemEditorPipeline> UMetaHumanSkeletalMeshPipeline::GetEditorPipelineClass() const
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{
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const TSoftClassPtr<UMetaHumanItemEditorPipeline> SoftEditorPipelineClass(FSoftObjectPath(TEXT("/Script/MetaHumanDefaultEditorPipeline.MetaHumanSkeletalMeshEditorPipeline")));
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return SoftEditorPipelineClass.Get();
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}
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#endif
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void UMetaHumanSkeletalMeshPipeline::AssembleItem(
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const FMetaHumanPaletteItemPath& BaseItemPath,
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const TArray<FMetaHumanPipelineSlotSelectionData>& SlotSelections,
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const FMetaHumanPaletteBuiltData& ItemBuiltData,
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const FInstancedStruct& AssemblyInput,
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TNotNull<UObject*> OuterForGeneratedObjects,
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const FOnAssemblyComplete& OnComplete) const
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{
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const FInstancedStruct& BuildOutput = ItemBuiltData.ItemBuiltData[BaseItemPath].BuildOutput;
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if (!AssemblyInput.GetPtr<FMetaHumanSkeletalMeshPipelineAssemblyInput>())
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{
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UE_LOGFMT(LogMetaHumanDefaultPipeline, Error, "Assembly input not provided to SkeletalMesh pipeline during assembly");
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OnComplete.ExecuteIfBound(FMetaHumanAssemblyOutput());
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return;
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}
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const FMetaHumanSkeletalMeshPipelineAssemblyInput& SkeletalMeshAssemblyInput = AssemblyInput.Get<FMetaHumanSkeletalMeshPipelineAssemblyInput>();
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if (!SkeletalMeshAssemblyInput.TargetMesh)
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{
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UE_LOGFMT(LogMetaHumanDefaultPipeline, Error, "The requested skeletal mesh is missing");
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OnComplete.ExecuteIfBound(FMetaHumanAssemblyOutput());
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return;
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}
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FMetaHumanAssemblyOutput AssemblyOutput;
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FMetaHumanSkeletalMeshPipelineAssemblyOutput& SkeletalMeshAssemblyOutput = AssemblyOutput.PipelineAssemblyOutput.InitializeAs<FMetaHumanSkeletalMeshPipelineAssemblyOutput>();
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SkeletalMeshAssemblyOutput.SkelMesh = SkeletalMeshAssemblyInput.TargetMesh;
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SkeletalMeshAssemblyOutput.AnimBlueprintToUse = AnimBlueprintToUse;
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FMetaHumanInstanceParameterOutput InstanceParameterOutput;
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FMetaHumanSkeletalMeshPipelineParameterContext& ParameterContext = InstanceParameterOutput.ParameterContext.InitializeAs<FMetaHumanSkeletalMeshPipelineParameterContext>();
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const TArray<FSkeletalMaterial>& MaterialSections = SkeletalMeshAssemblyInput.TargetMesh->GetMaterials();
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for (int32 SlotIndex = 0; SlotIndex < MaterialSections.Num(); SlotIndex++)
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{
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const FSkeletalMaterial& Section = MaterialSections[SlotIndex];
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ParameterContext.AvailableSlots.Add(Section.MaterialSlotName);
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if (SkeletalMeshAssemblyOutput.OverrideMaterials.Contains(Section.MaterialSlotName))
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{
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// A slot with the same name has already been processed.
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//
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// We can only support one slot for each slot name.
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continue;
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}
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TObjectPtr<UMaterialInterface> AssemblyMaterial = Section.MaterialInterface;
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const TObjectPtr<UMaterialInterface>* PipelineMaterialOverride = OverrideMaterials.Find(Section.MaterialSlotName);
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if (PipelineMaterialOverride != nullptr)
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{
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AssemblyMaterial = *PipelineMaterialOverride;
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}
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if (!AssemblyMaterial)
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{
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// No material is assigned to this slot
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continue;
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}
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bool bNewMaterial = false;
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if (!AssemblyMaterial->IsA<UMaterialInstanceDynamic>())
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{
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bNewMaterial = true;
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AssemblyMaterial = UMaterialInstanceDynamic::Create(AssemblyMaterial, nullptr);
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}
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UMaterialInstanceDynamic* AssemblyMaterialDynamic = CastChecked<UMaterialInstanceDynamic>(AssemblyMaterial);
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const TArray<FMetaHumanMaterialParameter> MaterialParamsForThisSlot = RuntimeMaterialParameters.FilterByPredicate(
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[SlotName = Section.MaterialSlotName, SlotIndex](const FMetaHumanMaterialParameter& Parameter)
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{
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switch (Parameter.SlotTarget)
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{
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case EMetaHumanRuntimeMaterialParameterSlotTarget::SlotNames:
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return Parameter.SlotNames.Contains(SlotName);
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case EMetaHumanRuntimeMaterialParameterSlotTarget::SlotIndices:
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return Parameter.SlotIndices.Contains(SlotIndex);
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default:
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return false;
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}
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});
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const bool bSuccessful = UE::MetaHuman::MaterialUtils::ParametersToPropertyBag(
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AssemblyMaterialDynamic,
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MaterialParamsForThisSlot,
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InstanceParameterOutput.Parameters);
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if (!bSuccessful)
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{
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continue;
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}
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if (bNewMaterial)
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{
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AssemblyOutput.Metadata.Emplace(AssemblyMaterial, TEXT("SkelMesh"), AssemblyMaterial->GetName());
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AssemblyMaterial->Rename(nullptr, OuterForGeneratedObjects);
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}
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ParameterContext.MaterialSlotToMaterialInstance.Add(Section.MaterialSlotName, AssemblyMaterialDynamic);
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if (AssemblyMaterial != Section.MaterialInterface)
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{
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SkeletalMeshAssemblyOutput.OverrideMaterials.Add(Section.MaterialSlotName, AssemblyMaterial);
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}
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}
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if (InstanceParameterOutput.Parameters.IsValid())
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{
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AssemblyOutput.InstanceParameters.Add(BaseItemPath, MoveTemp(InstanceParameterOutput));
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}
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OnComplete.ExecuteIfBound(MoveTemp(AssemblyOutput));
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}
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void UMetaHumanSkeletalMeshPipeline::SetInstanceParameters(const FInstancedStruct& ParameterContext, const FInstancedPropertyBag& Parameters) const
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{
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if (!ParameterContext.GetPtr<FMetaHumanSkeletalMeshPipelineParameterContext>())
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{
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// Can't do anything without context
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return;
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}
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const FMetaHumanSkeletalMeshPipelineParameterContext& SkeletalMeshParameterContext = ParameterContext.Get<FMetaHumanSkeletalMeshPipelineParameterContext>();
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UE::MetaHuman::MaterialUtils::SetInstanceParameters(
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RuntimeMaterialParameters,
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SkeletalMeshParameterContext.MaterialSlotToMaterialInstance,
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SkeletalMeshParameterContext.AvailableSlots,
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Parameters);
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}
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TNotNull<const UMetaHumanCharacterPipelineSpecification*> UMetaHumanSkeletalMeshPipeline::GetSpecification() const
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{
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return Specification;
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}
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void UMetaHumanSkeletalMeshPipeline::ApplySkeletalMeshAssemblyOutputToSkeletalMeshComponent(
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const FMetaHumanSkeletalMeshPipelineAssemblyOutput& InAssemblyOutput,
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USkeletalMeshComponent* InComponent,
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USkeletalMeshComponent* InLeaderComponent)
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{
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InComponent->SetSkeletalMesh(InAssemblyOutput.SkelMesh);
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// If there is an AnimBP specified by the pipeline, use that
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if (UAnimBlueprint* AnimBlueprint = InAssemblyOutput.AnimBlueprintToUse.LoadSynchronous())
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{
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InComponent->SetLeaderPoseComponent(nullptr);
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InComponent->SetAnimInstanceClass(AnimBlueprint->GetClass());
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}
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// If there is post process AnimBP on the skeletal mesh, use that
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else if (InComponent->GetPostProcessInstance())
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{
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InComponent->SetLeaderPoseComponent(nullptr);
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InComponent->SetAnimInstanceClass(nullptr);
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}
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// If no AnimBP is defined, use the leader pose component
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else
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{
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InComponent->SetLeaderPoseComponent(InLeaderComponent);
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InComponent->SetAnimInstanceClass(nullptr);
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}
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InComponent->EmptyOverrideMaterials();
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for (const TPair<FName, TObjectPtr<UMaterialInterface>>& OverrideMaterial : InAssemblyOutput.OverrideMaterials)
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{
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const int32 MaterialIndex = InComponent->GetMaterialIndex(OverrideMaterial.Key);
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if (MaterialIndex != INDEX_NONE)
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{
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InComponent->SetMaterial(MaterialIndex, OverrideMaterial.Value);
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}
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}
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}
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