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2025-05-18 13:04:45 +08:00

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C++

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