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

38 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MetaHumanComponentBase.h"
#include "MetaHumanComponentUE.generated.h"
#define UE_API METAHUMANSDKRUNTIME_API
UCLASS(MinimalAPI, Blueprintable, ClassGroup = "Animation", HideCategories = (Navigation, Variable, Sockets, Tags, Activation, Cooking, Events, ComponentTick, ComponentReplication, AssetUserData, Replication), meta = (BlueprintSpawnableComponent, DisplayName = "MetaHuman Component"))
class UMetaHumanComponentUE
: public UMetaHumanComponentBase
{
GENERATED_BODY()
public:
// UActorComponent interface
UE_API virtual void OnRegister() override;
UE_API virtual void OnUnregister() override;
UE_API virtual void BeginPlay() override;
// End UActorComponent interface
private:
void SetupCustomizableBodyPart(FMetaHumanCustomizableBodyPart& BodyPart);
UE_API virtual void PostInitAnimBP(USkeletalMeshComponent* SkeletalMeshComponent, UAnimInstance* AnimInstance) const override final;
/**
* The post-processing AnimBP to use for the body parts when either the physics asset or the control rig are set.
* Use the ABP_Clothing_PostProcess shipped along with MetaHumans. The MetaHuman component will control given variables
* to e.g. set the LOD thresholds.
*/
UPROPERTY(EditDefaultsOnly, Category = BodyParts)
TSoftClassPtr<UAnimInstance> PostProcessAnimBP;
};
#undef UE_API