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