Files
UnrealEngine/Engine/Plugins/MetaHuman/MetaHumanAnimator/Source/DNAInterchange/Private/DNAInterchangeModule.cpp
2025-05-18 13:04:45 +08:00

207 lines
7.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DNAInterchangeModule.h"
#include "InterchangeDnaTranslator.h"
#include "InterchangeManager.h"
#include "InterchangeGenericAssetsPipeline.h"
#include "InterchangeGenericMeshPipeline.h"
#include "SkelMeshDNAUtils.h"
#include "DNAToSkelMeshMap.h"
#include "SkelMeshDNAReader.h"
#include "DNAAsset.h"
#include "DNAUtils.h"
#include "Misc/App.h"
#include "Misc/CoreDelegates.h"
#include "Engine/SkeletalMesh.h"
#include "Engine/AssetUserData.h"
#include "Engine/Engine.h"
#include "Animation/Skeleton.h"
#include "Animation/AnimCurveMetadata.h"
#include "Animation/AnimBlueprint.h"
#include "Animation/AnimInstance.h"
#include "Animation/AnimBlueprintGeneratedClass.h"
#include "Interfaces/IPluginManager.h"
#include "Materials/Material.h"
#include "AssetRegistry/IAssetRegistry.h"
#define LOCTEXT_NAMESPACE "FDNAInterchangeModule"
void FDNAInterchangeModule::StartupModule()
{
auto RegisterItems = []()
{
UInterchangeManager& InterchangeManager = UInterchangeManager::GetInterchangeManager();
// Register DNA translator here. In this way we don't have to change Project Settings.
// Interchange manager will recognize DNA file extension and run the translator overriding existing DNA Factory.
InterchangeManager.RegisterTranslator(UInterchangeDnaTranslator::StaticClass());
};
if (GEngine)
{
RegisterItems();
}
else
{
FCoreDelegates::OnPostEngineInit.AddLambda(RegisterItems);
}
UInterchangeManager::SetInterchangeImportEnabled(true);
}
void FDNAInterchangeModule::ShutdownModule()
{
UInterchangeManager::SetInterchangeImportEnabled(false);
}
FDNAInterchangeModule& FDNAInterchangeModule::GetModule()
{
static const FName ModuleName = TEXT("DNAInterchange");
return FModuleManager::LoadModuleChecked<FDNAInterchangeModule>(ModuleName);
}
USkeletalMesh* FDNAInterchangeModule::ImportSync(const FString& InNewRigAssetName, const FString& InNewRigPath)
{
USkeletalMesh* ImportedMesh = nullptr;
const FString PluginDir = IPluginManager::Get().FindPlugin(TEXT(UE_PLUGIN_NAME))->GetContentDir();
if (!PluginDir.IsEmpty())
{
const FString DNAPath = PluginDir + TEXT("/IdentityTemplate/Face_Archetype.ardna");
if (FPaths::FileExists(DNAPath))
{
UE::Interchange::FScopedSourceData ScopedSourceData(DNAPath);
FImportAssetParameters ImportAssetParameters;
ImportAssetParameters.bIsAutomated = true;
ImportAssetParameters.bFollowRedirectors = false;
ImportAssetParameters.ReimportAsset = nullptr;
ImportAssetParameters.bReplaceExisting = true;
ImportAssetParameters.DestinationName = InNewRigAssetName;
const FString PipelinePath = TEXT("/Interchange/Pipelines/DefaultAssetsPipeline");
UInterchangeGenericAssetsPipeline* PipeAsset = LoadObject<UInterchangeGenericAssetsPipeline>(nullptr, *PipelinePath);
PipeAsset->CommonMeshesProperties->bKeepSectionsSeparate = true;
PipeAsset->CommonMeshesProperties->bImportLods = false;
PipeAsset->MeshPipeline->bCreatePhysicsAsset = false;
USkeleton* PluginSkeleton = LoadObject<USkeleton>(nullptr, TEXT("/MetaHuman/IdentityTemplate/Face_Archetype_Skeleton.Face_Archetype_Skeleton"));
if (PluginSkeleton)
{
PipeAsset->CommonSkeletalMeshesAndAnimationsProperties->Skeleton = PluginSkeleton;
}
FSoftObjectPath AssetPipeline = FSoftObjectPath(PipeAsset);
ImportAssetParameters.OverridePipelines.Add(AssetPipeline);
UInterchangeManager& InterchangeManager = UInterchangeManager::GetInterchangeManager();
UE::Interchange::FAssetImportResultRef ImportRes = InterchangeManager.ImportAssetWithResult(InNewRigPath, ScopedSourceData.GetSourceData(), ImportAssetParameters);
for (UObject* Object : ImportRes->GetImportedObjects())
{
if (USkeletalMesh* SkelMesh = Cast<USkeletalMesh>(Object))
{
PopulateSkelMeshData(SkelMesh, DNAPath);
ImportedMesh = SkelMesh;
}
else if (USkeleton* Skeleton = Cast<USkeleton>(Object))
{
//TODO: Decide if this is actually needed as it introduces another file to plugin content
PopulateSkeletonData(Skeleton, PluginDir);
}
}
}
}
return ImportedMesh;
}
void FDNAInterchangeModule::PopulateSkelMeshData(USkeletalMesh* InSkelMesh, const FString& InPathToDNA)
{
if (TObjectPtr<UDNAAsset> DNAAsset = GetDNAAssetFromFile(InPathToDNA, InSkelMesh))
{
InSkelMesh->AddAssetUserData(DNAAsset);
}
const IAssetRegistry& AssetRegistry = IAssetRegistry::GetChecked();
TArray<FAssetData> AnimBPData;
AssetRegistry.GetAssetsByPackageName(TEXT("/" UE_PLUGIN_NAME "/IdentityTemplate/Face_PostProcess_AnimBP"), AnimBPData);
if (!AnimBPData.IsEmpty())
{
FAssetData& AnimBPAsset = AnimBPData[0];
if (AnimBPAsset.IsValid())
{
if (AnimBPAsset.IsInstanceOf(UAnimBlueprint::StaticClass()))
{
// UE editor is going through this route
UAnimBlueprint* LoadedAnimBP = Cast<UAnimBlueprint>(AnimBPAsset.GetAsset());
InSkelMesh->SetPostProcessAnimBlueprint(LoadedAnimBP->GetAnimBlueprintGeneratedClass());
}
else if (AnimBPAsset.IsInstanceOf(UAnimBlueprintGeneratedClass::StaticClass()))
{
// Cooked UEFN seems to be going via this route
UAnimBlueprintGeneratedClass* LoadedAnimBP = Cast<UAnimBlueprintGeneratedClass>(AnimBPAsset.GetAsset());
InSkelMesh->SetPostProcessAnimBlueprint(LoadedAnimBP);
}
}
}
TArray<FSkeletalMaterial>& MeshMaterials = InSkelMesh->GetMaterials();
for (FSkeletalMaterial& Material : MeshMaterials)
{
const FString Name = Material.MaterialSlotName.ToString();
if(Name.Contains("head"))
{
UMaterial* HeadMaterial = LoadObject<UMaterial>(nullptr, TEXT("/MetaHuman/IdentityTemplate/M_MetaHumanIdentity_Head.M_MetaHumanIdentity_Head"));
Material.MaterialInterface = HeadMaterial;
}
else if (Name.Contains("teeth"))
{
UMaterial* TeethMaterial = LoadObject<UMaterial>(nullptr, TEXT("/MetaHuman/IdentityTemplate/M_MetaHumanIdentity_Teeth.M_MetaHumanIdentity_Teeth"));
Material.MaterialInterface = TeethMaterial;
}
else if (Name.Contains("eyeLeft") || Name.Contains("eyeRight"))
{
UMaterial* EyeMaterial = LoadObject<UMaterial>(nullptr, TEXT("/MetaHuman/IdentityTemplate/M_MetaHumanIdentity_Eye.M_MetaHumanIdentity_Eye"));
Material.MaterialInterface = EyeMaterial;
}
else
{
UMaterial* EmptyMaterial = LoadObject<UMaterial>(nullptr, TEXT("/MetaHuman/IdentityTemplate/M_MetaHumanIdentity_Empty.M_MetaHumanIdentity_Empty"));
Material.MaterialInterface = EmptyMaterial;
}
}
}
void FDNAInterchangeModule::PopulateSkeletonData(USkeleton* InSkeleton, const FString& InPluginDir)
{
UAnimCurveMetaData* AnimCurveMetaData = NewObject<UAnimCurveMetaData>(InSkeleton, NAME_None, RF_Transactional);
const FString PathToCurves = InPluginDir + "/Content/IdentityTemplate/SkelCurves.txt";
TArray<FString> CurveData;
FFileHelper::LoadFileToStringWithLineVisitor(*PathToCurves, [&AnimCurveMetaData](FStringView Line)
{
FString CurrentString = FString(Line);
FString Left, Right;
CurrentString.Split(TEXT("\""), nullptr, &Right);
Right.Split(TEXT("\""), &Left, &Right);
FName CurveName = FName(*Left);
AnimCurveMetaData->AddCurveMetaData(CurveName);
if (Right.Contains("bMorphtarget"))
{
FCurveMetaData* CurveMetadata = AnimCurveMetaData->GetCurveMetaData(CurveName);
CurveMetadata->Type.bMorphtarget = true;
}
});
InSkeleton->AddAssetUserData(AnimCurveMetaData);
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FDNAInterchangeModule, DNAInterchange)