Files
UnrealEngine/Engine/Plugins/MetaHuman/MetaHumanSDK/Source/MetaHumanSDKEditor/Public/MetaHumanSDKSettings.h
2025-05-18 13:04:45 +08:00

50 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UObject/Object.h"
#include "MetaHumanSDKSettings.generated.h"
/**
* Project Settings for the MetaHuman SDK
*/
UCLASS(defaultconfig, config = MetaHumanSDK, meta = (DisplayName = "MetaHuman SDK"))
class METAHUMANSDKEDITOR_API UMetaHumanSDKSettings : public UObject
{
GENERATED_BODY()
public:
// The URL for fetching version information and release notes
UPROPERTY(Config)
FString VersionServiceBaseUrl;
// The asset path for importing Cinematic MetaHumans.
UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Import Paths", meta = (ContentDir, DisplayName = "Cinematic Characters"))
FDirectoryPath CinematicImportPath{TEXT("/Game/MetaHumans")};
// The asset path for importing Optimized MetaHumans.
UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Import Paths", meta = (ContentDir, DisplayName = "Optimized Characters"))
FDirectoryPath OptimizedImportPath{TEXT("/Game/MetaHumans")};
// The asset path for finding Editable MetaHuman Character Assets for Packaging.
UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Editable Characters"))
FDirectoryPath CharacterAssetPackagingPath{TEXT("/Game/EditableCharacters")};
// The asset path for finding MetaHuman Character Assemblies for Packaging.
UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Character Assemblies"))
FDirectoryPath CharacterAssemblyPackagingPath{TEXT("/Game/CharacterAssemblies")};
// The asset path for finding MetaHuman Skeletal Clothing Assets for Packaging.
UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Skeletal Clothing"))
FDirectoryPath SkeletalClothingPackagingPath{TEXT("/Game/SkeletalClothing")};
// The asset path for finding MetaHuman Outfit-based Clothing Assets for Packaging.
UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Outfits"))
FDirectoryPath OutfitPackagingPath{TEXT("/Game/Outfits")};
// The asset path for finding MetaHuman Groom Assets for Packaging.
UPROPERTY(EditAnywhere, Config, Category = "MetaHuman Packaging Paths", meta = (ContentDir, DisplayName = "Grooms"))
FDirectoryPath GroomPackagingPath{TEXT("/Game/Grooms")};
};