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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/MLDeformer/Source/MLDeformer/Public/MLDeformerAsset.h |
Include |
#include "MLDeformerAsset.h" |
UCLASS(BlueprintType, HideCategories=Object)
class UMLDeformerAsset :
public UObject,
public IBoneReferenceSkeletonProvider
The machine learning deformer asset. At runtime this contains only the data needed to run the neural network inference. In the editor it contains the skeletal mesh and geometry cache that are required to calculate vertex position deltas.
Name | Description | ||
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ActivationFunction |
The activation function to use in the neural network. |
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AlignmentTransform |
The transform that aligns the Geometry Cache to the SkeletalMesh. |
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TObjectPtr< UAn... |
AnimSequence |
The animation sequence to apply to the base mesh. |
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BatchSize |
The number of frames per batch when training the model. |
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BoneIncludeList |
The bones to include during training. |
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CacheSizeInMegabytes |
The maximum allowed size of the training cache in memory, in megabytes. |
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CurveIncludeList |
The curves to include during training. |
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DecayFunction |
The decay function to adapt the learning rate. |
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float |
DecayRate |
The decay rate to apply to the learning rate once non-decay epochs have been reached. |
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float |
DeltaCutoffLength |
Sometimes there can be some vertices that cause some issues that cause deltas to be very long. |
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DeviceType |
The loss function to use during model training. |
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Epochs |
The number of epochs to process without any decay. |
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EpochsWithDecay |
The number of epochs to process that include a decay. |
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TObjectPtr< UGe... |
GeometryCache |
The geometry cache that represents the complex mesh deformations. |
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InputInfo |
The information about the neural network inputs. |
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float |
LearningRate |
The learning rate used during the model training. |
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LossFunction |
The loss function to use during model training. |
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MaxTrainingFrames |
The maximum numer of training frames (samples) to train on. |
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TObjectPtr< UNe... |
NeuralNetwork |
The neural network to use for inference. |
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float |
NoiseAmount |
The percentage of noise to add. |
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NumGeomCacheVerts |
Cached number of geom cache vertices. |
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NumHiddenLayers |
The number of hidden layers that the neural network model will have. |
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NumNeuronsPerLayer |
The number of units/neurons per hidden layer. |
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NumSkeletalMeshVerts |
Cached number of skeltal mesh vertices. |
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RenderResourceDestroyFence |
Fence used in render thread cleanup on destruction. |
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float |
ShrinkageSpeed |
Shrinkage speed. Only if the shrinkage loss is used. |
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float |
ShrinkageThreshold |
Shrinkage threshold. Only if the shrinkage loss is used. |
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TObjectPtr< USk... |
SkeletalMesh |
The skeletal mesh that represents the linear skinned mesh. |
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TempTrainingInputs |
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TrainingInputs |
Describes what inputs we should train the neural network on. |
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VertexDeltaMean |
The vertex delta mean. |
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VertexDeltaScale |
The vertex delta scale. This is passed to the deformer shader to rescale the output deltas. |
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VertexMap |
This is an index per vertex in the mesh, indicating the imported vertex number from the source asset. |
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VertexMapBuffer |
GPU buffers for Vertex Map. |
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TObjectPtr< UML... |
VizSettings |
The visualization settings. |
Name | Description | |
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UMLDeformerAsset ( |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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USkeleton &#... |
GetSkeleton ( |
Called to get the skeleton that FBoneReference's details customization will use to populate bone names. |