// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MetaHumanLiveLinkSubjectSettings.h" #include "LiveLinkFaceSubjectSettings.generated.h" UCLASS(BlueprintType) class ULiveLinkFaceSubjectSettings : public UMetaHumanLiveLinkSubjectSettings { public: GENERATED_BODY() UPROPERTY(EditAnywhere, Category = "Controls", meta = (EditCondition = "bIsLiveProcessing", HideEditConditionToggle, EditConditionHides)) bool bHeadOrientation = true; UFUNCTION(BlueprintCallable, Category = "Live Link Face") void SetHeadOrientation(bool HeadOrientation); UFUNCTION(BlueprintCallable, Category = "Live Link Face") void GetHeadOrientation(bool& HeadOrientation) const; UPROPERTY(EditAnywhere, Category = "Controls", meta = (EditCondition = "bIsLiveProcessing", HideEditConditionToggle, EditConditionHides)) bool bHeadTranslation = true; UFUNCTION(BlueprintCallable, Category = "Live Link Face") void SetHeadTranslation(bool HeadTranslation); UFUNCTION(BlueprintCallable, Category = "Live Link Face") void GetHeadTranslation(bool& HeadTranslation) const; };