MML
Support for the Metaversal Markup Language
Last updated
Was this helpful?
Support for the Metaversal Markup Language
Last updated
Was this helpful?
M² supports loading interactive interoperable MML objects (see ).
Each element's compatibility with the rendering engines used by different components of the M² Platform (Unreal and Web) are listed on . For example: here's the for the <m-model> element.
In cases where an mml element contains a media format, for instance, we only support formats that are supported by the underlying rendering engine.
We use MML for Avatar Models. These can , from an , or be hand-written and uploaded by a user.
For an MML file to be a valid avatar it must have a single top-level <m-character>
element specifying the source mesh file. It can also optionally contain <m-model>
child elements, which you can use to build avatars out of multiple meshes. The skeletons on these meshes must all match the UE5 skeleton. You can also add static meshes as attachments by using the socket
attribute.
See here for full details and examples:
As an example, a single mesh avatar MML is as simple as this:
Whereas an avatar with multiple meshes and an attachment might look like this:
Animations don't need to be specified for MML avatars, and will be ignored in the game client. The avatar will be animated using the standard animations for the project (hence the need for meshes to use the correct skeleton).
No additional setup is needed to enable MML avatars in the game client. Project blueprints can call JM_ModularCharacterComponent::LoadInteropCharacterFromUrl
with the URL of an MML avatar and it will attempt to load it for your player character, and replicate it so it's visible to other players. See WBP_SettingAvatarExample
for an example of enabling users to paste an avatar URL into the settings menu.
Players can also have default a MML avatar stored on their profile. By default these won't be loaded in, but if you enable the Character.UseCharacterFromProfile
live config flag for your project then any player entering the world will automatically load their custom MML avatar from their profile.
The Place tab in the inventory will then show all MML collection items, and you can then use the quickbar to place them into the map.
This is a blueprint that spawns an MML object.
This is a slightly more involved example of a blueprint. It's a clickable mesh that spawns an MML object on click.
This is a blueprint that sets a reference to a spawned MML document so that you can then use the reference later to remove the document from the world.
To easily make your own compatible GLB mesh files that you can use as part of a valid Avatar MML file, see .
We also support users dropping custom MML objects directly into worlds. One way of doing this is by using Place mode in the system. If you're using the default WBP_ItemManagement
UI as part of your HUD then you can enable this by ensuring a few live configs are set: