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Character Appearance Control Workflow

  1. Inspect the camera

    • Called camera_get_pose to obtain the camera position, rotation, forward vector, and FOV.
  2. Find a valid placement surface

    • Calculated a point in front of and below the camera.
    • Called scene_raycast_down to locate a walkable ground surface without using a settle tool.
  3. Spawn the character

    • Called character_spawn_ready to create AppearanceCharacter at the detected ground position.
  4. Aim the camera

    • Called camera_look_at to center the character in the camera view.
  5. Discover the Blueprint interface

    • Called blueprint_inspect_api and identified set_app(NewParam) as the character appearance function.
  6. Switch and capture appearances

    • Repeatedly called blueprint_call with set_app values 1–10.
    • After each appearance change, called scene_capture_view with the mvrc source to save a PNG screenshot.
  7. Process the outputs

    • Copied all captured images into examples/ change_character_appearance.

    • Used Python and OpenCV (cv2) to convert every image to BGRA and set the complete alpha channel to 255.

    • Verified all 11 generated images had four channels and fully opaque alpha values.