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Import mesh type
| Name | EFBXExpectedResultPreset |
| Type | enum |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Tests/FbxAutomationCommon.h |
| Include Path | #include "Tests/FbxAutomationCommon.h" |
Syntax
enum EFBXExpectedResultPreset
{
Error_Number,
Warning_Number,
Created_Staticmesh_Number,
Created_Skeletalmesh_Number,
Materials_Created_Number,
Material_Slot_Imported_Name,
Vertex_Number,
Lod_Number,
Vertex_Number_Lod,
Mesh_Materials_Number,
Mesh_LOD_Section_Number,
Mesh_LOD_Section_Vertex_Number,
Mesh_LOD_Section_Triangle_Number,
Mesh_LOD_Section_Material_Name,
Mesh_LOD_Section_Material_Index,
Mesh_LOD_Section_Material_Imported_Name,
Mesh_LOD_Vertex_Position,
Mesh_LOD_Vertex_Normal,
LOD_UV_Channel_Number,
Bone_Number,
Bone_Position,
Animation_Frame_Number,
Animation_Length,
Animation_CustomCurve_KeyValue,
Animation_CustomCurve_KeyArriveTangent,
Animation_CustomCurve_KeyLeaveTangent,
Skin_By_Bone_Vertex_Number,
Animation_CustomCurve_KeyArriveTangentWeight,
Animation_CustomCurve_KeyLeaveTangentWeight,
}
Values
| Name | Remarks |
|---|---|
| Error_Number | Data should contain the number of error [int0]. |
| Warning_Number | Data should contain the number of warning [int0]. |
| Created_Staticmesh_Number | Data should contain the number of static mesh created [int0]. |
| Created_Skeletalmesh_Number | Data should contain the number of skeletal mesh created [int0]. |
| Materials_Created_Number | Data should contain the number of Material created [int0] under the target content folder. |
| Material_Slot_Imported_Name | Data should be the slot index [int0], and the expected original imported material slot name [string0]. |
| Vertex_Number | Data should be the total number of vertex for all LOD [int0]. |
| Lod_Number | Data should be the expected number of LOD [int0]. |
| Vertex_Number_Lod | Data should be the LOD index [int0] and total number of vertex for lod [int1]. |
| Mesh_Materials_Number | Data should contain the number of Material indexed by the mesh [int0]. |
| Mesh_LOD_Section_Number | Data should be the LOD index [int0] and the expected number of section for a mesh [int1]. |
| Mesh_LOD_Section_Vertex_Number | Data should be the LOD index [int0], section index [int1] and the expected number of vertex [int2]. |
| Mesh_LOD_Section_Triangle_Number | Data should be the LOD index [int0], section index [int1] and the expected number of triangle [int2]. |
| Mesh_LOD_Section_Material_Name | Data should be the LOD index [int0], section index [int1] and the expected name of material [string0]. |
| Mesh_LOD_Section_Material_Index | Data should be the LOD index [int0], section index [int1] and the expected material index of mesh materials [int2]. |
| Mesh_LOD_Section_Material_Imported_Name | Data should be the LOD index [int0], section index [int1] and the expected original imported material slot name [string0]. |
| Mesh_LOD_Vertex_Position | Data should be the LOD index [int0], vertex index [int1] and the expected position of the vertex X[float0] Y[float1] Z[float2]. |
| Mesh_LOD_Vertex_Normal | Data should be the LOD index [int0], vertex index [int1] and the expected normal of the vertex X[float0] Y[float1] Z[float2]. |
| LOD_UV_Channel_Number | Data should be the LOD index [int0] and the number of UV channel [int1] for the specified LOD. |
| Bone_Number | Data should contain the number of bone created [int0]. |
| Bone_Position | Data should contain the bone index [int0] and a position xyz [float0 float1 float2] optionnaly you can pass a tolerance [float3]. |
| Animation_Frame_Number | Data should contain the Number of Frame [int0]. |
| Animation_Length | Data should contain the animation length [float0]. |
| Animation_CustomCurve_KeyValue | Data should contain the custom animation name [string0], key index [int0], and expected key value [float0] |
| Animation_CustomCurve_KeyArriveTangent | Data should contain the custom animation name [string0], key index [int0], and expected arriving tangent value [float0] |
| Animation_CustomCurve_KeyLeaveTangent | Data should contain the custom animation name [string0], key index [int0], and expected leaving tangent value [float0] |
| Skin_By_Bone_Vertex_Number | Data should contain the bone name [string0], the switch to inspect a alternate profile (0 = no, 1 = yes) [int0] and the expected number of vertex skin by the specified bone [int1] |
| Animation_CustomCurve_KeyArriveTangentWeight | Data should contain the custom animation name [string0], key index [int0], and expected arriving tangent weight value [float0] |
| Animation_CustomCurve_KeyLeaveTangentWeight | Data should contain the custom animation name [string0], key index [int0], and expected leaving tangent weight value [float0] |