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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/FFbxImporter
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h |
| Include | #include "FbxImporter.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSkeletalMeshImport.cpp |
bool FillSkelMeshImporterFromFbx
&40;
FSkeletalMeshImportData & ImportData,
FbxMesh &42;& Mesh,
FbxSkin &42; Skin,
FbxShape &42; Shape,
TArray< FbxNode &42; > & SortedLinks,
const TArray< FbxSurfaceMaterial &42; > & FbxMaterials,
FbxNode &42; RootNode,
const TMap< FVector3f, FColor > & ExistingVertexColorData
&41;
Remarks
Fill skeletal mesh data from Fbx Nodes. If this function needs to triangulate the mesh, then it could invalidate the original FbxMesh pointer. Hence FbxMesh is a reference so this function can set the new pointer if need be. bool* true if import successfully.
Parameters
| Name | Description |
|---|---|
| ImportData | object to store skeletal mesh data |
| FbxMesh | Fbx mesh object belonging to Node |
| FbxSkin | Fbx Skin object belonging to FbxMesh |
| FbxShape | Fbx Morph object, if not NULL, we are importing a morph object. |
| SortedLinks | Fbx Links(bones) of this skeletal mesh |
| FbxMatList | All material names of the skeletal mesh |
| RootNode | The skeletal mesh root fbx node. |
| ExistingVertexColorData | Map of the existing vertex color data, used in the case we want to ignore the FBX vertex color during reimport. |