Navigation
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 FillSkeletalMeshImportData
&40;
TArray< FbxNode &42; > & NodeArray,
UFbxSkeletalMeshImportData &42; TemplateImportData,
TArray< FbxShape &42; > &42; FbxShapeArray,
FSkeletalMeshImportData &42; OutData,
TArray< FbxNode &42; > & OutImportedSkeletonLinkNodes,
TArray< FName > & LastImportedMaterialNames,
const bool bIsReimport,
const TMap< FVector3f, FColor > & ExistingVertexColorData
&41;
Remarks
Fill FSkeletalMeshIMportData from Fbx Nodes and FbxShape Array if exists. bool* true if import successfully.
Parameters
| Name | Description |
|---|---|
| NodeArray | Fbx node array to look at |
| TemplateImportData | template import data |
| FbxShapeArray | Fbx Morph object, if not NULL, we are importing a morph object. |
| OutData | FSkeletalMeshImportData output data |
| ExistingVertexColorData | Map of the existing vertex color data, used in the case we want to ignore the FBX vertex color during reimport. |