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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Factories
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UFbxImportUI
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Classes/Factories/FbxImportUI.h |
| Include | #include "Factories/FbxImportUI.h" |
Syntax
UCLASS (BlueprintType, Config=EditorPerProjectUserSettings, AutoExpandCategories=(FTransform),
HideCategories=Object, MinimalAPI)
class UFbxImportUI :
public UObject ,
public IImportSettingsParser
Variables
| Type | Name | Description | |
|---|---|---|---|
| FString | AnimEndFrame | The fbx animation end frame | |
| TObjectPtr< class UFbxAnimSequenceImportData > | AnimSequenceImportData | Import data used when importing animations | |
| FString | AnimStartFrame | The fbx animation start frame | |
| bool | bAllowContentTypeImport | ||
| uint32: 1 | bAutoComputeLodDistances | If checked, the editor will automatically compute screen size values for the static mesh's LODs. | |
| bool | bAutomatedImportShouldDetectType | If true the automated import path should detect the import type. | |
| uint32: 1 | bCreatePhysicsAsset | If checked, create new PhysicsAsset if it doesn't have it | |
| uint32: 1 | bImportAnimations | True to import animations from the FBX File | |
| bool | bImportAsSkeletal | Whether to import the incoming FBX as a skeletal object | |
| uint32: 1 | bImportMaterials | If no existing materials are found, whether to automatically create Unreal materials for materials found in the FBX scene | |
| bool | bImportMesh | Whether to import the incoming FBX as a Subdivision Surface (could be made a combo box together with bImportAsSkeletal) (Experimental, Early work in progress) Whether to import the mesh. | |
| uint32: 1 | bImportRigidMesh | Enables importing of 'rigid skeletalmesh' (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes | |
| uint32: 1 | bImportTextures | Whether or not we should import textures. | |
| bool | bIsObjImport | Whether or not the imported file is in OBJ format | |
| bool | bIsReimport | Whether this UI is construct for a reimport | |
| uint32: 1 | bOverrideFullName | Use the string in "Name" field as full name of mesh. | |
| uint32: 1 | bResetToFbxOnMaterialConflict | If true, the imported material sections will automatically be reset to the imported data in case of a reimport conflict. | |
| FString | FileAxisDirection | The file axis direction, up vector and hand | |
| FString | FileCreator | The file creator information | |
| FString | FileCreatorApplication | The file vendor information, software name and version that was use to create the file | |
| FString | FileSampleRate | The fbx animation frame rate | |
| FString | FileUnits | The file units | |
| FString | FileVersion | FBX file informations Transient value that are set everytime we show the options dialog. | |
| float | LodDistance0 | Set a screen size value for LOD 0 | |
| float | LodDistance1 | Set a screen size value for LOD 1 | |
| float | LodDistance2 | Set a screen size value for LOD 2 | |
| float | LodDistance3 | Set a screen size value for LOD 3 | |
| float | LodDistance4 | Set a screen size value for LOD 4 | |
| float | LodDistance5 | Set a screen size value for LOD 5 | |
| float | LodDistance6 | Set a screen size value for LOD 6 | |
| float | LodDistance7 | Set a screen size value for LOD 7 | |
| int32 | LodNumber | Set the number of LODs for the editor to import. | |
| ImportCompareHelper::FMaterialCompareData | MaterialCompareData | ||
| TEnumAsByte< enum EFBXImportType > | MeshTypeToImport | Type of asset to import from the FBX file | |
| int32 | MinimumLodNumber | Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0. | |
| FOnShowConflictDialog | OnShowMaterialConflictDialog | ||
| FOnShowConflictDialog | OnShowSkeletonConflictDialog | ||
| FOnUpdateCompareFbx | OnUpdateCompareFbx | ||
| TEnumAsByte< enum EFBXImportType > | OriginalImportType | The original detected type of this import | |
| FString | OverrideAnimationName | Override for the name of the animation to import. By default, it will be the name of FBX | |
| TObjectPtr< class UPhysicsAsset > | PhysicsAsset | If this is set, use this PhysicsAsset. | |
| UObject * | ReimportMesh | When we are reimporting, we need the current object to preview skeleton and materials match issues. | |
| TObjectPtr< class UFbxSkeletalMeshImportData > | SkeletalMeshImportData | Import data used when importing skeletal meshes | |
| TObjectPtr< class USkeleton > | Skeleton | Skeleton to use for imported asset. | |
| ImportCompareHelper::FSkeletonCompareData | SkeletonCompareData | ||
| TObjectPtr< class UFbxStaticMeshImportData > | StaticMeshImportData | Import data used when importing static meshes | |
| TObjectPtr< class UFbxTextureImportData > | TextureImportData | Import data used when importing textures |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UFbxImportUI
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | LoadOptions
(
UObject* ObjectToLoadOptions |
Load UI settings from ini file | |
| void | |||
| void | SaveOptions
(
UObject* ObjectToSaveOptions |
We want to change the last dialog state but not the CDO, so we cannot call UObject::SaveConfig here. | |
| void | Sets MeshTypeToImport | ||
| void | UpdateCompareData
(
UnFbx::FFbxImporter* FbxImporter |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| bool | CanEditChange
(
const FProperty* InProperty |
UObject Interface |
Overridden from IImportSettingsParser
| Type | Name | Description | |
|---|---|---|---|
| void | ParseFromJson
(
TSharedRef< class FJsonObject > ImportSettingsJson |
IImportSettings Interface |