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bool |
bBakePivotInVertex |
* Experimental - If this option is true the inverse node pivot will be apply to the mesh vertices. |
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uint32: 1 |
bCreateContentFolderHierarchy |
Scene section, detail of a fbx node TODO: Move the content folder selection here with a custom detail class TODO: Allow the user to select an existing blueprint TODO: Allow the user to specify a name for the root node TODO - The Content Path choose by the user If checked, a folder's hierarchy will be created under the import asset path. |
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uint32: 1 |
bForceFrontXAxis |
Whether to force the front axis to be align with X instead of -Y. |
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uint32: 1 |
bImportAsDynamic |
If checked, the mobility of all actors or components will be dynamic. |
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uint32: 1 |
bImportSkeletalMeshLODs |
If enabled, creates LOD models for Unreal skeletal meshes from LODs in the import file; If not enabled, only the base skeletal mesh from the LOD group is imported. |
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uint32: 1 |
bImportStaticMeshLODs |
If enabled, creates LOD models for Unreal static meshes from LODs in the import file; If not enabled, only the base static mesh from the LOD group is imported. |
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uint32: 1 |
bInvertNormalMaps |
If enabled, this option will cause normal map Y (Green) values to be inverted when importing textures |
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bool |
bTransformVertexToAbsolute |
If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices. |
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EFBXSceneOptionsCreateHierarchyType |
HierarchyType |
Choose if you want to generate the scene hierarchy with normal level actors, one actor with multiple components, or one blueprint asset with multiple components. |
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FRotator |
ImportRotation |
|
 |
FVector |
ImportTranslation |
|
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float |
ImportUniformScale |
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