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TEnumAsByte< enum EFBXAnimationLengthImportType > |
AnimationLength |
Type of asset to import from the FBX file |
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uint32: 1 |
bCreatePhysicsAsset |
If checked, create new PhysicsAsset if it doesn't have it |
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bool |
bDeleteExistingCustomAttributeCurves |
If true, all previous node attributes imported as Animation Curves will be deleted when doing a re-import. |
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bool |
bDeleteExistingMorphTargetCurves |
Type of asset to import from the FBX file |
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bool |
bDeleteExistingNonCurveCustomAttributes |
If true, all previous node attributes imported as Animation Attributes will be deleted when doing a re-import. |
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uint32: 1 |
bImportAnimations |
True to import animations from the FBX File |
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bool |
bImportCustomAttribute |
If true, import node attributes as either Animation Curves or Animation Attributes |
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uint32: 1 |
bImportMeshesInBoneHierarchy |
If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones. |
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uint32: 1 |
bImportMorphTargets |
True to import morph target meshes from the FBX file |
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uint32: 1 |
bImportVertexAttributes |
True to import morph target meshes from the FBX file |
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uint32: 1 |
bKeepSectionsSeparate |
If checked, sections with matching materials are kept separate and will not get combined. |
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bool |
bPreserveLocalTransform |
Type of asset to import from the FBX file |
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uint32: 1 |
bPreserveSmoothingGroups |
If checked, triangles with non-matching smoothing groups will be physically split. |
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bool |
bSnapToClosestFrameBoundary |
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uint32: 1 |
bUpdateSkeletonReferencePose |
Enable this option to update Skeleton (of the mesh)'s reference pose. |
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bool |
bUseDefaultSampleRate |
Enable this option to use default sample rate for the imported animation at 30 frames per second |
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uint32: 1 |
bUseT0AsRefPose |
TODO support T0AsRefPose Enable this option to use frame 0 as reference pose |
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int32 |
CustomSampleRate |
Use this option to specify a sample rate for the imported animation, a value of 0 use the best matching sample rate. |
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FInt32Interval |
FrameImportRange |
Frame range used when Set Range is used in Animation Length |
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float |
MorphThresholdPosition |
Threshold to compare vertex position equality when computing morph target deltas. |
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float |
ThresholdPosition |
Threshold to compare vertex position equality. |
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float |
ThresholdTangentNormal |
Threshold to compare normal, tangent or bi-normal equality. |
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float |
ThresholdUV |
Threshold to compare UV equality. |