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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Factories
Inheritance Hierarchy
- UAssetImportData
- UFbxAssetImportData
- UFbxMeshImportData
- UFbxSkeletalMeshImportData
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Classes/Factories/FbxSkeletalMeshImportData.h |
| Include | #include "Factories/FbxSkeletalMeshImportData.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class UFbxSkeletalMeshImportData : public UFbxMeshImportData
Remarks
Import data and options used when importing a static mesh from fbx Notes:
- Meta data ImportType i.e. meta = (ImportType = "SkeletalMesh|GeoOnly")
- SkeletalMesh : the property will be shown when importing skeletalmesh
- GeoOnly: The property will be hide if we import skinning only
- RigOnly: The property will be hide if we import geo only
- RigAndGeo: The property will be show only if we import both skinning and geometry, it will be hiden otherwise
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bImportMeshesInBoneHierarchy | If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones. | |
| uint32: 1 | bImportMorphTargets | True to import morph target meshes from the FBX file | |
| uint32: 1 | bImportVertexAttributes | True to import per-vertex attributes from the FBX file | |
| uint32: 1 | bKeepSectionsSeparate | If checked, sections with matching materials are kept separate and will not get combined. | |
| uint32: 1 | bPreserveSmoothingGroups | If checked, triangles with non-matching smoothing groups will be physically split. | |
| uint32: 1 | bUpdateSkeletonReferencePose | Enable this option to update Skeleton (of the mesh)'s reference pose. | |
| uint32: 1 | bUseT0AsRefPose | Enable this option to use frame 0 as reference pose | |
| TEnumAsByte< enum EFBXImportContentType > | ImportContentType | Filter the content we want to import from the incoming FBX skeletal mesh. | |
| TEnumAsByte< enum EFBXImportContentType > | LastImportContentType | The value of the content type during the last import. | |
| float | MorphThresholdPosition | Threshold to compare vertex position equality when computing morph target deltas. | |
| float | ThresholdPosition | Threshold to compare vertex position equality. | |
| float | ThresholdTangentNormal | Threshold to compare normal, tangent or bi-normal equality. | |
| float | ThresholdUV | Threshold to compare UV equality. | |
| TEnumAsByte< EVertexColorImportOption::Type > | VertexColorImportOption | Specify how vertex colors should be imported | |
| FColor | VertexOverrideColor | Specify override color in the case that VertexColorImportOption is set to Override |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UFbxSkeletalMeshImportData
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AppendAssetRegistryTags
(
FAssetRegistryTagsContext Context |
This function add the last import content type to the asset registry which is use by the thumbnail overlay of the skeletal mesh | |
| void | AppendAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
||
| bool | CanEditChange
(
const FProperty* InProperty |
||
| bool | GetImportContentFilename
(
FString& OutFilename, |
||
| UFbxSkeletalMeshImportData * | GetImportDataForSkeletalMesh
(
USkeletalMesh* SkeletalMesh, |
Gets or creates fbx import data for the specified skeletal mesh | |
| void |