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