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API > API/Plugins > API/Plugins/InterchangePipelines
This pipeline is the generic option for all types of meshes. It should be called before specialized mesh pipelines like the generic static mesh or skeletal mesh pipelines. All import options that are shared between mesh types should be added here.
| Name | UInterchangeGenericAssetsPipeline |
| Type | class |
| Header File | /Engine/Plugins/Interchange/Runtime/Source/Pipelines/Public/InterchangeGenericAssetsPipeline.h |
| Include Path | #include "InterchangeGenericAssetsPipeline.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, EditInlineNew)
class UInterchangeGenericAssetsPipeline : public UInterchangePipelineBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInterchangePipelineBase → UInterchangeGenericAssetsPipeline
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UInterchangeGenericAssetsPipeline() |
InterchangeGenericAssetsPipeline.h |
Structs
| Name | Remarks |
|---|---|
| FMaterialConflictData | |
| FSkeletonConflictData | |
| FSkeletonJoint |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimationPipeline | TObjectPtr< UInterchangeGenericAnimationPipeline > | InterchangeGenericAssetsPipeline.h |
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| AssetName | FString | If set, and there is only one asset and one source, the imported asset is given this name. | InterchangeGenericAssetsPipeline.h |
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| bAssetTypeSubFolders | bool | Group the assets according to their type into additional Content folders created on the import directory (/Materials, /StaticMeshes, /SkeletalMeshes, etc.) | InterchangeGenericAssetsPipeline.h |
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| bImportOnlyAnimationAdjusted | bool | We need to store the adjusted import only animation boolean to restore it in PreDialogCleanup. | InterchangeGenericAssetsPipeline.h |
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| bSceneNameSubFolder | bool | Create an additional Content folder inside of the chosen import directory, and name it after the imported scene | InterchangeGenericAssetsPipeline.h |
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| bUseSourceNameForAsset | bool | If enabled, and the Asset Name setting is empty, and there is only one asset and one source, the imported asset is given the same name as the source data. | InterchangeGenericAssetsPipeline.h |
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| CommonMeshesProperties | TObjectPtr< UInterchangeGenericCommonMeshesProperties > | InterchangeGenericAssetsPipeline.h |
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| CommonSkeletalMeshesAndAnimationsProperties | TObjectPtr< UInterchangeGenericCommonSkeletalMeshesAndAnimationsProperties > | InterchangeGenericAssetsPipeline.h |
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| ContentPathExistingSkeleton | FSoftObjectPath | We need to store the adjusted content path existing skeleton to restore it in PreDialogCleanup. | InterchangeGenericAssetsPipeline.h |
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| GroomPipeline | TObjectPtr< UInterchangeGenericGroomPipeline > | InterchangeGenericAssetsPipeline.h |
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| ImportOffsetRotation | FRotator | Rotation offset applied to meshes and animations. | InterchangeGenericAssetsPipeline.h |
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| ImportOffsetTranslation | FVector | Translation offset applied to meshes and animations. | InterchangeGenericAssetsPipeline.h |
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| ImportOffsetUniformScale | float | Uniform scale offset applied to meshes and animations. | InterchangeGenericAssetsPipeline.h |
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| MaterialPipeline | TObjectPtr< UInterchangeGenericMaterialPipeline > | InterchangeGenericAssetsPipeline.h |
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| MeshPipeline | TObjectPtr< UInterchangeGenericMeshPipeline > | InterchangeGenericAssetsPipeline.h |
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| PipelineDisplayName | FString | The name of the pipeline that will be display in the import dialog. | InterchangeGenericAssetsPipeline.h |
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| ReimportStrategy | EReimportStrategyFlags | Set the reimport strategy. | InterchangeGenericAssetsPipeline.h |
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| SceneNameFolderPrefix | FString | Internal property to cache the name of the sub-folder prefix for use during reimport | InterchangeGenericAssetsPipeline.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasNotify_MetaDataAttributeKeyNameTooLong | bool | Make sure we notify the user only once for metadata attribute key name too long. | InterchangeGenericAssetsPipeline.h | |
| MaterialConflictData | FMaterialConflictData | InterchangeGenericAssetsPipeline.h | ||
| SkeletonConflictData | FSkeletonConflictData | InterchangeGenericAssetsPipeline.h |
Functions
Public
Overridden from UInterchangePipelineBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AdjustSettingsForContext
(
const FInterchangePipelineContextParams& ContextParams |
InterchangeGenericAssetsPipeline.h | ||
virtual void FilterPropertiesFromTranslatedData
(
UInterchangeBaseNodeContainer* InBaseNodeContainer |
InterchangeGenericAssetsPipeline.h | ||
virtual TArray< FInterchangeConflictInfo > GetConflictInfos
(
UObject* ReimportObject, |
InterchangeGenericAssetsPipeline.h | ||
| InterchangeGenericAssetsPipeline.h | |||
| InterchangeGenericAssetsPipeline.h | |||
virtual bool IsPropertyChangeNeedRefresh
(
const FPropertyChangedEvent& PropertyChangedEvent |
InterchangeGenericAssetsPipeline.h | ||
virtual bool IsScripted() |
InterchangeGenericAssetsPipeline.h | ||
| InterchangeGenericAssetsPipeline.h | |||
virtual void PreDialogCleanup
(
const FName PipelineStackName |
InterchangeGenericAssetsPipeline.h | ||
virtual void ShowConflictDialog
(
const FGuid& ConflictUniqueId |
InterchangeGenericAssetsPipeline.h |
Protected
Overridden from UInterchangePipelineBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanExecuteOnAnyThread
(
EInterchangePipelineTask PipelineTask |
InterchangeGenericAssetsPipeline.h | ||
virtual void ExecutePipeline
(
UInterchangeBaseNodeContainer* InBaseNodeContainer, |
InterchangeGenericAssetsPipeline.h | ||
virtual void ExecutePostFactoryPipeline
(
const UInterchangeBaseNodeContainer* BaseNodeContainer, |
InterchangeGenericAssetsPipeline.h | ||
virtual void ExecutePostImportPipeline
(
const UInterchangeBaseNodeContainer* BaseNodeContainer, |
InterchangeGenericAssetsPipeline.h | ||
virtual void SetReimportSourceIndex
(
UClass* ReimportObjectClass, |
InterchangeGenericAssetsPipeline.h |