| bFollowRedirectors |
bool |
Tell Interchange to follow redirectors when determining the location an asset will be imported. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
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| bForceShowDialog |
bool |
If true this import must show the import dialog and ignore the show dialog settings. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
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| bIsAutomated |
bool |
Tell Interchange that import is automated and it shouldn't present a modal window. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
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| bReplaceExisting |
bool |
Determies whether to overwrite existing assets. |
InterchangeManager.h |
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- BlueprintReadWrite
- Category="Interchange|ImportAsset"
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| bRunSynchronous |
bool |
Tell Interchange that import must run synchronously on the game thread. |
InterchangeManager.h |
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| DestinationName |
FString |
Optional custom name for the import. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
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| ImportLevel |
TObjectPtr< ULevel > |
Level to import into when doing a scene import. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
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| OnAssetDone |
FOnObjectImportDoneDynamic |
This is called each time an asset is imported or reimported from the import call. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
- Meta=(PinHiddenByDefault)
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| OnAssetDoneNative |
FOnObjectImportDoneNative |
|
InterchangeManager.h |
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- BlueprintReadWrite
- Category="Interchange|ImportAsset"
- Meta=(PinHiddenByDefault)
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| OnAssetsImportDone |
FOnImportDoneDynamic |
This is called when all the assets were imported from the source data. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
- Meta=(PinHiddenByDefault)
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| OnAssetsImportDoneNative |
FOnImportDoneNative |
|
InterchangeManager.h |
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- BlueprintReadWrite
- Category="Interchange|ImportAsset"
- Meta=(PinHiddenByDefault)
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| OnSceneImportDone |
FOnImportDoneDynamic |
This is called when all the scene objects were imported from the source data. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
- Meta=(PinHiddenByDefault)
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| OnSceneImportDoneNative |
FOnImportDoneNative |
|
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
- Meta=(PinHiddenByDefault)
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| OnSceneObjectDone |
FOnObjectImportDoneDynamic |
This is called each time an object in the scene is imported or reimported from the import call. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
- Meta=(PinHiddenByDefault)
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| OnSceneObjectDoneNative |
FOnObjectImportDoneNative |
|
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
- Meta=(PinHiddenByDefault)
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| OverridePipelines |
TArray< FSoftObjectPath > |
Adding overrides tells Interchange to use the specific custom set of pipelines instead of letting the user or the system choose. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
- Meta=(AllowedClasses="/Script/InterchangeCore.InterchangePipelineBase, /Script/InterchangeEngine.InterchangeBlueprintPipelineBase, /Script/InterchangeEngine.InterchangePythonPipelineAsset")
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| ReimportAsset |
TObjectPtr< UObject > |
If the import is a reimport for a specific asset, set the asset to reimport here. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
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| ReimportSourceIndex |
int32 |
If we are doing a reimport, set the source index here. Some assets have more then one source file that each contains part of the asset content. |
InterchangeManager.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Interchange|ImportAsset"
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