unreal.AssetImportTask
¶
- class unreal.AssetImportTask(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Contains data for a group of assets to import
C++ Source:
Module: UnrealEd
File: AssetImportTask.h
Editor Properties: (see get_editor_property/set_editor_property)
async_
(bool): [Read-Write] Perform the import asynchronously for file formats where async import is availableautomated
(bool): [Read-Write] Avoid dialogsdestination_name
(str): [Read-Write] Optional custom name to import as (if you are using interchange the name must be set in a pipeline and this field will be ignored)destination_path
(str): [Read-Write] Path where asset will be imported tofactory
(Factory): [Read-Write] Optional factory to usefilename
(str): [Read-Write] Filename to importimported_object_paths
(Array[str]): [Read-Write] Paths to objects created or updated after importoptions
(Object): [Read-Write] Import options specific to the type of assetreplace_existing
(bool): [Read-Write] Overwrite existing assetsreplace_existing_settings
(bool): [Read-Write] Replace existing settings when overwriting existing assetsresult
(Array[Object]): [Read-Write] deprecated: Please use the GetObjects function instead.save
(bool): [Read-Write] Save after importing
- property async_: bool¶
[Read-Write] Perform the import asynchronously for file formats where async import is available
- Type:
(bool)
- property destination_name: str¶
[Read-Write] Optional custom name to import as (if you are using interchange the name must be set in a pipeline and this field will be ignored)
- Type:
(str)
- get_objects() Array[Object] ¶
Get the list of imported objects. Note that if the import was asynchronous, this will block until the results are ready. To test whether asynchronous results are ready or not, use IsAsyncImportComplete().
- is_async_import_complete() bool ¶
Query whether this asynchronous import task is complete, and the results are ready to read. This will always return true in the case of a blocking import.
- Return type:
- property replace_existing_settings: bool¶
[Read-Write] Replace existing settings when overwriting existing assets
- Type:
(bool)