unreal.AutomatedAssetImportData
¶
- class unreal.AutomatedAssetImportData(outer=None, name='None')¶
Bases:
unreal.Object
Contains data for a group of assets to import
C++ Source:
Module: UnrealEd
File: AutomatedAssetImportData.h
Editor Properties: (see get_editor_property/set_editor_property)
destination_path
(str): [Read-Write] Content path in the projects content directory where assets will be importedfactory
(Factory): [Read-Write] Pointer to the factory currently being usedfactory_name
(str): [Read-Write] Name of the factory to use when importing these assets. If not specified the factory type will be auto detectedfilenames
(Array(str)): [Read-Write] Filenames to importgroup_name
(str): [Read-Write] Display name of the group. This is for logging purposes only.level_to_load
(str): [Read-Write] Full path to level to load before importing this group (only matters if importing assets into a level)replace_existing
(bool): [Read-Write] Whether or not to replace existing assetsskip_read_only
(bool): [Read-Write] Whether or not to skip importing over read only assets that could not be checked out
- property destination_path¶
[Read-Write] Content path in the projects content directory where assets will be imported
- Type
(str)
- property factory_name¶
[Read-Write] Name of the factory to use when importing these assets. If not specified the factory type will be auto detected
- Type
(str)
- property group_name¶
[Read-Write] Display name of the group. This is for logging purposes only.
- Type
(str)