unreal.AutomatedAssetImportData
¶
- class unreal.AutomatedAssetImportData(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
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] Destination Path: Content path in the projects content directory where assets will be importedfactory
(Factory): [Read-Write] Factory: Pointer to the factory currently being usedfactory_name
(str): [Read-Write] Factory Name: 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: Filenames to importgroup_name
(str): [Read-Write] Group Name: Display name of the group. This is for logging purposes only.level_to_load
(str): [Read-Write] Level to Load: Full path to level to load before importing this group (only matters if importing assets into a level)replace_existing
(bool): [Read-Write] Replace Existing: Whether or not to replace existing assetsskip_read_only
(bool): [Read-Write] Skip Read Only: Whether or not to skip importing over read only assets that could not be checked out
- property destination_path: str¶
[Read-Write] Destination Path: Content path in the projects content directory where assets will be imported
- Type:
(str)
- property factory: Factory¶
[Read-Write] Factory: Pointer to the factory currently being used
- Type:
(Factory)
- property factory_name: str¶
[Read-Write] Factory Name: 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: str¶
[Read-Write] Group Name: Display name of the group. This is for logging purposes only.
- Type:
(str)
- property level_to_load: str¶
[Read-Write] Level to Load: Full path to level to load before importing this group (only matters if importing assets into a level)
- Type:
(str)