unreal.FbxImportUI
¶
- class unreal.FbxImportUI(outer=None, name='None')¶
Bases:
unreal.Object
Fbx Import UI
C++ Source:
Module: UnrealEd
File: FbxImportUI.h
Editor Properties: (see get_editor_property/set_editor_property)
anim_end_frame
(str): [Read-Only] The fbx animation end frameanim_sequence_import_data
(FbxAnimSequenceImportData): [Read-Write] Import data used when importing animationsanim_start_frame
(str): [Read-Only] The fbx animation start frameauto_compute_lod_distances
(bool): [Read-Write] If checked, the editor will automatically compute screen size values for the static mesh’s LODs. If unchecked, the user can enter custom screen size values for each LOD.automated_import_should_detect_type
(bool): [Read-Write] If true the automated import path should detect the import type. If false the import type was specified by the usercreate_physics_asset
(bool): [Read-Write] If checked, create new PhysicsAsset if it doesn’t have itfile_axis_direction
(str): [Read-Only] The file axis direction, up vector and handfile_creator
(str): [Read-Only] The file creator informationfile_creator_application
(str): [Read-Only] The file vendor information, software name and version that was use to create the filefile_sample_rate
(str): [Read-Only] The fbx animation frame ratefile_units
(str): [Read-Only] The file unitsfile_version
(str): [Read-Only] The fbx file versionimport_animations
(bool): [Read-Write] True to import animations from the FBX Fileimport_as_skeletal
(bool): [Read-Write] Whether to import the incoming FBX as a skeletal objectimport_materials
(bool): [Read-Write] If no existing materials are found, whether to automatically create Unreal materials for materials found in the FBX sceneimport_mesh
(bool): [Read-Write] Whether to import the mesh. Allows animation only import when importing a skeletal mesh.import_rigid_mesh
(bool): [Read-Write] Enables importing of ‘rigid skeletalmesh’ (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenesimport_textures
(bool): [Read-Write] Whether or not we should import textures. This option is disabled when we are importing materials because textures are always imported in that case.is_obj_import
(bool): [Read-Write] Whether or not the imported file is in OBJ formatlod_distance0
(float): [Read-Write] Set a screen size value for LOD 0lod_distance1
(float): [Read-Write] Set a screen size value for LOD 1lod_distance2
(float): [Read-Write] Set a screen size value for LOD 2lod_distance3
(float): [Read-Write] Set a screen size value for LOD 3lod_distance4
(float): [Read-Write] Set a screen size value for LOD 4lod_distance5
(float): [Read-Write] Set a screen size value for LOD 5lod_distance6
(float): [Read-Write] Set a screen size value for LOD 6lod_distance7
(float): [Read-Write] Set a screen size value for LOD 7lod_number
(int32): [Read-Write] Set the number of LODs for the editor to import. Setting the value to 0 imports the number of LODs found in the file (up to the maximum).mesh_type_to_import
(FBXImportType): [Read-Write] Type of asset to import from the FBX fileminimum_lod_number
(int32): [Read-Write] Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0.original_import_type
(FBXImportType): [Read-Write] The original detected type of this importoverride_animation_name
(str): [Read-Write] Override for the name of the animation to import. By default, it will be the name of FBX *override_full_name
(bool): [Read-Write] Use the string in “Name” field as full name of mesh. The option only works when the scene contains one mesh.physics_asset
(PhysicsAsset): [Read-Write] If this is set, use this PhysicsAsset. It is possible bCreatePhysicsAsset == false, and PhysicsAsset == NULL. It is possible they do not like to create anything.reset_to_fbx_on_material_conflict
(bool): [Read-Write] If true, the imported material sections will automatically be reset to the imported data in case of a reimport conflict.skeletal_mesh_import_data
(FbxSkeletalMeshImportData): [Read-Write] Import data used when importing skeletal meshesskeleton
(Skeleton): [Read-Write] Skeleton to use for imported asset. When importing a mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.static_mesh_import_data
(FbxStaticMeshImportData): [Read-Write] Import data used when importing static meshestexture_import_data
(FbxTextureImportData): [Read-Write] Import data used when importing textures
- property anim_sequence_import_data¶
[Read-Write] Import data used when importing animations
- Type
- property auto_compute_lod_distances¶
[Read-Write] If checked, the editor will automatically compute screen size values for the static mesh’s LODs. If unchecked, the user can enter custom screen size values for each LOD.
- Type
(bool)
- property automated_import_should_detect_type¶
[Read-Write] If true the automated import path should detect the import type. If false the import type was specified by the user
- Type
(bool)
- property create_physics_asset¶
[Read-Write] If checked, create new PhysicsAsset if it doesn’t have it
- Type
(bool)
- property import_as_skeletal¶
[Read-Write] Whether to import the incoming FBX as a skeletal object
- Type
(bool)
- property import_materials¶
[Read-Write] If no existing materials are found, whether to automatically create Unreal materials for materials found in the FBX scene
- Type
(bool)
- property import_mesh¶
[Read-Write] Whether to import the mesh. Allows animation only import when importing a skeletal mesh.
- Type
(bool)
- property import_rigid_mesh¶
[Read-Write] Enables importing of ‘rigid skeletalmesh’ (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes
- Type
(bool)
- property import_textures¶
[Read-Write] Whether or not we should import textures. This option is disabled when we are importing materials because textures are always imported in that case.
- Type
(bool)
- property lod_number¶
[Read-Write] Set the number of LODs for the editor to import. Setting the value to 0 imports the number of LODs found in the file (up to the maximum).
- Type
(int32)
- property mesh_type_to_import¶
[Read-Write] Type of asset to import from the FBX file
- Type
- property minimum_lod_number¶
[Read-Write] Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0.
- Type
(int32)
- property original_import_type¶
[Read-Write] The original detected type of this import
- Type
- property override_animation_name¶
[Read-Write] Override for the name of the animation to import. By default, it will be the name of FBX *
- Type
(str)
- property override_full_name¶
[Read-Write] Use the string in “Name” field as full name of mesh. The option only works when the scene contains one mesh.
- Type
(bool)
- property physics_asset¶
[Read-Write] If this is set, use this PhysicsAsset. It is possible bCreatePhysicsAsset == false, and PhysicsAsset == NULL. It is possible they do not like to create anything.
- Type
- property reset_to_fbx_on_material_conflict¶
[Read-Write] If true, the imported material sections will automatically be reset to the imported data in case of a reimport conflict.
- Type
(bool)
- property skeletal_mesh_import_data¶
[Read-Write] Import data used when importing skeletal meshes
- Type
- property skeleton¶
[Read-Write] Skeleton to use for imported asset. When importing a mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.
- Type
(Skeleton)
- property static_mesh_import_data¶
[Read-Write] Import data used when importing static meshes
- Type
- property texture_import_data¶
[Read-Write] Import data used when importing textures
- Type