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API > API/Plugins > API/Plugins/InterchangeImport
Name
UInterchangeSparseVolumeTextureFactory
Type
class
Header File
/Engine/Plugins/Interchange/Runtime/Source/Import/Public/Volume/InterchangeSparseVolumeTextureFactory.h
Include Path
#include "Volume/InterchangeSparseVolumeTextureFactory.h"
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UInterchangeSparseVolumeTextureFactory : public UInterchangeFactoryBase
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Inheritance Hierarchy
Variables
Protected
Name
Type
Remarks
Include Path
Unreal Specifiers
bSkipImport
bool
We turn this to true when we run into an existing asset that we shouldn't overwrite/modify (e.g. when reimporting some other asset type, like reimporting a material and finding an existing SVT that it wants to use)
Volume/InterchangeSparseVolumeTextureFactory.h
ProcessedPayloads
TArray < FVolumePayload >
Where we retain the processed payloads between the different factory interface function calls.
Volume/InterchangeSparseVolumeTextureFactory.h
SourceFiles
TArray < FAssetImportInfo::FSourceFile >
The data for the source files will be collecetd here during the import during an async task, and later be added to AssetImportData
Volume/InterchangeSparseVolumeTextureFactory.h
Functions