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Editor commandlet that converts every USkeletalMesh carrying a legacy UDNAAsset (UAssetUserData) into a standalone UDNA asset, using the engine's existing UDNAImporter::ConvertFromLegacyAssetUserData (or, when -ReimportFromSource is requested, UDNAImporterLibrary::ImportDNAAutomated).
Pair this with the stock -run=ResavePackages to bump the on-disk FDNAAssetCustomVersion across all DNA-bearing packages once conversion is done.
Usage: UnrealEditor-Cmd.exe
| Name | UConvertLegacyDNAAssetsCommandlet |
| Type | class |
| Header File | /Engine/Plugins/Animation/RigLogic/Source/RigLogicEditor/Public/Commandlets/ConvertLegacyDNAAssetsCommandlet.h |
| Include Path | #include "Commandlets/ConvertLegacyDNAAssetsCommandlet.h" |
Syntax
UCLASS ()
class UConvertLegacyDNAAssetsCommandlet : public UCommandlet
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCommandlet → UConvertLegacyDNAAssetsCommandlet
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UConvertLegacyDNAAssetsCommandlet() |
Commandlets/ConvertLegacyDNAAssetsCommandlet.h |
Functions
Public
Public Virtual
Overridden from UCommandlet
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 Main
(
const FString& Params |
Commandlets/ConvertLegacyDNAAssetsCommandlet.h |