EM_Task/UnrealEd/Classes/Exporters/FbxExportOption.h

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
/**
* Import data and options used when importing a static mesh from fbx
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "FbxExportOption.generated.h"
// Fbx export compatibility
UENUM(BlueprintType)
enum class EFbxExportCompatibility : uint8
{
FBX_2011,
FBX_2012,
FBX_2013,
FBX_2014,
FBX_2016,
FBX_2018,
FBX_2019,
FBX_2020,
};
UCLASS(config = EditorPerProjectUserSettings, MinimalAPI, BlueprintType)
class UFbxExportOption: public UObject
{
GENERATED_UCLASS_BODY()
public:
/** This will set the fbx sdk compatibility when exporting to fbx file. The default value is 2013 */
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category = Exporter)
EFbxExportCompatibility FbxExportCompatibility;
/** If enabled, save as ascii instead of binary */
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, config, Category = Exporter)
uint32 bASCII : 1;
/** If enabled, export with X axis as the front axis instead of default -Y */
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, config, Category = Exporter)
uint32 bForceFrontXAxis : 1;
/** If enabled, export vertex color */
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Mesh)
uint32 VertexColor : 1;
/** If enabled, export the level of detail */
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Mesh)
uint32 LevelOfDetail : 1;
/** If enabled, export collision */
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = StaticMesh)
uint32 Collision : 1;
/** If enabled, export the morph targets */
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = SkeletalMesh)
uint32 bExportMorphTargets : 1;
/** If enable, the preview mesh link to the exported animations will be also exported. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Animation)
uint32 bExportPreviewMesh : 1;
/** If enable, Map skeletal actor motion to the root bone of the skeleton. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Animation)
uint32 MapSkeletalMotionToRoot : 1;
/** If enabled, export sequencer animation in its local time, relative to its master sequence. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Animation)
uint32 bExportLocalTime : 1;
/* Set all the FProperty to the CDO value */
void ResetToDefault();
/* Save the FProperty to a local ini to retrieve the value the next time we call function LoadOptions() */
virtual void SaveOptions();
/* Load the FProperty data from a local ini which the value was store by the function SaveOptions() */
virtual void LoadOptions();
};