EM_Task/UnrealEd/Classes/Factories/FbxSceneImportData.h

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/EnumClassFlags.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Factories/FbxSceneImportFactory.h"
#include "FbxSceneImportData.generated.h"
UENUM()
enum class EFbxSceneReimportStatusFlags : uint8
{
None = 0x00,
Added = 0x01,
Removed = 0x02,
Same = 0x04,
FoundContentBrowserAsset = 0x08,
ReimportAsset = 0x10,
};
ENUM_CLASS_FLAGS(EFbxSceneReimportStatusFlags);
UCLASS()
class UNREALED_API UFbxSceneImportData: public UObject
{
GENERATED_UCLASS_BODY()
#if WITH_EDITORONLY_DATA
public:
/* The path of the fbx file use for the last import */
UPROPERTY(EditAnywhere, Category = ImportSettings)
FString SourceFbxFile;
/* The full name of the blueprint create at import */
FString BluePrintFullName;
/* Is the last reimport has import the hierarchy */
bool bImportScene;
/* Is the original import create a folder hierarchy */
bool bCreateFolderHierarchy;
/* Is the original import force front X axis */
bool bForceFrontXAxis;
/* Which type of hierarchy was create see */
int32 HierarchyType;
// The last import scene hierarchy data
TSharedPtr<FFbxSceneInfo> SceneInfoSourceData;
ImportOptionsNameMap NameOptionsMap;
/** Convert this import information to JSON */
FString ToJson() const;
/** Attempt to parse an asset import structure from the specified json string. */
void FromJson(FString InJsonString);
protected:
/** Overridden serialize function to write out the underlying data as json */
virtual void Serialize(FArchive& Ar) override;
#endif
};