58 lines
2.4 KiB
C
58 lines
2.4 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/SoftObjectPath.h"
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#include "Factories/FbxAssetImportData.h"
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#include "MaterialImportHelpers.h"
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#include "FbxTextureImportData.generated.h"
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/**
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* Import data and options used when importing any mesh from FBX
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*/
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UCLASS(BlueprintType, AutoExpandCategories = (Texture))
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class UNREALED_API UFbxTextureImportData: public UFbxAssetImportData
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{
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GENERATED_UCLASS_BODY()
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/** If importing textures is enabled, this option will cause normal map Y (Green) values to be inverted */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, config, Category = ImportSettings, meta = (OBJRestrict = "true"))
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uint32 bInvertNormalMaps : 1;
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/** Specify where we should search for matching materials when importing */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category = ImportSettings, meta = (DisplayName = "Search Location", OBJRestrict = "true", ImportType = "Mesh"))
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EMaterialSearchLocation MaterialSearchLocation;
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/** Base material to instance from when importing materials. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category = Material, meta = (ImportType = "Mesh", AllowedClasses = "MaterialInterface"))
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FSoftObjectPath BaseMaterialName;
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/** transient, ImportUI customize helper to store if we must show or not the BaseMaterialName property. */
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bool bUseBaseMaterial;
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UPROPERTY(BlueprintReadWrite, config, Category = Material, meta = (ImportType = "Mesh"))
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FString BaseColorName;
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UPROPERTY(BlueprintReadWrite, config, Category = Material, meta = (ImportType = "Mesh"))
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FString BaseDiffuseTextureName;
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UPROPERTY(BlueprintReadWrite, config, Category = Material, meta = (ImportType = "Mesh"))
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FString BaseNormalTextureName;
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UPROPERTY(BlueprintReadWrite, config, Category = Material, meta = (ImportType = "Mesh"))
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FString BaseEmissiveColorName;
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UPROPERTY(BlueprintReadWrite, config, Category = Material, meta = (ImportType = "Mesh"))
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FString BaseEmmisiveTextureName;
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UPROPERTY(BlueprintReadWrite, config, Category = Material, meta = (ImportType = "Mesh"))
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FString BaseSpecularTextureName;
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UPROPERTY(BlueprintReadWrite, config, Category = Material, meta = (ImportType = "Mesh"))
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FString BaseOpacityTextureName;
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bool CanEditChange(const FProperty* InProperty) const override;
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};
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