// 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 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 };