// 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(); };