// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "AssetImportTask.generated.h" DECLARE_LOG_CATEGORY_EXTERN(LogAssetImportTask, Log, All); class UFactory; /** * Contains data for a group of assets to import */ UCLASS(Transient, BlueprintType) class UNREALED_API UAssetImportTask: public UObject { GENERATED_BODY() public: UAssetImportTask(); public: /** Filename to import */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") FString Filename; /** Path where asset will be imported to */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") FString DestinationPath; /** Optional custom name to import as */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") FString DestinationName; /** Overwrite existing assets */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") bool bReplaceExisting; /** Replace existing settings when overwriting existing assets */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") bool bReplaceExistingSettings; /** Avoid dialogs */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") bool bAutomated; /** Save after importing */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") bool bSave; /** Optional factory to use */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") UFactory* Factory; /** Import options specific to the type of asset */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") UObject* Options; /** Paths to objects created or updated after import */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") TArray ImportedObjectPaths; /** Imported objects */ UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task") TArray Result; };