// Copyright Epic Games, Inc. All Rights Reserved. #include "Factories/FbxSceneImportOptionsStaticMesh.h" #include "Factories/FbxStaticMeshImportData.h" #include "Factories/FbxSceneImportOptions.h" UFbxSceneImportOptionsStaticMesh::UFbxSceneImportOptionsStaticMesh(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer), StaticMeshLODGroup(NAME_None), bAutoGenerateCollision(true), bRemoveDegenerates(true), bBuildAdjacencyBuffer(true), bBuildReversedIndexBuffer(true), bGenerateLightmapUVs(true), bOneConvexHullPerUCX(true) { VertexOverrideColor = FColor(255, 255, 255, 255); NormalImportMethod = EFBXSceneNormalImportMethod::FBXSceneNIM_ComputeNormals; NormalGenerationMethod = EFBXSceneNormalGenerationMethod::MikkTSpace; } void UFbxSceneImportOptionsStaticMesh::FillStaticMeshInmportData(UFbxStaticMeshImportData* StaticMeshImportData, UFbxSceneImportOptions* SceneImportOptions) { check(StaticMeshImportData != nullptr); check(SceneImportOptions != nullptr); StaticMeshImportData->bAutoGenerateCollision = bAutoGenerateCollision; StaticMeshImportData->bBuildAdjacencyBuffer = bBuildAdjacencyBuffer; StaticMeshImportData->bBuildReversedIndexBuffer = bBuildReversedIndexBuffer; StaticMeshImportData->bGenerateLightmapUVs = bGenerateLightmapUVs; StaticMeshImportData->bOneConvexHullPerUCX = bOneConvexHullPerUCX; StaticMeshImportData->bRemoveDegenerates = bRemoveDegenerates; StaticMeshImportData->StaticMeshLODGroup = StaticMeshLODGroup; switch (VertexColorImportOption) { case EFbxSceneVertexColorImportOption::Ignore: StaticMeshImportData->VertexColorImportOption = EVertexColorImportOption::Ignore; break; case EFbxSceneVertexColorImportOption::Override: StaticMeshImportData->VertexColorImportOption = EVertexColorImportOption::Override; break; case EFbxSceneVertexColorImportOption::Replace: StaticMeshImportData->VertexColorImportOption = EVertexColorImportOption::Replace; break; } StaticMeshImportData->VertexOverrideColor = VertexOverrideColor; // Scene general options StaticMeshImportData->bImportMeshLODs = SceneImportOptions->bImportStaticMeshLODs; StaticMeshImportData->ImportTranslation = SceneImportOptions->ImportTranslation; StaticMeshImportData->ImportRotation = SceneImportOptions->ImportRotation; StaticMeshImportData->ImportUniformScale = SceneImportOptions->ImportUniformScale; StaticMeshImportData->bTransformVertexToAbsolute = SceneImportOptions->bTransformVertexToAbsolute; StaticMeshImportData->bBakePivotInVertex = SceneImportOptions->bBakePivotInVertex; StaticMeshImportData->bImportAsScene = true; }