67 lines
1.8 KiB
C++
67 lines
1.8 KiB
C++
// 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 "Misc/EnumClassFlags.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "Factories/FbxSceneImportFactory.h"
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#include "FbxSceneImportData.generated.h"
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UENUM()
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enum class EFbxSceneReimportStatusFlags : uint8
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{
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None = 0x00,
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Added = 0x01,
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Removed = 0x02,
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Same = 0x04,
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FoundContentBrowserAsset = 0x08,
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ReimportAsset = 0x10,
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};
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ENUM_CLASS_FLAGS(EFbxSceneReimportStatusFlags);
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UCLASS()
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class UNREALED_API UFbxSceneImportData: public UObject
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{
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GENERATED_UCLASS_BODY()
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#if WITH_EDITORONLY_DATA
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public:
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/* The path of the fbx file use for the last import */
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UPROPERTY(EditAnywhere, Category = ImportSettings)
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FString SourceFbxFile;
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/* The full name of the blueprint create at import */
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FString BluePrintFullName;
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/* Is the last reimport has import the hierarchy */
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bool bImportScene;
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/* Is the original import create a folder hierarchy */
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bool bCreateFolderHierarchy;
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/* Is the original import force front X axis */
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bool bForceFrontXAxis;
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/* Which type of hierarchy was create see */
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int32 HierarchyType;
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// The last import scene hierarchy data
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TSharedPtr<FFbxSceneInfo> SceneInfoSourceData;
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ImportOptionsNameMap NameOptionsMap;
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/** Convert this import information to JSON */
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FString ToJson() const;
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/** Attempt to parse an asset import structure from the specified json string. */
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void FromJson(FString InJsonString);
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protected:
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/** Overridden serialize function to write out the underlying data as json */
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virtual void Serialize(FArchive& Ar) override;
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#endif
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};
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