731 lines
32 KiB
C++
731 lines
32 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "FbxMeshUtils.h"
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#include "EngineDefines.h"
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#include "Misc/Paths.h"
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#include "UObject/Package.h"
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#include "Engine/SkeletalMesh.h"
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#include "Factories/FbxAssetImportData.h"
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#include "Factories/FbxSkeletalMeshImportData.h"
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#include "Factories/FbxStaticMeshImportData.h"
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#include "Factories/FbxImportUI.h"
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#include "Engine/StaticMesh.h"
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#include "EditorDirectories.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Misc/MessageDialog.h"
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#include "ComponentReregisterContext.h"
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#include "Logging/TokenizedMessage.h"
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#include "FbxImporter.h"
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#include "StaticMeshResources.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Rendering/SkeletalMeshModel.h"
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#include "EditorFramework/AssetImportData.h"
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#include "DesktopPlatformModule.h"
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#include "Editor.h"
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#include "ImportUtils/SkeletalMeshImportUtils.h"
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#include "ImportUtils/StaticMeshImportUtils.h"
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#if WITH_APEX_CLOTHING
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#include "ApexClothingUtils.h"
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#endif // #if WITH_APEX_CLOTHING
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#include "Misc/FbxErrors.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "ClothingAsset.h"
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#include "SkinWeightsUtilities.h"
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#include "LODUtilities.h"
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DEFINE_LOG_CATEGORY_STATIC(LogExportMeshUtils, Log, All);
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#define LOCTEXT_NAMESPACE "FbxMeshUtil"
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namespace FbxMeshUtils
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{
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/** Helper function used for retrieving data required for importing static mesh LODs */
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void PopulateFBXStaticMeshLODList(UnFbx::FFbxImporter* FFbxImporter, FbxNode* Node, TArray<TArray<FbxNode*>*>& LODNodeList, int32& MaxLODCount, bool bUseLODs)
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{
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// Check for LOD nodes, if one is found, add it to the list
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if (bUseLODs && Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
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{
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for (int32 ChildIdx = 0; ChildIdx < Node->GetChildCount(); ++ChildIdx)
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{
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if ((LODNodeList.Num() - 1) < ChildIdx)
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{
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TArray<FbxNode*>* NodeList = new TArray<FbxNode*>;
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LODNodeList.Add(NodeList);
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}
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FFbxImporter->FindAllLODGroupNode(*(LODNodeList[ChildIdx]), Node, ChildIdx);
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}
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if (MaxLODCount < (Node->GetChildCount() - 1))
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{
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MaxLODCount = Node->GetChildCount() - 1;
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}
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}
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else
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{
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// If we're just looking for meshes instead of LOD nodes, add those to the list
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if (!bUseLODs && Node->GetMesh())
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{
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if (LODNodeList.Num() == 0)
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{
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TArray<FbxNode*>* NodeList = new TArray<FbxNode*>;
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LODNodeList.Add(NodeList);
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}
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LODNodeList[0]->Add(Node);
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}
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// Recursively examine child nodes
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for (int32 ChildIndex = 0; ChildIndex < Node->GetChildCount(); ++ChildIndex)
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{
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PopulateFBXStaticMeshLODList(FFbxImporter, Node->GetChild(ChildIndex), LODNodeList, MaxLODCount, bUseLODs);
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}
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}
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}
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bool ImportStaticMeshLOD(UStaticMesh* BaseStaticMesh, const FString& Filename, int32 LODLevel)
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{
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bool bSuccess = false;
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UE_LOG(LogExportMeshUtils, Log, TEXT("Fbx LOD loading"));
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// logger for all error/warnings
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// this one prints all messages that are stored in FFbxImporter
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// this function seems to get called outside of FBX factory
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UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
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UnFbx::FFbxLoggerSetter Logger(FFbxImporter);
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UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
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bool IsReimport = BaseStaticMesh->GetRenderData()->LODResources.Num() > LODLevel;
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UFbxStaticMeshImportData* ImportData = Cast<UFbxStaticMeshImportData>(BaseStaticMesh->AssetImportData);
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if (ImportData != nullptr)
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{
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UFbxImportUI* ReimportUI = NewObject<UFbxImportUI>();
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ReimportUI->MeshTypeToImport = FBXIT_StaticMesh;
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UnFbx::FBXImportOptions::ResetOptions(ImportOptions);
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// Import data already exists, apply it to the fbx import options
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ReimportUI->StaticMeshImportData = ImportData;
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ApplyImportUIToImportOptions(ReimportUI, *ImportOptions);
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ImportOptions->bIsImportCancelable = false;
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ImportOptions->bImportMaterials = false;
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ImportOptions->bImportTextures = false;
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// Make sure the LODGroup do not change when re-importing a mesh
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ImportOptions->StaticMeshLODGroup = BaseStaticMesh->LODGroup;
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}
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ImportOptions->bAutoComputeLodDistances = true; // Setting auto compute distance to true will avoid changing the staticmesh flag
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if (!FFbxImporter->ImportFromFile(*Filename, FPaths::GetExtension(Filename), true))
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{
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// Log the error message and fail the import.
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// @todo verify if the message works
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FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error);
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}
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else
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{
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FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning);
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if (ImportData)
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{
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FFbxImporter->ApplyTransformSettingsToFbxNode(FFbxImporter->Scene->GetRootNode(), ImportData);
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}
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bool bUseLODs = true;
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int32 MaxLODLevel = 0;
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TArray<TArray<FbxNode*>*> LODNodeList;
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// Create a list of LOD nodes
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PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs);
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// No LODs, so just grab all of the meshes in the file
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if (MaxLODLevel == 0)
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{
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bUseLODs = false;
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MaxLODLevel = BaseStaticMesh->GetNumLODs();
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// Create a list of meshes
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PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs);
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// Nothing found, error out
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if (LODNodeList.Num() == 0)
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{
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FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText(LOCTEXT("Prompt_NoMeshFound", "No meshes were found in file."))), FFbxErrors::Generic_Mesh_MeshNotFound);
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FFbxImporter->ReleaseScene();
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return bSuccess;
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}
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}
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TSharedPtr<FExistingStaticMeshData> ExistMeshDataPtr;
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if (IsReimport)
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{
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ExistMeshDataPtr = StaticMeshImportUtils::SaveExistingStaticMeshData(BaseStaticMesh, FFbxImporter->ImportOptions, LODLevel);
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}
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// Display the LOD selection dialog
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if (LODLevel > BaseStaticMesh->GetNumLODs())
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{
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// Make sure they don't manage to select a bad LOD index
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FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("Prompt_InvalidLODIndex", "Invalid mesh LOD index {0}, as no prior LOD index exists!"), FText::AsNumber(LODLevel))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex);
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}
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else
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{
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UStaticMesh* TempStaticMesh = NULL;
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if (!LODNodeList.IsValidIndex(bUseLODs ? LODLevel : 0))
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{
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if (bUseLODs)
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{
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// Use the first LOD when user try to add or re-import a LOD from a file(different from the LOD 0 file) containing multiple LODs
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bUseLODs = false;
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}
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}
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if (LODNodeList.IsValidIndex(bUseLODs ? LODLevel : 0))
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{
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TempStaticMesh = (UStaticMesh*)FFbxImporter->ImportStaticMeshAsSingle(BaseStaticMesh->GetOutermost(), *(LODNodeList[bUseLODs ? LODLevel : 0]), NAME_None, RF_NoFlags, ImportData, BaseStaticMesh, LODLevel, ExistMeshDataPtr.Get());
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}
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// Add imported mesh to existing model
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if (TempStaticMesh)
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{
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// Build the staticmesh
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FFbxImporter->PostImportStaticMesh(TempStaticMesh, *(LODNodeList[bUseLODs ? LODLevel : 0]), LODLevel);
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TArray<int32> ReimportLodList;
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ReimportLodList.Add(LODLevel);
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StaticMeshImportUtils::UpdateSomeLodsImportMeshData(BaseStaticMesh, &ReimportLodList);
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if (IsReimport)
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{
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StaticMeshImportUtils::RestoreExistingMeshData(ExistMeshDataPtr, BaseStaticMesh, LODLevel, false, ImportOptions->bResetToFbxOnMaterialConflict);
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}
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// Update mesh component
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BaseStaticMesh->PostEditChange();
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BaseStaticMesh->MarkPackageDirty();
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// Import worked
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FNotificationInfo NotificationInfo(FText::GetEmpty());
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NotificationInfo.Text = FText::Format(LOCTEXT("LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(LODLevel));
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NotificationInfo.ExpireDuration = 5.0f;
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FSlateNotificationManager::Get().AddNotification(NotificationInfo);
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if (BaseStaticMesh->IsSourceModelValid(LODLevel))
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{
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FStaticMeshSourceModel& SourceModel = BaseStaticMesh->GetSourceModel(LODLevel);
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SourceModel.SourceImportFilename = UAssetImportData::SanitizeImportFilename(Filename, nullptr);
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SourceModel.bImportWithBaseMesh = false;
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}
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bSuccess = true;
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}
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else
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{
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// Import failed
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FNotificationInfo NotificationInfo(FText::GetEmpty());
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NotificationInfo.Text = FText::Format(LOCTEXT("LODImportFail", "Failed to import mesh for LOD {0}!"), FText::AsNumber(LODLevel));
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NotificationInfo.ExpireDuration = 5.0f;
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FSlateNotificationManager::Get().AddNotification(NotificationInfo);
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bSuccess = false;
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}
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}
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// Cleanup
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for (int32 i = 0; i < LODNodeList.Num(); ++i)
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{
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delete LODNodeList[i];
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}
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}
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FFbxImporter->ReleaseScene();
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return bSuccess;
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}
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bool ImportSkeletalMeshLOD(class USkeletalMesh* SelectedSkelMesh, const FString& Filename, int32 LODLevel)
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{
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UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
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// Make sure skeletal mesh is valid
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if (!SelectedSkelMesh)
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{
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FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_NoSelectedSkeletalMesh", "Cannot import a LOD if there is not a valid selected skeletal mesh.")), FFbxErrors::Generic_MeshNotFound);
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return false;
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}
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bool bSuccess = false;
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// Check the file extension for FBX. Anything that isn't .FBX is rejected
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const FString FileExtension = FPaths::GetExtension(Filename);
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const bool bIsFBX = FCString::Stricmp(*FileExtension, TEXT("FBX")) == 0;
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bool bSceneIsCleanUp = false;
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TArray<TArray<FbxNode*>*> MeshArray;
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auto CleanUpScene = [&bSceneIsCleanUp, &MeshArray, &FFbxImporter]()
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{
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if (bSceneIsCleanUp)
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{
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return;
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}
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bSceneIsCleanUp = true;
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// Cleanup
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for (int32 i = 0; i < MeshArray.Num(); i++)
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{
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delete MeshArray[i];
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}
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FFbxImporter->ReleaseScene();
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FFbxImporter = nullptr;
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};
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// Skip none fbx file
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if (!bIsFBX)
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{
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return false;
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}
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FScopedSkeletalMeshPostEditChange ScopePostEditChange(SelectedSkelMesh);
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UnFbx::FFbxScopedOperation FbxScopedOperation(FFbxImporter);
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// If the imported LOD already exist, we will need to reimport all the skin weight profiles
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bool bMustReimportAlternateSkinWeightProfile = false;
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// Get a list of all the clothing assets affecting this LOD so we can re-apply later
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TArray<ClothingAssetUtils::FClothingAssetMeshBinding> ClothingBindings;
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TArray<UClothingAssetBase*> ClothingAssetsInUse;
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TArray<int32> ClothingAssetSectionIndices;
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TArray<int32> ClothingAssetInternalLodIndices;
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FSkeletalMeshModel* ImportedResource = SelectedSkelMesh->GetImportedModel();
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if (ImportedResource && ImportedResource->LODModels.IsValidIndex(LODLevel))
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{
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bMustReimportAlternateSkinWeightProfile = true;
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FLODUtilities::UnbindClothingAndBackup(SelectedSkelMesh, ClothingBindings, LODLevel);
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}
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// Lambda to call to re-apply the clothing
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auto ReapplyClothing = [&SelectedSkelMesh, &ClothingBindings, &ImportedResource, &LODLevel]()
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{
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if (ImportedResource && ImportedResource->LODModels.IsValidIndex(LODLevel))
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{
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// Re-apply our clothing assets
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FLODUtilities::RestoreClothingFromBackup(SelectedSkelMesh, ClothingBindings, LODLevel);
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}
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};
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// don't import material and animation
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UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
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// Set the skeletal mesh import data from the base mesh, this make sure the import rotation transform is use when importing a LOD
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UFbxSkeletalMeshImportData* TempAssetImportData = NULL;
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UFbxAssetImportData* FbxAssetImportData = Cast<UFbxAssetImportData>(SelectedSkelMesh->GetAssetImportData());
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if (FbxAssetImportData != nullptr)
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{
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UFbxSkeletalMeshImportData* ImportData = Cast<UFbxSkeletalMeshImportData>(FbxAssetImportData);
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if (ImportData)
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{
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TempAssetImportData = ImportData;
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UnFbx::FBXImportOptions::ResetOptions(ImportOptions);
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// Prepare the import options
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UFbxImportUI* ReimportUI = NewObject<UFbxImportUI>();
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ReimportUI->MeshTypeToImport = FBXIT_SkeletalMesh;
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ReimportUI->Skeleton = SelectedSkelMesh->GetSkeleton();
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ReimportUI->PhysicsAsset = SelectedSkelMesh->GetPhysicsAsset();
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// Import data already exists, apply it to the fbx import options
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ReimportUI->SkeletalMeshImportData = ImportData;
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// Some options not supported with skeletal mesh
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ReimportUI->SkeletalMeshImportData->bBakePivotInVertex = false;
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ReimportUI->SkeletalMeshImportData->bTransformVertexToAbsolute = true;
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ApplyImportUIToImportOptions(ReimportUI, *ImportOptions);
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}
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ImportOptions->bImportMaterials = false;
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ImportOptions->bImportTextures = false;
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}
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ImportOptions->bImportAnimations = false;
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// Adjust the option in case we import only the skinning or the geometry
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if (ImportOptions->bImportAsSkeletalSkinning)
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{
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ImportOptions->bImportMaterials = false;
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ImportOptions->bImportTextures = false;
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ImportOptions->bImportLOD = false;
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ImportOptions->bImportSkeletalMeshLODs = false;
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ImportOptions->bImportAnimations = false;
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ImportOptions->bImportMorph = false;
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}
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else if (ImportOptions->bImportAsSkeletalGeometry)
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{
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ImportOptions->bImportAnimations = false;
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ImportOptions->bUpdateSkeletonReferencePose = false;
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}
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if (!FFbxImporter->ImportFromFile(*Filename, FPaths::GetExtension(Filename), true))
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{
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ReapplyClothing();
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// Log the error message and fail the import.
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FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_ParseFailed", "FBX file parsing failed.")), FFbxErrors::Generic_FBXFileParseFailed);
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}
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else
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{
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bool bUseLODs = true;
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int32 MaxLODLevel = 0;
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TArray<FbxNode*>* MeshObject = NULL;
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// Set the build options if the BuildDat is not available so it is the same option we use to import the LOD
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if (ImportedResource && ImportedResource->LODModels.IsValidIndex(LODLevel) && !SelectedSkelMesh->IsLODImportedDataBuildAvailable(LODLevel))
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{
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FSkeletalMeshLODInfo* LODInfo = SelectedSkelMesh->GetLODInfo(LODLevel);
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if (LODInfo)
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{
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LODInfo->BuildSettings.bBuildAdjacencyBuffer = true;
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LODInfo->BuildSettings.bRecomputeNormals = !ImportOptions->ShouldImportNormals();
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LODInfo->BuildSettings.bRecomputeTangents = !ImportOptions->ShouldImportTangents();
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LODInfo->BuildSettings.bUseMikkTSpace = (ImportOptions->NormalGenerationMethod == EFBXNormalGenerationMethod::MikkTSpace) && (!ImportOptions->ShouldImportNormals() || !ImportOptions->ShouldImportTangents());
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LODInfo->BuildSettings.bComputeWeightedNormals = ImportOptions->bComputeWeightedNormals;
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LODInfo->BuildSettings.bRemoveDegenerates = ImportOptions->bRemoveDegenerates;
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LODInfo->BuildSettings.ThresholdPosition = ImportOptions->OverlappingThresholds.ThresholdPosition;
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LODInfo->BuildSettings.ThresholdTangentNormal = ImportOptions->OverlappingThresholds.ThresholdTangentNormal;
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LODInfo->BuildSettings.ThresholdUV = ImportOptions->OverlappingThresholds.ThresholdUV;
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LODInfo->BuildSettings.MorphThresholdPosition = ImportOptions->OverlappingThresholds.MorphThresholdPosition;
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}
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}
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// Populate the mesh array
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FFbxImporter->FillFbxSkelMeshArrayInScene(FFbxImporter->Scene->GetRootNode(), MeshArray, false, ImportOptions->bImportAsSkeletalGeometry || ImportOptions->bImportAsSkeletalSkinning, ImportOptions->bImportScene);
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// Nothing found, error out
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if (MeshArray.Num() == 0)
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{
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ReapplyClothing();
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FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_NoMesh", "No meshes were found in file.")), FFbxErrors::Generic_MeshNotFound);
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CleanUpScene();
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return false;
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}
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MeshObject = MeshArray[0];
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// check if there is LODGroup for this skeletal mesh
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for (int32 j = 0; j < MeshObject->Num(); j++)
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{
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FbxNode* Node = (*MeshObject)[j];
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if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
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{
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// get max LODgroup level
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if (MaxLODLevel < (Node->GetChildCount() - 1))
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{
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MaxLODLevel = Node->GetChildCount() - 1;
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}
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}
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}
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// No LODs found, switch to supporting a mesh array containing meshes instead of LODs
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if (MaxLODLevel == 0)
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{
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bUseLODs = false;
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MaxLODLevel = SelectedSkelMesh->GetLODNum();
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}
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int32 SelectedLOD = LODLevel;
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if (SelectedLOD > SelectedSkelMesh->GetLODNum())
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{
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ReapplyClothing();
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// Make sure they don't manage to select a bad LOD index
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FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FBXImport_InvalidLODIdx", "Invalid mesh LOD index {0}, no prior LOD index exists"), FText::AsNumber(SelectedLOD))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex);
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}
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else
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{
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TArray<FbxNode*> SkelMeshNodeArray;
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if (bUseLODs || ImportOptions->bImportMorph)
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{
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for (int32 j = 0; j < MeshObject->Num(); j++)
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{
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FbxNode* Node = (*MeshObject)[j];
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if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
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{
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TArray<FbxNode*> NodeInLod;
|
|
if (Node->GetChildCount() > SelectedLOD)
|
|
{
|
|
FFbxImporter->FindAllLODGroupNode(NodeInLod, Node, SelectedLOD);
|
|
}
|
|
else // in less some LODGroups have less level, use the last level
|
|
{
|
|
FFbxImporter->FindAllLODGroupNode(NodeInLod, Node, Node->GetChildCount() - 1);
|
|
}
|
|
|
|
for (FbxNode* MeshNode: NodeInLod)
|
|
{
|
|
SkelMeshNodeArray.Add(MeshNode);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SkelMeshNodeArray.Add(Node);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Import mesh
|
|
USkeletalMesh* TempSkelMesh = NULL;
|
|
TArray<FName> OrderedMaterialNames;
|
|
{
|
|
int32 NoneNameCount = 0;
|
|
for (const FSkeletalMaterial& Material: SelectedSkelMesh->GetMaterials())
|
|
{
|
|
if (Material.ImportedMaterialSlotName == NAME_None)
|
|
NoneNameCount++;
|
|
|
|
OrderedMaterialNames.Add(Material.ImportedMaterialSlotName);
|
|
}
|
|
if (NoneNameCount >= OrderedMaterialNames.Num())
|
|
{
|
|
OrderedMaterialNames.Empty();
|
|
}
|
|
}
|
|
|
|
TSharedPtr<FExistingSkelMeshData> SkelMeshDataPtr;
|
|
if (SelectedSkelMesh->GetLODNum() > SelectedLOD)
|
|
{
|
|
SelectedSkelMesh->PreEditChange(NULL);
|
|
SkelMeshDataPtr = SkeletalMeshImportUtils::SaveExistingSkelMeshData(SelectedSkelMesh, true, SelectedLOD);
|
|
}
|
|
|
|
// Original fbx data storage
|
|
TArray<FName> ImportMaterialOriginalNameData;
|
|
TArray<FImportMeshLodSectionsData> ImportMeshLodData;
|
|
ImportMeshLodData.AddZeroed();
|
|
FSkeletalMeshImportData OutData;
|
|
|
|
UnFbx::FFbxImporter::FImportSkeletalMeshArgs ImportSkeletalMeshArgs;
|
|
ImportSkeletalMeshArgs.InParent = SelectedSkelMesh->GetOutermost();
|
|
ImportSkeletalMeshArgs.NodeArray = bUseLODs ? SkelMeshNodeArray : *MeshObject;
|
|
ImportSkeletalMeshArgs.Name = NAME_None;
|
|
ImportSkeletalMeshArgs.Flags = RF_Transient;
|
|
ImportSkeletalMeshArgs.TemplateImportData = TempAssetImportData;
|
|
ImportSkeletalMeshArgs.LodIndex = SelectedLOD;
|
|
ImportSkeletalMeshArgs.OrderedMaterialNames = OrderedMaterialNames.Num() > 0 ? &OrderedMaterialNames : nullptr;
|
|
ImportSkeletalMeshArgs.ImportMaterialOriginalNameData = &ImportMaterialOriginalNameData;
|
|
ImportSkeletalMeshArgs.ImportMeshSectionsData = &ImportMeshLodData[0];
|
|
ImportSkeletalMeshArgs.OutData = &OutData;
|
|
|
|
TempSkelMesh = (USkeletalMesh*)FFbxImporter->ImportSkeletalMesh(ImportSkeletalMeshArgs);
|
|
// Add the new imported LOD to the existing model (check skeleton compatibility)
|
|
if (TempSkelMesh && FFbxImporter->ImportSkeletalMeshLOD(TempSkelMesh, SelectedSkelMesh, SelectedLOD, TempAssetImportData))
|
|
{
|
|
// Update the import data for this lod
|
|
UnFbx::FFbxImporter::UpdateSkeletalMeshImportData(SelectedSkelMesh, nullptr, SelectedLOD, &ImportMaterialOriginalNameData, &ImportMeshLodData);
|
|
|
|
if (SkelMeshDataPtr)
|
|
{
|
|
SkeletalMeshImportUtils::RestoreExistingSkelMeshData(SkelMeshDataPtr, SelectedSkelMesh, SelectedLOD, false, ImportOptions->bImportAsSkeletalSkinning, ImportOptions->bResetToFbxOnMaterialConflict);
|
|
}
|
|
|
|
if (ImportOptions->bImportMorph)
|
|
{
|
|
FFbxImporter->ImportFbxMorphTarget(SkelMeshNodeArray, SelectedSkelMesh, SelectedLOD, OutData);
|
|
}
|
|
|
|
bSuccess = true;
|
|
|
|
// Set LOD source filename
|
|
SelectedSkelMesh->GetLODInfo(SelectedLOD)->SourceImportFilename = UAssetImportData::SanitizeImportFilename(Filename, nullptr);
|
|
SelectedSkelMesh->GetLODInfo(SelectedLOD)->bImportWithBaseMesh = false;
|
|
|
|
ReapplyClothing();
|
|
|
|
// Must be the last step because it cleanup the fbx importer to import the alternate skinning FBX
|
|
if (bMustReimportAlternateSkinWeightProfile)
|
|
{
|
|
// We cannot use anymore the FFbxImporter after the cleanup
|
|
CleanUpScene();
|
|
FSkinWeightsUtilities::ReimportAlternateSkinWeight(SelectedSkelMesh, SelectedLOD);
|
|
}
|
|
|
|
// Notification of success
|
|
FNotificationInfo NotificationInfo(FText::GetEmpty());
|
|
NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(SelectedLOD));
|
|
NotificationInfo.ExpireDuration = 5.0f;
|
|
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
|
|
}
|
|
else
|
|
{
|
|
ReapplyClothing();
|
|
// Notification of failure
|
|
FNotificationInfo NotificationInfo(FText::GetEmpty());
|
|
NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "LODImportFail", "Failed to import mesh for LOD {0}!"), FText::AsNumber(SelectedLOD));
|
|
NotificationInfo.ExpireDuration = 5.0f;
|
|
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
|
|
}
|
|
}
|
|
}
|
|
CleanUpScene();
|
|
return bSuccess;
|
|
}
|
|
|
|
FString PromptForLODImportFile(const FText& PromptTitle)
|
|
{
|
|
FString ChosenFilname("");
|
|
|
|
FString ExtensionStr;
|
|
ExtensionStr += TEXT("All model files|*.fbx;*.obj|");
|
|
ExtensionStr += TEXT("FBX files|*.fbx|");
|
|
ExtensionStr += TEXT("Object files|*.obj|");
|
|
ExtensionStr += TEXT("All files|*.*");
|
|
|
|
// First, display the file open dialog for selecting the file.
|
|
TArray<FString> OpenFilenames;
|
|
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
|
|
bool bOpen = false;
|
|
if (DesktopPlatform)
|
|
{
|
|
bOpen = DesktopPlatform->OpenFileDialog(
|
|
FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr),
|
|
PromptTitle.ToString(),
|
|
*FEditorDirectories::Get().GetLastDirectory(ELastDirectory::FBX),
|
|
TEXT(""),
|
|
*ExtensionStr,
|
|
EFileDialogFlags::None,
|
|
OpenFilenames);
|
|
}
|
|
|
|
// Only continue if we pressed OK and have only one file selected.
|
|
if (bOpen)
|
|
{
|
|
if (OpenFilenames.Num() == 0)
|
|
{
|
|
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
|
|
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("NoFileSelectedForLOD", "No file was selected for the LOD.")), FFbxErrors::Generic_Mesh_LOD_NoFileSelected);
|
|
}
|
|
else if (OpenFilenames.Num() > 1)
|
|
{
|
|
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
|
|
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("MultipleFilesSelectedForLOD", "You may only select one file for the LOD.")), FFbxErrors::Generic_Mesh_LOD_MultipleFilesSelected);
|
|
}
|
|
else
|
|
{
|
|
ChosenFilname = OpenFilenames[0];
|
|
FEditorDirectories::Get().SetLastDirectory(ELastDirectory::FBX, FPaths::GetPath(ChosenFilname)); // Save path as default for next time.
|
|
}
|
|
}
|
|
|
|
return ChosenFilname;
|
|
}
|
|
|
|
bool ImportMeshLODDialog(class UObject* SelectedMesh, int32 LODLevel, bool bNotifyCB /*= true*/)
|
|
{
|
|
if (!SelectedMesh)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(SelectedMesh);
|
|
UStaticMesh* StaticMesh = Cast<UStaticMesh>(SelectedMesh);
|
|
|
|
if (!SkeletalMesh && !StaticMesh)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FString FilenameToImport("");
|
|
|
|
if (SkeletalMesh)
|
|
{
|
|
if (SkeletalMesh->IsValidLODIndex(LODLevel))
|
|
{
|
|
FilenameToImport = SkeletalMesh->GetLODInfo(LODLevel)->SourceImportFilename.IsEmpty() ?
|
|
SkeletalMesh->GetLODInfo(LODLevel)->SourceImportFilename :
|
|
UAssetImportData::ResolveImportFilename(SkeletalMesh->GetLODInfo(LODLevel)->SourceImportFilename, nullptr);
|
|
}
|
|
}
|
|
else if (StaticMesh)
|
|
{
|
|
if (StaticMesh->IsSourceModelValid(LODLevel))
|
|
{
|
|
const FStaticMeshSourceModel& SourceModel = StaticMesh->GetSourceModel(LODLevel);
|
|
FilenameToImport = SourceModel.SourceImportFilename.IsEmpty() ?
|
|
SourceModel.SourceImportFilename :
|
|
UAssetImportData::ResolveImportFilename(SourceModel.SourceImportFilename, nullptr);
|
|
}
|
|
}
|
|
|
|
// Check the file exists first
|
|
const bool bSourceFileExists = FPaths::FileExists(FilenameToImport);
|
|
// We'll give the user a chance to choose a new file if a previously set file fails to import
|
|
const bool bPromptOnFail = bSourceFileExists;
|
|
|
|
if (!bSourceFileExists || FilenameToImport.IsEmpty())
|
|
{
|
|
FText PromptTitle;
|
|
|
|
if (FilenameToImport.IsEmpty())
|
|
{
|
|
PromptTitle = FText::Format(LOCTEXT("LODImportPrompt_NoSource", "Choose a file to import for LOD {0}"), FText::AsNumber(LODLevel));
|
|
}
|
|
else if (!bSourceFileExists)
|
|
{
|
|
PromptTitle = FText::Format(LOCTEXT("LODImportPrompt_SourceNotFound", "LOD {0} Source file not found. Choose new file."), FText::AsNumber(LODLevel));
|
|
}
|
|
|
|
FilenameToImport = PromptForLODImportFile(PromptTitle);
|
|
}
|
|
|
|
bool bImportSuccess = false;
|
|
|
|
if (!FilenameToImport.IsEmpty())
|
|
{
|
|
if (SkeletalMesh)
|
|
{
|
|
bImportSuccess = ImportSkeletalMeshLOD(SkeletalMesh, FilenameToImport, LODLevel);
|
|
}
|
|
else if (StaticMesh)
|
|
{
|
|
bImportSuccess = ImportStaticMeshLOD(StaticMesh, FilenameToImport, LODLevel);
|
|
}
|
|
}
|
|
|
|
if (!bImportSuccess && bPromptOnFail)
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("LODImport_SourceMissingDialog", "Failed to import LOD{0} as the source file failed to import, please select a new source file."), FText::AsNumber(LODLevel)));
|
|
|
|
FText PromptTitle = FText::Format(LOCTEXT("LODImportPrompt_SourceFailed", "Failed to import source file for LOD {0}, choose a new file"), FText::AsNumber(LODLevel));
|
|
FilenameToImport = PromptForLODImportFile(PromptTitle);
|
|
|
|
if (FilenameToImport.Len() > 0 && FPaths::FileExists(FilenameToImport))
|
|
{
|
|
if (SkeletalMesh)
|
|
{
|
|
bImportSuccess = ImportSkeletalMeshLOD(SkeletalMesh, FilenameToImport, LODLevel);
|
|
}
|
|
else if (StaticMesh)
|
|
{
|
|
bImportSuccess = ImportStaticMeshLOD(StaticMesh, FilenameToImport, LODLevel);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If the filename is empty it mean the user cancel the file selection
|
|
if (!bImportSuccess && !FilenameToImport.IsEmpty())
|
|
{
|
|
// Failed to import a LOD, even after retries (if applicable)
|
|
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("LODImport_Failure", "Failed to import LOD{0}"), FText::AsNumber(LODLevel)));
|
|
}
|
|
|
|
if (bImportSuccess && bNotifyCB)
|
|
{
|
|
if (SkeletalMesh)
|
|
{
|
|
GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPostLODImport(SkeletalMesh, LODLevel);
|
|
}
|
|
else if (StaticMesh)
|
|
{
|
|
GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPostLODImport(StaticMesh, LODLevel);
|
|
}
|
|
}
|
|
|
|
return bImportSuccess;
|
|
}
|
|
|
|
void SetImportOption(UFbxImportUI* ImportUI)
|
|
{
|
|
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
|
|
UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
|
|
ApplyImportUIToImportOptions(ImportUI, *ImportOptions);
|
|
}
|
|
} // namespace FbxMeshUtils
|
|
|
|
#undef LOCTEXT_NAMESPACE
|