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