EM_Task/UnrealEd/Public/AssetImportTask.h
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

70 lines
1.9 KiB
C++

// 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<FString> ImportedObjectPaths;
/** Imported objects */
UPROPERTY(BlueprintReadWrite, Category = "Asset Import Task")
TArray<UObject*> Result;
};