81 lines
2.8 KiB
C++
81 lines
2.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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* Import data and options used when importing a static mesh from fbx
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*/
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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 "FbxExportOption.generated.h"
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// Fbx export compatibility
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UENUM(BlueprintType)
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enum class EFbxExportCompatibility : uint8
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{
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FBX_2011,
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FBX_2012,
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FBX_2013,
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FBX_2014,
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FBX_2016,
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FBX_2018,
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FBX_2019,
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FBX_2020,
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};
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UCLASS(config = EditorPerProjectUserSettings, MinimalAPI, BlueprintType)
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class UFbxExportOption: public UObject
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{
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GENERATED_UCLASS_BODY()
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public:
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/** This will set the fbx sdk compatibility when exporting to fbx file. The default value is 2013 */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category = Exporter)
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EFbxExportCompatibility FbxExportCompatibility;
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/** If enabled, save as ascii instead of binary */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, config, Category = Exporter)
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uint32 bASCII : 1;
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/** If enabled, export with X axis as the front axis instead of default -Y */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, config, Category = Exporter)
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uint32 bForceFrontXAxis : 1;
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/** If enabled, export vertex color */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Mesh)
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uint32 VertexColor : 1;
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/** If enabled, export the level of detail */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Mesh)
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uint32 LevelOfDetail : 1;
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/** If enabled, export collision */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = StaticMesh)
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uint32 Collision : 1;
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/** If enabled, export the morph targets */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = SkeletalMesh)
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uint32 bExportMorphTargets : 1;
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/** If enable, the preview mesh link to the exported animations will be also exported. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Animation)
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uint32 bExportPreviewMesh : 1;
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/** If enable, Map skeletal actor motion to the root bone of the skeleton. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Animation)
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uint32 MapSkeletalMotionToRoot : 1;
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/** If enabled, export sequencer animation in its local time, relative to its master sequence. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, config, category = Animation)
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uint32 bExportLocalTime : 1;
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/* Set all the FProperty to the CDO value */
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void ResetToDefault();
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/* Save the FProperty to a local ini to retrieve the value the next time we call function LoadOptions() */
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virtual void SaveOptions();
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/* Load the FProperty data from a local ini which the value was store by the function SaveOptions() */
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virtual void LoadOptions();
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};
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