UEditorEngine::ImportFbxAnimation

Open a Fbx file with the given name, and import each sequence with the supplied Skeleton.

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h

Include

#include "Editor/EditorEngine.h"

Source

/Engine/Source/Editor/UnrealEd/Private/SkeletalMeshEdit.cpp

Syntax

static UAnimSequence * ImportFbxAnimation
(
    USkeleton * Skeleton,
    UObject * Outer,
    class UFbxAnimSequenceImportData * ImportData,
    const TCHAR * InFilename,
    const TCHAR * AnimName,
    bool bImportMorphTracks
)

Remarks

Open a Fbx file with the given name, and import each sequence with the supplied Skeleton. This is only possible if each track expected in the Skeleton is found in the target file. If not the case, a warning is given and import is aborted. If Skeleton is empty (ie. TrackBoneNames is empty) then we use this Fbx file to form the track names array.

Parameters

Parameter

Description

Skeleton

The skeleton that animation is import into

Filename

The FBX filename

bImportMorphTracks

true to import any morph curve data.

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