Module |
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Header |
/Engine/Source/Editor/UnrealEd/Public/FbxImporter.h |
Include |
#include "FbxImporter.h" |
class FFbxImporter
Main FBX Importer class.
Name | Description | ||
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bCreateUnknownCameras |
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bFirstMesh |
Flag that the mesh is the first mesh to import in current FBX scene FBX scene may contain multiple meshes, importer can import them at one time. |
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FbxMap< FbxStri... |
CollisionModels |
Collision model list. |
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Converter |
Scene management |
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CurPhase |
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ErrorMessage |
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FbxCreator |
Value is true if the file was create by blender. |
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FbxFileCreator |
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FbxFileVersion |
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FbxAxisSystem |
FileAxisSystem |
Original File Info. |
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FileBasePath |
Base path of fbx file |
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FbxSystemUnit |
FileUnitSystem |
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FbxGeometryConv... |
GeometryConverter |
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FbxImporter ... |
Importer |
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ImportOptions |
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LastMergeBonesChoice |
Set when importing skeletal meshes if the merge bones step fails. |
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Md5Hash |
We cache the hash of the file when we open the file. This is to avoid calculating the hash many time when importing many asset in one fbx file. |
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TWeakObjectPtr<... |
Parent |
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FbxScene * |
Scene |
Current Fbx scene we are importing. Make sure to release it after import |
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FbxManager *... |
SdkManager |
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TArray< FbxNode... |
TransformSettingsToFbxApply |
Make sure we are not applying two time the option transform to the same node |
Name | Description | |
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FFbxImporter() |
Name | Description | |
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~FFbxImporter() |
Name | Description | ||
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AddStaticMeshSourceModelGeneratedLOD ( |
Add a GeneratedLOD to the staticmesh at the specified LOD index |
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AddTokenizedErrorMessage ( |
Error message handler |
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ApplyTransformSettingsToFbxNode ( |
Apply asset import settings for transform to an FBX node |
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BuildFbxMatrixForImportTransform ( |
Populate the given matrix with the correct information for the asset data, in a format that matches FBX internals or without conversion |
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BuildSkeletonSystem |
Fill FBX skeletons to OutSortedLinks |
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BuildStaticMeshFromGeometry ( |
Set up the static mesh data from Fbx Mesh. |
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CheckSmoothingInfo ( |
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CleanUp() |
Clean up for destroy the Importer. |
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CleanUpUnusedMaterials ( |
Make sure there is no unused material in the raw data. |
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ClearAllCaches() |
Clear all data that need to be clear when we start importing a fbx file. |
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ClearTokenizedErrorMessages() |
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FbxAMatrix |
ComputeSkeletalMeshTotalMatrix ( |
Compute the matrix for skeletal Fbx Node If we import don't import a scene it will call ComputeTotalMatrix with Node as the parameter. |
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FbxAMatrix |
ComputeTotalMatrix ( |
Compute the global matrix for Fbx Node If we import scene it will return identity plus the pivot if we turn the bake pivot option |
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ConsolidateMovementTrackInterpModes ( |
As movement tracks in Unreal cannot have differing interpolation modes for position & rotation, we consolidate the two modes here. |
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ConvertScene() |
Convert the scene from the current options. |
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CreateAndLinkExpressionForMaterialProperty |
Material |
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T * |
CreateAsset |
Templated function to create an asset with given package and name |
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UObject *... |
CreateAssetOfClass |
Create a new asset from the package and objectname and class |
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ACameraActor... |
CreateCamera ( |
Import Fbx Camera object |
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ALight * |
CreateLight ( |
Various actors, current the Fbx importer don't importe them |
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UInterpGroup... |
CreateMatineeGroup ( |
Creates a Matinee group for a given actor within a given Matinee actor. |
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UMaterialInt... |
CreateUnrealMaterial |
Create Unreal material from Fbx material. |
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DeleteInstance() |
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DoUnSmoothVerts ( |
Make un-smooth faces work. |
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FacesAreSmoothlyConnected ( |
Check if two faces belongs to same smoothing group |
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FillAndVerifyBoneNames |
Fill up and verify bone names for animation |
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FillAnimSequenceByKey ( |
Anims |
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FillCollisionModelList ( |
If the node model is a collision model, then fill it into collision model list |
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FillFbxCollisionMeshArray ( |
Fill the collision models array by going through all mesh node recursively |
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FillFbxMeshAndLODGroupArray |
Get all Fbx mesh objects not under a LOD group and all LOD group node |
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FillFbxMeshArray ( |
Get all Fbx mesh objects |
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FillFbxSkelMeshArrayInScene |
Get all Fbx skeletal mesh objects in the scene. these meshes are grouped by skeleton they bind to |
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FillLightComponent ( |
Import Light detail info |
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FillSkeletalMeshImportData |
Fill FSkeletalMeshIMportData from Fbx Nodes and FbxShape Array if exists. |
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FillSkeletalMeshImportPoints ( |
Fill the Points in FSkeletalMeshIMportData from a Fbx Node and a FbxShape if it exists. |
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FillSkelMeshImporterFromFbx |
Meshes |
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FindAllLODGroupNode |
Find the all the node containing a mesh attribute for the specified LOD index. |
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UMaterialInt... |
FindExistingMaterialFromFbxMaterial ( |
Tries to find an existing UnrealMaterial from the FbxMaterial, returns nullptr if could not find a material. |
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FbxNode *... |
FindFBXMeshesByBone |
Find FBX meshes that match Unreal skeletal mesh according to the bone of mesh |
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FbxNode *... |
FindLODGroupNode ( |
Find the first node containing a mesh attribute for the specified LOD index. |
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FindOrImportMaterialsFromNode ( |
Create materials from Fbx node. |
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FixupMaterial ( |
Add a basic white diffuse color if no expression is linked to diffuse input. |
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FlushToTokenizedErrorMessage ( |
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GatherPointsForMorphTarget ( |
Fill the Points in FSkeletalMeshIMportData from Fbx Nodes and FbxShape Array if it exists. |
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GetAnimationIntervalMultiLayer ( |
When we get exported time we call GetanimationInterval from fbx sdk and it return the layer 0 by default This function return the sum of all layer instead of just the layer 0. |
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FbxTimeSpan |
GetAnimationTimeSpan ( |
Get Animation Time Span - duration of the animation |
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const TCHAR ... |
GetErrorMessage() |
Retrieve the FBX loader's error message explaining its failure to read a given FBX file. |
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GetFbxFileVersion() |
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GetFbxMeshCount |
Get mesh count (including static mesh and skeletal mesh, except collision models) and find collision models |
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GetFileAxisDirection() |
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GetFileCreator() |
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GetFileUnitSystem() |
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FbxGeometryC... |
GetGeometryConverter() |
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GetGlobalAnimStackSampleRate ( |
Calculate the global Sample Rate for all the nodes in the FbxAnimStack pass in parameter |
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FBXImportOpt... |
GetImportOptions() |
Get the object of import options |
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GetImportType ( |
Detect if the FBX file has skeletal mesh model. |
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FFbxImporter... |
GetInstance() |
Returns the importer singleton. It will be created on the first request. |
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GetMaterialBasePackageName ( |
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GetMaterialFullName ( |
Make material Unreal asset name from the Fbx material |
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GetMaxSampleRate |
Calculate Max Sample Rate - separate out of the original ImportAnimations |
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FbxNode *... |
GetMeshNodesFromName |
Return the node that match the mesh name. Return nullptr in case there is no match |
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float |
GetOriginalFbxFramerate() |
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FbxNode *... |
GetRootSkeleton ( |
Get Unreal skeleton root from the FBX skeleton node. Mesh and dummy can be used as skeleton. |
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GetSceneInfo ( |
Get detail infomation in the Fbx scene |
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EInterpCurve... |
GetUnrealInterpMode ( |
Get Unreal Interpolation mode from FBX interpolation mode |
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HasUnknownCameras ( |
For matinee export Retrieves whether there are any unknown camera instances within the FBX document. |
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ImportAnimatedProperty ( |
Imports a FBX animated value into a property track of a Matinee group. |
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ImportAnimation |
Import one animation from CurAnimStack |
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UAnimSequenc... |
ImportAnimations |
Add to the animation set, the animations contained within the FBX scene, for the given skeletal mesh |
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ImportBone ( |
Import bones from skeletons that NodeArray bind to. |
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ImportCamera ( |
Imports a FBX camera into properties tracks of a Matinee group for a camera actor. |
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ImportCollisionModels ( |
Import collision models for one static mesh if it has collision models |
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ImportCurve ( |
Import FbxCurve to Curve |
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ImportFbxMorphTarget ( |
Import Fbx Morph object for the Skeletal Mesh. In Fbx, morph object is a property of the Fbx Node. |
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ImportFile |
Import Fbx file. |
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ImportFromFile |
Attempt to load an FBX scene from a given filename. |
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float |
ImportMatineeActor ( |
Imports a FBX scene node into a Matinee actor group. |
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ImportMatineeAnimated ( |
Imports a FBX animated element into a Matinee track. |
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ImportMatineeSequence ( |
Modifies the Matinee actor with the animations found in the FBX document. |
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ImportMoveSubTrack ( |
Imports an FBX transform curve into a movement subtrack |
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ImportNodeCustomProperties |
Import the user-defined properties on the node as FBX metadata on the object |
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USkeletalMes... |
ImportSkeletalMesh ( |
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ImportSkeletalMeshLOD ( |
Import LOD object for skeletal mesh |
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UStaticMesh ... |
ImportStaticMesh ( |
Creates a static mesh with the given name and flags, imported from within the FBX scene. |
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UStaticMesh ... |
ImportStaticMeshAsSingle ( |
Creates a static mesh from all the meshes in FBX scene with the given name and flags. |
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ImportStaticMeshGlobalSockets ( |
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ImportStaticMeshLocalSockets ( |
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UTexture ... |
ImportTexture ( |
Generate Unreal texture object from FBX texture. |
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ImportTexturesFromNode ( |
Visit all materials of one node, import textures from materials. |
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IsNodeAnimated ( |
Check if FBX node has transform animation (translation and rotation, not check scale animation) |
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IsOddNegativeScale ( |
Check if there are negative scale in the transform matrix and its number is odd. |
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IsValidAnimationData |
Is valid animation data |
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LinkMaterialProperty ( |
Create and link texture to the right material parameter value |
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LoadNodeKeyframeAnimation ( |
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LoadNodeKeyframeAnimationRecursively ( |
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ANSICHAR ... |
MakeName ( |
Help |
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MakeNameForMesh ( |
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MakeString ( |
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MergeAllLayerAnimation ( |
Merge all layers of one AnimStack to one layer. |
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OpenFile ( |
Initialize Fbx file for import. |
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PartialCleanUp() |
Cleanup the fbx file data so we can read again another file |
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PopulateAnimatedCurveData ( |
For sequencer import |
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PostImportStaticMesh ( |
Finish the import of the staticmesh after all LOD have been process (cannot be call before all LOD are imported). |
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PrepareAndShowMaterialConflictDialog |
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ReadHeaderFromFile |
Make sure the file header is read |
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RecursiveBuildSkeleton ( |
Fill FBX skeletons to OutSortedLinks recursively |
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FbxNode *... |
RecursiveFindParentLodGroup ( |
Find the first parent node containing a eLODGroup attribute. |
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UStaticMesh ... |
ReimportSceneStaticMesh ( |
Re-import Unreal static mesh from updated scene Fbx file if the Fbx mesh is in LODGroup, the LOD of mesh will be updated |
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USkeletalMes... |
ReimportSkeletalMesh ( |
Re-import Unreal skeletal mesh from updated Fbx file If the Fbx mesh is in LODGroup, the LOD of mesh will be updated. |
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UStaticMesh ... |
ReimportStaticMesh ( |
Re-import Unreal static mesh from updated Fbx file if the Fbx mesh is in LODGroup, the LOD of mesh will be updated |
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ReleaseScene() |
Empties the FBX scene, releasing its memory. |
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RemoveTransformSettingsFromFbxNode ( |
Remove asset import settings for transform to an FBX node |
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ReplaceSkeletalMeshGeometryImportData ( |
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ReplaceSkeletalMeshSkinningImportData ( |
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FbxNode *... |
RetrieveObjectFromName ( |
Retrieve the object inside the FBX scene from the name |
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RetrievePoseFromBindPose ( |
Retrieve pose array from bind pose |
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SetMaterialOrderByName ( |
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SetMaterialSkinXXOrder ( |
Get material mapping array according "Skinxx" flag in material name |
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SetProcessUnknownCameras ( |
Sets the camera creation flag. |
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SetupAnimationDataFromMesh ( |
Import and set up animation related data from mesh |
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SetupTransformForNode ( |
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ShowFbxMaterialConflictWindow |
This function show a dialog to let the user resolve the material conflict that arise when re-importing a mesh |
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ShowFbxSkeletonConflictWindow ( |
This function show a dialog to let the user know what will be change in the skeleton if the fbx is imported |
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SkinControlPointsToPose ( |
Skins the control points of the given mesh or shape using either the default pose for skinning or the first frame of the default animation. |
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TraverseHierarchyNodeRecursively ( |
Fill the FbxNodeInfo structure recursively to reflect the FbxNode hierarchy. |
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UpdateSkeletalMeshImportData ( |
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UpdateStaticMeshImportData ( |
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ValidateAnimStack |
Validate Anim Stack - multiple check for validating animstack |
Name |
Description |
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FFbxMaterial |
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FImportSkeletalMeshArgs |
Creates a skeletal mesh from Fbx Nodes with the given name and flags, imported from within the FBX scene. |
Name |
Description |
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IMPORTPHASE |
Name |
Description |
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StaticInstance |
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StaticPreviewInstance |