unreal.FbxImportUI

class unreal.FbxImportUI(outer=None, name='None')

Bases: unreal.Object

Fbx Import UI

C++ Source:

  • Module: UnrealEd

  • File: FbxImportUI.h

Editor Properties: (see get_editor_property/set_editor_property)

  • anim_end_frame (str): [Read-Only] The fbx animation end frame

  • anim_sequence_import_data (FbxAnimSequenceImportData): [Read-Write] Import data used when importing animations

  • anim_start_frame (str): [Read-Only] The fbx animation start frame

  • auto_compute_lod_distances (bool): [Read-Write] If checked, the editor will automatically compute screen size values for the static mesh’s LODs. If unchecked, the user can enter custom screen size values for each LOD.

  • automated_import_should_detect_type (bool): [Read-Write] If true the automated import path should detect the import type. If false the import type was specified by the user

  • create_physics_asset (bool): [Read-Write] If checked, create new PhysicsAsset if it doesn’t have it

  • file_axis_direction (str): [Read-Only] The file axis direction, up vector and hand

  • file_creator (str): [Read-Only] The file creator information

  • file_creator_application (str): [Read-Only] The file vendor information, software name and version that was use to create the file

  • file_sample_rate (str): [Read-Only] The fbx animation frame rate

  • file_units (str): [Read-Only] The file units

  • file_version (str): [Read-Only] The fbx file version

  • import_animations (bool): [Read-Write] True to import animations from the FBX File

  • import_as_skeletal (bool): [Read-Write] Whether to import the incoming FBX as a skeletal object

  • import_materials (bool): [Read-Write] If no existing materials are found, whether to automatically create Unreal materials for materials found in the FBX scene

  • import_mesh (bool): [Read-Write] Whether to import the mesh. Allows animation only import when importing a skeletal mesh.

  • import_rigid_mesh (bool): [Read-Write] Enables importing of ‘rigid skeletalmesh’ (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes

  • import_textures (bool): [Read-Write] Whether or not we should import textures. This option is disabled when we are importing materials because textures are always imported in that case.

  • is_obj_import (bool): [Read-Write] Whether or not the imported file is in OBJ format

  • lod_distance0 (float): [Read-Write] Set a screen size value for LOD 0

  • lod_distance1 (float): [Read-Write] Set a screen size value for LOD 1

  • lod_distance2 (float): [Read-Write] Set a screen size value for LOD 2

  • lod_distance3 (float): [Read-Write] Set a screen size value for LOD 3

  • lod_distance4 (float): [Read-Write] Set a screen size value for LOD 4

  • lod_distance5 (float): [Read-Write] Set a screen size value for LOD 5

  • lod_distance6 (float): [Read-Write] Set a screen size value for LOD 6

  • lod_distance7 (float): [Read-Write] Set a screen size value for LOD 7

  • lod_number (int32): [Read-Write] Set the number of LODs for the editor to import. Setting the value to 0 imports the number of LODs found in the file (up to the maximum).

  • mesh_type_to_import (FBXImportType): [Read-Write] Type of asset to import from the FBX file

  • minimum_lod_number (int32): [Read-Write] Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0.

  • original_import_type (FBXImportType): [Read-Write] The original detected type of this import

  • override_animation_name (str): [Read-Write] Override for the name of the animation to import. By default, it will be the name of FBX *

  • override_full_name (bool): [Read-Write] Use the string in “Name” field as full name of mesh. The option only works when the scene contains one mesh.

  • physics_asset (PhysicsAsset): [Read-Write] If this is set, use this PhysicsAsset. It is possible bCreatePhysicsAsset == false, and PhysicsAsset == NULL. It is possible they do not like to create anything.

  • reset_to_fbx_on_material_conflict (bool): [Read-Write] If true, the imported material sections will automatically be reset to the imported data in case of a reimport conflict.

  • skeletal_mesh_import_data (FbxSkeletalMeshImportData): [Read-Write] Import data used when importing skeletal meshes

  • skeleton (Skeleton): [Read-Write] Skeleton to use for imported asset. When importing a mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.

  • static_mesh_import_data (FbxStaticMeshImportData): [Read-Write] Import data used when importing static meshes

  • texture_import_data (FbxTextureImportData): [Read-Write] Import data used when importing textures

property anim_sequence_import_data

[Read-Write] Import data used when importing animations

Type

(FbxAnimSequenceImportData)

property auto_compute_lod_distances

[Read-Write] If checked, the editor will automatically compute screen size values for the static mesh’s LODs. If unchecked, the user can enter custom screen size values for each LOD.

Type

(bool)

property automated_import_should_detect_type

[Read-Write] If true the automated import path should detect the import type. If false the import type was specified by the user

Type

(bool)

property create_physics_asset

[Read-Write] If checked, create new PhysicsAsset if it doesn’t have it

Type

(bool)

property import_animations

[Read-Write] True to import animations from the FBX File

Type

(bool)

property import_as_skeletal

[Read-Write] Whether to import the incoming FBX as a skeletal object

Type

(bool)

property import_materials

[Read-Write] If no existing materials are found, whether to automatically create Unreal materials for materials found in the FBX scene

Type

(bool)

property import_mesh

[Read-Write] Whether to import the mesh. Allows animation only import when importing a skeletal mesh.

Type

(bool)

property import_rigid_mesh

[Read-Write] Enables importing of ‘rigid skeletalmesh’ (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes

Type

(bool)

property import_textures

[Read-Write] Whether or not we should import textures. This option is disabled when we are importing materials because textures are always imported in that case.

Type

(bool)

property is_obj_import

[Read-Write] Whether or not the imported file is in OBJ format

Type

(bool)

property lod_distance0

[Read-Write] Set a screen size value for LOD 0

Type

(float)

property lod_distance1

[Read-Write] Set a screen size value for LOD 1

Type

(float)

property lod_distance2

[Read-Write] Set a screen size value for LOD 2

Type

(float)

property lod_distance3

[Read-Write] Set a screen size value for LOD 3

Type

(float)

property lod_distance4

[Read-Write] Set a screen size value for LOD 4

Type

(float)

property lod_distance5

[Read-Write] Set a screen size value for LOD 5

Type

(float)

property lod_distance6

[Read-Write] Set a screen size value for LOD 6

Type

(float)

property lod_distance7

[Read-Write] Set a screen size value for LOD 7

Type

(float)

property lod_number

[Read-Write] Set the number of LODs for the editor to import. Setting the value to 0 imports the number of LODs found in the file (up to the maximum).

Type

(int32)

property mesh_type_to_import

[Read-Write] Type of asset to import from the FBX file

Type

(FBXImportType)

property minimum_lod_number

[Read-Write] Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0.

Type

(int32)

property original_import_type

[Read-Write] The original detected type of this import

Type

(FBXImportType)

property override_animation_name

[Read-Write] Override for the name of the animation to import. By default, it will be the name of FBX *

Type

(str)

property override_full_name

[Read-Write] Use the string in “Name” field as full name of mesh. The option only works when the scene contains one mesh.

Type

(bool)

property physics_asset

[Read-Write] If this is set, use this PhysicsAsset. It is possible bCreatePhysicsAsset == false, and PhysicsAsset == NULL. It is possible they do not like to create anything.

Type

(PhysicsAsset)

reset_to_default()None

Reset to Default

property reset_to_fbx_on_material_conflict

[Read-Write] If true, the imported material sections will automatically be reset to the imported data in case of a reimport conflict.

Type

(bool)

property skeletal_mesh_import_data

[Read-Write] Import data used when importing skeletal meshes

Type

(FbxSkeletalMeshImportData)

property skeleton

[Read-Write] Skeleton to use for imported asset. When importing a mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.

Type

(Skeleton)

property static_mesh_import_data

[Read-Write] Import data used when importing static meshes

Type

(FbxStaticMeshImportData)

property texture_import_data

[Read-Write] Import data used when importing textures

Type

(FbxTextureImportData)