FFbxImporter::FillSkeletalMeshImportData

Fill FSkeletalMeshIMportData from Fbx Nodes and FbxShape Array if exists.

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/FbxImporter.h

Include

#include "FbxImporter.h"

Source

/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSkeletalMeshImport.cpp

Syntax

bool FillSkeletalMeshImportData
(
    TArray< FbxNode * > & NodeArray,
    UFbxSkeletalMeshImportData * TemplateImportData,
    TArray< FbxShape * > * FbxShapeArray,
    FSkeletalMeshImportData * OutData,
    TArray< FbxNode * > & OutImportedSkeletonLinkNodes,
    TArray< FName > & LastImportedMaterialNames,
    const bool bIsReimport,
    const TMap< FVector, FColor > & ExistingVertexColorData
)

Remarks

Fill FSkeletalMeshIMportData from Fbx Nodes and FbxShape Array if exists.

Returns

bool* true if import successfully.

Parameters

Parameter

Description

NodeArray

Fbx node array to look at

TemplateImportData

template import data

FbxShapeArray

Fbx Morph object, if not NULL, we are importing a morph object.

OutData

FSkeletalMeshImportData output data

ExistingVertexColorData

Map of the existing vertex color data, used in the case we want to ignore the FBX vertex color during reimport.

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