Module |
|
Header |
/Engine/Source/Editor/UnrealEd/Public/FbxImporter.h |
Include |
#include "FbxImporter.h" |
Source |
/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSkeletalMeshImport.cpp |
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
)
Fill FSkeletalMeshIMportData from Fbx Nodes and FbxShape Array if exists.
bool* true if import successfully.
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. |