FSpecializeComponentData

Structure use to allow what can be re-import when reimporting a blueprint hierarchy For now we reimport the transform, and some special light and camera data.

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References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSceneFactory.h

Include

#include "Factories/ReimportFbxSceneFactory.h"

Syntax

struct FSpecializeComponentData

Remarks

Structure use to allow what can be re-import when reimporting a blueprint hierarchy For now we reimport the transform, and some special light and camera data. All other property will be serialize from the old blueprint value. For staticmesh and skeletal mesh we trash the node and use the new one if the asset change (the mesh asset is not the same)

Variables

Name Description

Public variable

float

 

AspectRatio

Public variable

bool

 

CastShadow

Public variable

float

 

FarAttenuation

Public variable

float

 

InnerAngle

Public variable

FColor

 

LightColor

Save Light value.

Public variable

float

 

LightIntensity

Public variable

FTransform

 

NodeTransform

Scene component stuff.

Public variable

float

 

OrthoFarPlane

Public variable

float

 

OrthoNearPlane

Public variable

float

 

OrthoWidth

Public variable

float

 

OuterAngle

Public variable

ECameraProjecti...

 

ProjectionMode

Save Camera Value.

Public variable

FColor

 

ShadowColor

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