UFbxSceneImportFactory

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Inheritance Hierarchy

References

Module

UnrealEd

Header

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

Include

#include "Factories/FbxSceneImportFactory.h"

Syntax

class UFbxSceneImportFactory : public USceneImportFactory

Variables

Name Description

Protected variable

TMap< TSharedPt...

 

AllNewAssets

Assets created by the factory

Public variable

TObjectPtr< cla...

 

AnimSequenceImportData

Import data used when importing animations

Protected variable

UnFbx::FBXImpor...

 

GlobalImportSettings

Global Setting for non overriden Node

Protected variable

UnFbx::FBXImpor...

 

GlobalImportSettingsReference

The Global Settings Reference

Protected variable

bool

 

ImportWasCancel

Is the import was cancel

Protected variable

ImportOptionsNa...

 

NameOptionsMap

The options dictionary

Protected variable

FString

 

Path

The path of the asset to import

Protected variable

TObjectPtr< UFb...

 

ReimportData

Pointer on the fbx scene import data, we fill this object to be able to do re import of the scene

Public variable

TObjectPtr< cla...

 

SceneImportOptions

Import options UI detail when importing fbx scene

Public variable

TObjectPtr< cla...

 

SceneImportOptionsSkeletalMesh

Import options UI detail when importing fbx scene skeletal mesh

Public variable

TObjectPtr< cla...

 

SceneImportOptionsStaticMesh

Import options UI detail when importing fbx scene static mesh

Public variable

TObjectPtr< cla...

 

SkeletalMeshImportData

Import data used when importing skeletal meshes

Public variable

TObjectPtr< cla...

 

StaticMeshImportData

Import data used when importing static meshes

Public variable

TObjectPtr< cla...

 

TextureImportData

Import data used when importing textures

Constructors

Name Description

Public function

UFbxSceneImportFactory

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

ApplyMeshInfoFbxOptions

(
    TSharedPtr< FFbxMeshInfo > MeshInfo
)

Make sure GlobalImportSettings is pointing to the correct options

Protected function

void

 

ApplyTransformToComponent

(
    USceneComponent* SceneComponen...,
    FTransform* LocalTransform,
    FTransform* PreMultiplyTransfo...,
    FVector& PivotLocation,
    FVector& ParentPivotAccumulation
)

Apply the LocalTransform to the SceneComponent and if PreMultiplyTransform is not null do a pre multiplication SceneComponent: Must be a valid pointer LocalTransform: Must be a valid pointer PreMultiplyTransform: Can be nullptr

Protected function

void

 

ChangeFrontAxis

(
    void* VoidFbxImporter,
    void* VoidSceneInfo,
    TSharedPtr< FFbxSceneInfo > SceneIn...
)

Convert the scene and remake all the transform for the SceneInfo pass in parameter.

Public function Static

TSharedPtr< ...

 

ConvertSceneInfo

(
    void* VoidFbxImporter,
    void* VoidFbxSceneInfo
)

Protected function

AActor *

 

CreateActorComponentsHierarchy

(
    TSharedPtr< FFbxSceneInfo > SceneIn...
)

Create a hierarchy of actor in the current level

Protected function

void

 

CreateLevelActorHierarchy

(
    TSharedPtr< FFbxSceneInfo > SceneIn...
)

Create a hierarchy of actor in the current level

Protected function

UPackage ...

 

CreatePackageForNode

(
    FString PackageName,
    FString& StaticMeshName
)

Create a package for the specified node.

Public function Static

void

 

ExtractMaterialInfo

(
    void* FbxImporterVoid,
    TSharedPtr< FFbxSceneInfo > SceneIn...
)

Protected function Static

void

 

FillSceneHierarchyPath

(
    TSharedPtr< FFbxSceneInfo > SceneIn...
)

Compute the path of every node and fill the result in the node.

Protected function

bool

 

FindSceneNodeInfo

(
    TSharedPtr< FFbxSceneInfo > SceneIn...,
    uint64 NodeInfoUniqueId,
    TSharedPtr< FFbxNodeInfo >& OutNod...
)

Find the FFbxNodeInfo in the hierarchy.

Protected function

UnFbx::FBXIm...

 

GetOptionsFromName

(
    FString OptionName
)

Return the Options from the NameOptionMap Map. return nulptr if the options are not found

Protected function

void

 

ImportAllSkeletalMesh

(
    void* VoidRootNodeToImport,
    void* VoidFbxImporter,
    EObjectFlags Flags,
    int32& NodeIndex,
    int32& InterestingNodeCount,
    TSharedPtr< FFbxSceneInfo > SceneIn...
)

Import all skeletal mesh from the fbx scene

Protected function

void

 

ImportAllStaticMesh

(
    void* VoidRootNodeToImport,
    void* VoidFbxImporter,
    EObjectFlags Flags,
    int32& NodeIndex,
    int32& InterestingNodeCount,
    TSharedPtr< FFbxSceneInfo > SceneIn...
)

Import all static mesh from the fbx scene

Protected function

UObject *...

 

ImportANode

(
    void* VoidFbxImporter,
    TArray< void* >& VoidNode,
    EObjectFlags Flags,
    int32& NodeIndex,
    TSharedPtr< FFbxSceneInfo > SceneIn...,
    TSharedPtr< FFbxNodeInfo >& OutNod...,
    FString PackagePath,
    int32 Total,
    UObject* InMesh,
    int LODIndex
)

Protected function

UObject *...

 

ImportOneSkeletalMesh

(
    void* VoidRootNodeToImport,
    void* VoidFbxImporter,
    TSharedPtr< FFbxSceneInfo > SceneIn...,
    EObjectFlags Flags,
    TArray< void* >& VoidNodeArra...,
    int32& TotalNumNodes
)

Protected function

UObject *...

 

RecursiveImportNode

(
    void* FFbxImporter,
    void* VoidNode,
    EObjectFlags Flags,
    int32& Index,
    int32 Total,
    TSharedPtr< FFbxSceneInfo > SceneIn...,
    FString PackagePath
)

Protected function

bool

 

SetStaticMeshComponentOverrideMaterial

(
    UStaticMeshComponent* StaticMe...,
    TSharedPtr< FFbxNodeInfo > NodeInfo
)

Overridden from USceneImportFactory

Name Description

Public function Virtual Const

bool

 

ImportsAssets()

USceneImportFactory Interface

Overridden from UFactory

Name Description

Public function Virtual

bool

 

FactoryCanImport

(
    const FString& Filename
)

Whether the specified file can be imported by this factory.

Public function Virtual

UObject *...

 

FactoryCreateBinary

(
    UClass* InClass,
    UObject* InParent,
    FName InName,
    EObjectFlags Flags,
    UObject* Context,
    const TCHAR* Type,
    const uint8*& Buffer,
    const uint8* BufferEnd,
    FFeedbackContext* Warn
)

Create a new object by importing it from a binary buffer.

Public function Virtual

UObject *...

 

FactoryCreateBinary

(
    UClass* InClass,
    UObject* InParent,
    FName InName,
    EObjectFlags Flags,
    UObject* Context,
    const TCHAR* Type,
    const uint8*& Buffer,
    const uint8* BufferEnd,
    FFeedbackContext* Warn,
    bool& bOutOperationCanceled
)

Create a new object by importing it from a binary buffer (cancelable).

Public function Virtual

UObject *...

 

FactoryCreateFile

(
    UClass* InClass,
    UObject* InParent,
    FName InName,
    EObjectFlags Flags,
    const FString& Filename,
    const TCHAR* Parms,
    FFeedbackContext* Warn,
    bool& bOutOperationCanceled
)

UFactory Interface

Constants

Name

Description

DefaultOptionName

Default Options always have the same name "Default"