unreal.InterchangeFactoryBaseNode
¶
- class unreal.InterchangeFactoryBaseNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
InterchangeBaseNode
This struct is used to store and retrieve key value attributes. The attributes are store in a generic FAttributeStorage which serialize the value in a TArray64<uint8> See UE::Interchange::EAttributeTypes to know the supported template types This is an abstract class. This is the base class of the interchange node graph format, all class in this format should derive from this class
C++ Source:
Module: InterchangeCore
File: InterchangeFactoryBaseNode.h
- get_custom_reference_object() SoftObjectPath or None ¶
Return the custom ReferenceObject. The UObject this factory node has created.
- Returns:
attribute_value (SoftObjectPath):
- Return type:
SoftObjectPath or None
- get_custom_sub_path() str or None ¶
Return the custom sub-path under PackageBasePath, where the assets will be created.
- Returns:
attribute_value (str):
- Return type:
str or None
- get_factory_dependencies() Array[str] ¶
This function allow to retrieve the dependency for this object.
- get_factory_dependencies_count() int32 ¶
This function allow to retrieve the number of factory dependencies for this object.
- Return type:
int32
- get_factory_dependency(index) str ¶
This function allow to retrieve one dependency for this object.
- Parameters:
index (int32) –
- Returns:
out_dependency (str):
- Return type:
- get_reimport_strategy_flags() ReimportStrategyFlags ¶
Return the reimport strategy flags.
- Return type:
- set_custom_reference_object(attribute_value) bool ¶
Set the custom ReferenceObject. The UObject this factory node has created.
- Parameters:
attribute_value (SoftObjectPath) –
- Return type:
- set_custom_sub_path(attribute_value) bool ¶
Set the custom sub-path under PackageBasePath where the assets will be created.
- set_force_node_reimport() bool ¶
Allow the creation of the unreal object even if it has been previously deleted in the editor.
- Return type:
- set_reimport_strategy_flags(reimport_strategy_flags) bool ¶
Change the reimport strategy flags.
- Parameters:
reimport_strategy_flags (ReimportStrategyFlags) –
- Return type:
- set_skip_node_import() bool ¶
Add the skip node attribute. Use this function to cancel the creation of the unreal asset, see ShouldSkipNodeImport for more documentation.
- Return type:
- should_force_node_reimport() bool ¶
Return whether or not an object should be created even if it has been deleted in the editor. Return false by default
- Return type:
- should_skip_node_import() bool ¶
Return true if this node should skip the factory import process, false otherwise. Node can be in a situation where we have to skip the import process because we cannot import the associated asset for multiple reason. - An asset can already exist and is representing a different type (UClass) - An asset can already exist and is being compiled - An asset can already exist and is being imported by another concurrent import task (user importing multiple file in same time in the same content folder)
- Return type: