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

add_factory_dependency_uid(dependency_uid) bool

Add one dependency to this object.

Parameters:

dependency_uid (str) –

Return type:

bool

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.

Returns:

out_dependencies (Array[str]):

Return type:

Array[str]

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:

str

get_reimport_strategy_flags() ReimportStrategyFlags

Return the reimport strategy flags.

Return type:

ReimportStrategyFlags

remove_factory_dependency_uid(dependency_uid) bool

Remove one dependency from this object.

Parameters:

dependency_uid (str) –

Return type:

bool

set_custom_reference_object(attribute_value) bool

Set the custom ReferenceObject. The UObject this factory node has created.

Parameters:

attribute_value (SoftObjectPath) –

Return type:

bool

set_custom_sub_path(attribute_value) bool

Set the custom sub-path under PackageBasePath where the assets will be created.

Parameters:

attribute_value (str) –

Return type:

bool

set_force_node_reimport() bool

Allow the creation of the unreal object even if it has been previously deleted in the editor.

Return type:

bool

set_reimport_strategy_flags(reimport_strategy_flags) bool

Change the reimport strategy flags.

Parameters:

reimport_strategy_flags (ReimportStrategyFlags) –

Return type:

bool

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:

bool

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:

bool

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:

bool

unset_force_node_reimport() bool

Disallow the creation of the unreal object if it has been previously deleted in the editor.

Return type:

bool

unset_skip_node_import() bool

Remove the skip node attribute. See ShouldSkipNodeImport for more documentation.

Return type:

bool