UFbxImportUI

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Inheritance Hierarchy

References

Module

UnrealEd

Header

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

Include

#include "Factories/FbxImportUI.h"

Syntax

class UFbxImportUI :
    public UObject,
    public IImportSettingsParser

Variables

Name Description

Public variable

FString

 

AnimEndFrame

The fbx animation end frame

Public variable

UFbxAnimSequenc...

 

AnimSequenceImportData

Import data used when importing animations

Public variable

FString

 

AnimStartFrame

The fbx animation start frame

Public variable

bool

 

bAllowContentTypeImport

Public variable

uint32: 1

 

bAutoComputeLodDistances

If checked, the editor will automatically compute screen size values for the static mesh's LODs.

Public variable

bool

 

bAutomatedImportShouldDetectType

If true the automated import path should detect the import type.

Public variable

uint32: 1

 

bCreatePhysicsAsset

If checked, create new PhysicsAsset if it doesn't have it

Public variable

uint32: 1

 

bImportAnimations

True to import animations from the FBX File

Public variable

bool

 

bImportAsSkeletal

Whether to import the incoming FBX as a skeletal object

Public variable

uint32: 1

 

bImportMaterials

Whether to automatically create Unreal materials for materials found in the FBX scene

Public variable

bool

 

bImportMesh

Whether to import the incoming FBX as a Subdivision Surface (could be made a combo box together with bImportAsSkeletal) (Experimental, Early work in progress) Whether to import the mesh.

Public variable

uint32: 1

 

bImportRigidMesh

Enables importing of 'rigid skeletalmesh' (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes

Public variable

uint32: 1

 

bImportTextures

The option works only when option "Import Material" is OFF.

Public variable

bool

 

bIsObjImport

Whether or not the imported file is in OBJ format

Public variable

bool

 

bIsReimport

Whether this UI is construct for a reimport

Public variable

uint32: 1

 

bOverrideFullName

Use the string in "Name" field as full name of mesh.

Public variable

FString

 

FileAxisDirection

The file axis direction, up vector and hand

Public variable

FString

 

FileCreator

The file creator information

Public variable

FString

 

FileCreatorApplication

The file vendor information, software name and version that was use to create the file

Public variable

FString

 

FileSampleRate

The fbx animation frame rate

Public variable

FString

 

FileUnits

The file units

Public variable

FString

 

FileVersion

FBX file informations Transient value that are set everytime we show the options dialog.

Public variable

float

 

LodDistance0

Set a screen size value for LOD 0

Public variable

float

 

LodDistance1

Set a screen size value for LOD 1

Public variable

float

 

LodDistance2

Set a screen size value for LOD 2

Public variable

float

 

LodDistance3

Set a screen size value for LOD 3

Public variable

float

 

LodDistance4

Set a screen size value for LOD 4

Public variable

float

 

LodDistance5

Set a screen size value for LOD 5

Public variable

float

 

LodDistance6

Set a screen size value for LOD 6

Public variable

float

 

LodDistance7

Set a screen size value for LOD 7

Public variable

int32

 

LodNumber

Set the number of LODs for the editor to import.

Public variable

ImportCompareHe...

 

MaterialCompareData

Public variable

TEnumAsByte< en...

 

MeshTypeToImport

Type of asset to import from the FBX file

Public variable

int32

 

MinimumLodNumber

Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0.

Public variable

FOnShowConflict...

 

OnShowMaterialConflictDialog

Public variable

FOnShowConflict...

 

OnShowSkeletonConflictDialog

Public variable

FOnUpdateCompar...

 

OnUpdateCompareFbx

Public variable

TEnumAsByte< en...

 

OriginalImportType

The original detected type of this import

Public variable

FString

 

OverrideAnimationName

Override for the name of the animation to import. By default, it will be the name of FBX

Public variable

UPhysicsAsset &...

 

PhysicsAsset

If this is set, use this PhysicsAsset.

Public variable

UObject *

 

ReimportMesh

When we are reimporting, we need the current object to preview skeleton and materials match issues.

Public variable

UFbxSkeletalMes...

 

SkeletalMeshImportData

Import data used when importing skeletal meshes

Public variable

USkeleton *

 

Skeleton

Skeleton to use for imported asset.

Public variable

ImportCompareHe...

 

SkeletonCompareData

Public variable

UFbxStaticMeshI...

 

StaticMeshImportData

Import data used when importing static meshes

Public variable

UFbxTextureImpo...

 

TextureImportData

Import data used when importing textures

Constructors

Name Description

Public function

UFbxImportUI

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

ResetToDefault()

Public function

void

 

SetMeshTypeToImport()

Sets MeshTypeToImport

Public function

void

 

UpdateCompareData

(
    UnFbx::FFbxImporter* FbxImport...
)

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

CanEditChange

(
    const UProperty* InProperty
)

UObject Interface

Overridden from IImportSettingsParser

Name Description

Public function Virtual

void

 

ParseFromJson

(
    TSharedRef< class FJsonObject > Imp...
)

IImportSettings Interface

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