90 lines
3.7 KiB
Ucode
90 lines
3.7 KiB
Ucode
/**
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* Copyright 2010 Autodesk, Inc. All Rights Reserved.
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*
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* Fbx Importer UI options.
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*/
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class FbxImportUI extends Object
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native
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config(EditorUserSettings)
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AutoExpandCategories( General, SkeletalMesh, StaticMesh, Materials)
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DontSortCategories( General, SkeletalMesh, StaticMesh, Materials)
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HideCategories(Object);
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/** Import mesh type */
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enum EFBXImportType
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{
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/** Static mesh */
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FBXIT_StaticMesh<DisplayName=Static Mesh>,
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/** Skeletal mesh */
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FBXIT_SkeletalMesh<DisplayName=Skeletal Mesh>,
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};
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/** Type of asset to import from the FBX file */
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var(General) EFBXImportType MeshTypeToImport<DisplayName=Import Type>;
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/** Use the string in "Name" field as full name of mesh. The option only works when the scene contains one mesh. */
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var(General) config bool bOverrideFullName;
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/** Enables importing of mesh LODs from FBX LOD groups, if present in the FBX file */
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var(General) config bool bImportMeshLODs;
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/** Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically. */
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var(General) config bool bOverrideTangents<DisplayName=Import Tangents>;
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/** True to import morph target meshes from the FBX file */
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var(SkeletalMesh) config bool bImportMorphTargets;
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/** True to import animations from the FBX File */
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var(SkeletalMesh) config bool bImportAnimations;
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/** Enables importing of 'rigid animation' (unskinned, hierarchy-based animation) from this FBX file */
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var(SkeletalMesh) config bool bImportRigidAnimation<EditCondition=bImportAnimations>;
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/** Enable this option to resample imported animation at 30 frames per second */
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var(SkeletalMesh) config bool bResampleAnimations<EditCondition=bImportAnimations>;
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/** Enable this option to use frame 0 as reference pose */
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var(SkeletalMesh,Advanced) config bool bUseT0AsRefPose;
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/** If checked, smoothing groups will be preserved */
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var(SkeletalMesh,Advanced) config bool bSplitNonMatchingTriangles<DisplayName=Preserve Smoothing Groups>;
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/** If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones. */
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var(SkeletalMesh,Advanced) bool bImportMeshesInBoneHierarchy;
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/** For static meshes, enabling this option will combine all meshes in the FBX into a single monolithic mesh in Unreal */
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var(StaticMesh) config bool bCombineMeshes;
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/** If true, will replace the vertex colors on an existing mesh with the vertex colors from the FBX file */
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var(StaticMesh) config bool bReplaceVertexColors;
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/** For static meshes, enabling this option will read normals from the FBX file instead of calculating them. */
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var(StaticMesh,Advanced) config bool bExplicitNormals;
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/** Disabling this option will keep degenerate triangles found. In general you should leave this option on. */
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var(StaticMesh,Advanced) bool bRemoveDegenerates;
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/** If checked, one convex hull per UCX_ prefixed collison mesh will be generated instead of decomposing into multiple hulls */
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var(StaticMesh,Advanced) config bool bOneConvexHullPerUCX;
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/** Whether to automatically create Unreal materials for materials found in the FBX scene */
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var(Materials) config bool bImportMaterials;
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/** The option works only when option "Import Material" is OFF. If "Import Material" is ON, textures are always imported. */
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var(Materials) config bool bImportTextures;
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/** If either importing of textures (or materials) is enabled, this option will cause normal map values to be inverted */
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var(Materials) config bool bInvertNormalMaps;
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/** If enabled, materials and textures will be imported into sub-groups named "Materials" or "Textures" */
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var(Materials) config bool bAutoCreateGroups<DisplayName=Create Groups Automatically>;
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defaultproperties
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{
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bRemoveDegenerates=True;
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bImportMeshesInBoneHierarchy=False;
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}
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