// Copyright Epic Games, Inc. All Rights Reserved. #include "Factories/FbxAssetImportData.h" #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "UObject/UObjectBaseUtility.h" #include "UObject/UObjectHash.h" #include "UObject/Object.h" #include "UObject/Class.h" #include "UObject/UnrealType.h" #include "Misc/ConfigCacheIni.h" #include "FbxImporter.h" UFbxAssetImportData::UFbxAssetImportData(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) , ImportTranslation(0) , ImportRotation(0) , ImportUniformScale(1.0f) , bConvertScene(true) , bForceFrontXAxis(false) , bConvertSceneUnit(false) , bImportAsScene(false) , FbxSceneImportDataReference(nullptr) { } void UFbxAssetImportData::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { FName PropertyName = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None; if (PropertyName == GET_MEMBER_NAME_CHECKED(UFbxAssetImportData, CoordinateSystemPolicy)) { bConvertScene = CoordinateSystemPolicy != ECoordinateSystemPolicy::KeepXYZAxes; bForceFrontXAxis = CoordinateSystemPolicy == ECoordinateSystemPolicy::MatchUpForwardAxes; } Super::PostEditChangeProperty(PropertyChangedEvent); }