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