Files
UnrealEngine/Engine/Source/Editor/UnrealEd/Private/FbxMeshUtils.cpp
2025-05-18 13:04:45 +08:00

1271 lines
48 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "FbxMeshUtils.h"
#include "EngineDefines.h"
#include "Misc/Paths.h"
#include "UObject/Package.h"
#include "Engine/SkeletalMesh.h"
#include "Engine/SkinnedAssetCommon.h"
#include "Factories/FbxAssetImportData.h"
#include "Factories/FbxSkeletalMeshImportData.h"
#include "Factories/FbxStaticMeshImportData.h"
#include "Factories/FbxImportUI.h"
#include "Engine/StaticMesh.h"
#include "EditorDirectories.h"
#include "Framework/Application/SlateApplication.h"
#include "MeshDescription.h"
#include "Misc/MessageDialog.h"
#include "ComponentReregisterContext.h"
#include "Logging/TokenizedMessage.h"
#include "FbxImporter.h"
#include "StaticMeshResources.h"
#include "Components/SkeletalMeshComponent.h"
#include "Rendering/SkeletalMeshModel.h"
#include "EditorFramework/AssetImportData.h"
#include "DesktopPlatformModule.h"
#include "Editor.h"
#include "ImportUtils/SkeletalMeshImportUtils.h"
#include "ImportUtils/StaticMeshImportUtils.h"
#include "Async/Async.h"
#include "InterchangeAssetImportData.h"
#include "InterchangeManager.h"
#include "InterchangeMeshUtilities.h"
#include "InterchangeProjectSettings.h"
#include "Misc/FbxErrors.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "ClothingAsset.h"
#include "SkinWeightsUtilities.h"
#include "LODUtilities.h"
#include "StaticMeshOperations.h"
DEFINE_LOG_CATEGORY_STATIC(LogExportMeshUtils, Log, All);
#define LOCTEXT_NAMESPACE "FbxMeshUtil"
namespace FbxMeshUtils
{
namespace Private
{
void ShowFailedToImportLodDialog(int32 LodIndex)
{
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("LODImport_Failure", "Failed to import LOD{0}"), FText::AsNumber(LodIndex)));
}
UFbxStaticMeshImportData* SetupFbxImportOptions(UStaticMesh* BaseStaticMesh, UnFbx::FBXImportOptions* ImportOptions)
{
check(BaseStaticMesh);
UFbxStaticMeshImportData* ImportData = Cast<UFbxStaticMeshImportData>(BaseStaticMesh->AssetImportData);
if (ImportData == nullptr)
{
//Convert interchange asset import data to legacy fbx static mesh import data.
if (UInterchangeAssetImportData* InterchangeAssetImportData = Cast<UInterchangeAssetImportData>(BaseStaticMesh->GetAssetImportData()))
{
UInterchangeManager::GetInterchangeManager().ConvertImportData(InterchangeAssetImportData, UFbxStaticMeshImportData::StaticClass(), reinterpret_cast<UObject**>(&ImportData));
}
}
if (ImportData != nullptr)
{
UFbxImportUI* ReimportUI = NewObject<UFbxImportUI>();
ReimportUI->MeshTypeToImport = FBXIT_StaticMesh;
UnFbx::FBXImportOptions::ResetOptions(ImportOptions);
// Import data already exists, apply it to the fbx import options
ReimportUI->StaticMeshImportData = ImportData;
ApplyImportUIToImportOptions(ReimportUI, *ImportOptions);
}
else
{
// Use the lod 0 to set the import settings
const FStaticMeshSourceModel& SourceModel = BaseStaticMesh->GetSourceModel(0);
ImportOptions->NormalGenerationMethod = SourceModel.BuildSettings.bUseMikkTSpace ? EFBXNormalGenerationMethod::MikkTSpace : EFBXNormalGenerationMethod::BuiltIn;
ImportOptions->bComputeWeightedNormals = SourceModel.BuildSettings.bComputeWeightedNormals;
ImportOptions->DistanceFieldResolutionScale = SourceModel.BuildSettings.DistanceFieldResolutionScale;
ImportOptions->bRemoveDegenerates = SourceModel.BuildSettings.bRemoveDegenerates;
ImportOptions->bBuildReversedIndexBuffer = SourceModel.BuildSettings.bBuildReversedIndexBuffer;
ImportOptions->bGenerateLightmapUVs = SourceModel.BuildSettings.bGenerateLightmapUVs;
}
// Set a couple of settings that shouldn't change while importing a lod
ImportOptions->bBuildNanite = BaseStaticMesh->IsNaniteEnabled();
ImportOptions->StaticMeshLODGroup = BaseStaticMesh->LODGroup;
ImportOptions->bIsImportCancelable = false;
ImportOptions->bImportMaterials = false;
ImportOptions->bImportTextures = false;
ImportOptions->bAutoComputeLodDistances = true; //Setting auto compute distance to true will avoid changing the staticmesh flag
return ImportData;
}
bool CopyHighResMeshDescription(UStaticMesh* SrcStaticMesh, UStaticMesh* BaseStaticMesh)
{
if (!SrcStaticMesh || !SrcStaticMesh->IsSourceModelValid(0))
{
return false;
}
{
BaseStaticMesh->Modify();
FMeshDescription* HiResMeshDescription = BaseStaticMesh->GetHiResMeshDescription();
if (HiResMeshDescription == nullptr)
{
HiResMeshDescription = BaseStaticMesh->CreateHiResMeshDescription();
}
check(HiResMeshDescription);
BaseStaticMesh->ModifyHiResMeshDescription();
FMeshDescription* TempLOD0MeshDescription = SrcStaticMesh->GetMeshDescription(0);
check(TempLOD0MeshDescription);
if (FMeshDescription* BaseMeshDescription = BaseStaticMesh->GetMeshDescription(0))
{
FString MaterialNameConflictMsg = TEXT("[Asset ") + BaseStaticMesh->GetPathName() + TEXT("] Nanite hi - res import have some material name that differ from the LOD 0 material name.Your nanite hi - res should use the same material names the LOD 0 use to ensure we can remap the section in the same order.");
FString MaterialCountConflictMsg = TEXT("[Asset ") + BaseStaticMesh->GetPathName() + TEXT("] Nanite hi-res import dont have the same material count then LOD 0. Your nanite hi-res should have equal number of material.");
FStaticMeshOperations::ReorderMeshDescriptionPolygonGroups(*BaseMeshDescription, *TempLOD0MeshDescription, MaterialNameConflictMsg, MaterialCountConflictMsg);
}
*HiResMeshDescription = MoveTemp(*TempLOD0MeshDescription);
BaseStaticMesh->CommitHiResMeshDescription();
BaseStaticMesh->PostEditChange();
BaseStaticMesh->MarkPackageDirty();
return true;
}
}
}
/** Helper function used for retrieving data required for importing static mesh LODs */
void PopulateFBXStaticMeshLODList(UnFbx::FFbxImporter* FFbxImporter, FbxNode* Node, TArray< TUniquePtr<TArray<FbxNode*>> >& LODNodeList, int32& MaxLODCount, bool bUseLODs)
{
// Check for LOD nodes, if one is found, add it to the list
if (bUseLODs && Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
{
for (int32 ChildIdx = 0; ChildIdx < Node->GetChildCount(); ++ChildIdx)
{
if ((LODNodeList.Num() - 1) < ChildIdx)
{
LODNodeList.Add(MakeUnique<TArray<FbxNode*>>());
}
FFbxImporter->FindAllLODGroupNode(*(LODNodeList[ChildIdx]), Node, ChildIdx);
}
if (MaxLODCount < (Node->GetChildCount() - 1))
{
MaxLODCount = Node->GetChildCount() - 1;
}
}
else
{
// If we're just looking for meshes instead of LOD nodes, add those to the list
if (!bUseLODs && Node->GetMesh())
{
if (LODNodeList.Num() == 0)
{
LODNodeList.Add(MakeUnique<TArray<FbxNode*>>());
}
LODNodeList[0]->Add(Node);
}
// Recursively examine child nodes
for (int32 ChildIndex = 0; ChildIndex < Node->GetChildCount(); ++ChildIndex)
{
PopulateFBXStaticMeshLODList(FFbxImporter, Node->GetChild(ChildIndex), LODNodeList, MaxLODCount, bUseLODs);
}
}
}
bool ImportStaticMeshLOD( UStaticMesh* BaseStaticMesh, const FString& Filename, int32 LODLevel, bool bAsync)
{
if (!BaseStaticMesh)
{
UE_LOG(LogExportMeshUtils, Log, TEXT("Cannot import custom LOD because the staticmesh is NULL."));
return false;
}
UInterchangeManager& InterchangeManager = UInterchangeManager::GetInterchangeManager();
const UInterchangeSourceData* SourceData = InterchangeManager.CreateSourceData(Filename);
const bool bInterchangeCanImportSourceData = InterchangeManager.CanTranslateSourceData(SourceData);
if (bInterchangeCanImportSourceData)
{
//Call interchange mesh utilities to import custom LOD
UInterchangeMeshUtilities::ImportCustomLod(BaseStaticMesh, LODLevel, SourceData, bAsync).Then([BaseStaticMesh, LODLevel, bAsync](TFuture<bool> Result)
{
bool bResult = Result.Get();
auto OnImportCustomLodDone = [BaseStaticMesh, LODLevel, bResult]()
{
if (bResult)
{
// Notification of success
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "StaticMeshLODImportSuccessful", "Static mesh LOD {0} imported successfully!"), FText::AsNumber(LODLevel));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
else
{
// Notification of failure
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "StaticMeshLODImportFail", "Failed to import static mesh LOD {0}!"), FText::AsNumber(LODLevel));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
};
if (IsInGameThread())
{
OnImportCustomLodDone();
}
else
{
ensure(bAsync);
Async(EAsyncExecution::TaskGraphMainThread, OnImportCustomLodDone);
}
});
return true;
}
bool bSuccess = false;
UE_LOG(LogExportMeshUtils, Log, TEXT("Fbx LOD loading"));
// logger for all error/warnings
// this one prints all messages that are stored in FFbxImporter
// this function seems to get called outside of FBX factory
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
UnFbx::FFbxLoggerSetter Logger(FFbxImporter);
UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
UFbxStaticMeshImportData* ImportData = Private::SetupFbxImportOptions(BaseStaticMesh, ImportOptions);
const bool bIsReimport = BaseStaticMesh->GetRenderData()->LODResources.Num() > LODLevel;
if ( !FFbxImporter->ImportFromFile( *Filename, FPaths::GetExtension( Filename ), true ) )
{
// Log the error message and fail the import.
// @todo verify if the message works
FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error);
}
else
{
FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning);
if (ImportData)
{
FFbxImporter->ApplyTransformSettingsToFbxNode(FFbxImporter->Scene->GetRootNode(), ImportData);
}
bool bUseLODs = true;
int32 MaxLODLevel = 0;
TArray< TUniquePtr<TArray<FbxNode*>> > LODNodeList;
// Create a list of LOD nodes
PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs);
// No LODs, so just grab all of the meshes in the file
if (MaxLODLevel == 0)
{
bUseLODs = false;
MaxLODLevel = BaseStaticMesh->GetNumLODs();
// Create a list of meshes
PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs);
// Nothing found, error out
if (LODNodeList.Num() == 0)
{
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText(LOCTEXT("Prompt_NoMeshFound", "No meshes were found in file."))), FFbxErrors::Generic_Mesh_MeshNotFound);
FFbxImporter->ReleaseScene();
return bSuccess;
}
}
TSharedPtr<FExistingStaticMeshData> ExistMeshDataPtr;
if (bIsReimport)
{
ExistMeshDataPtr = StaticMeshImportUtils::SaveExistingStaticMeshData(BaseStaticMesh, FFbxImporter->ImportOptions, LODLevel);
}
// Display the LOD selection dialog
if (LODLevel > BaseStaticMesh->GetNumLODs())
{
// Make sure they don't manage to select a bad LOD index
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("Prompt_InvalidLODIndex", "Invalid mesh LOD index {0}, as no prior LOD index exists!"), FText::AsNumber(LODLevel))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex);
}
else
{
UStaticMesh* TempStaticMesh = NULL;
if (!LODNodeList.IsValidIndex(bUseLODs ? LODLevel : 0))
{
if (bUseLODs)
{
//Use the first LOD when user try to add or re-import a LOD from a file(different from the LOD 0 file) containing multiple LODs
bUseLODs = false;
}
}
if (LODNodeList.IsValidIndex(bUseLODs ? LODLevel : 0))
{
TempStaticMesh = (UStaticMesh*)FFbxImporter->ImportStaticMeshAsSingle(BaseStaticMesh->GetOutermost(), *(LODNodeList[bUseLODs ? LODLevel : 0]), NAME_None, RF_NoFlags, ImportData, BaseStaticMesh, LODLevel, ExistMeshDataPtr.Get());
}
// Add imported mesh to existing model
if( TempStaticMesh )
{
//Build the staticmesh
FFbxImporter->PostImportStaticMesh(TempStaticMesh, *(LODNodeList[bUseLODs ? LODLevel : 0]), LODLevel);
TArray<int32> ReimportLodList;
ReimportLodList.Add(LODLevel);
StaticMeshImportUtils::UpdateSomeLodsImportMeshData(BaseStaticMesh, &ReimportLodList);
if(bIsReimport)
{
StaticMeshImportUtils::RestoreExistingMeshData(ExistMeshDataPtr, BaseStaticMesh, LODLevel, false, ImportOptions->bResetToFbxOnMaterialConflict);
}
// Update mesh component
BaseStaticMesh->PostEditChange();
BaseStaticMesh->MarkPackageDirty();
// Import worked
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(LOCTEXT("LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(LODLevel));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
if (BaseStaticMesh->IsSourceModelValid(LODLevel))
{
FStaticMeshSourceModel& SourceModel = BaseStaticMesh->GetSourceModel(LODLevel);
SourceModel.SourceImportFilename = UAssetImportData::SanitizeImportFilename(Filename, nullptr);
SourceModel.bImportWithBaseMesh = false;
}
bSuccess = true;
}
else
{
// Import failed
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(LOCTEXT("LODImportFail", "Failed to import mesh for LOD {0}!"), FText::AsNumber( LODLevel ));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
bSuccess = false;
}
}
}
FFbxImporter->ReleaseScene();
return bSuccess;
}
bool ImportStaticMeshHiResSourceModel(UStaticMesh* BaseStaticMesh, const FString& Filename, bool bAsync)
{
if (!BaseStaticMesh)
{
UE_LOG(LogExportMeshUtils, Log, TEXT("Cannot import custom high res mesh because the staticmesh is NULL."));
return false;
}
UInterchangeManager& InterchangeManager = UInterchangeManager::GetInterchangeManager();
const UInterchangeSourceData* SourceData = InterchangeManager.CreateSourceData(Filename);
const bool bInterchangeCanImportSourceData = InterchangeManager.CanTranslateSourceData(SourceData);
if (bInterchangeCanImportSourceData)
{
UStaticMesh* TempStaticMesh = NewObject<UStaticMesh>(GetTransientPackage(), NAME_None, RF_Transient | RF_Public | RF_Standalone);
TempStaticMesh->AddSourceModel();
//Set the asset import data to pass the correct import options
TempStaticMesh->SetAssetImportData(BaseStaticMesh->GetAssetImportData());
//Call interchange mesh utilities to import custom LOD
UInterchangeMeshUtilities::ImportCustomLod(TempStaticMesh, 0, SourceData, bAsync).Then([BaseStaticMesh,TempStaticMesh, Filename, bAsync](TFuture<bool> Result)
{
bool bResult = Result.Get();
auto OnImportCustomLodDone = [BaseStaticMesh, TempStaticMesh, Filename, bResult]()
{
// Copy high res mesh from temporary static mesh to targeted one
if (bResult && Private::CopyHighResMeshDescription(TempStaticMesh, BaseStaticMesh))
{
FStaticMeshSourceModel& SourceModel = BaseStaticMesh->GetHiResSourceModel();
SourceModel.SourceImportFilename = UAssetImportData::SanitizeImportFilename(Filename, nullptr);
SourceModel.bImportWithBaseMesh = false;
// Notification of success
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = NSLOCTEXT("UnrealEd", "ImportStaticMeshHiResSourceModelSuccessful", "High res mesh imported successfully!");
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
else
{
// Notification of failure
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = NSLOCTEXT("UnrealEd", "ImportStaticMeshHiResSourceModelFail", "Failed to import high res mesh!");
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
if (TempStaticMesh)
{
TempStaticMesh->ClearFlags(RF_Public | RF_Standalone);
TempStaticMesh->MarkAsGarbage();
}
};
if (IsInGameThread())
{
OnImportCustomLodDone();
}
else
{
ensure(bAsync);
Async(EAsyncExecution::TaskGraphMainThread, OnImportCustomLodDone);
}
});
return true;
}
bool bSuccess = false;
UE_LOG(LogExportMeshUtils, Log, TEXT("Fbx Mesh loading"));
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
UnFbx::FFbxLoggerSetter Logger(FFbxImporter);
UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
UFbxStaticMeshImportData* ImportData = Private::SetupFbxImportOptions(BaseStaticMesh, ImportOptions);
ImportOptions->StaticMeshLODGroup = NAME_None;
ImportOptions->bImportLOD = false;
const bool bPreventMaterialNameClash = true;
if (!FFbxImporter->ImportFromFile(*Filename, FPaths::GetExtension(Filename), bPreventMaterialNameClash))
{
FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error);
}
else
{
FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning);
if (ImportData)
{
FFbxImporter->ApplyTransformSettingsToFbxNode(FFbxImporter->Scene->GetRootNode(), ImportData);
}
constexpr int32 TempLODLevel = 0; // We are importing as LOD0 in a temporary mesh then transferring the geometry to the high res source model
int32 MaxLODLevel = 0;
TArray< TUniquePtr<TArray<FbxNode*>> > MeshNodeList;
const bool bUseLODs = false;
PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), MeshNodeList, MaxLODLevel, bUseLODs);
// Nothing found, error out
if (MeshNodeList.Num() == 0)
{
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText(LOCTEXT("HiResImport_NoMeshFound", "No meshes were found in file."))), FFbxErrors::Generic_Mesh_MeshNotFound);
FFbxImporter->ReleaseScene();
return bSuccess;
}
{
UStaticMesh* TempStaticMesh = NULL;
if (MeshNodeList.IsValidIndex(0))
{
TempStaticMesh = (UStaticMesh*)FFbxImporter->ImportStaticMeshAsSingle(GetTransientPackage(), *(MeshNodeList[0]), NAME_None, RF_Transient,
ImportData, BaseStaticMesh, TempLODLevel);
}
// Add the imported mesh to the existing model
if (Private::CopyHighResMeshDescription(TempStaticMesh, BaseStaticMesh))
{
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(LOCTEXT("HiResMeshImportSuccessful", "High res mesh imported successfully!"), FText::AsNumber(0));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
FStaticMeshSourceModel& SourceModel = BaseStaticMesh->GetHiResSourceModel();
SourceModel.SourceImportFilename = UAssetImportData::SanitizeImportFilename(Filename, nullptr);
SourceModel.bImportWithBaseMesh = false;
bSuccess = true;
}
if (!bSuccess) // Import failed
{
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(LOCTEXT("HiResMeshImportFail", "Failed to import high res mesh!"), FText::AsNumber(0));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
}
}
FFbxImporter->ReleaseScene();
return bSuccess;
}
bool ImportSkeletalMeshLOD( class USkeletalMesh* SelectedSkelMesh, const FString& Filename, int32 LODLevel, bool bAsync)
{
//Make sure skeletal mesh is valid
if (!SelectedSkelMesh)
{
UE_LOG(LogExportMeshUtils, Error, TEXT("Cannot import a LOD if there is not a valid selected skeletal mesh."));
return false;
}
UInterchangeManager& InterchangeManager = UInterchangeManager::GetInterchangeManager();
const UInterchangeSourceData* SourceData = InterchangeManager.CreateSourceData(Filename);
const bool bInterchangeCanImportSourceData = InterchangeManager.CanTranslateSourceData(SourceData);
if (bInterchangeCanImportSourceData)
{
//Call interchange mesh utilities to import custom LOD
UInterchangeMeshUtilities::ImportCustomLod(SelectedSkelMesh, LODLevel, SourceData, bAsync).Then([SelectedSkelMesh, LODLevel, bAsync](TFuture<bool> Result)
{
bool bResult = Result.Get();
auto OnImportCustomLodDone = [SelectedSkelMesh, LODLevel, bResult]()
{
if (bResult)
{
//If we use alternate skinweight, we must re-import all profile for this LOD
if (SelectedSkelMesh && !SelectedSkelMesh->GetSkinWeightProfiles().IsEmpty())
{
//Enqueue the re-import alternate skinning
TSharedPtr<FInterchangeSkeletalMeshAlternateSkinWeightPostImportTask> SkeletalMeshPostImportTask = MakeShared<FInterchangeSkeletalMeshAlternateSkinWeightPostImportTask>(SelectedSkelMesh);
SkeletalMeshPostImportTask->ReimportAlternateSkinWeightDelegate.BindLambda([](USkeletalMesh* SkeletalMesh, int32 LodIndex)
{
return FSkinWeightsUtilities::ReimportAlternateSkinWeight(SkeletalMesh, LodIndex);
});
SkeletalMeshPostImportTask->AddLodToReimportAlternate(LODLevel);
UInterchangeManager::GetInterchangeManager().EnqueuePostImportTask(SkeletalMeshPostImportTask);
}
// Notification of success
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(LODLevel));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
else
{
// Notification of failure
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "MeshLODImportFail", "Failed to import mesh for LOD {0}!"), FText::AsNumber(LODLevel));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
};
if (IsInGameThread())
{
OnImportCustomLodDone();
}
else
{
ensure(bAsync);
Async(EAsyncExecution::TaskGraphMainThread, OnImportCustomLodDone);
}
});
return true;
}
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
bool bSuccess = false;
// Check the file extension for FBX. Anything that isn't .FBX is rejected
const FString FileExtension = FPaths::GetExtension(Filename);
const bool bIsFBX = FCString::Stricmp(*FileExtension, TEXT("FBX")) == 0;
bool bSceneIsCleanUp = false;
TArray< TArray<FbxNode*>* > MeshArray;
auto CleanUpScene = [&bSceneIsCleanUp, &MeshArray, &FFbxImporter]()
{
if (bSceneIsCleanUp)
{
return;
}
bSceneIsCleanUp = true;
// Cleanup
for (int32 i = 0; i < MeshArray.Num(); i++)
{
delete MeshArray[i];
}
FFbxImporter->ReleaseScene();
FFbxImporter = nullptr;
};
//Skip none fbx file
if (!bIsFBX)
{
return false;
}
//Import LOD using fbx importer
{
FScopedSkeletalMeshPostEditChange ScopePostEditChange(SelectedSkelMesh);
UnFbx::FFbxScopedOperation FbxScopedOperation(FFbxImporter);
//If the imported LOD already exist, we will need to reimport all the skin weight profiles
bool bMustReimportAlternateSkinWeightProfile = false;
// Get a list of all the clothing assets affecting this LOD so we can re-apply later
TArray<ClothingAssetUtils::FClothingAssetMeshBinding> ClothingBindings;
TArray<UClothingAssetBase*> ClothingAssetsInUse;
TArray<int32> ClothingAssetSectionIndices;
TArray<int32> ClothingAssetInternalLodIndices;
FSkeletalMeshModel* ImportedResource = SelectedSkelMesh->GetImportedModel();
if (ImportedResource && ImportedResource->LODModels.IsValidIndex(LODLevel))
{
bMustReimportAlternateSkinWeightProfile = true;
FLODUtilities::UnbindClothingAndBackup(SelectedSkelMesh, ClothingBindings, LODLevel);
}
//Lambda to call to re-apply the clothing
auto ReapplyClothing = [&SelectedSkelMesh, &ClothingBindings, &ImportedResource, &LODLevel]()
{
if (ImportedResource && ImportedResource->LODModels.IsValidIndex(LODLevel))
{
// Re-apply our clothing assets
FLODUtilities::RestoreClothingFromBackup(SelectedSkelMesh, ClothingBindings, LODLevel);
}
};
// don't import material and animation
UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
//Set the skeletal mesh import data from the base mesh, this make sure the import rotation transform is use when importing a LOD
UFbxSkeletalMeshImportData* FbxImportData = Cast<UFbxSkeletalMeshImportData>(SelectedSkelMesh->GetAssetImportData());
if (!FbxImportData)
{
//Convert the data if its Interchange import data
if (UInterchangeAssetImportData* InterchangeAssetImportData = Cast<UInterchangeAssetImportData>(SelectedSkelMesh->GetAssetImportData()))
{
InterchangeManager.ConvertImportData(InterchangeAssetImportData, UFbxSkeletalMeshImportData::StaticClass(), reinterpret_cast<UObject**>(&FbxImportData));
}
}
if (FbxImportData)
{
UnFbx::FBXImportOptions::ResetOptions(ImportOptions);
// Prepare the import options
UFbxImportUI* ReimportUI = NewObject<UFbxImportUI>();
ReimportUI->MeshTypeToImport = FBXIT_SkeletalMesh;
ReimportUI->Skeleton = SelectedSkelMesh->GetSkeleton();
ReimportUI->PhysicsAsset = SelectedSkelMesh->GetPhysicsAsset();
// Import data already exists, apply it to the fbx import options
ReimportUI->SkeletalMeshImportData = FbxImportData;
//Some options not supported with skeletal mesh
ReimportUI->SkeletalMeshImportData->bBakePivotInVertex = false;
ReimportUI->SkeletalMeshImportData->bTransformVertexToAbsolute = true;
ApplyImportUIToImportOptions(ReimportUI, *ImportOptions);
ImportOptions->bImportMaterials = false;
ImportOptions->bImportTextures = false;
}
ImportOptions->bImportAnimations = false;
//Adjust the option in case we import only the skinning or the geometry
if (ImportOptions->bImportAsSkeletalSkinning)
{
ImportOptions->bImportMaterials = false;
ImportOptions->bImportTextures = false;
ImportOptions->bImportLOD = false;
ImportOptions->bImportSkeletalMeshLODs = false;
ImportOptions->bImportAnimations = false;
ImportOptions->bImportMorph = false;
}
else if (ImportOptions->bImportAsSkeletalGeometry)
{
ImportOptions->bImportAnimations = false;
ImportOptions->bUpdateSkeletonReferencePose = false;
}
if (!FFbxImporter->ImportFromFile(*Filename, FPaths::GetExtension(Filename), true))
{
ReapplyClothing();
// Log the error message and fail the import.
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_ParseFailed", "FBX file parsing failed.")), FFbxErrors::Generic_FBXFileParseFailed);
}
else
{
bool bUseLODs = true;
int32 MaxLODLevel = 0;
TArray<FbxNode*>* MeshObject = NULL;
//Set the build options if the BuildDat is not available so it is the same option we use to import the LOD
if (ImportedResource && ImportedResource->LODModels.IsValidIndex(LODLevel) && !SelectedSkelMesh->HasMeshDescription(LODLevel))
{
FSkeletalMeshLODInfo* LODInfo = SelectedSkelMesh->GetLODInfo(LODLevel);
if (LODInfo)
{
LODInfo->BuildSettings.bRecomputeNormals = !ImportOptions->ShouldImportNormals();
LODInfo->BuildSettings.bRecomputeTangents = !ImportOptions->ShouldImportTangents();
LODInfo->BuildSettings.bUseMikkTSpace = (ImportOptions->NormalGenerationMethod == EFBXNormalGenerationMethod::MikkTSpace) && (!ImportOptions->ShouldImportNormals() || !ImportOptions->ShouldImportTangents());
LODInfo->BuildSettings.bComputeWeightedNormals = ImportOptions->bComputeWeightedNormals;
LODInfo->BuildSettings.bRemoveDegenerates = ImportOptions->bRemoveDegenerates;
LODInfo->BuildSettings.ThresholdPosition = ImportOptions->OverlappingThresholds.ThresholdPosition;
LODInfo->BuildSettings.ThresholdTangentNormal = ImportOptions->OverlappingThresholds.ThresholdTangentNormal;
LODInfo->BuildSettings.ThresholdUV = ImportOptions->OverlappingThresholds.ThresholdUV;
LODInfo->BuildSettings.MorphThresholdPosition = ImportOptions->OverlappingThresholds.MorphThresholdPosition;
}
}
// Populate the mesh array
FFbxImporter->FillFbxSkelMeshArrayInScene(FFbxImporter->Scene->GetRootNode(), MeshArray, false, ImportOptions->bImportAsSkeletalGeometry || ImportOptions->bImportAsSkeletalSkinning, ImportOptions->bImportScene);
// Nothing found, error out
if (MeshArray.Num() == 0)
{
ReapplyClothing();
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_NoMesh", "No meshes were found in file.")), FFbxErrors::Generic_MeshNotFound);
CleanUpScene();
return false;
}
MeshObject = MeshArray[0];
// check if there is LODGroup for this skeletal mesh
for (int32 j = 0; j < MeshObject->Num(); j++)
{
FbxNode* Node = (*MeshObject)[j];
if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
{
// get max LODgroup level
if (MaxLODLevel < (Node->GetChildCount() - 1))
{
MaxLODLevel = Node->GetChildCount() - 1;
}
}
}
// No LODs found, switch to supporting a mesh array containing meshes instead of LODs
if (MaxLODLevel == 0)
{
bUseLODs = false;
MaxLODLevel = SelectedSkelMesh->GetLODNum();
}
int32 SelectedLOD = LODLevel;
if (SelectedLOD > SelectedSkelMesh->GetLODNum())
{
ReapplyClothing();
// Make sure they don't manage to select a bad LOD index
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FBXImport_InvalidLODIdx", "Invalid mesh LOD index {0}, no prior LOD index exists"), FText::AsNumber(SelectedLOD))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex);
}
else
{
TArray<FbxNode*> SkelMeshNodeArray;
if (bUseLODs || ImportOptions->bImportMorph)
{
for (int32 j = 0; j < MeshObject->Num(); j++)
{
FbxNode* Node = (*MeshObject)[j];
if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
{
TArray<FbxNode*> NodeInLod;
if (Node->GetChildCount() > SelectedLOD)
{
FFbxImporter->FindAllLODGroupNode(NodeInLod, Node, SelectedLOD);
}
else // in less some LODGroups have less level, use the last level
{
FFbxImporter->FindAllLODGroupNode(NodeInLod, Node, Node->GetChildCount() - 1);
}
for (FbxNode* MeshNode : NodeInLod)
{
SkelMeshNodeArray.Add(MeshNode);
}
}
else
{
SkelMeshNodeArray.Add(Node);
}
}
}
// Import mesh
USkeletalMesh* TempSkelMesh = NULL;
TArray<FName> OrderedMaterialNames;
{
int32 NoneNameCount = 0;
for (const FSkeletalMaterial& Material : SelectedSkelMesh->GetMaterials())
{
if (Material.ImportedMaterialSlotName == NAME_None)
NoneNameCount++;
OrderedMaterialNames.Add(Material.ImportedMaterialSlotName);
}
if (NoneNameCount >= OrderedMaterialNames.Num())
{
OrderedMaterialNames.Empty();
}
}
TSharedPtr<FExistingSkelMeshData> SkelMeshDataPtr;
if (SelectedSkelMesh->GetLODNum() > SelectedLOD)
{
SelectedSkelMesh->PreEditChange(NULL);
SkelMeshDataPtr = SkeletalMeshImportUtils::SaveExistingSkelMeshData(SelectedSkelMesh, true, SelectedLOD);
}
//Original fbx data storage
TArray<FName> ImportMaterialOriginalNameData;
TArray<FImportMeshLodSectionsData> ImportMeshLodData;
ImportMeshLodData.AddZeroed();
FSkeletalMeshImportData OutData;
UnFbx::FFbxImporter::FImportSkeletalMeshArgs ImportSkeletalMeshArgs;
ImportSkeletalMeshArgs.InParent = SelectedSkelMesh->GetOutermost();
ImportSkeletalMeshArgs.NodeArray = bUseLODs ? SkelMeshNodeArray : *MeshObject;
ImportSkeletalMeshArgs.Name = NAME_None;
ImportSkeletalMeshArgs.Flags = RF_Transient;
ImportSkeletalMeshArgs.TemplateImportData = FbxImportData;
ImportSkeletalMeshArgs.LodIndex = SelectedLOD;
ImportSkeletalMeshArgs.OrderedMaterialNames = OrderedMaterialNames.Num() > 0 ? &OrderedMaterialNames : nullptr;
ImportSkeletalMeshArgs.ImportMaterialOriginalNameData = &ImportMaterialOriginalNameData;
ImportSkeletalMeshArgs.ImportMeshSectionsData = &ImportMeshLodData[0];
ImportSkeletalMeshArgs.OutData = &OutData;
TempSkelMesh = (USkeletalMesh*)FFbxImporter->ImportSkeletalMesh(ImportSkeletalMeshArgs);
// Add the new imported LOD to the existing model (check skeleton compatibility)
if (TempSkelMesh && FFbxImporter->ImportSkeletalMeshLOD(TempSkelMesh, SelectedSkelMesh, SelectedLOD, FbxImportData))
{
//Update the import data for this lod
UnFbx::FFbxImporter::UpdateSkeletalMeshImportData(SelectedSkelMesh, nullptr, SelectedLOD, &ImportMaterialOriginalNameData, &ImportMeshLodData);
const FString SourceImportFilename = UAssetImportData::SanitizeImportFilename(Filename, nullptr);
if (SkelMeshDataPtr)
{
//Setting the source filename allow to not restore the reduction settings in case we import a custom LOD over a generated LOD.
//This value will be wipe during the restore but we put it back just after.
SelectedSkelMesh->GetLODInfo(SelectedLOD)->SourceImportFilename = SourceImportFilename;
SkeletalMeshImportUtils::RestoreExistingSkelMeshData(SkelMeshDataPtr, SelectedSkelMesh, SelectedLOD, false, ImportOptions->bImportAsSkeletalSkinning, ImportOptions->bResetToFbxOnMaterialConflict);
}
if (ImportOptions->bImportMorph)
{
FFbxImporter->ImportFbxMorphTarget(SkelMeshNodeArray, SelectedSkelMesh, SelectedLOD, OutData, ImportSkeletalMeshArgs.bMapMorphTargetToTimeZero);
}
bSuccess = true;
// Set LOD source filename
SelectedSkelMesh->GetLODInfo(SelectedLOD)->SourceImportFilename = SourceImportFilename;
SelectedSkelMesh->GetLODInfo(SelectedLOD)->bImportWithBaseMesh = false;
ReapplyClothing();
//Must be the last step because it cleanup the fbx importer to import the alternate skinning FBX
if (bMustReimportAlternateSkinWeightProfile)
{
//We cannot use anymore the FFbxImporter after the cleanup
CleanUpScene();
FSkinWeightsUtilities::ReimportAlternateSkinWeight(SelectedSkelMesh, SelectedLOD);
}
// Notification of success
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(SelectedLOD));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
else
{
ReapplyClothing();
// Notification of failure
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "MeshLODImportFail2", "Failed to import mesh for LOD {0}!"), FText::AsNumber(SelectedLOD));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
}
}
CleanUpScene();
}
return bSuccess;
}
FString PromptForLODImportFile(const FText& PromptTitle)
{
FString ChosenFilname("");
FString ExtensionStr;
ExtensionStr += TEXT("All model files|*.fbx;*.obj|");
ExtensionStr += TEXT("FBX files|*.fbx|");
ExtensionStr += TEXT("Object files|*.obj|");
ExtensionStr += TEXT("All files|*.*");
// First, display the file open dialog for selecting the file.
TArray<FString> OpenFilenames;
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
bool bOpen = false;
if(DesktopPlatform)
{
bOpen = DesktopPlatform->OpenFileDialog(
FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr),
PromptTitle.ToString(),
*FEditorDirectories::Get().GetLastDirectory(ELastDirectory::FBX),
TEXT(""),
*ExtensionStr,
EFileDialogFlags::None,
OpenFilenames
);
}
// Only continue if we pressed OK and have only one file selected.
if(bOpen)
{
if(OpenFilenames.Num() == 0)
{
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("NoFileSelectedForLOD", "No file was selected for the LOD.")), FFbxErrors::Generic_Mesh_LOD_NoFileSelected);
}
else if(OpenFilenames.Num() > 1)
{
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("MultipleFilesSelectedForLOD", "You may only select one file for the LOD.")), FFbxErrors::Generic_Mesh_LOD_MultipleFilesSelected);
}
else
{
ChosenFilname = OpenFilenames[0];
FEditorDirectories::Get().SetLastDirectory(ELastDirectory::FBX, FPaths::GetPath(ChosenFilname)); // Save path as default for next time.
}
}
return ChosenFilname;
}
TFuture<bool> ImportMeshLODDialog(class UObject* SelectedMesh, int32 LODLevel, bool bNotifyCB /*= true*/, bool bReimportWithNewFile /*= false*/)
{
TSharedPtr<TPromise<bool>> Promise = MakeShared<TPromise<bool>>();
if(!SelectedMesh)
{
Promise->SetValue(false);
return Promise->GetFuture();
}
USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(SelectedMesh);
UStaticMesh* StaticMesh = Cast<UStaticMesh>(SelectedMesh);
FString FilenameToImport("");
//Make sure the LODLevel is valid, it should not be more then one over the existing lod count
bool bInvalidLodIndex = false;
if (SkeletalMesh)
{
if (LODLevel > SkeletalMesh->GetLODNum())
{
bInvalidLodIndex = true;
}
else
{
if (!bReimportWithNewFile && SkeletalMesh->IsValidLODIndex(LODLevel))
{
FilenameToImport = SkeletalMesh->GetLODInfo(LODLevel)->SourceImportFilename.IsEmpty() ?
SkeletalMesh->GetLODInfo(LODLevel)->SourceImportFilename :
UAssetImportData::ResolveImportFilename(SkeletalMesh->GetLODInfo(LODLevel)->SourceImportFilename, nullptr);
}
}
}
else if (StaticMesh)
{
if (LODLevel > StaticMesh->GetNumSourceModels())
{
bInvalidLodIndex = true;
}
else
{
if (!bReimportWithNewFile && StaticMesh->IsSourceModelValid(LODLevel))
{
const FStaticMeshSourceModel& SourceModel = StaticMesh->GetSourceModel(LODLevel);
FilenameToImport = SourceModel.SourceImportFilename.IsEmpty() ?
SourceModel.SourceImportFilename :
UAssetImportData::ResolveImportFilename(SourceModel.SourceImportFilename, nullptr);
}
}
}
else
{
//We support only staticmesh and skeletalmesh asset for LOD import
Promise->SetValue(false);
return Promise->GetFuture();
}
if (bInvalidLodIndex)
{
UE_LOG(LogExportMeshUtils, Warning, TEXT("ImportMeshLODDialog: Invalid mesh LOD index %d, no prior LOD index exists."), LODLevel);
FbxMeshUtils::Private::ShowFailedToImportLodDialog(LODLevel);
Promise->SetValue(false);
return Promise->GetFuture();
}
// Check the file exists first
bool bSourceFileExists = FPaths::FileExists(FilenameToImport);
if (!bSourceFileExists)
{
//Pop a file picker that join both interchange and other format
//Ask the user for a file path
const UInterchangeProjectSettings* InterchangeProjectSettings = GetDefault<UInterchangeProjectSettings>();
UInterchangeFilePickerBase* FilePicker = nullptr;
//In runtime we do not have any pipeline configurator
#if WITH_EDITORONLY_DATA
TSoftClassPtr <UInterchangeFilePickerBase> FilePickerClass = InterchangeProjectSettings->FilePickerClass;
if (FilePickerClass.IsValid())
{
UClass* FilePickerClassLoaded = FilePickerClass.LoadSynchronous();
if (FilePickerClassLoaded)
{
FilePicker = NewObject<UInterchangeFilePickerBase>(GetTransientPackage(), FilePickerClassLoaded, NAME_None, RF_NoFlags);
}
}
#endif
if (FilePicker)
{
FInterchangeFilePickerParameters Parameters;
Parameters.bAllowMultipleFiles = false;
Parameters.Title = FText::Format(NSLOCTEXT("Interchange", "ImportCustomLodAsync_FilePickerTitle", "Choose a file to import a custom LOD for LOD{0}"), FText::AsNumber(LODLevel));
Parameters.bShowAllFactoriesExtension = false;
//Lod import support interchange format and we force fbx in case it is disabled
Parameters.ExtraFormats = { TEXT("fbx;Filmbox") };
TArray<FString> Filenames;
bool bFilePickerResult = FilePicker->ScriptedFilePickerForTranslatorAssetType(EInterchangeTranslatorAssetType::Meshes, Parameters, Filenames);
if (bFilePickerResult)
{
if (Filenames.Num() > 0)
{
FilenameToImport = Filenames[0];
bSourceFileExists = FPaths::FileExists(FilenameToImport);
}
else
{
UE_LOG(LogExportMeshUtils, Display, TEXT("ImportMeshLODDialog: Error when picking a file to import LOD index %d."), LODLevel);
Promise->SetValue(false);
return Promise->GetFuture();
}
}
else
{
UE_LOG(LogExportMeshUtils, Display, TEXT("ImportMeshLODDialog: User cancel import LOD index %d."), LODLevel);
Promise->SetValue(false);
return Promise->GetFuture();
}
}
}
if (!bSourceFileExists)
{
UE_LOG(LogExportMeshUtils, Display, TEXT("ImportMeshLODDialog: Cannot import LOD index %d. The filename do not exist."), LODLevel);
Promise->SetValue(false);
return Promise->GetFuture();
}
//Convert the import data if necessary
UInterchangeAssetImportData* SelectedInterchangeAssetImportData = nullptr;
if (SkeletalMesh)
{
if (SkeletalMesh->IsValidLODIndex(LODLevel))
{
SelectedInterchangeAssetImportData = Cast<UInterchangeAssetImportData>(SkeletalMesh->GetAssetImportData());
}
}
else if (StaticMesh)
{
if (LODLevel >= 0 && LODLevel <= StaticMesh->GetNumSourceModels())
{
SelectedInterchangeAssetImportData = Cast<UInterchangeAssetImportData>(StaticMesh->GetAssetImportData());
}
}
UInterchangeManager& InterchangeManager = UInterchangeManager::GetInterchangeManager();
const UInterchangeSourceData* SourceData = InterchangeManager.CreateSourceData(FilenameToImport);
const bool bInterchangeCanImportSourceData = InterchangeManager.CanTranslateSourceData(SourceData);
if (bInterchangeCanImportSourceData)
{
constexpr bool bAsyncTrue = true;
TFuture<bool> Result = UInterchangeMeshUtilities::ImportCustomLod(SelectedMesh, LODLevel, SourceData, bAsyncTrue);
Result.Then([Promise, bNotifyCB, SkeletalMesh, StaticMesh, LODLevel](TFuture<bool> FutureResult)
{
check(IsInGameThread());
bool bResult = FutureResult.Get();
if (bResult)
{
//If we use alternate skinweight, we must re-import all profile for this LOD
if (SkeletalMesh && !SkeletalMesh->GetSkinWeightProfiles().IsEmpty())
{
//Enqueue the re-import alternate skinning
TSharedPtr<FInterchangeSkeletalMeshAlternateSkinWeightPostImportTask> SkeletalMeshPostImportTask = MakeShared<FInterchangeSkeletalMeshAlternateSkinWeightPostImportTask>(SkeletalMesh);
SkeletalMeshPostImportTask->ReimportAlternateSkinWeightDelegate.BindLambda([](USkeletalMesh* SkeletalMesh, int32 LodIndex)
{
return FSkinWeightsUtilities::ReimportAlternateSkinWeight(SkeletalMesh, LodIndex);
});
SkeletalMeshPostImportTask->AddLodToReimportAlternate(LODLevel);
UInterchangeManager::GetInterchangeManager().EnqueuePostImportTask(SkeletalMeshPostImportTask);
}
if (bNotifyCB)
{
if (SkeletalMesh)
{
GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPostLODImport(SkeletalMesh, LODLevel);
}
else if (StaticMesh)
{
GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPostLODImport(StaticMesh, LODLevel);
}
}
}
else
{
FbxMeshUtils::Private::ShowFailedToImportLodDialog(LODLevel);
}
Promise->SetValue(bResult);
});
//Since we start an asynchronous lod import we can return the future of the promise.
return Promise->GetFuture();
}
bool bImportSuccess = false;
if(!FilenameToImport.IsEmpty())
{
constexpr bool bAsyncFalse = false;
if(SkeletalMesh)
{
bImportSuccess = ImportSkeletalMeshLOD(SkeletalMesh, FilenameToImport, LODLevel, bAsyncFalse);
}
else if(StaticMesh)
{
bImportSuccess = ImportStaticMeshLOD(StaticMesh, FilenameToImport, LODLevel, bAsyncFalse);
}
}
//If the filename is empty it mean the user cancel the file selection
if(!bImportSuccess && !FilenameToImport.IsEmpty())
{
// Failed to import a LOD, even after retries (if applicable)
FbxMeshUtils::Private::ShowFailedToImportLodDialog(LODLevel);
}
if (bImportSuccess && bNotifyCB)
{
if (SkeletalMesh)
{
GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPostLODImport(SkeletalMesh, LODLevel);
}
else if(StaticMesh)
{
GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPostLODImport(StaticMesh, LODLevel);
}
}
Promise->SetValue(bImportSuccess);
return Promise->GetFuture();
}
bool ImportStaticMeshHiResSourceModelDialog( UStaticMesh* StaticMesh )
{
if (!StaticMesh)
{
return false;
}
// TODO: Interchange support
FString FilenameToImport("");
const FStaticMeshSourceModel& SourceModel = StaticMesh->GetHiResSourceModel();
FilenameToImport = SourceModel.SourceImportFilename.IsEmpty() ?
SourceModel.SourceImportFilename :
UAssetImportData::ResolveImportFilename(SourceModel.SourceImportFilename, nullptr);
// Check if the file exists first
const bool bSourceFileExists = FPaths::FileExists(FilenameToImport);
// We'll give the user a chance to choose a new file if a previously set file fails to import
const bool bPromptOnFail = bSourceFileExists;
if (!bSourceFileExists || FilenameToImport.IsEmpty())
{
FText PromptTitle;
if (FilenameToImport.IsEmpty())
{
PromptTitle = LOCTEXT("HiResImportPrompt_NoSource", "Choose a file to import for the High Resolution Mesh");
}
else if (!bSourceFileExists)
{
PromptTitle = LOCTEXT("HiResImportPrompt_SourceNotFound", "High Resolution Mesh Source file not found. Choose a new file.");
}
FilenameToImport = PromptForLODImportFile(PromptTitle);
}
bool bImportSuccess = false;
constexpr bool bAsyncFalse = false;
if (!FilenameToImport.IsEmpty())
{
bImportSuccess = ImportStaticMeshHiResSourceModel(StaticMesh, FilenameToImport, bAsyncFalse);
}
if (!bImportSuccess && bPromptOnFail)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("HiResImport_SourceMissingDialog", "Failed to import the High Resolution Mesh as the source file failed to import, please select a new source file."));
FText PromptTitle = LOCTEXT("HiResImportPrompt_SourceFailed", "Failed to import source file for the High Resolution Mesh, choose a new file");
FilenameToImport = PromptForLODImportFile(PromptTitle);
if (FilenameToImport.Len() > 0 && FPaths::FileExists(FilenameToImport))
{
bImportSuccess = ImportStaticMeshHiResSourceModel(StaticMesh, FilenameToImport, bAsyncFalse);
}
}
if (!bImportSuccess && !FilenameToImport.IsEmpty())
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("HiResImport_Failure", "Failed to import the High Resolution Mesh"));
}
return bImportSuccess;
}
bool RemoveStaticMeshHiRes(UStaticMesh* StaticMesh)
{
if (!StaticMesh || !StaticMesh->IsHiResMeshDescriptionValid())
{
return false;
}
StaticMesh->Modify();
StaticMesh->ModifyHiResMeshDescription();
StaticMesh->ClearHiResMeshDescription();
StaticMesh->CommitHiResMeshDescription();
StaticMesh->GetHiResSourceModel().SourceImportFilename.Empty();
StaticMesh->PostEditChange();
return true;
}
void SetImportOption(UFbxImportUI* ImportUI)
{
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
ApplyImportUIToImportOptions(ImportUI, *ImportOptions);
}
} //end namespace MeshUtils
#undef LOCTEXT_NAMESPACE