79 lines
2.6 KiB
C++
79 lines
2.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Async/Future.h"
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#include "CoreMinimal.h"
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class UFbxImportUI;
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class UStaticMesh;
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class USkeletalMesh;
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class UObject;
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namespace FbxMeshUtils
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{
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/**
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* Imports a mesh LOD to the given static mesh
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*
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* @param BaseStaticMesh The static mesh to import the LOD to
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* @param Filename The filename of the FBX file containing the LOD
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* @param LODLevel The level of the lod to import
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* @return Whether or not the import succeeded
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*/
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UNREALED_API bool ImportStaticMeshLOD( UStaticMesh* BaseStaticMesh, const FString& Filename, int32 LODLevel, bool bAsync);
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/**
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* Imports a mesh as the high res source model of the given static mesh
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*
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* @param BaseStaticMesh The static mesh to import the high res source model to
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* @param Filename The filename of the FBX file containing the mesh
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* @return Whether or not the import succeeded
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*/
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UNREALED_API bool ImportStaticMeshHiResSourceModel( UStaticMesh* BaseStaticMesh, const FString& Filename, bool bAsync);
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/**
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* Imports a skeletal mesh LOD to the given skeletal mesh
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*
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* @param Mesh The skeletal mesh to import the LOD to
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* @param Filename The filename of the FBX file containing the LOD
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* @param LODLevel The level of the lod to import
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* @return Whether or not the import succeeded
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*/
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UNREALED_API bool ImportSkeletalMeshLOD( USkeletalMesh* Mesh, const FString& Filename, int32 LODLevel, bool bAsync);
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/**
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* Imports a mesh LOD to the given mesh
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* Opens file dialog to do so!
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*
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* @param Mesh The mesh to import the LOD to
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* @param LODLevel The level of the lod to import
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* @return Whether or not the import succeeded
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*/
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UNREALED_API TFuture<bool> ImportMeshLODDialog( UObject* Mesh, int32 LODLevel, bool bNotifyCB = true, bool bReimportWithNewFile = false);
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/**
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* Imports a mesh as the high res source model of the given mesh
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* Opens file dialog to do so!
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*
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* @param Mesh The mesh to import the high res mesh to
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* @return Whether or not the import succeeded
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*/
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UNREALED_API bool ImportStaticMeshHiResSourceModelDialog( UStaticMesh* StaticMesh );
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/**
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* Remove the nanite data for the specified staticmesh
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*
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* @param Mesh The mesh to import the high res mesh to
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* @return Whether or not the import succeeded
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*/
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UNREALED_API bool RemoveStaticMeshHiRes(UStaticMesh* StaticMesh);
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/**
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* Sets import option before importing
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*
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* @param ImportUI The importUI you'd like to apply to
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*/
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UNREALED_API void SetImportOption(UFbxImportUI* ImportUI);
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} //end namespace ExportMeshUtils
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