51 lines
1.9 KiB
C++
51 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/SkeletalMesh.h"
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#include "Framework/Commands/UIAction.h"
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namespace UnFbx
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{
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struct FBXImportOptions;
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}
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//////////////////////////////////////////////////////////////////////////
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// FSkinWeightsUtilities
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class FSkinWeightsUtilities
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{
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public:
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/**
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* This function import a new set of skin weights for a specified LOD. Return true if the weights are successfully updates.
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* If it return false, nothing in the skeletal skin weights was modified.
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*
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* @param SkeletalMesh - The skeletal mesh to operate on.
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* @param Path - The file path to import the weight from
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* @Param TargetLODIndex - The LODIndex to imp[ort the skin weight
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* @Param ProfileName - The name of the profile to associate the imported skin weight
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* @param bReregisterComponent - if true the component using the skeletal mesh will all be re register.
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*/
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static UNREALED_API bool ImportAlternateSkinWeight(USkeletalMesh* SkeletalMesh, const FString& Path, int32 TargetLODIndex, const FName& ProfileName, const bool bIsReimport);
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/**
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* This function reimport all skin weights profile for a specified LOD. Return true if the weights are successfully updates.
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* If it return false, nothing in the skeletal skin weights was modified.
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*
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* @param SkeletalMesh - The skeletal mesh to operate on.
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* @Param TargetLODIndex - The LODIndex to imp[ort the skin weight
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* @param bReregisterComponent - if true the component using the skeletal mesh will all be re register.
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*/
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static UNREALED_API bool ReimportAlternateSkinWeight(USkeletalMesh* SkeletalMesh, int32 TargetLODIndex);
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static UNREALED_API bool RemoveSkinnedWeightProfileData(USkeletalMesh* SkeletalMesh, const FName& ProfileName, int32 LODIndex);
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/*
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* Ask user a file path for a particular LOD
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*/
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static UNREALED_API FString PickSkinWeightPath(int32 LODIndex, USkeletalMesh* SkeletalMesh);
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private:
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FSkinWeightsUtilities() {}
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};
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