// 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 "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 "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 "Settings/EditorExperimentalSettings.h" #include "Misc/FbxErrors.h" #include "Framework/Notifications/NotificationManager.h" #include "Widgets/Notifications/SNotificationList.h" #include "ClothingAsset.h" #include "SkinWeightsUtilities.h" #include "LODUtilities.h" DEFINE_LOG_CATEGORY_STATIC(LogExportMeshUtils, Log, All); #define LOCTEXT_NAMESPACE "FbxMeshUtil" namespace FbxMeshUtils { /** Helper function used for retrieving data required for importing static mesh LODs */ void PopulateFBXStaticMeshLODList(UnFbx::FFbxImporter* FFbxImporter, FbxNode* Node, TArray< TArray* >& 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) { TArray* NodeList = new TArray; LODNodeList.Add(NodeList); } 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) { TArray* NodeList = new TArray; LODNodeList.Add(NodeList); } 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) { if (!BaseStaticMesh) { UE_LOG(LogExportMeshUtils, Log, TEXT("Cannot import custom LOD because the staticmesh is NULL.")); return false; } //We will use interchange only if interchange is enabled and the mesh we want to add a LOD was imported with interchange const UEditorExperimentalSettings* EditorExperimentalSettings = GetDefault(); const UInterchangeAssetImportData* SelectedInterchangeAssetImportData = Cast(BaseStaticMesh->GetAssetImportData()); if (EditorExperimentalSettings->bEnableInterchangeFramework && SelectedInterchangeAssetImportData) { UInterchangeSourceData* SourceData = UInterchangeManager::GetInterchangeManager().CreateSourceData(Filename); //Call interchange mesh utilities to import custom LOD UInterchangeMeshUtilities::ImportCustomLodAsync(BaseStaticMesh, LODLevel, SourceData).Then([BaseStaticMesh, LODLevel](TFuture Result) { bool bResult = Result.Get(); Async(EAsyncExecution::TaskGraphMainThread, [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); } }); }); 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(); bool IsReimport = BaseStaticMesh->GetRenderData()->LODResources.Num() > LODLevel; UFbxStaticMeshImportData* ImportData = Cast(BaseStaticMesh->AssetImportData); if (ImportData != nullptr) { UFbxImportUI* ReimportUI = NewObject(); 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 if (BaseStaticMesh->IsSourceModelValid(0)) { // Use the lod 0 to set the import settings 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->NaniteSettings.bEnabled; 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 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< TArray* > 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 ExistMeshDataPtr; if (IsReimport) { 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 ReimportLodList; ReimportLodList.Add(LODLevel); StaticMeshImportUtils::UpdateSomeLodsImportMeshData(BaseStaticMesh, &ReimportLodList); if(IsReimport) { 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; } } // Cleanup for (int32 i = 0; i < LODNodeList.Num(); ++i) { delete LODNodeList[i]; } } FFbxImporter->ReleaseScene(); return bSuccess; } bool ImportSkeletalMeshLOD( class USkeletalMesh* SelectedSkelMesh, const FString& Filename, int32 LODLevel) { //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; } //We will use interchange only if interchange is enable and the skeletalmesh we want to add a LOD was import with interchange const UEditorExperimentalSettings* EditorExperimentalSettings = GetDefault(); UInterchangeAssetImportData* SelectedInterchangeAssetImportData = Cast(SelectedSkelMesh->GetAssetImportData()); if (EditorExperimentalSettings->bEnableInterchangeFramework && SelectedInterchangeAssetImportData) { UInterchangeSourceData* SourceData = UInterchangeManager::GetInterchangeManager().CreateSourceData(Filename); //Call interchange mesh utilities to import custom LOD UInterchangeMeshUtilities::ImportCustomLodAsync(SelectedSkelMesh, LODLevel, SourceData).Then([SelectedSkelMesh, LODLevel](TFuture Result) { bool bResult = Result.Get(); Async(EAsyncExecution::TaskGraphMainThread, [SelectedSkelMesh, LODLevel, bResult]() { if (bResult) { // 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); } }); }); 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* > 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; } 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 ClothingBindings; TArray ClothingAssetsInUse; TArray ClothingAssetSectionIndices; TArray 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* TempAssetImportData = NULL; UFbxAssetImportData *FbxAssetImportData = Cast(SelectedSkelMesh->GetAssetImportData()); if (FbxAssetImportData != nullptr) { UFbxSkeletalMeshImportData* ImportData = Cast(FbxAssetImportData); if (ImportData) { TempAssetImportData = ImportData; UnFbx::FBXImportOptions::ResetOptions(ImportOptions); // Prepare the import options UFbxImportUI* ReimportUI = NewObject(); 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 = ImportData; //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* 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->IsLODImportedDataBuildAvailable(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 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 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 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 SkelMeshDataPtr; if (SelectedSkelMesh->GetLODNum() > SelectedLOD) { SelectedSkelMesh->PreEditChange(NULL); SkelMeshDataPtr = SkeletalMeshImportUtils::SaveExistingSkelMeshData(SelectedSkelMesh, true, SelectedLOD); } //Original fbx data storage TArray ImportMaterialOriginalNameData; TArray 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 = TempAssetImportData; 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, TempAssetImportData)) { //Update the import data for this lod UnFbx::FFbxImporter::UpdateSkeletalMeshImportData(SelectedSkelMesh, nullptr, SelectedLOD, &ImportMaterialOriginalNameData, &ImportMeshLodData); if (SkelMeshDataPtr) { SkeletalMeshImportUtils::RestoreExistingSkelMeshData(SkelMeshDataPtr, SelectedSkelMesh, SelectedLOD, false, ImportOptions->bImportAsSkeletalSkinning, ImportOptions->bResetToFbxOnMaterialConflict); } if (ImportOptions->bImportMorph) { FFbxImporter->ImportFbxMorphTarget(SkelMeshNodeArray, SelectedSkelMesh, SelectedLOD, OutData); } bSuccess = true; // Set LOD source filename SelectedSkelMesh->GetLODInfo(SelectedLOD)->SourceImportFilename = UAssetImportData::SanitizeImportFilename(Filename, nullptr); 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 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; } bool ImportMeshLODDialog(class UObject* SelectedMesh, int32 LODLevel, bool bNotifyCB /*= true*/) { if(!SelectedMesh) { return false; } USkeletalMesh* SkeletalMesh = Cast(SelectedMesh); UStaticMesh* StaticMesh = Cast(SelectedMesh); FString FilenameToImport(""); UInterchangeAssetImportData* SelectedInterchangeAssetImportData = nullptr; if (SkeletalMesh) { if (SkeletalMesh->IsValidLODIndex(LODLevel)) { FilenameToImport = SkeletalMesh->GetLODInfo(LODLevel)->SourceImportFilename.IsEmpty() ? SkeletalMesh->GetLODInfo(LODLevel)->SourceImportFilename : UAssetImportData::ResolveImportFilename(SkeletalMesh->GetLODInfo(LODLevel)->SourceImportFilename, nullptr); } SelectedInterchangeAssetImportData = Cast(SkeletalMesh->GetAssetImportData()); } else if (StaticMesh) { if (StaticMesh->IsSourceModelValid(LODLevel)) { const FStaticMeshSourceModel& SourceModel = StaticMesh->GetSourceModel(LODLevel); FilenameToImport = SourceModel.SourceImportFilename.IsEmpty() ? SourceModel.SourceImportFilename : UAssetImportData::ResolveImportFilename(SourceModel.SourceImportFilename, nullptr); } SelectedInterchangeAssetImportData = Cast(StaticMesh->GetAssetImportData()); } else { //We support only staticmesh and skeletalmesh asset for LOD import return false; } // Check 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; //We will use interchange only if interchange is enable and the skeletalmesh we want to add a LOD was import with interchange const UEditorExperimentalSettings* EditorExperimentalSettings = GetDefault(); if(EditorExperimentalSettings->bEnableInterchangeFramework && SelectedInterchangeAssetImportData) { auto CustomLodImportContinuation = [bNotifyCB, SkeletalMesh, StaticMesh, LODLevel](TFuture Result) { bool bResult = Result.Get(); Async(EAsyncExecution::TaskGraphMainThread, [bNotifyCB, SkeletalMesh, StaticMesh, LODLevel, bResult]() { if (bNotifyCB && bResult) { if (SkeletalMesh) { GEditor->GetEditorSubsystem()->BroadcastAssetPostLODImport(SkeletalMesh, LODLevel); } else if (StaticMesh) { GEditor->GetEditorSubsystem()->BroadcastAssetPostLODImport(StaticMesh, LODLevel); } } }); }; if(!bSourceFileExists) { //Call interchange mesh utilities to import custom LOD UInterchangeMeshUtilities::ImportCustomLodAsync(SelectedMesh, LODLevel).Then(CustomLodImportContinuation); } else { UInterchangeSourceData* SourceData = UInterchangeManager::GetInterchangeManager().CreateSourceData(FilenameToImport); UInterchangeMeshUtilities::ImportCustomLodAsync(SelectedMesh, LODLevel, SourceData).Then(CustomLodImportContinuation); } return true; } if(!bSourceFileExists || FilenameToImport.IsEmpty()) { FText PromptTitle; if(FilenameToImport.IsEmpty()) { PromptTitle = FText::Format(LOCTEXT("LODImportPrompt_NoSource", "Choose a file to import for LOD {0}"), FText::AsNumber(LODLevel)); } else if(!bSourceFileExists) { PromptTitle = FText::Format(LOCTEXT("LODImportPrompt_SourceNotFound", "LOD {0} Source file not found. Choose new file."), FText::AsNumber(LODLevel)); } FilenameToImport = PromptForLODImportFile(PromptTitle); } bool bImportSuccess = false; if(!FilenameToImport.IsEmpty()) { if(SkeletalMesh) { bImportSuccess = ImportSkeletalMeshLOD(SkeletalMesh, FilenameToImport, LODLevel); } else if(StaticMesh) { bImportSuccess = ImportStaticMeshLOD(StaticMesh, FilenameToImport, LODLevel); } } if(!bImportSuccess && bPromptOnFail) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("LODImport_SourceMissingDialog", "Failed to import LOD{0} as the source file failed to import, please select a new source file."), FText::AsNumber(LODLevel))); FText PromptTitle = FText::Format(LOCTEXT("LODImportPrompt_SourceFailed", "Failed to import source file for LOD {0}, choose a new file"), FText::AsNumber(LODLevel)); FilenameToImport = PromptForLODImportFile(PromptTitle); if(FilenameToImport.Len() > 0 && FPaths::FileExists(FilenameToImport)) { if(SkeletalMesh) { bImportSuccess = ImportSkeletalMeshLOD(SkeletalMesh, FilenameToImport, LODLevel); } else if(StaticMesh) { bImportSuccess = ImportStaticMeshLOD(StaticMesh, FilenameToImport, LODLevel); } } } //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) FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("LODImport_Failure", "Failed to import LOD{0}"), FText::AsNumber(LODLevel))); } if (bImportSuccess && bNotifyCB) { if (SkeletalMesh) { GEditor->GetEditorSubsystem()->BroadcastAssetPostLODImport(SkeletalMesh, LODLevel); } else if(StaticMesh) { GEditor->GetEditorSubsystem()->BroadcastAssetPostLODImport(StaticMesh, LODLevel); } } return bImportSuccess; } void SetImportOption(UFbxImportUI* ImportUI) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions(); ApplyImportUIToImportOptions(ImportUI, *ImportOptions); } } //end namespace MeshUtils #undef LOCTEXT_NAMESPACE