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Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21064294 by bryan.sefcik #jira #preflight 62d5c2111062f2e63015e598 #ROBOMERGE-OWNER: bryan.sefcik #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21182053 by bryan sefcik in ue5-main branch]
70 lines
2.1 KiB
C++
70 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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#include "DatasmithTypes.h"
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#include "DatasmithUtils.h"
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#include "IDatasmithSceneElements.h"
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#include "Math/Color.h"
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#include "Templates/SharedPointer.h"
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#include "Templates/UniquePtr.h"
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class FDatasmithLogger;
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class FDatasmithSceneExporterImpl;
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class IDatasmithProgressManager;
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class IDatasmithScene;
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/**
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* This is the export for a DatasmithScene. Call PreExport, then Export to finish the export process.
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*/
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class DATASMITHEXPORTER_API FDatasmithSceneExporter
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{
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public:
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FDatasmithSceneExporter();
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~FDatasmithSceneExporter();
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/**
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* Indicates that we're starting the export process. Starts the export metrics.
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*/
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void PreExport();
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/**
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* Exports the entire scene.
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* It will create the scene file as well as the resized textures (in case of resize is enabled).
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*
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* @param bCleanupUnusedElements Remove unused meshes, textures and materials before exporting
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*/
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void Export( TSharedRef< IDatasmithScene > DatasmithScene, bool bCleanupUnusedElements = true );
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/** Resets all the settings on the scene */
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UE_DEPRECATED(5.1, "This function was selectively reseting the export state and was preserving the export paths. We should now directly set the fields we want to change instead.")
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void Reset();
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/** Sets the progress manager for visual feedback on exporting */
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void SetProgressManager( const TSharedPtr< IDatasmithProgressManager >& InProgressManager );
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/** Sets the logger to store the summary of the export process */
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void SetLogger( const TSharedPtr< FDatasmithLogger >& InLogger );
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/** Sets the name of the scene to export. The resulting file and folder will use this name. */
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void SetName(const TCHAR* InName);
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/** Gets the name of the scene to export. */
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const TCHAR* GetName() const;
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/**
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* Sets the output path to where this scene will be exported.
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*/
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void SetOutputPath(const TCHAR* InOutputPath);
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const TCHAR* GetOutputPath() const;
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/**
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* Gets the path to the assets output folder. This is where we output the mesh files, textures, etc.
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*/
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const TCHAR* GetAssetsOutputPath() const;
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private:
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TUniquePtr< FDatasmithSceneExporterImpl > Impl;
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};
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