Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Public/AutomatedAssetImportData.h
aurel cordonnier 50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00

71 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "AutomatedAssetImportData.generated.h"
class UFactory;
class FJsonObject;
DECLARE_LOG_CATEGORY_EXTERN(LogAutomatedImport, Log, All);
/**
* Contains data for a group of assets to import
*/
UCLASS(Transient, BlueprintType)
class UNREALED_API UAutomatedAssetImportData : public UObject
{
GENERATED_BODY()
public:
UAutomatedAssetImportData();
/** @return true if this group contains enough valid data to import*/
bool IsValid() const;
/** Initalizes the group */
void Initialize(TSharedPtr<FJsonObject> InImportGroupJsonData);
/** @return the display name of the group */
FString GetDisplayName() const;
public:
/** Display name of the group. This is for logging purposes only. */
UPROPERTY(BlueprintReadWrite, Category="Asset Import Data")
FString GroupName;
/** Filenames to import */
UPROPERTY(BlueprintReadWrite, Category = "Asset Import Data")
TArray<FString> Filenames;
/** Content path in the projects content directory where assets will be imported */
UPROPERTY(BlueprintReadWrite, Category = "Asset Import Data")
FString DestinationPath;
/** Name of the factory to use when importing these assets. If not specified the factory type will be auto detected */
UPROPERTY(BlueprintReadWrite, Category = "Asset Import Data")
FString FactoryName;
/** Whether or not to replace existing assets */
UPROPERTY(BlueprintReadWrite, Category = "Asset Import Data")
bool bReplaceExisting;
/** Whether or not to skip importing over read only assets that could not be checked out */
UPROPERTY(BlueprintReadWrite, Category = "Asset Import Data")
bool bSkipReadOnly;
/** Pointer to the factory currently being used */
UPROPERTY(BlueprintReadWrite, Category = "Asset Import Data")
TObjectPtr<UFactory> Factory;
/** Full path to level to load before importing this group (only matters if importing assets into a level) */
UPROPERTY(BlueprintReadWrite, Category = "Asset Import Data")
FString LevelToLoad;
/** Json data to be read when importing this group */
TSharedPtr<FJsonObject> ImportGroupJsonData;
};