Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Public/FbxMeshUtils.h
alexis matte c2e9247564 Improve Nanite workflow.
Artists can import/reimport(/new file)/remove nanite hi res data from the staticmesh editor.
Artists can import/reimport(/new file)/remove nanite hi res data from the content browser context menu.
Artists can easily see in the static mesh editor if the nanite hi res data is generated or imported.

#rnx
#rb jeanmichel.dignard
#preflight 630f837d98103d4521d33738

[CL 21724936 by alexis matte in ue5-main branch]
2022-08-31 14:18:54 -04:00

78 lines
2.5 KiB
C++

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