bImportAnimations
bImportAnimations
#Overview
name: bImportAnimations
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 33
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of bImportAnimations is to control whether animations should be imported from an FBX file during the import process. This variable is primarily used in the Unreal Engine’s FBX import system for skeletal meshes and animations.
The bImportAnimations variable is primarily used by the Unreal Engine’s FBX import system, which is part of the Editor module. It’s also referenced in various plugins and runtime modules related to asset import and interchange.
The value of this variable is typically set through the FBX import user interface or programmatically when initiating an FBX import. It can be found in the UFbxImportUI class, which represents the import settings for FBX files.
This variable interacts with several other import-related variables, such as bImportMesh, bImportSkeletalMeshLODs, and bImportMorph. These variables collectively determine what types of data are imported from an FBX file.
Developers should be aware that:
- Setting bImportAnimations to true doesn’t guarantee animation import if other conditions aren’t met (e.g., if there’s no valid skeleton).
- For performance reasons, you might want to set this to false if you’re only interested in importing mesh data.
- When reimporting assets, this flag might be automatically set based on the asset type being reimported.
Best practices when using this variable include:
- Only set it to true when you actually need to import animations to avoid unnecessary processing.
- When importing animations, ensure that the correct skeleton is specified (if applicable).
- Consider the implications on import time and memory usage, especially for large files with complex animations.
- When writing custom import logic, check this flag to determine whether animation-related import steps should be performed.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:633, section: [/Script/UnrealEd.FbxImportUI]
- INI Section:
/Script/UnrealEd.FbxImportUI
- Raw value:
False
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:667
Scope (from outer to inner):
file
namespace UE::Interchange::Private
function UAssetImportData* ConvertToInterchange
Source code excerpt:
GenericAssetPipeline->MeshPipeline->CommonMeshesProperties->ForceAllMeshAsType = EInterchangeForceMeshType::IFMT_SkeletalMesh;
GenericAssetPipeline->AnimationPipeline->bImportAnimations = FbxImportUI->bImportAnimations;
GenericAssetPipeline->ImportOffsetRotation = FbxImportUI->SkeletalMeshImportData->ImportRotation;
GenericAssetPipeline->ImportOffsetTranslation = FbxImportUI->SkeletalMeshImportData->ImportTranslation;
GenericAssetPipeline->ImportOffsetUniformScale = FbxImportUI->SkeletalMeshImportData->ImportUniformScale;
SetTranslatorSettings(FbxImportUI->SkeletalMeshImportData);
#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:682
Scope (from outer to inner):
file
namespace UE::Interchange::Private
function UAssetImportData* ConvertToInterchange
Source code excerpt:
GenericAssetPipeline->MeshPipeline->CommonMeshesProperties->ForceAllMeshAsType = EInterchangeForceMeshType::IFMT_StaticMesh;
GenericAssetPipeline->AnimationPipeline->bImportAnimations = false;
GenericAssetPipeline->MeshPipeline->bImportSkeletalMeshes = false;
GenericAssetPipeline->ImportOffsetRotation = FbxImportUI->StaticMeshImportData->ImportRotation;
GenericAssetPipeline->ImportOffsetTranslation = FbxImportUI->StaticMeshImportData->ImportTranslation;
GenericAssetPipeline->ImportOffsetUniformScale = FbxImportUI->StaticMeshImportData->ImportUniformScale;
#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:695
Scope (from outer to inner):
file
namespace UE::Interchange::Private
function UAssetImportData* ConvertToInterchange
Source code excerpt:
else if (FbxImportUI->MeshTypeToImport == EFBXImportType::FBXIT_Animation)
{
GenericAssetPipeline->AnimationPipeline->bImportAnimations = true;
if (FbxImportUI->Skeleton)
{
GenericAssetPipeline->CommonSkeletalMeshesAndAnimationsProperties->bImportOnlyAnimations = true;
GenericAssetPipeline->CommonSkeletalMeshesAndAnimationsProperties->Skeleton = FbxImportUI->Skeleton;
GenericAssetPipeline->MeshPipeline->bImportStaticMeshes = false;
#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:724
Scope (from outer to inner):
file
namespace UE::Interchange::Private
function UAssetImportData* ConvertToInterchange
Source code excerpt:
GenericAssetPipeline->MeshPipeline->bImportStaticMeshes = true;
GenericAssetPipeline->MeshPipeline->bImportSkeletalMeshes = true;
GenericAssetPipeline->AnimationPipeline->bImportAnimations = true;
SetTranslatorSettings(FbxImportUI->StaticMeshImportData);
//Use the static mesh data
FillInterchangeGenericAssetsPipelineFromFbxMeshImportData(GenericAssetPipeline, Cast<UFbxStaticMeshImportData>(FbxImportUI->StaticMeshImportData));
}
#Loc: <Workspace>/Engine/Plugins/Interchange/Runtime/Source/Pipelines/Private/InterchangeGenericAnimationPipeline.cpp:30
Scope (from outer to inner):
file
function bool UInterchangeGenericAnimationPipeline::CanEditChange
Source code excerpt:
if (InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UInterchangeGenericAnimationPipeline, FrameImportRange))
{
return ParentVal && bImportAnimations && bImportBoneTracks && AnimationRange == EInterchangeAnimationRange::SetRange;
}
return ParentVal;
}
#endif
void UInterchangeGenericAnimationPipeline::AdjustSettingsForContext(EInterchangePipelineContext ImportType, TObjectPtr<UObject> ReimportAsset)
#Loc: <Workspace>/Engine/Plugins/Interchange/Runtime/Source/Pipelines/Private/InterchangeGenericAnimationPipeline.cpp:51
Scope (from outer to inner):
file
function void UInterchangeGenericAnimationPipeline::AdjustSettingsForContext
Source code excerpt:
|| ImportType == EInterchangePipelineContext::AssetAlternateSkinningReimport)
{
bImportAnimations = false;
CommonSkeletalMeshesAndAnimationsProperties->Skeleton = nullptr;
CommonSkeletalMeshesAndAnimationsProperties->bImportOnlyAnimations = false;
}
TArray<FString> HideCategories;
if (ImportType == EInterchangePipelineContext::AssetReimport)
#Loc: <Workspace>/Engine/Plugins/Interchange/Runtime/Source/Pipelines/Private/InterchangeGenericAnimationPipeline.cpp:91
Scope (from outer to inner):
file
function void UInterchangeGenericAnimationPipeline::ExecutePipeline
Source code excerpt:
BaseNodeContainer = InBaseNodeContainer;
if (!bImportAnimations)
{
//Nothing to import
return;
}
TArray<UInterchangeAnimationTrackSetNode*> TrackSetNodes;
#Loc: <Workspace>/Engine/Plugins/Interchange/Runtime/Source/Pipelines/Public/InterchangeGenericAnimationPipeline.h:52
Scope (from outer to inner):
file
class class UInterchangeGenericAnimationPipeline : public UInterchangePipelineBase
Source code excerpt:
/** If enabled, import all animation assets found in the source. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animations")
bool bImportAnimations = true;
/** Import bone transform tracks. If false, this will discard any bone transform tracks.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animations", meta = (EditCondition = "bImportAnimations"))
bool bImportBoneTracks = true;
/** Determines which animation range to import: the range defined at export, the range of frames with animation, or a manually defined range. */
#Loc: <Workspace>/Engine/Source/Editor/DetailCustomizations/Private/FbxImportUIDetails.cpp:560
Scope (from outer to inner):
file
function void FFbxImportUIDetails::CustomizeDetails
Source code excerpt:
// Before we add the import data properties we need to re-add any properties we want to appear above them in the UI
TSharedRef<IPropertyHandle> ImportAnimProp = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UFbxImportUI, bImportAnimations));
// If we're importing an animation file we really don't need to ask this
DetailBuilder.HideProperty(ImportAnimProp);
if(ImportType == FBXIT_Animation)
{
ImportUI->bImportAnimations = true;
}
else
{
AnimCategory.AddProperty(ImportAnimProp);
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxImportUI.h:175
Scope (from outer to inner):
file
class class UFbxImportUI : public UObject, public IImportSettingsParser
Source code excerpt:
/** True to import animations from the FBX File */
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category=Animation, meta=(ImportType="SkeletalMesh|Animation|RigOnly"))
uint32 bImportAnimations:1;
/** Override for the name of the animation to import. By default, it will be the name of FBX **/
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category=Animation, meta=(editcondition="bImportAnimations", ImportType="SkeletalMesh|RigOnly"))
FString OverrideAnimationName;
/** Enables importing of 'rigid skeletalmesh' (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes */
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxSceneImportOptionsSkeletalMesh.h:71
Scope (from outer to inner):
file
class class UFbxSceneImportOptionsSkeletalMesh : public UObject
Source code excerpt:
/** True to import animations from the FBX File */
UPROPERTY(EditAnywhere, config, Category = Animation)
uint32 bImportAnimations : 1;
/** Type of asset to import from the FBX file */
UPROPERTY(EditAnywhere, Category = Animation, config, meta = (DisplayName = "Animation Length"))
TEnumAsByte<enum EFBXAnimationLengthImportType> AnimationLength;
/** Frame range used when Set Range is used in Animation Length */
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Factories/EditorFactories.cpp:6487
Scope (from outer to inner):
file
function EReimportResult::Type UReimportFbxSkeletalMeshFactory::Reimport
Source code excerpt:
ReimportUI->bCreatePhysicsAsset = false;
ReimportUI->PhysicsAsset = SkeletalMesh->GetPhysicsAsset();
ReimportUI->bImportAnimations = false;
ReimportUI->OverrideAnimationName = TEXT("");
ReimportUI->bImportRigidMesh = false;
if (!ImportUI)
{
ImportUI = NewObject<UFbxImportUI>(this, NAME_None, RF_Public);
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Factories/EditorFactories.cpp:6743
Scope (from outer to inner):
file
function EReimportResult::Type UReimportFbxSkeletalMeshFactory::Reimport
Source code excerpt:
ImportOptions->bImportLOD = false;
ImportOptions->bImportSkeletalMeshLODs = false;
ImportOptions->bImportAnimations = false;
ImportOptions->bImportMorph = false;
ImportOptions->VertexColorImportOption = EVertexColorImportOption::Ignore;
}
else if (ImportOptions->bImportAsSkeletalGeometry)
{
ImportOptions->bImportAnimations = false;
ImportOptions->bUpdateSkeletonReferencePose = false;
}
//Save all skinweight profile infos (need a copy, because they will be removed)
const TArray<FSkinWeightProfileInfo> ExistingSkinWeightProfileInfos = SkeletalMesh->GetSkinWeightProfiles();
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxFactory.cpp:396
Scope (from outer to inner):
file
function UObject* UFbxFactory::FactoryCreateFile
Source code excerpt:
ImportOptions->bImportLOD = false;
ImportOptions->bImportSkeletalMeshLODs = false;
ImportOptions->bImportAnimations = false;
ImportOptions->bImportMorph = false;
}
else if (ImportOptions->bImportAsSkeletalGeometry)
{
ImportOptions->bImportAnimations = false;
ImportOptions->bUpdateSkeletonReferencePose = false;
}
}
if (!FbxImporter->CanImportClass(UPhysicsAsset::StaticClass()))
{
ImportOptions->bCreatePhysicsAsset = false;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxFactory.cpp:749
Scope: file
Source code excerpt:
ScopedPostEditChange.SetSkeletalMesh(BaseSkeletalMesh);
if (ImportOptions->bImportAnimations)
{
// We need to remove all scaling from the root node before we set up animation data.
// Othewise some of the global transform calculations will be incorrect.
FbxImporter->RemoveTransformSettingsFromFbxNode(RootNodeToImport, ImportUI->SkeletalMeshImportData);
FbxImporter->SetupAnimationDataFromMesh(BaseSkeletalMesh, Package, SkelMeshNodeArray, ImportUI->AnimSequenceImportData, OutputName.ToString());
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxFactory.cpp:1265
Scope (from outer to inner):
file
function bool UFbxImportUI::CanEditChange
Source code excerpt:
if(PropName == TEXT("FrameImportRange"))
{
bIsMutable = AnimSequenceImportData->AnimationLength == FBXALIT_SetRange && bImportAnimations;
}
else if(PropName == TEXT("bImportCustomAttribute") || PropName == TEXT("AnimationLength") || PropName == TEXT("CustomSampleRate") || PropName == TEXT("bUseDefaultSampleRate"))
{
bIsMutable = bImportAnimations;
}
if(bIsObjImport && InProperty->GetBoolMetaData(TEXT("OBJRestrict")))
{
bIsMutable = false;
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:266
Scope (from outer to inner):
file
namespace UnFbx
function FBXImportOptions* GetImportOptions
Source code excerpt:
ImportOptions->bTransformVertexToAbsolute = true;
//when user import animation only we must get duplicate "bImportMeshesInBoneHierarchy" option from ImportUI anim sequence data
if (!ImportUI->bImportMesh && ImportUI->bImportAnimations)
{
ImportUI->SkeletalMeshImportData->bImportMeshesInBoneHierarchy = ImportUI->AnimSequenceImportData->bImportMeshesInBoneHierarchy;
}
else
{
ImportUI->AnimSequenceImportData->bImportMeshesInBoneHierarchy = ImportUI->SkeletalMeshImportData->bImportMeshesInBoneHierarchy;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:376
Scope (from outer to inner):
file
namespace UnFbx
function void ApplyImportUIToImportOptions
Source code excerpt:
//Animation and skeletal mesh options
{
InOutImportOptions.bImportAnimations = ImportUI->bImportAnimations;
InOutImportOptions.SkeletonForAnimation = ImportUI->Skeleton;
InOutImportOptions.bCreatePhysicsAsset = ImportUI->bCreatePhysicsAsset;
InOutImportOptions.PhysicsAsset = ImportUI->PhysicsAsset;
InOutImportOptions.AnimationName = ImportUI->OverrideAnimationName;
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:443
Scope (from outer to inner):
file
namespace UnFbx
function void ApplyImportUIToImportOptions
Source code excerpt:
InOutImportOptions.bImportVertexAttributes = SkeletalMeshData->bImportVertexAttributes;
if(ImportUI->bImportAnimations)
{
// Copy the transform information into the animation data to match the mesh.
UFbxAnimSequenceImportData* AnimData = ImportUI->AnimSequenceImportData;
AnimData->ImportTranslation = SkeletalMeshData->ImportTranslation;
AnimData->ImportRotation = SkeletalMeshData->ImportRotation;
AnimData->ImportUniformScale = SkeletalMeshData->ImportUniformScale;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:1754
Scope (from outer to inner):
file
lambda-function
Source code excerpt:
{
Attribs.Add(FAnalyticsEventAttribute(TEXT("SkeletalMeshOpt CreatePhysicsAsset"), CaptureImportOptions->bCreatePhysicsAsset));
Attribs.Add(FAnalyticsEventAttribute(TEXT("SkeletalMeshOpt ImportAnimations"), CaptureImportOptions->bImportAnimations));
Attribs.Add(FAnalyticsEventAttribute(TEXT("SkeletalMeshOpt ImportAsSkeletalGeometry"), CaptureImportOptions->bImportAsSkeletalGeometry));
Attribs.Add(FAnalyticsEventAttribute(TEXT("SkeletalMeshOpt ImportAsSkeletalSkinning"), CaptureImportOptions->bImportAsSkeletalSkinning));
Attribs.Add(FAnalyticsEventAttribute(TEXT("SkeletalMeshOpt ImportMeshesInBoneHierarchy"), CaptureImportOptions->bImportMeshesInBoneHierarchy));
Attribs.Add(FAnalyticsEventAttribute(TEXT("SkeletalMeshOpt ImportMorph"), CaptureImportOptions->bImportMorph));
Attribs.Add(FAnalyticsEventAttribute(TEXT("SkeletalMeshOpt ImportSkeletalMeshLODs"), CaptureImportOptions->bImportSkeletalMeshLODs));
Attribs.Add(FAnalyticsEventAttribute(TEXT("SkeletalMeshOpt PreserveSmoothingGroups"), CaptureImportOptions->bPreserveSmoothingGroups));
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:1807
Scope (from outer to inner):
file
namespace UnFbx
function bool FFbxImporter::ImportFromFile
Source code excerpt:
AddMeshAnalytic();
AddSKAnalytic();
if (ImportOptions->bImportAnimations)
{
AddAnimAnalytic();
}
}
else if (ImportOptions->ImportType == FBXIT_StaticMesh)
{
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxOptionWindow.cpp:210
Scope (from outer to inner):
file
function bool SFbxOptionWindow::CanImport
Source code excerpt:
if (ImportUI->MeshTypeToImport == FBXIT_Animation)
{
if (ImportUI->Skeleton == NULL || !ImportUI->bImportAnimations)
{
return false;
}
}
if (ImportUI->AnimSequenceImportData->AnimationLength == FBXALIT_SetRange)
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportFactory.cpp:1983
Scope (from outer to inner):
file
function UObject* UFbxSceneImportFactory::ImportOneSkeletalMesh
Source code excerpt:
AllNewAssets.Add(SkelMeshNodeInfo->AttributeInfo, NewObject);
}
if (GlobalImportSettings->bImportAnimations)
{
// We need to remove all scaling from the root node before we set up animation data.
// Othewise some of the global transform calculations will be incorrect.
FbxImporter->RemoveTransformSettingsFromFbxNode(RootNodeToImport, SkeletalMeshImportData);
FbxImporter->SetupAnimationDataFromMesh(NewMesh, Pkg, SkelMeshNodeArray, AnimSequenceImportData, OutputName.ToString());
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportOptionsSkeletalMesh.cpp:24
Scope (from outer to inner):
file
function UFbxSceneImportOptionsSkeletalMesh::UFbxSceneImportOptionsSkeletalMesh
Source code excerpt:
, ThresholdUV(THRESH_UVS_ARE_SAME)
, MorphThresholdPosition(THRESH_POINTS_ARE_NEAR)
, bImportAnimations(true)
, AnimationLength(EFBXAnimationLengthImportType::FBXALIT_AnimatedKey)
, FrameImportRange(0, 0)
, bUseDefaultSampleRate(false)
, CustomSampleRate(0)
, bImportCustomAttribute(true)
, bDeleteExistingCustomAttributeCurves(false)
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSkeletalMeshImport.cpp:2425
Scope (from outer to inner):
file
function USkeletalMesh* UnFbx::FFbxImporter::ReimportSkeletalMesh
Source code excerpt:
bool Old_ImportMaterials = ImportOptions->bImportMaterials;
bool Old_ImportTextures = ImportOptions->bImportTextures;
bool Old_ImportAnimations = ImportOptions->bImportAnimations;
auto CleanUpImportOptionsData = [&]()
{
ImportOptions->bImportRigidMesh = Old_ImportRigidMesh;
ImportOptions->bImportMaterials = Old_ImportMaterials;
ImportOptions->bImportTextures = Old_ImportTextures;
ImportOptions->bImportAnimations = Old_ImportAnimations;
};
// support to update rigid animation mesh
ImportOptions->bImportRigidMesh = true;
UFbxSkeletalMeshImportData* SKImportData = Cast<UFbxSkeletalMeshImportData>(Mesh->GetAssetImportData());
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSkeletalMeshImport.cpp:2580
Scope (from outer to inner):
file
function USkeletalMesh* UnFbx::FFbxImporter::ReimportSkeletalMesh
Source code excerpt:
}
//In case of a scene reimport animations are reimport later so its ok to hardcode animation to false here
ImportOptions->bImportAnimations = false;
// check if there is LODGroup for this skeletal mesh
int32 MaxLODLevel = 1;
int32 NumPrevLODs = Mesh->GetLODNum();
for (int32 j = 0; j < (*FbxNodes).Num(); j++)
{
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/ReimportFbxSceneFactory.cpp:1336
Scope (from outer to inner):
file
function EReimportResult::Type UReimportFbxSceneFactory::ReimportSkeletalMesh
Source code excerpt:
//2. On reimport match the existing one
//3. Reimport matching animation
if (GlobalImportSettings->bImportAnimations && ensure(Mesh->GetSkeleton()))
{
TArray<FbxNode*> FBXMeshNodeArray;
FbxNode* SkeletonRoot = FbxImporter->FindFBXMeshesByBone(Mesh->GetSkeleton()->GetReferenceSkeleton().GetBoneName(0), true, FBXMeshNodeArray);
FString AnimName = FbxImporter->MakeNameForMesh(FBXMeshNodeArray[0]->GetName(), FBXMeshNodeArray[0]).ToString();
AnimName = (GlobalImportSettings->AnimationName != "") ? GlobalImportSettings->AnimationName : AnimName + TEXT("_Anim");
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/SFbxSceneOptionWindow.cpp:1506
Scope (from outer to inner):
file
function void SFbxSceneOptionWindow::CopySkeletalMeshOptionsToFbxOptions
Source code excerpt:
ImportSettings->bUseT0AsRefPose = SkeletalMeshOptions->bUseT0AsRefPose;
ImportSettings->bImportAnimations = SkeletalMeshOptions->bImportAnimations;
ImportSettings->AnimationLengthImportType = SkeletalMeshOptions->AnimationLength;
ImportSettings->bDeleteExistingMorphTargetCurves = SkeletalMeshOptions->bDeleteExistingMorphTargetCurves;
ImportSettings->bImportCustomAttribute = SkeletalMeshOptions->bImportCustomAttribute;
ImportSettings->bDeleteExistingCustomAttributeCurves = SkeletalMeshOptions->bDeleteExistingCustomAttributeCurves;
ImportSettings->bDeleteExistingNonCurveCustomAttributes = SkeletalMeshOptions->bDeleteExistingNonCurveCustomAttributes;
ImportSettings->bPreserveLocalTransform = SkeletalMeshOptions->bPreserveLocalTransform;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/SFbxSceneOptionWindow.cpp:1535
Scope (from outer to inner):
file
function void SFbxSceneOptionWindow::CopyFbxOptionsToSkeletalMeshOptions
Source code excerpt:
SkeletalMeshOptions->bUseT0AsRefPose = ImportSettings->bUseT0AsRefPose;
SkeletalMeshOptions->bImportAnimations = ImportSettings->bImportAnimations;
SkeletalMeshOptions->AnimationLength = ImportSettings->AnimationLengthImportType;
SkeletalMeshOptions->bDeleteExistingMorphTargetCurves = ImportSettings->bDeleteExistingMorphTargetCurves;
SkeletalMeshOptions->bImportCustomAttribute = ImportSettings->bImportCustomAttribute;
SkeletalMeshOptions->bDeleteExistingCustomAttributeCurves = ImportSettings->bDeleteExistingCustomAttributeCurves;
SkeletalMeshOptions->bDeleteExistingNonCurveCustomAttributes = ImportSettings->bDeleteExistingNonCurveCustomAttributes;
SkeletalMeshOptions->bPreserveLocalTransform = ImportSettings->bPreserveLocalTransform;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/FbxMeshUtils.cpp:615
Scope (from outer to inner):
file
namespace FbxMeshUtils
function bool ImportSkeletalMeshLOD
Source code excerpt:
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();
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/SkeletalMeshEdit.cpp:138
Scope (from outer to inner):
file
function bool UEditorEngine::ReimportFbxAnimation
Source code excerpt:
ReimportUI->MeshTypeToImport = FBXIT_Animation;
ReimportUI->bOverrideFullName = false;
ReimportUI->bImportAnimations = true;
const bool ShowImportDialogAtReimport = GetDefault<UEditorPerProjectUserSettings>()->bShowImportDialogAtReimport && !GIsAutomationTesting && bFactoryShowOptions;
if (ImportData && !ShowImportDialogAtReimport)
{
// Prepare the import options
if (!bOverrideImportSettings)
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/SkinWeightsUtilities.cpp:174
Scope (from outer to inner):
file
function bool FSkinWeightsUtilities::ImportAlternateSkinWeight
Source code excerpt:
FbxFactory->ImportUI->ReimportMesh = nullptr;
FbxFactory->ImportUI->bAllowContentTypeImport = true;
FbxFactory->ImportUI->bImportAnimations = false;
FbxFactory->ImportUI->bAutomatedImportShouldDetectType = false;
FbxFactory->ImportUI->bCreatePhysicsAsset = false;
FbxFactory->ImportUI->bImportMaterials = false;
FbxFactory->ImportUI->bImportTextures = false;
FbxFactory->ImportUI->bImportMesh = true;
FbxFactory->ImportUI->bImportRigidMesh = false;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Public/FbxImporter.h:176
Scope (from outer to inner):
file
namespace UnFbx
Source code excerpt:
bool bImportMorph;
bool bImportVertexAttributes;
bool bImportAnimations;
bool bUpdateSkeletonReferencePose;
bool bResample;
int32 ResampleRate;
bool bSnapToClosestFrameBoundary;
bool bImportRigidMesh;
bool bUseT0AsRefPose;