ImportTranslation
ImportTranslation
#Overview
name: ImportTranslation
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 34
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of ImportTranslation is to specify an offset translation to be applied during the import process of FBX assets into Unreal Engine. Here are the key points about this variable:
-
It is used in the FBX import system, which is part of Unreal Engine’s asset import pipeline.
-
The variable is primarily used in the Editor modules, particularly in UnrealEd and the FBX importer subsystem.
-
ImportTranslation is typically set through the FBX import options UI or programmatically when importing FBX assets.
-
The value of this variable is usually set from user input in the import dialog or from saved import settings.
-
It interacts with other import transform variables like ImportRotation and ImportUniformScale to define the overall import transform.
-
Developers should be aware that this variable affects the positioning of imported assets in the Unreal Engine world space.
-
Best practices include:
- Using it consistently across related assets to maintain relative positioning.
- Resetting it to zero when not explicitly needed to avoid unintended offsets.
- Documenting any non-zero values used in the import process for future reference.
-
The variable is of type FVector, representing a 3D vector for X, Y, and Z translation offsets.
-
It’s important to note that this translation is applied in addition to any transformations already present in the FBX file.
-
When reimporting assets, developers should be cautious about changing this value as it may affect the positioning of already-placed instances in levels.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:638, section: [/Script/UnrealEd.FbxAssetImportData]
- INI Section:
/Script/UnrealEd.FbxAssetImportData
- Raw value:
(X=0.0,Y=0.0,Z=0.0)
- 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:59
Scope (from outer to inner):
file
namespace UE::Interchange::Private
function void FillFbxAssetImportData
Source code excerpt:
AssetImportData->bImportAsScene = false;
AssetImportData->ImportRotation = GenericAssetPipeline->ImportOffsetRotation;
AssetImportData->ImportTranslation = GenericAssetPipeline->ImportOffsetTranslation;
AssetImportData->ImportUniformScale = GenericAssetPipeline->ImportOffsetUniformScale;
}
void FillFbxMeshImportData(const UInterchangeGenericAssetsPipeline* GenericAssetPipeline, UFbxMeshImportData* MeshImportData)
{
MeshImportData->bBakePivotInVertex = false;
#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:537
Scope (from outer to inner):
file
namespace UE::Interchange::Private
function UAssetImportData* ConvertToInterchange
Source code excerpt:
GenericAssetPipeline->ReimportStrategy = EReimportStrategyFlags::ApplyNoProperties;
GenericAssetPipeline->ImportOffsetRotation = FbxAssetImportData->ImportRotation;
GenericAssetPipeline->ImportOffsetTranslation = FbxAssetImportData->ImportTranslation;
GenericAssetPipeline->ImportOffsetUniformScale = FbxAssetImportData->ImportUniformScale;
UInterchangeFbxTranslatorSettings* InterchangeFbxTranslatorSettings = NewObject<UInterchangeFbxTranslatorSettings>(DestinationData);
InterchangeFbxTranslatorSettings->ClearInternalFlags(EInternalObjectFlags::Async);
InterchangeFbxTranslatorSettings->bConvertScene = FbxAssetImportData->bConvertScene;
InterchangeFbxTranslatorSettings->bForceFrontXAxis = FbxAssetImportData->bForceFrontXAxis;
#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:670
Scope (from outer to inner):
file
namespace UE::Interchange::Private
function UAssetImportData* ConvertToInterchange
Source code excerpt:
GenericAssetPipeline->ImportOffsetRotation = FbxImportUI->SkeletalMeshImportData->ImportRotation;
GenericAssetPipeline->ImportOffsetTranslation = FbxImportUI->SkeletalMeshImportData->ImportTranslation;
GenericAssetPipeline->ImportOffsetUniformScale = FbxImportUI->SkeletalMeshImportData->ImportUniformScale;
SetTranslatorSettings(FbxImportUI->SkeletalMeshImportData);
FillInterchangeGenericAssetsPipelineFromFbxMeshImportData(GenericAssetPipeline, Cast<UFbxSkeletalMeshImportData>(FbxImportUI->SkeletalMeshImportData));
}
#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:686
Scope (from outer to inner):
file
namespace UE::Interchange::Private
function UAssetImportData* ConvertToInterchange
Source code excerpt:
GenericAssetPipeline->ImportOffsetRotation = FbxImportUI->StaticMeshImportData->ImportRotation;
GenericAssetPipeline->ImportOffsetTranslation = FbxImportUI->StaticMeshImportData->ImportTranslation;
GenericAssetPipeline->ImportOffsetUniformScale = FbxImportUI->StaticMeshImportData->ImportUniformScale;
SetTranslatorSettings(FbxImportUI->StaticMeshImportData);
FillInterchangeGenericAssetsPipelineFromFbxMeshImportData(GenericAssetPipeline, Cast<UFbxStaticMeshImportData>(FbxImportUI->StaticMeshImportData));
}
#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:711
Scope (from outer to inner):
file
namespace UE::Interchange::Private
function UAssetImportData* ConvertToInterchange
Source code excerpt:
GenericAssetPipeline->ImportOffsetRotation = FbxImportUI->AnimSequenceImportData->ImportRotation;
GenericAssetPipeline->ImportOffsetTranslation = FbxImportUI->AnimSequenceImportData->ImportTranslation;
GenericAssetPipeline->ImportOffsetUniformScale = FbxImportUI->AnimSequenceImportData->ImportUniformScale;
SetTranslatorSettings(FbxImportUI->AnimSequenceImportData);
FillInterchangeGenericAssetsPipelineFromFbxAnimSequenceImportData(GenericAssetPipeline, Cast<UFbxAnimSequenceImportData>(FbxImportUI->AnimSequenceImportData));
}
#Loc: <Workspace>/Engine/Plugins/Tests/EditorTests/Source/EditorTests/Private/UnrealEd/FbxAutomationTests.cpp:395
Scope (from outer to inner):
file
function BEGIN_FUNCTION_BUILD_OPTIMIZATION bool F
Source code excerpt:
ImportData->bComputeWeightedNormals = TestPlan->ImportUI->StaticMeshImportData->bComputeWeightedNormals;
//Copy UFbxAssetImportData
ImportData->ImportTranslation = TestPlan->ImportUI->StaticMeshImportData->ImportTranslation;
ImportData->ImportRotation = TestPlan->ImportUI->StaticMeshImportData->ImportRotation;
ImportData->ImportUniformScale = TestPlan->ImportUI->StaticMeshImportData->ImportUniformScale;
ImportData->bImportAsScene = TestPlan->ImportUI->StaticMeshImportData->bImportAsScene;
if (!FReimportManager::Instance()->Reimport(GlobalImportedObjects[0], false, false, CurFileToImport[0], FbxStaticMeshReimportFactory))
{
#Loc: <Workspace>/Engine/Plugins/Tests/EditorTests/Source/EditorTests/Private/UnrealEd/FbxAutomationTests.cpp:437
Scope (from outer to inner):
file
function BEGIN_FUNCTION_BUILD_OPTIMIZATION bool F
Source code excerpt:
ImportData->NormalGenerationMethod = TestPlan->ImportUI->SkeletalMeshImportData->NormalGenerationMethod;
//Copy UFbxAssetImportData
ImportData->ImportTranslation = TestPlan->ImportUI->SkeletalMeshImportData->ImportTranslation;
ImportData->ImportRotation = TestPlan->ImportUI->SkeletalMeshImportData->ImportRotation;
ImportData->ImportUniformScale = TestPlan->ImportUI->SkeletalMeshImportData->ImportUniformScale;
ImportData->bImportAsScene = TestPlan->ImportUI->SkeletalMeshImportData->bImportAsScene;
if (!FReimportManager::Instance()->Reimport(GlobalImportedObjects[0], false, false, CurFileToImport[0], FbxSkeletalMeshReimportFactory))
{
#Loc: <Workspace>/Engine/Plugins/Tests/EditorTests/Source/EditorTests/Private/UnrealEd/FbxAutomationTests.cpp:503
Scope (from outer to inner):
file
function BEGIN_FUNCTION_BUILD_OPTIMIZATION bool F
Source code excerpt:
ImportData->bComputeWeightedNormals = TestPlan->ImportUI->StaticMeshImportData->bComputeWeightedNormals;
//Copy UFbxAssetImportData
ImportData->ImportTranslation = TestPlan->ImportUI->StaticMeshImportData->ImportTranslation;
ImportData->ImportRotation = TestPlan->ImportUI->StaticMeshImportData->ImportRotation;
ImportData->ImportUniformScale = TestPlan->ImportUI->StaticMeshImportData->ImportUniformScale;
ImportData->bImportAsScene = TestPlan->ImportUI->StaticMeshImportData->bImportAsScene;
FbxMeshUtils::ImportStaticMeshLOD(ExistingStaticMesh, LodFile, TestPlan->LodIndex);
}
#Loc: <Workspace>/Engine/Plugins/Tests/EditorTests/Source/EditorTests/Private/UnrealEd/FbxAutomationTests.cpp:535
Scope (from outer to inner):
file
function BEGIN_FUNCTION_BUILD_OPTIMIZATION bool F
Source code excerpt:
ImportData->NormalGenerationMethod = TestPlan->ImportUI->SkeletalMeshImportData->NormalGenerationMethod;
//Copy UFbxAssetImportData
ImportData->ImportTranslation = TestPlan->ImportUI->SkeletalMeshImportData->ImportTranslation;
ImportData->ImportRotation = TestPlan->ImportUI->SkeletalMeshImportData->ImportRotation;
ImportData->ImportUniformScale = TestPlan->ImportUI->SkeletalMeshImportData->ImportUniformScale;
ImportData->bImportAsScene = TestPlan->ImportUI->SkeletalMeshImportData->bImportAsScene;
FbxMeshUtils::ImportSkeletalMeshLOD(ExistingSkeletalMesh, LodFile, TestPlan->LodIndex);
}
#Loc: <Workspace>/Engine/Source/Developer/Localization/Private/LocTextHelper.cpp:1084
Scope (from outer to inner):
file
function bool FLocTextHelper::ImportTranslation
Source code excerpt:
}
bool FLocTextHelper::ImportTranslation(const FString& InCulture, const FLocKey& InNamespace, const FLocKey& InKey, const TSharedPtr<FLocMetadataObject> InKeyMetadataObj, const FLocItem& InSource, const FLocItem& InTranslation, const bool InOptional)
{
TSharedPtr<FInternationalizationArchive> Archive = Archives.FindRef(InCulture);
checkf(Archive.IsValid(), TEXT("Attempted to update a translation, but no valid archive could be found for '%s'!"), *InCulture);
// First try and update an existing entry...
if (Archive->SetTranslation(InNamespace, InKey, InSource, InTranslation, InKeyMetadataObj))
#Loc: <Workspace>/Engine/Source/Developer/Localization/Private/PortableObjectPipeline.cpp:301
Scope (from outer to inner):
file
namespace anonymous
function bool ImportPortableObject
Source code excerpt:
if (!FoundEntry.IsValid() || !FoundEntry->Source.Text.Equals(SourceText, ESearchCase::CaseSensitive) || !FoundEntry->Translation.Text.Equals(Translation, ESearchCase::CaseSensitive))
{
if (InLocTextHelper.ImportTranslation(InCulture, Namespace, Key, ItemContext ? ItemContext->KeyMetadataObj : nullptr, FLocItem(SourceText), FLocItem(Translation), ItemContext && ItemContext->bIsOptional))
{
bModifiedArchive = true;
}
}
}
}
#Loc: <Workspace>/Engine/Source/Developer/Localization/Public/LocTextHelper.h:753
Scope (from outer to inner):
file
class class FLocTextHelper
Source code excerpt:
* @return Returns true if it was imported successfully, false otherwise.
*/
bool ImportTranslation(const FString& InCulture, const FLocKey& InNamespace, const FLocKey& InKey, const TSharedPtr<FLocMetadataObject> InKeyMetadataObj, const FLocItem& InSource, const FLocItem& InTranslation, const bool InOptional);
/**
* Find an existing translation entry from its source text.
*
* @param InCulture Culture to find the translation for.
* @param InNamespace Namespace of the text.
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAssetImportData.h:18
Scope (from outer to inner):
file
class class UFbxAssetImportData : public UAssetImportData
Source code excerpt:
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category=Transform, meta=(ImportType="StaticMesh|SkeletalMesh|Animation", ImportCategory="Transform"))
FVector ImportTranslation;
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category=Transform, meta=(ImportType="StaticMesh|SkeletalMesh|Animation", ImportCategory="Transform"))
FRotator ImportRotation;
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category=Transform, meta=(ImportType="StaticMesh|SkeletalMesh|Animation", ImportCategory="Transform"))
float ImportUniformScale;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxSceneImportOptions.h:51
Scope (from outer to inner):
file
class class UFbxSceneImportOptions : public UObject
Source code excerpt:
UPROPERTY()
FVector ImportTranslation;
UPROPERTY()
FRotator ImportRotation;
UPROPERTY()
float ImportUniformScale;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Commandlets/ImportDialogueScriptCommandlet.cpp:283
Scope (from outer to inner):
file
function bool UImportDialogueScriptCommandlet::ImportDialogueScriptForCulture
Source code excerpt:
if (!ExportedTranslation.Text.Equals(ParsedScriptEntry.SpokenDialogue, ESearchCase::CaseSensitive))
{
if (InLocTextHelper.ImportTranslation(InCultureName, FDialogueConstants::DialogueNamespace, ContextManifestEntryContext->Key, ContextManifestEntryContext->KeyMetadataObj, ExportedSource, FLocItem(ParsedScriptEntry.SpokenDialogue), ContextManifestEntryContext->bIsOptional))
{
bHasUpdatedArchive = true;
}
}
}
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxAssetImportData.cpp:15
Scope (from outer to inner):
file
function UFbxAssetImportData::UFbxAssetImportData
Source code excerpt:
UFbxAssetImportData::UFbxAssetImportData(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, ImportTranslation(0)
, ImportRotation(0)
, ImportUniformScale(1.0f)
, bConvertScene(true)
, bForceFrontXAxis(false)
, bConvertSceneUnit(false)
, bImportAsScene(false)
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:409
Scope (from outer to inner):
file
namespace UnFbx
function void ApplyImportUIToImportOptions
Source code excerpt:
InOutImportOptions.NormalGenerationMethod = StaticMeshData->NormalGenerationMethod;
InOutImportOptions.bComputeWeightedNormals = StaticMeshData->bComputeWeightedNormals;
InOutImportOptions.ImportTranslation = StaticMeshData->ImportTranslation;
InOutImportOptions.ImportRotation = StaticMeshData->ImportRotation;
InOutImportOptions.ImportUniformScale = StaticMeshData->ImportUniformScale;
InOutImportOptions.bTransformVertexToAbsolute = StaticMeshData->bTransformVertexToAbsolute;
InOutImportOptions.bBakePivotInVertex = StaticMeshData->bBakePivotInVertex;
InOutImportOptions.bImportStaticMeshLODs = StaticMeshData->bImportMeshLODs;
InOutImportOptions.bConvertScene = StaticMeshData->bConvertScene;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:429
Scope (from outer to inner):
file
namespace UnFbx
function void ApplyImportUIToImportOptions
Source code excerpt:
InOutImportOptions.NormalGenerationMethod = SkeletalMeshData->NormalGenerationMethod;
InOutImportOptions.bComputeWeightedNormals = SkeletalMeshData->bComputeWeightedNormals;
InOutImportOptions.ImportTranslation = SkeletalMeshData->ImportTranslation;
InOutImportOptions.ImportRotation = SkeletalMeshData->ImportRotation;
InOutImportOptions.ImportUniformScale = SkeletalMeshData->ImportUniformScale;
InOutImportOptions.bTransformVertexToAbsolute = SkeletalMeshData->bTransformVertexToAbsolute;
InOutImportOptions.bBakePivotInVertex = SkeletalMeshData->bBakePivotInVertex;
InOutImportOptions.bImportSkeletalMeshLODs = SkeletalMeshData->bImportMeshLODs;
InOutImportOptions.bConvertScene = SkeletalMeshData->bConvertScene;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:447
Scope (from outer to inner):
file
namespace UnFbx
function void ApplyImportUIToImportOptions
Source code excerpt:
// 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;
AnimData->bConvertScene = SkeletalMeshData->bConvertScene;
AnimData->bForceFrontXAxis = SkeletalMeshData->bForceFrontXAxis;
AnimData->bConvertSceneUnit = SkeletalMeshData->bConvertSceneUnit;
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:460
Scope (from outer to inner):
file
namespace UnFbx
function void ApplyImportUIToImportOptions
Source code excerpt:
InOutImportOptions.NormalImportMethod = FBXNIM_ComputeNormals;
InOutImportOptions.bComputeWeightedNormals = true;
InOutImportOptions.ImportTranslation = AnimData->ImportTranslation;
InOutImportOptions.ImportRotation = AnimData->ImportRotation;
InOutImportOptions.ImportUniformScale = AnimData->ImportUniformScale;
InOutImportOptions.bConvertScene = AnimData->bConvertScene;
InOutImportOptions.bForceFrontXAxis = AnimData->bForceFrontXAxis;
InOutImportOptions.bConvertSceneUnit = AnimData->bConvertSceneUnit;
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:1643
Scope (from outer to inner):
file
namespace UnFbx
function bool FFbxImporter::ImportFromFile
Source code excerpt:
* @EventParam RemoveNameSpace boolean Returns whether the importer should remove namespace on all nodes name
* @EventParam UsedAsFullName boolean Returns whether the importer should use the filename to name the imported mesh
* @EventParam ImportTranslation string Returns the translation vector apply on the import data
* @EventParam ImportRotation string Returns the FRotator vector apply on the import data
* @EventParam ImportUniformScale float Returns the uniform scale apply on the import data
* @EventParam MaterialBasePath string Returns the path pointing on the base material use to import material instance
* @EventParam MaterialSearchLocation string Returns the scope of the search for existing materials (if material not found it can create one depending on bImportMaterials value)
* @EventParam ReorderMaterialToFbxOrder boolean returns weather the importer should reorder the materials in the same order has the fbx file
* @EventParam AutoGenerateCollision boolean Returns whether the importer should create collision primitive
* @EventParam CombineToSingle boolean Returns whether the importer should combine all mesh part together or import many meshes
* @EventParam BakePivotInVertex boolean Returns whether the importer should bake the fbx mesh pivot into the vertex position
* @EventParam TransformVertexToAbsolute boolean Returns whether the importer should bake the global fbx node transform into the vertex position
* @EventParam ImportRigidMesh boolean Returns whether the importer should try to create a rigid mesh (static mesh import as skeletal mesh)
* @EventParam NormalImportMethod string Return if the tangents or normal should be imported or compute
* @EventParam NormalGenerationMethod string Return tangents generation method
* @EventParam CreatePhysicsAsset boolean Returns whether the importer should create the physic asset
* @EventParam ImportAnimations boolean Returns whether the importer should import also the animation
* @EventParam ImportAsSkeletalGeometry boolean Returns whether the importer should import only the geometry
* @EventParam ImportAsSkeletalSkinning boolean Returns whether the importer should import only the skinning
* @EventParam ImportMeshesInBoneHierarchy boolean Returns whether the importer should import also the mesh found in the bone hierarchy
* @EventParam ImportMorph boolean Returns whether the importer should import the morph targets
* @EventParam ImportSkeletalMeshLODs boolean Returns whether the importer should import the LODs
* @EventParam PreserveSmoothingGroups boolean Returns whether the importer should import the smoothing groups
* @EventParam UpdateSkeletonReferencePose boolean Returns whether the importer should update the skeleton reference pose
* @EventParam UseT0AsRefPose boolean Returns whether the importer should use the the animation 0 time has the reference pose
* @EventParam ThresholdPosition float Returns the threshold delta to weld vertices
* @EventParam ThresholdTangentNormal float Returns the threshold delta to weld tangents and normals
* @EventParam ThresholdUV float Returns the threshold delta to weld UVs
* @EventParam MorphThresholdPosition float Returns the morph target threshold delta to compute deltas
* @EventParam AutoComputeLodDistances boolean Returns whether the importer should set the auto compute LOD distance
* @EventParam LodNumber integer Returns the LOD number we should have after the import
* @EventParam BuildReversedIndexBuffer boolean Returns whether the importer should fill the reverse index buffer when building the static mesh
* @EventParam GenerateLightmapUVs boolean Returns whether the importer should generate light map UVs
* @EventParam ImportStaticMeshLODs boolean Returns whether the importer should import the LODs
* @EventParam RemoveDegenerates boolean Returns whether the importer should remove the degenerated triangles when building the static mesh
* @EventParam MinimumLodNumber integer Returns the minimum LOD use by the rendering
* @EventParam StaticMeshLODGroup string Returns the LOD Group settings we use to build this imported static mesh
* @EventParam VertexColorImportOption string Returns how the importer should import the vertex color
* @EventParam VertexOverrideColor string Returns the color use if we need to override the vertex color
* @EventParam AnimationLengthImportType string Returns how we choose the animation time span
* @EventParam DeleteExistingMorphTargetCurves boolean Returns whether the importer should delete the existing morph target curves
* @EventParam AnimationRange string Returns the range of animation the importer should sample if the time span is custom
* @EventParam DoNotImportCurveWithZero boolean Returns whether the importer should import curves containing only zero value
* @EventParam ImportBoneTracks boolean Returns whether the importer should import the bone tracks
* @EventParam ImportCustomAttribute boolean Returns whether the importer should import the custom attribute curves
* @EventParam PreserveLocalTransform boolean Returns whether the importer should preserve the local transform when importing the animation
* @EventParam RemoveRedundantKeys boolean Returns whether the importer should remove all redundant key in an animation
* @EventParam Resample boolean Returns whether the importer should re-sample the animation
* @EventParam SetMaterialDriveParameterOnCustomAttribute boolean Returns whether the importer should hook all custom attribute curve to unreal material attribute
* @EventParam SetMaterialDriveParameterOnCustomAttribute boolean Returns whether the importer should hook some custom attribute (having the suffix) curve to unreal material attribute
* @EventParam ResampleRate float Returns the rate the exporter is suppose to re-sample any imported animations
*
* @Owner Alexis.Matte
*/
FbxDocumentInfo* DocInfo = Scene->GetSceneInfo();
if (DocInfo)
{
if( FEngineAnalytics::IsAvailable() )
{
const static UEnum* FBXImportTypeEnum = StaticEnum<EFBXImportType>();
const static UEnum* FBXAnimationLengthImportTypeEnum = StaticEnum<EFBXAnimationLengthImportType>();
const static UEnum* MaterialSearchLocationEnum = StaticEnum<EMaterialSearchLocation>();
const static UEnum* FBXNormalGenerationMethodEnum = StaticEnum<EFBXNormalGenerationMethod::Type>();
const static UEnum* FBXNormalImportMethodEnum = StaticEnum<EFBXNormalImportMethod>();
const static UEnum* VertexColorImportOptionEnum = StaticEnum<EVertexColorImportOption::Type>();
TArray<FAnalyticsEventAttribute> Attribs;
FString LastSavedVendor(UTF8_TO_TCHAR(DocInfo->LastSaved_ApplicationVendor.Get().Buffer()));
FString LastSavedAppName(UTF8_TO_TCHAR(DocInfo->LastSaved_ApplicationName.Get().Buffer()));
FString LastSavedAppVersion(UTF8_TO_TCHAR(DocInfo->LastSaved_ApplicationVersion.Get().Buffer()));
Attribs.Add(FAnalyticsEventAttribute(TEXT("LastSaved Application Vendor"), LastSavedVendor));
Attribs.Add(FAnalyticsEventAttribute(TEXT("LastSaved Application Name"), LastSavedAppName));
Attribs.Add(FAnalyticsEventAttribute(TEXT("LastSaved Application Version"), LastSavedAppVersion));
Attribs.Add(FAnalyticsEventAttribute(TEXT("FBX Version"), FbxFileVersion));
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:1730
Scope (from outer to inner):
file
function bool FFbxImporter::ImportFromFile
Source code excerpt:
Attribs.Add(FAnalyticsEventAttribute(TEXT("GenOpt RemoveNameSpace"), ImportOptions->bRemoveNameSpace));
Attribs.Add(FAnalyticsEventAttribute(TEXT("GenOpt UsedAsFullName"), ImportOptions->bUsedAsFullName));
Attribs.Add(FAnalyticsEventAttribute(TEXT("GenOpt ImportTranslation"), ImportOptions->ImportTranslation.ToString()));
Attribs.Add(FAnalyticsEventAttribute(TEXT("GenOpt ImportRotation"), ImportOptions->ImportRotation.ToString()));
Attribs.Add(FAnalyticsEventAttribute(TEXT("GenOpt ImportUniformScale"), ImportOptions->ImportUniformScale));
Attribs.Add(FAnalyticsEventAttribute(TEXT("GenOpt MaterialBasePath"), ImportOptions->MaterialBasePath));
Attribs.Add(FAnalyticsEventAttribute(TEXT("GenOpt MaterialSearchLocation"), MaterialSearchLocationEnum->GetNameStringByValue((uint64)(ImportOptions->MaterialSearchLocation))));
Attribs.Add(FAnalyticsEventAttribute(TEXT("GenOpt ReorderMaterialToFbxOrder"), ImportOptions->bReorderMaterialToFbxOrder));
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:2719
Scope (from outer to inner):
file
namespace UnFbx
function void FFbxImporter::BuildFbxMatrixForImportTransform
Source code excerpt:
}
FbxVector4 FbxAddedTranslation = Converter.ConvertToFbxPos(AssetData->ImportTranslation);
FbxVector4 FbxAddedScale = Converter.ConvertToFbxScale(FVector(AssetData->ImportUniformScale));
FbxVector4 FbxAddedRotation = Converter.ConvertToFbxRot(AssetData->ImportRotation.Euler());
OutMatrix = FbxAMatrix(FbxAddedTranslation, FbxAddedRotation, FbxAddedScale);
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportData.cpp:55
Scope (from outer to inner):
file
function UnFbx::FBXImportOptions *JSONToFbxOption
Source code excerpt:
(*DataObj)->TryGetNumberField(TEXT("Y"), Y);
(*DataObj)->TryGetNumberField(TEXT("Z"), Z);
Option->ImportTranslation.Set((float)X, (float)Y, (float)Z);
}
if (OptionObj->TryGetObjectField(TEXT("ImportRotation"), DataObj))
{
(*DataObj)->TryGetNumberField(TEXT("P"), Pitch);
(*DataObj)->TryGetNumberField(TEXT("Y"), Yaw);
(*DataObj)->TryGetNumberField(TEXT("R"), Roll);
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportData.cpp:173
Scope (from outer to inner):
file
function FString FbxOptionToJSON
Source code excerpt:
JsonString += FString::Printf(TEXT("\"ImportTranslation\" : {\"X\" : \"%f\", \"Y\" : \"%f\", \"Z\" : \"%f\"}, \"ImportRotation\" : {\"P\" : \"%f\", \"Y\" : \"%f\", \"R\" : \"%f\"}, \"ImportUniformScale\" : \"%f\", "),
Option->ImportTranslation.X,
Option->ImportTranslation.Y,
Option->ImportTranslation.Z,
Option->ImportRotation.Pitch,
Option->ImportRotation.Yaw,
Option->ImportRotation.Roll,
Option->ImportUniformScale
);
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportFactory.cpp:128
Scope (from outer to inner):
file
function bool GetFbxSceneImportOptions
Source code excerpt:
GlobalImportSettings->bUseT0AsRefPose = false;
GlobalImportSettings->ImportTranslation = FVector(0);
GlobalImportSettings->ImportRotation = FRotator(0);
GlobalImportSettings->ImportUniformScale = 1.0f;
GlobalImportSettings->DistanceFieldResolutionScale = 1.0f;
GlobalImportSettings->bConvertScene = true;
GlobalImportSettings->bConvertSceneUnit = true;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportFactory.cpp:193
Scope (from outer to inner):
file
function bool GetFbxSceneImportOptions
Source code excerpt:
GlobalImportSettings->bImportSkeletalMeshLODs = SceneImportOptions->bImportSkeletalMeshLODs;
GlobalImportSettings->bInvertNormalMap = SceneImportOptions->bInvertNormalMaps;
GlobalImportSettings->ImportTranslation = SceneImportOptions->ImportTranslation;
GlobalImportSettings->ImportRotation = SceneImportOptions->ImportRotation;
GlobalImportSettings->ImportUniformScale = SceneImportOptions->ImportUniformScale;
//Set the override material into the options
for (TSharedPtr<FFbxNodeInfo> NodeInfo : SceneInfoPtr->HierarchyInfo)
{
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportOptions.cpp:17
Scope (from outer to inner):
file
function UFbxSceneImportOptions::UFbxSceneImportOptions
Source code excerpt:
bImportSkeletalMeshLODs = false;
bInvertNormalMaps = false;
ImportTranslation = FVector(0);
ImportRotation = FRotator(0);
ImportUniformScale = 1.0f;
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportOptionsSkeletalMesh.cpp:54
Scope (from outer to inner):
file
function void UFbxSceneImportOptionsSkeletalMesh::FillSkeletalMeshInmportData
Source code excerpt:
SkeletalMeshImportData->bImportMeshLODs = SceneImportOptions->bImportSkeletalMeshLODs;
SkeletalMeshImportData->ImportTranslation = SceneImportOptions->ImportTranslation;
SkeletalMeshImportData->ImportRotation = SceneImportOptions->ImportRotation;
SkeletalMeshImportData->ImportUniformScale = SceneImportOptions->ImportUniformScale;
SkeletalMeshImportData->bTransformVertexToAbsolute = SceneImportOptions->bTransformVertexToAbsolute;
SkeletalMeshImportData->bBakePivotInVertex = SceneImportOptions->bBakePivotInVertex;
SkeletalMeshImportData->bImportAsScene = true;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportOptionsStaticMesh.cpp:53
Scope (from outer to inner):
file
function void UFbxSceneImportOptionsStaticMesh::FillStaticMeshInmportData
Source code excerpt:
//Scene general options
StaticMeshImportData->bImportMeshLODs = SceneImportOptions->bImportStaticMeshLODs;
StaticMeshImportData->ImportTranslation = SceneImportOptions->ImportTranslation;
StaticMeshImportData->ImportRotation = SceneImportOptions->ImportRotation;
StaticMeshImportData->ImportUniformScale = SceneImportOptions->ImportUniformScale;
StaticMeshImportData->bTransformVertexToAbsolute = SceneImportOptions->bTransformVertexToAbsolute;
StaticMeshImportData->bBakePivotInVertex = SceneImportOptions->bBakePivotInVertex;
StaticMeshImportData->bImportAsScene = true;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/ReimportFbxSceneFactory.cpp:246
Scope (from outer to inner):
file
function bool GetFbxSceneReImportOptions
Source code excerpt:
GlobalImportSettings->MinimumLodNumber = 0;
GlobalImportSettings->ImportTranslation = FVector(0);
GlobalImportSettings->ImportRotation = FRotator(0);
GlobalImportSettings->ImportUniformScale = 1.0f;
GlobalImportSettings->bConvertScene = true;
GlobalImportSettings->bConvertSceneUnit = true;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/ReimportFbxSceneFactory.cpp:313
Scope (from outer to inner):
file
function bool GetFbxSceneReImportOptions
Source code excerpt:
GlobalImportSettings->bImportSkeletalMeshLODs = SceneImportOptions->bImportSkeletalMeshLODs;
SceneImportOptions->bInvertNormalMaps = GlobalImportSettings->bInvertNormalMap;
GlobalImportSettings->ImportTranslation = SceneImportOptions->ImportTranslation;
GlobalImportSettings->ImportRotation = SceneImportOptions->ImportRotation;
GlobalImportSettings->ImportUniformScale = SceneImportOptions->ImportUniformScale;
//Set the override material into the options
for (TSharedPtr<FFbxNodeInfo> NodeInfo : SceneInfoPtr->HierarchyInfo)
{
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/SFbxSceneOptionWindow.cpp:193
Scope (from outer to inner):
file
function void SFbxSceneOptionWindow::OnFinishedChangingPropertiesSceneTabDetailView
Source code excerpt:
GlobalImportSettings->bBakePivotInVertex = SceneImportOptionsDisplay->bBakePivotInVertex;
GlobalImportSettings->bInvertNormalMap = SceneImportOptionsDisplay->bInvertNormalMaps;
GlobalImportSettings->ImportTranslation = SceneImportOptionsDisplay->ImportTranslation;
GlobalImportSettings->ImportRotation = SceneImportOptionsDisplay->ImportRotation;
GlobalImportSettings->ImportUniformScale = SceneImportOptionsDisplay->ImportUniformScale;
}
TSharedRef<SDockTab> SFbxSceneOptionWindow::SpawnStaticMeshTab(const FSpawnTabArgs& Args)
{
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Public/FbxImporter.h:135
Scope (from outer to inner):
file
namespace UnFbx
Source code excerpt:
bool bConvertSceneUnit;
bool bRemoveNameSpace;
FVector ImportTranslation;
FRotator ImportRotation;
float ImportUniformScale;
EFBXNormalImportMethod NormalImportMethod;
EFBXNormalGenerationMethod::Type NormalGenerationMethod;
bool bComputeWeightedNormals;
bool bTransformVertexToAbsolute;