ImportUniformScale

ImportUniformScale

#Overview

name: ImportUniformScale

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 50 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of ImportUniformScale is to apply a uniform scale factor to the imported FBX asset during the import process. This setting variable is part of the FBX import options and is used across various subsystems involved in importing FBX files into Unreal Engine.

Key points about ImportUniformScale:

  1. It is used primarily in the FBX import system, which is part of the Editor’s asset import pipeline.

  2. The variable is referenced in multiple modules, including InterchangeEditor, GLTFCore, EditorTests, MovieSceneTools, and UnrealEd.

  3. The value is typically set through import UI or programmatically when configuring import options.

  4. It interacts with other import settings like ImportTranslation and ImportRotation to define the overall transform applied to imported assets.

  5. The scale is applied uniformly to all dimensions of the imported asset.

  6. Developers should be aware that this scale is applied in addition to any scaling present in the source FBX file.

  7. A value of 1.0 means no additional scaling is applied during import.

  8. Best practices include:

    • Using this setting to adjust the overall size of imported assets to match your project’s scale.
    • Keeping the value consistent across related imports to maintain proportions.
    • Documenting any non-default scale used in your project’s asset pipeline.
  9. This setting affects various asset types including static meshes, skeletal meshes, and animations.

  10. When reimporting assets, it’s important to use the same scale as the original import to maintain consistency.

  11. The scale is applied early in the import process and affects other calculations like normals and vertex positions.

By understanding and properly using ImportUniformScale, developers can ensure that imported FBX assets are correctly sized and integrated into their Unreal Engine projects.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:640, section: [/Script/UnrealEd.FbxAssetImportData]

#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:60

Scope (from outer to inner):

file
namespace    UE::Interchange::Private
function     void FillFbxAssetImportData

Source code excerpt:

		AssetImportData->ImportRotation = GenericAssetPipeline->ImportOffsetRotation;
		AssetImportData->ImportTranslation = GenericAssetPipeline->ImportOffsetTranslation;
		AssetImportData->ImportUniformScale = GenericAssetPipeline->ImportOffsetUniformScale;
	}

	void FillFbxMeshImportData(const UInterchangeGenericAssetsPipeline* GenericAssetPipeline, UFbxMeshImportData* MeshImportData)
	{
		MeshImportData->bBakePivotInVertex = false;
		MeshImportData->bComputeWeightedNormals = GenericAssetPipeline->CommonMeshesProperties->bComputeWeightedNormals;

#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:538

Scope (from outer to inner):

file
namespace    UE::Interchange::Private
function     UAssetImportData* ConvertToInterchange

Source code excerpt:

		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;
		InterchangeFbxTranslatorSettings->bConvertSceneUnit = FbxAssetImportData->bConvertSceneUnit;

#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:671

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));
		}
		else if (FbxImportUI->MeshTypeToImport == EFBXImportType::FBXIT_StaticMesh)

#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:687

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));
		}
		else if (FbxImportUI->MeshTypeToImport == EFBXImportType::FBXIT_Animation)

#Loc: <Workspace>/Engine/Plugins/Interchange/Editor/Source/InterchangeEditor/Private/InterchangeFbxAssetImportDataConverter.cpp:712

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));
		}
		else

#Loc: <Workspace>/Engine/Plugins/Interchange/Runtime/Source/Parsers/GLTFCore/Private/GLTFMeshFactory.cpp:100

Scope (from outer to inner):

file
namespace    GLTF
class        class FMeshFactoryImpl : public GLTF::FBaseLogger

Source code excerpt:

		};

		float                ImportUniformScale;

		TSet<int32>                  MaterialIndicesUsed;
		TMap<int32, FPolygonGroupID> MaterialIndexToPolygonGroupID;
		TArray<FMeshFactory::FIndexVertexIdMap>    PositionIndexToVertexIdPerPrim;

		TArray<FVector2f>                       Vector2dBuffers[MAX_MESH_TEXTURE_COORDS_MD + 2];

#Loc: <Workspace>/Engine/Plugins/Interchange/Runtime/Source/Parsers/GLTFCore/Private/GLTFMeshFactory.cpp:179

Scope (from outer to inner):

file
namespace    GLTF
function     FMeshFactoryImpl::FMeshFactoryImpl

Source code excerpt:


	FMeshFactoryImpl::FMeshFactoryImpl()
		: ImportUniformScale(1.f)
	{
		CornerVertexInstanceIDs.SetNum(3);
	}

	void FMeshFactoryImpl::UpdateVector3fFromMorphTargets(TArray<FVector3f>& AttributeValues, const FPrimitive& Primitive, const TArray<float>& MorphTargetWeights, const Vector3fMorphTargetAttributes& AttributeToProcess)
	{

#Loc: <Workspace>/Engine/Plugins/Interchange/Runtime/Source/Parsers/GLTFCore/Private/GLTFMeshFactory.cpp:357

Scope (from outer to inner):

file
namespace    GLTF
function     void FMeshFactoryImpl::FillMeshDescription

Source code excerpt:

				{
					const FVertexID& VertexID = MeshDescription->CreateVertex();
					FVector3f FinalPosition = Positions[PositionIndex] * ImportUniformScale;
					const FVector TransformedPosition = TotalMatrix.TransformPosition(FVector(FinalPosition));
					FinalPosition = static_cast<FVector3f>(TransformedPosition);
					VertexPositions[VertexID] = FinalPosition;
					PositionIndexToVertexId.Add(PositionIndex, VertexID);
				}
			}

#Loc: <Workspace>/Engine/Plugins/Interchange/Runtime/Source/Parsers/GLTFCore/Private/GLTFMeshFactory.cpp:369

Scope (from outer to inner):

file
namespace    GLTF
function     void FMeshFactoryImpl::FillMeshDescription

Source code excerpt:

				{
					const FVertexID& VertexID = MeshDescription->CreateVertex();
					VertexPositions[VertexID] = Positions[PositionIndex] * ImportUniformScale;
					PositionIndexToVertexId.Add(PositionIndex, VertexID);
				}
			}
		}

		// Add the PolygonGroup

#Loc: <Workspace>/Engine/Plugins/Interchange/Runtime/Source/Parsers/GLTFCore/Private/GLTFMeshFactory.cpp:766

Scope (from outer to inner):

file
namespace    GLTF
function     float FMeshFactory::GetUniformScale

Source code excerpt:

	float FMeshFactory::GetUniformScale() const
	{
		return Impl->ImportUniformScale;
	}

	void FMeshFactory::SetUniformScale(float Scale)
	{
		Impl->ImportUniformScale = Scale;
	}

	void FMeshFactory::SetReserveSize(uint32 Size)
	{
		Impl->MaxReserveSize = Size;
	}

#Loc: <Workspace>/Engine/Plugins/Tests/EditorTests/Source/EditorTests/Private/UnrealEd/FbxAutomationTests.cpp:397

Scope (from outer to inner):

file
function     BEGIN_FUNCTION_BUILD_OPTIMIZATION bool F

Source code excerpt:

					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))
					{
						ExecutionInfo.AddError(FString::Printf(TEXT("%s->%s: Error when reimporting the staticmesh"), *CleanFilename, *(TestPlan->TestPlanName)));
						CurTestSuccessful = false;

#Loc: <Workspace>/Engine/Plugins/Tests/EditorTests/Source/EditorTests/Private/UnrealEd/FbxAutomationTests.cpp:439

Scope (from outer to inner):

file
function     BEGIN_FUNCTION_BUILD_OPTIMIZATION bool F

Source code excerpt:

					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))
					{
						ExecutionInfo.AddError(FString::Printf(TEXT("%s->%s: Error when reimporting the skeletal mesh"), *CleanFilename, *(TestPlan->TestPlanName)));
						CurTestSuccessful = false;

#Loc: <Workspace>/Engine/Plugins/Tests/EditorTests/Source/EditorTests/Private/UnrealEd/FbxAutomationTests.cpp:505

Scope (from outer to inner):

file
function     BEGIN_FUNCTION_BUILD_OPTIMIZATION bool F

Source code excerpt:

					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);
				}
				else if (GlobalImportedObjects[0]->IsA(USkeletalMesh::StaticClass()))
				{

#Loc: <Workspace>/Engine/Plugins/Tests/EditorTests/Source/EditorTests/Private/UnrealEd/FbxAutomationTests.cpp:537

Scope (from outer to inner):

file
function     BEGIN_FUNCTION_BUILD_OPTIMIZATION bool F

Source code excerpt:

					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);
				}
			}
			break;

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:1581

Scope (from outer to inner):

file
function     static bool ImportFBXNonTransformCurvesToChannels

Source code excerpt:


	TMap<FName, FRichCurve> Curves;
	CurveAPI.GetConvertedNonTransformCurveData(NodeName, true, ImportFBXSettings->ImportUniformScale, Curves);

	FRichCurve* Curve = Curves.Find(NodeAndChannels.ControlName);
	if (!Curve)
	{
		Curve = &EmptyDefaultCurve;
	}

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:1658

Scope (from outer to inner):

file
function     static bool ImportFBXTransformToChannels

Source code excerpt:

	FTransform DefaultTransform;
	const bool bUseSequencerCurve = true;
	CurveAPI.GetConvertedTransformCurveData(NodeName, Transform[0], Transform[1], Transform[2], Transform[3], Transform[4], Transform[5], Transform[6], Transform[7], Transform[8], DefaultTransform, bUseSequencerCurve, ImportFBXSettings->ImportUniformScale);
	
	FVector Location = DefaultTransform.GetLocation(), Rotation = DefaultTransform.GetRotation().Euler(), Scale3D = DefaultTransform.GetScale3D();
	const double DefaultTransformValues[] = {Location[0], Location[1], Location[2], Rotation[0], Rotation[1], Rotation[2], Scale3D[0], Scale3D[1], Scale3D[2]};
	
		
	//For non-transforms we need to re-negate the Y since it happens automatically(todo double check.).

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:2268

Scope (from outer to inner):

file
function     bool MovieSceneToolHelpers::ImportFBXIntoControlRigChannels

Source code excerpt:

	bool bOldbConvertSceneUnit = ImportOptions->bConvertSceneUnit;
	bool bOldbForceFrontXAxis = ImportOptions->bForceFrontXAxis;
	float OldUniformScale = ImportOptions->ImportUniformScale;
	EFBXAnimationLengthImportType OldAnimLengthType = ImportOptions->AnimationLengthImportType;


	ImportOptions->bConvertScene = true;
	ImportOptions->bConvertSceneUnit = ImportFBXControlRigSettings->bConvertSceneUnit;
	ImportOptions->bForceFrontXAxis = ImportFBXControlRigSettings->bForceFrontXAxis;
	ImportOptions->ImportUniformScale = ImportFBXControlRigSettings->ImportUniformScale;
	ImportOptions->AnimationLengthImportType = FBXALIT_ExportedTime;

	const FString FileExtension = FPaths::GetExtension(ImportFilename);
	if (!FbxImporter->ImportFromFile(*ImportFilename, FileExtension, true))
	{
		// Log the error message and fail the import.

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:2296

Scope (from outer to inner):

file
function     bool MovieSceneToolHelpers::ImportFBXIntoControlRigChannels

Source code excerpt:

		CurrentImportFBXSettings->bConvertSceneUnit = ImportFBXControlRigSettings->bConvertSceneUnit;
		CurrentImportFBXSettings->bForceFrontXAxis = ImportFBXControlRigSettings->bForceFrontXAxis;
		CurrentImportFBXSettings->ImportUniformScale = ImportFBXControlRigSettings->ImportUniformScale;
		CurrentImportFBXSettings->bCreateCameras = false;
		CurrentImportFBXSettings->bReduceKeys = false;
		CurrentImportFBXSettings->ReduceKeysTolerance = 0.01f;

		UnFbx::FFbxCurvesAPI CurveAPI;
		FbxImporter->PopulateAnimatedCurveData(CurveAPI);

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:2455

Scope (from outer to inner):

file
function     bool MovieSceneToolHelpers::ImportFBXIntoControlRigChannels

Source code excerpt:

	ImportOptions->bConvertSceneUnit = bOldbConvertSceneUnit;
	ImportOptions->bForceFrontXAxis = bOldbForceFrontXAxis;
	ImportOptions->ImportUniformScale = OldUniformScale;;
	return bValid;
}

bool MovieSceneToolHelpers::ExportFBXFromControlRigChannels(const UMovieSceneSection* Section,
	const UMovieSceneUserExportFBXControlRigSettings* ExportFBXControlRigSettings, const TArray<FName>& SelectedControlNames,
	const FMovieSceneSequenceTransform& RootToLocalTransform)

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:2701

Scope (from outer to inner):

file
function     bool ImportFBXTransform

Source code excerpt:

	FTransform DefaultTransform;
	const bool bUseSequencerCurve = true;
	CurveAPI.GetConvertedTransformCurveData(NodeName, Translation[0], Translation[1], Translation[2], EulerRotation[0], EulerRotation[1], EulerRotation[2], Scale[0], Scale[1], Scale[2], DefaultTransform, bUseSequencerCurve, ImportFBXSettings->ImportUniformScale);

 	UMovieScene3DTransformTrack* TransformTrack = MovieScene->FindTrack<UMovieScene3DTransformTrack>(ObjectBinding); 
	if (!TransformTrack)
	{
		MovieScene->Modify();
		TransformTrack = MovieScene->AddTrack<UMovieScene3DTransformTrack>(ObjectBinding);

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:3410

Scope (from outer to inner):

file
function     bool MovieSceneToolHelpers::ReadyFBXForImport

Source code excerpt:

	OutParams.bConvertSceneUnitBackup = ImportOptions->bConvertSceneUnit;
	OutParams.bForceFrontXAxisBackup = ImportOptions->bForceFrontXAxis;
	OutParams.ImportUniformScaleBackup = ImportOptions->ImportUniformScale;

	ImportOptions->bIsImportCancelable = false;
	ImportOptions->bConvertScene = true;
	ImportOptions->bConvertSceneUnit = ImportFBXSettings->bConvertSceneUnit;
	ImportOptions->bForceFrontXAxis = ImportFBXSettings->bForceFrontXAxis;
	ImportOptions->ImportUniformScale = ImportFBXSettings->ImportUniformScale;

	const FString FileExtension = FPaths::GetExtension(ImportFilename);
	if (!FbxImporter->ImportFromFile(*ImportFilename, FileExtension, true))
	{
		// Log the error message and fail the import.
		FbxImporter->ReleaseScene();

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:3426

Scope (from outer to inner):

file
function     bool MovieSceneToolHelpers::ReadyFBXForImport

Source code excerpt:

		ImportOptions->bConvertSceneUnit = OutParams.bConvertSceneUnitBackup;
		ImportOptions->bForceFrontXAxis = OutParams.bForceFrontXAxisBackup;
		ImportOptions->ImportUniformScale = OutParams.ImportUniformScaleBackup;
		return false;
	}
	return true;
}

bool ImportFBXOntoControlRigs(UWorld* World, UMovieScene* MovieScene, IMovieScenePlayer* Player, FMovieSceneSequenceIDRef TemplateID,

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:3446

Scope (from outer to inner):

file
function     bool ImportFBXOntoControlRigs

Source code excerpt:

	CurrentImportFBXSettings->ReduceKeysTolerance = ImportFBXSettings->ReduceKeysTolerance;
	CurrentImportFBXSettings->bConvertSceneUnit = ImportFBXSettings->bConvertSceneUnit;
	CurrentImportFBXSettings->ImportUniformScale = ImportFBXSettings->ImportUniformScale;


	UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();

	return true;
}

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:3469

Scope (from outer to inner):

file
function     bool MovieSceneToolHelpers::ImportFBXIfReady

Source code excerpt:

	CurrentImportFBXSettings->ReduceKeysTolerance = ImportFBXSettings->ReduceKeysTolerance;
	CurrentImportFBXSettings->bConvertSceneUnit = ImportFBXSettings->bConvertSceneUnit;
	CurrentImportFBXSettings->ImportUniformScale = ImportFBXSettings->ImportUniformScale;
	UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();

	UnFbx::FFbxCurvesAPI CurveAPI;
	FbxImporter->PopulateAnimatedCurveData(CurveAPI);
	TArray<FString> AllNodeNames;
	CurveAPI.GetAllNodeNameArray(AllNodeNames);

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolHelpers.cpp:3555

Scope (from outer to inner):

file
function     bool MovieSceneToolHelpers::ImportFBXIfReady

Source code excerpt:

	ImportOptions->bConvertSceneUnit = InParams.bConvertSceneUnitBackup;
	ImportOptions->bForceFrontXAxis = InParams.bForceFrontXAxisBackup;
	ImportOptions->ImportUniformScale = InParams.ImportUniformScaleBackup;
	return true;
}

bool MovieSceneToolHelpers::ImportFBXWithDialog(UMovieSceneSequence* InSequence, ISequencer& InSequencer, const TMap<FGuid, FString>& InObjectBindingMap, TOptional<bool> bCreateCameras)
{
	TArray<FString> OpenFilenames;

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolsUserSettings.cpp:38

Scope (from outer to inner):

file
function     UMovieSceneUserImportFBXSettings::UMovieSceneUserImportFBXSettings

Source code excerpt:

	ReduceKeysTolerance = 0.001f;
	bConvertSceneUnit = true;
	ImportUniformScale = 1.0f;
}


void SetControlRigIOChannelMappingPresets(TArray<FControlToTransformMappings>& ControlChannelMappings, const bool bMetaHuman)
{
	// Since we can't change the API unfortunately need to do this here.

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolsUserSettings.cpp:138

Scope (from outer to inner):

file
function     UMovieSceneUserImportFBXControlRigSettings::UMovieSceneUserImportFBXControlRigSettings

Source code excerpt:

	bForceFrontXAxis = false;
	bConvertSceneUnit = true;
	ImportUniformScale = 1.0f;
	bSpecifyTimeRange = false;
	StartTimeRange = 0;
	EndTimeRange = 0;
	TimeToInsertOrReplaceAnimation = 0;
	bInsertAnimation = true;
	bImportOntoSelectedControls = false;

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Public/MovieSceneToolsUserSettings.h:79

Scope (from outer to inner):

file
class        class UMovieSceneUserImportFBXSettings : public UObject

Source code excerpt:

	/** Import Uniform Scale*/
	UPROPERTY(EditAnywhere, config, Category = Import, meta = (ToolTip = "Import Uniform Scale"))
	float ImportUniformScale;

	/** Whether to create cameras if they don't already exist in the level. */
	UPROPERTY(EditAnywhere, config, Category=Import)
	bool bCreateCameras;

	/** Whether to replace the existing transform track or create a new track/section */

#Loc: <Workspace>/Engine/Source/Editor/MovieSceneTools/Public/MovieSceneToolsUserSettings.h:233

Scope (from outer to inner):

file
class        class UMovieSceneUserImportFBXControlRigSettings : public UObject

Source code excerpt:

	/** Import Uniform Scale*/
	UPROPERTY(EditAnywhere, config, Category = Import, meta = (ToolTip = "Import Uniform Scale"))
	float ImportUniformScale;

	/** Whether or not import onto selected controls or all controls*/
	UPROPERTY(EditAnywhere, config, Category = "Import Options")
	bool bImportOntoSelectedControls;

	/** Time that we insert or replace the imported animation*/

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAssetImportData.h:24

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"))
	float ImportUniformScale;

	/** Whether to convert scene from FBX scene. */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category = Miscellaneous, meta = (ImportType = "StaticMesh|SkeletalMesh|Animation", ImportCategory = "Miscellaneous", ToolTip = "Convert the scene from FBX coordinate system to UE coordinate system"))
	bool bConvertScene;

	/** Whether to force the front axis to be align with X instead of -Y. */

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxSceneImportOptions.h:57

Scope (from outer to inner):

file
class        class UFbxSceneImportOptions : public UObject

Source code excerpt:


	UPROPERTY()
	float ImportUniformScale;

	/** If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices. */
	UPROPERTY()
	bool bTransformVertexToAbsolute;

	/** - Experimental - If this option is true the inverse node pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. This option only work with static meshes.*/

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxAssetImportData.cpp:17

Scope (from outer to inner):

file
function     UFbxAssetImportData::UFbxAssetImportData

Source code excerpt:

	, ImportTranslation(0)
	, ImportRotation(0)
	, ImportUniformScale(1.0f)
	, bConvertScene(true)
	, bForceFrontXAxis(false)
	, bConvertSceneUnit(false)
	, bImportAsScene(false)
	, FbxSceneImportDataReference(nullptr)
{

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:411

Scope (from outer to inner):

file
namespace    UnFbx
function     void ApplyImportUIToImportOptions

Source code excerpt:

		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;
		InOutImportOptions.bForceFrontXAxis			= StaticMeshData->bForceFrontXAxis;
		InOutImportOptions.bConvertSceneUnit		= StaticMeshData->bConvertSceneUnit;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:431

Scope (from outer to inner):

file
namespace    UnFbx
function     void ApplyImportUIToImportOptions

Source code excerpt:

		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;
		InOutImportOptions.bForceFrontXAxis				= SkeletalMeshData->bForceFrontXAxis;
		InOutImportOptions.bConvertSceneUnit			= SkeletalMeshData->bConvertSceneUnit;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:449

Scope (from outer to inner):

file
namespace    UnFbx
function     void ApplyImportUIToImportOptions

Source code excerpt:

			AnimData->ImportTranslation				= SkeletalMeshData->ImportTranslation;
			AnimData->ImportRotation				= SkeletalMeshData->ImportRotation;
			AnimData->ImportUniformScale			= SkeletalMeshData->ImportUniformScale;
			AnimData->bConvertScene					= SkeletalMeshData->bConvertScene;
			AnimData->bForceFrontXAxis				= SkeletalMeshData->bForceFrontXAxis;
			AnimData->bConvertSceneUnit				= SkeletalMeshData->bConvertSceneUnit;
		}
	}
	else

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:462

Scope (from outer to inner):

file
namespace    UnFbx
function     void ApplyImportUIToImportOptions

Source code excerpt:

		InOutImportOptions.ImportTranslation	= AnimData->ImportTranslation;
		InOutImportOptions.ImportRotation		= AnimData->ImportRotation;
		InOutImportOptions.ImportUniformScale	= AnimData->ImportUniformScale;
		InOutImportOptions.bConvertScene		= AnimData->bConvertScene;
		InOutImportOptions.bForceFrontXAxis		= AnimData->bForceFrontXAxis;
		InOutImportOptions.bConvertSceneUnit	= AnimData->bConvertSceneUnit;
	}

	//Skeletal mesh unshared options

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:1645

Scope (from outer to inner):

file
namespace    UnFbx
function     bool FFbxImporter::ImportFromFile

Source code excerpt:

				  * @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:1732

Scope (from outer to inner):

file
namespace    UnFbx
function     bool FFbxImporter::ImportFromFile

Source code excerpt:

						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));

						//We cant capture a this member, so just assign the pointer here
						FBXImportOptions* CaptureImportOptions = ImportOptions;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxMainImport.cpp:2720

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:66

Scope (from outer to inner):

file
function     UnFbx::FBXImportOptions *JSONToFbxOption

Source code excerpt:

		Option->ImportRotation.Roll = (float)Roll;
	}
	double ImportUniformScale;
	if (OptionObj->TryGetNumberField(TEXT("ImportUniformScale"), ImportUniformScale))
	{
		Option->ImportUniformScale = (float)ImportUniformScale;
	}
	int32 NormalImportMethod;
	if (OptionObj->TryGetNumberField(TEXT("NormalImportMethod"), NormalImportMethod))
	{
		Option->NormalImportMethod = (EFBXNormalImportMethod)NormalImportMethod;
	}

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportData.cpp:179

Scope (from outer to inner):

file
function     FString FbxOptionToJSON

Source code excerpt:

		Option->ImportRotation.Yaw,
		Option->ImportRotation.Roll,
		Option->ImportUniformScale
		);

	JsonString += FString::Printf(TEXT("\"NormalImportMethod\" : \"%d\", \"NormalGenerationMethod\" : \"%d\", \"bTransformVertexToAbsolute\" : \"%d\", \"bBakePivotInVertex\" : \"%d\", \"bCombineToSingle\" : \"%d\", \"VertexColorImportOption\" : \"%d\", \"VertexOverrideColor\" : {\"R\" : \"%d\", \"G\" : \"%d\", \"B\" : \"%d\", \"A\" : \"%d\" }, "),
		(int32)Option->NormalImportMethod,
		(int32)Option->NormalGenerationMethod,
		Option->bTransformVertexToAbsolute ? 1 : 0,

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportFactory.cpp:130

Scope (from outer to inner):

file
function     bool GetFbxSceneImportOptions

Source code excerpt:

	GlobalImportSettings->ImportTranslation = FVector(0);
	GlobalImportSettings->ImportRotation = FRotator(0);
	GlobalImportSettings->ImportUniformScale = 1.0f;
	GlobalImportSettings->DistanceFieldResolutionScale = 1.0f;

	GlobalImportSettings->bConvertScene = true;
	GlobalImportSettings->bConvertSceneUnit = true;

	GlobalImportSettings->bBakePivotInVertex = SceneImportOptions->bBakePivotInVertex;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportFactory.cpp:195

Scope (from outer to inner):

file
function     bool GetFbxSceneImportOptions

Source code excerpt:

	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)
	{
		for (TSharedPtr<FFbxMaterialInfo> Material : NodeInfo->Materials)
		{

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportOptions.cpp:19

Scope (from outer to inner):

file
function     UFbxSceneImportOptions::UFbxSceneImportOptions

Source code excerpt:

	ImportTranslation = FVector(0);
	ImportRotation = FRotator(0);
	ImportUniformScale = 1.0f;
}

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportOptionsSkeletalMesh.cpp:56

Scope (from outer to inner):

file
function     void UFbxSceneImportOptionsSkeletalMesh::FillSkeletalMeshInmportData

Source code excerpt:

	SkeletalMeshImportData->ImportTranslation = SceneImportOptions->ImportTranslation;
	SkeletalMeshImportData->ImportRotation = SceneImportOptions->ImportRotation;
	SkeletalMeshImportData->ImportUniformScale = SceneImportOptions->ImportUniformScale;
	SkeletalMeshImportData->bTransformVertexToAbsolute = SceneImportOptions->bTransformVertexToAbsolute;
	SkeletalMeshImportData->bBakePivotInVertex = SceneImportOptions->bBakePivotInVertex;
	
	SkeletalMeshImportData->bImportAsScene = true;

	AnimSequenceImportData->bImportMeshesInBoneHierarchy = bImportMeshesInBoneHierarchy;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSceneImportOptionsStaticMesh.cpp:55

Scope (from outer to inner):

file
function     void UFbxSceneImportOptionsStaticMesh::FillStaticMeshInmportData

Source code excerpt:

	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:248

Scope (from outer to inner):

file
function     bool GetFbxSceneReImportOptions

Source code excerpt:

	GlobalImportSettings->ImportTranslation = FVector(0);
	GlobalImportSettings->ImportRotation = FRotator(0);
	GlobalImportSettings->ImportUniformScale = 1.0f;

	GlobalImportSettings->bConvertScene = true;
	GlobalImportSettings->bConvertSceneUnit = true;

	GlobalImportSettings->OverrideMaterials.Reset();

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/ReimportFbxSceneFactory.cpp:315

Scope (from outer to inner):

file
function     bool GetFbxSceneReImportOptions

Source code excerpt:

	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)
	{
		for (TSharedPtr<FFbxMaterialInfo> Material : NodeInfo->Materials)
		{

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Fbx/SFbxSceneOptionWindow.cpp:195

Scope (from outer to inner):

file
function     void SFbxSceneOptionWindow::OnFinishedChangingPropertiesSceneTabDetailView

Source code excerpt:

	GlobalImportSettings->ImportTranslation = SceneImportOptionsDisplay->ImportTranslation;
	GlobalImportSettings->ImportRotation = SceneImportOptionsDisplay->ImportRotation;
	GlobalImportSettings->ImportUniformScale = SceneImportOptionsDisplay->ImportUniformScale;
}

TSharedRef<SDockTab> SFbxSceneOptionWindow::SpawnStaticMeshTab(const FSpawnTabArgs& Args)
{
	//Create the static mesh listview
	StaticMeshTabListView = SNew(SFbxSceneStaticMeshListView)

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Public/FbxImporter.h:137

Scope (from outer to inner):

file
namespace    UnFbx

Source code excerpt:

	FVector ImportTranslation;
	FRotator ImportRotation;
	float ImportUniformScale;
	EFBXNormalImportMethod NormalImportMethod;
	EFBXNormalGenerationMethod::Type NormalGenerationMethod;
	bool bComputeWeightedNormals;
	bool bTransformVertexToAbsolute;
	bool bBakePivotInVertex;
	EFBXImportType ImportType;