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UAutomatedAssetImportData

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UAutomatedAssetImportData

Syntax

class UAutomatedAssetImportData : public UObject

Remarks

Contains data for a group of assets to import

Variables

Name Description

Public variable

bool

 

bReplaceExisting

Whether or not to replace existing assets

Public variable

bool

 

bSkipReadOnly

Whether or not to skip importing over read only assets that could not be checked out

Public variable

FString

 

DestinationPath

Content path in the projects content directory where assets will be imported

Public variable

UFactory *

 

Factory

Pointer to the factory currently being sued

Public variable

FString

 

FactoryName

Name of the factory to use when importing these assets.

Public variable

TArray < FString ...

 

Filenames

Filenames to import

Public variable

FString

 

GroupName

Display name of the group. This is for logging purposes only.

Public variable

TSharedPtr < FJs ...

 

ImportGroupJsonData

Json data to be read when importing this group

Public variable

FString

 

LevelToLoad

Full path to level to load before importing this group (only matters if importing assets into a level)

Constructors

Name Description

Public function

UAutomatedAssetImportData()

Functions

Name Description

Public function

FString

 

GetDisplayName()

The display name of the group

Public function

void

 

Initialize

(
    TSharedPtr < FJsonObject > InImportG...
)

Initalizes the group

Public function

bool

 

IsValid()

True if this group contains enough valid data to import

References

Module

UnrealEd

Header

Editor/UnrealEd/Public/AutomatedAssetImportData.h