unreal.AutomatedAssetImportData

class unreal.AutomatedAssetImportData(outer=None, name='None')

Bases: unreal.Object

Contains data for a group of assets to import

C++ Source:

  • Module: UnrealEd
  • File: AutomatedAssetImportData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • destination_path (str): [Read-Write] Content path in the projects content directory where assets will be imported
  • factory (Factory): [Read-Write] Pointer to the factory currently being sued
  • factory_name (str): [Read-Write] Name of the factory to use when importing these assets. If not specified the factory type will be auto detected
  • filenames (Array(str)): [Read-Write] Filenames to import
  • group_name (str): [Read-Write] Display name of the group. This is for logging purposes only.
  • level_to_load (str): [Read-Write] Full path to level to load before importing this group (only matters if importing assets into a level)
  • replace_existing (bool): [Read-Write] Whether or not to replace existing assets
  • skip_read_only (bool): [Read-Write] Whether or not to skip importing over read only assets that could not be checked out
destination_path

(str) – [Read-Write] Content path in the projects content directory where assets will be imported

factory

(Factory) – [Read-Write] Pointer to the factory currently being sued

factory_name

(str) – [Read-Write] Name of the factory to use when importing these assets. If not specified the factory type will be auto detected

filenames

(Array(str)) – [Read-Write] Filenames to import

group_name

(str) – [Read-Write] Display name of the group. This is for logging purposes only.

level_to_load

(str) – [Read-Write] Full path to level to load before importing this group (only matters if importing assets into a level)

replace_existing

(bool) – [Read-Write] Whether or not to replace existing assets

skip_read_only

(bool) – [Read-Write] Whether or not to skip importing over read only assets that could not be checked out