unreal.FbxImportUI

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

Bases: unreal.Object

Fbx Import UI

C++ Source:

  • Module: UnrealEd
  • File: FbxImportUI.h

Editor Properties: (see get_editor_property/set_editor_property)

  • anim_end_frame (str): [Read-Only] The fbx animation end frame
  • anim_sequence_import_data (FbxAnimSequenceImportData): [Read-Write] Import data used when importing animations
  • anim_start_frame (str): [Read-Only] The fbx animation start frame
  • auto_compute_lod_distances (bool): [Read-Write] If checked, the editor will automatically compute screen size values for the static mesh’s LODs. If unchecked, the user can enter custom screen size values for each LOD.
  • automated_import_should_detect_type (bool): [Read-Write] If true the automated import path should detect the import type. If false the import type was specified by the user
  • create_physics_asset (bool): [Read-Write] If checked, create new PhysicsAsset if it doesn’t have it
  • file_axis_direction (str): [Read-Only] The file axis direction, up vector and hand
  • file_creator (str): [Read-Only] The file creator information
  • file_creator_application (str): [Read-Only] The file vendor information, software name and version that was use to create the file
  • file_sample_rate (str): [Read-Only] The fbx animation frame rate
  • file_units (str): [Read-Only] The file units
  • file_version (str): [Read-Only] The fbx file version
  • import_animations (bool): [Read-Write] True to import animations from the FBX File
  • import_as_skeletal (bool): [Read-Write] Whether to import the incoming FBX as a skeletal object
  • import_materials (bool): [Read-Write] Whether to automatically create Unreal materials for materials found in the FBX scene
  • import_mesh (bool): [Read-Write] Whether to import the mesh. Allows animation only import when importing a skeletal mesh.
  • import_rigid_mesh (bool): [Read-Write] Enables importing of ‘rigid skeletalmesh’ (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes
  • import_textures (bool): [Read-Write] The option works only when option “Import Material” is OFF. If “Import Material” is ON, textures are always imported.
  • is_obj_import (bool): [Read-Write] Whether or not the imported file is in OBJ format
  • lod_distance0 (float): [Read-Write] Set a screen size value for LOD 0
  • lod_distance1 (float): [Read-Write] Set a screen size value for LOD 1
  • lod_distance2 (float): [Read-Write] Set a screen size value for LOD 2
  • lod_distance3 (float): [Read-Write] Set a screen size value for LOD 3
  • lod_distance4 (float): [Read-Write] Set a screen size value for LOD 4
  • lod_distance5 (float): [Read-Write] Set a screen size value for LOD 5
  • lod_distance6 (float): [Read-Write] Set a screen size value for LOD 6
  • lod_distance7 (float): [Read-Write] Set a screen size value for LOD 7
  • lod_number (int32): [Read-Write] Set the number of LODs for the editor to import. Setting the value to 0 imports the number of LODs found in the file (up to the maximum).
  • mesh_type_to_import (FBXImportType): [Read-Write] Type of asset to import from the FBX file
  • minimum_lod_number (int32): [Read-Write] Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0.
  • original_import_type (FBXImportType): [Read-Write] The original detected type of this import
  • override_animation_name (str): [Read-Write] Override for the name of the animation to import. By default, it will be the name of FBX *
  • override_full_name (bool): [Read-Write] Use the string in “Name” field as full name of mesh. The option only works when the scene contains one mesh.
  • physics_asset (PhysicsAsset): [Read-Write] If this is set, use this PhysicsAsset. It is possible bCreatePhysicsAsset == false, and PhysicsAsset == NULL. It is possible they do not like to create anything.
  • skeletal_mesh_import_data (FbxSkeletalMeshImportData): [Read-Write] Import data used when importing skeletal meshes
  • skeleton (Skeleton): [Read-Write] Skeleton to use for imported asset. When importing a mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.
  • static_mesh_import_data (FbxStaticMeshImportData): [Read-Write] Import data used when importing static meshes
  • texture_import_data (FbxTextureImportData): [Read-Write] Import data used when importing textures
anim_sequence_import_data

(FbxAnimSequenceImportData) – [Read-Write] Import data used when importing animations

auto_compute_lod_distances

(bool) – [Read-Write] If checked, the editor will automatically compute screen size values for the static mesh’s LODs. If unchecked, the user can enter custom screen size values for each LOD.

automated_import_should_detect_type

(bool) – [Read-Write] If true the automated import path should detect the import type. If false the import type was specified by the user

create_physics_asset

(bool) – [Read-Write] If checked, create new PhysicsAsset if it doesn’t have it

import_animations

(bool) – [Read-Write] True to import animations from the FBX File

import_as_skeletal

(bool) – [Read-Write] Whether to import the incoming FBX as a skeletal object

import_materials

(bool) – [Read-Write] Whether to automatically create Unreal materials for materials found in the FBX scene

import_mesh

(bool) – [Read-Write] Whether to import the mesh. Allows animation only import when importing a skeletal mesh.

import_rigid_mesh

(bool) – [Read-Write] Enables importing of ‘rigid skeletalmesh’ (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes

import_textures

(bool) – [Read-Write] The option works only when option “Import Material” is OFF. If “Import Material” is ON, textures are always imported.

is_obj_import

(bool) – [Read-Write] Whether or not the imported file is in OBJ format

lod_distance0

(float) – [Read-Write] Set a screen size value for LOD 0

lod_distance1

(float) – [Read-Write] Set a screen size value for LOD 1

lod_distance2

(float) – [Read-Write] Set a screen size value for LOD 2

lod_distance3

(float) – [Read-Write] Set a screen size value for LOD 3

lod_distance4

(float) – [Read-Write] Set a screen size value for LOD 4

lod_distance5

(float) – [Read-Write] Set a screen size value for LOD 5

lod_distance6

(float) – [Read-Write] Set a screen size value for LOD 6

lod_distance7

(float) – [Read-Write] Set a screen size value for LOD 7

lod_number

(int32) – [Read-Write] Set the number of LODs for the editor to import. Setting the value to 0 imports the number of LODs found in the file (up to the maximum).

mesh_type_to_import

(FBXImportType) – [Read-Write] Type of asset to import from the FBX file

minimum_lod_number

(int32) – [Read-Write] Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0.

original_import_type

(FBXImportType) – [Read-Write] The original detected type of this import

override_animation_name

(str) – [Read-Write] Override for the name of the animation to import. By default, it will be the name of FBX *

override_full_name

(bool) – [Read-Write] Use the string in “Name” field as full name of mesh. The option only works when the scene contains one mesh.

physics_asset

(PhysicsAsset) – [Read-Write] If this is set, use this PhysicsAsset. It is possible bCreatePhysicsAsset == false, and PhysicsAsset == NULL. It is possible they do not like to create anything.

reset_to_default() → None

Reset to Default

skeletal_mesh_import_data

(FbxSkeletalMeshImportData) – [Read-Write] Import data used when importing skeletal meshes

skeleton

(Skeleton) – [Read-Write] Skeleton to use for imported asset. When importing a mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.

static_mesh_import_data

(FbxStaticMeshImportData) – [Read-Write] Import data used when importing static meshes

texture_import_data

(FbxTextureImportData) – [Read-Write] Import data used when importing textures