unreal.InterchangeFactoryBaseNode

class unreal.InterchangeFactoryBaseNode(outer: Object | None = None, name: Name | str = 'None')

Bases: InterchangeBaseNode

This struct is used to store and retrieve key-value attributes. The attributes are stored in a generic FAttributeStorage that serializes the values in a TArray64<uint8>. See UE::Interchange::EAttributeTypes to know the supported template types. This is an abstract class. This is the base class of the Interchange node graph format; all classes in this format should derive from this class.

C++ Source:

  • Module: InterchangeCore

  • File: InterchangeFactoryBaseNode.h

add_factory_dependency_uid(dependency_uid) bool

Add one dependency to this object.

Parameters:

dependency_uid (str) –

Return type:

bool

get_custom_reference_object() SoftObjectPath or None

Return the custom ReferenceObject: the UObject this factory node has created.

Returns:

attribute_value (SoftObjectPath):

Return type:

SoftObjectPath or None

get_custom_sub_path() str or None

Return the custom sub-path under PackageBasePath where the assets will be created.

Returns:

attribute_value (str):

Return type:

str or None

get_factory_dependencies() Array[str]

Retrieve the dependencies for this object.

Returns:

out_dependencies (Array[str]):

Return type:

Array[str]

get_factory_dependencies_count() int32

Retrieve the number of factory dependencies for this object.

Return type:

int32

get_factory_dependency(index) str

Retrieve one dependency for this object.

Parameters:

index (int32) –

Returns:

out_dependency (str):

Return type:

str

get_reimport_strategy_flags() ReimportStrategyFlags

Return the reimport strategy flags.

Return type:

ReimportStrategyFlags

remove_factory_dependency_uid(dependency_uid) bool

Remove one dependency from this object.

Parameters:

dependency_uid (str) –

Return type:

bool

set_custom_reference_object(attribute_value) bool

Set the custom ReferenceObject: the UObject this factory node has created.

Parameters:

attribute_value (SoftObjectPath) –

Return type:

bool

set_custom_sub_path(attribute_value) bool

Set the custom sub-path under PackageBasePath where the assets will be created.

Parameters:

attribute_value (str) –

Return type:

bool

set_force_node_reimport() bool

Allow the creation of the Unreal object even if it has been previously deleted in the editor.

Return type:

bool

set_reimport_strategy_flags(reimport_strategy_flags) bool

Change the reimport strategy flags.

Parameters:

reimport_strategy_flags (ReimportStrategyFlags) –

Return type:

bool

set_skip_node_import() bool

Add the skip node attribute. Use this function to cancel the creation of the Unreal asset. See ShouldSkipNodeImport for more documentation.

Return type:

bool

should_force_node_reimport() bool

Return whether or not an object should be created even if it has been deleted in the editor. Return false by default.

Return type:

bool

should_skip_node_import() bool

Return true if this node should skip the factory import process, or false otherwise. Nodes can be in a situation where we have to skip the import process because we cannot import the associated asset for multiple reasons. For example: - An asset can already exist and represents a different type (UClass). - An asset can already exist and is being compiled. - An asset can already exist and is being imported by another concurrent import task (such as a user importing multiple files at the same time in the same content folder).

Return type:

bool

unset_force_node_reimport() bool

Disallow the creation of the Unreal object if it has been previously deleted in the editor.

Return type:

bool

unset_skip_node_import() bool

Remove the skip node attribute. See ShouldSkipNodeImport for more documentation.

Return type:

bool