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
- 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_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:
- get_reimport_strategy_flags() ReimportStrategyFlags ¶
Return the reimport strategy flags.
- Return type:
- set_custom_reference_object(attribute_value) bool ¶
Set the custom ReferenceObject: the UObject this factory node has created.
- Parameters:
attribute_value (SoftObjectPath) –
- Return type:
- set_custom_sub_path(attribute_value) bool ¶
Set the custom sub-path under PackageBasePath where the assets will be created.
- set_force_node_reimport() bool ¶
Allow the creation of the Unreal object even if it has been previously deleted in the editor.
- Return type:
- set_reimport_strategy_flags(reimport_strategy_flags) bool ¶
Change the reimport strategy flags.
- Parameters:
reimport_strategy_flags (ReimportStrategyFlags) –
- Return type:
- 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:
- 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:
- 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: