description:
The default implementation of this method will load the contents of the entire file into a byte buffer and call FactoryCreateBinary. User defined factories may override this behavior to process the provided file name on their own.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateFile ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) & Filename, const TCHAR * Parms, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


description: Returns theUFactoryobject associated with this reimport handler

module: DatasmithImporter

code: virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > * GetFactoryObject() const


description: the parser that is capable of parsing a json string of import settings for this factory

code: virtual [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser) * GetImportSettingsParser()


description: Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities.

code: virtual int32 GetPriority() const


description: Parses settings data from a json object. The format of the object is dependent on what the derived types expect

code: virtual void ParseFromJson ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > ImportSettingsJson )


description: Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-importing the provided object.

code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Resolves SupportedClass for factories which support multiple classes. Such factories will have a nullptr SupportedClass member.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * ResolveSupportedClass()


description: Sets the reimport path(s) for the specified object

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


code: UDatasmithImportFactory()


className: UDatasmithImportFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDatasmithImportFactory : public [USceneImportFactory](API\Editor\UnrealEd\Factories\USceneImportFactory), public [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


description:
Open an existing UDatasmith file from disk.
The opened DatasmithScene, that can be modified and can be imported.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Datasmith") static [UDatasmithSceneElement](API\Plugins\DatasmithImporter\UDatasmithSceneElement) * ConstructDatasmithSceneFromFile ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


description:
Open an existing Datasmith source from the SourceUri.
The opened DatasmithScene, that can be modified and can be imported.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Datasmith") static [UDatasmithSceneElement](API\Plugins\DatasmithImporter\UDatasmithSceneElement) * ConstructDatasmithSceneFromSourceUri ( const [FString](API\Runtime\Core\Containers\FString) & SourceUri )


description:
Open set of CAD files as actors in a single datasmith scene Importing set of files into single DatasmithScene asset(with ImportScene) is supported only for CAD files
The opened DatasmithScene, that can be modified and can be imported.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Datasmith") static [UDatasmithSceneElement](API\Plugins\DatasmithImporter\UDatasmithSceneElement) * ConstructDatasmithSceneFromCADFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FilePaths )


description: Destroy reference to the udatasmith file. The Scene will no longer be available. DestroyScene is called automatically after ImportScene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void DestroyScene()


description:
List all the options structures applicable on this scene
A map of options type to option object

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetAllOptions()


description:
Open an existing DatasmithScene asset file from disk.
The opened DatasmithScene, that can be modified and can be reimported.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Datasmith") static [UDatasmithSceneElement](API\Plugins\DatasmithImporter\UDatasmithSceneElement) * GetExistingDatasmithScene ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description: Deprecated* GetImportOptions is deprecated, use GetOptions instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene", Meta=(DeprecatedFunction, DeprecationMessage="GetImportOptions is deprecated, use GetOptions instead.")) [UDatasmithImportOptions](API\Plugins\DatasmithContent\UDatasmithImportOptions) * GetImportOptions()


description:
Fetch the typed options for this scene
The option structure found

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene", Meta=(DeterminesOutputType="OptionType")) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetOptions ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * OptionType )


description:
Import a Datasmith Scene created with ConstructDatasmithSceneFromFile.
A structure that contains the created actor or the blueprint actor depending of the options specified at the import.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [FDatasmithImportFactoryCreateFileResult](API\Plugins\DatasmithImporter\FDatasmithImportFactoryCreateFil-) ImportScene ( const [FString](API\Runtime\Core\Containers\FString) & DestinationFolder )


description:
Reimport a scene opened with GetExistingDatasmithScene
A structure that contains the created actor or the blueprint actor depending of the options specified at the import.


description:
Import a Datasmith Scene created with ConstructDatasmithSceneFromFiles into an array of scenes.
An array of import results corresponding to array of input files

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [FDatasmithImportFactoryCreateFileResult](API\Plugins\DatasmithImporter\FDatasmithImportFactoryCreateFil-) > ImportScenes ( const [FString](API\Runtime\Core\Containers\FString) & DestinationFolder )


description: Trigger the translation phase, which populates the DatasmithScene. note that options should have been set before that and any modification to the scene made prior will be lost.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Datasmith") bool TranslateScene()


description: Sets the proper lightmap resolution to get the desired lightmap density ratio

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Static Mesh") static void ComputeLightmapResolution ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects, bool bApplyChanges, float IdealRatio )


code: static void ComputeLightmapResolution &40; const TMap< UStaticMesh &42;, TSet< UStaticMeshComponent &42; > > & StaticMeshMap, bool bApplyChanges, float IdealRatio &41;


code: static int32 ComputeLightmapResolution &40; UStaticMesh &42; StaticMesh, float IdealRatio, const FVector & StaticMeshScale &41;


description: Setup the Lightmap UVs settings to enable or disable the lightmap generation on the static meshes found in the Assets list

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Static Mesh") static void SetupStaticLighting ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects, bool bApplyChanges, bool bGenerateLightmapUVs, float LightmapResolutionIdealRatio )


className: UDatasmithStaticMeshBlueprintLibrary


description: This function is called after the translation is done. It should create any factory node representing unreal assets to be imported by the factories

code: virtual void ExecutePipeline ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const [TArray](API\Runtime\Core\Containers\TArray)< [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) * > & SourceDatas )


description: We cannot call ScriptedCanExecuteOnAnyThread for a scripted python pipeline from the task parsing async thread. This function allow us to not call it and force the ScriptedExecutePostImportPipeline to execute on the game thread.

code: virtual bool IsScripted()


className: UDatasmithTexturePipeline

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDatasmithTexturePipeline : public [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase)

TextureElement

type: TSharedPtr<IDa...


className: DatasmithStyleInstance

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > DatasmithStyleInstance = NULL;


code: static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Get()


code: static void Initialize()


description: Adds an icon (.png in the given ResourcePath) with the given style name to this style set

code: static void SetIcon ( const [FString](API\Runtime\Core\Containers\FString) & StyleName, const [FString](API\Runtime\Core\Containers\FString) & ResourcePath )


className: FDatasmithStyle

description: Manages the style that provides resources for Datasmith plugins widgets.

code: class FDatasmithStyle


className: FDisplayParameters

code: struct FDisplayParameters

bAskForSameOption

type: bool

CancelButtonLabel

type: FText

MinDetailHeight

type: float


className: FDisplayResult

code: struct FDisplayResult


code: void Construct ( const [FArguments](API\Plugins\DatasmithImporter\UI\SDatasmithOptionsWindow\FArguments) & InArgs )


className: DocumentationURL

code: static [FString](API\Runtime\Core\Containers\FString) DocumentationURL = TEXT("https://docs.unrealengine.com/en-US/WorkingWithContent/Importing/Datasmith/");


code: WidgetArgsType & bAskForSameOption &40; bool InArg &41;


code: WidgetArgsType & CancelButtonLabel &40; FText InArg &41;


code: WidgetArgsType & CancelButtonTooltip &40; FText InArg &41;


code: WidgetArgsType & FileFormatVersion &40; float InArg &41;


code: WidgetArgsType & FileNameText &40; FText InArg &41;


code: WidgetArgsType & FilePathText &40; FText InArg &41;


code: WidgetArgsType & FileSDKVersion &40; FText InArg &41;


code: WidgetArgsType & ImportOptions &40; TArray< UObject &42; > InArg &41;


code: WidgetArgsType & MinDetailHeight &40; int32 InArg &41;


code: WidgetArgsType & MinDetailWidth &40; int32 InArg &41;


code: WidgetArgsType & PackagePathText &40; FText InArg &41;


code: WidgetArgsType & ProceedButtonLabel &40; FText InArg &41;


code: WidgetArgsType & ProceedButtonTooltip &40; FText InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


code: WidgetArgsType & WidgetWindow &40; TSharedPtr< SWindow > InArg &41;


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SDatasmithOptionsWindow >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: static const [FString](API\Runtime\Core\Containers\FString) & GetDocumentationURL()


code: bool ShouldImport() const


description:
Checks to see if this widget supports keyboard focus. Override this in derived classes.
True if this widget can take keyboard focus

code: virtual bool SupportsKeyboardFocus() const


code: bool UseSameOptions() const


className: SDatasmithOptionsWindow

code: class SDatasmithOptionsWindow : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: static const TMap< FName, TSoftObjectPtr< ULevelSequence > > &42; GetAssetsMap &40; const UDatasmithScene &42; SceneAsset &41;


code: static UPackage &42; GetFinalPackage &40; const FDatasmithAssetsImportContext & AssetsContext &41;


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


code: static UPackage &42; GetImportPackage &40; const FDatasmithAssetsImportContext & AssetsContext &41;


code: template<> struct FDatasmithFindAssetTypeHelper< ULevelSequence >


code: static const TMap< FName, TSoftObjectPtr< ULevelVariantSets > > &42; GetAssetsMap &40; const UDatasmithScene &42; SceneAsset &41;


code: template<> struct FDatasmithFindAssetTypeHelper< ULevelVariantSets >


code: static const TMap< FName, TSoftObjectPtr< UMaterialFunction > > &42; GetAssetsMap &40; const UDatasmithScene &42; SceneAsset &41;


code: static const TMap< TSharedRef< IDatasmithBaseMaterialElement >, UMaterialFunction &42; > & GetImportedAssetsMap &40; const FDatasmithAssetsImportContext & AssetsContext &41;


code: static const TSharedRef< IDatasmithBaseMaterialElement > &42; GetImportedElementByName &40; const FDatasmithAssetsImportContext & AssetsContext, const TCHAR &42; ObjectPathName &41;


code: template<> struct FDatasmithFindAssetTypeHelper< UMaterialFunction >


code: static const TMap< FName, TSoftObjectPtr< UMaterialInterface > > &42; GetAssetsMap &40; const UDatasmithScene &42; SceneAsset &41;


code: static const TMap< TSharedRef< IDatasmithBaseMaterialElement >, UMaterialInterface &42; > & GetImportedAssetsMap &40; const FDatasmithAssetsImportContext & AssetsContext &41;


code: template<> struct FDatasmithFindAssetTypeHelper< UMaterialInterface >


className: FDatasmithFindAssetTypeHelper

code: template<typename ObjectType> struct FDatasmithFindAssetTypeHelper


code: static const TMap< FName, TSoftObjectPtr< UStaticMesh > > &42; GetAssetsMap &40; const UDatasmithScene &42; SceneAsset &41;


code: static const TMap< TSharedRef< IDatasmithMeshElement >, UStaticMesh &42; > & GetImportedAssetsMap &40; const FDatasmithAssetsImportContext & AssetsContext &41;


code: template<> struct FDatasmithFindAssetTypeHelper< UStaticMesh >


code: static const TSharedRef< IDatasmithMeshElement > &42; GetImportedElementByName &40; const FDatasmithAssetsImportContext & AssetsContext, const TCHAR &42; ObjectPathName &41;


code: static UPackage &42; GetFinalPackage &40; const FDatasmithAssetsImportContext & AssetsContext &41;


code: static const TMap< FName, TSoftObjectPtr< UTexture > > &42; GetAssetsMap &40; const UDatasmithScene &42; SceneAsset &41;


code: static const TMap< TSharedRef< IDatasmithTextureElement >, UE::Interchange::FAssetImportResultRef > & GetImportedAssetsMap &40; const FDatasmithAssetsImportContext & AssetsContext &41;


code: template<> struct FDatasmithFindAssetTypeHelper< UTexture >


code: static const TSharedRef< IDatasmithTextureElement > &42; GetImportedElementByName &40; const FDatasmithAssetsImportContext & AssetsContext, const TCHAR &42; ObjectPathName &41;


description: Add a layer to the world if there is no other layer with the same name

code: static void AddUniqueLayersToWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames )


code: template<class ObjectType> static [EAssetCreationStatus](API\Plugins\DatasmithImporter\Utility\FDatasmithImporterUtils\EAssetCreationSt-) CanCreateAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPathName )


code: template<class ObjectType> static bool CanCreateAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPathName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


code: static [EAssetCreationStatus](API\Plugins\DatasmithImporter\Utility\FDatasmithImporterUtils\EAssetCreationSt-) CanCreateAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPathName, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass )


code: template<class ObjectType> static bool CanCreateAsset ( const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [FString](API\Runtime\Core\Containers\FString) & AssetName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


code: static bool CanCreateAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPathName, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


code: static bool CreatePlmXmlSceneFromCADFiles ( [FString](API\Runtime\Core\Containers\FString) PlmXmlFileName, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & FilesToProcess, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FilesNotProcessed )


description: Spawns aADatasmithSceneActorand adds it to the ImportContext

code: static [ADatasmithSceneActor](API\Plugins\DatasmithContent\ADatasmithSceneActor) * CreateImportSceneActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, FTransform WorldTransform )


code: template<class T> static T * DuplicateObject ( T * SourceObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FName](API\Runtime\Core\UObject\FName) Name )


description: Delete non imported datasmith elements (actors and components) from a Datasmith Scene Actor hierarchy

code: static void DeleteNonImportedDatasmithElementFromSceneActor ( [ADatasmithSceneActor](API\Plugins\DatasmithContent\ADatasmithSceneActor) & SourceSceneActor, [ADatasmithSceneActor](API\Plugins\DatasmithContent\ADatasmithSceneActor) & DestinationSceneActor, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & IgnoredDatasmithElements )


description: Delete an actor Remove it from the it's level, mark it pending kill and move it the transient package to avoid any potential name collision

code: static void DeleteActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor )


description:
Specialization of the duplication of a StaticMesh object specifically optimized for datasmith use case. This operation invalidate the duplicated SourceStaticMesh and mark it as PendingKill, unless bIgnoreBulkData is True.
the copied StaticMesh or null if it failed for some reason

code: static [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * DuplicateStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * SourceStaticMesh, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FName](API\Runtime\Core\UObject\FName) Name, bool bIgnoreBulkData )


className: EAssetCreationStatus

code: enum EAssetCreationStatus { CS_CanCreate, CS_HasRedirector, CS_ClassMismatch, CS_NameTooLong, CS_NameTooShort, }


description: Inverse of the "bool" operator

code: bool operator&33;&40;&41; const


description: Conversion to "bool" returning true if the iterator is valid.

code: operator bool&40;&41; const


description: Advances the iterator to the next element.


code: FDatasmithMaterialImportIterator &40; const FDatasmithImportContext & InImportContext &41;


description: Const Accessor.

code: const TSharedPtr< IDatasmithBaseMaterialElement > & Value&40;&41; const


className: FDatasmithMaterialImportIterator

code: class FDatasmithMaterialImportIterator


className: FFunctionAndMaterialsThatUseIt

code: typedef TPair< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithUEPbrMaterialElement](API\Runtime\DatasmithCore\IDatasmithUEPbrMaterialElement) >, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithUEPbrMaterialElement](API\Runtime\DatasmithCore\IDatasmithUEPbrMaterialElement) > > > FFunctionAndMaterialsThatUseIt


description: ConvertsAActorobjects into DatasmithActorElement objects and add them to a DatasmithScene

code: static void FillSceneElement ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > & SceneElement, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & RootActors )


description: Finds aUStaticMesh,UTextureorUMaterialInterface. Relative paths are resolved based on the AssetsContext. Absolute paths are sent throughFDatasmithImporterUtils::FindObject.

code: template<typename ObjectType> static ObjectType * FindAsset ( const [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext, const TCHAR * ObjectPathName )


code: template<> [UTexture](API\Runtime\Engine\Engine\UTexture) * FindAsset ( const [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext, const TCHAR * ObjectPathName )


description: Finds theUDatasmithScenefor which the Asset belongs to.

code: static [UDatasmithScene](API\Plugins\DatasmithContent\UDatasmithScene) * FindDatasmithSceneForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Find an object with a given name in a package UseFSoftObjectPathto perform the search Load the package /ParentPackage/ObjectName if it exists and is not in memory yet

code: template<class ObjectType> static ObjectType * FindObject ( const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * ParentPackage, const [FString](API\Runtime\Core\Containers\FString) & ObjectName )


description: Finds all theADatasmithSceneActorin the world that refers to the given scene

code: static [TArray](API\Runtime\Core\Containers\TArray)< [ADatasmithSceneActor](API\Plugins\DatasmithContent\ADatasmithSceneActor) * > FindSceneActors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UDatasmithScene](API\Plugins\DatasmithContent\UDatasmithScene) * DatasmithScene )


description:
Try to compute a char budget for asset names, including FNames constraints, OS constraints, parent package, and user defined limitation.
An estimation of the budget for asset names

code: static int32 GetAssetNameMaxCharCount ( const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * ParentPackage )


code: static [FString](API\Runtime\Core\Containers\FString) GetDatasmithElementIdString ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: static [FName](API\Runtime\Core\UObject\FName) GetDatasmithElementId ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Finds all materials that are referenced by other materials in the scene and returns a list ordered by dependencies, making sure that materials referencing other materials in the list will come after. The list also include the direct parents (materials or functions) that are using the functions.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FFunctionAndMaterialsThatUseIt](API\Plugins\DatasmithImporter\Utility\FDatasmithImporterUtils\FFunctionAndMate-) > GetOrderedListOfMaterialsReferencedByMaterials ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > & SceneElement )


description: Loads anIDatasmithScenefrom aUDatasmithScene

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > LoadDatasmithScene ( [UDatasmithScene](API\Plugins\DatasmithContent\UDatasmithScene) * DatasmithSceneAsset )


description: Saves anIDatasmithSceneinto aUDatasmithScene

code: static void SaveDatasmithScene ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > DatasmithScene, [UDatasmithScene](API\Plugins\DatasmithContent\UDatasmithScene) * DatasmithSceneAsset )


description:
Convenience function duplicating an object specifically optimized for datasmith use cases
the copied object or null if it failed for some reason

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * StaticDuplicateObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FName](API\Runtime\Core\UObject\FName) Name )


className: FDatasmithImporterUtils

code: class FDatasmithImporterUtils


description: Returns true if image extension is supported by Unreal Engine or image can be converted to a supported format IMPORTANT: Extension is expected with the starting dot

code: static bool GetBestTextureExtension ( const TCHAR * Source, [FString](API\Runtime\Core\Containers\FString) & Extension )


description: Must be called from the main thread before doing any parallel work.

code: static void Initialize()


description: Returns true if image extension is supported by Unreal Engine IMPORTANT: Extension is expected with the starting dot

code: static bool IsSupportedTextureExtension ( const [FString](API\Runtime\Core\Containers\FString) & Extension )


description: Resizes texture according to resizing method

code: static EDSTextureUtilsError ResizeTexture ( const TCHAR * Source, const TCHAR * Destination, EDSResizeTextureMode Mode, uint32 MaxSize, bool bGenerateNormalMap )


className: FDatasmithTextureResize

code: class FDatasmithTextureResize


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DisplayName="Generate Unwrapped UVs")) static void GenerateFlattenMappingUVs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, int32 UVChannel, float AngleThreshold )


code: static void GenerateUVs ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & InMesh, int32 UVChannel, bool bRemoveDegenerate, float AngleThreshold )


className: UUVGenerationFlattenMapping


description: Returns the index of the next open UV channel, existing channels filled with default values are considered open. If no open channel is found, returns -1.

code: static int32 GetNextOpenUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )


className: UVGenerationUtils

code: class UVGenerationUtils


description: Setup the a good lightmap minimal resolution for the given static mesh LOD in its build settings.

code: static void SetupGeneratedLightmapUVResolution ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )


description:
Singleton-like access to IDatasmithImporter
Returns DatasmithImporter singleton instance, loading the module on demand if needed

module: DatasmithInterchange

code: static [IDatasmithInterchangeModule](API\Plugins\DatasmithInterchange\IDatasmithInterchangeModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IDatasmithInterchangeModule

description: The public interface of the DatasmithInterchange module

code: class IDatasmithInterchangeModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static void Create()


code: static void Destroy()


code: [FString](API\Runtime\Core\Containers\FString) GetHostFromString ( const [FString](API\Runtime\Core\Containers\FString) & HostString )


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithReferenceMaterialSelector](API\Plugins\DatasmithInterchange\InterchangeReferenceMaterials\FDatasmithRefere-_1) > GetSelector ( const TCHAR * Host ) const


code: void RegisterSelector ( const TCHAR * Host, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithReferenceMaterialSelector](API\Plugins\DatasmithInterchange\InterchangeReferenceMaterials\FDatasmithRefere-_1) > Selector )


code: void UnregisterSelector ( const TCHAR * Host )


className: FDatasmithReferenceMaterialManager


code: virtual const TCHAR * GetMaterialPath ( EDatasmithReferenceMaterialType MaterialType ) const


code: virtual bool IsValid() const


code: virtual void PostImportProcess ( EDatasmithReferenceMaterialType MaterialType, EDatasmithReferenceMaterialQuality MaterialQuality, [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * MaterialInstance ) const


className: FDatasmithReferenceMaterialSelector


description: Return theUClassthis factory can create.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetFactoryClass() const


description: Method called in UInterchangeActorFactory::ImportSceneObject_GameThread to allow child class to complete the creation of the actor. This method is expected to return the UOBject to apply the factory node's custom attributes to.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * ProcessActor ( class [AActor](API\Runtime\Engine\GameFramework\AActor) & SpawnedActor, const [UInterchangeActorFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeActorFactoryNode) & FactoryNode, const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer )


description: Copies all the attributes from SourceNode to this node.

code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


className: UInterchangeDatasmithAreaLightFactory


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomAttenuationRadius ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomDimensions ( FVector2D & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomIESBrightnessScale ( float & AttributeValue ) const


description: Get the NodeUid of the imported IES Texture.

code: bool GetCustomIESTexture ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomIntensityUnits ( ELightUnits & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomIntensity ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomLightShape ( [EDatasmithAreaLightActorShape](API\Plugins\DatasmithContent\EDatasmithAreaLightActorShape) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomLightType ( [EDatasmithAreaLightActorType](API\Plugins\DatasmithContent\EDatasmithAreaLightActorType) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomRotation ( FRotator & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomSourceLength ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomSourceRadius ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomSpotlightInnerAngle ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomSpotlightOuterAngle ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomTemperature ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomUseIESBrightness ( bool & AttributeValue ) const


description: Return theUClassof the object we represent so we can find factory/writer

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


description: Return the node type name of the class, we use this when reporting error

code: virtual [FString](API\Runtime\Core\Containers\FString) GetTypeName() const


code: static [UE::Interchange::FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) Macro_CustomColorKey = UE::Interchange::FAttributeKey(TEXT("Color"));


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomAttenuationRadius ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomDimensions ( const FVector2D & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomIESBrightnessScale ( const float & AttributeValue, bool bAddApplyDelegate )


description: Set the NodeUid of the imported IES Texture.

code: bool SetCustomIESTexture ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomIntensity ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomIntensityUnits ( const ELightUnits & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomLightShape ( const [EDatasmithAreaLightActorShape](API\Plugins\DatasmithContent\EDatasmithAreaLightActorShape) & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomLightType ( const [EDatasmithAreaLightActorType](API\Plugins\DatasmithContent\EDatasmithAreaLightActorType) & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomRotation ( const FRotator & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomSourceLength ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomSpotlightInnerAngle ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomSourceRadius ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomSpotlightOuterAngle ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomTemperature ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomUseIESBrightness ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomDimensions ( FVector2D & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomIESBrightnessScale ( float & AttributeValue ) const


code: bool GetCustomIESTexture ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomLightShape ( [EDatasmithAreaLightActorShape](API\Plugins\DatasmithContent\EDatasmithAreaLightActorShape) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomLightType ( [EDatasmithAreaLightActorType](API\Plugins\DatasmithContent\EDatasmithAreaLightActorType) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomRotation ( FRotator & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomSourceLength ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomSourceRadius ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomSpotlightInnerAngle ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomUseIESBrightness ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool GetCustomSpotlightOuterAngle ( float & AttributeValue ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTypeName() const


code: static [UE::Interchange::FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) Macro_CustomColorKey = UE::Interchange::FAttributeKey(TEXT("Color"));


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomDimensions ( const FVector2D & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomIESBrightnessScale ( const float & AttributeValue, bool bAddApplyDelegate )


code: bool SetCustomIESTexture ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomLightShape ( const [EDatasmithAreaLightActorShape](API\Plugins\DatasmithContent\EDatasmithAreaLightActorShape) & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomLightType ( const [EDatasmithAreaLightActorType](API\Plugins\DatasmithContent\EDatasmithAreaLightActorType) & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomRotation ( const FRotator & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomSourceLength ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomSourceRadius ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomSpotlightInnerAngle ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomSpotlightOuterAngle ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Datasmith") bool SetCustomUseIESBrightness ( const bool & AttributeValue, bool bAddApplyDelegate )


className: UInterchangeDatasmithAreaLightNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeDatasmithAreaLightNode : public [UInterchangeLightNode](API\Plugins\InterchangeNodes\UInterchangeLightNode)


description: This function is called after the unreal asset is completely import and PostEditChange was called. : Some unreal assets have asynchronous build, its possible they are still compiling.

code: virtual void ExecutePostImportPipeline ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const [FString](API\Runtime\Core\Containers\FString) & NodeKey, [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreatedAsset, bool bIsAReimport )


description: This function is called after the translation is done. It should create any factory node representing unreal assets to be imported by the factories

code: virtual void ExecutePipeline ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const [TArray](API\Runtime\Core\Containers\TArray)< [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) * > & SourceDatas )


description: This function tell the interchange manager if we can execute this pipeline in async mode. If it return false, the ScriptedExecuteImportPipeline will be call on the main thread (GameThread), if true it will be run in a background thread and possibly in parallel. If there is multiple import process in same time.

code: virtual bool CanExecuteOnAnyThread ( EInterchangePipelineTask PipelineTask )


className: UInterchangeDatasmithPipeline

description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeDatasmithPipeline : public [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase)


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetFactoryClass() const


description:
Override it to import/re-import theUObjectsource data and configure the properties asynchronously. Do not create the assetUObjectasynchronously. Helpful to get all the payload in parallel or do any long import task
the FImportAssetResult, see the structure to access the documentation.

code: virtual [FImportAssetResult](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetResult) ImportAsset_Async ( const [FImportAssetObjectParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetObjectParams) & Arguments )


description: Do anyUObjectsetup required before the build (before PostEditChange) and after all dependencyUObjecthave been imported.

code: virtual void SetupObject_GameThread ( const [FSetupObjectParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FSetupObjectParams) & Arguments )


className: UInterchangeDatasmithSceneFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeDatasmithSceneFactory : public [UInterchangeFactoryBase](API\Runtime\InterchangeCore\UInterchangeFactoryBase)


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


code: void InitializeDatasmithFactorySceneNode ( const [FString](API\Runtime\Core\Containers\FString) & UniqueID, const [FString](API\Runtime\Core\Containers\FString) & DisplayLabel, const [FString](API\Runtime\Core\Containers\FString) & InAssetClass )


description:
Mandatory to override this function to create the assetUObjectpackage. Not mandatory for level actor, use CreateSceneObject instead.
the FImportAssetResult, see the structure to access the documentation.

code: virtual [FImportAssetResult](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetResult) BeginImportAsset_GameThread ( const [FImportAssetObjectParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetObjectParams) & Arguments )


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTypeName() const


className: UInterchangeDatasmithSceneFactoryNode


className: UInterchangeDatasmithSceneNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeDatasmithSceneNode : public [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode)

ExternalSource

description: Used by the InterchangeDatasmithPipeline while we are in the process of transferring the Datasmith Import logic over Interchange.


description: Returns a unique file path to

code: static [FString](API\Runtime\Core\Containers\FString) BuildConfigFilePath ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


description: Return true if the translator can translate the given source data.

code: virtual bool CanImportSourceData ( const [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) * InSourceData ) const


description: IInterchangeAnimationPayloadInterfaceBegin

code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FAnimationPayloadData](API\Plugins\InterchangeCommonParser\FAnimationPayloadData) > > GetAnimationPayloadData ( const [FInterchangeAnimationPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeAnimationPayLoadKey) & PayLoadKey, const double BakeFrequency, const double RangeStartSecond, const double RangeStopSecond ) const


description: IInterchangeStaticMeshPayloadInterface Begin

code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FMeshPayloadData](API\Plugins\InterchangeImport\Mesh\FMeshPayloadData) > > GetMeshPayloadData ( const [FInterchangeMeshPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeMeshPayLoadKey) & PayLoadKey, const FTransform & MeshGlobalTransform ) const


code: virtual EInterchangeTranslatorAssetType GetSupportedAssetTypes() const


description: List of formats supported by the translator. Each entry is of the form "ext;Description" where ext is the file extension.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSupportedFormats() const


description: IInterchangeTexturePayloadInterfaceBegin

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) > GetTexturePayloadData ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey, [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > & AlternateTexturePath ) const


description: IInterchangeVariantSetPayloadInterfaceBegin

code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FVariantSetPayloadData](API\Plugins\InterchangeImport\Scene\FVariantSetPayloadData) > > GetVariantSetPayloadData ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey ) const


description: This function is call when the import is done (FImportAsyncHelper::CleanUp) and we are cleaning the data. Use it to free resource that need to be release before the next garbage collector pass.

code: virtual void ImportFinish()


description: Release source is called when we do not need anymore the translator source and also early in the cancel process. This is where out of process translator will send the stop command. A good example of why its useful to release the source is when the dispatcher delete the worker, the join on the thread will be very short and will not block the main thread. If the worker stop command was send before the completion task.

code: virtual void ReleaseSource()


description:
Translate the associated source data into node(s) that are hold in the specified nodes container.
true if the translator can translate the source data, false otherwise.

code: virtual bool Translate ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & BaseNodeContainer ) const


className: UInterchangeDatasmithTranslator


module: DatasmithInterchangeScripting

code: FDatasmithInterchangeImportContext()


className: FDatasmithInterchangeImportContext

Anchor

type: TObjectPtr<USc...

description: If not null, the resultingADatasmithSceneActorwill be parented to the Anchor

AssetPath

type: FString

description: Path of content folder where to store created assets

bAsync

description: If true, the import will be asynchronous

ImportOptions

type: TArray<TObject...

StaticMeshOptions

type: FDatasmithStati...


className: FDatasmithInterchangeImportEnded

code: class FDatasmithInterchangeImportEnded


code: bool Build ( const [FString](API\Runtime\Core\Containers\FString) & InFilePath, [FImportResultPtr](API\Runtime\Core\Templates\TSharedPtr) InAssetResult, [FImportResultPtr](API\Runtime\Core\Templates\TSharedPtr) InSceneResult, bool bAsync, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Anchor )


className: FImportResultPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [UE::Interchange::FImportResult](API\Runtime\InterchangeEngine\FImportResult), ESPMode::ThreadSafe > FImportResultPtr


code: bool IsValid()


code: UDatasmithInterchangeImportResult()


className: UDatasmithInterchangeImportResult

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UDatasmithInterchangeImportResult : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ImportedObjects

description: Dynamic delegate used to trigger an event in the Game when the import is completed

OnImportEnded

type: FDatasmithInter...


description: IDesktopPlatform::OpenFileDialog.

code: static void GetDatasmithFormats ( [FString](API\Runtime\Core\Containers\FString) & Extensions, [FString](API\Runtime\Core\Containers\FString) & FileTypes )


description:
Fetch the typed options associated with this file
The option structure found

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Interchange") void GetDatasmithOptionsForFile ( const [FString](API\Runtime\Core\Containers\FString) & FilePath, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Options )


description: Utility method to load a specific file into the current level

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Interchange") static [UDatasmithInterchangeImportResult](API\Plugins\DatasmithInterchangeScripting\UDatasmithInterchangeImportResul-) * LoadFile ( const [FString](API\Runtime\Core\Containers\FString) & FilePath, const [FDatasmithInterchangeImportContext](API\Plugins\DatasmithInterchangeScripting\FDatasmithInterchangeImportConte-) & Context )


className: UDatasmithInterchangeScripting

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Experimental, Meta=(ScriptName="DatasmithInterchangeScripting")) class UDatasmithInterchangeScripting : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


module: DatasmithMVRTranslator

code: static [IDatasmithMVRTranslatorModule](API\Plugins\DatasmithMVRTranslator\IDatasmithMVRTranslatorModule) & Get()


code: ~UDatasmithInterchangeImportResult()


description: Enables or disables the native translator (translator for .udatasmith files) implemented in this module. When the module is started, the translator is enabled

code: void SetDatasmithMVRNativeTanslatorEnabled ( bool bEnabled )


className: IDatasmithMVRTranslatorModule

code: class IDatasmithMVRTranslatorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: DatasmithNativeTranslator

code: virtual [FName](API\Runtime\Core\UObject\FName) GetFName() const


description: Called to initialize this Translator instance

code: virtual void Initialize ( [FDatasmithTranslatorCapabilities](API\Plugins\DatasmithTranslator\FDatasmithTranslatorCapabilities) & OutCapabilities )


description:
Get payload related to the given Element
Operation succeed

code: virtual bool LoadLevelSequence ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLevelSequenceElement](API\Runtime\DatasmithCore\IDatasmithLevelSequenceElement) > LevelSequenceElement, [FDatasmithLevelSequencePayload](API\Plugins\DatasmithTranslator\FDatasmithLevelSequencePayload) & OutLevelSequencePayload )


code: virtual bool LoadCloth ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithClothElement](API\Runtime\DatasmithCore\IDatasmithClothElement) > ClothElement, [FDatasmithClothElementPayload](API\Plugins\DatasmithTranslator\FDatasmithClothElementPayload) & OutClothPayload )


description:
Main feature of the translator system, convert source to a datasmith scene
Load succeed

code: virtual bool LoadScene ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > OutScene )


code: virtual bool LoadStaticMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > MeshElement, [FDatasmithMeshElementPayload](API\Plugins\DatasmithTranslator\FDatasmithMeshElementPayload) & OutMeshPayload )


code: static void ResolveSceneFilePaths ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > Scene, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ResourcePaths )


className: FDatasmithNativeTranslator

code: class FDatasmithNativeTranslator : public [IDatasmithTranslator](API\Plugins\DatasmithTranslator\IDatasmithTranslator)


code: static bool IsAvailable()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FDatasmithNativeTranslatorModule

description: Datasmith Translator for .udatasmith files.

code: class FDatasmithNativeTranslatorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: DatasmithOpenNurbsTranslator

code: enum EDatasmithOpenNurbsBrepTessellatedSource { UseUnrealNurbsTessellation, UseRenderMeshes, }


code: uint32 GetHash() const


code: static [FString](API\Runtime\Core\Containers\FString) ResolveFilePath ( const [FString](API\Runtime\Core\Containers\FString) & FilePath, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ResourcePaths )


className: FDatasmithOpenNurbsOptions

Geometry

type: EDatasmithOpenN...


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


className: FDatasmithOpenNurbsTranslatorModule

description: Datasmith Translator for .3dm files.

code: class FDatasmithOpenNurbsTranslatorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: UDatasmithOpenNurbsImportOptions

Options

type: FDatasmithOpenN...


description:
Singleton-like access to the module
Returns module singleton instance, loading it on demand if needed

module: DatasmithPLMXMLTranslator


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use


className: ModuleName

code: static const TCHAR * ModuleName = TEXT("DatasmithPlmXmlTranslator");


className: IDatasmithPlmXmlTranslatorModule

code: class IDatasmithPlmXmlTranslatorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Overridable native event for when play begins for this actor.

module: DatasmithRuntime

code: virtual void BeginPlay()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DatasmithRuntime") bool LoadFile ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


code: virtual void OnAddElement ( [DirectLink::FSceneGraphId](API\Runtime\DirectLink\FSceneGraphId) ElementId, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > Element )


code: virtual void OnChangedElement ( [DirectLink::FSceneGraphId](API\Runtime\DirectLink\FSceneGraphId) ElementId, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > Element )


code: virtual void OnCloseDelta()


code: virtual void OnImportEnd()


code: virtual void OnNewScene ( const [DirectLink::FSceneIdentifier](API\Runtime\DirectLink\FSceneIdentifier) & SceneId )


code: virtual void OnOpenDelta()


code: virtual void OnRemovedElement ( [DirectLink::FSceneGraphId](API\Runtime\DirectLink\FSceneGraphId) ElementId )


code: static void OnShutdownModule()


code: static void OnStartupModule()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DatasmithRuntime") bool OpenConnectionWithIndex ( int32 SourceIndex )


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


code: ADatasmithRuntimeActor()


className: ADatasmithRuntimeActor

ImportOptions

type: FDatasmithRunti...


className: EBuildHierarchyMethod

code: enum EBuildHierarchyMethod { None, Simplified, Unfiltered, }


description: Reset actor to initial state - used when restarting level without reloading.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DatasmithRuntime") virtual void Reset()


code: void SetScene ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > InSceneElement )


className: FDatasmithRuntimeChangeEvent

code: class FDatasmithRuntimeChangeEvent


className: FDatasmithRuntimeImportOptions

bImportMetaData

description: Indicates whether meta-data should be imported or not Meta-data are imported by default

BuildCollisions

type: TEnumAsByte<EC...

description: Indicates the type of collision for components Set toECollisionEnabled::QueryOnly(spatial queries, no physics) by default

BuildHierarchy

type: EBuildHierarchy...

description: Indicates whether a hierarchy of actors should be built or not.

CollisionType

type: TEnumAsByte< EC...

description: Indicates the type of collision for static meshes Set to ECollisionTraceFlag::CTF_UseComplexAsSimple by default

TessellationOptions

type: FDatasmithTesse...

description: Tessellation options for CAD import


code: FDatasmithRuntimeSourceInfo()


code: FDatasmithRuntimeSourceInfo ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FGuid](API\Runtime\Core\Misc\FGuid) & InHandle )


className: FDatasmithRuntimeSourceInfo

SourceHandle

type: FGuid


description: UHT doesn't really like operator ::


code: FTranslationJob ( [ADatasmithRuntimeActor](API\Plugins\DatasmithRuntime\ADatasmithRuntimeActor) * InActor, const [FString](API\Runtime\Core\Containers\FString) & InFilePath )


code: void AddJob ( [FTranslationJob](API\Plugins\DatasmithRuntime\FTranslationJob) && Job )


className: FTranslationJob

code: class FTranslationJob


className: FTranslationThread

code: class FTranslationThread

JobQueue

type: TQueue<FTransl...

ThreadEvent

type: FEvent*

ThreadResult

type: TFuture< void >


code: static bool IsAvailable()


className: IDatasmithRuntimeModuleInterface

code: class IDatasmithRuntimeModuleInterface : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Returns an interface to the DirectLink end point


code: static [IDatasmithRuntimeModuleInterface](API\Plugins\DatasmithRuntime\IDatasmithRuntimeModuleInterface) & Get()


description:
Load a file using the Datasmith translator associated with it
true if an associated translator has been

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DatasmithRuntime") static bool LoadFile ( [ADatasmithRuntimeActor](API\Plugins\DatasmithRuntime\ADatasmithRuntimeActor) * DatasmithRuntimeActor, const [FString](API\Runtime\Core\Containers\FString) & FilePath )


description:
Open a file browser to select a file and call LoadFile with the selected file
true if an associated translator has been

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DatasmithRuntimeHelper") static bool LoadFileFromExplorer ( [ADatasmithRuntimeActor](API\Plugins\DatasmithRuntime\ADatasmithRuntimeActor) * DatasmithRuntimeActor, const [FString](API\Runtime\Core\Containers\FString) & DefaultPath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DatasmithRuntime") static void ResetActor ( [ADatasmithRuntimeActor](API\Plugins\DatasmithRuntime\ADatasmithRuntimeActor) * DatasmithRuntimeActor )


className: UDirectLinkProxy

description: Class to interface with the DirectLink end point.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UDirectLinkProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnDirectLinkChange

description: Dynamic delegate used to trigger an event in the Game when there is a change in the DirectLink network


className: UDatasmithRuntimeLibrary


module: DatasmithTranslator

code: namespace Datasmith { template<typename ValueType> bool Datasmith::CheckXMLSchema ( const [FString](API\Runtime\Core\Containers\FString) & FileXmlSchema, ValueType Format ) }


description: Check if the xml file schema is in the list of supported schema

code: namespace Datasmith { template<class... ValueTypes> bool Datasmith::CheckXMLFileSchema ( const [FString](API\Runtime\Core\Containers\FString) & XmlFilePath, ValueTypes &... SupportedSchema ) }


code: namespace Datasmith { template<typename ValueType, class... ValueTypes> bool Datasmith::CheckXMLSchema ( const [FString](API\Runtime\Core\Containers\FString) & FileXmlSchema, ValueType Format, ValueTypes... OtherFormats ) }


code: namespace Datasmith { namespace Details { void Datasmith::Details::RegisterTranslatorImpl ( const [FTranslatorRegisterInformation](API\Plugins\DatasmithTranslator\FTranslatorRegisterInformation) & Info ) } }


code: namespace Datasmith { namespace Details { void Datasmith::Details::UnregisterTranslatorImpl ( const [FTranslatorRegisterInformation](API\Plugins\DatasmithTranslator\FTranslatorRegisterInformation) & Info ) } }


code: namespace Datasmith { template<class UOptionClass> [TStrongObjectPtr](API\Runtime\CoreUObject\UObject\TStrongObjectPtr)< UOptionClass > Datasmith::MakeOptions() }


code: namespace Datasmith { template<class UOptionClass> [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< UOptionClass > Datasmith::MakeOptionsObjectPtr() }


code: namespace Datasmith { template<class UOptionClass> UOptionClass * Datasmith::MakeOptionsPtr() }


code: namespace Datasmith { template<typename ImplType> void Datasmith::RegisterTranslator() }


code: namespace Datasmith { template<typename ImplType> void Datasmith::UnregisterTranslator() }


className: FDatasmithClothElementPayload

description: Describes a Cloth element payload, which is the actual data to be imported.

code: struct FDatasmithClothElementPayload : public [FDatasmithPayload](API\Plugins\DatasmithTranslator\FDatasmithPayload)

Cloth

type: FDatasmithCloth


className: FDatasmithLevelSequencePayload

code: struct FDatasmithLevelSequencePayload : public [FDatasmithPayload](API\Plugins\DatasmithTranslator\FDatasmithPayload)


className: FDatasmithMeshElementPayload

code: struct FDatasmithMeshElementPayload : public [FDatasmithPayload](API\Plugins\DatasmithTranslator\FDatasmithPayload)

CollisionMesh

type: FMeshDescriptio...

CollisionPointCloud

type: TArray< FVector...

LodMeshes

type: TArray<FMeshDe...


className: FDatasmithPayload

code: struct FDatasmithPayload

AdditionalData

type: TArray< classU...


code: FDatasmithSceneGuard ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTranslator](API\Plugins\DatasmithTranslator\IDatasmithTranslator) > & Translator, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > & Scene, bool & bOutLoadOk )


code: ~FDatasmithSceneGuard()


className: FDatasmithSceneGuard

description: Scopes a translator's loading lifecycle.

code: class FDatasmithSceneGuard


description: the scene name

code: const [FString](API\Runtime\Core\Containers\FString) & GetSceneName() const


description:
Get the file path for this source
The source path

code: const [FString](API\Runtime\Core\Containers\FString) & GetSourceFile() const


description:
Get the source file extension
constFString&

code: const [FString](API\Runtime\Core\Containers\FString) & GetSourceFileExtension() const


description: Set a custom name for this scene. This overrides the default name deduced form the source file

code: void SetSceneName ( const [FString](API\Runtime\Core\Containers\FString) & InSceneName )


description: Set the path of the source

code: void SetSourceFile ( const [FString](API\Runtime\Core\Containers\FString) & InFilePath )


className: FDatasmithSceneSource

description: Describe a source that can be processed by Datasmith to generate a scene.

code: class FDatasmithSceneSource


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTranslator](API\Plugins\DatasmithTranslator\IDatasmithTranslator) > GetTranslator() const


code: bool IsTranslatable() const


code: bool Translate ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > Scene )


code: FDatasmithTranslatableSceneSource ( const [FDatasmithSceneSource](API\Plugins\DatasmithTranslator\FDatasmithSceneSource) & Source )


code: ~FDatasmithTranslatableSceneSource()


className: FDatasmithTranslatableSceneSource

description: Wrap a source with an adapted translator. This scopes the lifecycle of a translator,


className: FDatasmithTranslatorCapabilities

description: Description of Translator capabilities

code: struct FDatasmithTranslatorCapabilities

bIsEnabled

type: bool

SupportedFileFormats

type: TArray<FFileFo...


description: Gather all viable translators

code: static [FDatasmithTranslatorManager](API\Plugins\DatasmithTranslator\FDatasmithTranslatorManager) & Get()


description: Get the list of "ext;description" formats

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetSupportedFormats() const


description: Do not use directly, useDatasmith::RegisterTranslator<>()function instead

code: void Register ( const [Datasmith::FTranslatorRegisterInformation](API\Plugins\DatasmithTranslator\FTranslatorRegisterInformation) & Info )


description:
Based on source file extension, select a suitable Translator
First Translator capable of handling the given file

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTranslator](API\Plugins\DatasmithTranslator\IDatasmithTranslator) > SelectFirstCompatible ( const [FDatasmithSceneSource](API\Plugins\DatasmithTranslator\FDatasmithSceneSource) & Source )


description: Do not use directly, useDatasmith::UnregisterTranslator<>()function instead

code: void Unregister ( [FName](API\Runtime\Core\UObject\FName) TranslatorName )


code: FFileFormatInfo ( const TCHAR * InExtension, const TCHAR * InDescription )


className: FDatasmithTranslatorManager

description: No constructors are accessible with public or protected access.

code: class FDatasmithTranslatorManager


className: FFileFormatInfo

code: struct FFileFormatInfo

Description

type: FString


className: FTranslatorRegisterInformation

code: struct FTranslatorRegisterInformation

SpawnFunction

type: TFunction<TSha...

TranslatorName

type: FName


description: Get the additional scene import options. Implementation can expose additional options to the user here.

code: virtual void GetSceneImportOptions ( [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDatasmithOptionsBase](API\Plugins\DatasmithContent\UDatasmithOptionsBase) >> & Options )


description: Deprecated* Deprecated, please use same method using array ofTObjectPtrinstead

code: virtual void GetSceneImportOptions ( [TArray](API\Runtime\Core\Containers\TArray)< [TStrongObjectPtr](API\Runtime\CoreUObject\UObject\TStrongObjectPtr)< [UDatasmithOptionsBase](API\Plugins\DatasmithContent\UDatasmithOptionsBase) >> & Options )


description: the initial source

code: const [FDatasmithSceneSource](API\Plugins\DatasmithTranslator\FDatasmithSceneSource) & GetSource() const


description: Called to initialize this Translator instance

code: virtual void Initialize ( [FDatasmithTranslatorCapabilities](API\Plugins\DatasmithTranslator\FDatasmithTranslatorCapabilities) & OutCapabilities )


description:
Additional validation step to ensure the given file is supported (Optional)
True if the given source is supported by this Translator

code: virtual bool IsSourceSupported ( const [FDatasmithSceneSource](API\Plugins\DatasmithTranslator\FDatasmithSceneSource) & Source )


description:
Get payload related to the given Element
Operation succeed

code: virtual bool LoadLevelSequence ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLevelSequenceElement](API\Runtime\DatasmithCore\IDatasmithLevelSequenceElement) > LevelSequenceElement, [FDatasmithLevelSequencePayload](API\Plugins\DatasmithTranslator\FDatasmithLevelSequencePayload) & OutLevelSequencePayload )


code: virtual bool LoadCloth ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithClothElement](API\Runtime\DatasmithCore\IDatasmithClothElement) > ClothElement, [FDatasmithClothElementPayload](API\Plugins\DatasmithTranslator\FDatasmithClothElementPayload) & OutClothPayload )


description:
Main feature of the translator system, convert source to a datasmith scene
Load succeed

code: virtual bool LoadScene ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > OutScene )


code: virtual bool LoadStaticMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > MeshElement, [FDatasmithMeshElementPayload](API\Plugins\DatasmithTranslator\FDatasmithMeshElementPayload) & OutMeshPayload )


description: Values of additional options as entered by the user

code: virtual void SetSceneImportOptions ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDatasmithOptionsBase](API\Plugins\DatasmithContent\UDatasmithOptionsBase) >> & Options )


code: virtual void SetSceneImportOptions ( [TArray](API\Runtime\Core\Containers\TArray)< [TStrongObjectPtr](API\Runtime\CoreUObject\UObject\TStrongObjectPtr)< [UDatasmithOptionsBase](API\Plugins\DatasmithContent\UDatasmithOptionsBase) >> & Options )


description: Beginning of a translator instance lifecycle: setup of the source

code: void SetSource ( const [FDatasmithSceneSource](API\Plugins\DatasmithTranslator\FDatasmithSceneSource) & Source )


description: Called when the scene loading is over. All translator resources can be released.

code: virtual void UnloadScene()


code: virtual ~IDatasmithTranslator()


className: IDatasmithTranslator

description: Generic Scene exploration and realization API

code: class IDatasmithTranslator


code: static [IDatasmithTranslatorModule](API\Plugins\DatasmithTranslator\IDatasmithTranslatorModule) & Get()


code: static bool IsAvailable()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: IDatasmithTranslatorModule

code: class IDatasmithTranslatorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static void Destroy()


code: [FString](API\Runtime\Core\Containers\FString) GetHostFromString ( const [FString](API\Runtime\Core\Containers\FString) & HostString )


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithReferenceMaterialSelector](API\Plugins\DatasmithTranslator\ReferenceMaterials\FDatasmithRefere-_1) > GetSelector ( const TCHAR * Host ) const


code: void RegisterSelector ( const TCHAR * Host, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithReferenceMaterialSelector](API\Plugins\DatasmithTranslator\ReferenceMaterials\FDatasmithRefere-_1) > Selector )


code: void UnregisterSelector ( const TCHAR * Host )


className: FDatasmithReferenceMaterialManager


code: virtual void FinalizeMaterialInstance ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMaterialInstanceElement](API\Runtime\DatasmithCore\IDatasmithMaterialInstanceElemen-) > & InDatasmithMaterial, [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * MaterialInstance ) const


code: virtual bool GetBool ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & InMaterialProperty, bool & OutValue ) const


code: virtual bool GetColor ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & InMaterialProperty, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutValue ) const


code: virtual const [FDatasmithReferenceMaterial](API\Plugins\DatasmithTranslator\ReferenceMaterials\FDatasmithReferenceMaterial) & GetReferenceMaterial ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMaterialInstanceElement](API\Runtime\DatasmithCore\IDatasmithMaterialInstanceElemen-) > & InDatasmithMaterial ) const


code: virtual bool GetFloat ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & InMaterialProperty, float & OutValue ) const


code: virtual bool GetString ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & InMaterialProperty, [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


className: InvalidReferenceMaterial


code: virtual bool GetTexture ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & InMaterialProperty, [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


code: virtual bool IsValid() const


className: FDatasmithReferenceMaterialSelector


code: void FromMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


code: void FromSoftObjectPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InObjectPath )


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial() const


code: FDatasmithReferenceMaterial()


className: FDatasmithReferenceMaterial

description: Represents a material that exposes named parameters for override purpose. Note that this can be a Material or a MaterialInstance.

code: class FDatasmithReferenceMaterial

BoolParams

type: TSet<FString>


description:
Test if a triangle is extremely small or if its corners are aligned.
bool True for degenerated triangles, false otherwise

code: namespace DatasmithMeshHelper { bool DatasmithMeshHelper::IsTriangleDegenerated ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & Mesh, const FMeshTriangle & MeshTriangle ) }


module: DatasmithVREDTranslator

code: static [IDatasmithVREDTranslatorModule](API\Plugins\DatasmithVREDTranslator\IDatasmithVREDTranslatorModule) & Get()


code: static bool IsAvailable()


className: IDatasmithVREDTranslatorModule

code: class IDatasmithVREDTranslatorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static [FDatasmithWireTranslatorModule](API\Plugins\DatasmithWireTranslator2020\FDatasmithWireTranslatorModule) & Get()


code: virtual void ShutdownModule()


className: FDatasmithWireTranslatorModule

description: Datasmith Translator for .wire files.

code: class FDatasmithWireTranslatorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: virtual void StartupModule()


className: EDataValidationUsecase

module: DataValidation

code: enum EDataValidationUsecase { None = 0, Manual, Commandlet, Save, PreSubmit, Script, }


className: FSourceControlChangelistPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISourceControlChangelist](API\Developer\SourceControl\ISourceControlChangelist), ESPMode::ThreadSafe > FSourceControlChangelistPtr


className: FValidateAssetsDetails

AssetName

description: Asset Name

PackageName

description: Package Name

Result

type: EDataValidation...

description: Validation Result

ValidationErrors

type: TArray<FText>

description: Validation Errors

ValidationWarnings

description: Validation Warnings


className: FValidateAssetsResults

AssetsDetails

type: TMap<FString, ...

description: Per asset details Indexed by object path Only returned ifFValidateAssetsSettings::bCollectPerAssetDetailsis true.

NumChecked

type: int

description: Amount of tested assets

NumInvalid

description: Amount of assets with errors

NumSkipped

description: Amount of assets skipped

NumUnableToValidate

description: Amount of assets that could not be validated

NumValid

description: Amount of assets without errors or warnings

NumWarnings

description: Amount of assets with warnings


className: FValidateAssetsSettings

bCollectPerAssetDetails

description: If true, will add anFValidateAssetsDetailsfor each asset to the results

bLoadAssetsForValidation

description: If false, unloaded assets will get skipped from validation.

bShowIfNoFailures

description: If true, will add notifications for files with no validation and display even if everything passes

bSkipExcludedDirectories

description: If true, will not validate files in excluded directories

ValidationUsecase

description: The usecase requiring datavalidation


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IDataValidationModule](API\Plugins\DataValidation\IDataValidationModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use


description: Validates selected assets and opens a window to report the results. If bValidateDependencies is true it will also validate any assets that the selected assets depend on.

code: void ValidateAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & SelectedAssets, bool bValidateDependencies, const [EDataValidationUsecase](API\Plugins\DataValidation\EDataValidationUsecase) InValidationUsecase )


className: IDataValidationModule

description: The public interface to this module

code: class IDataValidationModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static [FString](API\Runtime\Core\Containers\FString) GetPrettyPackageName ( const [FName](API\Runtime\Core\UObject\FName) & InPackageName )


description: Deprecated* Please use the the const version ofIsDataValid(FDataValidationContext&)

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context )


description: Initializes internal state so the validation can be done

code: void Initialize ( [FSourceControlChangelistPtr](API\Developer\SourceControl\FSourceControlChangelistPtr) InChangelist )


className: UDataValidationChangelist

description: Changelist abstraction to allow changelist-level data validation

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor) class UDataValidationChangelist : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Changelist

type: FSourceControlC...

description: Changelist to validate


description: Default constructor with nothing

code: UDataValidationChangelist()


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


description: Do the validation without creating a commandlet

code: static bool ValidateData ( const [FString](API\Runtime\Core\Containers\FString) & FullCommandLine )


code: static void GatherDependencies ( const [FName](API\Runtime\Core\UObject\FName) & InPackageName, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OutDependencies )


code: UDataValidationCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDataValidationCommandlet

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CustomConstructor) class UDataValidationCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


description: Default constructor that sets up CDO properties

code: UDataValidationSettings()


className: UDataValidationSettings

description: Implements the settings for Data Validation

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor) class UDataValidationSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bValidateOnSave

type: uint32:  1

description: Whether or not to validate assets on save


code: virtual bool CanValidateAsset_Implementation ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset ) const


code: virtual EDataValidationResult ValidateLoadedAsset_Implementation ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationErrors )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Asset Validation") void AssetFails ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const [FText](API\Runtime\Core\Internationalization\FText) & InMessage, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationErrors )


className: UDirtyFilesChangelistValidator

description: Validates there is no unsaved files in the changelist about to be submitted.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDirtyFilesChangelistValidator : public [UEditorValidatorBase](API\Plugins\DataValidation\UEditorValidatorBase)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Asset Validation") void AssetPasses ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Asset Validation") void AssetWarning ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const [FText](API\Runtime\Core\Internationalization\FText) & InMessage )


description: Override this to determine whether or not you can validate a given asset with this validator

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Asset Validation") bool CanValidateAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset ) const


description: Override this to determine whether or not you can use this validator given this usecase

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Asset Validation") bool CanValidate ( const [EDataValidationUsecase](API\Plugins\DataValidation\EDataValidationUsecase) InUsecase ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetAllWarnings() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Asset Validation") EDataValidationResult GetValidationResult() const


code: virtual bool IsEnabled() const


code: bool IsValidationStateSet() const


code: void LogElapsedTime ( FFormatNamedArguments & Arguments )


code: void ResetValidationState()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Asset Validation") EDataValidationResult ValidateLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationErrors )


className: UEditorValidatorBase

description: C++ and Blueprint validators will be gathered on editor start, while python validators need to register themselves

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Meta=(ShowWorldContextPin)) class UEditorValidatorBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Adds a validator to the list, making sure it is a unique instance

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Validation") void AddValidator ( [UEditorValidatorBase](API\Plugins\DataValidation\UEditorValidatorBase) * InValidator )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Returns Valid if the object pointed to by AssetData contains valid data; returns Invalid if the object contains invalid data or does not exist; returns NotValidated if no validations was performed on the object

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Asset Validation") virtual EDataValidationResult IsAssetValid ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationErrors, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationWarnings, const [EDataValidationUsecase](API\Plugins\DataValidation\EDataValidationUsecase) InValidationUsecase ) const


description: Returns Valid if the object contains valid data; returns Invalid if the object contains invalid data; returns NotValidated if no validations was performed on the object

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Asset Validation") virtual EDataValidationResult IsObjectValid ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationErrors, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationWarnings, const [EDataValidationUsecase](API\Plugins\DataValidation\EDataValidationUsecase) InValidationUsecase ) const


code: void RegisterBlueprintValidators()


description: Handles validating all pending save packages

code: void ValidateAllSavedPackages()


description: Deprecated* Use ValidateAssetsWithSettings instead

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Asset Validation", Meta=(DeprecatedFunction, DeprecationMessage="Use ValidateAssetsWithSettings instead")) virtual int32 ValidateAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > AssetDataList, bool bSkipExcludedDirectories, bool bShowIfNoFailures ) const


description:
Called to validate assets from either the UI or a commandlet
Number of assets with validation failures or warnings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Asset Validation") virtual int32 ValidateAssetsWithSettings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & AssetDataList, const [FValidateAssetsSettings](API\Plugins\DataValidation\FValidateAssetsSettings) & InSettings, [FValidateAssetsResults](API\Plugins\DataValidation\FValidateAssetsResults) & OutResults ) const


description: Validates changelist before SCC submit operation

code: void ValidateChangelistPreSubmit ( [FSourceControlChangelistPtr](API\Developer\SourceControl\FSourceControlChangelistPtr) Changelist, EDataValidationResult & OutResult, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationErrors, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationWarnings ) const


description: Deprecated* Use version that takes bProceduralSave instead

code: virtual void ValidateOnSave ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > AssetDataList ) const


description: Returns true if the current Path should be skipped for validation. Returns false otherwise.

code: virtual bool IsPathExcludedFromValidation ( const [FString](API\Runtime\Core\Containers\FString) & Path ) const


description: Called to validate from an interactive save

code: virtual void ValidateOnSave ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > AssetDataList, bool bProceduralSave ) const


code: virtual void ValidateSavedPackage ( [FName](API\Runtime\Core\UObject\FName) PackageName )


description: Schedule a validation of a saved package, this will activate next frame by default so it can combine them

code: virtual void ValidateSavedPackage ( [FName](API\Runtime\Core\UObject\FName) PackageName, bool bProceduralSave )


code: UEditorValidatorSubsystem()


className: UEditorValidatorSubsystem

description: UEditorValidatorSubsystemmanages all the asset validation in the engine. The first validation handled isUObject::IsDataValidand its overridden functions. Those validations require custom classes and are most suited to project-specific classes. The next validation set is of all registered UEditorValidationBases. These validators have a function to determine if they can validate a given asset, and if they are currently enabled. They are good candidates for validating engine classes or very specific project logic.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor) class UEditorValidatorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

bAllowBlueprintValidators

description: Specifies whether or not to allow Blueprint validators

bValidateAssetsWhileSavingForCook

description: Specifies whether or not to validate assets on save when saving for a cook

description: Whether it should validate assets on save inside the editor

ExcludedDirectories

type: TArray<FDirect...

description: Directories to ignore for data validation. Useful for test assets

SavedPackagesToValidate

type: TArray<FName>

description: List of saved package names to validate next frame


code: virtual bool CanValidateAsset_Implementation ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * FindOrCacheCulturesForLocalizedRoot ( const [FString](API\Runtime\Core\Containers\FString) & InLocalizedRootPath )


code: virtual EDataValidationResult ValidateLoadedAsset_Implementation ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationErrors )


description: Validates that localized assets (within the L10N folder) conform to a corresponding source asset of the correct type. Localized assets that fail this validation will never be loaded as localized variants at runtime.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEditorValidator_Localization : public [UEditorValidatorBase](API\Plugins\DataValidation\UEditorValidatorBase)


module: DecoupledOutputProvider

code: UVCamPixelStreamingSession()