description: Fills this template properties with the values from the Source object.

code: virtual void Load ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Source )


module: DatasmithContent

code: UDatasmithActorTemplate()


description:
Updates the Destination object with the values stored in the object template
TheUObjecton which the object template could be set on. Returns nullptr if the update has failed

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * UpdateObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Destination, bool bForce )


className: UDatasmithActorTemplate

description: Hold template informations common to all AActors.

Layers

type: TSet<FName>

description: Layers this actor belongs to.

Tags

description: Tags on this actor. (seeAActor::Tags)


description: Returns if this template equals another template of the same type.

code: virtual bool Equals ( const [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) * Other ) const


code: UDatasmithAreaLightActorTemplate()


className: UDatasmithAreaLightActorTemplate

AttenuationRadius

type: float

bUseIESBrightness

type: bool

Color

type: FLinearColor

IESTexture

type: TSoftObjectPtr<...

IntensityUnits

type: ELightUnits

LightShape

type: EDatasmithAreaL...

Rotation

type: FRotator


className: UDatasmithCineCameraComponentTemplate

FilmbackSettings

type: FDatasmithCamer...

PostProcessSettings

type: FDatasmithPostP...


code: UDatasmithCineCameraActorTemplate()


className: UDatasmithCineCameraActorTemplate


code: UDatasmithDecalComponentTemplate()


className: UDatasmithDecalComponentTemplate

DecalSize

type: FVector

Material

type: TObjectPtr< cla...


code: UDatasmithLandscapeTemplate()


className: UDatasmithLandscapeTemplate

LandscapeMaterial

type: TObjectPtr<UMa...


code: UDatasmithLightComponentTemplate()


className: UDatasmithLightComponentTemplate

bUseIESBrightness

type: uint32:  1

bVisible

type: uint8:  1


description: Returns if this template has the same base as another template of the same type, this indicates if their diffs can be safely compared.

code: virtual bool HasSameBase ( const [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) * Other ) const


description: Loads all the source object properties into the template, regardless if they are different from the default values or not.

code: virtual void LoadAll ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Source )


description: Fills this template properties with the values from the Source object after rebasing (changing its parent) with the base object defined in BaseTemplate.

code: virtual void LoadRebase ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Source, const [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) * BaseTemplate, bool bLoadDiff )


className: UDatasmithMaterialInstanceTemplate

description: Applies material instance data to a material instance if it hasn't changed since the last time we've applied a template. Supports Scalar parameters, Vector parameters, Texture parameters and Static parameters

ScalarParameterValues

type: TMap<FName, fl...

StaticParameters

type: FDatasmithStati...

TextureParameterValues

type: TMap<FName,TS...

VectorParameterValues

type: TMap<FName,FL...


description: Updates the Destination object with the values stored in the object template If the update is successful, replaces the object template of the Destination object with itself

code: void Apply ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Destination, bool bForce )


description: Returns the difference between the object template of the Destination object and the SourceTemplate object template

code: static [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) * GetDifference ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Destination, [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) * Source )


code: UDatasmithObjectTemplate()


code: UDatasmithObjectTemplate ( bool bInIsActorTemplate )


className: UDatasmithObjectTemplate

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

bIsActorTemplate

type: const bool

description: Is this template for an actor.


code: virtual void Load ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Source )


code: UDatasmithPointLightComponentTemplate()


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * UpdateObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Destination, bool bForce )


className: UDatasmithPointLightComponentTemplate

AttenuationRadius

type: float


code: virtual bool Equals ( const [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) * Other ) const


code: UDatasmithPostProcessVolumeTemplate()


className: UDatasmithPostProcessVolumeTemplate

description: Represents anAPostProcessVolume

bEnabled

type: uint32: 1


className: UDatasmithSceneComponentTemplate

AttachParent

type: TSoftObjectPtr<...

bCastShadow

type: bool

Mobility

type: TEnumAsByte<EC...

RelativeTransform

type: FTransform

Tags

type: TSet<FName>


code: UDatasmithSkyLightComponentTemplate()


className: UDatasmithSkyLightComponentTemplate

SourceType

type: TEnumAsByte< ES...


code: UDatasmithSpotLightComponentTemplate()


className: UDatasmithSpotLightComponentTemplate


className: UDatasmithStaticMeshComponentTemplate

OverrideMaterials

type: TArray<TObject...

StaticMesh

type: TObjectPtr< cla...


className: UDatasmithStaticMeshTemplate

BuildSettings

type: TArray<FDatasm...

SectionInfoMap

type: FDatasmithMeshS...


code: UDatasmithAdditionalData()


className: UDatasmithAdditionalData

description: UDatasmithCustomActionBase)

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


className: FMetaDataContainer

description: Meta-data are available at runtime in game, i.e. used in blueprint to display build-boarded information.

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > FMetaDataContainer


className: UDatasmithAssetImportData

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDatasmithAssetImportData : public [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData)

AssetImportOptions

type: FDatasmithAsset...

DatasmithImportInfo

type: FDatasmithImpor...


code: static [FString](API\Runtime\Core\Containers\FString) GetDatasmithUserDataValueForKey ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Key, bool bPartialMatchKey )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetDatasmithUserDataValuesForKey ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Key, bool bPartialMatchKey )


code: static [UDatasmithAssetUserData](API\Plugins\DatasmithContent\UDatasmithAssetUserData) * GetDatasmithUserData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


className: UniqueIdMetaDataKey

description: Meta data keys for Datasmith objects.

code: static const TCHAR * UniqueIdMetaDataKey = TEXT("Datasmith_UniqueId");


code: static bool SetDatasmithUserDataValueForKey ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Key, const [FString](API\Runtime\Core\Containers\FString) & Value )


className: UDatasmithAssetUserData

description: Asset user data that can be used with Datasmith on Actors and other objects

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(ScriptName="DatasmithUserData", DisplayName="Datasmith User Data")) class UDatasmithAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)

MetaData

type: TMap<FName,FS...

ObjectTemplates

type: TMap<TSubclass...


className: UDatasmithCommonTessellationOptions

Options

type: FDatasmithTesse...


className: UDatasmithCADImportSceneData

description: Import data and options specific to tessellated Datasmith scenes


description: Find all Datasmith User Data of loaded objects of the given type. This is a slow operation, so editor only.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Datasmith User Data") static void GetAllDatasmithUserData ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass, [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithAssetUserData](API\Plugins\DatasmithContent\UDatasmithAssetUserData) * > & OutUserData )


description:
Get the Datasmith User Data of a given object
The Datasmith User Data if it exists; nullptr, otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith User Data") static [UDatasmithAssetUserData](API\Plugins\DatasmithContent\UDatasmithAssetUserData) * GetDatasmithUserData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Find all loaded objects of the given type that have a Datasmith User Data that contains the given key and their associated values. This is a slow operation, so editor only.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Datasmith User Data", Meta=(DeterminesOutputType="ObjectClass", DynamicOutputParam="OutObjects")) static void GetAllObjectsAndValuesForKey ( [FName](API\Runtime\Core\UObject\FName) Key, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjects, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutValues )


description:
Get the value of the given key for the Datasmith User Data of the given object.
The string value associated with the given key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith User Data") static [FString](API\Runtime\Core\Containers\FString) GetDatasmithUserDataValueForKey ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Key, bool bPartialMatchKey )


description:
Get the values of the given key for the Datasmith User Data of the given object.
The string value associated with the given key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith User Data") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetDatasmithUserDataValuesForKey ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Key, bool bPartialMatchKey )


description: Get the keys and values for which the associated value contains the string to match for the Datasmith User Data of the given object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith User Data") static void GetDatasmithUserDataKeysAndValuesForValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FString](API\Runtime\Core\Containers\FString) & StringToMatch, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutKeys, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutValues )


className: UDatasmithContentBlueprintLibrary


description: The actual processing, called by Datasmith when the user trigger an action.

code: virtual void ApplyOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & SelectedActors )


description:
Called by Datasmith when we displays potential action for some actors (eg. when the context menu of the level editor is used).
true when this action is applicable on the given set

code: virtual bool CanApplyOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & SelectedActors )


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


description:
Called by Datasmith when we displays potential action for some assets (eg. when the context menu of the content browser is used).
true when this action is applicable on the given set

code: virtual bool CanApplyOnAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & SelectedAssets )


description: Displayed name of the action

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) & GetLabel()


code: virtual const [FText](API\Runtime\Core\Internationalization\FText) & GetTooltip()


className: UDatasmithCustomActionBase

description: Base class for actions available to the end-user through the Content browser contextual menu.Byextending this class, the custom action is automatically registered to be available for the end user

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UDatasmithCustomActionBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IDatasmithCustomAction](API\Plugins\DatasmithContent\IDatasmithCustomAction)


className: UDatasmithDeltaGenAssetImportData


className: UDatasmithFBXSceneImportData

IntermediateSerialization

description: Corresponds to a EDatasmithFBXIntermediateSerializationType.

TexturesDir

type: FString


className: UDatasmithDeltaGenSceneImportData


className: UDatasmithGLTFSceneImportData

Version

type: float


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


code: void UpdateNotDisplayedConfig ( bool bIsAReimport )


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


className: UDatasmithMDLSceneImportData


className: UDatasmithImportOptions

bUseSameOptions

description: Whether to use or not the same options when loading multiple files. Default false

CameraImportPolicy

type: EDatasmithImpor...

description: Specifies what to do when material conflicts

FileName

description: Name of the imported file without its path

FilePath

description: Full path of the imported file

LightImportPolicy

description: Specifies what to do when light conflicts

OtherActorImportPolicy

description: Specifies what to do when actor conflicts

ReimportOptions

type: FDatasmithReimp...

description: Options specific to the reimport process

SearchPackagePolicy

description: Specifies where to search for assets

SourceHash

description: The hash of the source referenced by SourceUri

TextureConflictPolicy

description: Specifies what to do when texture conflicts


className: UDatasmithOptionsBase

description: Notable feature: forces a full serialization of its properties (by opposition to the standard delta serialization which stores only the diff wrt the CDO) The intent is to store the exact options used in a previous import.

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


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FStructuredArchive::FRecord](API\Runtime\Core\Serialization\FStructuredArchive\FRecord) Record )


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * > * GetAssetUserDataArray() const


code: virtual [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * GetAssetUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Register the DatasmithScene to the PreWorldRename callback as needed

code: void RegisterPreWorldRenameCallback()


code: virtual void RemoveUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual ~UDatasmithScene()


className: UDatasmithScene

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDatasmithScene : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)

AssetImportData

description: Importing data and options used for this Datasmith scene

AssetUserData

description: Array of user data stored with the asset

Clothes

type: TMap<FName,TS...

description: Map of all the cloth related to this Datasmith Scene

DatasmithSceneBulkData

type: FByteBulkData

LevelSequences

description: Map of all the level sequences related to this Datasmith Scene

LevelVariantSets

description: Map of all the level variant sets related to this Datasmith Scene

MaterialFunctions

description: Map of all the material functions related to this Datasmith Scene

Materials

description: Map of all the materials related to this Datasmith Scene

StaticMeshes

description: Map of all the static meshes related to this Datasmith Scene

Textures

description: Map of all the textures related to this Datasmith Scene


className: UDatasmithSceneImportData

description: Base class for import data and options used when importing any asset from Datasmith

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDatasmithSceneImportData : public [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData)


code: static [UDatasmithStaticMeshCADImportData](API\Plugins\DatasmithContent\UDatasmithStaticMeshCADImportDat-) * GetCADImportDataForStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [TOptional](API\Runtime\Core\IO\TOptional)< [DefaultOptionsTuple](API\Plugins\DatasmithContent\UDatasmithStaticMeshCADImportDat-\DefaultOptionsTu-) > DefaultImportOptions )


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


description: Overridden serialize function to read in/write out the unexposed data


code: void SetResourcePath ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


className: UDatasmithStaticMeshCADImportData

AuxiliaryFilenames

type: TArray<FString...

ModelTolerance

type: double


className: UDatasmithStaticMeshGLTFImportData


code: static [UDatasmithStaticMeshImportData](API\Plugins\DatasmithContent\UDatasmithStaticMeshImportData) * GetImportDataForStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [TOptional](API\Runtime\Core\IO\TOptional)< [DefaultOptionsPair](API\Plugins\DatasmithContent\UDatasmithStaticMeshImportData\DefaultOptionsPair) > DefaultImportOptions )


className: UDatasmithStaticMeshImportData

ImportOptions

type: FDatasmithStati...


className: UDatasmithTranslatedSceneImportData

description: Import data and options specific to Datasmith scenes imported through the translator system

AdditionalOptions

type: TArray<TObject...


className: UDatasmithVREDAssetImportData


className: UDatasmithVREDSceneImportData

bCleanVar

type: bool


module: DatasmithContentEditor

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) > Get()


code: static void Initialize()


code: static void Shutdown()


className: StyleSet

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleSet;


className: FDatasmithContentEditorStyle

description: Contains a collection of named properties (StyleSet) that guide the appearance of Datasmith related UI.

code: class FDatasmithContentEditorStyle


className: FImporterDescription

code: struct FImporterDescription

Description

type: FText

Handler

type: FOnCreateDatasm...

StyleName

type: FName


className: FOnBrowseExternalSourceUri

code: typedef TBaseDelegate_FourParams< bool, [FName](API\Runtime\Core\UObject\FName), const [FString](API\Runtime\Core\Containers\FString) &, [FString](API\Runtime\Core\Containers\FString) &, [FString](API\Runtime\Core\Containers\FString) & > FOnBrowseExternalSourceUri


className: FOnCreateDatasmithImportHandler

code: typedef TBaseDelegate_NoParams< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDataprepImporterInterface](API\Plugins\DatasmithContentEditor\IDataprepImporterInterface) > > FOnCreateDatasmithImportHandler


className: FOnCreateDatasmithSceneEditor

code: typedef TBaseDelegate_ThreeParams< void, const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type), const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > &, class [UDatasmithScene](API\Plugins\DatasmithContent\UDatasmithScene) * > FOnCreateDatasmithSceneEditor


className: FOnIsAssetAutoReimportAvailable

code: typedef TBaseDelegate_OneParam< bool, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnIsAssetAutoReimportAvailable


className: FOnGetSupportedUriSchemes

code: typedef TBaseDelegate_NoParams< const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & > FOnGetSupportedUriSchemes


className: FOnIsAssetAutoReimportEnabled

code: typedef TBaseDelegate_OneParam< bool, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnIsAssetAutoReimportEnabled


className: FOnSpawnDatasmithSceneActors

code: typedef TBaseDelegate_TwoParams< void, class [ADatasmithSceneActor](API\Plugins\DatasmithContent\ADatasmithSceneActor) *, bool > FOnSpawnDatasmithSceneActors


className: FOnSetAssetAutoReimport

code: typedef TBaseDelegate_TwoParams< bool, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, bool > FOnSetAssetAutoReimport


code: bool BuildWorld ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & OutAssets )


code: bool FinalizeAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & Assets )


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UDatasmithSceneImportData](API\Plugins\DatasmithContent\UDatasmithSceneImportData) > GetAssetImportDataClass() const


code: bool Initialize ( const [FString](API\Runtime\Core\Containers\FString) & Namespace, [UWorld](API\Runtime\Engine\Engine\UWorld) * ImportWorld, [UDatasmithScene](API\Plugins\DatasmithContent\UDatasmithScene) * DatasmithScene )


code: bool SetFinalWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * FinalWorld )


code: virtual ~IDataprepImporterInterface()


className: IDataprepImporterInterface

description: DATAPREP_TODO: Temporary interface to emulate future workflow. Interface to trigger build world and 'finalize' from data prep editor.

code: class IDataprepImporterInterface


code: bool BrowseExternalSourceUri ( [FName](API\Runtime\Core\UObject\FName) UriScheme, const [FString](API\Runtime\Core\Containers\FString) & DefaultUri, [FString](API\Runtime\Core\Containers\FString) & OutSourceUri, [FString](API\Runtime\Core\Containers\FString) & OutFallbackFilepath ) const


description: Singleton-like access toIDatasmithContentEditorModuleReturns DatasmithContent singleton instance, loading the module on demand if needed

code: static [IDatasmithContentEditorModule](API\Plugins\DatasmithContentEditor\IDatasmithContentEditorModule) & Get()


code: [TOptional](API\Runtime\Core\IO\TOptional)< [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > > GetSupportedUriScheme() const


code: [TOptional](API\Runtime\Core\IO\TOptional)< bool > IsAssetAutoReimportAvailable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: [TOptional](API\Runtime\Core\IO\TOptional)< bool > IsAssetAutoReimportEnabled ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


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()


code: void RegisterBrowseExternalSourceUriHandler ( [FOnBrowseExternalSourceUri](API\Plugins\DatasmithContentEditor\FOnBrowseExternalSourceUri) && BrowseExternalSourceUriDelegate )


description: Delegate to creation of the datasmith scene editor. The action is in this module while the datasmith scene editor is in its own plugin

code: void RegisterDatasmithSceneEditorHandler ( [FOnCreateDatasmithSceneEditor](API\Plugins\DatasmithContentEditor\FOnCreateDatasmithSceneEditor) InCreateDatasmithSceneEditor )


code: void RegisterDatasmithImporter ( const void * Registrar, const [FImporterDescription](API\Plugins\DatasmithContentEditor\FImporterDescription) & ImporterDescription )


description: Delegate returning if the AutoReimport feature is available for a given asset.

code: void RegisterIsAssetAutoReimportAvailableHandler ( [FOnIsAssetAutoReimportAvailable](API\Plugins\DatasmithContentEditor\FOnIsAssetAutoReimportAvailable) && IsAssetAutoReimportAvailableDelegate )


description: Delegate returning if the AutoReimport is currently active for a given asset.

code: void RegisterIsAssetAutoReimportEnabledHandler ( [FOnIsAssetAutoReimportEnabled](API\Plugins\DatasmithContentEditor\FOnIsAssetAutoReimportEnabled) && IsAssetAutoReimportEnabledDelegate )


description: Delegate to enable or disable AutoReimport of an asset.

code: void RegisterSetAssetAutoReimportHandler ( [FOnSetAssetAutoReimport](API\Plugins\DatasmithContentEditor\FOnSetAssetAutoReimport) && SetAssetAutoReimportDelegate )


description: Delegate to spawn the actors related to a Datasmith scene. Called when the user triggers the action in the UI.

code: void RegisterSpawnDatasmithSceneActorsHandler ( [FOnSpawnDatasmithSceneActors](API\Plugins\DatasmithContentEditor\FOnSpawnDatasmithSceneActors) SpawnActorsDelegate )


code: [TOptional](API\Runtime\Core\IO\TOptional)< bool > SetAssetAutoReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, bool bEnabled ) const


code: void UnregisterBrowseExternalSourceUriHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


code: void RegisterGetSupportedUriSchemeHandler ( [FOnGetSupportedUriSchemes](API\Plugins\DatasmithContentEditor\FOnGetSupportedUriSchemes) && GetSupportedUriSchemeDelegate )


code: void UnregisterDatasmithSceneEditorHandler ( [FOnCreateDatasmithSceneEditor](API\Plugins\DatasmithContentEditor\FOnCreateDatasmithSceneEditor) InCreateDatasmithSceneEditor )


code: void UnregisterDatasmithImporter ( const void * Registrar )


code: void UnregisterGetSupportedUriSchemeHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


code: void UnregisterIsAssetAutoReimportAvailableHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


code: void UnregisterIsAssetAutoReimportEnabledHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


code: void UnregisterSetAssetAutoReimportHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


code: void UnregisterSpawnDatasmithSceneActorsHandler ( [FOnSpawnDatasmithSceneActors](API\Plugins\DatasmithContentEditor\FOnSpawnDatasmithSceneActors) SpawnActorsDelegate )


className: IDatasmithContentEditorModule

description: The public interface of the DatasmithContent module

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


className: IDatasmithDeltaGenTranslatorModule

module: DatasmithDeltaGenTranslator

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


code: static bool IsAvailable()


module: DatasmithDispatcher

code: namespace DatasmithDispatcher { enum ECommandId { Invalid, Ping, BackPing, RunTask, NotifyEndTask, ImportParams, Terminate, Last, } }


code: namespace DatasmithDispatcher { enum SocketErrorCode { NoError = 0, Error_Create, Error_Bind, Error_Listen, UnableToReadOnSocket, UnableToSendData, CouldNotStartWSA, UnableToGetLocalAddress, ConnectionToServerFailed, } }


code: virtual [ECommandId](API\Plugins\DatasmithDispatcher\DatasmithDispatcher__ECommandId) GetType() const


className: FBackPingCommand

code: class FBackPingCommand : public [DatasmithDispatcher::ICommand](API\Plugins\DatasmithDispatcher\ICommand)


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ICommand](API\Plugins\DatasmithDispatcher\ICommand) > GetNextCommand ( double Timeout_s )


code: void Disconnect ( double Timeout_s )


code: bool SendCommand ( [ICommand](API\Plugins\DatasmithDispatcher\ICommand) & Commmand, double Timeout_s )


code: void SetNetworkInterface ( [FNetworkNode](API\Plugins\DatasmithDispatcher\FNetworkNode) * InNetworkInterface )


className: FCommandQueue

code: class FCommandQueue


code: virtual void SerializeImpl ( [FArchive](API\Runtime\Core\Serialization\FArchive) & )


className: FCompletedTaskCommand

code: class FCompletedTaskCommand : public [DatasmithDispatcher::ICommand](API\Plugins\DatasmithDispatcher\ICommand)

ExternalReferences

type: TArray<CADLibr...

Messages

type: TArray< TPair< ...

ProcessResult

type: ETaskState


code: void AddTask ( const [CADLibrary::FFileDescriptor](API\Plugins\CADTools\FFileDescriptor) & FileDescription, [CADLibrary::EMesher](API\Plugins\CADTools\CADLibrary__EMesher) Mesher )


code: [TOptional](API\Runtime\Core\IO\TOptional)< [FTask](API\Plugins\DatasmithDispatcher\FTask) > GetNextTask()


code: void LinkCTFileToUnrealCacheFile ( const [CADLibrary::FFileDescriptor](API\Plugins\CADTools\FFileDescriptor) & CTFileDescription, const [FString](API\Runtime\Core\Containers\FString) & UnrealSceneGraphFile, const [FString](API\Runtime\Core\Containers\FString) & UnrealGeomFile )


code: void LogMessages ( const [TArray](API\Runtime\Core\Containers\TArray)< TPair< uint8, [FString](API\Runtime\Core\Containers\FString) >> & Warnings ) const


code: void Process ( bool bWithProcessor )


code: void SetTaskState ( int32 TaskIndex, [ETaskState](API\Plugins\CADTools\CADLibrary__ECADParsingResult) TaskState )


code: FDatasmithDispatcher ( const [CADLibrary::FImportParameters](API\Plugins\CADTools\FImportParameters) & InImportParameters, const [FString](API\Runtime\Core\Containers\FString) & InCacheDir, [TMap](API\Runtime\Core\Containers\TMap)< uint32, [FString](API\Runtime\Core\Containers\FString) > & CADFileToUnrealFileMap, [TMap](API\Runtime\Core\Containers\TMap)< uint32, [FString](API\Runtime\Core\Containers\FString) > & CADFileToUnrealGeomMap )


code: void SetWorkerCount ( const int32 InNumberOfWorkers )


className: FDatasmithDispatcher

description: Handle a list of tasks, and a set of external workers to consume them. Concept of task is currently tightly coupled with cad usage...

code: class FDatasmithDispatcher


code: static [FDatasmithDispatcherModule](API\Plugins\DatasmithDispatcher\FDatasmithDispatcherModule) & Get()


code: static bool IsAvailable()


className: FDatasmithDispatcherModule

description: This module exposes additional features for assets containing CoreTech data.

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


className: EWorkerErrorState

code: enum EWorkerErrorState { Ok, ConnectionFailed_NotBound, ConnectionFailed_NoClient, ConnectionLost, ConnectionLost_SendFailed, WorkerProcess_CantCreate, WorkerProcess_Lost, }


className: EWorkerState

code: enum EWorkerState { Uninitialized, Idle, Processing, Closing, Terminated, }


code: bool IsRestartable() const


code: ~FDatasmithWorkerHandler()


code: FDatasmithWorkerHandler ( [FDatasmithDispatcher](API\Plugins\DatasmithDispatcher\FDatasmithDispatcher) & InDispatcher, const [CADLibrary::FImportParameters](API\Plugins\CADTools\FImportParameters) & InImportParameters, [FString](API\Runtime\Core\Containers\FString) & InCachePath, uint32 Id )


className: FDatasmithWorkerHandler

description: Handle a Worker by socket communication.

code: class FDatasmithWorkerHandler


code: virtual [ECommandId](API\Plugins\DatasmithDispatcher\DatasmithDispatcher__ECommandId) GetType() const


code: virtual void SerializeImpl ( [FArchive](API\Runtime\Core\Serialization\FArchive) & )


code: FImportParametersCommand()


code: FImportParametersCommand ( const [CADLibrary::FImportParameters](API\Plugins\CADTools\FImportParameters) & InImportParameters )


className: FImportParametersCommand

code: class FImportParametersCommand : public [DatasmithDispatcher::ICommand](API\Plugins\DatasmithDispatcher\ICommand)


className: FMessageHeader

description: Uint8 hash[20];FSHA1::HashBuffer(const voidData, uint64 DataSize, uint8OutHash);

code: struct FMessageHeader


code: bool Connect ( const [FString](API\Runtime\Core\Containers\FString) & Description, int32 ServerPort, double Timeout_s )


className: FNetworkClientNode

description: Create, Connect sequence.

code: class FNetworkClientNode : public [DatasmithDispatcher::FNetworkNode](API\Plugins\DatasmithDispatcher\FNetworkNode)


code: void CloseSocket ( [FSocket](API\Runtime\Sockets\FSocket) *& Socket )


code: [FSocket](API\Runtime\Sockets\FSocket) * CreateInternalSocket ( const [FString](API\Runtime\Core\Containers\FString) & Description )


className: FMessage

code: struct FMessage

Content

type: TArray< uint8 >

Header

type: FMessageHeader


description: Receive a byte buffer as an atomic message returns true when a message is fetched. In that case, OutBuffer contains the message.

code: bool ReceiveMessage ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutBuffer, double Timeout_s )


description: Send a byte buffer as an atomic message returns true when a message is successfully sent

code: bool SendMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Buffer, double Timeout_s )


code: virtual ~FNetworkNode()


code: bool Accept ( const [FString](API\Runtime\Core\Containers\FString) & Description, double Timeout_s )


className: FNetworkNode

code: class FNetworkNode

ConnectedSocket

type: FSocket*

ConnectedSocketError

type: SocketErrorCode

IncommingMessage

type: FMessage


code: int32 GetListeningPort()


code: ~FNetworkServerNode()


className: FNetworkServerNode

description: Create, Bind, Listen, Accept sequence.

code: class FNetworkServerNode : public [DatasmithDispatcher::FNetworkNode](API\Plugins\DatasmithDispatcher\FNetworkNode)


code: virtual [ECommandId](API\Plugins\DatasmithDispatcher\DatasmithDispatcher__ECommandId) GetType() const


className: FPingCommand

code: class FPingCommand : public [DatasmithDispatcher::ICommand](API\Plugins\DatasmithDispatcher\ICommand)


code: virtual void SerializeImpl ( [FArchive](API\Runtime\Core\Serialization\FArchive) & )


code: FRunTaskCommand ( const [FTask](API\Plugins\DatasmithDispatcher\FTask) & Task )


className: FRunTaskCommand

code: class FRunTaskCommand : public [DatasmithDispatcher::ICommand](API\Plugins\DatasmithDispatcher\ICommand)


code: FTask ( const [CADLibrary::FFileDescriptor](API\Plugins\CADTools\FFileDescriptor) & InFile, const [CADLibrary::EMesher](API\Plugins\CADTools\CADLibrary__EMesher) InMesher )


className: FTask

code: struct FTask


className: FTerminateCommand

code: class FTerminateCommand : public [DatasmithDispatcher::ICommand](API\Plugins\DatasmithDispatcher\ICommand)


className: ICommand

code: class ICommand


module: DatasmithExternalSource

code: static [FDatasmithExternalSourceModule](API\Plugins\DatasmithExternalSource\FDatasmithExternalSourceModule) & Get()


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: FDatasmithExternalSourceModule

description: Module adding support for DatasmithDirectLink and file external sources.

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


className: EAttenuationType

module: DatasmithFBXTranslator

code: enum EAttenuationType { None, Linear, Realistic, }


className: EDatasmithFBXSceneAnimationCurveType

code: enum EDatasmithFBXSceneAnimationCurveType { Invalid, Translation, Rotation, Scale, Visible, }


code: enum EDatasmithFBXSceneAnimationCurveComponent { X = 0, Y = 1, Z = 2, Num = 3, }


className: ELightType

code: enum ELightType { Point, Directional, Spot, Area, }


className: ENodeType

code: enum ENodeType { Node = 0, Switch = 1, SharedNode = 2, Animated = 4, Movable = 8, Toggle = 16, Material = 32, }


className: EProjectionType

code: enum EProjectionType { CameraPlane, OnMesh, WithinMesh, Perspective, Orghographic, }


className: ETextureMapType

code: enum ETextureMapType { UV = 0, Planar = 1, Triplanar = 2, }


className: ETextureRepeatMode

code: enum ETextureRepeatMode { Repeat = 0, Mirror = 9, Decal = 18, Clamp = 27, }


className: FActorMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) >>> FActorMap


description: Tries to extract animation curves of InProperty, building a newFDatasmithFBXSceneAnimCurveof type InType for each channel, if it can

code: void AddCurvesForProperty ( FbxProperty InProperty, FbxAnimLayer * InLayer, [EDatasmithFBXSceneAnimationCurveType](API\Plugins\DatasmithFBXTranslator\EDatasmithFBXSceneAnimationCurve-) Type, [TArray](API\Runtime\Core\Containers\TArray)< [FDatasmithFBXSceneAnimCurve](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneAnimCurve) > & OutCurves )


description: Convert scene coordinate system

code: void ConvertCoordinateSystem()


description: Create one timeline per animation layer contained in the animation

code: void CreateAnimationTimelines()


code: [FDatasmithFBXSceneAnimCurve](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneAnimCurve) CreateNewCurve ( FbxAnimCurve * InCurve, [EDatasmithFBXSceneAnimationCurveType](API\Plugins\DatasmithFBXTranslator\EDatasmithFBXSceneAnimationCurve-) InType, [EDatasmithFBXSceneAnimationCurveComponent](API\Plugins\DatasmithFBXTranslator\EDatasmithFBXSceneAnimationCurve-_1) InComponent )


description: Convert Fbx mesh intoFRawMesh

code: static void DoImportMesh ( FbxMesh * InMesh, [FDatasmithFBXSceneMesh](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneMesh) * Mesh )


description: Extract all animation curves from the FBX and pack them into OutScene->AnimNodes. Note that only VRED uses this data, as for DeltaGen all animation data comes from .tml aux files

code: void ExtractAnimations ( FbxNode * Node )


description: Tries to extract key frames from InCurve, building a newFDatasmithFBXSceneAnimCurveof type InType and component InComponent if it can. It does a lot of math to convert coordinate systems and correct the interpolation between keys

code: void FillCurveFromClipsFile ( FbxAnimCurve * InCurve, [EDatasmithFBXSceneAnimationCurveType](API\Plugins\DatasmithFBXTranslator\EDatasmithFBXSceneAnimationCurve-) InType, [EDatasmithFBXSceneAnimationCurveComponent](API\Plugins\DatasmithFBXTranslator\EDatasmithFBXSceneAnimationCurve-_1) InComponent )


code: static void FindFbxUVChannels ( FbxMesh * Mesh, [TArray](API\Runtime\Core\Containers\TArray)< FFbxUVInfo > & FbxUVs )


description: Import an Fbx material

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneMaterial](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneMaterial) > ImportMaterial ( FbxSurfaceMaterial * InMaterial )


description: AllocateFDatasmithFBXSceneMesh

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneMesh](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneMesh) > ImportMesh ( FbxMesh * InMesh, FbxNode * InNode )


code: void ImportScene()


code: bool IsOddNegativeScale ( FbxAMatrix & TotalMatrix )


code: FDatasmithFBXFileImporter ( FbxScene * InFbxScene, [FDatasmithFBXScene](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXScene) * InScene, const [UDatasmithFBXImportOptions](API\Plugins\DatasmithFBXTranslator\UDatasmithFBXImportOptions) * InOptions, const [FDatasmithImportBaseOptions](API\Plugins\DatasmithContent\FDatasmithImportBaseOptions) * InBaseOptions )


className: FDatasmithFBXFileImporter

description: Imports an FBX file into the intermediate FBX scene representation

code: class FDatasmithFBXFileImporter

BaseOptions

type: constFDatasmit...

description: Basic options like whether to import geometry or materials at all

ImportedAnimationCurves

type: TMap< int32,TA...

description: Stored imported AnimCurves by DSID, which is a specific value inserted into animation curves emitted from VRED at time OutScene->TagTime.

ImportedMaterials

type: TMap< FbxSurfac...

description: Map of Fbx material objects to imported material structure

ImportedMeshes

type: TMap< FbxMesh &...

description: Map of FbxMesh objects to already importedFDatasmithFBXSceneMesh

InScene

type: FbxScene *

description: Fbx scene which we're importing

Options

type: constUDatasmit...

description: All options to configure importer

OutScene

type: FDatasmithFBXSc...

description: Local scene which we're importing onto


code: static void UpdateHash ( [FMD5](API\Runtime\Core\Misc\FMD5) & Hash, int32 Value )


code: static void UpdateHash ( [FMD5](API\Runtime\Core\Misc\FMD5) & Hash, const [FString](API\Runtime\Core\Containers\FString) & String )


code: static void UpdateHash ( [FMD5](API\Runtime\Core\Misc\FMD5) & Hash, const [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) & Value )


description: Recursively import Fbx scene

code: void TraverseHierarchyNodeRecursively ( FbxNode * ParentNode, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > & ParentInfo )


code: static void UpdateHash ( [FMD5](API\Runtime\Core\Misc\FMD5) & Hash, const FTransform & Value )


code: template<typename T> static void UpdateHash ( [FMD5](API\Runtime\Core\Misc\FMD5) & Hash, const [TArray](API\Runtime\Core\Containers\TArray)< T > & Data )


description: Quick hash function for POD-typed array.

code: template<typename T> static void UpdateHashForPODArray ( [FMD5](API\Runtime\Core\Misc\FMD5) & Hash, const [TArray](API\Runtime\Core\Containers\TArray)< T > & Data )


className: FDatasmithFBXHashUtils

code: class FDatasmithFBXHashUtils


code: void BuildAssetMaps ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > Scene, [FActorMap](API\Plugins\DatasmithFBXTranslator\FActorMap) & ActorsByOriginalName, [FMaterialMap](API\Plugins\DatasmithFBXTranslator\FMaterialMap) & MaterialsByName )


code: FDatasmithFBXImporter()


code: void GetGeometriesForMeshElementAndRelease ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > MeshElement, [TArray](API\Runtime\Core\Containers\TArray)< [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) > & OutMeshDescriptions )


code: virtual ~FDatasmithFBXImporter()


className: FDatasmithFBXImporter

description: Base class for the VRED and DeltaGen importers, this class is responsible for parsing the intermediate FBX scene representation into Datasmith elements

code: class FDatasmithFBXImporter

ImportedMaterials

type: TMap<TSharedPt...

IntermediateScene

type: TUniquePtr<FDa...

MeshNameToFBXMesh

type: TMap<FName,TS...


className: FStats

code: struct FStats


description: Flatten all nodes into an array, so that they can be iterated while modifying the hierarchy

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > > GetAllNodes()


className: MaterialUseCountType

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneMaterial](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneMaterial) >, int32 > MaterialUseCountType


className: MeshUseCountType

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneMesh](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneMesh) >, int32 > MeshUseCountType


code: void RecursiveCollectAllObjects ( [MeshUseCountType](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXScene\MeshUseCountType) * Meshes, [MaterialUseCountType](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXScene\MaterialUseCountType) * Materials, int32 * NodeCount, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > & Node ) const


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FDatasmithFBXScene()


code: ~FDatasmithFBXScene()


className: FDatasmithFBXScene

description: Describes all info about the scene that can be extracted from the FBX file

code: struct FDatasmithFBXScene

AnimatedObjects

type: TArray<FName>

AnimNodes

type: TArray<FDatasm...

BaseTime

type: float

description: Native framerate of the animations in fps.

Materials

type: TArray<TShared...

PlaybackSpeed

description: Playback speed of the animations in fps.

RootNode

type: TSharedPtr<FDa...

ScaleFactor

type: double

description: What we need to multiply translation/scale data with to match the unit scale conversion automatically done when reading the FBX file This is usually 0.1f for DeltaGen and 1.0f for VRED

TagTime

description: Time instant where the VRED DSID keys are stored.


className: FDatasmithFBXSceneAnimBlock

description: Represents a set of AnimCurves of an actor. The animation system can play an AnimBlockUsage of this block, once its part of an AnimClip.

code: struct FDatasmithFBXSceneAnimBlock

Name

type: FString


className: FDatasmithFBXSceneAnimClip

description: Used by the VRED importer, this describes how multiple AnimBlockUsages are composed to create complex animation sequences involving multiple actors.

code: struct FDatasmithFBXSceneAnimClip : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)

AnimUsages

description: Blocks and clips that are played when we play this Playable.

bIsFlipped

type: bool


code: bool operator< ( const [FDatasmithFBXSceneAnimCurve](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneAnimCurve) & Other ) const


className: FDatasmithFBXSceneAnimCurve

description: Represents an individual animation curve of a transform property (like translation X). Has multiple points, representing animation key frames. Also has an individual DatasmithID (DSID) that can be used to track the curve through the VRED export process.

code: struct FDatasmithFBXSceneAnimCurve

Component

type: EDatasmithFBXSc...

DSID

description: ID of the curve pulled from the FBX.

StartTimeSeconds

description: Time of the first true animation key/value pair. Discard everything before this


className: FDatasmithFBXSceneAnimNode

description: Describes the set of AnimBlocks that an AnimNode contains

code: struct FDatasmithFBXSceneAnimNode : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)


className: FDatasmithFBXSceneAnimPoint

description: Represents a single key frame of an animation curve. Has interpolation and tangent information. Ideally we would useFRichCurveKey, but it's not a BlueprintType, which we need it to be for serialization

code: struct FDatasmithFBXSceneAnimPoint

InterpolationMode

type: ERichCurveInter...

TangentMode

type: ERichCurveTange...


className: FDatasmithFBXSceneAnimUsage

description: Used by the VRED importer, this describes how an AnimBlock or AnimClip is used within an AnimClip. Analogue to an instance of an AnimBlock or AnimClip.

code: struct FDatasmithFBXSceneAnimUsage


code: FDatasmithFBXSceneCamera()


code: ~FDatasmithFBXSceneCamera()


className: FDatasmithFBXSceneCamera

code: struct FDatasmithFBXSceneCamera

ProjectionType

type: EProjectionType


className: FDatasmithFBXSceneLight

code: struct FDatasmithFBXSceneLight

AreaLightShape

type: EDatasmithLight...

AttenuationType

type: EAttenuationTyp...

DiffuseColor

type: FLinearColor

LightType

type: ELightType


className: FTextureParams

code: struct FTextureParams

Color

description: Multiplied color.

Offset

description: Image space Can't combine these two in a single FVector4 because Vector4 parameters are actually float3

Path

description: Full path of the exported texture.

ProjectionType

type: ETextureMapType

RepeatMode

type: ETextureRepeatM...

Translation

description: Used for planar projection.

TriplanarRotation

description: Exclusively for triplanar projection.


code: FDatasmithFBXSceneMaterial()


className: FDatasmithFBXSceneMaterial

code: struct FDatasmithFBXSceneMaterial

BoolParams

type: TMap<FString, ...

ClonedMaterials

type: TArray<TWeakPt...

VectorParams

description: Indexed by param name.


code: const [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) & GetHash()


code: bool HasNormals() const


code: bool HasTangents() const


code: FDatasmithFBXSceneMesh()


code: ~FDatasmithFBXSceneMesh()


className: FDatasmithFBXSceneMesh

code: struct FDatasmithFBXSceneMesh

bFlippedFaces

description: Whether the MeshDescription polygon faces have been reversed with respect to how they were immediately after import.

Hash

description: MD5 of RawMesh contents

ImportMaterialCount

description: Number of materials which could be assigned to this mesh

ImportMaterialsNode

type: TWeakPtr<FData...

description: Node whose materials will be used if mesh instance will be attached to a node without materials.

MeshDescription

type: FMeshDescriptio...

description: Actual mesh geometry


code: void AddChild ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > & Child )


description: Get number of children nodes including children of children

code: int32 GetChildrenCountRecursive() const


description: Get node transform in world coordinate system.

code: FTransform GetWorldTransform() const


code: FTransform GetTransformRelativeToParent ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > & InParent ) const


code: void InvalidateHash()


description: This function makes a toggle node persistent for scene merging operation

code: void MarkToggleNode()


description: This function makes a switch node persistent for scene merging operation

code: void MarkSwitchNode()


code: void MoveChildren ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > & NewParent )


className: NodeCounter

code: static int32 NodeCounter = 1;


description: Remove this node from hierarchy.

code: void RemoveNode()


description: Remove special meaning of the node

code: void ResetNodeType()


code: template<typename F> static void Traverse ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > Node, F f )


code: FDatasmithFBXSceneNode()


code: ~FDatasmithFBXSceneNode()


className: FDatasmithFBXSceneNode

code: struct FDatasmithFBXSceneNode : public [TSharedFromThis< FDatasmithFBXSceneNode >](API\Runtime\Core\Templates\TSharedFromThis)

bShouldKeepThisNode

description: Flag indicating that scene optimizer should preserve this node and limit optimization possibilities for it.

Camera

type: TSharedPtr<FDa...

description: Camera data.

Children

type: TArray<TShared...

Hash

description: MD5 of node and its children

Light

description: Light data.

LocalTransform

type: FTransform

description: Transformation of this node relative to its parent.

Mesh

description: Mesh data.

Name

description: Name of the node. Will be unique.

NodeType

type: ENodeType

OriginalName

description: Original name of the node, may be not unique over scene.

Parent

description: Hierarchy.

RotationOffset

type: FVector

RotationPivot

description: Transform helper objects

SplitNodeID

description: All nodes split from the same original node will have the same SplitNodeID.

Visibility

type: float

description: Node visibility, as set in fbx.


description: Find duplicated materials and replace them with a single copy

code: void FindDuplicatedMaterials()


description: Find identical meshes and replace them with a single copy

code: void FindDuplicatedMeshes()


description: Find and mark scene nodes which shouldn't be merged with parent or sibling nodes

code: void FindPersistentNodes()


description: Cleanup unneeded nodes for hierarchy

code: void RemoveEmptyNodesRecursive ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > Node )


description: Fix invalid mesh names - those that can't be used for asset names(like 'AUX', 'CON' etc)

code: void FixMeshNames()


description: Cleanup unneeded nodes for the whole scene

code: void RemoveEmptyNodes()


description: Cleanup nodes not meant to be visible

code: void RemoveInvisibleNodes()


code: void RemoveLightMapNodes()


description: Fix node names to match output from XmlParser(it converts all whitespace sequences in Content to single space).

code: void FixNodeNames()


description: Remove auxilliary geometry generated when exporting from VRED from the whole scene

code: void RemoveTempNodes()


description: Recursively splits cameras into a parent simple actor, and a child camera actor, with the _Camera suffix

code: void SplitCameraNodesRecursive ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > Node )


description: Remove auxilliary geometry generated when exporting from VRED from a hierarchy

code: void RemoveTempNodesRecursive ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > Node )


description: Collapse node hierarchy .

code: void SimplifyNodeHierarchy()


description: Split camera nodes into a parent that is a simple actor and a child camera actor. This because VRED has the convention that cameras shoot toward -Z, while they shoot toward +X in Unreal. Since we also can animate those camera nodes (needing a BP_VREDAnimNode), we need to split these camera nodes

code: void SplitCameraNodes()


code: void SplitControlNodes()


description: Split our lights into a parent that is a simple actor and a child light actor. This because VRED has the convention that lights shoot toward -Z, while they shoot toward +X in Unreal. Since we also have Transform variants around, we can't just rotate the node and its children once: We need another node

code: void SplitLightNodes()


description: Recursively splits light actors into a parent simple actor, and a child light actor, with the _Light suffix

code: void SplitLightNodesRecursive ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithFBXSceneNode](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXSceneNode) > Node )


code: FDatasmithFBXSceneProcessor ( [FDatasmithFBXScene](API\Plugins\DatasmithFBXTranslator\FDatasmithFBXScene) * InScene )


className: FDatasmithFBXSceneProcessor

code: class FDatasmithFBXSceneProcessor

Scene

type: FDatasmithFBXSc...


className: GetTypeHash

description: MakeFMD5Hashusable inTMapas a key.

code: uint32 GetTypeHash ( const [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) & Hash )


code: static [IDatasmithFBXTranslatorModule](API\Plugins\DatasmithFBXTranslator\IDatasmithFBXTranslatorModule) & Get()


code: static bool IsAvailable()


className: IDatasmithFBXTranslatorModule

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


className: operator&

code: constexpr [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) operator& ( [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) Lhs, [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) Rhs )


className: operator&=

code: [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) & operator&= ( [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) & Lhs, [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) Rhs )


className: operator~

code: constexpr [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) operator~ ( [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) E )


className: operator^

code: constexpr [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) operator^ ( [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) Lhs, [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) Rhs )


className: operator^=

code: [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) & operator^= ( [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) & Lhs, [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) Rhs )


className: operator<

description: Allow sorting / comparing hash values.

code: bool operator< ( const [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) & A, const [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) & B )


className: UDatasmithFBXImportOptions

TextureDirs

type: TArray<FDirect...


className: operator!

code: constexpr bool operator! ( [ENodeType](API\Plugins\DatasmithFBXTranslator\ENodeType) E )


className: EDatasmithTextureSlot

module: DatasmithImporter

code: enum EDatasmithTextureSlot { DIFFUSE, METALLIC, SPECULAR, ROUGHNESS, EMISSIVECOLOR, OPACITY, OPACITYMASK, NORMAL, WORLDPOSITIONOFFSET, SUBSURFACECOLOR, COATSPECULAR, COATROUGHNESS, AMBIANTOCCLUSION, REFRACTION, PIXELDEPTHOFFSET, SHADINGMODEL, MATERIALATTRIBUTES, NOSLOT, }


code: namespace EMaterialRequirements { enum Type { RequiresNothing = 0x00, RequiresNormals = 0x01, RequiresTangents = 0x02, } }


code: FDatasmithActorImportContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: FDatasmithActorImportContext

code: struct FDatasmithActorImportContext

CurrentTargetedScene

type: ADatasmithScene...

description: The targeted scene that the importer is currently finalizing

FinalSceneActors

type: TSet<ADatasmit...

description: The targeted scene actors for the finalize

FinalWorld

type: TObjectPtr<UWo...

ImportSceneActor

type: TObjectPtr<ADa...

description: The Scene actor on which the actors will be imported

NonImportedDatasmithActors

type: TSet<FName>

description: List of the datasmith actor element id that aren't imported because of the imports settings

UniqueNameProvider

type: FDatasmithActor...


description:
Imports an actor of class ActorClass based on ActorElement
Returns the imported actor. The root component is not registered to allow edits. The caller needs to register it when the setup is complete.

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [EDatasmithImportActorPolicy](API\Plugins\DatasmithContent\EDatasmithImportActorPolicy) ImportActorPolicy, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([AActor](API\Runtime\Engine\GameFramework\AActor) *) > PostSpawnFunc )


description: Spawns an actor with a SceneComponent

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportBaseActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement )


description: Spawns an actor with a SceneComponent

code: static [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ImportBaseActorAsComponent ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


description: Spawns a cine camera actor

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportCameraActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithCameraActorElement](API\Runtime\DatasmithCore\IDatasmithCameraActorElement) > & CameraActorElement )


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportClothActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithClothActorElement](API\Runtime\DatasmithCore\IDatasmithClothActorElement) > & ClothActorElement )


description: Spawns an actor with a class defined by the CustomActorElement class name

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportCustomActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithCustomActorElement](API\Runtime\DatasmithCore\IDatasmithCustomActorElement) > & CustomActorElement, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


description: Spawns a Decal actor

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportDecalActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithDecalActorElement](API\Runtime\DatasmithCore\IDatasmithDecalActorElement) > & DecalActorElement, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


description: Spawns a cine camera actor

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportEnvironment ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithEnvironmentElement](API\Runtime\DatasmithCore\IDatasmithEnvironmentElement) > & EnvironmentElement )


description: Spawns an actor with a hierarchical instanced static mesh component

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportHierarchicalInstancedStaticMeshAsActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithHierarchicalInstancedStaticMeshActorElement](API\Runtime\DatasmithCore\IDatasmithHierarchicalInstancedS-) > & HierarchicalInstancedStatictMeshActorElement, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


code: static [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * ImportHierarchicalInstancedStaticMeshComponent ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithHierarchicalInstancedStaticMeshActorElement](API\Runtime\DatasmithCore\IDatasmithHierarchicalInstancedS-) > & HierarchicalInstancedStaticMeshActorElement, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


description: Spawns a landscape actor

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportLandscapeActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLandscapeElement](API\Runtime\DatasmithCore\IDatasmithLandscapeElement) > & LandscapeActorElement )


description: Spawns a light actor. The light class depends on the LightActorElement type.

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportLightActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLightActorElement](API\Runtime\DatasmithCore\IDatasmithLightActorElement) > & LightActorElement )


description:
Imports a scene component of class ComponentClass based on ActorElement Will add the component as an instance component of Outer if Outer is an Actor
Returns the importer scene component. The component is not registered to allow edits. The caller needs to register it when the setup is complete.

code: static [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ImportSceneComponent ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ComponentClass, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


description: Spawns a static mesh actor

code: static [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * ImportStaticMeshActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshActorElement](API\Runtime\DatasmithCore\IDatasmithMeshActorElement) > & MeshActorElement )


code: static [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * ImportStaticMeshComponent ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshActorElement](API\Runtime\DatasmithCore\IDatasmithMeshActorElement) > & MeshActorElement, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


description: Sets the materials on a static mesh actor to override the ones from the static mesh

code: static void OverrideStaticMeshActorMaterials ( const [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshActorElement](API\Runtime\DatasmithCore\IDatasmithMeshActorElement) > & MeshActorElement, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [UDatasmithStaticMeshComponentTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithStatic-) * StaticMeshComponentTemplate )


code: static void OverrideStaticMeshActorMaterial ( const [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMaterialIDElement](API\Runtime\DatasmithCore\IDatasmithMaterialIDElement) > & SubMaterial, [UDatasmithStaticMeshComponentTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithStatic-) * StaticMeshComponentTemplate, int32 MeshSubMaterialIdx )


description:
Parse Layer names to a Set of FNames
Returns the Set of valid Layer names

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > ParseCsvLayers ( const TCHAR * CsvLayersNames )


description: Sets the properties of a hierarchical instanced static mesh component based on the HierarchicalInstancedStatictMeshActorElement values

code: static void SetupHierarchicalInstancedStaticMeshComponent ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * HierarchicalInstancedStaticMeshComponent, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithHierarchicalInstancedStaticMeshActorElement](API\Runtime\DatasmithCore\IDatasmithHierarchicalInstancedS-) > & HierarchicalInstancedStatictMeshActorElement )


description: Handle Actor common properties (Layers, Tags)

code: static void SetupActorProperties ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportedActor, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


code: static void SetupSceneComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComponent, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Parent )


description: Sets the properties of a static mesh component based on the MeshActorElement values

code: static void SetupStaticMeshComponent ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshActorElement](API\Runtime\DatasmithCore\IDatasmithMeshActorElement) > & MeshActorElement )


className: FDatasmithActorImporter

code: class FDatasmithActorImporter


code: void PopulateLabelFrom ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: FDatasmithActorUniqueLabelProvider ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: FDatasmithActorUniqueLabelProvider

description: Use a cache of known labels and a LUT of indices to speedup that step. ReplacesFActorLabelUtilities::SetActorLabelUnique.

code: class FDatasmithActorUniqueLabelProvider : public [FDatasmithUniqueNameProvider](API\Runtime\DatasmithCore\FDatasmithUniqueNameProvider)


code: const [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & GetParentContext() const


description: Inits the context by setting the paths and creating the packages to be ready to import assets.

code: bool Init()


code: FDatasmithAssetsImportContext ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


description: Updates all package paths based on a new root folder path e.g. "/Game/NewScene"

code: void ReInit ( const [FString](API\Runtime\Core\Containers\FString) & NewRootFolder )


className: FDatasmithAssetsImportContext

code: struct FDatasmithAssetsImportContext

LevelSequencesFinalPackage

type: TStrongObjectPt...

description: Package where new level sequences will be stored

LevelSequencesImportPackage

description: Package where the level sequences are stored until they are finalized

LevelVariantSetsImportPackage

description: Package where the level variant sets are stored until they are finalized

LightPackage

description: Package where new lights will be stored

MaterialFunctionNameProvider

type: FDatasmithUniqu...

description: Ensures uniqueness of the name of the material functions being imported in the material function material package

MaterialFunctionsImportPackage

description: Package where the material functions are stored until they are finalized

MaterialInstanceNameProvider

description: Ensures uniqueness of the name of the materials being imported in the reference material package

MaterialsFinalPackage

description: Package where new materials will be stored

MaterialsImportPackage

description: Package where the materials are stored until they are finalized

MaterialsRequirements

type: TMap<FString, ...

description: Map of requirements on mesh building for each material

ParentContext

type: FDatasmithImpor...

description: The parent context that this context is a part of

ReferenceMaterialsImportPackage

description: Package where the reference/parent materials are stored until they are finalized

RootFolderPath

type: FString

description: Root folder path, used to derive the other paths

StaticMeshesFinalPackage

description: Package where new static meshes will be stored

StaticMeshesImportPackage

description: Package where the static meshes are stored until they are finalized

StaticMeshNameProvider

description: Ensures uniqueness of the name of the static meshes being imported

TextureNameProvider

description: Ensures uniqueness of the name of the textures being imported

TexturesFinalPackage

description: Package where new textures will be stored

TexturesImportPackage

description: Package where the textures are stored until they are finalized

TransientFolderPath

description: Transient folder path, used to derive the other transient paths

VirtualTexturesToConvert

description: Set of virtual textures that needs to be converted back to non-virtual texture because not all feature support them yet.


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportCameraActor ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithCameraActorElement](API\Runtime\DatasmithCore\IDatasmithCameraActorElement) > & CameraElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


code: static [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * ImportCineCameraComponent ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithCameraActorElement](API\Runtime\DatasmithCore\IDatasmithCameraActorElement) > & CameraElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


code: static void SetupCineCameraComponent ( [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * CineCameraComponent, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithCameraActorElement](API\Runtime\DatasmithCore\IDatasmithCameraActorElement) > & CameraElement )


code: static void PostImportCameraActor ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithCameraActorElement](API\Runtime\DatasmithCore\IDatasmithCameraActorElement) > & CameraElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


className: FDatasmithCameraImporter

code: class FDatasmithCameraImporter


description: Add newly created Actor to context's map

code: void AddImportedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Add newly created SceneComponent to context's map

code: void AddSceneComponent ( const [FString](API\Runtime\Core\Containers\FString) & InName, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InMeshComponent )


code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetImportedActors() const


description: Displays all the messages that were added through AddMessage in the MessageLogModule

code: void DisplayMessages()


description: Initialize members required before loading anything, must callInitScene()independendly when using this function.

code: bool Init ( const [FString](API\Runtime\Core\Containers\FString) & InImportPath, EObjectFlags InFlags, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * InWarn, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > & ImportSettingsJson, bool bSilent )


description: Initialize members required before loading anything

code: bool Init ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > InScene, const [FString](API\Runtime\Core\Containers\FString) & InImportPath, EObjectFlags InFlags, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * InWarn, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > & ImportSettingsJson, bool bSilent )


description:
First part of the Init process, replaces Init, requires a call to SetupDestination and InitScene after that. Displays the options to the end-user (blocking call), and updates translator accordingly. When silent, Json options are parsed instead.
false if the user canceled -> import should not occurs in that case.

code: bool InitOptions ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > InScene, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > & ImportSettingsJson, bool bSilent )


description:
First part of the Init process, requires a call to SetupDestination and InitScene after that. Displays the options to the end-user (blocking call), and updates translator accordingly. When silent, Json options are parsed instead.
false if the user canceled -> import should not occurs in that case.

code: bool InitOptions ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > & ImportSettingsJson, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > & InImportPath, bool bSilent )


description: Set the scene and initialize related members. Should be called before starting the import process.

code: void InitScene ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > & InScene )


description: Push messages for display to the end-user

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > LogError ( const [FText](API\Runtime\Core\Internationalization\FText) & InErrorMessage )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > LogInfo ( const [FText](API\Runtime\Core\Internationalization\FText) & InInfoMessage )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > LogWarning ( const [FText](API\Runtime\Core\Internationalization\FText) & InWarningMessage, bool bPerformance )


description:
Second part of the Init process, replaces Init, requires a call to InitOptions before that. Setup destination packages
false if the user canceled -> import should not occurs in that case.

code: bool SetupDestination ( const [FString](API\Runtime\Core\Containers\FString) & InImportPath, EObjectFlags InFlags, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * InWarn, bool bSilent )


description: Replace or add options based on it'sUClass.

code: void UpdateImportOption ( [UDatasmithOptionsBase](API\Plugins\DatasmithContent\UDatasmithOptionsBase) * Option )


code: FDatasmithImportContext ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [UE::DatasmithImporter::FExternalSource](API\Plugins\ExternalSource\FExternalSource) > & InExternalSource, bool bLoadConfig, const [FName](API\Runtime\Core\UObject\FName) & LoggerName, const [FText](API\Runtime\Core\Internationalization\FText) & LoggerLabel )


description: Deprecated* Please use constructor using ExternalSource

code: FDatasmithImportContext ( const [FString](API\Runtime\Core\Containers\FString) & InFileName, bool bLoadConfig, const [FName](API\Runtime\Core\UObject\FName) & LoggerName, const [FText](API\Runtime\Core\Internationalization\FText) & LoggerLabel, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTranslator](API\Plugins\DatasmithTranslator\IDatasmithTranslator) > InSceneTranslator )


className: FDatasmithImportContext

code: struct FDatasmithImportContext

ActorsContext

description: Actors specific import context

AdditionalImportOptions

type: TArray<TObject...

description: Per-Translator settings related to the import of a Datasmith scene

AssetsContext

type: FDatasmithAsset...

description: Assets specific import context

bImportedViaScript

type: bool

bUserCancelled

type: TAtomic< bool >

description: Indicates if the user has canceled the import process

ContextExtension

type: TSharedPtr< voi...

description: Generic extension

FeedbackContext

type: FFeedbackContex...

description: Feedback context provided by ImportFactory. Used to display import progress

FileHash

description: Cached MD5 hash value for faster processing

FilteredScene

type: TSharedPtr<IDa...

description: IDatasmithSceneobject filtered with only what will actually go through the import process

Hierarchy

type: TArray<USceneC...

description: Stack of parent components we're currently importing under

ImportedClothes

type: TMap<TSharedRe...

ImportedClothPresets

type: TArray<UObject...

ImportedLevelSequences

description: Map of imported level sequences for each level sequence element

ImportedLevelVariantSets

description: Map of imported level variant sets for each level variant set element

ImportedMaterialFunctions

description: Map of imported material function for each material element, they are only imported as a per-required basis

ImportedMaterialFunctionsByName

description: RegisterIDatasmithMeshElementby their name so they can be searched faster

ImportedMaterials

description: Map of imported material for each material element

ImportedParentMaterials

type: TMap< uint32,T...

description: List of potential parent materials with their hash. Used to create material instances from.

ImportedStaticMeshes

description: Map of imported mesh for each mesh element

ImportedTextures

description: Map of imported texture for each texture element

ObjectFlags

type: EObjectFlags

description: Object flags to apply to newly imported objects

Options

type: TObjectPtr<UDa...

description: Settings related to the import of a Datasmith scene

ParsedIesFiles

type: TSet<FString>

description: List of previously parsed IES files

Scene

description: IDatasmithSceneobject requested to be imported to UE editor

SceneAsset

description: Scene asset

SceneName

description: Name of the scene being created

SceneTranslator

description: Name of the scene being created


description: Creates the AssetImportData associated with aUStaticMesh. Used when reimporting.

code: static void CreateStaticMeshAssetImportData ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & InContext, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > MeshElement, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ImportedStaticMesh, [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithAdditionalData](API\Plugins\DatasmithContent\UDatasmithAdditionalData) * > & AdditionalData )


description: Filter elements in the scene that needs to be imported

code: static void FilterElementsToImport ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


description:
Migrates an actor from the import world to the final world. Generating templates based on their current values.
The resulting actor

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * FinalizeActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * ExistingActor, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ReferencesToRemap, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & ReusableBuffer )


description: Finalizes all the actors

code: static void FinalizeActors ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * AssetReferencesToRemap )


code: bool ShouldImportActors() const


code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * FinalizeCloth ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceCloth, const TCHAR * FolderPath, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExistingCloth, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * ReferencesToRemap )


description: Copy a level sequence from its transient package into its final public package and builds it.

code: static [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * FinalizeLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * SourceLevelSequence, const TCHAR * AnimationsFolderPath, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * ExistingLevelSequence )


code: static [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * FinalizeLevelVariantSets ( [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * SourceLevelVariantSets, const TCHAR * VariantsFolderPath, [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * ExistingLevelVariantSets )


description:
Copy a material from its transient package into its final public package and builds it. Also finalizes the parent material for instances when it's under the same path as the SourceMaterial.
The resulting material

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * FinalizeMaterial ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceMaterial, const TCHAR * MaterialFolderPath, const TCHAR * TransientFolderPath, const TCHAR * RootFolderPath, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * ExistingMaterial, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * ReferencesToRemap, [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) * MaterialUpdateContext )


description:
Copy a material function from its transient package into its final public package.
The resulting material function.

code: static [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * FinalizeMaterialFunction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceMaterialFunction, const TCHAR * MaterialFunctionsFolderPath, [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * ExistingMaterialFunction, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * ReferencesToRemap )


description:
Copy a static mesh from its transient package into its final public package and builds it.
The resulting static mesh

code: static [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * FinalizeStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * SourceStaticMesh, const TCHAR * StaticMeshesFolderPath, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ExistingStaticMesh, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * ReferencesToRemap, bool bBuild )


description:
Copy a texture from its transient package into its final public package and builds it.
The resulting texture

code: static [UTexture](API\Runtime\Engine\Engine\UTexture) * FinalizeTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, const TCHAR * TexturesFolderPath, [UTexture](API\Runtime\Engine\Engine\UTexture) * ExistingTexture, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * ReferencesToRemap )


description: Imports the given actor element with its hierarchy

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportActor ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement )


description: Adds a new component to the root actor. The component class is determined by the ActorElement type.

code: static void ImportActorAsComponent ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement, [AActor](API\Runtime\Engine\GameFramework\AActor) * InRootActor, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


code: static void ImportClothes ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


description: Imports the actors

code: static void ImportActors ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


description: Imports the level sequences

code: static void ImportLevelSequences ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


description: The imported material

code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * ImportMaterial ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithBaseMaterialElement](API\Runtime\DatasmithCore\IDatasmithBaseMaterialElement) > MaterialElement, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * ExistingMaterial )


description: Imports the level variant sets

code: static void ImportLevelVariantSets ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


description: The imported MaterialFunction

code: static [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * ImportMaterialFunction ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithBaseMaterialElement](API\Runtime\DatasmithCore\IDatasmithBaseMaterialElement) > MaterialElement )


description: Imports the materials

code: static void ImportMaterials ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


description: Publicize the import and fix the references on the assets and actors. Also, update the final datasmith scenes.

code: static void FinalizeImport ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ValidAssets )


description: Imports the meta data associated to a DatasmithElement and sets it on the Object.

code: static void ImportMetaDataForObject ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > & DatasmithElement, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: The imported Static Mesh

code: static [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ImportStaticMesh ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > MeshElement, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ExistingStaticMesh, [FDatasmithMeshElementPayload](API\Plugins\DatasmithTranslator\FDatasmithMeshElementPayload) * MeshPayload )


description: Imports the meshes associated with the mesh elements

code: static void ImportStaticMeshes ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


description: The imported texture

code: static [UTexture](API\Runtime\Engine\Engine\UTexture) * ImportTexture ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, class [FDatasmithTextureImporter](API\Plugins\DatasmithImporter\FDatasmithTextureImporter) & DatasmithTextureImporter, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithTextureElement](API\Runtime\DatasmithCore\IDatasmithTextureElement) > TextureElement, [UTexture](API\Runtime\Engine\Engine\UTexture) * ExistingTexture, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & TextureData, const [FString](API\Runtime\Core\Containers\FString) & Extension )


description: Imports the textures

code: static void ImportTextures ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


className: FDatasmithImporter

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

code: struct FDatasmithImporter


code: template<class TFactory> static [FString](API\Runtime\Core\Containers\FString) GetFilter()


code: template<class TFactory> static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFormats()


code: template<class TFactory> static void Import ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::DatasmithImporter::FExternalSource](API\Plugins\ExternalSource\FExternalSource) > & ExternalSource )


description: Start the import process for the given factory type. The importer helper will pop up a file dialog to pick the file to import. Next, it will prompt for the folder where the imported assets will be saved. The Datasmith import options then appears and finally the factory import starts.

code: template<class TFactory> static void Import()


className: FDatasmithImporterHelper

code: class FDatasmithImporterHelper


code: void FillFromImportContext ( const [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


className: FDatasmithImportFactoryCreateFileResult

ImportedActors

description: List of all created actors if user requires to use multiple actors.

ImportedMeshes

description: Meshes created during the import process


className: FDatasmithLandscapeImporter

code: class FDatasmithLandscapeImporter


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportLandscapeActor ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLandscapeElement](API\Runtime\DatasmithCore\IDatasmithLandscapeElement) > & LandscapeActorElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [EDatasmithImportActorPolicy](API\Plugins\DatasmithContent\EDatasmithImportActorPolicy) ImportActorPolicy )


description: Checks if we parsed and created all necessaryULevelSequenceassets that need to be used as subsequences by the IDatasmithSubsequenceAnimationElements contained in LevelSequenceElement

code: static bool CanImportLevelSequence ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLevelSequenceElement](API\Runtime\DatasmithCore\IDatasmithLevelSequenceElement) > & LevelSequenceElement, const [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & InImportContext )