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  • ue4导入staticMesh

    SContentBrowser::ImportAsset(inPath)

             UAssetToolsImpl::ImportAssetsWithDialog(destPath)

                   UAssetToolsImpl::ImportAssets

                             UAssetToolsImpl::ImportAssetsInternal

                                    UFactory::ImportObject(UClass* InClass, UObject* InOuter, FName InName, EObjectFlags InFlags, const FString& Filename, const TCHAR* Parms, bool& OutCanceled)

                                               

    UObject* UFbxFactory::FactoryCreateFile
    (
    UClass* Class,
    UObject* InParent,
    FName Name,
    EObjectFlags Flags,
    const FString& InFilename,
    const TCHAR* Parms,
    FFeedbackContext* Warn,
    bool& bOutOperationCanceled
    )

    这个函数用FFbxImporter。

    FbxStaticMeshImport.cpp文件

    UObject* UFbxFactory::RecursiveImportNode(void* VoidFbxImporter, void* VoidNode, UObject* InParent, FName InName, EObjectFlags Flags, int32& NodeIndex, int32 Total, TArray<UObject*>& OutNewAssets)

    UObject* UFbxFactory::RecursiveImportNode(void* VoidFbxImporter, void* VoidNode, UObject* InParent, FName InName, EObjectFlags Flags, int32& NodeIndex, int32 Total, TArray<UObject*>& OutNewAssets)

            UObject* UFbxFactory::ImportANode(void* VoidFbxImporter, TArray<void*> VoidNodes, UObject* InParent, FName InName, EObjectFlags Flags, int32& NodeIndex, int32 Total, UObject* InMesh, int LODIndex)

                    UStaticMesh* UnFbx::FFbxImporter::ImportStaticMeshAsSingle(UObject* InParent, TArray<FbxNode*>& MeshNodeArray, const FName InName, EObjectFlags Flags, UFbxStaticMeshImportData* TemplateImportData, UStaticMesh* InStaticMesh, int LODIndex, void *ExistMeshDataPtr)

               这个函数里

                            

    bool UnFbx::FFbxImporter::BuildStaticMeshFromGeometry(FbxNode* Node, UStaticMesh* StaticMesh, TArray<FFbxMaterial>& MeshMaterials, int32 LODIndex,
    EVertexColorImportOption::Type VertexColorImportOption, const TMap<FVector, FColor>& ExistingVertexColorData, const FColor& VertexOverrideColor)

             看是否有材质,没有则创建 

    vertexInstance  EdgeInstance   PolygonInstance等 都赋值了。

    最后返回这个staticMesh。

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  • 原文地址:https://www.cnblogs.com/Shaojunping/p/12198784.html
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