// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MSAssetImportData.h" #include "MSAssetImportData.h" class FJsonObject; class UMaterialInstanceConstant; TSharedPtr DeserializeJson(const FString& JsonStringData); FString GetPluginPath(); FString GetSourceMSPresetsPath(); bool CopyMaterialPreset(const FString & MaterialName); FString GetMSPresetsName(); void CopyMSPresets(); bool CopyPresetTextures(); void CopyUassetFiles(TArray FilesToCopy, FString DestinationDirectory); void CopyUassetFilesPlants(TArray FilesToCopy, FString DestinationDirectory, const int8 & AssetTier); namespace AssetUtils { //template void FocusOnSelected(const FString& Path); void SavePackage(UObject* SourceObject); void DeleteDirectory(FString TargetDirectory); bool DeleteAsset(const FString& AssetPath); FUAssetMeta GetAssetMetaData(const FString& JsonPath); TArray GetSelectedAssets(const FTopLevelAssetPath& AssetClass); void AddFoliageTypesToLevel(TArray FoliageTypePaths); //To manage import settings like Auto-Populate Foliage types etc. void ManageImportSettings(FUAssetMeta AssetMetaData); void SyncFolder(const FString& TargetFolder); void RegisterAsset(const FString& PackagePath); void ConvertToVT(FUAssetMeta AssetMetaData); bool IsVTEnabled(); } namespace JsonUtils { EAssetImportType GetImportType(TSharedPtr ImportJsonObject); void ParseImportJson(const FString& InputImportData); TSharedPtr ParseUassetJson(TSharedPtr ImportJsonObject); }