Files
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

53 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MSAssetImportData.h"
#include "MSAssetImportData.h"
class FJsonObject;
class UMaterialInstanceConstant;
TSharedPtr<FJsonObject> DeserializeJson(const FString& JsonStringData);
FString GetPluginPath();
FString GetSourceMSPresetsPath();
bool CopyMaterialPreset(const FString & MaterialName);
FString GetMSPresetsName();
void CopyMSPresets();
bool CopyPresetTextures();
void CopyUassetFiles(TArray<FString> FilesToCopy, FString DestinationDirectory);
void CopyUassetFilesPlants(TArray<FString> FilesToCopy, FString DestinationDirectory, const int8 & AssetTier);
namespace AssetUtils { //template<typename T>
void FocusOnSelected(const FString& Path);
void SavePackage(UObject* SourceObject);
void DeleteDirectory(FString TargetDirectory);
bool DeleteAsset(const FString& AssetPath);
FUAssetMeta GetAssetMetaData(const FString& JsonPath);
TArray<UMaterialInstanceConstant*> GetSelectedAssets(const FTopLevelAssetPath& AssetClass);
void AddFoliageTypesToLevel(TArray<FString> 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<FJsonObject> ImportJsonObject);
void ParseImportJson(const FString& InputImportData);
TSharedPtr<FUAssetData> ParseUassetJson(TSharedPtr<FJsonObject> ImportJsonObject);
}