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