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Root Bone will be locked to the following selected position when extracting root motion. Ref Pose: Use the Reference Pose's Root Bone position. Anim First Frame: Use the Root Bone position of the animation's first frame. Zero: Use the Root Bone position on the first frame of the Animation. |
Force Root Lock |
Enable to force Root Bone Lock even if Root Motion is not Enabled. |
Use Normalized Root Motion Scale |
If enabled, a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0) will be used. |
Animation length |
Select the desired animation range, or length to import. Exported Time: This option imports animation frames based on what is defined at the time of export. Animated Time: Will import the range of frames that have animation data assigned. Can be useful if the exported range is longer than the actual animation in the FBX file. Set Range: This will enable manual control to define the Start Frame and End Frame of the imported animation. |
Import Meshes in Bone Hierarchy |
If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones. |
Frame Import Range |
If under the Animation Length property above, Set Range is selected, then you can manually set the frame range used during an importation or reimportation of the current animation. |
Use Default Sampler Rate |
If enabled, samples all animation curves to 30 FPS. |
Custom Sample Rate |
Sample FBX animation data at the specified sample rate. If set to 0, Unreal will automatically find the best sample rate. |
Import Custom Attribute |
If one is present, Unreal will import a custom attribute as a curve within the animation. |
Delete Existing Custom Attribute Curves |
If enabled, all previous custom attribute curves will be deleted when doing a re-import. |
Delete Existing Non Curve Custom Attributes |
If enabled, all previous non-curve custom attributes will be deleted when doing a re-import. |
Import Bone Tracks |
By default, Unreal is set to Import bone transform tracks. If disabled, this will discard any bon transform tracks. Useful for curves only animation. |
Set Material Curve Type |
Set Material Curve Type for all custom attributes that exist. |
Material Curve Suffixes |
Set Material Curve Type for a custom attribute with the following suffixes. This property is disregarded if Set Material Curve Type is true. |
Remove Redundant Keys |
If enabled, this will remove redundant keys when importing custom attributes as curves. |
Delete Existing Morph Target Curves |
If enabled, this will delete existing Morph Targets from the FBX. |
Do not import curves with only 0 values |
When enabled, Unreal will disregard any curves with a value of zero during Importation. Useful when importing custom attributes or Morph Targets as curves, to avoid adding extra curves to evaluate. |
Preserves Local Transform |
If enabled, this will import a curve within the animation. |
Import Transform |
Controllable offset for importation Transform placement. More relevant when working with Skeleton and Skeletal Mesh assets. |
Import Rotation |
Controllable offset for importation Rotation placement. More relevant when working with Skeleton and Skeletal Mesh assets. |
Import Uniform Scale |
Controllable Uniform Scale for importation. More relevant when working with Skeleton and Skeletal Mesh assets. |
Convert Scene |
Convert the scene from FBX coordinate system to UE coordinate system. |
Force Front XAxis |
Convert the scene from FBX coordinate system to UE coordinate system with front X axis instead of -Y. |
Convert Scene Unit |
Convert the scene from FBX unit to UE unit (centimeters), |
Source File |
Viewable file path for currently selected asset. |
Per Bone Custom Attribute Data |
Subsets and Splits
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