unreal.AssetImportTask?

class unreal.AssetImportTask(outer=None, name='None')?

Bases: unreal.Object

Contains data for a group of assets to import

C++ Source:

  • Module: UnrealEd
  • File: AssetImportTask.h

Editor Properties: (see get_editor_property/set_editor_property)

  • automated (bool): [Read-Write] Avoid dialogs
  • destination_name (str): [Read-Write] Optional custom name to import as
  • destination_path (str): [Read-Write] Path where asset will be imported to
  • factory (Factory): [Read-Write] Optional factory to use
  • filename (str): [Read-Write] Filename to import
  • imported_object_paths (Array(str)): [Read-Write] Paths to objects created or updated after import
  • options (Object): [Read-Write] Import options specific to the type of asset
  • replace_existing (bool): [Read-Write] Overwrite existing assets
  • replace_existing_settings (bool): [Read-Write] Replace existing settings when overwriting existing assets
  • result (Array(Object)): [Read-Write] Imported objects
  • save (bool): [Read-Write] Save after importing
automated?

(bool) – [Read-Write] Avoid dialogs

destination_name?

(str) – [Read-Write] Optional custom name to import as

destination_path?

(str) – [Read-Write] Path where asset will be imported to

factory?

(Factory) – [Read-Write] Optional factory to use

filename?

(str) – [Read-Write] Filename to import

imported_object_paths?

(Array(str)) – [Read-Write] Paths to objects created or updated after import

options?

(Object) – [Read-Write] Import options specific to the type of asset

replace_existing?

(bool) – [Read-Write] Overwrite existing assets

replace_existing_settings?

(bool) – [Read-Write] Replace existing settings when overwriting existing assets

result?

(Array(Object)) – [Read-Write] Imported objects

save?

(bool) – [Read-Write] Save after importing