2023-12-11 12:14:14 +08:00
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---
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title: FBXAnimation导入逻辑
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date: 2023-12-11 11:28:36
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excerpt:
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tags:
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rating: ⭐
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---
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# UAnimSequenceFactory
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```c++
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UObject* UAnimSequenceFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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UAnimSequence* AnimSequence = NewObject<UAnimSequence>(InParent, Class, Name, Flags);
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if (TargetSkeleton)
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{ AnimSequence->SetSkeleton(TargetSkeleton);
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} if (PreviewSkeletalMesh)
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{ AnimSequence->SetPreviewMesh(PreviewSkeletalMesh);
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}
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return AnimSequence;
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}
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```
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2023-12-11 14:36:40 +08:00
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# UFbxAnimSequenceImportData
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class UNREALED_API UFbxAnimSequenceImportData : public UFbxAssetImportData
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UAnimSequence * UnFbx::FFbxImporter::ImportAnimations(USkeleton* Skeleton, UObject* Outer, TArray<FbxNode*>& SortedLinks, const FString& Name, UFbxAnimSequenceImportData* TemplateImportData, TArray<FbxNode*>& NodeArray)
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{
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EReimportResult::Type UReimportFbxSceneFactory::ReimportSkeletalMesh(void* VoidFbxImporter, TSharedPtr<FFbxMeshInfo> MeshInfo)
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