// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License. #include "VrmImportUI.h" #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "Factories/ImportSettings.h" #include "VrmConvert.h" const FImportOptionData* UVrmImportUI::GenerateOptionData() { FImportOptionData &d = data; #define c(a) d.a = a; d.init(); c(bUEFN); c(bAPoseRetarget); c(bMobileBone); c(MaterialType); c(bForceOverride); c(ModelScale); c(AnimationTranslateScale); c(PlayRateScale); c(bRemoveRootBoneRotation); c(bRemoveRootBonePosition); c(bVrm10RemoveLocalRotation); c(bVrm10UseBindToRestPose); c(bVrm10Bindpose); c(bForceOriginalBoneName); c(bGenerateHumanoidRenamedMesh); c(bGenerateIKBone); c(bGenerateRigIK); c(bSkipPhysics); c(bSkipRetargeter); c(bSkipMorphTarget); c(bEnableMorphTargetNormal); c(bForceOriginalMorphTargetName); c(bRemoveBlendShapeGroupPrefix); c(bForceOpaque); c(bForceTwoSided); c(bSingleUAssetFile); c(bDefaultGridTextureMode); c(bBC7Mode); c(bMipmapGenerateMode); c(bUseUE5Material); c(bGenerateOutlineMaterial); c(bMergeMaterial); c(bMergePrimitive); c(bOptimizeVertex); c(bRemoveDegenerateTriangles); c(BoneWeightInfluenceNum); c(bSimpleRoot); c(bActiveBone); c(bSkipNoMeshBone); c(bIgnoreVRMValidation); c(bDebugOneBone); c(bDebugNoMesh); c(bDebugNoMaterial); c(Skeleton); return &data; }