void UJanusExporterTool::Export()
{
	TArray<UObject*> ObjectsToExport;

	FString Root = FString(ExportPath); // copy so we dont mess with the original reference
	FString Index = "<html>\n\t<head>\n\t\t<title>Unreal Export</title>\n\t</head>\n\t<body>\n\t\t<FireBoxRoom>\n\t\t\t<Assets>";

	TArray<AActor*> ActorsExported;
	TArray<UStaticMesh*> StaticMeshesExp;
	TArray<FString> TexturesExp;
	TArray<FString> MaterialsExported;

	for (TObjectIterator<AActor> Itr; Itr; ++Itr)
	{
		AActor *Actor = *Itr;

		FString Name = Actor->GetName();
		/*if (!Name.StartsWith("SM_Floor_R"))
		{
			continue;
		}*/

		if (Actor->IsHiddenEd())
		{
			continue;
		}

		ActorsExported.Add(Actor);

		TArray<UStaticMeshComponent*> StaticMeshes;
		Actor->GetComponents<UStaticMeshComponent>(StaticMeshes);
		for (int32 i = 0; i < StaticMeshes.Num(); i++)
		{
			UStaticMeshComponent* Component = StaticMeshes[i];
			UStaticMesh *Mesh = Component->StaticMesh;
			if (!Mesh)
			{
				continue;
			}

			if (Component->LODData.Num() > 0)
				//if (false)
			{
				FStaticMeshComponentLODInfo* LODInfo = &Component->LODData[0];
				FLightMap* LightMap = LODInfo->LightMap;
				FShadowMap* ShadowMap = LODInfo->ShadowMap;
				if (LightMap != NULL)
				{
					FLightMap2D* LightMap2D = LightMap->GetLightMap2D();
					UTexture2D* Texture = LightMap2D->GetTexture(0); // 0 = HQ LightMap
					FString TexName = Texture->GetName();
					if (TexturesExp.Contains(TexName))
					{
						continue;
					}

					TexturesExp.Add(TexName);
					ExportPNG(Texture, Root);
				}
				if (ShadowMap != NULL)
				{
					FShadowMap2D* ShadowMap2D = ShadowMap->GetShadowMap2D();
					UShadowMapTexture2D* ShadowTex = ShadowMap2D->GetTexture();
					FString TexName = ShadowTex->GetName();
					if (TexturesExp.Contains(TexName))
					{
						continue;
					}

					TexturesExp.Add(TexName);
					ExportPNG(ShadowTex, Root);
				}
			}

			if (!StaticMeshesExp.Contains(Mesh))
			{
				StaticMeshesExp.Add(Mesh);
				ExportFBX(Mesh, Root);
			}

			TArray<UMaterialInterface*> Materials = Component->GetMaterials();
			for (int32 j = 0; j < Materials.Num(); j++)
			{
				UMaterialInterface* Material = Materials[j];
				if (!Material)
				{
					continue;
				}

				FString MatName = Material->GetName();

				if (MaterialsExported.Contains(MatName))
				{
					continue;
				}

				MaterialsExported.Add(MatName);
				ExportMaterial(Root, Material, &TexturesExp);
			}
		}
	}

	// Models before textures so we can start showing the scene faster (textures take too long to load)
	for (int32 i = 0; i < StaticMeshesExp.Num(); i++)
	{
		UStaticMesh *mesh = StaticMeshesExp[i];

		Index.Append("\n\t\t\t\t<AssetObject id=\"" + mesh->GetName() + "\" src=\"" + mesh->GetName() + ".fbx\" />");
	}

	for (int32 i = 0; i < TexturesExp.Num(); i++)
	{
		FString Path = TexturesExp[i];

		Index.Append("\n\t\t\t\t<AssetImage id=\"" + Path + "\" src=\"" + Path + ".png\" />");
	}

	Index.Append("\n\t\t\t</Assets>\n\t\t\t<Room>");

	for (int32 i = 0; i < ActorsExported.Num(); i++)
	{
		AActor *Actor = ActorsExported[i];

		TArray<UStaticMeshComponent*> StaticMeshes;
		Actor->GetComponents<UStaticMeshComponent>(StaticMeshes);
		for (int32 i = 0; i < StaticMeshes.Num(); i++)
		{
			UStaticMeshComponent* Component = StaticMeshes[i];
			UStaticMesh *Mesh = Component->StaticMesh;
			if (!Mesh)
			{
				continue;
			}

			FString ImageID = "";

			TArray<UMaterialInterface*> Materials = Component->GetMaterials();
			for (int32 j = 0; j < Materials.Num(); j++)
			{
				UMaterialInterface* Material = Materials[j];
				if (!Material)
				{
					continue;
				}
				ImageID = Material->GetName() + "_BaseColor";
				break;
			}

			if (ImageID == "")
			{
				Index.Append("\n\t\t\t\t<Object collision_id=\"" + Mesh->GetName() + "\" id=\"" + Mesh->GetName() + "\" lighting=\"true\" pos=\"");
			}
			else
			{
				Index.Append("\n\t\t\t\t<Object collision_id=\"" + Mesh->GetName() + "\" id=\"" + Mesh->GetName() + "\" image_id=\"" + ImageID + "\" lighting=\"true\" pos=\"");
			}

			FRotator Rot = Actor->GetActorRotation();
			FVector XDir = Rot.RotateVector(FVector::RightVector);
			FVector YDir = Rot.RotateVector(FVector::UpVector);
			FVector ZDir = Rot.RotateVector(FVector::ForwardVector);

			FVector Pos = Actor->GetActorLocation() * UniformScale;
			FVector Sca = Actor->GetActorScale();

			Pos = ChangeSpace(Pos);
			Sca = ChangeSpaceScalar(Sca) * UniformScale;

			XDir = ChangeSpace(XDir);
			YDir = ChangeSpace(YDir);
			ZDir = ChangeSpace(ZDir);
			FVector Sign = GetSignVector(Sca);

			Index.Append(FString::SanitizeFloat(Pos.X) + " " + FString::SanitizeFloat(Pos.Y) + " " + FString::SanitizeFloat(Pos.Z));
			if (Sca.X < 0 || Sca.Y < 0 || Sca.Z < 0)
			{
				Index.Append("\" cull_face=\"front");
			}

			Index.Append("\" scale=\"");
			Index.Append(FString::SanitizeFloat(Sca.X) + " " + FString::SanitizeFloat(Sca.Y) + " " + FString::SanitizeFloat(Sca.Z));

			Index.Append("\" xdir=\"");
			Index.Append(FString::SanitizeFloat(XDir.X) + " " + FString::SanitizeFloat(XDir.Y) + " " + FString::SanitizeFloat(XDir.Z));

			Index.Append("\" ydir=\"");
			Index.Append(FString::SanitizeFloat(YDir.X) + " " + FString::SanitizeFloat(YDir.Y) + " " + FString::SanitizeFloat(YDir.Z));

			Index.Append("\" zdir=\"");
			Index.Append(FString::SanitizeFloat(ZDir.X) + " " + FString::SanitizeFloat(ZDir.Y) + " " + FString::SanitizeFloat(ZDir.Z));

			Index.Append("\" />");
		}
	}

	Index.Append("\n\t\t\t</Room>\n\t\t</FireBoxRoom>\n\t</body>\n</html>");

	FString IndexPath = FString(ExportPath).Append("index.html");
	FFileHelper::SaveStringToFile(Index, *IndexPath);
}
void Assignment::ApplyToMeshes()
{
	UClass *refMeshClass= AStaticMeshActor::StaticClass();
	UClass *refSkeletaMeshClass = ASkeletalMeshActor::StaticClass();

	for (TObjectIterator<UObject> Itr; Itr; ++Itr)
	{
		if (Itr->GetClass()->IsChildOf(refMeshClass))
		{
			UE_LOG(ModoMaterialImporter, Log, TEXT("Scan materials in: %s %s"), *Itr->GetName(), *Itr->GetClass()->GetDesc());

			AStaticMeshActor *aMeshActor = dynamic_cast<AStaticMeshActor*> (*Itr);

			if (aMeshActor != NULL)
			{
				UMeshComponent* meshCompo = aMeshActor->GetStaticMeshComponent();

				if (meshCompo != NULL)
				{
					for (int i = 0; i < meshCompo->GetNumMaterials(); i++)
					{
						UMaterialInterface* material = meshCompo->GetMaterial(i);

						// It seems a UE4 bug, GetNumMaterials contains NULL materials!
						if (material == NULL)
							continue;

						std::string strName = (TCHAR_TO_UTF8(*material->GetName()));

						std::map<std::string, UMaterial*>::iterator mat_itr = Materials.find(strName);
						if (mat_itr != Materials.end())
						{
							UE_LOG(ModoMaterialImporter, Log, TEXT("Set Material: %s"), *material->GetName());
							meshCompo->SetMaterial(i, mat_itr->second);
						}
					}
				}
			}
		}
		else if (Itr->GetClass()->IsChildOf(refSkeletaMeshClass))
		{
			UE_LOG(ModoMaterialImporter, Log, TEXT("Scan materials in: %s %s"), *Itr->GetName(), *Itr->GetClass()->GetDesc());

			ASkeletalMeshActor *aMeshActor = dynamic_cast<ASkeletalMeshActor*> (*Itr);

			if (aMeshActor != NULL)
			{
				UMeshComponent * meshCompo = aMeshActor->GetSkeletalMeshComponent();
				for (int i = 0; i < meshCompo->GetNumMaterials(); i++)
				{
					UMaterialInterface* material = meshCompo->GetMaterial(i);

					// It seems a UE4 bug, GetNumMaterials contains NULL materials!
					if (material == NULL)
						continue;

					std::string strName = (TCHAR_TO_UTF8(*material->GetName()));

					std::map<std::string, UMaterial*>::iterator mat_itr = Materials.find(strName);
					if (mat_itr != Materials.end())
					{
						UE_LOG(ModoMaterialImporter, Log, TEXT("Set Material: %s"), *material->GetName());
						meshCompo->SetMaterial(i, mat_itr->second);
					}
				}
			}
		}
	}
}
bool SetApexDestructibleAsset(UDestructibleMesh& DestructibleMesh, NxDestructibleAsset& ApexDestructibleAsset, FSkeletalMeshImportData* OutData, EImportOptions::Type Options)
{
	DestructibleMesh.PreEditChange(NULL);

#if WITH_EDITORONLY_DATA
	// Handle the StaticMesh import case, where we have the materials only stored in the fracture settings
	if (DestructibleMesh.Materials.Num() == 0 && DestructibleMesh.FractureSettings != NULL && 
		DestructibleMesh.FractureSettings->Materials.Num() > 0)
	{
		for (int32 i=0; i < DestructibleMesh.FractureSettings->Materials.Num(); ++i)
		{
			FSkeletalMaterial Mat;
			Mat.MaterialInterface = DestructibleMesh.FractureSettings->Materials[i];
			Mat.bEnableShadowCasting = true;

			DestructibleMesh.Materials.Add(Mat);
		}
	}
#endif

	ExistingDestMeshData* ExistDestMeshDataPtr = NULL;
	ExistDestMeshDataPtr = SaveExistingDestMeshData(&DestructibleMesh);
	
	// The asset is going away, which will destroy any actors created from it.  We must destroy the physics state of any destructible mesh components before we release the asset.
	for(TObjectIterator<UDestructibleComponent> It; It; ++It)
	{
		UDestructibleComponent* DestructibleComponent = *It;
		if(DestructibleComponent->SkeletalMesh == &DestructibleMesh && DestructibleComponent->GetScene())
		{
			DestructibleComponent->DestroyPhysicsState();
		}
	}

	// Release old NxDestructibleAsset if it exists
	if (DestructibleMesh.ApexDestructibleAsset != NULL && DestructibleMesh.ApexDestructibleAsset != &ApexDestructibleAsset)
	{
		GPhysCommandHandler->DeferredRelease(DestructibleMesh.ApexDestructibleAsset);
	}

	// BRGTODO - need to remove the render data from the ApexDestructibleAsset, no longer need it
	// Removing const cast ... we'll have to make it non-const anyway when we modify it
	DestructibleMesh.ApexDestructibleAsset = &ApexDestructibleAsset;

	if ( !(Options&EImportOptions::PreserveSettings) )
	{
		// Resize the depth parameters array to the appropriate size
		DestructibleMesh.DefaultDestructibleParameters.DepthParameters.Init(FDestructibleDepthParameters(), ApexDestructibleAsset.getDepthCount());

		// Resize the fracture effects array to the appropriate size
		DestructibleMesh.FractureEffects.AddZeroed(ApexDestructibleAsset.getDepthCount());

		// Load the UnrealEd-editable parameters from the destructible asset
		DestructibleMesh.LoadDefaultDestructibleParametersFromApexAsset();
	}
		
	// Create body setup for the destructible mesh
	DestructibleMesh.CreateBodySetup();

#if 0	// BRGTODO
	// warning for missing smoothing group info
	CheckSmoothingInfo(FbxMesh);
#endif
	
	FSkeletalMeshImportData TempData;
	// Fill with data from buffer
	FSkeletalMeshImportData* SkelMeshImportDataPtr = &TempData;
	if( OutData )
	{
		SkelMeshImportDataPtr = OutData;
	}

	// Import animation hierarchy, although this is trivial for an Apex Destructible Asset
	CreateBones(*SkelMeshImportDataPtr, ApexDestructibleAsset);

	if (!(Options & EImportOptions::PreserveSettings))
	{
		// Get all material names here
		ImportMaterialsForSkelMesh(*SkelMeshImportDataPtr, ApexDestructibleAsset);
	}
	else
	{
		SkelMeshImportDataPtr->Materials.Empty(DestructibleMesh.Materials.Num());
		for (int32 i=0; i < DestructibleMesh.Materials.Num(); ++i)
		{
			UMaterialInterface* MI = DestructibleMesh.Materials[i].MaterialInterface;
			VMaterial NewMat;
			
			NewMat.MaterialName = MI != NULL ? MI->GetName() : TEXT("");
			SkelMeshImportDataPtr->Materials.Add(NewMat);
		}
	}

	// Import graphics data
	bool bHaveNormals, bHaveTangents;
	if (!FillSkelMeshImporterFromApexDestructibleAsset(*SkelMeshImportDataPtr, ApexDestructibleAsset, bHaveNormals, bHaveTangents))
	{
		return false;
	}

#if 0	// BRGTODO - what is this?
	if( SkelMeshImportDataPtr->Materials.Num() == FbxMatList.Num() )
	{
		// reorder material according to "SKinXX" in material name
		SetMaterialSkinXXOrder(*SkelMeshImportDataPtr, FbxMatList );
	}
#endif

#if 0	// BRGTODO - what is this?
	if( ImportOptions->bSplitNonMatchingTriangles )
	{
		DoUnSmoothVerts(*SkelMeshImportDataPtr);
	}
#endif

	if ( !(Options&EImportOptions::PreserveSettings) )
	{
		// process materials from import data
		ProcessImportMeshMaterials( DestructibleMesh.Materials,*SkelMeshImportDataPtr );
	}
	
	// process reference skeleton from import data
	int32 SkeletalDepth=0;
	if(!ProcessImportMeshSkeleton(DestructibleMesh.RefSkeleton, SkeletalDepth, *SkelMeshImportDataPtr))
	{
		return false;
	}
	UE_LOG(LogApexDestructibleAssetImport, Warning, TEXT("Bones digested - %i  Depth of hierarchy - %i"), DestructibleMesh.RefSkeleton.GetNum(), SkeletalDepth);

	// process bone influences from import data
	ProcessImportMeshInfluences(*SkelMeshImportDataPtr);

	FSkeletalMeshResource& DestructibleMeshResource = *DestructibleMesh.GetImportedResource();
	check(DestructibleMeshResource.LODModels.Num() == 0);
	DestructibleMeshResource.LODModels.Empty();
	new(DestructibleMeshResource.LODModels)FStaticLODModel();

	DestructibleMesh.LODInfo.Empty();
	DestructibleMesh.LODInfo.AddZeroed();
	DestructibleMesh.LODInfo[0].LODHysteresis = 0.02f;

	// Create initial bounding box based on expanded version of reference pose for meshes without physics assets. Can be overridden by artist.
	FBox BoundingBox( SkelMeshImportDataPtr->Points.GetTypedData(), SkelMeshImportDataPtr->Points.Num() );
	FBox Temp = BoundingBox;
	FVector MidMesh		= 0.5f*(Temp.Min + Temp.Max);
	BoundingBox.Min		= Temp.Min + 1.0f*(Temp.Min - MidMesh);
	BoundingBox.Max		= Temp.Max + 1.0f*(Temp.Max - MidMesh);
	// BRGTODO : what is this?
	// Tuck up the bottom as this rarely extends lower than a reference pose's (e.g. having its feet on the floor).
	// Maya has Y in the vertical, other packages have Z.
	//BEN const int32 CoordToTuck = bAssumeMayaCoordinates ? 1 : 2;
	//BEN BoundingBox.Min[CoordToTuck]	= Temp.Min[CoordToTuck] + 0.1f*(Temp.Min[CoordToTuck] - MidMesh[CoordToTuck]);
	BoundingBox.Min[2]	= Temp.Min[2] + 0.1f*(Temp.Min[2] - MidMesh[2]);
	DestructibleMesh.Bounds= FBoxSphereBounds(BoundingBox);

	// Store whether or not this mesh has vertex colors
	DestructibleMesh.bHasVertexColors = SkelMeshImportDataPtr->bHasVertexColors;

	FStaticLODModel& LODModel = DestructibleMeshResource.LODModels[0];
	
	// Pass the number of texture coordinate sets to the LODModel.  Ensure there is at least one UV coord
	LODModel.NumTexCoords = FMath::Max<uint32>(1,SkelMeshImportDataPtr->NumTexCoords);
//	if( bCreateRenderData )	// We always create render data
	{
		// copy vertex data needed to generate skinning streams for LOD
		TArray<FVector> LODPoints;
		TArray<FMeshWedge> LODWedges;
		TArray<FMeshFace> LODFaces;
		TArray<FVertInfluence> LODInfluences;
		TArray<int32> LODPointToRawMap;
		SkelMeshImportDataPtr->CopyLODImportData(LODPoints,LODWedges,LODFaces,LODInfluences,LODPointToRawMap);

		#include "Developer/MeshUtilities/Public/MeshUtilities.h"

		IMeshUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshUtilities>("MeshUtilities");

		// Create actual rendering data.
		if (!MeshUtilities.BuildSkeletalMesh(DestructibleMeshResource.LODModels[0], DestructibleMesh.RefSkeleton, LODInfluences,LODWedges,LODFaces,LODPoints,LODPointToRawMap,false,!bHaveNormals,!bHaveTangents))
		{
			DestructibleMesh.MarkPendingKill();
			return false;
		}

		// Presize the per-section shadow casting array with the number of sections in the imported LOD.
		const int32 NumSections = LODModel.Sections.Num();

		for ( int32 SectionIndex = 0 ; SectionIndex < NumSections ; ++SectionIndex )
		{
			DestructibleMesh.LODInfo[0].TriangleSortSettings.AddZeroed();
		}

		if (ExistDestMeshDataPtr)
		{
			RestoreExistingDestMeshData(ExistDestMeshDataPtr, &DestructibleMesh);
			delete ExistDestMeshDataPtr;
			ExistDestMeshDataPtr = NULL;
		}

		DestructibleMesh.CalculateInvRefMatrices();
		DestructibleMesh.PostEditChange();
		DestructibleMesh.MarkPackageDirty();

#if 0 // BRGTODO : Check, we don't need this, do we?
		// We have to go and fix any AnimSetMeshLinkup objects that refer to this skeletal mesh, as the reference skeleton has changed.
		for(TObjectIterator<UAnimSet> It;It;++It)
		{
			UAnimSet* AnimSet = *It;

			// Get DestructibleMesh path name
			FName SkelMeshName = FName( *DestructibleMesh.GetPathName() );

			// See if we have already cached this Skeletal Mesh.
			const int32* IndexPtr = AnimSet->SkelMesh2LinkupCache.Find( SkelMeshName );

			if( IndexPtr )
			{
				AnimSet->LinkupCache( *IndexPtr ).BuildLinkup( &DestructibleMesh, AnimSet );
			}
		}
#endif

		// Now iterate over all skeletal mesh components re-initialising them.
		for(TObjectIterator<UDestructibleComponent> It; It; ++It)
		{
			UDestructibleComponent* DestructibleComponent = *It;
			if(DestructibleComponent->SkeletalMesh == &DestructibleMesh && DestructibleComponent->GetScene())
			{
				FComponentReregisterContext ReregisterContext(DestructibleComponent);
			}
		}
	}

#if INVERT_Y_AND_V
	// Apply transformation for Y inversion
	const physx::PxMat44 MirrorY = physx::PxMat44(physx::PxVec4(1.0f, -1.0f, 1.0f, 1.0f));
#if !USE_TEMPORARY_TRANSFORMATION_FUNCTION
	ApexDestructibleAsset.applyTransformation(MirrorY, 1.0f);
#else
	ApplyTransformationToApexDestructibleAsset( ApexDestructibleAsset, MirrorY );
#endif
#endif

	return true;
}