예제 #1
0
bool UEditorEngine::ReimportFbxAnimation( USkeleton* Skeleton, UAnimSequence* AnimSequence, UFbxAnimSequenceImportData* ImportData, const TCHAR* InFilename)
{
	check(Skeleton);

	GWarn->BeginSlowTask( LOCTEXT("ImportingFbxAnimations", "Importing FBX animations"), true );

	UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();
	// logger for all error/warnings
	// this one prints all messages that are stored in FFbxImporter	
	UnFbx::FFbxLoggerSetter Logger(FbxImporter);	
	const bool bPrevImportMorph = (AnimSequence->RawCurveData.FloatCurves.Num() > 0) ;

	if ( ImportData )
	{
		// Prepare the import options
		UFbxImportUI* ReimportUI = NewObject<UFbxImportUI>();
		ReimportUI->MeshTypeToImport = FBXIT_Animation;
		ReimportUI->bOverrideFullName = false;
		ReimportUI->AnimSequenceImportData = ImportData;

		ApplyImportUIToImportOptions(ReimportUI, *FbxImporter->ImportOptions);
	}
	else
	{
		FbxImporter->ImportOptions->ResetForReimportAnimation();	
	}

	if ( !FbxImporter->ImportFromFile( InFilename, FPaths::GetExtension( InFilename ) ) )
	{
		// Log the error message and fail the import.
		FbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error);

	}
	else
	{
		// Log the import message and import the mesh.
		FbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning);


		const FString Filename( InFilename );

		// Get Mesh nodes array that bind to the skeleton system, then morph animation is imported.
		TArray<FbxNode*> FBXMeshNodeArray;
		FbxNode* SkeletonRoot = FbxImporter->FindFBXMeshesByBone(Skeleton->GetReferenceSkeleton().GetBoneName(0), true, FBXMeshNodeArray);

		if (!SkeletonRoot)
		{
			FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_CouldNotFindFbxTrack", "Mesh contains {0} bone as root but animation doesn't contain the root track.\nImport failed."), FText::FromName(Skeleton->GetReferenceSkeleton().GetBoneName(0)))), FFbxErrors::Animation_CouldNotFindTrack);

			FbxImporter->ReleaseScene();
			GWarn->EndSlowTask();
			return false;
		}

		// for now import all the time?
		bool bImportMorphTracks = true;
		// Check for blend shape curves that are not skinned.  Unskinned geometry can still contain morph curves
		if( bImportMorphTracks )
		{
			TArray<FbxNode*> MeshNodes;
			FbxImporter->FillFbxMeshArray( FbxImporter->Scene->GetRootNode(), MeshNodes, FbxImporter );

			for( int32 NodeIndex = 0; NodeIndex < MeshNodes.Num(); ++NodeIndex )
			{
				// Its possible the nodes already exist so make sure they are only added once
				FBXMeshNodeArray.AddUnique( MeshNodes[NodeIndex] );
			}
		}

		TArray<FbxNode*> SortedLinks;
		FbxImporter->RecursiveBuildSkeleton(SkeletonRoot, SortedLinks);

		if(SortedLinks.Num() == 0)
		{
			FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, LOCTEXT("Error_CouldNotBuildValidSkeleton", "Could not create a valid skeleton from the import data that matches the given Skeletal Mesh.  Check the bone names of both the Skeletal Mesh for this AnimSet and the animation data you are trying to import.")), FFbxErrors::Animation_CouldNotBuildSkeleton);
		}
		else
		{
			// find the correct animation based on import data
			FbxAnimStack* CurAnimStack = nullptr;
			
			//ignore the source animation name if there's only one animation in the file.
			//this is to make it easier for people who use content creation programs that only export one animation and/or ones that don't allow naming animations			
			if (FbxImporter->Scene->GetSrcObjectCount(FbxCriteria::ObjectType(FbxAnimStack::ClassId)) > 1 && !ImportData->SourceAnimationName.IsEmpty())
			{
				CurAnimStack = FbxCast<FbxAnimStack>(FbxImporter->Scene->FindSrcObject(FbxCriteria::ObjectType(FbxAnimStack::ClassId), TCHAR_TO_UTF8(*ImportData->SourceAnimationName), 0));
			}
			else
			{
				CurAnimStack = FbxCast<FbxAnimStack>(FbxImporter->Scene->GetSrcObject(FbxCriteria::ObjectType(FbxAnimStack::ClassId), 0));
			}
			
			if (CurAnimStack)
			{
				// set current anim stack
				int32 ResampleRate = DEFAULT_SAMPLERATE;
				if (FbxImporter->ImportOptions->bResample)
				{
					ResampleRate = FbxImporter->GetMaxSampleRate(SortedLinks, FBXMeshNodeArray);
				}
				FbxTimeSpan AnimTimeSpan = FbxImporter->GetAnimationTimeSpan(SortedLinks[0], CurAnimStack);
				// for now it's not importing morph - in the future, this should be optional or saved with asset
				if (FbxImporter->ValidateAnimStack(SortedLinks, FBXMeshNodeArray, CurAnimStack, ResampleRate, bImportMorphTracks, AnimTimeSpan))
				{
					FbxImporter->ImportAnimation( Skeleton, AnimSequence, Filename, SortedLinks, FBXMeshNodeArray, CurAnimStack, ResampleRate, AnimTimeSpan);
				}
			}
			else
			{
				// no track is found

				FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("Error_CouldNotFindTrack", "Could not find needed track.")), FFbxErrors::Animation_CouldNotFindTrack);

				FbxImporter->ReleaseScene();
				GWarn->EndSlowTask();
				return false;
			}
		}
	}

	FbxImporter->ImportOptions->bImportMorph = bPrevImportMorph;
	FbxImporter->ReleaseScene();
	GWarn->EndSlowTask();

	return true;
}
예제 #2
0
UObject* UFbxFactory::FactoryCreateBinary
(
 UClass*			Class,
 UObject*			InParent,
 FName				Name,
 EObjectFlags		Flags,
 UObject*			Context,
 const TCHAR*		Type,
 const uint8*&		Buffer,
 const uint8*		BufferEnd,
 FFeedbackContext*	Warn,
 bool&				bOutOperationCanceled
 )
{
	if( bOperationCanceled )
	{
		bOutOperationCanceled = true;
		FEditorDelegates::OnAssetPostImport.Broadcast(this, NULL);
		return NULL;
	}

	FEditorDelegates::OnAssetPreImport.Broadcast(this, Class, InParent, Name, Type);

	UObject* NewObject = NULL;

	if ( bDetectImportTypeOnImport )
	{
		if ( !DetectImportType(UFactory::CurrentFilename) )
		{
			// Failed to read the file info, fail the import
			FEditorDelegates::OnAssetPostImport.Broadcast(this, NULL);
			return NULL;
		}
	}
	// logger for all error/warnings
	// this one prints all messages that are stored in FFbxImporter
	UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();
	
	UnFbx::FFbxLoggerSetter Logger(FbxImporter);

	EFBXImportType ForcedImportType = FBXIT_StaticMesh;

	bool bIsObjFormat = false;
	if( FString(Type).Equals(TEXT("obj"), ESearchCase::IgnoreCase ) )
	{
		bIsObjFormat = true;
	}


	bool bShowImportDialog = bShowOption && !GIsAutomationTesting;
	bool bImportAll = false;
	UnFbx::FBXImportOptions* ImportOptions = GetImportOptions(FbxImporter, ImportUI, bShowImportDialog, InParent->GetPathName(), bOperationCanceled, bImportAll, bIsObjFormat, bIsObjFormat, ForcedImportType );
	bOutOperationCanceled = bOperationCanceled;
	
	if( bImportAll )
	{
		// If the user chose to import all, we don't show the dialog again and use the same settings for each object until importing another set of files
		bShowOption = false;
	}

	// For multiple files, use the same settings
	bDetectImportTypeOnImport = false;

	if (ImportOptions)
	{
		Warn->BeginSlowTask( NSLOCTEXT("FbxFactory", "BeginImportingFbxMeshTask", "Importing FBX mesh"), true );
		if ( !FbxImporter->ImportFromFile( *UFactory::CurrentFilename, Type ) )
		{
			// Log the error message and fail the import.
			Warn->Log(ELogVerbosity::Error, FbxImporter->GetErrorMessage() );
		}
		else
		{
			// Log the import message and import the mesh.
			const TCHAR* errorMessage = FbxImporter->GetErrorMessage();
			if (errorMessage[0] != '\0')
			{
				Warn->Log( errorMessage );
			}

			FbxNode* RootNodeToImport = NULL;
			RootNodeToImport = FbxImporter->Scene->GetRootNode();

			// For animation and static mesh we assume there is at lease one interesting node by default
			int32 InterestingNodeCount = 1;
			TArray< TArray<FbxNode*>* > SkelMeshArray;

			bool bImportStaticMeshLODs = ImportUI->StaticMeshImportData->bImportMeshLODs;
			bool bCombineMeshes = ImportUI->bCombineMeshes;

			if ( ImportUI->MeshTypeToImport == FBXIT_SkeletalMesh )
			{
				FbxImporter->FillFbxSkelMeshArrayInScene(RootNodeToImport, SkelMeshArray, false);
				InterestingNodeCount = SkelMeshArray.Num();
			}
			else if( ImportUI->MeshTypeToImport == FBXIT_StaticMesh )
			{
				FbxImporter->ApplyTransformSettingsToFbxNode(RootNodeToImport, ImportUI->StaticMeshImportData);

				if( bCombineMeshes && !bImportStaticMeshLODs )
				{
					// If Combine meshes and dont import mesh LODs, the interesting node count should be 1 so all the meshes are grouped together into one static mesh
					InterestingNodeCount = 1;
				}
				else
				{
					// count meshes in lod groups if we dont care about importing LODs
					bool bCountLODGroupMeshes = !bImportStaticMeshLODs;
					int32 NumLODGroups = 0;
					InterestingNodeCount = FbxImporter->GetFbxMeshCount(RootNodeToImport,bCountLODGroupMeshes,NumLODGroups);

					// if there were LODs in the file, do not combine meshes even if requested
					if( bImportStaticMeshLODs && bCombineMeshes )
					{
						bCombineMeshes = NumLODGroups == 0;
					}
				}
			}

		
			if (InterestingNodeCount > 1)
			{
				// the option only works when there are only one asset
				ImportOptions->bUsedAsFullName = false;
			}

			const FString Filename( UFactory::CurrentFilename );
			if (RootNodeToImport && InterestingNodeCount > 0)
			{  
				int32 NodeIndex = 0;

				int32 ImportedMeshCount = 0;
				UStaticMesh* NewStaticMesh = NULL;
				if ( ImportUI->MeshTypeToImport == FBXIT_StaticMesh )  // static mesh
				{
					if (bCombineMeshes)
					{
						TArray<FbxNode*> FbxMeshArray;
						FbxImporter->FillFbxMeshArray(RootNodeToImport, FbxMeshArray, FbxImporter);
						if (FbxMeshArray.Num() > 0)
						{
							NewStaticMesh = FbxImporter->ImportStaticMeshAsSingle(InParent, FbxMeshArray, Name, Flags, ImportUI->StaticMeshImportData, NULL, 0);
						}

						ImportedMeshCount = NewStaticMesh ? 1 : 0;
					}
					else
					{
						TArray<UObject*> AllNewAssets;
						UObject* Object = RecursiveImportNode(FbxImporter,RootNodeToImport,InParent,Name,Flags,NodeIndex,InterestingNodeCount, AllNewAssets);

						NewStaticMesh = Cast<UStaticMesh>( Object );

						// Make sure to notify the asset registry of all assets created other than the one returned, which will notify the asset registry automatically.
						for ( auto AssetIt = AllNewAssets.CreateConstIterator(); AssetIt; ++AssetIt )
						{
							UObject* Asset = *AssetIt;
							if ( Asset != NewStaticMesh )
							{
								FAssetRegistryModule::AssetCreated(Asset);
								Asset->MarkPackageDirty();
							}
						}

						ImportedMeshCount = AllNewAssets.Num();
					}

					// Importing static mesh sockets only works if one mesh is being imported
					if( ImportedMeshCount == 1 && NewStaticMesh )
					{
						FbxImporter->ImportStaticMeshSockets( NewStaticMesh );
					}

					NewObject = NewStaticMesh;

				}
				else if ( ImportUI->MeshTypeToImport == FBXIT_SkeletalMesh )// skeletal mesh
				{
					int32 TotalNumNodes = 0;

					for (int32 i = 0; i < SkelMeshArray.Num(); i++)
					{
						TArray<FbxNode*> NodeArray = *SkelMeshArray[i];
					
						TotalNumNodes += NodeArray.Num();
						// check if there is LODGroup for this skeletal mesh
						int32 MaxLODLevel = 1;
						for (int32 j = 0; j < NodeArray.Num(); j++)
						{
							FbxNode* Node = NodeArray[j];
							if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
							{
								// get max LODgroup level
								if (MaxLODLevel < Node->GetChildCount())
								{
									MaxLODLevel = Node->GetChildCount();
								}
							}
						}
					
						int32 LODIndex;
						bool bImportSkeletalMeshLODs = ImportUI->SkeletalMeshImportData->bImportMeshLODs;
						for (LODIndex = 0; LODIndex < MaxLODLevel; LODIndex++)
						{
							if ( !bImportSkeletalMeshLODs && LODIndex > 0) // not import LOD if UI option is OFF
							{
								break;
							}
						
							TArray<FbxNode*> SkelMeshNodeArray;
							for (int32 j = 0; j < NodeArray.Num(); j++)
							{
								FbxNode* Node = NodeArray[j];
								if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
								{
									if (Node->GetChildCount() > LODIndex)
									{
										SkelMeshNodeArray.Add(Node->GetChild(LODIndex));
									}
									else // in less some LODGroups have less level, use the last level
									{
										SkelMeshNodeArray.Add(Node->GetChild(Node->GetChildCount() - 1));
									}
								}
								else
								{
									SkelMeshNodeArray.Add(Node);
								}
							}
						
							if (LODIndex == 0 && SkelMeshNodeArray.Num() != 0)
							{
								FName OutputName = FbxImporter->MakeNameForMesh(Name.ToString(), SkelMeshNodeArray[0]);

								USkeletalMesh* NewMesh = FbxImporter->ImportSkeletalMesh( InParent, SkelMeshNodeArray, OutputName, Flags, ImportUI->SkeletalMeshImportData, &bOperationCanceled );
								NewObject = NewMesh;

								if(bOperationCanceled)
								{
									// User cancelled, clean up and return
									FbxImporter->ReleaseScene();
									Warn->EndSlowTask();
									bOperationCanceled = true;
									return nullptr;
								}

								if ( NewMesh && ImportUI->bImportAnimations )
								{
									// We need to remove all scaling from the root node before we set up animation data.
									// Othewise some of the global transform calculations will be incorrect.
									FbxImporter->RemoveTransformSettingsFromFbxNode(RootNodeToImport, ImportUI->SkeletalMeshImportData);
									FbxImporter->SetupAnimationDataFromMesh(NewMesh, InParent, SkelMeshNodeArray, ImportUI->AnimSequenceImportData, OutputName.ToString());

									// Reapply the transforms for the rest of the import
									FbxImporter->ApplyTransformSettingsToFbxNode(RootNodeToImport, ImportUI->SkeletalMeshImportData);
								}
							}
							else if (NewObject) // the base skeletal mesh is imported successfully
							{
								USkeletalMesh* BaseSkeletalMesh = Cast<USkeletalMesh>(NewObject);
								FName LODObjectName = NAME_None;
								USkeletalMesh *LODObject = FbxImporter->ImportSkeletalMesh( GetTransientPackage(), SkelMeshNodeArray, LODObjectName, RF_NoFlags, ImportUI->SkeletalMeshImportData, &bOperationCanceled );
								bool bImportSucceeded = !bOperationCanceled && FbxImporter->ImportSkeletalMeshLOD(LODObject, BaseSkeletalMesh, LODIndex, false);

								if (bImportSucceeded)
								{
									BaseSkeletalMesh->LODInfo[LODIndex].ScreenSize = 1.0f / (MaxLODLevel * LODIndex);
								}
								else
								{
									FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_SkeletalMeshLOD", "Failed to import Skeletal mesh LOD.")), FFbxErrors::SkeletalMesh_LOD_FailedToImport);
								}
							}
						
							// import morph target
							if ( NewObject && ImportUI->SkeletalMeshImportData->bImportMorphTargets)
							{
								// Disable material importing when importing morph targets
								uint32 bImportMaterials = ImportOptions->bImportMaterials;
								ImportOptions->bImportMaterials = 0;

								FbxImporter->ImportFbxMorphTarget(SkelMeshNodeArray, Cast<USkeletalMesh>(NewObject), InParent, LODIndex);
							
								ImportOptions->bImportMaterials = !!bImportMaterials;
							}
						}
					
						if (NewObject)
						{
							NodeIndex++;
							FFormatNamedArguments Args;
							Args.Add( TEXT("NodeIndex"), NodeIndex );
							Args.Add( TEXT("ArrayLength"), SkelMeshArray.Num() );
							GWarn->StatusUpdate( NodeIndex, SkelMeshArray.Num(), FText::Format( NSLOCTEXT("UnrealEd", "Importingf", "Importing ({NodeIndex} of {ArrayLength})"), Args ) );
						}
					}
				
					for (int32 i = 0; i < SkelMeshArray.Num(); i++)
					{
						delete SkelMeshArray[i];
					}
					
					// if total nodes we found is 0, we didn't find anything. 
					if (TotalNumNodes == 0)
					{
						FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_NoMeshFoundOnRoot", "Could not find any valid mesh on the root hierarchy. If you have mesh in the sub hierarchy, please enable option of [Import Meshes In Bone Hierarchy] when import.")), 
							FFbxErrors::SkeletalMesh_NoMeshFoundOnRoot);
					}
				}
				else if ( ImportUI->MeshTypeToImport == FBXIT_Animation )// animation
				{
					if (ImportOptions->SkeletonForAnimation)
					{
						// will return the last animation sequence that were added
						NewObject = UEditorEngine::ImportFbxAnimation( ImportOptions->SkeletonForAnimation, InParent, ImportUI->AnimSequenceImportData, *Filename, *Name.ToString(), true );
					}
				}
			}
			else
			{
				if (RootNodeToImport == NULL)
				{
					FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_InvalidRoot", "Could not find root node.")), FFbxErrors::SkeletalMesh_InvalidRoot);
				}
				else if (ImportUI->MeshTypeToImport == FBXIT_SkeletalMesh)
				{
					FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_InvalidBone", "Failed to find any bone hierarchy. Try disabling the \"Import As Skeletal\" option to import as a rigid mesh. ")), FFbxErrors::SkeletalMesh_InvalidBone);
				}
				else
				{
					FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_InvalidNode", "Could not find any node.")), FFbxErrors::SkeletalMesh_InvalidNode);
				}
			}
		}

		if (NewObject == NULL)
		{
			FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_NoObject", "Import failed.")), FFbxErrors::Generic_ImportingNewObjectFailed);
		}

		FbxImporter->ReleaseScene();
		Warn->EndSlowTask();
	}

	FEditorDelegates::OnAssetPostImport.Broadcast(this, NewObject);

	return NewObject;
}
예제 #3
0
UAnimSequence * UEditorEngine::ImportFbxAnimation( USkeleton* Skeleton, UObject* Outer, UFbxAnimSequenceImportData* TemplateImportData, const TCHAR* InFilename, const TCHAR* AnimName, bool bImportMorphTracks )
{
	check(Skeleton);

	UAnimSequence * NewAnimation=NULL;

	UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();

	const bool bPrevImportMorph = FFbxImporter->ImportOptions->bImportMorph;
	FFbxImporter->ImportOptions->bImportMorph = bImportMorphTracks;
	if ( !FFbxImporter->ImportFromFile( InFilename, FPaths::GetExtension( InFilename ) ) )
	{
		// Log the error message and fail the import.
		FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error);
	}
	else
	{
		// Log the import message and import the mesh.
		FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning);

		const FString Filename( InFilename );

		// Get Mesh nodes array that bind to the skeleton system, then morph animation is imported.
		TArray<FbxNode*> FBXMeshNodeArray;
		FbxNode* SkeletonRoot = FFbxImporter->FindFBXMeshesByBone(Skeleton->GetReferenceSkeleton().GetBoneName(0), true, FBXMeshNodeArray);

		if (!SkeletonRoot)
		{
			FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_CouldNotFindFbxTrack", "Mesh contains {0} bone as root but animation doesn't contain the root track.\nImport failed."), FText::FromName(Skeleton->GetReferenceSkeleton().GetBoneName(0)))), FFbxErrors::Animation_CouldNotFindRootTrack);

			FFbxImporter->ReleaseScene();
			return NULL;
		}

		// Check for blend shape curves that are not skinned.  Unskinned geometry can still contain morph curves
		if( bImportMorphTracks )
		{
			TArray<FbxNode*> MeshNodes;
			FFbxImporter->FillFbxMeshArray( FFbxImporter->Scene->GetRootNode(), MeshNodes, FFbxImporter );

			for( int32 NodeIndex = 0; NodeIndex < MeshNodes.Num(); ++NodeIndex )
			{
				// Its possible the nodes already exist so make sure they are only added once
				FBXMeshNodeArray.AddUnique( MeshNodes[NodeIndex] );
			}
		}

		TArray<FbxNode*> SortedLinks;
		FFbxImporter->RecursiveBuildSkeleton(SkeletonRoot, SortedLinks);

		if(SortedLinks.Num() == 0)
		{
			FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, LOCTEXT("Error_CouldNotBuildValidSkeleton", "Could not create a valid skeleton from the import data that matches the given Skeletal Mesh.  Check the bone names of both the Skeletal Mesh for this AnimSet and the animation data you are trying to import.")), 
				FFbxErrors::Animation_CouldNotBuildSkeleton);
		}
		else
		{
			NewAnimation = FFbxImporter->ImportAnimations( Skeleton, Outer, SortedLinks, AnimName, TemplateImportData, FBXMeshNodeArray);

			if( NewAnimation )
			{
				// since to know full path, reimport will need to do same
				UFbxAnimSequenceImportData* ImportData = UFbxAnimSequenceImportData::GetImportDataForAnimSequence(NewAnimation, TemplateImportData);
				ImportData->Update(UFactory::CurrentFilename);
			}
		}
	}

	FFbxImporter->ImportOptions->bImportMorph = bPrevImportMorph;
	FFbxImporter->ReleaseScene();

	return NewAnimation;
}
void FDestructibleMeshEditorViewportClient::ImportFBXChunks()
{
	// Get the FBX that we want to import
	TArray<FString> OpenFilenames;
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	bool bOpened = false;
	if (DesktopPlatform != NULL)
	{
		bOpened = DesktopPlatform->OpenFileDialog(
			NULL, 
			NSLOCTEXT("UnrealEd", "ImportMatineeSequence", "Import UnrealMatinee Sequence").ToString(),
			*(FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_IMPORT)),
			TEXT(""),
			TEXT("FBX document|*.fbx"),
			EFileDialogFlags::None, 
			OpenFilenames);
	}

	if (bOpened)
	{
		// Get the filename from dialog
		FString ImportFilename = OpenFilenames[0];
		FString FileName = OpenFilenames[0];
		FEditorDirectories::Get().SetLastDirectory(ELastDirectory::GENERIC_IMPORT, FPaths::GetPath(FileName)); // Save path as default for next time.

		const FString FileExtension = FPaths::GetExtension(FileName);
		const bool bIsFBX = FCString::Stricmp(*FileExtension, TEXT("FBX")) == 0;

		if (bIsFBX)
		{
			FlushRenderingCommands();

			UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
			if (FFbxImporter->ImportFromFile( *ImportFilename, FPaths::GetExtension( ImportFilename ) ) )
			{
				TArray<FbxNode*> FbxMeshArray;
				FFbxImporter->FillFbxMeshArray(FFbxImporter->Scene->GetRootNode(), FbxMeshArray, FFbxImporter);

				UFbxStaticMeshImportData* ImportData = NewObject<UFbxStaticMeshImportData>(GetTransientPackage(), NAME_None, RF_NoFlags, NULL);

				TArray<UStaticMesh*> ChunkMeshes;

				for (int32 i=0; i < FbxMeshArray.Num(); ++i)
				{
					UStaticMesh* TempStaticMesh = NULL;
					TempStaticMesh = (UStaticMesh*)FFbxImporter->ImportStaticMesh(GetTransientPackage(), FbxMeshArray[i], NAME_None, RF_NoFlags, ImportData, 0);

					ChunkMeshes.Add(TempStaticMesh);
				}

				UDestructibleMesh* DestructibleMesh = DestructibleMeshEditorPtr.Pin()->GetDestructibleMesh();
				if (DestructibleMesh)
				{
					DestructibleMesh->SetupChunksFromStaticMeshes(ChunkMeshes);
				}
			}

			FFbxImporter->ReleaseScene();

			// Update the viewport
			DestructibleMeshEditorPtr.Pin()->RefreshTool();
			DestructibleMeshEditorPtr.Pin()->SetCurrentPreviewDepth(0xFFFFFFFF);	// This will get clamped to the max depth
		}
		else
		{
			// Invalid filename 
		}
	}
#if WITH_APEX
#endif // WITH_APEX
}