예제 #1
0
	void ImportSkeletalMeshLOD( class USkeletalMesh* SelectedSkelMesh, const FString& Filename, int32 LODLevel )
	{
		// Check the file extension for FBX. Anything that isn't .FBX is rejected
		const FString FileExtension = FPaths::GetExtension(Filename);
		const bool bIsFBX = FCString::Stricmp(*FileExtension, TEXT("FBX")) == 0;

		if (bIsFBX)
		{
#if WITH_APEX_CLOTHING
			FClothingBackup ClothingBackup;

			if(LODLevel == 0)
			{
				ApexClothingUtils::BackupClothingDataFromSkeletalMesh(SelectedSkelMesh, ClothingBackup);
			}
#endif// #if WITH_APEX_CLOTHING

			UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
			// don't import material and animation
			UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
			ImportOptions->bImportMaterials = false;
			ImportOptions->bImportTextures = false;
			ImportOptions->bImportAnimations = false;

			if ( !FFbxImporter->ImportFromFile( *Filename, FPaths::GetExtension( Filename ) ) )
			{
				// Log the error message and fail the import.
				FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_ParseFailed", "FBX file parsing failed.")), FFbxErrors::Generic_FBXFileParseFailed);
			}
			else
			{
				bool bUseLODs = true;
				int32 MaxLODLevel = 0;
				TArray< TArray<FbxNode*>* > MeshArray;
				TArray<FString> LODStrings;
				TArray<FbxNode*>* MeshObject = NULL;;

				// Populate the mesh array
				FFbxImporter->FillFbxSkelMeshArrayInScene(FFbxImporter->Scene->GetRootNode(), MeshArray, false);

				// Nothing found, error out
				if (MeshArray.Num() == 0)
				{
					FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_NoMesh", "No meshes were found in file.")), FFbxErrors::Generic_MeshNotFound);
					FFbxImporter->ReleaseScene();
					return;
				}

				MeshObject = MeshArray[0];

				// check if there is LODGroup for this skeletal mesh
				for (int32 j = 0; j < MeshObject->Num(); j++)
				{
					FbxNode* Node = (*MeshObject)[j];
					if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
					{
						// get max LODgroup level
						if (MaxLODLevel < (Node->GetChildCount() - 1))
						{
							MaxLODLevel = Node->GetChildCount() - 1;
						}
					}
				}

				// No LODs found, switch to supporting a mesh array containing meshes instead of LODs
				if (MaxLODLevel == 0)
				{
					bUseLODs = false;
					MaxLODLevel = SelectedSkelMesh->LODInfo.Num();
				}

				// Create LOD dropdown strings
				LODStrings.AddZeroed(MaxLODLevel + 1);
				LODStrings[0] = FString::Printf( TEXT("Base") );
				for(int32 i = 1; i < MaxLODLevel + 1; i++)
				{
					LODStrings[i] = FString::Printf(TEXT("%d"), i);
				}


				int32 SelectedLOD = LODLevel;
				if (SelectedLOD > SelectedSkelMesh->LODInfo.Num())
				{
					// Make sure they don't manage to select a bad LOD index
					FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FBXImport_InvalidLODIdx", "Invalid mesh LOD index {0}, no prior LOD index exists"), FText::AsNumber(SelectedLOD))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex);
				}
				else
				{
					TArray<FbxNode*> SkelMeshNodeArray;

					if (bUseLODs || ImportOptions->bImportMorph)
					{
						for (int32 j = 0; j < MeshObject->Num(); j++)
						{
							FbxNode* Node = (*MeshObject)[j];
							if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
							{
								if (Node->GetChildCount() > SelectedLOD)
								{
									SkelMeshNodeArray.Add(Node->GetChild(SelectedLOD));
								}
								else // in less some LODGroups have less level, use the last level
								{
									SkelMeshNodeArray.Add(Node->GetChild(Node->GetChildCount() - 1));
								}
							}
							else
							{
								SkelMeshNodeArray.Add(Node);
							}
						}
					}

					// Import mesh
					USkeletalMesh* TempSkelMesh = NULL;
					// @todo AssetImportData does this temp skeletal mesh need import data?
					UFbxSkeletalMeshImportData* TempAssetImportData = NULL;
					TempSkelMesh = (USkeletalMesh*)FFbxImporter->ImportSkeletalMesh(GetTransientPackage(), bUseLODs? SkelMeshNodeArray: *MeshObject, NAME_None, (EObjectFlags)0, TempAssetImportData);

					// Add imported mesh to existing model
					bool bImportSucceeded = false;
					if( TempSkelMesh )
					{
						bImportSucceeded = FFbxImporter->ImportSkeletalMeshLOD(TempSkelMesh, SelectedSkelMesh, SelectedLOD);

						// Mark package containing skeletal mesh as dirty.
						SelectedSkelMesh->MarkPackageDirty();
					}

					if(ImportOptions->bImportMorph)
					{
						FFbxImporter->ImportFbxMorphTarget(SkelMeshNodeArray, SelectedSkelMesh, SelectedSkelMesh->GetOutermost(), SelectedLOD);
					}

					if (bImportSucceeded)
					{
						// Notification of success
						FNotificationInfo NotificationInfo(FText::GetEmpty());
						NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(SelectedLOD));
						NotificationInfo.ExpireDuration = 5.0f;
						FSlateNotificationManager::Get().AddNotification(NotificationInfo);
					}
					else
					{
						// Notification of failure
						FNotificationInfo NotificationInfo(FText::GetEmpty());
						NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "LODImportFail", "Failed to import mesh for LOD {0}!"), FText::AsNumber(SelectedLOD));
						NotificationInfo.ExpireDuration = 5.0f;
						FSlateNotificationManager::Get().AddNotification(NotificationInfo);
					}
				}

				// Cleanup
				for (int32 i=0; i<MeshArray.Num(); i++)
				{
					delete MeshArray[i];
				}					
			}
			FFbxImporter->ReleaseScene();

#if WITH_APEX_CLOTHING
			if(LODLevel == 0)
			{
				ApexClothingUtils::ReapplyClothingDataToSkeletalMesh(SelectedSkelMesh, ClothingBackup);
			}
			ApexClothingUtils::ReImportClothingSectionsFromClothingAsset(SelectedSkelMesh);
#endif// #if WITH_APEX_CLOTHING
		}
	}
예제 #2
0
	void ImportStaticMeshLOD( UStaticMesh* BaseStaticMesh, const FString& Filename, int32 LODLevel )
	{
		UE_LOG(LogExportMeshUtils, Log, TEXT("Fbx LOD loading"));
		// logger for all error/warnings
		// this one prints all messages that are stored in FFbxImporter
		// this function seems to get called outside of FBX factory
		UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
		UnFbx::FFbxLoggerSetter Logger(FFbxImporter);

		// don't import materials
		UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
		ImportOptions->bImportMaterials = false;
		ImportOptions->bImportTextures = false;

		if ( !FFbxImporter->ImportFromFile( *Filename, FPaths::GetExtension( Filename ) ) )
		{
			// Log the error message and fail the import.
			// @todo verify if the message works
			FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error);
		}
		else
		{
			FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning);

			bool bUseLODs = true;
			int32 MaxLODLevel = 0;
			TArray< TArray<FbxNode*>* > LODNodeList;
			TArray<FString> LODStrings;

			// Create a list of LOD nodes
			PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs);

			// No LODs, so just grab all of the meshes in the file
			if (MaxLODLevel == 0)
			{
				bUseLODs = false;
				MaxLODLevel = BaseStaticMesh->GetNumLODs();

				// Create a list of meshes
				PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs);

				// Nothing found, error out
				if (LODNodeList.Num() == 0)
				{
					FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText(LOCTEXT("Prompt_NoMeshFound", "No meshes were found in file."))), FFbxErrors::Generic_Mesh_MeshNotFound);

					FFbxImporter->ReleaseScene();
					return;
				}
			}

			// Display the LOD selection dialog
			if (LODLevel > BaseStaticMesh->GetNumLODs())
			{
				// Make sure they don't manage to select a bad LOD index
				FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("Prompt_InvalidLODIndex", "Invalid mesh LOD index {0}, as no prior LOD index exists!"), FText::AsNumber(LODLevel))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex);
			}
			else
			{
				// Import mesh
				UStaticMesh* TempStaticMesh = NULL;
				TempStaticMesh = (UStaticMesh*)FFbxImporter->ImportStaticMeshAsSingle(GetTransientPackage(), *(LODNodeList[bUseLODs? LODLevel: 0]), NAME_None, RF_NoFlags, NULL, BaseStaticMesh, LODLevel);

				// Add imported mesh to existing model
				if( TempStaticMesh )
				{
					// Update mesh component
					BaseStaticMesh->MarkPackageDirty();

					// Import worked
					FNotificationInfo NotificationInfo(FText::GetEmpty());
					NotificationInfo.Text = FText::Format(LOCTEXT("LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(LODLevel));
					NotificationInfo.ExpireDuration = 5.0f;
					FSlateNotificationManager::Get().AddNotification(NotificationInfo);
				}
				else
				{
					// Import failed
					FNotificationInfo NotificationInfo(FText::GetEmpty());
					NotificationInfo.Text = FText::Format(LOCTEXT("LODImportFail", "Failed to import mesh for LOD {0}!"), FText::AsNumber( LODLevel ));
					NotificationInfo.ExpireDuration = 5.0f;
					FSlateNotificationManager::Get().AddNotification(NotificationInfo);
				}
			}

			// Cleanup
			for (int32 i = 0; i < LODNodeList.Num(); ++i)
			{
				delete LODNodeList[i];
			}
		}
		FFbxImporter->ReleaseScene();
	}
예제 #3
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 #4
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;
}
예제 #5
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;
}
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
}
EReimportResult::Type UReimportFbxSceneFactory::Reimport(UObject* Obj)
{
	ReimportData = GetFbxSceneImportData(Obj);
	if (!ReimportData)
	{
		return EReimportResult::Failed;
	}

	//We will call other factory store the filename value since UFactory::CurrentFilename is static
	FbxImportFileName = ReimportData->SourceFbxFile;

	UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();
	UnFbx::FFbxLoggerSetter Logger(FbxImporter);
	GWarn->BeginSlowTask(NSLOCTEXT("FbxSceneReImportFactory", "BeginReImportingFbxSceneTask", "ReImporting FBX scene"), true);

	GlobalImportSettings = FbxImporter->GetImportOptions();

	//Fill the original options
	for (auto kvp : ReimportData->NameOptionsMap)
	{
		if (kvp.Key.Compare(DefaultOptionName) == 0)
		{
			SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(kvp.Value, GlobalImportSettings);
			NameOptionsMap.Add(kvp.Key, GlobalImportSettings);
		}
		else
		{
			NameOptionsMap.Add(kvp.Key, kvp.Value);
		}
	}

	//Always convert the scene
	GlobalImportSettings->bConvertScene = true;
	GlobalImportSettings->bImportScene = ReimportData->bImportScene;

	//Read the fbx and store the hierarchy's information so we can reuse it after importing all the model in the fbx file
	if (!FbxImporter->ImportFromFile(*FbxImportFileName, FPaths::GetExtension(FbxImportFileName)))
	{
		// Log the error message and fail the import.
		GWarn->Log(ELogVerbosity::Error, FbxImporter->GetErrorMessage());
		FbxImporter->ReleaseScene();
		FbxImporter = nullptr;
		GWarn->EndSlowTask();
		return EReimportResult::Failed;
	}

	FString PackageName = "";
	Obj->GetOutermost()->GetName(PackageName);
	Path = FPaths::GetPath(PackageName);

	UnFbx::FbxSceneInfo SceneInfo;
	//Read the scene and found all instance with their scene information.
	FbxImporter->GetSceneInfo(FbxImportFileName, SceneInfo);

	//Convert old structure to the new scene export structure
	TSharedPtr<FFbxSceneInfo> SceneInfoPtr = ConvertSceneInfo(&SceneInfo);
	//Get import material info
	ExtractMaterialInfo(FbxImporter, SceneInfoPtr);

	if (!ReimportData->bCreateFolderHierarchy)
	{
		for (TSharedPtr<FFbxMeshInfo> MeshInfo : SceneInfoPtr->MeshInfo)
		{
			FString AssetName = Path + TEXT("/") + MeshInfo->Name;
			MeshInfo->SetOriginalImportPath(AssetName);
			FString OriginalFullImportName = PackageTools::SanitizePackageName(AssetName);
			OriginalFullImportName = OriginalFullImportName + TEXT(".") + PackageTools::SanitizePackageName(MeshInfo->Name);
			MeshInfo->SetOriginalFullImportName(OriginalFullImportName);
		}
	}
	else
	{
		TSet<uint64> AssetPathDone;
		FString AssetPath = Path;
		for (TSharedPtr<FFbxNodeInfo> NodeInfo : SceneInfoPtr->HierarchyInfo)
		{
			//Iterate the hierarchy and build the original path
			RecursivelyCreateOriginalPath(FbxImporter, NodeInfo, AssetPath, AssetPathDone);
		}
	}

	FillSceneHierarchyPath(SceneInfoPtr);

	FbxSceneReimportStatusMap MeshStatusMap;
	FbxSceneReimportStatusMap NodeStatusMap;
	bool bCanReimportHierarchy = ReimportData->HierarchyType == (int32)EFBXSceneOptionsCreateHierarchyType::FBXSOCHT_CreateBlueprint && !ReimportData->BluePrintFullName.IsEmpty();

	if (!GetFbxSceneReImportOptions(FbxImporter
		, SceneInfoPtr
		, ReimportData->SceneInfoSourceData
		, GlobalImportSettings
		, SceneImportOptions
		, SceneImportOptionsStaticMesh
		, NameOptionsMap
		, MeshStatusMap
		, NodeStatusMap
		, bCanReimportHierarchy
		, Path))
	{
		//User cancel the scene import
		FbxImporter->ReleaseScene();
		FbxImporter = nullptr;
		GlobalImportSettings = nullptr;
		GWarn->EndSlowTask();
		return EReimportResult::Cancelled;
	}
	
	GlobalImportSettingsReference = new UnFbx::FBXImportOptions();
	SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(GlobalImportSettings, GlobalImportSettingsReference);

	//Overwrite the reimport asset data with the new data
	ReimportData->SceneInfoSourceData = SceneInfoPtr;
	ReimportData->SourceFbxFile = FPaths::ConvertRelativePathToFull(FbxImportFileName);
	ReimportData->bImportScene = GlobalImportSettingsReference->bImportScene;
	//Copy the options map
	ReimportData->NameOptionsMap.Reset();
	for (auto kvp : NameOptionsMap)
	{
		ReimportData->NameOptionsMap.Add(kvp.Key, kvp.Value);
	}

	FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
	TArray<FAssetData> AssetDataToDelete;
	for (TSharedPtr<FFbxMeshInfo> MeshInfo : SceneInfoPtr->MeshInfo)
	{
		//Delete all the delete asset
		if (!MeshStatusMap.Contains(MeshInfo->OriginalImportPath))
		{
			continue;
		}
		EFbxSceneReimportStatusFlags MeshStatus = *(MeshStatusMap.Find(MeshInfo->OriginalImportPath));
		if ((MeshStatus & EFbxSceneReimportStatusFlags::Removed) == EFbxSceneReimportStatusFlags::None || (MeshStatus & EFbxSceneReimportStatusFlags::ReimportAsset) == EFbxSceneReimportStatusFlags::None)
		{
			continue;
		}
		//Make sure we load all package that will be deleted
		UPackage* PkgExist = LoadPackage(nullptr, *(MeshInfo->GetImportPath()), LOAD_Verify | LOAD_NoWarn);
		if (PkgExist == nullptr)
		{
			continue;
		}
		PkgExist->FullyLoad();
		//Find the asset
		AssetDataToDelete.Add(AssetRegistryModule.Get().GetAssetByObjectPath(FName(*(MeshInfo->GetFullImportName()))));
	}

	AllNewAssets.Empty();
	AssetToSyncContentBrowser.Empty();
	EReimportResult::Type ReimportResult = EReimportResult::Succeeded;
	//Reimport and add asset
	for (TSharedPtr<FFbxMeshInfo> MeshInfo : SceneInfoPtr->MeshInfo)
	{
		if (!MeshStatusMap.Contains(MeshInfo->OriginalImportPath))
		{
			continue;
		}
		EFbxSceneReimportStatusFlags MeshStatus = *(MeshStatusMap.Find(MeshInfo->OriginalImportPath));
		
		//Set the import status for the next reimport
		MeshInfo->bImportAttribute = (MeshStatus & EFbxSceneReimportStatusFlags::ReimportAsset) != EFbxSceneReimportStatusFlags::None;
		
		if ((MeshStatus & EFbxSceneReimportStatusFlags::Removed) != EFbxSceneReimportStatusFlags::None ||
			(MeshStatus & EFbxSceneReimportStatusFlags::ReimportAsset) == EFbxSceneReimportStatusFlags::None)
		{
			continue;
		}

		if (((MeshStatus & EFbxSceneReimportStatusFlags::Same) != EFbxSceneReimportStatusFlags::None || (MeshStatus & EFbxSceneReimportStatusFlags::Added) != EFbxSceneReimportStatusFlags::None) &&
			(MeshStatus & EFbxSceneReimportStatusFlags::FoundContentBrowserAsset) != EFbxSceneReimportStatusFlags::None)
		{
			//Reimport over the old asset
			if (!MeshInfo->bIsSkelMesh)
			{
				ReimportResult = ReimportStaticMesh(FbxImporter, MeshInfo);
			}
			else
			{
				//TODO reimport skeletal mesh
			}
		}
		else if ((MeshStatus & EFbxSceneReimportStatusFlags::Added) != EFbxSceneReimportStatusFlags::None || (MeshStatus & EFbxSceneReimportStatusFlags::Same) != EFbxSceneReimportStatusFlags::None)
		{
			//Create a package for this node
			//Get Parent hierarchy name to create new package path
			ReimportResult = ImportStaticMesh(FbxImporter, MeshInfo, SceneInfoPtr);
		}
	}

	//Put back the default option in the static mesh import data, so next import will have those last import option
	SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(GlobalImportSettingsReference, GlobalImportSettings);
	SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(GlobalImportSettingsReference, SceneImportOptionsStaticMesh);
	SceneImportOptionsStaticMesh->FillStaticMeshInmportData(StaticMeshImportData, SceneImportOptions);
	StaticMeshImportData->SaveConfig();

	//Update the blueprint
	UBlueprint *ReimportBlueprint = nullptr;
	if (bCanReimportHierarchy && GlobalImportSettingsReference->bImportScene)
	{
		ReimportBlueprint = UpdateOriginalBluePrint(ReimportData->BluePrintFullName, &NodeStatusMap, SceneInfoPtr, ReimportData->SceneInfoSourceData, AssetDataToDelete);
	}

	//Remove the deleted meshinfo node from the reimport data
	TArray<TSharedPtr<FFbxMeshInfo>> ToRemoveHierarchyNode;
	for (TSharedPtr<FFbxMeshInfo> MeshInfo : ReimportData->SceneInfoSourceData->MeshInfo)
	{
		EFbxSceneReimportStatusFlags MeshStatus = *(MeshStatusMap.Find(MeshInfo->OriginalImportPath));
		if ((MeshStatus & EFbxSceneReimportStatusFlags::Removed) != EFbxSceneReimportStatusFlags::None)
		{
			ToRemoveHierarchyNode.Add(MeshInfo);
		}
	}
	for (TSharedPtr<FFbxMeshInfo> MeshInfo : ToRemoveHierarchyNode)
	{
		ReimportData->SceneInfoSourceData->MeshInfo.Remove(MeshInfo);
	}
	ReimportData->Modify();
	ReimportData->PostEditChange();
	
	//Make sure the content browser is in sync before we delete
	FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
	ContentBrowserModule.Get().SyncBrowserToAssets(AssetToSyncContentBrowser);

	if (AssetDataToDelete.Num() > 0)
	{
		bool AbortDelete = false;
		if (ReimportBlueprint != nullptr)
		{
			//Save the blueprint to avoid reference from the old blueprint
			FAssetData ReimportBlueprintAsset(ReimportBlueprint);
			TArray<UPackage*> Packages;
			Packages.Add(ReimportBlueprintAsset.GetPackage());
			FEditorFileUtils::PromptForCheckoutAndSave(Packages, false, false);

			//Make sure the Asset registry is up to date after the save
			TArray<FString> Paths;
			Paths.Add(ReimportBlueprintAsset.PackagePath.ToString());
			AssetRegistryModule.Get().ScanPathsSynchronous(Paths, true);
		}

		if (!AbortDelete)
		{
			//Delete the asset and use the normal dialog to make sure the user understand he will remove some content
			//The user can decide to cancel the delete or not. This will not interrupt the reimport process
			//The delete is done at the end because we want to remove the blueprint reference before deleting object
			ObjectTools::DeleteAssets(AssetDataToDelete, true);
		}
	}
	//Make sure the content browser is in sync
	ContentBrowserModule.Get().SyncBrowserToAssets(AssetToSyncContentBrowser);
	
	AllNewAssets.Empty();
	
	GlobalImportSettings = nullptr;
	GlobalImportSettingsReference = nullptr;

	FbxImporter->ReleaseScene();
	FbxImporter = nullptr;
	GWarn->EndSlowTask();
	return EReimportResult::Succeeded;
}