Figured out where I actually need to add code, and added code there.
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@@ -207,7 +207,7 @@ struct OpenFbxImporterData
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return false;
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}
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int32 AddMaterial(ImportedModelData& result, const ofbx::Material* mat, const Material* instanceOf)
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int32 AddMaterial(ImportedModelData& result, const ofbx::Material* mat)
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{
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int32 index = Materials.Find(mat);
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if (index == -1)
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@@ -542,6 +542,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
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else
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aMaterial = aMesh->getMaterial(0);
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}
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mesh.MaterialSlotIndex = data.AddMaterial(result, aMaterial);
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// Vertex positions
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@@ -30,6 +30,7 @@
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#include "Engine/Tools/TextureTool/TextureTool.h"
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#include "Engine/ContentImporters/AssetsImportingManager.h"
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#include "Engine/ContentImporters/CreateMaterial.h"
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#include "Engine/ContentImporters/CreateMaterialInstance.h"
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#include "Engine/ContentImporters/CreateCollisionData.h"
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#include "Editor/Utilities/EditorUtilities.h"
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#include <ThirdParty/meshoptimizer/meshoptimizer.h>
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@@ -862,24 +863,57 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
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importedFileNames.Add(filename);
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#if COMPILE_WITH_ASSETS_IMPORTER
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auto assetPath = autoImportOutput / filename + ASSET_FILES_EXTENSION_WITH_DOT;
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CreateMaterial::Options materialOptions;
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materialOptions.Diffuse.Color = material.Diffuse.Color;
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if (material.Diffuse.TextureIndex != -1)
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materialOptions.Diffuse.Texture = data.Textures[material.Diffuse.TextureIndex].AssetID;
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materialOptions.Diffuse.HasAlphaMask = material.Diffuse.HasAlphaMask;
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materialOptions.Emissive.Color = material.Emissive.Color;
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if (material.Emissive.TextureIndex != -1)
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materialOptions.Emissive.Texture = data.Textures[material.Emissive.TextureIndex].AssetID;
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materialOptions.Opacity.Value = material.Opacity.Value;
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if (material.Opacity.TextureIndex != -1)
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materialOptions.Opacity.Texture = data.Textures[material.Opacity.TextureIndex].AssetID;
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if (material.Normals.TextureIndex != -1)
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materialOptions.Normals.Texture = data.Textures[material.Normals.TextureIndex].AssetID;
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if (material.TwoSided || material.Diffuse.HasAlphaMask)
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materialOptions.Info.CullMode = CullMode::TwoSided;
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if (!Math::IsOne(material.Opacity.Value) || material.Opacity.TextureIndex != -1)
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materialOptions.Info.BlendMode = MaterialBlendMode::Transparent;
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AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialTag, assetPath, material.AssetID, &materialOptions);
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if (options.ImportMaterialsAsInstances) {
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LOG(Warning, "Did work poggers");
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if (AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialInstanceTag, assetPath, material.AssetID))
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{
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LOG(Error, "Failed to create material instance.");
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return true;
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}
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else
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{
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MaterialInstance* materialInstance = (MaterialInstance*) LoadAsset(material.AssetID, ScriptingTypeHandle());
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if (materialInstance == nullptr)
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{
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LOG(Error, "Failed to find created material instance.");
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return true;
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}
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MaterialBase *materialInstanceOf = (MaterialBase*) LoadAsset(options.InstanceToImportAs, ScriptingTypeHandle());
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if (materialInstanceOf == nullptr)
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{
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LOG(Error, "Failed to find the material to create an instance of.");
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return true;
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}
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materialInstance->SetBaseMaterial(materialInstanceOf);
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if (materialInstance->Save())
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{
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LOG(Error, "Failed to save the material instance.");
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return true;
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}
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}
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}
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else {
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CreateMaterial::Options materialOptions;
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materialOptions.Diffuse.Color = material.Diffuse.Color;
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if (material.Diffuse.TextureIndex != -1)
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materialOptions.Diffuse.Texture = data.Textures[material.Diffuse.TextureIndex].AssetID;
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materialOptions.Diffuse.HasAlphaMask = material.Diffuse.HasAlphaMask;
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materialOptions.Emissive.Color = material.Emissive.Color;
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if (material.Emissive.TextureIndex != -1)
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materialOptions.Emissive.Texture = data.Textures[material.Emissive.TextureIndex].AssetID;
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materialOptions.Opacity.Value = material.Opacity.Value;
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if (material.Opacity.TextureIndex != -1)
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materialOptions.Opacity.Texture = data.Textures[material.Opacity.TextureIndex].AssetID;
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if (material.Normals.TextureIndex != -1)
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materialOptions.Normals.Texture = data.Textures[material.Normals.TextureIndex].AssetID;
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if (material.TwoSided || material.Diffuse.HasAlphaMask)
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materialOptions.Info.CullMode = CullMode::TwoSided;
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if (!Math::IsOne(material.Opacity.Value) || material.Opacity.TextureIndex != -1)
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materialOptions.Info.BlendMode = MaterialBlendMode::Transparent;
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AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialTag, assetPath, material.AssetID, &materialOptions);
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}
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#endif
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}
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