UUSDBatchImportOptions

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

USDImporter

Header

/Engine/Plugins/Importers/USDImporter/Source/USDImporter/Public/USDImportOptions.h

Include

#include "USDImportOptions.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorPerProjectUserSettings)
class UUSDBatchImportOptions : public UUSDImportOptions

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

bool

 

bGenerateUniqueMeshes

This setting determines what to do if more than one USD prim is found with the same name.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bImportMeshes

Whether or not to import mesh geometry or to just spawn actors using existing meshes

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

EExistingAssetP...

 

ExistingAssetPolicy

What should happen with existing assets

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

FDirectoryPath

 

PathForAssets

The path where new assets are imported

Public variable UProperty Category BlueprintReadWrite

TArray< UUSDBat...

 

SubTasks

Constructors

Name Description

Public function

UUSDBatchImportOptions

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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