unreal.UUSDImportOptions
¶
-
class
unreal.
UUSDImportOptions
(outer=None, name='None')¶ Bases:
unreal.Object
UUSDImport Options
C++ Source:
Plugin: USDImporter
Module: USDImporter
File: USDImportOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_world_transform_to_geometry
(bool): [Read-Write] Apply World Transform to Geometrygenerate_unique_path_per_usd_prim
(bool): [Read-Write] If checked, To enforce unique asset paths, all assets will be created in directories that match with their prim path e.g a USD path /root/myassets/myprim_mesh will generate the path in the game directory “/Game/myassets/” with a mesh asset called “myprim_mesh” within that path.material_search_location
(MaterialSearchLocation): [Read-Write] Material Search Locationmesh_import_type
(UsdMeshImportType): [Read-Write] Defines what should happen with existing actorsscale
(float): [Read-Write] Scale
-
property
apply_world_transform_to_geometry
¶ [Read-Write] Apply World Transform to Geometry
- Type
(bool)
-
property
generate_unique_path_per_usd_prim
¶ [Read-Write] If checked, To enforce unique asset paths, all assets will be created in directories that match with their prim path e.g a USD path /root/myassets/myprim_mesh will generate the path in the game directory “/Game/myassets/” with a mesh asset called “myprim_mesh” within that path.
- Type
(bool)
-
property
material_search_location
¶ [Read-Write] Material Search Location
- Type
-
property
mesh_import_type
¶ [Read-Write] Defines what should happen with existing actors
- Type