unreal.UsdStageImportOptions
¶
-
class
unreal.
UsdStageImportOptions
(outer=None, name='None')¶ Bases:
unreal.Object
Usd Stage Import Options
C++ Source:
Plugin: USDImporter
Module: USDStageImporter
File: USDStageImportOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
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(bool): [Read-Write] Attempt to combine assets and components whenever possibleexisting_actor_policy
(ReplaceActorPolicy): [Read-Write] What should happen when imported actors and components try to overwrite existing actors and componentsexisting_asset_policy
(ReplaceAssetPolicy): [Read-Write] What should happen when imported assets try to overwrite existing assetsimport_actors
(bool): [Read-Write] Import Actorsimport_geometry
(bool): [Read-Write] Import Geometryimport_materials
(bool): [Read-Write] Import Materialsimport_skeletal_animations
(bool): [Read-Write] Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQueryimport_time
(float): [Read-Write] Time to evaluate the USD Stage for importinterpret_lo_ds
(bool): [Read-Write] When true, if a prim has a “LOD” variant set with variants named “LOD0”, “LOD1”, etc. where each contains a UsdGeomMesh, the importer will attempt to parse the meshes as separate LODs of a single UStaticMesh. When false, only the selected variant will be parsed as LOD0 of the UStaticMesh.meters_per_unit
(float): [Read-Write] Meters Per Unitprim_path_folder_structure
(bool): [Read-Write] When enabled, assets will be imported into a content folder structure according to their prim path. When disabled, assets are imported into content folders according to asset type (e.g. ‘Materials’, ‘StaticMeshes’, etc).purposes_to_import
(int32): [Read-Write] Only import prims with these specific purposes from the USD filereuse_identical_assets
(bool): [Read-Write] If enabled, whenever two different prims import into identical assets, only one of those assets will be kept and reused.
-
property
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¶ [Read-Write] Attempt to combine assets and components whenever possible
- Type
(bool)
-
property
existing_actor_policy
¶ [Read-Write] What should happen when imported actors and components try to overwrite existing actors and components
- Type
-
property
existing_asset_policy
¶ [Read-Write] What should happen when imported assets try to overwrite existing assets
- Type
-
property
import_skeletal_animations
¶ [Read-Write] Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQuery
- Type
(bool)
-
property
interpret_lo_ds
¶ [Read-Write] When true, if a prim has a “LOD” variant set with variants named “LOD0”, “LOD1”, etc. where each contains a UsdGeomMesh, the importer will attempt to parse the meshes as separate LODs of a single UStaticMesh. When false, only the selected variant will be parsed as LOD0 of the UStaticMesh.
- Type
(bool)
-
property
prim_path_folder_structure
¶ [Read-Write] When enabled, assets will be imported into a content folder structure according to their prim path. When disabled, assets are imported into content folders according to asset type (e.g. ‘Materials’, ‘StaticMeshes’, etc).
- Type
(bool)
-
property
purposes_to_import
¶ [Read-Write] Only import prims with these specific purposes from the USD file
- Type
(int32)