ULevelExporterUSDOptions

Options for exporting levels to USD format.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

ULevelExporterUSDOptions

References

Module

USDExporter

Header

/Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/LevelExporterUSDOptions.h

Include

#include "LevelExporterUSDOptions.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor, Blueprintable, HideCategories=Hidden)
class ULevelExporterUSDOptions : public UObject

Remarks

Options for exporting levels to USD format.

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

FIntPoint

 

BakeResolution

Resolution to use when baking materials into textures

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bBakeMaterials

Whether to bake UE materials and add material bindings to the baked assets

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bExportActorFolders

Whether to use UE actor folders as empty prims

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bExportSublayers

If true, will export sub-levels as separate layers (referenced as sublayers).

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

bool

 

bRemoveUnrealMaterials

Whether to remove the 'unrealMaterial' attribute after binding the corresponding baked material

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bSelectionOnly

Whether to export only the selected actors, and assets used by them

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bUsePayload

If true, the actual static/skeletal mesh data is exported in "payload" files, and referenced via the payload composition arc

Public variable UProperty Category BlueprintReadOnly visibleanywhere

UAssetExportTas...

 

CurrentTask

We temporarily stash our export task here as a way of passing our options down to the Python exporter, that does the actual level exporting

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

float

 

EndTimeCode

EndTimeCode to be used for all exported layers

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

int32

 

HighestLandscapeLOD

Highest of the LOD indices to export landscapes with.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

FIntPoint

 

LandscapeBakeResolution

Resolution to use when baking landscape materials into textures

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

TSet< FString >

 

LevelsToIgnore

Names of levels that should be ignored when collecting actors to export (e.g. "Persistent Level", "Level1", "MySubLevel", etc.)

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

int32

 

LowestLandscapeLOD

Lowest of the LOD indices to export landscapes with (use 0 for full resolution)

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

FString

 

PayloadFormat

USD format to use for exported payload files

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

FUsdStageOption...

 

StageOptions

Basic options about the stage to export

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

float

 

StartTimeCode

StartTimeCode to be used for all exported layers

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