| UObjectBase
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Module |
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Header |
/Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/LevelExporterUSDOptions.h |
Include |
#include "LevelExporterUSDOptions.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor, Blueprintable, HideCategories=Hidden)
class ULevelExporterUSDOptions : public UObject
Options for exporting levels to USD format.
Name | Description | ||
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BakeResolution |
Resolution to use when baking materials into textures |
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bBakeMaterials |
Whether to bake UE materials and add material bindings to the baked assets |
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bExportActorFolders |
Whether to use UE actor folders as empty prims |
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bExportSublayers |
If true, will export sub-levels as separate layers (referenced as sublayers). |
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bRemoveUnrealMaterials |
Whether to remove the 'unrealMaterial' attribute after binding the corresponding baked material |
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bSelectionOnly |
Whether to export only the selected actors, and assets used by them |
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bUsePayload |
If true, the actual static/skeletal mesh data is exported in "payload" files, and referenced via the payload composition arc |
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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 |
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float |
EndTimeCode |
EndTimeCode to be used for all exported layers |
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HighestLandscapeLOD |
Highest of the LOD indices to export landscapes with. |
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LandscapeBakeResolution |
Resolution to use when baking landscape materials into textures |
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LevelsToIgnore |
Names of levels that should be ignored when collecting actors to export (e.g. "Persistent Level", "Level1", "MySubLevel", etc.) |
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LowestLandscapeLOD |
Lowest of the LOD indices to export landscapes with (use 0 for full resolution) |
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PayloadFormat |
USD format to use for exported payload files |
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StageOptions |
Basic options about the stage to export |
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float |
StartTimeCode |
StartTimeCode to be used for all exported layers |