| UObjectBase
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Module |
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Header |
/Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/USDConversionBlueprintContext.h |
Include |
#include "USDConversionBlueprintContext.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(ScriptName="UsdConversionContext"))
class UUsdConversionBlueprintContext : public UObject
Wraps the UnrealToUsd component conversion functions from the USDUtilities module so that they can be used by scripting languages.
This is an instanceable object instead of just static functions so that the USDStage to use for the conversions can be provided and cached between function calls, which is helpful because we're forced to provide at most prim and layer file paths (as opposed to direct pxr::UsdPrim objects).
We can't provide the pxr::UsdPrim object directly because USD types can't be part of C++ function signatures that are automatically exposed to scripting languages. Lucikly we can use UsdUtils' stage cache to make sure that C++ and e.g. Python are still referencing the same USD Stage in memory, so that we can e.g. use these functions to convert data within stages created via Python.
No destructors are accessible with public or protected access.
Name | Description | ||
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Cleanup() |
Discards the currently opened stage. |
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ConvertCineCameraComponent ( |
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ConvertDirectionalLightComponent ( |
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ConvertInstancedFoliageActor ( |
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ConvertLandscapeProxyActorMaterial ( |
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ConvertLandscapeProxyActorMesh ( |
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ConvertLightComponent ( |
We manually convert the FLT_MAX value into Usd.TimeCode.Default().GetValue() within the functions though, so if you want the Default timecode just omit the argument We are also forced to copypaste the FLT_MAX value (3.402823466e+38F) in here as the default arguments are parsed before the preprocessor replaces the defines |
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ConvertMeshComponent ( |
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ConvertPointLightComponent ( |
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ConvertRectLightComponent ( |
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ConvertSceneComponent ( |
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ConvertSkyLightComponent ( |
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ConvertSpotLightComponent ( |
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GetEditTarget() |
Gets the filepath of the current edit target layer of our internal stage |
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GetStageRootLayer() |
Gets the file path of the root layer of our current stage |
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SetEditTarget ( |
Sets the current edit target of our internal stage. |
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SetStageRootLayer ( |
Opens or creates a USD stage using `StageRootLayerPath_ as root layer, creating the root layer if needed. |