UUsdConversionBlueprintContext

Wraps the UnrealToUsd component conversion functions from the USDUtilities module so that they can be used by scripting languages.

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UUsdConversionBlueprintContext

References

Module

USDExporter

Header

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

Include

#include "USDConversionBlueprintContext.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(ScriptName="UsdConversionContext"))
class UUsdConversionBlueprintContext : public UObject

Remarks

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.

Destructors

No destructors are accessible with public or protected access.

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

Cleanup()

Discards the currently opened stage.

Public function UFunction BlueprintCallable, Category

bool

 

ConvertCineCameraComponent

(
    const UCineCameraComponent* Co...,
    const FString& PrimPath
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertDirectionalLightComponent

(
    const UDirectionalLightComponent&#...,
    const FString& PrimPath,
    float TimeCode
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertInstancedFoliageActor

(
    const AInstancedFoliageActor* ...,
    const FString& PrimPath,
    ULevel* InstancesLevel,
    float TimeCode
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertLandscapeProxyActorMaterial

(
    ALandscapeProxy* Actor,
    const FString& PrimPath,
    const TArray< FPropertyEntry >& Pr...,
    const FIntPoint& DefaultTextureSiz...,
    const FDirectoryPath& TexturesDir,
    float TimeCode
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertLandscapeProxyActorMesh

(
    const ALandscapeProxy* Actor,
    const FString& PrimPath,
    int32 LowestLOD,
    int32 HighestLOD,
    float TimeCode
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertLightComponent

(
    const ULightComponentBase* Com...,
    const FString& PrimPath,
    float TimeCode
)

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

Public function UFunction BlueprintCallable, Category

bool

 

ConvertMeshComponent

(
    const UMeshComponent* Componen...,
    const FString& PrimPath
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertPointLightComponent

(
    const UPointLightComponent* Co...,
    const FString& PrimPath,
    float TimeCode
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertRectLightComponent

(
    const URectLightComponent* Com...,
    const FString& PrimPath,
    float TimeCode
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertSceneComponent

(
    const USceneComponent* Compone...,
    const FString& PrimPath
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertSkyLightComponent

(
    const USkyLightComponent* Comp...,
    const FString& PrimPath,
    float TimeCode
)

Public function UFunction BlueprintCallable, Category

bool

 

ConvertSpotLightComponent

(
    const USpotLightComponent* Com...,
    const FString& PrimPath,
    float TimeCode
)

Public function UFunction BlueprintCallable, Category

FFilePath

 

GetEditTarget()

Gets the filepath of the current edit target layer of our internal stage

Public function UFunction BlueprintCallable, Category

FFilePath

 

GetStageRootLayer()

Gets the file path of the root layer of our current stage

Public function UFunction BlueprintCallable, Category

void

 

SetEditTarget

(
    FFilePath EditTargetLayerPath
)

Sets the current edit target of our internal stage.

Public function UFunction BlueprintCallable, Category

void

 

SetStageRootLayer

(
    FFilePath StageRootLayerPath
)

Opens or creates a USD stage using `StageRootLayerPath_ as root layer, creating the root layer if needed.

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