UDEPRECATED_UUSDImportOptions

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Inheritance Hierarchy

References

Module

USDImporter

Header

/Engine/Plugins/Importers/USDImporter/Source/USDImporter/Public/USDImportOptions.h

Include

#include "USDImportOptions.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorPerProjectUserSettings, Deprecated)
class UDEPRECATED_UUSDImportOptions : public UObject

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bApplyWorldTransformToGeometry

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bGenerateUniquePathPerUSDPrim

If checked, To enforce unique asset paths, all assets will be created in directories that match with their prim path e.g a USD path /root/myassets/myprim_mesh will generate the path in the game directory "/Game/myassets/" with a mesh asset called "myprim_mesh" within that path.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

EMaterialSearch...

 

MaterialSearchLocation

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

EUsdMeshImportT...

 

MeshImportType

Defines what should happen with existing actors

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

float

 

Scale

Constructors

Name Description

Public function

UDEPRECATED_UUSDImportOptions

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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