| UObjectBase
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Module |
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Header |
/Engine/Plugins/Importers/USDImporter/Source/USDStage/Public/USDStageActor.h |
Include |
#include "USDStageActor.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI)
class AUsdStageActor : public AActor
Name | Description | ||
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InitialLoadSet |
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OnActorDestroyed |
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OnPrimChanged |
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OnStageChanged |
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OnTimeChanged |
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PurposesToLoad |
Only load prims with these specific purposes from the USD file |
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RenderContext |
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RootLayer |
Name | Description | |
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AUsdStageActor() |
Name | Description | |
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~AUsdStageActor() |
Name | Description | ||
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Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending |
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PostActorCreated() |
Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. |
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PostRegisterAllComponents() |
Called after all the components in the Components array are registered, called both in editor and during gameplay |
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PostUnregisterAllComponents() |
Called after all currently registered components are cleared |
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Reset() |
Reset actor to initial state - used when restarting level without reloading. |
Name | Description | ||
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostTransacted ( |
Called after the object has been transacted in some way. |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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PreEditUndo() |
Called before applying a transaction to the object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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FOnActorLoaded |
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FOnPrimChanged |
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FOnStageActorEvent |
Name |
Description |
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FOnUsdStageTimeChanged |
Name |
Description |
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OnActorLoaded |