UUsdStageImportOptions

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UUsdStageImportOptions

References

Module

USDStageImporter

Header

/Engine/Plugins/Importers/USDImporter/Source/USDStageImporter/Public/USDStageImportOptions.h

Include

#include "USDStageImportOptions.h"

Syntax

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

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

bool

 

bCollapse

Attempt to combine assets and components whenever possible

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

bool

 

bImportActors

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

bool

 

bImportGeometry

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

bool

 

bImportMaterials

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

bool

 

bImportSkeletalAnimations

Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQuery

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

bool

 

bInterpretLODs

When true, if a prim has a "LOD" variant set with variants named "LOD0", "LOD1", etc.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bOverrideStageOptions

Whether to use the specified StageOptions instead of the stage's own settings

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bPrimPathFolderStructure

When enabled, assets will be imported into a content folder structure according to their prim path.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

bool

 

bReuseIdenticalAssets

If enabled, whenever two different prims import into identical assets, only one of those assets will be kept and reused.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

EReplaceActorPo...

 

ExistingActorPolicy

What should happen when imported actors and components try to overwrite existing actors and components

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

EReplaceAssetPo...

 

ExistingAssetPolicy

What should happen when imported assets try to overwrite existing assets

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

float

 

ImportTime

Time to evaluate the USD Stage for import

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

int32

 

PurposesToImport

Only import prims with these specific purposes from the USD file

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

FName

 

RenderContextToImport

Specifies which set of shaders to use, defaults to universal.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

FUsdStageOption...

 

StageOptions

Custom StageOptions to use for the stage

Constructors

Name Description

Public function

UUsdStageImportOptions

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

EnableActorImport

(
    bool bEnable
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss