unreal.LevelExporterUSDOptions

class unreal.LevelExporterUSDOptions(outer=None, name='None')

Bases: unreal.Object

Options for exporting levels to USD format.

C++ Source:

  • Plugin: USDImporter

  • Module: USDExporter

  • File: LevelExporterUSDOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bake_materials (bool): [Read-Write] Whether to bake UE materials and add material bindings to the baked assets

  • bake_resolution (IntPoint): [Read-Write] Resolution to use when baking materials into textures

  • current_task (AssetExportTask): [Read-Only] We temporarily stash our export task here as a way of passing our options down to the Python exporter, that does the actual level exporting

  • end_time_code (float): [Read-Write] EndTimeCode to be used for all exported layers

  • export_actor_folders (bool): [Read-Write] Whether to use UE actor folders as empty prims

  • export_sublayers (bool): [Read-Write] If true, will export sub-levels as separate layers (referenced as sublayers). If false, will collapse all sub-levels in a single exported root layer

  • highest_landscape_lod (int32): [Read-Write] Highest of the LOD indices to export landscapes with. Each value above 0 halves resolution. The max value depends on the number of components and sections per component of each landscape, and may be clamped.

  • landscape_bake_resolution (IntPoint): [Read-Write] Resolution to use when baking landscape materials into textures

  • levels_to_ignore (Set(str)): [Read-Write] Names of levels that should be ignored when collecting actors to export (e.g. “Persistent Level”, “Level1”, “MySubLevel”, etc.)

  • lowest_landscape_lod (int32): [Read-Write] Lowest of the LOD indices to export landscapes with (use 0 for full resolution)

  • payload_format (str): [Read-Write] USD format to use for exported payload files

  • remove_unreal_materials (bool): [Read-Write] Whether to remove the ‘unrealMaterial’ attribute after binding the corresponding baked material

  • selection_only (bool): [Read-Write] Whether to export only the selected actors, and assets used by them

  • stage_options (UsdStageOptions): [Read-Write] Basic options about the stage to export

  • start_time_code (float): [Read-Write] StartTimeCode to be used for all exported layers

  • use_payload (bool): [Read-Write] If true, the actual static/skeletal mesh data is exported in “payload” files, and referenced via the payload composition arc

property bake_materials

[Read-Write] Whether to bake UE materials and add material bindings to the baked assets

Type

(bool)

property bake_resolution

[Read-Write] Resolution to use when baking materials into textures

Type

(IntPoint)

property current_task

[Read-Only] We temporarily stash our export task here as a way of passing our options down to the Python exporter, that does the actual level exporting

Type

(AssetExportTask)

property end_time_code

[Read-Write] EndTimeCode to be used for all exported layers

Type

(float)

property export_actor_folders

[Read-Write] Whether to use UE actor folders as empty prims

Type

(bool)

property export_sublayers

[Read-Write] If true, will export sub-levels as separate layers (referenced as sublayers). If false, will collapse all sub-levels in a single exported root layer

Type

(bool)

property highest_landscape_lod

[Read-Write] Highest of the LOD indices to export landscapes with. Each value above 0 halves resolution. The max value depends on the number of components and sections per component of each landscape, and may be clamped.

Type

(int32)

property landscape_bake_resolution

[Read-Write] Resolution to use when baking landscape materials into textures

Type

(IntPoint)

property levels_to_ignore

[Read-Write] Names of levels that should be ignored when collecting actors to export (e.g. “Persistent Level”, “Level1”, “MySubLevel”, etc.)

Type

(Set(str))

property lowest_landscape_lod

[Read-Write] Lowest of the LOD indices to export landscapes with (use 0 for full resolution)

Type

(int32)

property payload_format

[Read-Write] USD format to use for exported payload files

Type

(str)

property remove_unreal_materials

[Read-Write] Whether to remove the ‘unrealMaterial’ attribute after binding the corresponding baked material

Type

(bool)

property selection_only

[Read-Write] Whether to export only the selected actors, and assets used by them

Type

(bool)

property stage_options

[Read-Write] Basic options about the stage to export

Type

(UsdStageOptions)

property start_time_code

[Read-Write] StartTimeCode to be used for all exported layers

Type

(float)

property use_payload

[Read-Write] If true, the actual static/skeletal mesh data is exported in “payload” files, and referenced via the payload composition arc

Type

(bool)