AUsdStageActor

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Inheritance Hierarchy

References

Module

USDStage

Header

/Engine/Plugins/Importers/USDImporter/Source/USDStage/Public/USDStageActor.h

Include

#include "USDStageActor.h"

Syntax

UCLASS(MinimalAPI)
class AUsdStageActor : public AActor

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

EUsdInitialLoad...

 

InitialLoadSet

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

EUsdInterpolati...

 

InterpolationType

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadOnly

int32

 

KindsToCollapse

Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadOnly

int32

 

NaniteTriangleThreshold

Try enabling Nanite for static meshes that are generated with at least this many triangles

Public variable

FOnStageActorEv...

 

OnActorDestroyed

Public variable

FOnPrimChanged

 

OnPrimChanged

Public variable

FOnStageActorEv...

 

OnStageChanged

Public variable

FOnUsdStageTime...

 

OnTimeChanged

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadOnly

int32

 

PurposesToLoad

Only load prims with these specific purposes from the USD file

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

FName

 

RenderContext

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadOnly

FFilePath

 

RootLayer

Constructors

Name Description

Public function

AUsdStageActor()

Functions

Name Description

Protected function

void

 

AnimatePrims()

Public function

void

 

BlockMonitoringLevelSequenceForThisTransaction()

Public function

UUsdPrimTwin...

 

ExpandPrim

(
    const UE::FUsdPrim& Prim,
    FUsdSchemaTranslationContext& Tran...
)

Public function

UUsdAssetCac...

 

GetAssetCache()

Public function UFunction BlueprintCallable, Category, Meta

TArray< UObj...

 

GetGeneratedAssets

(
    const FString& PrimPath
)

Gets the transient assets that were generated for a prim with a given prim path.

Public function UFunction BlueprintCallable, Category, Meta

USceneCompon...

 

GetGeneratedComponent

(
    const FString& PrimPath
)

Gets the transient component that was generated for a prim with a given prim path.

Public function UFunction BlueprintCallable, Category, Meta

ULevelSequen...

 

GetLevelSequence()

Public function

TMap< FStrin...

 

GetMaterialToPrimvarToUVIndex()

Public function

UUsdPrimTwin...

 

GetOrCreatePrimTwin

(
    const UE::FSdfPath& UsdPrimPath
)

Public function

UE::FUsdStag...

 

GetOrLoadUsdStage()

Public function UFunction BlueprintCallable, Category, Meta

FString

 

GetSourcePrimPath

(
    UObject* Object
)

Gets the path to the prim that was parsed to generate the given `Object_.

Public function

float

 

GetTime()

Public function Const UFunction BlueprintCallable, Category, Meta

float

 

GetTime()

Public function Const

const FUsdLi...

 

GetUsdListener()

Public function

FUsdListener...

 

GetUsdListener()

Public function

UE::FUsdStag...

 

GetUsdStage()

Public function Const

const UE::FU...

 

GetUsdStage()

Public function

void

 

HandleTransactionStateChanged

(
    const FTransactionContext& InTrans...,
    const ETransactionStateEventType In...
)

Public function Const

bool

 

IsListeningToUsdNotices()

Protected function

void

 

LoadAsset

(
    FUsdSchemaTranslationContext& Tran...,
    const UE::FUsdPrim& Prim
)

Loads the asset for a single prim

Protected function

void

 

LoadAssets

(
    FUsdSchemaTranslationContext& Tran...,
    const UE::FUsdPrim& StartPrim
)

Loads the assets for all prims from StartPrim and its children

Public function

void

 

OnPostUsdImport

(
    FString FilePath
)

Public function

void

 

OnPreUsdImport

(
    FString FilePath
)

Public function Const

void

 

Refresh()

Public function

void

 

ReloadAnimations()

Public function

void

 

ResumeListeningToUsdNotices()

Public function

void

 

ResumeMonitoringLevelSequence()

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetInitialLoadSet

(
    EUsdInitialLoadSet NewLoadSet
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetInterpolationType

(
    EUsdInterpolationType NewType
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetKindsToCollapse

(
    int32 NewKindsToCollapse
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetNaniteTriangleThreshold

(
    int32 NewNaniteTriangleThreshold
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetPurposesToLoad

(
    int32 NewPurposesToLoad
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetRenderContext

(
    const FName& NewRenderContext
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetRootLayer

(
    const FString& RootFilePath
)

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetTime

(
    float InTime
)

Public function

void

 

StopListeningToUsdNotices()

Control whether we respond to USD notices or not.

Public function

void

 

StopMonitoringLevelSequence()

Prevents writing back data to the USD stage whenever our LevelSequences are modified

Public function

void

 

UpdatePrim

(
    const UE::FSdfPath& UsdPrimPath,
    bool bResync,
    FUsdSchemaTranslationContext& Tran...
)

Overridden from AActor

Name Description

Public function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual

void

 

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.

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Public function Virtual

void

 

PostUnregisterAllComponents()

Called after all currently registered components are cleared

Public function Virtual

void

 

Reset()

Reset actor to initial state - used when restarting level without reloading.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostRename

(
    UObject* OldOuter,
    const FName OldName
)

Called at the end of Rename(), but only if the rename was actually carried out

Public function Virtual

void

 

PostTransacted

(
    const FTransactionObjectEvent& Tra...
)

Called after the object has been transacted in some way.

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

Public function Virtual

void

 

PreEditUndo()

Called before applying a transaction to the object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Classes

Typedefs

Name

Description

FOnUsdStageTimeChanged

Constants

Name

Description

OnActorLoaded