UUsdStageImportOptions

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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(Config=EditorPerProjectUserSettings)
class UUsdStageImportOptions : public UObject

Variables

Name Description

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

 

bImportLevelSequences

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

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 BlueprintReadWrite Config

int32

 

NaniteTriangleThreshold

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

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