unreal.UsdConversionLibrary
¶
- class unreal.UsdConversionLibrary(outer=None, name='None')¶
Bases:
unreal.Object
Wrapped static conversion functions from the UsdUtilities module, so that they can be used via scripting
C++ Source:
Plugin: USDImporter
Module: USDExporter
File: USDConversionBlueprintLibrary.h
- classmethod add_payload(referencing_stage_path, referencing_prim_path, target_stage_path) None ¶
Add Payload
- classmethod get_actors_to_convert(world)¶
Get Actors to Convert
- classmethod get_loaded_level_names(world)¶
Returns the path name (e.g. “/Game/Maps/MyLevel”) of levels that are loaded on World. We use these to revert the World to its initial state after we force-stream levels in for exporting
- classmethod get_prim_path_for_object(actor_or_component, parent_prim_path='', use_actor_folders=False) str ¶
Get Prim Path for Object
- classmethod get_schema_name_for_component(component) str ¶
Get Schema Name for Component
- Parameters
component (SceneComponent) –
- Return type
- classmethod get_visible_in_editor_level_names(world)¶
Returns the path name (e.g. “/Game/Maps/MyLevel”) of levels that checked to be visible in the editor within World. We use these to revert the World to its initial state after we force-stream levels in for exporting
- classmethod make_path_relative_to_layer(anchor_layer_path, path_to_make_relative) str ¶
Make Path Relative to Layer
- classmethod reapply_sequencer_animations() None ¶
If we used ReverseSequencerAnimations to undo the effect of an opened sequencer before export, this function can be used to re-apply the sequencer state back to the level after the export is complete
- classmethod revert_sequencer_animations() None ¶
If we have the Sequencer open with a level sequence animating the level before export, this function can revert any actor or component to its unanimated state