unreal.AnimSequenceExporterUSDOptions

class unreal.AnimSequenceExporterUSDOptions(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: Object

Options for exporting skeletal mesh animations to USD format.

C++ Source:

  • Plugin: USDImporter

  • Module: USDExporter

  • File: AnimSequenceExporterUSDOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • export_preview_mesh (bool): [Read-Write] Export Preview Mesh: Whether to also export the skeletal mesh data of the preview mesh

  • preview_mesh_options (UsdMeshAssetOptions): [Read-Write] Preview Mesh Options: Export options to use for the preview mesh, if enabled

  • re_export_identical_assets (bool): [Read-Write] Re Export Identical Assets: Whether to export any asset (StaticMesh, Material, etc.) even if the existing file already describes the same version of a compatible asset. This is only checked when bReplaceIdentical is set on the asset export task. Otherwise we’ll never overwrite files.

  • stage_options (UsdStageOptions): [Read-Write] Stage Options: Export options to use for the layer where the animation is emitted

property export_preview_mesh: bool

[Read-Write] Export Preview Mesh: Whether to also export the skeletal mesh data of the preview mesh

Type:

(bool)

property preview_mesh_options: UsdMeshAssetOptions

[Read-Write] Preview Mesh Options: Export options to use for the preview mesh, if enabled

Type:

(UsdMeshAssetOptions)

property re_export_identical_assets: bool

[Read-Write] Re Export Identical Assets: Whether to export any asset (StaticMesh, Material, etc.) even if the existing file already describes the same version of a compatible asset. This is only checked when bReplaceIdentical is set on the asset export task. Otherwise we’ll never overwrite files.

Type:

(bool)

property stage_options: UsdStageOptions

[Read-Write] Stage Options: Export options to use for the layer where the animation is emitted

Type:

(UsdStageOptions)