unreal.LevelSequenceExporterUsdOptions

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

Bases: Object

Options for level sequences to the USD format.

C++ Source:

  • Plugin: USDImporter

  • Module: USDExporter

  • File: LevelSequenceExporterUSDOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • end_frame (int32): [Read-Write] End Frame: Final frame of the level sequence to bake out to USD (inclusive)

  • export_level (bool): [Read-Write] Export Level: Exports the provided level alongside the layer that represents the exported Level Sequence

  • export_subsequences_as_layers (bool): [Read-Write] Export Subsequences as Layers: The effect of subsequences is always included on the main exported layer, but if this option is true we will also export individual sublayers for each subsequence, so that they can be used by themselves if needed.

  • level (World): [Read-Write] Level

  • level_export_options (LevelExporterUSDOptionsInner): [Read-Write] Level Export Options

  • override_export_range (bool): [Read-Write] Override Export Range: If checked will cause StartFrame and EndFrame to be used as the frame range for the level sequence export. If unchecked the existing playback range of each level sequence will be used instead.

  • 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.

  • re_export_identical_levels_and_sequences (bool): [Read-Write] Re Export Identical Levels and Sequences: Whether to export levels and LevelSequences even if the existing files already describe the same versions of compatible assets. This is only checked when bReplaceIdentical is set on the asset export task. Otherwise we’ll never overwrite files.

  • selection_only (bool): [Read-Write] Selection Only: Whether to export animations exclusively from selected actors or components

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

  • start_frame (int32): [Read-Write] Start Frame: Initial frame of the level sequence to bake out to USD (inclusive)

  • time_codes_per_second (float): [Read-Write] Time Codes Per Second: Value to bake all generated USD layers with

  • use_exported_level_as_sublayer (bool): [Read-Write] Use Exported Level as Sublayer: If checked this will also add the exported level as a sublayer to the USD files emitted for all exported level sequences

property end_frame: int

[Read-Write] End Frame: Final frame of the level sequence to bake out to USD (inclusive)

Type:

(int32)

property export_level: bool

[Read-Write] Export Level: Exports the provided level alongside the layer that represents the exported Level Sequence

Type:

(bool)

property export_subsequences_as_layers: bool

[Read-Write] Export Subsequences as Layers: The effect of subsequences is always included on the main exported layer, but if this option is true we will also export individual sublayers for each subsequence, so that they can be used by themselves if needed.

Type:

(bool)

property level: World

[Read-Write] Level

Type:

(World)

property level_export_options: LevelExporterUSDOptionsInner

[Read-Write] Level Export Options

Type:

(LevelExporterUSDOptionsInner)

property override_export_range: bool

[Read-Write] Override Export Range: If checked will cause StartFrame and EndFrame to be used as the frame range for the level sequence export. If unchecked the existing playback range of each level sequence will be used instead.

Type:

(bool)

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 re_export_identical_levels_and_sequences: bool

[Read-Write] Re Export Identical Levels and Sequences: Whether to export levels and LevelSequences even if the existing files already describe the same versions of compatible assets. This is only checked when bReplaceIdentical is set on the asset export task. Otherwise we’ll never overwrite files.

Type:

(bool)

property selection_only: bool

[Read-Write] Selection Only: Whether to export animations exclusively from selected actors or components

Type:

(bool)

property stage_options: UsdStageOptions

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

Type:

(UsdStageOptions)

property start_frame: int

[Read-Write] Start Frame: Initial frame of the level sequence to bake out to USD (inclusive)

Type:

(int32)

property time_codes_per_second: float

[Read-Write] Time Codes Per Second: Value to bake all generated USD layers with

Type:

(float)

property use_exported_level_as_sublayer: bool

[Read-Write] Use Exported Level as Sublayer: If checked this will also add the exported level as a sublayer to the USD files emitted for all exported level sequences

Type:

(bool)