unreal.UsdStageImportOptions

class unreal.UsdStageImportOptions(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Usd Stage Import Options

C++ Source:

  • Plugin: USDImporter

  • Module: USDStageImporter

  • File: USDStageImportOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • existing_actor_policy (ReplaceActorPolicy): [Read-Write] What should happen when imported actors and components try to overwrite existing actors and components

  • existing_asset_policy (ReplaceAssetPolicy): [Read-Write] What should happen when imported assets try to overwrite existing assets

  • groom_interpolation_settings (Array[HairGroupsInterpolation]): [Read-Write] Groom group interpolation settings

  • import_actors (bool): [Read-Write]

  • import_at_specific_time_code (bool): [Read-Write] When true the stage will be evaluated at ImportTimeCode for the import. When false, the stage will be evaluated at the default (non-animated) timecode

  • import_geometry (bool): [Read-Write]

  • import_level_sequences (bool): [Read-Write]

  • import_materials (bool): [Read-Write]

  • import_only_used_materials (bool): [Read-Write] If this is checked, only materials actively used by the stage and import settings will be parsed. If this is unchecked, all materials present on the stage will be parsed.

  • import_skeletal_animations (bool): [Read-Write] Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQuery

  • import_time_code (float): [Read-Write] TimeCode to evaluate the stage for import, in case bImportAtSpecificTimeCode is enabled

  • interpret_lo_ds (bool): [Read-Write] When true, if a prim has a “LOD” variant set with variants named “LOD0”, “LOD1”, etc. where each contains a UsdGeomMesh, the importer will attempt to parse the meshes as separate LODs of a single UStaticMesh. When false, only the selected variant will be parsed as LOD0 of the UStaticMesh.

  • kinds_to_collapse (int32): [Read-Write] 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

  • material_purpose (Name): [Read-Write] Specifies which material purpose to use when parsing USD material bindings, in addition to the “allPurpose” fallback

  • merge_identical_material_slots (bool): [Read-Write] If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot. Otherwise, material slots are simply appended to the list.

  • nanite_triangle_threshold (int32): [Read-Write] Try enabling Nanite for static meshes that are generated with at least this many triangles

  • override_stage_options (bool): [Read-Write] Whether to use the specified StageOptions instead of the stage’s own settings

  • prim_path_folder_structure (bool): [Read-Write] When enabled, assets will be imported into a content folder structure according to their prim path. When disabled, assets are imported into content folders according to asset type (e.g. ‘Materials’, ‘StaticMeshes’, etc).

  • prims_to_import (Array[str]): [Read-Write] List of paths of prims to import (e.g. [“/Root/MyBox”, “/Root/OtherPrim”]). Importing a prim will import its entire subtree. If this list contains the root prim path the entire stage will be imported (default value).

  • purposes_to_import (int32): [Read-Write] Only import prims with these specific purposes from the USD file

  • render_context_to_import (Name): [Read-Write] Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context.

  • root_motion_handling (UsdRootMotionHandling): [Read-Write] Describes what to add to the root bone animation within generated AnimSequences, if anything

  • stage_options (UsdStageOptions): [Read-Write] Custom StageOptions to use for the stage

property existing_actor_policy: ReplaceActorPolicy

[Read-Write] What should happen when imported actors and components try to overwrite existing actors and components

Type:

(ReplaceActorPolicy)

property existing_asset_policy: ReplaceAssetPolicy

[Read-Write] What should happen when imported assets try to overwrite existing assets

Type:

(ReplaceAssetPolicy)

property groom_interpolation_settings: None

[Read-Write] Groom group interpolation settings

Type:

(Array[HairGroupsInterpolation])

property import_actors: bool

[Read-Write]

Type:

(bool)

property import_at_specific_time_code: bool

[Read-Write] When true the stage will be evaluated at ImportTimeCode for the import. When false, the stage will be evaluated at the default (non-animated) timecode

Type:

(bool)

property import_geometry: bool

[Read-Write]

Type:

(bool)

property import_level_sequences: bool

[Read-Write]

Type:

(bool)

property import_materials: bool

[Read-Write]

Type:

(bool)

property import_only_used_materials: bool

[Read-Write] If this is checked, only materials actively used by the stage and import settings will be parsed. If this is unchecked, all materials present on the stage will be parsed.

Type:

(bool)

property import_skeletal_animations: bool

[Read-Write] Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQuery

Type:

(bool)

property import_time_code: float

[Read-Write] TimeCode to evaluate the stage for import, in case bImportAtSpecificTimeCode is enabled

Type:

(float)

property interpret_lo_ds: bool

[Read-Write] When true, if a prim has a “LOD” variant set with variants named “LOD0”, “LOD1”, etc. where each contains a UsdGeomMesh, the importer will attempt to parse the meshes as separate LODs of a single UStaticMesh. When false, only the selected variant will be parsed as LOD0 of the UStaticMesh.

Type:

(bool)

property kinds_to_collapse: int

[Read-Write] 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

Type:

(int32)

property material_purpose: Name

[Read-Write] Specifies which material purpose to use when parsing USD material bindings, in addition to the “allPurpose” fallback

Type:

(Name)

property merge_identical_material_slots: bool

[Read-Write] If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot. Otherwise, material slots are simply appended to the list.

Type:

(bool)

property nanite_triangle_threshold: int

[Read-Write] Try enabling Nanite for static meshes that are generated with at least this many triangles

Type:

(int32)

property override_stage_options: bool

[Read-Write] Whether to use the specified StageOptions instead of the stage’s own settings

Type:

(bool)

property prim_path_folder_structure: bool

[Read-Write] When enabled, assets will be imported into a content folder structure according to their prim path. When disabled, assets are imported into content folders according to asset type (e.g. ‘Materials’, ‘StaticMeshes’, etc).

Type:

(bool)

property prims_to_import: None

[Read-Write] List of paths of prims to import (e.g. [“/Root/MyBox”, “/Root/OtherPrim”]). Importing a prim will import its entire subtree. If this list contains the root prim path the entire stage will be imported (default value).

Type:

(Array[str])

property purposes_to_import: int

[Read-Write] Only import prims with these specific purposes from the USD file

Type:

(int32)

property render_context_to_import: Name

[Read-Write] Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context.

Type:

(Name)

property root_motion_handling: UsdRootMotionHandling

[Read-Write] Describes what to add to the root bone animation within generated AnimSequences, if anything

Type:

(UsdRootMotionHandling)

property stage_options: UsdStageOptions

[Read-Write] Custom StageOptions to use for the stage

Type:

(UsdStageOptions)