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 componentsexisting_asset_policy
(ReplaceAssetPolicy): [Read-Write] What should happen when imported assets try to overwrite existing assetsgroom_interpolation_settings
(Array[HairGroupsInterpolation]): [Read-Write] Groom group interpolation settingsimport_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) timecodeimport_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 UsdSkelAnimQueryimport_time_code
(float): [Read-Write] TimeCode to evaluate the stage for import, in case bImportAtSpecificTimeCode is enabledinterpret_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 Meshmaterial_purpose
(Name): [Read-Write] Specifies which material purpose to use when parsing USD material bindings, in addition to the “allPurpose” fallbackmerge_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 trianglesoverride_stage_options
(bool): [Read-Write] Whether to use the specified StageOptions instead of the stage’s own settingsprim_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 filerender_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 anythingstage_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:
- property existing_asset_policy: ReplaceAssetPolicy¶
[Read-Write] What should happen when imported assets try to overwrite existing assets
- Type:
- 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_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).
- 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:
- property stage_options: UsdStageOptions¶
[Read-Write] Custom StageOptions to use for the stage
- Type: