Working with USD Stage Prims

Workflows and actions you can perform while working with prims in the USD Stage Editor.

A USD Stage is a complex composition of layers that can have sublayers, references, and layered files. The USD Stage Editor in Unreal Engine enables you to work with and edit USDs.

This guide explores the actions and workflows you can use while working with USD files in Unreal Engine.

For more information on USD stages and terminology, see Pixar's Universal Scene Description Terms and Concepts.

Also, see the USD Stage Editor Quick Start to get started using the USD Stage Editor in Unreal Engine.

Duplicating Prims

The Duplicate rollout lists several options for duplicating a prim. USD is a complex format and it's not obvious in all cases what "duplication" means. Because of this, the USD Stage Editor provides multiple duplication methods that use slightly different approaches, and that can be useful in different situations.

Right-click context menu Duplicate menu rollout.

  • Flatten Composed Prim combines prim specs and makes a new prim with them, "flattening" everything. If the composed prim has an override on a spec, that override is the only opinion for that spec that will be visible on the duplicated prim.

  • Single Layer Specs duplicates the prim's specs on the current Edit Target only. You can use this option to duplicate a prim's specs on a given layer without also duplicating overrides defined on stronger layers. This option is only available when the current edit target has specs for the prim you are duplicating.

  • All Local Layer Specs duplicates each of the prim's specs across all local layers of the USD stage.

You can use a text editor to inspect the changes made to your USD file after saving it in the USD Stage Editor.

Cut/Copy/Paste Prims

The Cut and Copy actions always add flattened representations of the prims to the clipboard stage (similar to the Flatten Composed Prim method of duplicating prims). The Paste action always pastes the prims from the clipboard stage as children of the currently selected prim, on the current Edit Target.

The Clipboard Stage is a separate stage the USD Stage Editor keeps behind the scenes, independent of whatever stage is currently opened. Because of this, it is possible to use these actions to cut, copy, and paste prims across different opened USD Stages.

Adding References

You can give any prims on the USD Stage Editor a reference that points to another prim on the currently-loaded USD Stage or another USD file on your machine. Use the Add Reference option from the right-click context menu to open the Add Reference dialog where you can specify how you want the selected prim to reference another.

USD Add Reference window

Property

Description

Internal Reference

When enabled, the reference will target a prim on this stage.

Target File

Select the USD file to use as a reference.

Use Default Prim

Use the default prim of the target layer as the referenced prim.

Target Prim Path

When Use Default Prim is disabled, select a specific prim of the target stage as the referenced prim.

Advanced

Time Code Offset

Applies an offset to the referenced prim's timeline sampled attributes. For example, setting a value of 10 will delay the start of the referenced animation by 10 time codes.

Time Code Scale

The time scaling factor to apply to the referenced prim's timeline sampled attributes.

To add a reference to a prim on the currently-loaded USD Stage, enable Internal Reference and disable Use Default Prim. This disables the Target File option and enables the Target Prim Path option, where you can specify which prim to use.

To reference another USD layer, leave Internal Reference disabled so that you can specify it as the Target File. You can optionally disable Use Default Prim to specify a prim to use as a reference within the Target Layer. Leaving Use Default Prim enabled uses the default prim of the Target Layer as the referenced prim.

You can use Clear References on the right-click context menu to remove all references used by this prim.

Adding Payloads

Any prims on the USD Stage Editor can contain a payload. Analogous to references, you can add new payloads by right-clicking the prim and picking Add Payload, where you can specify the payload details.

USD Add Payload window

Property

Description

Internal Reference

When enabled, the payload will target a prim on this stage.

Target File

Select the USD file to use as a payload.

Use Default Prim

Use the default prim of the target layer as the payload prim.

Target Prim Path

When Use Default Prim is disabled, select a specific prim of the target layer as the payload prim.

Advanced

Time Code Offset

Applies an offset to the payload prim's timeline sampled attributes. For example, setting a value of 10 will delay the start of the payload animation by 10 time codes.

Time Code Scale

The time scaling factor to apply to the payload prim's time sampled attributes.

To add a payload to a prim on the currently loaded USD Stage, enable Internal Reference and disable Use Default Prim. This disables the Target File option and enables the Target Prim Path option, where you can specify which prim to use.

To use another USD layer as a payload, leave Internal Reference disabled so you can specify a Target File. You can optionally disable Use Default Prim to specify a prim to use as a payload within the Target Layer. Leaving Use Default Prim enabled uses the default prim of the Target Layer as the payload prim.

You can use Clear Payloads on the right-click context menu to remove all payloads used by this prim.

Isolate Layers

The Isolate option is useful when you want to see a particular subtree of layers and not the entire USD Stage. Behind the scenes, while you're picking a particular layer to isolate, you're seeing that layer and all of its sublayers.

You can access this option by right-clicking on the layer you want to isolate in the Layers panel.

Right-click option to isolate an Edit Target in the USD Stage Editor.

Isolating a layer only shows that layer and its sublayers. All other layers are grayed out to indicate they are present on the outer stage but not affecting the isolated stage.

To indicate a layer from the stage is isolated, the USD Stage window displays Isolated Mode in the top-right corner of the window. Clicking this message ends isolation mode and reverts back to the fully composed stage.

A button indicating an Edit Target is isolated currently.

Alternatively, you can stop isolating a layer by right-clicking on the same layer and selecting Stop Isolating.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Cancel