unreal.UsdStageActor

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

Bases: Actor

Usd Stage Actor

C++ Source:

  • Plugin: USDImporter

  • Module: USDStage

  • File: USDStageActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] The GUID for this actor; this guid will be the same for actors from instanced streaming levels. see: ActorInstanceGuid, FActorInstanceGuidMapper note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults. See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • actor_instance_guid (Guid): [Read-Write] The instance GUID for this actor; this guid will be unique for actors from instanced streaming levels. see: ActorGuid note: This is not guaranteed to be valid during PostLoad in all situations, but safe to access from RegisterAllComponents.

  • allow_tick_before_begin_play (bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).

  • asset_cache (UsdAssetCache_Deprecated): [Read-Write] deprecated: Use the new AssetCache property instead, that uses UUsdAssetCache2 objects

  • async_physics_tick_enabled (bool): [Read-Write] Whether to use use the async physics tick with this actor.

  • auto_destroy_when_finished (bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered

  • call_pre_replication (bool): [Read-Write]

  • call_pre_replication_for_replay (bool): [Read-Write]

  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • content_bundle_guid (Guid): [Read-Write] The GUID for this actor’s content bundle.

  • custom_time_dilation (float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layer_assets (Array[DataLayerAsset]): [Read-Write]

  • data_layers (Array[ActorDataLayer]): [Read-Only] DataLayers the actor belongs to.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] Whether this actor should be considered or not during HLOD generation.

  • find_camera_component_when_view_target (bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hlod_layer (HLODLayer): [Read-Write] The UHLODLayer in which this actor should be included.

  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • initial_load_set (UsdInitialLoadSet): [Read-Write] These properties are configs so that spawned actors read them from the CDO when spawned. This allows the defaults for them to be configured on EditorPerProjectUserSettings.ini, and allows us to write to that config from the USD Stage Editor, specifying our options before the editor is attached to any stage actor.

  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.

  • interpolation_type (UsdInterpolationType): [Read-Write]

  • is_editor_only_actor (bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_main_world_only (bool): [Read-Write] If checked, this Actor will only get loaded in a main world (persistent level), it will not be loaded through Level Instances.

  • is_spatially_loaded (bool): [Read-Write] Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • 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

  • layers (Array[Name]): [Read-Write] Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • level_sequence (LevelSequence): [Read-Only]

  • material_purpose (Name): [Read-Write] Specifies which material purbose 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, materials slots are simply appended to the list.

  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently

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

  • net_cull_distance_squared (float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_released (ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • physics_replication_mode (PhysicsReplicationMode): [Read-Write] Which mode to replicate physics through for this actor. Only relevant if the actor replicates movement and has a component that simulate physics.

  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

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

  • relevant_for_level_bounds (bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • remote_role (NetRole): [Read-Only] Describes how much control the remote machine has over the actor.

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

  • replay_rewindable (bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.

  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()

  • role (NetRole): [Read-Only] Describes how much control the local machine has over the actor.

  • root_component (SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • root_layer (FilePath): [Read-Write]

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

  • runtime_grid (Name): [Read-Write] Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • scene_component (SceneComponent): [Read-Only]

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing.

  • time (float): [Read-Write] TimeCode to evaluate the USD stage at

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

  • usd_asset_cache (UsdAssetCache): [Read-Write]

property asset_cache: UsdAssetCache_Deprecated

[Read-Write] deprecated: Use the new AssetCache property instead, that uses UUsdAssetCache2 objects

Type:

(UsdAssetCache_Deprecated)

get_generated_assets(prim_path) Array[Object]

Gets the transient assets that were generated for a prim with a given prim path. Likely one asset (e.g. UStaticMesh), but can be multiple (USkeletalMesh, USkeleton, etc.)

Parameters:

prim_path (str) – Full path to the source prim, e.g. “/root_prim/my_mesh”

Returns:

The corresponding generated assets. May be empty if path is invalid or if that prim led to no generated assets.

Return type:

Array[Object]

get_generated_component(prim_path) SceneComponent

Gets the transient component that was generated for a prim with a given prim path. Warning: The lifetime of the component is managed by the AUsdStageActor, and it may be force-destroyed at any time (e.g. when closing the stage)

Parameters:

prim_path (str) – Full path to the source prim, e.g. “/root_prim/my_prim”

Returns:

The corresponding spawned component. It may correspond to a parent prim, if the prim at PrimPath was collapsed. Nullptr if path is invalid.

Return type:

SceneComponent

get_isolated_root_layer() str

Returns the root layer identifier of the currently isolated stage if we’re in isolated mode, and the empty string otherwise.

Return type:

str

get_level_sequence() LevelSequence

Get Level Sequence

Return type:

LevelSequence

get_source_prim_path(object) str

Gets the path to the prim that was parsed to generate the given Object.

Parameters:

object (Object) – UObject to query with. Can be one of the transient components generated when a stage was opened, or something like a UStaticMesh.

Returns:

The path to the source prim, e.g. “/root_prim/some_prim”. May be empty in case we couldn’t find the source prim.

Return type:

str

get_time() float

Get Time

Return type:

float

property initial_load_set: UsdInitialLoadSet

[Read-Only] These properties are configs so that spawned actors read them from the CDO when spawned. This allows the defaults for them to be configured on EditorPerProjectUserSettings.ini, and allows us to write to that config from the USD Stage Editor, specifying our options before the editor is attached to any stage actor.

Type:

(UsdInitialLoadSet)

property interpolation_type: UsdInterpolationType

[Read-Only]

Type:

(UsdInterpolationType)

property kinds_to_collapse: int

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

Type:

(Name)

property merge_identical_material_slots: bool

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

Type:

(bool)

property nanite_triangle_threshold: int

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

Type:

(int32)

new_stage() None

Creates a brand new, memory-only USD stage and opens it

property purposes_to_load: int

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

Type:

(int32)

property render_context: Name

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

Type:

(Name)

property root_layer: FilePath

[Read-Only]

Type:

(FilePath)

property root_motion_handling: UsdRootMotionHandling

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

Type:

(UsdRootMotionHandling)

property scene_component: SceneComponent

[Read-Only]

Type:

(SceneComponent)

set_asset_cache(new_cache) None

Set Asset Cache

Parameters:

new_cache (UsdAssetCache) –

set_collapse_top_level_point_instancers(collapse) None

Set Collapse Top Level Point Instancers

Parameters:

collapse (bool) –

set_initial_load_set(new_load_set) None

Set Initial Load Set

Parameters:

new_load_set (UsdInitialLoadSet) –

set_interpolation_type(new_type) None

Set Interpolation Type

Parameters:

new_type (UsdInterpolationType) –

set_isolated_root_layer(isolated_stage_root_layer) None

If IsolatedStageRootLayer is the identifier of one of the sublayers of the currently opened stage, this will enter isolated mode by creating a new stage with IsolatedStageRootLayer as its root, and displaying that. Provide an empty string to leave isolated mode.

Parameters:

isolated_stage_root_layer (str) –

set_kinds_to_collapse(new_kinds_to_collapse) None

Set Kinds to Collapse

Parameters:

new_kinds_to_collapse (int32) –

set_material_purpose(new_material_purpose) None

Set Material Purpose

Parameters:

new_material_purpose (Name) –

set_merge_identical_material_slots(merge) None

Set Merge Identical Material Slots

Parameters:

merge (bool) –

set_nanite_triangle_threshold(new_nanite_triangle_threshold) None

Set Nanite Triangle Threshold

Parameters:

new_nanite_triangle_threshold (int32) –

set_purposes_to_load(new_purposes_to_load) None

Set Purposes to Load

Parameters:

new_purposes_to_load (int32) –

set_render_context(new_render_context) None

Set Render Context

Parameters:

new_render_context (Name) –

set_root_layer(root_file_path) None

Set Root Layer

Parameters:

root_file_path (str) –

set_root_motion_handling(new_handling_strategy) None

Set Root Motion Handling

Parameters:

new_handling_strategy (UsdRootMotionHandling) –

set_time(time) None

Set Time

Parameters:

time (float) –

property usd_asset_cache: UsdAssetCache

[Read-Only]

Type:

(UsdAssetCache)