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API > API/Plugins > API/Plugins/DatasmithImporter > API/Plugins/DatasmithImporter/ObjectElements
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDatasmithSceneElementBase
- UDatasmithSceneElement
References
| Module | DatasmithImporter |
| Header | /Engine/Plugins/Enterprise/DatasmithImporter/Source/DatasmithImporter/Public/ObjectElements/DatasmithUSceneElement.h |
| Include | #include "ObjectElements/DatasmithUSceneElement.h" |
Syntax
UCLASS (BlueprintType, Transient)
class UDatasmithSceneElementBase : public UObject
Variables
Constructors
| Type | Name | Description | |
|---|---|---|---|
UDatasmithSceneElementBase
(
const FObjectInitializer& ObjectInitializer |
UDatasmithSceneElementBase |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AttachActor
(
UDatasmithActorElement* NewParent, |
Attach the actor to its new parent. Detach the actor if it was already attached. | |
| void | AttachActorToSceneRoot
(
UDatasmithActorElement* NewParent, |
Attach the actor to the scene root. Detach the actor if it was already attached. | |
| UDatasmithCameraActorElement * | CreateCameraActor
(
FName InElementName |
Create a new Camera Actor and add it to the Datasmith scene | |
| UDatasmithLevelVariantSetsElement * | CreateLevelVariantSets
(
FName InElementName |
Create a new level variant sets and add it to the Datasmith scene | |
| UDatasmithMeshElement * | CreateMesh
(
FName InElementName |
Create a new Mesh and add it to the Datasmith scene | |
| UDatasmithMeshActorElement * | CreateMeshActor
(
FName InElementName |
Create a new MeshActor and add it to the Datasmith scene | |
| UDatasmithTextureElement * | CreateTexture
(
FName InElementName |
Create a new Texture and add it to the Datasmith scene | |
| UDatasmithActorElement * | FindOrAddActorElement
(
const TSharedPtr< IDatasmithActorElement >& InElement |
||
| UDatasmithVariantSetElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithVariantSetElement >& InElement |
||
| UDatasmithVariantElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithVariantElement >& InElement |
||
| UDatasmithActorBindingElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithActorBindingElement >& InElement |
||
| UDatasmithObjectPropertyCaptureElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithObjectPropertyCaptureElement >& InElement |
||
| UDatasmithPropertyCaptureElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithPropertyCaptureElement >& InElement |
||
| UDatasmithCustomActorElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithCustomActorElement >& InElement |
||
| UDatasmithMetaDataElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithMetaDataElement >& InElement |
||
| UDatasmithLightActorElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithLightActorElement >& InElement |
||
| UDatasmithPostProcessElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithPostProcessElement >& InElement |
||
| UDatasmithCameraActorElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithCameraActorElement >& InElement |
||
| UDatasmithLevelVariantSetsElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithLevelVariantSetsElement >& InElement |
||
| UDatasmithMeshActorElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithMeshActorElement >& InElement |
||
| UDatasmithMeshElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithMeshElement >& InElement |
||
| UDatasmithMaterialIDElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithMaterialIDElement >& InElement |
||
| UDatasmithTextureElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithTextureElement >& InElement |
||
| UDatasmithBaseMaterialElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithBaseMaterialElement >& InElement |
||
| UDatasmithObjectElement * | FindOrAddElement
(
const TSharedPtr< IDatasmithElement >& InElement |
UDatasmithSceneElementBase Find Or Add | |
| TArray< UDatasmithCameraActorElement * > | Create an array with all the CameraActor in the Datasmith scene without taking into account the hierarchy. | ||
| TArray< UDatasmithCustomActorElement * > | Create an array with all the CustomActor in the Datasmith scene without taking into account the hierarchy. | ||
| TArray< UDatasmithLevelVariantSetsElement * > | Create an array with all the level variants sets from the Datasmith scene Use CreateLevelVariantSets -or- RemoveLevelVariantSets to modify the Datasmith scene. | ||
| TArray< UDatasmithLightActorElement * > | Create an array with all the LightActor in the Datasmith scene without taking into account the hierarchy. | ||
| TArray< UDatasmithBaseMaterialElement * > | Create an array with all the Materials in the Datasmith scene | ||
| TArray< UDatasmithMeshActorElement * > | Create an array with all the MeshActor in the Datasmith scene without taking into account the hierarchy. | ||
| void | GetAllMetaData
(
TSubclassOf< UDatasmithObjectElement > ObjectClass, |
Find all metadata elements associated with objects of the given type. | |
| void | GetAllObjectsAndValuesForKey
(
const FString& Key, |
Find all objects of the given type that have a metadata element that contains the given key and their associated values. | |
| TArray< UDatasmithCameraActorElement * > | Create an array with the CameraActor in the Datasmith scene that are at the root level of the hierarchy. | ||
| TArray< UDatasmithCustomActorElement * > | Create an array with the CustomActor in the Datasmith scene that are at the root level of the hierarchy. | ||
| int32 | Returns the time taken to export the scene | ||
| FString | Returns the Datasmith version used to export the scene | ||
| FString | GetHost () |
Sets the name of the host application which created the scene | |
| TArray< UDatasmithLightActorElement * > | Create an array with the LightActor in the Datasmith scene that are at the root level of the hierarchy. | ||
| TArray< UDatasmithMeshActorElement * > | Create an array with the MeshActor in the Datasmith scene that are at the root level of the hierarchy. | ||
| UDatasmithMeshElement * | GetMeshByPathName
(
const FString& MeshPathName |
Find in the Datasmith scene the MeshElement that correspond to the mesh path name. | |
| TArray< UDatasmithMeshElement * > | GetMeshes () |
Create an array with all the Mesh in the Datasmith scene. | |
| UDatasmithMetaDataElement * | GetMetaDataForObject
(
UDatasmithObjectElement* Object |
||
| void | GetMetaDataKeysAndValuesForValue
(
UDatasmithObjectElement* Object, |
Get the keys and values for which the associated value contains the string to match for the metadata element associated with the given object. | |
| FString | GetMetaDataValueForKey
(
UDatasmithObjectElement* Object, |
Get the value associated with the given key of the metadata element associated with the given object. | |
| UDatasmithPostProcessElement * | Get the Postprocess used by the scene. Can be invalid. | ||
| FString | Returns the product name of the application used to export the scene | ||
| FString | Returns the product version of the application used to export the scene | ||
| TSharedPtr< class IDatasmithScene > | |||
| TArray< UDatasmithTextureElement * > | GetTextures () |
Create an array with all the Textures in the Datasmith scene. | |
| bool | Physical Sky could be generated in a large amount of modes, like material, lights etc that's why it has been added as static, just enable it and it is done. | ||
| FString | GetUserID () |
Returns the user identifier who exported the scene | |
| FString | GetUserOS () |
Returns the OS name used by user who exported the scene | |
| FString | GetVendor () |
Returns the vendor name of the application used to export the scene | |
| bool | IsElementValid
(
const TWeakPtr< IDatasmithMeshActorElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithLightActorElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithCameraActorElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithTextureElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithPostProcessElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithMetaDataElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithCustomActorElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithBasePropertyCaptureElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithActorBindingElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithVariantElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithMeshElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithMaterialIDElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithLevelVariantSetsElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithVariantSetElement >& Element |
||
| bool | IsElementValid
(
const TWeakPtr< IDatasmithBaseMaterialElement >& Element |
||
| void | RemoveCameraActor
(
UDatasmithCameraActorElement* InMeshActor, |
Remove the Camera actor from the Datasmith scene | |
| void | RemoveCustomActor
(
UDatasmithCustomActorElement* InCustomActor, |
Remove the LightActor from the Datasmith scene | |
| void | RemoveLevelVariantSets
(
UDatasmithLevelVariantSetsElement* InElement |
Remove the level variant sets from the Datasmith scene | |
| void | RemoveLightActor
(
UDatasmithLightActorElement* InLightActor, |
Remove the LightActor from the Datasmith scene | |
| void | RemoveMaterial
(
UDatasmithBaseMaterialElement* InElement |
Remove the material from the Datasmith scene | |
| void | RemoveMesh
(
UDatasmithMeshElement* InMesh |
Remove the mesh from the Datasmith scene | |
| void | RemoveMeshActor
(
UDatasmithMeshActorElement* InMeshActor, |
Remove the MeshActor from the Datasmith scene | |
| void | RemoveTexture
(
UDatasmithTextureElement* InElement |
Remove the Texture from the Datasmith scene | |
| void | Reset () |
||
| void | SetDatasmithSceneElement
(
TSharedPtr< class IDatasmithScene > InElement |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FDatasmithSceneCollector |