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