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API > API/Plugins > API/Plugins/GLTFExporter > API/Plugins/GLTFExporter/UGLTFExporter
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool ExportToGLTF
(
UObject* Object, |
Export the specified object to a glTF file (.gltf or .glb) | Exporters/GLTFExporter.h | |
static bool ExportToGLTF
(
UObject* Object, |
Export the specified object to a glTF file (.gltf or .glb) | Exporters/GLTFExporter.h |
|
ExportToGLTF(UObject , const FString &, const UGLTFExportOptions , const TSet< AActor * > &)
Description
Export the specified object to a glTF file (.gltf or .glb)
| Name | ExportToGLTF |
| Type | function |
| Header File | /Engine/Plugins/Enterprise/GLTFExporter/Source/GLTFExporter/Public/Exporters/GLTFExporter.h |
| Include Path | #include "Exporters/GLTFExporter.h" |
| Source | /Engine/Plugins/Enterprise/GLTFExporter/Source/GLTFExporter/Private/Exporters/GLTFExporter.cpp |
static bool ExportToGLTF
(
UObject * Object,
const FString & FilePath,
const UGLTFExportOptions * Options,
const TSet< AActor * > & SelectedActors
)
true if the object was successfully exported
Parameters
| Name | Remarks |
|---|---|
| Object | The object to export (supported types are UMaterialInterface, UStaticMesh, USkeletalMesh, UWorld, UAnimSequence, ULevelSequence, ULevelVariantSets). Will default to the currently active world if null. |
| FilePath | The filename on disk to save as. Associated textures and binary files will be saved in the same folder, unless file extension is .glb - which results in a self-contained binary file. |
| Options | The various options to use during export. Will default to the project's user-specific editor settings if null. |
| SelectedActors | The set of actors to export, only applicable if the object to export is a UWorld. An empty set results in the export of all actors. |
ExportToGLTF(UObject , const FString &, const UGLTFExportOptions , const TSet< AActor * > &, FGLTFExportMessages &)
Description
Export the specified object to a glTF file (.gltf or .glb)
| Name | ExportToGLTF |
| Type | function |
| Header File | /Engine/Plugins/Enterprise/GLTFExporter/Source/GLTFExporter/Public/Exporters/GLTFExporter.h |
| Include Path | #include "Exporters/GLTFExporter.h" |
| Source | /Engine/Plugins/Enterprise/GLTFExporter/Source/GLTFExporter/Private/Exporters/GLTFExporter.cpp |
UFUNCTION (BlueprintCallable, Category="Miscellaneous", Meta=(AutoCreateRefTerm="SelectedActors"))
static bool ExportToGLTF
(
UObject * Object,
const FString & FilePath,
const UGLTFExportOptions * Options,
const TSet< AActor * > & SelectedActors,
FGLTFExportMessages & OutMessages
)
true if the object was successfully exported
Parameters
| Name | Remarks |
|---|---|
| Object | The object to export (supported types are UMaterialInterface, UStaticMesh, USkeletalMesh, UWorld, UAnimSequence, ULevelSequence, ULevelVariantSets). Will default to the currently active world if null. |
| FilePath | The filename on disk to save as. Associated textures and binary files will be saved in the same folder, unless file extension is .glb - which results in a self-contained binary file. |
| Options | The various options to use during export. Will default to the project's user-specific editor settings if null. |
| SelectedActors | The set of actors to export, only applicable if the object to export is a UWorld. An empty set results in the export of all actors. |
| OutMessages | The resulting log messages from the export. |