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| Name | USDClasses |
| Type | Runtime |
| Part of Plugins | USD Core |
| Location | /Engine/Plugins/Runtime/USDCore/Source/USDClasses/ |
| Module Build Rules | USDClasses.Build.cs |
Classes
| Name | Remarks |
|---|---|
| UUsdAnimSequenceAssetUserData | |
| UUsdAssetCache | Owns the assets generated and reused by the USD stage, allowing thread-safe retrieval/storage |
| UUsdAssetCache2 | Owns the assets generated and reused by USD Stages, allowing thread-safe retrieval/storage. |
| UUsdAssetCache3 | This class is an asset that can be created via the Content Browser and assigned to AUsdStageActors. |
| UUsdAssetImportData | |
| UUsdAssetUserData | |
| UUsdDrawModeComponent | Component type that is used to draw bounds, cards and origin axes when translating a prim that has the UsdGeomModelAPI schema applied. |
| UUsdGeometryCacheAssetUserData | We assign these to UGeometryCaches generated from USD |
| UUsdMaterialAssetUserData | AssetImportData assigned to Unreal materials that are generated when parsing USD Material prims |
| UUsdMeshAssetUserData | We assign these to UStaticMeshes or USkeletalMeshes generated from USD |
| UUsdProjectSettings | USDCore and defaultconfig here so this ends up at DefaultUSDCore.ini in the editor, and is sent to the packaged game as well |
| UUsdReferenceOptions | Options to display when adding a reference or a payload for a prim |
| UUsdSparseVolumeTextureAssetUserData | We assign these to persistent LevelSequences that bind to one of the actors/components that the stage actor spawns. |
Structs
| Name | Remarks |
|---|---|
| FDisplayColorMaterial | Describes the type of vertex color/DisplayColor material that we would need in order to render a prim's displayColor data as intended |
| FUsdCombinedPrimMetadata | Tracks metadata collected from multiple prim paths. |
| FUsdMetadataImportOptions | |
| FUsdMetadataValue | Describes a single metadata value collected from USD. |
| FUsdPrimMetadata | Describes all the metadata values collected from a particular USD prim. |
| FUsdPrimPathList | Simple wrapper because we're not allowed to have TMap properties with TArray |
| FUsdScopedAssetCacheReferencer | The UUsdAssetCache2 can track all the UObjects that are referencing assets, so that it knows when to discard an unreferenced asset. |
| FUsdStageOptions | |
| FUsdUnrealAssetInfo | Metadata added to a prim to indicate it was exported from a particular Unreal asset |
Interfaces
| Name | Remarks |
|---|---|
| IUsdClassesModule |
Enums
Public
| Name | Remarks |
|---|---|
| EReferencerTypeHandling | |
| EUsdDrawMode | |
| EUsdDuplicateType | Describes the different types of "prim duplication" operations we support with UsdUtils::DuplicatePrims |
| EUsdEditInInstanceBehavior | |
| EUsdModelCardFace | |
| EUsdModelCardGeometry | When we're on EUsdDrawMode::Cards, describes how to draw our cards. |
| EUsdReferenceMaterialProperties | |
| EUsdSaveDialogBehavior | |
| EUsdUpAxis |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ENUM_CLASS_FLAGS
(
EUsdModelCardFace |
USDDrawModeComponent.h | ||
bool operator!
(
EUsdReferenceMaterialProperties E |
USDMaterialUtils.h | ||
EUsdReferenceMaterialProperties operator&
(
EUsdReferenceMaterialProperties Lhs, |
USDMaterialUtils.h | ||
EUsdReferenceMaterialProperties & operator&=
(
EUsdReferenceMaterialProperties& Lhs, |
USDMaterialUtils.h | ||
EUsdReferenceMaterialProperties operator^
(
EUsdReferenceMaterialProperties Lhs, |
USDMaterialUtils.h | ||
EUsdReferenceMaterialProperties & operator^=
(
EUsdReferenceMaterialProperties& Lhs, |
USDMaterialUtils.h | ||
EUsdReferenceMaterialProperties operator|
(
EUsdReferenceMaterialProperties Lhs, |
USDMaterialUtils.h | ||
EUsdReferenceMaterialProperties & operator|=
(
EUsdReferenceMaterialProperties& Lhs, |
USDMaterialUtils.h | ||
EUsdReferenceMaterialProperties operator~
(
EUsdReferenceMaterialProperties E |
USDMaterialUtils.h | ||
UMaterialInstanceConstant * UsdUnreal::MaterialUtils::CreateDisplayColorMaterialInstanceConstant
(
const FDisplayColorMaterial& DisplayColorDescription |
USDMaterialUtils.h | ||
UMaterialInstanceDynamic * UsdUnreal::MaterialUtils::CreateDisplayColorMaterialInstanceDynamic
(
const FDisplayColorMaterial& DisplayColorDescription |
USDMaterialUtils.h | ||
const FSoftObjectPath * UsdUnreal::MaterialUtils::GetReferenceMaterialPath
(
const FDisplayColorMaterial& DisplayColorDescription |
USDMaterialUtils.h | ||
FSoftObjectPath UsdUnreal::MaterialUtils::GetReferencePreviewSurfaceMaterial
(
EUsdReferenceMaterialProperties ReferenceMaterialProperties |
Provided, and nullptr otherwise | USDMaterialUtils.h | |
| USDMaterialUtils.h | |||
FSoftObjectPath UsdUnreal::MaterialUtils::GetTwoSidedVersionOfReferencePreviewSurfaceMaterial
(
const FSoftObjectPath& ReferenceMaterial |
Returns the two-sided version of the provided UsdPreviewSurface ReferenceMaterial. | USDMaterialUtils.h | |
FSoftObjectPath UsdUnreal::MaterialUtils::GetVTVersionOfReferencePreviewSurfaceMaterial
(
const FSoftObjectPath& ReferenceMaterial |
Returns the VT version of the provided UsdPreviewSurface ReferenceMaterial. | USDMaterialUtils.h | |
bool UsdUnreal::MaterialUtils::IsReferencePreviewSurfaceMaterial
(
const FSoftObjectPath& ReferenceMaterial |
Returns whether the Material is one of the UsdPreviewSurface reference materials (which can be reassigned by the user on a per project basis) | USDMaterialUtils.h | |
void UsdUnreal::MaterialUtils::RegisterRenderContext
(
const FName& RenderContextName |
USDMaterialUtils.h | ||
void UsdUnreal::MaterialUtils::UnregisterRenderContext
(
const FName& RenderContextName |
USDMaterialUtils.h | ||
UUsdAssetImportData * UsdUnreal::ObjectUtils::GetAssetImportData
(
UObject* Asset |
USDObjectUtils.h | ||
T * UsdUnreal::ObjectUtils::GetAssetUserData
(
UObject* Object |
USDObjectUtils.h | ||
UUsdAssetUserData * UsdUnreal::ObjectUtils::GetAssetUserData
(
const UObject* Object, |
Returns the object's UsdAssetUserData of a particular subclass if it has one | USDObjectUtils.h | |
TSubclassOf< UUsdAssetUserData > UsdUnreal::ObjectUtils::GetAssetUserDataClassForObject
(
UClass* ObjectClass |
Returns the ideal class of AssetUserData to use for a particular asset type (e.g. UStaticMesh::StaticClass() --> UUsdMeshAssetUserData::StaticClass()) | USDObjectUtils.h | |
| Utilities to allow getting and setting our AssetImportData to an asset from a base UObject*. | USDObjectUtils.h | ||
T * UsdUnreal::ObjectUtils::GetOrCreateAssetUserData
(
UObject* Object |
USDObjectUtils.h | ||
UUsdAssetUserData * UsdUnreal::ObjectUtils::GetOrCreateAssetUserData
(
UObject* Object, |
Makes sure Object has an instance of UUsdAssetUserData of the provided subclass (defaulting to just UUsdAssetUserData itself) and returns it | USDObjectUtils.h | |
| USDObjectUtils.h | |||
FString UsdUnreal::ObjectUtils::GetUniqueName
(
FString Name, |
Appends numbered suffixes to Name until the result is not contained in UsedNames, and returns it. | USDObjectUtils.h | |
bool UsdUnreal::ObjectUtils::RemoveNumberedSuffix
(
FString& Prefix |
Removes any numbered suffix, followed by any number of underscores (e.g. Asset_2, Asset__232_31 or Asset94 all become 'Asset'), making sure the string is kept at least one character long. | USDObjectUtils.h | |
| Adapted from ObjectTools as it is within an Editor-only module. | USDObjectUtils.h | ||
void UsdUnreal::ObjectUtils::SetAssetImportData
(
UObject* Asset, |
USDObjectUtils.h | ||
bool UsdUnreal::ObjectUtils::SetAssetUserData
(
UObject* Object, |
Removes all other UUsdAssetUserData instances from Object if they exist, then sets AssetUserData as Object's single UUsdAssetUserData | USDObjectUtils.h | |
void UsdUtils::AddAnalyticsAttributes
(
const FUsdMetadataImportOptions& Options, |
USDMetadataImportOptions.h | ||
void UsdUtils::AddAnalyticsAttributes
(
const FUsdStageOptions& Options, |
USDStageOptions.h | ||
EUsdModelCardFace UsdUtils::GetOppositeFaceOnSameAxis
(
EUsdModelCardFace Face |
USDDrawModeComponent.h | ||
void UsdUtils::HashForExport
(
const FUsdStageOptions& Options, |
USDStageOptions.h | ||
void UsdUtils::HashForImport
(
const FUsdMetadataImportOptions& Options, |
USDMetadataImportOptions.h |