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Metadata added to a prim to indicate it was exported from a particular Unreal asset
| Name | FUsdUnrealAssetInfo |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/USDCore/Source/USDClasses/Public/USDUnrealAssetInfo.h |
| Include Path | #include "USDUnrealAssetInfo.h" |
Syntax
USTRUCT (BlueprintType )
struct FUsdUnrealAssetInfo
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Identifier | FString | Filepath to the layer where the asset was exported to. | USDUnrealAssetInfo.h |
|
| Name | FString | Name of the Unreal asset. | USDUnrealAssetInfo.h |
|
| UnrealAssetType | FString | Class name of the exported asset (e.g. "StaticMesh") | USDUnrealAssetInfo.h |
|
| UnrealContentPath | FString | Path to the exported asset (e.g. "/Game/MyMaterials/Red.Red") | USDUnrealAssetInfo.h |
|
| UnrealEngineVersion | FString | Engine version string describing the engine that exported this asset (e.g. "5.1.0-21000000+UE5") | USDUnrealAssetInfo.h |
|
| UnrealExportTime | FString | DateTime string of the moment of export (e.g. "2022.06.17-14.19.54") | USDUnrealAssetInfo.h |
|
| Version | FString | Identifier string for the current asset version. Whenever the asset is updated inside Unreal, this will change. | USDUnrealAssetInfo.h |
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