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We assign these to persistent LevelSequences that bind to one of the actors/components that the stage actor spawns. We need this as part of a mechanism to automatically repair those bindings when they break if we close/reload the stage. We use this mainly to help in mapping between stage timeCode and the FrameIndex for animated SVTs
| Name | UUsdSparseVolumeTextureAssetUserData |
| Type | class |
| Header File | /Engine/Plugins/Runtime/USDCore/Source/USDClasses/Public/USDAssetUserData.h |
| Include Path | #include "USDAssetUserData.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UUsdSparseVolumeTextureAssetUserData : public UUsdAssetUserData
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAssetUserData → UUsdAssetUserData → UUsdSparseVolumeTextureAssetUserData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SourceOpenVDBAssetPrimPaths | TArray< FString > | Paths to all the OpenVDBAsset prims that led to the generation of this SVT asset | USDAssetUserData.h |
|
| TimeSamplePathIndices | TArray< int32 > | Corresponding indices of the frame of the SVT that should be played at a particular timeCode. | USDAssetUserData.h |
|
| TimeSamplePaths | TArray< FString > | File paths that originated each of the SVT frames, in order. | USDAssetUserData.h |
|
| TimeSamplePathTimeCodes | TArray< double > | TimeCodes of all the filePath attribute time samples as seen on the OpenVDBAsset prim in its own layer, in order | USDAssetUserData.h |
|