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Unreal Engine C++ API Reference > Plugins
Classes
Type | Name | Description | |
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FUsdPrimPathList | Simple wrapper because we're not allowed to have TMap properties with TArray |
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FUsdScopedAssetCacheReferencer | The UUsdAssetCache2 can track all the UObjects that are referencing assets, so that it knows when to discard an unreferenced asset. | |
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FUsdStageOptions | ||
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FUsdUnrealAssetInfo | Metadata added to a prim to indicate it was exported from a particular Unreal asset | |
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IUsdClassesModule | ||
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UUsdAnimSequenceAssetUserData | ||
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UUsdAssetCache | Owns the assets generated and reused by the USD stage, allowing thread-safe retrieval/storage | |
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UUsdAssetCache2 | Owns the assets generated and reused by USD Stages, allowing thread-safe retrieval/storage. | |
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UUsdAssetImportData | ||
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UUsdAssetUserData | ||
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UUsdLevelSequenceAssetUserData | We assign these to persistent LevelSequences that bind to one of the actors/components that the stage actor spawns. | |
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UUsdMaterialAssetUserData | AssetImportData assigned to Unreal materials that are generated when parsing USD Material prims | |
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UUsdMeshAssetUserData | We assign these to UStaticMeshes or USkeletalMeshes generated from USD | |
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UUsdProjectSettings | USDImporter and defaultconfig here so this ends up at DefaultUSDImporter.ini in the editor, and is sent to the packaged game as well | |
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UUsdReferenceOptions | Options to display when adding a reference or a payload for a prim |
Enums
Type | Name | Description | |
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EUsdDuplicateType | Describes the different types of "prim duplication" operations we support with UsdUtils::DuplicatePrims | |
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EUsdEditInInstanceBehavior | ||
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EUsdSaveDialogBehavior | ||
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EUsdUpAxis |
Functions
Type | Name | Description | |
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class | deprecated
(
"Use the UUsdAssetCache2 class instead, |
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void | UsdUtils::AddAnalyticsAttributes
(
const FUsdStageOptions& Options, |
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void | UsdUtils::HashForExport
(
const FUsdStageOptions& Options, |