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Classes
| Type | Name | Description | |
|---|---|---|---|
| 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 |
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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. | ||
| FUsdStageOptions | |||
| FUsdUnrealAssetInfo | Metadata added to a prim to indicate it was exported from a particular Unreal asset | ||
| IUsdClassesModule | |||
| 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. |
Enums
| Type | Name | Description | |
|---|---|---|---|
| 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
| Type | Name | Description | |
|---|---|---|---|
| UUsdAssetImportData * | Utilities to allow getting and setting our AssetImportData to an asset from a base UObject*. | ||
| UUsdAssetUserData * | UsdUnreal::ObjectUtils::GetAssetUserData
(
const UObject* Object, |
Returns the object's UsdAssetUserData of a particular subclass if it has one | |
| T * | UsdUnreal::ObjectUtils::GetAssetUserData
(
UObject* Object |
||
| 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()) | |
| 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 | |
| T * | |||
| FString | UsdUnreal::ObjectUtils::GetPrefixedAssetName
(
const FString& DesiredName, |
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| FString | UsdUnreal::ObjectUtils::GetUniqueName
(
FString Name, |
Appends numbered suffixes to Name until the result is not contained in UsedNames, and returns it. | |
| 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. | |
| FString | UsdUnreal::ObjectUtils::SanitizeObjectName
(
const FString& InObjectName |
Adapted from ObjectTools as it is within an Editor-only module. | |
| void | UsdUnreal::ObjectUtils::SetAssetImportData
(
UObject* Asset, |
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| bool | UsdUnreal::ObjectUtils::SetAssetUserData
(
UObject* Object, |
Removes all other UUsdAssetUserData instances from Object if they exist, then sets AssetUserData as Object's single UUsdAssetUserData | |
| void | UsdUtils::AddAnalyticsAttributes
(
const FUsdMetadataImportOptions& Options, |
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| void | UsdUtils::AddAnalyticsAttributes
(
const FUsdStageOptions& Options, |
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| EUsdModelCardFace | |||
| void | UsdUtils::HashForExport
(
const FUsdStageOptions& Options, |
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| void | UsdUtils::HashForImport
(
const FUsdMetadataImportOptions& Options, |