| AssetFolder |
FDirectoryPath |
Where to place all the generated asset files |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Asset options"
|
| AssetOptions |
FUsdMeshAssetOptions |
Options to use for all exported assets when appropriate (e.g. static and skeletal meshes, materials, etc.) |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Asset options"
- Meta=(ShowOnlyInnerProperties)
|
| bExportActorFolders |
bool |
Whether to use UE actor folders as empty prims |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Export options"
|
| bExportFoliageOnActorsLayer |
bool |
By default foliage instances will be exported to the same layer as the component they were placed on in the editor. |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Export options"
|
| bExportSublayers |
bool |
If true, will export sub-levels as separate layers (referenced as sublayers). |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Sublayers"
- Meta=(DisplayName="Export Sublevels as Layers")
|
| bExportToNestedSubFolders |
bool |
Export the asset files in a folder structure that mirrors their Unreal project content folder structure. |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Asset options"
- AdvancedDisplay
|
| bIgnoreSequencerAnimations |
bool |
If true, and if we have a level sequence animating the level during export, it will revert any actor or component to its unanimated state before writing to USD |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Export options"
|
| bSelectionOnly |
bool |
Whether to export only the selected actors, and assets used by them |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Export options"
|
| HighestLandscapeLOD |
int32 |
Highest of the LOD indices to export landscapes with. |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Landscape options"
- Meta=(ClampMin="0")
|
| LandscapeBakeResolution |
FIntPoint |
Resolution to use when baking landscape materials into textures |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Landscape options"
- Meta=(ClampMin="1")
|
| LevelsToIgnore |
TSet< FString > |
Names of levels that should be ignored when collecting actors to export (e.g. "Persistent Level", "Level1", "MySubLevel", etc.) |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Sublayers"
|
| LowestLandscapeLOD |
int32 |
Lowest of the LOD indices to export landscapes with (use 0 for full resolution) |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Landscape options"
- Meta=(ClampMin="0")
|
| MetadataOptions |
FUsdMetadataExportOptions |
Options to use when exporting UsdAssetUserData metadata to USD for all assets (including the level itself) |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Metadata options"
- Meta=(ShowOnlyInnerProperties)
|
| RootPrimName |
FString |
Name of the single top-level prim that is emitted when exporting Levels and LevelSequences to USD |
LevelExporterUSDOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Export options"
|