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FDirectoryPath |
AssetFolder |
Where to place all the generated asset files |
 |
FUsdMeshAssetOptions |
AssetOptions |
Options to use for all exported assets when appropriate (e.g. static and skeletal meshes, materials, etc.) |
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bool |
bExportActorFolders |
Whether to use UE actor folders as empty prims |
 |
bool |
bExportFoliageOnActorsLayer |
By default foliage instances will be exported to the same layer as the component they were placed on in the editor. |
 |
bool |
bExportSublayers |
If true, will export sub-levels as separate layers (referenced as sublayers). |
 |
bool |
bIgnoreSequencerAnimations |
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 |
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bool |
bSelectionOnly |
Whether to export only the selected actors, and assets used by them |
 |
int32 |
HighestLandscapeLOD |
Highest of the LOD indices to export landscapes with. |
 |
FIntPoint |
LandscapeBakeResolution |
Resolution to use when baking landscape materials into textures |
 |
TSet< FString > |
LevelsToIgnore |
Names of levels that should be ignored when collecting actors to export (e.g. "Persistent Level", "Level1", "MySubLevel", etc.) |
 |
int32 |
LowestLandscapeLOD |
Lowest of the LOD indices to export landscapes with (use 0 for full resolution) |