Navigation
API > API/Plugins > API/Plugins/USDExporter
References
| Module | USDExporter |
| Header | /Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/LevelExporterUSDOptions.h |
| Include | #include "LevelExporterUSDOptions.h" |
Syntax
USTRUCT (BlueprintType )
struct FLevelExporterUSDOptionsInner
Variables
| Type | Name | Description | |
|---|---|---|---|
| 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.) | |
| 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 | |
| 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) | |
| FUsdMetadataExportOptions | MetadataOptions | Options to use when exporting UsdAssetUserData metadata to USD for all assets (including the level itself) |