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API > API/Plugins > API/Plugins/USDExporter
Options for level sequences to the USD format.
| Name | ULevelSequenceExporterUsdOptions |
| Type | class |
| Header File | /Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/LevelSequenceExporterUSDOptions.h |
| Include Path | #include "LevelSequenceExporterUSDOptions.h" |
Syntax
UCLASS (Config=Editor, Blueprintable)
class ULevelSequenceExporterUsdOptions : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → ULevelSequenceExporterUsdOptions
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bExportLevel | bool | Exports the provided level alongside the layer that represents the exported Level Sequence | LevelSequenceExporterUSDOptions.h |
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| bExportSeparatePrimsPerSpawnableInstance | bool | If you have multiple instances of a same LevelSequence subsection with spawnables, setting this to true means each separate subsection instance will get its own individual copy of the prim exported for the spawnable. | LevelSequenceExporterUSDOptions.h |
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| bExportSubsequencesAsLayers | bool | The effect of subsequences is always included on the main exported layer, but if this option is true we will also export individual sublayers for each subsequence, so that they can be used by themselves if needed. | LevelSequenceExporterUSDOptions.h |
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| BlueprintReadWrite | LevelSequenceExporterUSDOptions.h |
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| bOverrideExportRange | bool | If checked will cause StartFrame and EndFrame to be used as the frame range for the level sequence export. | LevelSequenceExporterUSDOptions.h |
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| bReExportIdenticalAssets | bool | Whether to export any asset (StaticMesh, Material, etc.) even if the existing file already describes the same version of a compatible asset. | LevelSequenceExporterUSDOptions.h |
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| bReExportIdenticalLevelsAndSequences | bool | Whether to export levels and LevelSequences even if the existing files already describe the same versions of compatible assets. | LevelSequenceExporterUSDOptions.h |
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| bSelectionOnly | bool | Whether to export animations exclusively from selected actors or components | LevelSequenceExporterUSDOptions.h |
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| Category | LevelSequenceExporterUSDOptions.h |
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| config | LevelSequenceExporterUSDOptions.h |
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| EditAnywhere | If checked this will also add the exported level as a sublayer to the USD files emitted for all exported level sequences | LevelSequenceExporterUSDOptions.h |
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| EndFrame | int32 | Final frame of the level sequence to bake out to USD (inclusive) | LevelSequenceExporterUSDOptions.h |
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| Level | TWeakObjectPtr< UWorld > | LevelSequenceExporterUSDOptions.h |
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| LevelExportOptions | FLevelExporterUSDOptionsInner | LevelSequenceExporterUSDOptions.h |
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| meta | LevelSequenceExporterUSDOptions.h |
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| StageOptions | FUsdStageOptions | Export options to use for the layer where the animation is emitted | LevelSequenceExporterUSDOptions.h |
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| StartFrame | int32 | Initial frame of the level sequence to bake out to USD (inclusive) | LevelSequenceExporterUSDOptions.h |
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| TimeCodesPerSecond | float | Value to bake all generated USD layers with | LevelSequenceExporterUSDOptions.h |
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