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API > API/Plugins > API/Plugins/USDExporter > API/Plugins/USDExporter/UUsdConversionBlueprintContext
References
| Module | USDExporter |
| Header | /Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/USDConversionBlueprintContext.h |
| Include | #include "USDConversionBlueprintContext.h" |
| Source | /Engine/Plugins/Importers/USDImporter/Source/USDExporter/Private/USDConversionBlueprintContext.cpp |
UFUNCTION&40;BlueprintCallable, Category&61;"Conversion utils"&41;
void ReplaceUnrealMaterialsWithBaked
&40;
const FFilePath & LayerToAuthorIn,
const TMap< FString, FString > & BakedMaterials,
bool bIsAssetLayer,
bool bUsePayload,
bool bRemoveUnrealMaterials
&41;
Remarks
Traverses the context's stage and authors material binding attributes for all `unrealMaterials_ that were baked into USD material assets.
Parameters
| Name | Description |
|---|---|
| LayerToAuthorIn | File path to the layer where the material binding opinions are authored |
| BakedMaterials | Maps from material path names to file paths where they were baked Example: { "/Game/MyMaterials/Red.Red": "C:/MyFolder/Red.usda" } |
| bIsAssetLayer | True when we're exporting a single mesh/animation asset. False when we're exporting a level. Dictates minor behaviors when authoring the material binding relationships, e.g. whether we author them inside variants or not |
| bUsePayload | Should be True if the Stage was exported using payload files to store the actual Mesh prims. Also dictates minor behaviors when authoring the material binding relationships. |
| bRemoveUnrealMaterials | No longer used. |