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Unreal Engine C++ API Reference > Plugins > USDExporter
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UUsdConversionBlueprintContext
References
Module | USDExporter |
Header | /Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/USDConversionBlueprintContext.h |
Include | #include "USDConversionBlueprintContext.h" |
Syntax
UCLASS&40;Meta&61;&40;ScriptName&61;"UsdConversionContext"&41;&41;
class UUsdConversionBlueprintContext : public UObject
Remarks
Wraps the UnrealToUsd component conversion functions from the USDUtilities module so that they can be used by scripting languages.
This is an instanceable object instead of just static functions so that the USDStage to use for the conversions can be provided and cached between function calls, which is helpful because we're forced to provide at most prim and layer file paths (as opposed to direct pxr::UsdPrim objects).
We can't provide the pxr::UsdPrim object directly because USD types can't be part of C++ function signatures that are automatically exposed to scripting languages. Lucikly we can use UsdUtils' stage cache to make sure that C++ and e.g. Python are still referencing the same USD Stage in memory, so that we can e.g. use these functions to convert data within stages created via Python.
Destructors
No destructors are accessible with public or protected access.
Functions
Type | Name | Description | |
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void | Cleanup () |
Discards the currently opened stage. |
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bool | ConvertCineCameraComponent
(
const UCineCameraComponent* Component, |
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bool | ConvertDirectionalLightComponent
(
const UDirectionalLightComponent* Component, |
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bool | ConvertHismComponent
(
const UHierarchicalInstancedStaticMeshComponent* Component, |
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bool | ConvertInstancedFoliageActor
(
const AInstancedFoliageActor* Actor, |
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bool | ConvertLandscapeProxyActorMaterial
(
ALandscapeProxy* Actor, |
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bool | ConvertLandscapeProxyActorMesh
(
const ALandscapeProxy* Actor, |
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bool | ConvertLightComponent
(
const ULightComponentBase* Component, |
Note: We use FLT_MAX on these functions because Usd.TimeCode.Default().GetValue() is actually a nan, and nan arguments are automatically sanitized to 0.0f. |
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bool | ConvertMaterialOverrides
(
const UObject* MeshAsset, |
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bool | ConvertMeshComponent
(
const UMeshComponent* Component, |
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bool | ConvertPointLightComponent
(
const UPointLightComponent* Component, |
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bool | ConvertRectLightComponent
(
const URectLightComponent* Component, |
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bool | ConvertSceneComponent
(
const USceneComponent* Component, |
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bool | ConvertSkyLightComponent
(
const USkyLightComponent* Component, |
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bool | ConvertSpotLightComponent
(
const USpotLightComponent* Component, |
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FFilePath | Gets the filepath of the current edit target layer of our internal stage | |
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FUsdUnrealAssetInfo | GetPrimAssetInfo
(
const FString& PrimPath |
Retrieves from Prim the assetInfo metadata values that we use as export metadata, when exporting Unreal assets |
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FFilePath | Gets the file path of the root layer of our current stage | |
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int32 | Returns how many frames of animation the stage would generate if imported | |
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bool | RemoveUnrealSurfaceOutput
(
const FString& PrimPath, |
Clears any opinions for the 'unreal' render context surface output of MaterialPrim within LayerToAuthorIn. |
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void | ReplaceUnrealMaterialsWithBaked
(
const FFilePath& LayerToAuthorIn, |
Traverses the context's stage and authors material binding attributes for all `unrealMaterials_ that were baked into USD material assets. |
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void | SetEditTarget
(
FFilePath EditTargetLayerPath |
Sets the current edit target of our internal stage. |
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void | SetPrimAssetInfo
(
const FString& PrimPath, |
Adds to Prim the assetInfo metadata the values described in Info |
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void | SetStageRootLayer
(
FFilePath StageRootLayerPath |
Opens or creates a USD stage using `StageRootLayerPath_ as root layer, creating the root layer if needed. |