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API > API/Plugins > API/Plugins/USDExporter
Wrapped static conversion functions from the UsdUtilities module, so that they can be used via scripting
| Name | UUsdConversionBlueprintLibrary |
| Type | class |
| Header File | /Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/USDConversionBlueprintLibrary.h |
| Include Path | #include "USDConversionBlueprintLibrary.h" |
Syntax
UCLASS (MinimalAPI, Meta=(ScriptName="UsdConversionLibrary"))
class UUsdConversionBlueprintLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UUsdConversionBlueprintLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddPayload
(
const FString& ReferencingStagePath, |
Adds a payload to the layer at AbsoluteFilePath, optionally specifying a target prim inside that layer. | USDConversionBlueprintLibrary.h |
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static void AddReference
(
const FString& ReferencingStagePath, |
Adds a reference to the layer at AbsoluteFilePath, optionally specifying a target prim inside that layer. | USDConversionBlueprintLibrary.h |
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static void BeginUniquePathScope () |
Begins a UniquePathScope, incrementing the internal scope counter. | USDConversionBlueprintLibrary.h |
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static void BlockAnalyticsEvents() |
USDConversionBlueprintLibrary.h |
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static bool CanExportToLayer
(
const FString& TargetFilePath |
Checks whether we can create a USD Layer with "TargetFilePath" as identifier and export to it | USDConversionBlueprintLibrary.h |
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static bool CanPastePrims() |
Returns true if we have prims that we can paste within our clipboard stage | USDConversionBlueprintLibrary.h |
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static bool ClearMetadataField
(
UUsdAssetUserData* AssetUserData, |
USDConversionBlueprintLibrary.h |
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static void ClearPrimClipboard() |
Clears all prims from our clipboard stage | USDConversionBlueprintLibrary.h |
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| Copies flattened versions of the input prims onto the clipboard stage. | USDConversionBlueprintLibrary.h |
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| Copies flattened versions of the input prims onto the clipboard stage and removes all the prim specs for Prims from their stages. | USDConversionBlueprintLibrary.h |
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static TArray< FString > DuplicatePrims
(
const FString& StageRootLayer, |
Duplicates all provided Prims one-by-one, performing the requested DuplicateType. | USDConversionBlueprintLibrary.h |
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static void EndUniquePathScope () |
Ends a UniquePathScope, decrementing the internal scope counter. | USDConversionBlueprintLibrary.h |
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static FString GenerateObjectVersionString
(
const UObject* ObjectToExport, |
Generates a unique identifier string that involves ObjectToExport's package's persistent guid, the corresponding file save date and time, and the number of times the package has been dirtied since last being saved. | USDConversionBlueprintLibrary.h |
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| USDConversionBlueprintLibrary.h |
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static TArray< FAnalyticsEventAttr > GetAnalyticsAttributes
(
const ULevelExporterUSDOptions* Options |
Retrieves the analytics attributes to send for the provided options object | USDConversionBlueprintLibrary.h |
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static AInstancedFoliageActor * GetInstancedFoliageActorForLevel
(
bool bCreateIfNone, |
Wraps AInstancedFoliageActor::GetInstancedFoliageActorForLevel, and allows retrieving the current AInstancedFoliageActor for a level. | USDConversionBlueprintLibrary.h |
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static TArray< FTransform > GetInstanceTransforms
(
AInstancedFoliageActor* Actor, |
Returns the transforms of all instances of a particular UFoliageType on a given level. | USDConversionBlueprintLibrary.h |
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static TArray< FString > GetLoadedLevelNames
(
UWorld* World |
Returns the path name (e.g. "/Game/Maps/MyLevel") of levels that are loaded on `World_. | USDConversionBlueprintLibrary.h |
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static FUsdMetadataValue GetMetadataField
(
UUsdAssetUserData* AssetUserData, |
USDConversionBlueprintLibrary.h |
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| Returns how many total Unreal levels (persistent + all sublevels) will be exported if we consider LevelsToIgnore | USDConversionBlueprintLibrary.h |
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| USDConversionBlueprintLibrary.h |
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static FString GetSchemaNameForComponent
(
const USceneComponent* Component |
USDConversionBlueprintLibrary.h |
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static UObject * GetSource
(
UFoliageType* FoliageType |
Returns the source asset for a UFoliageType. | USDConversionBlueprintLibrary.h |
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static FString GetUniqueFilePathForExport
(
const FString& DesiredPathWithExtension |
If we're inside of a UniquePathScope, returns a sanitized (and potentially suffixed) path that is guaranteed to not collide with any other path returned from this function during the UniquePathScope. | USDConversionBlueprintLibrary.h |
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static UUsdAssetUserData * GetUsdAssetUserData
(
UObject* Object |
Retrieve the first instance of UUsdAssetUserData contained on the Object, if any | USDConversionBlueprintLibrary.h |
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static TArray< UFoliageType * > GetUsedFoliageTypes
(
AInstancedFoliageActor* Actor |
Returns all the different types of UFoliageType assets that a particular AInstancedFoliageActor uses. | USDConversionBlueprintLibrary.h |
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static TArray< FString > GetVisibleInEditorLevelNames
(
UWorld* World |
Returns the path name (e.g. "/Game/Maps/MyLevel") of levels that checked to be visible in the editor within `World_. | USDConversionBlueprintLibrary.h |
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static bool HasMetadataField
(
UUsdAssetUserData* AssetUserData, |
USDConversionBlueprintLibrary.h |
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| USDConversionBlueprintLibrary.h |
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| USDConversionBlueprintLibrary.h |
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static TArray< FString > PastePrims
(
const FString& StageRootLayer, |
Pastes the prims from the clipboard stage as children of ParentPrim. | USDConversionBlueprintLibrary.h |
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static void ReapplySequencerAnimations() |
If we used `ReverseSequencerAnimations_ to undo the effect of an opened sequencer before export, this function can be used to re-apply the sequencer state back to the level after the export is complete | USDConversionBlueprintLibrary.h |
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static void RemoveAllPrimSpecs
(
const FString& StageRootLayer, |
Removes all the prim specs for Prim on the given Layer. | USDConversionBlueprintLibrary.h |
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static void ResumeAnalyticsEvents() |
USDConversionBlueprintLibrary.h |
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static void RevertSequencerAnimations() |
If we have the Sequencer open with a level sequence animating the level before export, this function can revert any actor or component to its unanimated state | USDConversionBlueprintLibrary.h |
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| Defer to the USDClasses module to actually send analytics information | USDConversionBlueprintLibrary.h |
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static bool SetMetadataField
(
UUsdAssetUserData* AssetUserData, |
Utilities that make it easier to get/set metadata fields without having to manipulate the nested struct instances directly. | USDConversionBlueprintLibrary.h |
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static bool SetUsdAssetUserData
(
UObject* Object, |
Sets AssetUserData as the single UUsdAssetUserData on the Object, overwriting an existing one if encountered. | USDConversionBlueprintLibrary.h |
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| Fully streams in and displays all levels whose names are not in LevelsToIgnore | USDConversionBlueprintLibrary.h |
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| Streams out/hides sublevels that were streamed in before export | USDConversionBlueprintLibrary.h |
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static FString StringifyAsBool
(
bool Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsDouble
(
double Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsDouble2
(
const FVector2D& Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsDouble3
(
const FVector& Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsDouble4
(
const FVector4& Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsFloat
(
float Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsFloat2
(
const FVector2D& Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsFloat3
(
const FVector& Value |
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static FString StringifyAsFloat4
(
const FVector4& Value |
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static FString StringifyAsHalf
(
float Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsHalf2
(
const FVector2D& Value |
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static FString StringifyAsHalf3
(
const FVector& Value |
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static FString StringifyAsHalf4
(
const FVector4& Value |
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static FString StringifyAsInt
(
int32 Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsInt2
(
const FIntPoint& Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsInt3
(
const FIntVector& Value |
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static FString StringifyAsInt4
(
const FIntVector4& Value |
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static FString StringifyAsInt64
(
int64 Value |
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static FString StringifyAsMatrix4d
(
const FMatrix& Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsQuatd
(
const FQuat& Value |
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static FString StringifyAsQuatf
(
const FQuat& Value |
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static FString StringifyAsQuath
(
const FQuat& Value |
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static FString StringifyAsTimeCode
(
double Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsUChar
(
uint8 Value |
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static FString StringifyAsUInt
(
int32 Value |
USDConversionBlueprintLibrary.h |
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static FString StringifyAsUInt64
(
int64 Value |
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static bool UnstringifyAsBool
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static double UnstringifyAsDouble
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FVector2D UnstringifyAsDouble2
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FVector UnstringifyAsDouble3
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FVector4 UnstringifyAsDouble4
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static float UnstringifyAsFloat
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FVector2D UnstringifyAsFloat2
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FVector UnstringifyAsFloat3
(
const FString& String |
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static FVector4 UnstringifyAsFloat4
(
const FString& String |
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static float UnstringifyAsHalf
(
const FString& String |
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static FVector2D UnstringifyAsHalf2
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FVector UnstringifyAsHalf3
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FVector4 UnstringifyAsHalf4
(
const FString& String |
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static int32 UnstringifyAsInt
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FIntPoint UnstringifyAsInt2
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FIntVector UnstringifyAsInt3
(
const FString& String |
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static FIntVector4 UnstringifyAsInt4
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static int64 UnstringifyAsInt64
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FMatrix UnstringifyAsMatrix4d
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FQuat UnstringifyAsQuatd
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FQuat UnstringifyAsQuatf
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static FQuat UnstringifyAsQuath
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static double UnstringifyAsTimeCode
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static uint8 UnstringifyAsUChar
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static int32 UnstringifyAsUInt
(
const FString& String |
USDConversionBlueprintLibrary.h |
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static int64 UnstringifyAsUInt64
(
const FString& String |
USDConversionBlueprintLibrary.h |
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