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API > API/Plugins > API/Plugins/USDExporter
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UUsdConversionBlueprintLibrary
References
| Module | USDExporter |
| Header | /Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/USDConversionBlueprintLibrary.h |
| Include | #include "USDConversionBlueprintLibrary.h" |
Syntax
UCLASS&40;Meta&61;&40;ScriptName&61;"UsdConversionLibrary"&41;&41;
class UUsdConversionBlueprintLibrary : public UBlueprintFunctionLibrary
Remarks
Wrapped static conversion functions from the UsdUtilities module, so that they can be used via scripting
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddPayload
(
const FString& ReferencingStagePath, |
||
| void | AddReference
(
const FString& ReferencingStagePath, |
||
| bool | CanExportToLayer
(
const FString& TargetFilePath |
Checks whether we can create a USD Layer with "TargetFilePath" as identifier and export to it | |
| bool | Returns true if we have prims that we can paste within our clipboard stage | ||
| void | Clears all prims from our clipboard stage | ||
| bool | Copies flattened versions of the input prims onto the clipboard stage. | ||
| bool | Copies flattened versions of the input prims onto the clipboard stage and removes all the prim specs for Prims from their stages. | ||
| TArray< FString > | DuplicatePrims
(
const FString& StageRootLayer, |
Duplicates all provided Prims one-by-one, performing the requested DuplicateType. | |
| 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. | |
| TSet< AActor * > | GetActorsToConvert
(
UWorld* World |
||
| TArray< FAnalyticsEventAttr > | GetAnalyticsAttributes
(
const ULevelExporterUSDOptions* Options |
Retrieves the analytics attributes to send for the provided options object | |
| AInstancedFoliageActor * | GetInstancedFoliageActorForLevel
(
bool bCreateIfNone, |
Wraps AInstancedFoliageActor::GetInstancedFoliageActorForLevel, and allows retrieving the current AInstancedFoliageActor for a level. | |
| TArray< FTransform > | GetInstanceTransforms
(
AInstancedFoliageActor* Actor, |
Returns the transforms of all instances of a particular UFoliageType on a given level. | |
| TArray< FString > | GetLoadedLevelNames
(
UWorld* World |
Returns the path name (e.g. "/Game/Maps/MyLevel") of levels that are loaded on `World_. | |
| int32 | GetNumLevelsToExport
(
UWorld* World, |
Returns how many total Unreal levels (persistent + all sublevels) will be exported if we consider LevelsToIgnore | |
| FString | GetPrimPathForObject
(
const UObject* ActorOrComponent, |
||
| FString | GetSchemaNameForComponent
(
const USceneComponent* Component |
||
| UObject * | GetSource
(
UFoliageType* FoliageType |
Returns the source asset for a UFoliageType. | |
| TArray< UFoliageType * > | GetUsedFoliageTypes
(
AInstancedFoliageActor* Actor |
Returns all the different types of UFoliageType assets that a particular AInstancedFoliageActor uses. | |
| 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_. | |
| void | InsertSubLayer
(
const FString& ParentLayerPath, |
||
| FString | MakePathRelativeToLayer
(
const FString& AnchorLayerPath, |
||
| TArray< FString > | PastePrims
(
const FString& StageRootLayer, |
Pastes the prims from the clipboard stage as children of ParentPrim. | |
| void | 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 | ||
| void | RemoveAllPrimSpecs
(
const FString& StageRootLayer, |
Removes all the prim specs for Prim on the given Layer. | |
| void | 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 | ||
| void | SendAnalytics
(
const TArray< FAnalyticsEventAttr >& Attrs, |
Defer to the USDClasses module to actually send analytics information | |
| void | StreamInRequiredLevels
(
UWorld* World, |
Fully streams in and displays all levels whose names are not in LevelsToIgnore | |
| void | Streams out/hides sublevels that were streamed in before export |