Navigation
API > API/Plugins > API/Plugins/USDSchemas
References
Module | USDSchemas |
Header | /Engine/Plugins/Importers/USDImporter/Source/USDSchemas/Public/USDInfoCache.h |
Include | #include "USDInfoCache.h" |
Syntax
class FUsdInfoCache
Remarks
Caches information about a specific USD Stage
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
Destructors
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | Clear () |
|
![]() ![]() |
bool | ContainsInfoAboutPrim
(
const UE::FSdfPath& Path |
Returns whether we contain any info about prim at 'Path' at all. |
![]() |
void | CopyImpl
(
const FUsdInfoCache& Other |
|
![]() ![]() |
bool | DoesPathCollapseChildren
(
const UE::FSdfPath& Path, |
|
![]() ![]() |
TMap< UE::FSdfPath, TArray< TWeakObjectPtr< UObject > > > | ||
![]() ![]() |
TArray< TWeakObjectPtr< UObject > > | GetAllAssetsForPrim
(
const UE::FSdfPath& Path |
|
![]() ![]() |
TArray< T * > | GetAssetsForPrim
(
const UE::FSdfPath& Path |
|
![]() ![]() |
TSet< UE::FSdfPath > | GetAuxiliaryPrims
(
const UE::FSdfPath& MainPrimPath |
The inverse of the function above: Provide it with the path to a Material prim and it will return the set of paths to all Shader prims that need to be read to translate that Material prim into material assets |
![]() ![]() |
TArray< UE::FSdfPath > | GetChildren
(
const UE::FSdfPath& ParentPath |
Retrieves the children of a prim from the cached information. |
![]() ![]() |
TSet< UE::FSdfPath > | Returns a list of all prims we have generic info about | |
![]() ![]() |
TSet< UE::FSdfPath > | GetMainPrims
(
const UE::FSdfPath& AuxPrimPath |
Returns the paths to prims that, when translated into assets or components, also require reading the prim at 'Path'. |
![]() ![]() |
TSet< UE::FSdfPath > | GetMaterialUsers
(
const UE::FSdfPath& Path |
|
![]() ![]() |
TArray< UE::FSdfPath > | GetPrimsForAsset
(
const UObject* Asset |
|
![]() ![]() |
T * | GetSingleAssetForPrim
(
const UE::FSdfPath& Path |
|
![]() |
TOptional< uint64 > | GetSubtreeMaterialSlotCount
(
const UE::FSdfPath& Path |
|
![]() |
TOptional< TArray< UsdUtils::FUsdPrimMaterialSlot > > | GetSubtreeMaterialSlots
(
const UE::FSdfPath& Path |
|
![]() |
TOptional< uint64 > | GetSubtreeVertexCount
(
const UE::FSdfPath& Path |
Provides the total vertex or material slots counts for each prim and its subtree. |
![]() |
bool | IsEmpty () |
|
![]() ![]() |
bool | IsMaterialUsed
(
const UE::FSdfPath& Path |
|
![]() ![]() |
bool | IsPathCollapsed
(
const UE::FSdfPath& Path, |
|
![]() ![]() |
bool | IsPotentialGeometryCacheRoot
(
const UE::FSdfPath& Path |
Returns true if Path could potentially be collapsed as a Geometry Cache asset |
![]() |
bool | IsPrototypeTranslated
(
const UE::FSdfPath& PrototypePath |
|
![]() |
void | LinkAssetToPrim
(
const UE::FSdfPath& Path, |
|
![]() |
void | MarkPrototypeAsTranslated
(
const UE::FSdfPath& PrototypePath |
|
![]() |
void | RebuildCacheForSubtree
(
const UE::FUsdPrim& Prim, |
|
![]() |
void | RebuildCacheForSubtrees
(
const TArray< UE::FSdfPath >& SubtreeRoots, |
|
![]() |
TArray< TWeakObjectPtr< UObject > > | RemoveAllAssetPrimLinks
(
const UE::FSdfPath& Path |
|
![]() |
void | ||
![]() |
TArray< UE::FSdfPath > | RemoveAllAssetPrimLinks
(
const UObject* Asset |
|
![]() |
void | Marks/checks if the provided path to a prototype prim is already being translated. | |
![]() |
bool | ||
![]() |
void | UnlinkAssetFromPrim
(
const UE::FSdfPath& Path, |
|
![]() ![]() |
UE::FSdfPath | UnwindToNonCollapsedPath
(
const UE::FSdfPath& Path, |
Returns Path in case it represents an uncollapsed prim, or returns the path to the prim that collapsed it. |