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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 | |
|---|---|---|---|
FUsdInfoCache
(
const FUsdInfoCache& Other |
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. | |
| 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 | |
| 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 |
Returns the set of paths to all prims that have a material:binding relationship to the particular material at 'Path', if any. | |
| TArray< UE::FSdfPath > | GetPrimsForAsset
(
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. | |
| void | LinkAssetToPrim
(
const UE::FSdfPath& Path, |
||
| void | RebuildCacheForSubtree
(
const UE::FUsdPrim& Prim, |
||
| void | |||
| TArray< TWeakObjectPtr< UObject > > | RemoveAllAssetPrimLinks
(
const UE::FSdfPath& Path |
||
| bool | |||
| 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. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FUsdInfoCacheImpl |