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API > API/Plugins > API/Plugins/USDSchemas
Inheritance Hierarchy
- TSharedFromThis
- FUsdSchemaTranslationContext
References
| Module | USDSchemas |
| Header | /Engine/Plugins/Importers/USDImporter/Source/USDSchemas/Public/USDSchemaTranslator.h |
| Include | #include "USDSchemaTranslator.h" |
Syntax
struct FUsdSchemaTranslationContext : public TSharedFromThis< FUsdSchemaTranslationContext >
Variables
| Type | Name | Description | |
|---|---|---|---|
| TStrongObjectPtr< UUsdAssetCache2 > | AssetCache | Where the translated assets will be stored | |
| bool | bAllowInterpretingLODs | If true, prims with a "LOD" variant set, and "LOD0", "LOD1", etc. | |
| bool | bAllowParsingGroomAssets | If true, means we will try generating GroomAssets, GroomCaches and GroomBindings | |
| bool | bAllowParsingSkeletalAnimations | If true, we will also try creating UAnimSequence skeletal animation assets when parsing Skeleton prims | |
| bool | bAllowParsingSparseVolumeTextures | If true, means we will try generating Sparse Volume Textures | |
| TSharedPtr< UE::FUsdGeomBBoxCache > | BBoxCache | Bounding box cache used for the USD stage in case we have to spawn bounds components | |
| bool | bCollapseTopLevelPointInstancers | If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component. | |
| bool | bIsBuildingInfoCache | True if we're building the InfoCache assigned to this context. | |
| bool | bIsImporting | True if we're a context created by the USDStageImporter to fully import to persistent assets and actors | |
| UsdUtils::FBlendShapeMap * | BlendShapesByPath | Where we place imported blend shapes, if available | |
| bool | bMergeIdenticalMaterialSlots | If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot. | |
| bool | bReuseIdenticalAssets | If true, whenever two prims would have generated identical UAssets (like identical StaticMeshes or materials) then only one instance of that asset is generated, and the asset is shared by the components generated for both prims. | |
| bool | bSequencerIsAnimating | True if the Sequencer is currently opened and animating the stage level sequence. | |
| bool | bTranslateOnlyUsedMaterials | Skip the import of materials that aren't being used by any prim on the stage | |
| TArray< FHairGroupsInterpolation > | GroomInterpolationSettings | Groom group interpolation settings | |
| TSharedPtr< FUsdInfoCache > | InfoCache | Caches various information about prims that are expensive to query | |
| EUsdDefaultKind | KindsToCollapse | Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh | |
| ULevel * | Level | Level to spawn actors in | |
| FName | MaterialPurpose | The material purpose to use when translating material bindings | |
| TMap< FString, TMap< FString, int32 > > * | MaterialToPrimvarToUVIndex | When parsing materials, we keep track of which primvar we mapped to which UV channel. | |
| FUsdMetadataImportOptions | MetadataOptions | ||
| int32 | NaniteTriangleThreshold | If a generated UStaticMesh has at least this many triangles we will attempt to enable Nanite | |
| EObjectFlags | ObjectFlags | Flags used when creating UObjects | |
| USceneComponent * | ParentComponent | The parent component when translating children | |
| EUsdPurpose | PurposesToLoad | We're only allowed to load prims with purposes that match these flags | |
| FName | RenderContext | The render context to use when translating materials | |
| EUsdRootMotionHandling | RootMotionHandling | Describes what to add to the root bone animation within generated AnimSequences, if anything | |
| UE::FUsdStage | Stage | Pxr::UsdStage we're translating from | |
| int32 | SubdivisionLevel | Subdivision level to use for all subdivision meshes on the opened stage. 0 means "don't subdivide" | |
| TMap< UTexture *, TSet< UMaterialInterface * > > | TextureToUserMaterials | Sometimes we must upgrade a material from non-VT to VT, and so upgrade all of its textures to VT (and then upgrade all materials that use them to VT, etc.). | |
| float | Time | The time at which we are translating | |
| TArray< TSharedPtr< FUsdSchemaTranslatorTaskChain > > | TranslatorTasks |
Constructors
| Type | Name | Description | |
|---|---|---|---|
| PRAGMA_DISABLE_DEPRECATION_WARNINGS | FUsdSchemaTranslationContext
(
const FUsdSchemaTranslationContext& Other |
Explicitly declare these defaulted special functions or else the compiler will do it elsewhere and emit deprecated warnings due to usage of bCollapseTopLevelPointInstancers | |
| PRAGMA_ENABLE_DEPRECATION_WARNINGS | FUsdSchemaTranslationContext
(
const UE::FUsdStage& InStage, |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| bool | IsValid () |
Operators
| Type | Name | Description | |
|---|---|---|---|
| FUsdSchemaTranslationContext & | operator=
(
const FUsdSchemaTranslationContext& Other |