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API > API/Plugins > API/Plugins/USDStage
| Name | AUsdStageActor |
| Type | class |
| Header File | /Engine/Plugins/Importers/USDImporter/Source/USDStage/Public/USDStageActor.h |
| Include Path | #include "USDStageActor.h" |
Syntax
UCLASS (MinimalAPI, Config=USDImporter)
class AUsdStageActor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AUsdStageActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AUsdStageActor() |
USDStageActor.h |
Classes
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnUsdStageTimeChanged | TMulticastDelegate_NoParams< void > | USDStageActor.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OnActorLoaded | FOnActorLoaded | USDStageActor.h | |
| OnOpenStageEditorClicked | FOnOpenStageEditorClicked | USDStageActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetCache | TObjectPtr< UUsdAssetCache3 > | USDStageActor.h |
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| bCollapseTopLevelPointInstancers | bool | If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component. | USDStageActor.h | |
| bMergeIdenticalMaterialSlots | bool | If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot. | USDStageActor.h |
|
| bReuseIdenticalAssets | bool | USDStageActor.h | ||
| bShareAssetsForIdenticalPrims | bool | 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. | USDStageActor.h |
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| bUsePrimKindsForCollapsing | bool | Use KindsToCollapse to determine when to collapse prim subtrees or not (defaults to enabled). | USDStageActor.h |
|
| FallbackCollisionType | EUsdCollisionType | What type of collision to use for static meshes generated from Prims that don't have physics schemas applied. | USDStageActor.h |
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| GeometryCacheImport | EGeometryCacheImport | USDStageActor.h |
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| InitialLoadSet | EUsdInitialLoadSet | These properties are configs so that spawned actors read them from the CDO when spawned. | USDStageActor.h |
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| InterpolationType | EUsdInterpolationType | USDStageActor.h |
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| KindsToCollapse | int32 | 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 | USDStageActor.h |
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| MaterialPurpose | FName | Specifies which material purbose to use when parsing USD material bindings, in addition to the "allPurpose" fallback. | USDStageActor.h |
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| MetadataOptions | FUsdMetadataImportOptions | Describes if/how we should collect metadata from USD prims onto the assets and components we generate when opening stages | USDStageActor.h |
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| NaniteTriangleThreshold | int32 | Try enabling Nanite for static meshes that are generated with at least this many triangles | USDStageActor.h |
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| OnActorDestroyed | FOnStageActorEvent | USDStageActor.h | ||
| OnPreStageChanged | FOnStageActorEvent | USDStageActor.h | ||
| OnPrimChanged | FOnPrimChanged | USDStageActor.h | ||
| OnStageChanged | FOnStageActorEvent | USDStageActor.h | ||
| OnStageLoaded | FOnStageActorEvent | USDStageActor.h | ||
| OnStageUnloaded | FOnStageActorEvent | USDStageActor.h | ||
| OnTimeChanged | FOnUsdStageTimeChanged | USDStageActor.h | ||
| PrimLinkCache | TObjectPtr< UUsdPrimLinkCache > | USDStageActor.h |
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| PurposesToLoad | int32 | Only load prims with these specific purposes from the USD file | USDStageActor.h |
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| RenderContext | FName | Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context. | USDStageActor.h |
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| RootLayer | FFilePath | USDStageActor.h |
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| RootMotionHandling | EUsdRootMotionHandling | Describes what to add to the root bone animation within generated AnimSequences, if anything. | USDStageActor.h |
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| StageState | EUsdStageState | What to do with the USD Stage pointed to by RootLayer, if any | USDStageActor.h |
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| SubdivisionLevel | int32 | Subdivision level to use for all subdivision meshes on the opened stage. | USDStageActor.h |
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| UsdAssetCache | TObjectPtr< UUsdAssetCache2 > | USDStageActor.h | ||
| UsdInfoCache | TObjectPtr< UUsdInfoCache > | 'Transient' as this shouldn't be saved and should be zero'd when loading (i.e. each stage actor should always have a unique instance). | USDStageActor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BlockMonitoringLevelSequenceForThisTransaction() |
USDStageActor.h | ||
const UE::FUsdStage & GetBaseUsdStage() |
Always returns the base stage, regardless of whether we have an isolated stage or not. | USDStageActor.h | |
PRAGMA_ENABLE_DEPRECATION_WARNINGSTSharedPtr< UE::FUsdGeomBBoxCache > GetBBoxCache() |
USDStageActor.h | ||
const UsdUtils::FBlendShapeMap & GetBlendShapeMap() |
USDStageActor.h | ||
TArray< UObject * > GetGeneratedAssets
(
const FString& PrimPath |
Gets the transient assets that were generated for a prim with a given prim path. | USDStageActor.h |
|
USceneComponent * GetGeneratedComponent
(
const FString& PrimPath |
Gets the transient component that was generated for a prim with a given prim path. | USDStageActor.h |
|
PRAGMA_DISABLE_DEPRECATION_WARNINGSTSharedPtr< FUsdInfoCache > GetInfoCache() |
USDStageActor.h | ||
FString GetIsolatedRootLayer() |
Returns the root layer identifier of the currently isolated stage if we're in isolated mode, and the empty string otherwise. | USDStageActor.h |
|
const UE::FUsdStage & GetIsolatedUsdStage() |
Always returns the isolated stage, being an invalid stage in case we're not isolating anything. | USDStageActor.h | |
ULevelSequence * GetLevelSequence() |
USDStageActor.h |
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| USDStageActor.h | |||
UE::FUsdStage & GetOrLoadUsdStage() |
USDStageActor.h | ||
UE::FUsdStage & GetOrOpenUsdStage() |
Opens the stage with RootLayer if its not loaded already, and returns the either the isolated stage (if any) or the base stage | USDStageActor.h | |
| Gets the path to the prim that was parsed to generate the given `Object_. | USDStageActor.h |
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float GetTime() |
USDStageActor.h |
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| USDStageActor.h | |||
const FUsdListener & GetUsdListener () |
USDStageActor.h | ||
const UE::FUsdStage & GetUsdStage() |
Returns either the isolated stage (if any) or the base stage. | USDStageActor.h | |
bool IsListeningToUsdNotices() |
USDStageActor.h | ||
void IsolateLayer
(
const UE::FSdfLayer& Layer, |
Enters isolated mode by creating a new USD Stage using the provided layer as its root. | USDStageActor.h | |
void NewStage() |
Creates a brand new, memory-only USD stage and opens it. | USDStageActor.h |
|
void OpenLevelSequence() |
USDStageActor.h | ||
bool RegenerateLevelSequence () |
Creates new ULevelSequence assets for the root layer and sublayers. | USDStageActor.h | |
void ReloadAnimations() |
USDStageActor.h | ||
void RepopulateLevelSequence () |
Fills in the current LevelSequences with animations for the prims of the opened stage. | USDStageActor.h | |
void ResumeListeningToUsdNotices() |
USDStageActor.h | ||
void ResumeMonitoringLevelSequence() |
USDStageActor.h | ||
void SetAssetCache
(
UUsdAssetCache2* NewCache |
USDStageActor.h |
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| USDStageActor.h |
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void SetCollapseTopLevelPointInstancers
(
bool bCollapse |
USDStageActor.h |
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void SetCollectFromEntireSubtrees
(
bool bNewCollectValue |
USDStageActor.h |
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void SetCollectMetadata
(
bool bNewCollectValue |
USDStageActor.h |
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void SetCollectOnComponents
(
bool bNewCollectValue |
USDStageActor.h |
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void SetFallbackCollisionType
(
EUsdCollisionType NewCollisionType |
USDStageActor.h |
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void SetGeometryCacheImport
(
EGeometryCacheImport ImportOption |
USDStageActor.h |
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void SetInitialLoadSet
(
EUsdInitialLoadSet NewLoadSet |
USDStageActor.h |
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void SetInterpolationType
(
EUsdInterpolationType NewType |
USDStageActor.h |
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void SetInvertFilters
(
bool bNewInvertValue |
USDStageActor.h |
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void SetIsolatedRootLayer
(
const FString& IsolatedStageRootLayer |
If IsolatedStageRootLayer is the identifier of one of the sublayers of the currently opened stage, this will enter isolated mode by creating a new stage with IsolatedStageRootLayer as its root, and displaying that. | USDStageActor.h |
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void SetKindsToCollapse
(
int32 NewKindsToCollapse |
USDStageActor.h |
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void SetMaterialPurpose
(
const FName& NewMaterialPurpose |
USDStageActor.h |
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void SetMergeIdenticalMaterialSlots
(
bool bMerge |
USDStageActor.h |
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void SetNaniteTriangleThreshold
(
int32 NewNaniteTriangleThreshold |
USDStageActor.h |
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void SetPurposesToLoad
(
int32 NewPurposesToLoad |
USDStageActor.h |
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void SetRenderContext
(
const FName& NewRenderContext |
USDStageActor.h |
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void SetReuseIdenticalAssets
(
bool bReuse |
USDStageActor.h |
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void SetRootLayer
(
const FString& RootFilePath |
USDStageActor.h |
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void SetRootMotionHandling
(
EUsdRootMotionHandling NewHandlingStrategy |
USDStageActor.h |
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void SetShareAssetsForIdenticalPrims
(
bool bShare |
USDStageActor.h |
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void SetStageState
(
EUsdStageState NewStageState |
USDStageActor.h |
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void SetSubdivisionLevel
(
int32 NewLevel |
USDStageActor.h |
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void SetTime
(
float InTime |
USDStageActor.h |
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void SetUsdAssetCache
(
UUsdAssetCache3* NewCache |
USDStageActor.h |
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void SetUsdStage
(
const UE::FUsdStage& NewStage |
USDStageActor.h | ||
void SetUsePrimKindsForCollapsing
(
bool bUse |
USDStageActor.h |
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void StopListeningToUsdNotices () |
Control whether we respond to USD notices or not. | USDStageActor.h | |
void StopMonitoringLevelSequence() |
Prevents writing back data to the USD stage whenever our LevelSequences are modified | USDStageActor.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Destroyed() |
USDStageActor.h | ||
virtual void PostActorCreated() |
USDStageActor.h | ||
virtual void PostRegisterAllComponents() |
USDStageActor.h | ||
virtual void PostUnregisterAllComponents() |
USDStageActor.h | ||
virtual void Reset() |
USDStageActor.h | ||
virtual void UnregisterAllComponents
(
bool bForReregister |
USDStageActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
USDStageActor.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
USDStageActor.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
USDStageActor.h | ||
virtual void PostInitProperties() |
USDStageActor.h | ||
| USDStageActor.h | |||
virtual void PostTransacted
(
const FTransactionObjectEvent& TransactionEvent |
USDStageActor.h | ||
virtual void PreEditChange
(
FProperty* PropertyThatWillChange |
USDStageActor.h | ||
virtual void PreEditUndo() |
USDStageActor.h | ||
virtual void Serialize
(
FArchive& Ar |
USDStageActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AnimatePrims() |
USDStageActor.h | ||
void CloseUsdStage
(
bool bUnloadIfNeeded |
USDStageActor.h | ||
UUsdPrimTwin * ExpandPrim
(
const UE::FUsdPrim& Prim, |
USDStageActor.h | ||
UUsdPrimTwin * GetOrCreatePrimTwin
(
const UE::FSdfPath& UsdPrimPath |
USDStageActor.h | ||
| USDStageActor.h | |||
| USDStageActor.h | |||
void HandleAccumulatedNotices() |
USDStageActor.h | ||
void HandlePropertyChangedEvent
(
FPropertyChangedEvent& PropertyChangedEvent |
USDStageActor.h | ||
void HandleTransactionStateChanged
(
const FTransactionContext& InTransactionContext, |
USDStageActor.h | ||
bool HasAuthorityOverStage() |
USDStageActor.h | ||
bool LoadAsset
(
FUsdSchemaTranslationContext& TranslationContext, |
Loads the asset for a single prim | USDStageActor.h | |
bool LoadAssets
(
FUsdSchemaTranslationContext& TranslationContext, |
Loads the assets for all prims from StartPrim and its children | USDStageActor.h | |
void LoadUsdStage
(
bool bOpenIfNeeded |
USDStageActor.h | ||
void OnBeginPIE
(
bool bIsSimulating |
USDStageActor.h | ||
void OnLevelActorDeleted
(
AActor* DeletedActor |
USDStageActor.h | ||
void OnObjectPropertyChanged
(
UObject* ObjectBeingModified, |
USDStageActor.h | ||
| USDStageActor.h | |||
void OnPostPIEStarted
(
bool bIsSimulating |
USDStageActor.h | ||
void OnPostUsdImport
(
FString FilePath |
USDStageActor.h | ||
void OnPreUsdImport
(
FString FilePath |
USDStageActor.h | ||
void OnSkelAnimationBaked
(
const FString& SkeletonPrimPath |
USDStageActor.h | ||
void OnUsdObjectsChanged
(
const UsdUtils::FObjectChangesByPath& InfoChanges, |
USDStageActor.h | ||
void OnUsdPrimTwinDestroyed
(
const UUsdPrimTwin& UsdPrimTwin |
USDStageActor.h | ||
void OpenUsdStage() |
USDStageActor.h | ||
void RebuildInfoCacheFromStoredChanges() |
USDStageActor.h | ||
void Refresh() |
USDStageActor.h | ||
void RequestDelayedTransactorReset() |
USDStageActor.h | ||
void SetupAssetCacheIfNeeded() |
USDStageActor.h | ||
void SetupBBoxCacheIfNeeded() |
USDStageActor.h | ||
bool UnloadAssets
(
const UE::FSdfPath& PrimPath, |
USDStageActor.h | ||
void UnloadUsdStage() |
USDStageActor.h | ||
void UpdatePrim
(
const UE::FSdfPath& UsdPrimPath, |
USDStageActor.h | ||
void UpdateSpawnedObjectsTransientFlag
(
bool bTransient |
USDStageActor.h |