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API > API/Plugins > API/Plugins/USDUtilities > API/Plugins/USDUtilities/FUsdInfoCache
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsPotentialGeometryCacheRoot
(
const UE::FSdfPath& Path |
Returns true if Path could potentially be collapsed as a Geometry Cache asset | Objects/USDInfoCache.h | |
bool IsPotentialGeometryCacheRoot
(
const UE::FUsdPrim& Prim |
Analogous to the function above, this overload of IsPotentialGeometryCacheRoot is meant for internal use, and exists because during the info cache build (in some contexts) we can fill in this geometry cache information on-demand, for better performance. | Objects/USDInfoCache.h |
IsPotentialGeometryCacheRoot(const UE::FSdfPath &)
Description
Returns true if Path could potentially be collapsed as a Geometry Cache asset
| Name | IsPotentialGeometryCacheRoot |
| Type | function |
| Header File | /Engine/Plugins/Runtime/USDCore/Source/USDUtilities/Public/Objects/USDInfoCache.h |
| Include Path | #include "Objects/USDInfoCache.h" |
| Source | /Engine/Plugins/Runtime/USDCore/Source/USDUtilities/Private/Objects/USDInfoCache.cpp |
bool IsPotentialGeometryCacheRoot
(
const UE::FSdfPath & Path
) const
IsPotentialGeometryCacheRoot(const UE::FUsdPrim &)
Description
Analogous to the function above, this overload of IsPotentialGeometryCacheRoot is meant for internal use, and exists because during the info cache build (in some contexts) we can fill in this geometry cache information on-demand, for better performance.
| Name | IsPotentialGeometryCacheRoot |
| Type | function |
| Header File | /Engine/Plugins/Runtime/USDCore/Source/USDUtilities/Public/Objects/USDInfoCache.h |
| Include Path | #include "Objects/USDInfoCache.h" |
| Source | /Engine/Plugins/Runtime/USDCore/Source/USDUtilities/Private/Objects/USDInfoCache.cpp |
bool IsPotentialGeometryCacheRoot
(
const UE::FUsdPrim & Prim
) const