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API > API/Plugins > API/Plugins/USDUtilities
Caches information about a specific USD Stage
| Name | FUsdInfoCache |
| Type | class |
| Header File | /Engine/Plugins/Runtime/USDCore/Source/USDUtilities/Public/Objects/USDInfoCache.h |
| Include Path | #include "Objects/USDInfoCache.h" |
Syntax
class FUsdInfoCache
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FUsdInfoCache() |
Objects/USDInfoCache.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FUsdInfoCache() |
Objects/USDInfoCache.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Impl | TUniquePtr< FUsdInfoCacheImpl > | Objects/USDInfoCache.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Clear() |
Objects/USDInfoCache.h | ||
bool ContainsInfoAboutPrim
(
const UE::FSdfPath& Path |
Returns whether we contain any info about prim at 'Path' at all. | Objects/USDInfoCache.h | |
void CopyImpl
(
const FUsdInfoCache& Other |
Objects/USDInfoCache.h | ||
bool DoesPathCollapseChildren
(
const UE::FSdfPath& Path, |
Objects/USDInfoCache.h | ||
TMap< UE::FSdfPath, TArray< TWeakObjectPtr< UObject > > > GetAllAssetPrimLinks() |
Objects/USDInfoCache.h | ||
TArray< TWeakObjectPtr< UObject > > GetAllAssetsForPrim
(
const UE::FSdfPath& Path |
Objects/USDInfoCache.h | ||
TArray< T * > GetAssetsForPrim
(
const UE::FSdfPath& Path |
Objects/USDInfoCache.h | ||
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 | Objects/USDInfoCache.h | |
TArray< UE::FSdfPath > GetChildren
(
const UE::FSdfPath& ParentPath |
Retrieves the children of a prim from the cached information. | Objects/USDInfoCache.h | |
TSet< UE::FSdfPath > GetKnownPrims() |
Returns a list of all prims we have generic info about | Objects/USDInfoCache.h | |
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'. | Objects/USDInfoCache.h | |
TSet< UE::FSdfPath > GetMaterialUsers
(
const UE::FSdfPath& Path |
Objects/USDInfoCache.h | ||
TArray< UE::FSdfPath > GetPrimsForAsset
(
const UObject* Asset |
Objects/USDInfoCache.h | ||
T * GetSingleAssetForPrim
(
const UE::FSdfPath& Path |
Objects/USDInfoCache.h | ||
TOptional< uint64 > GetSubtreeMaterialSlotCount
(
const UE::FSdfPath& Path |
Objects/USDInfoCache.h | ||
TOptional< TArray< UsdUtils::FUsdPrimMaterialSlot > > GetSubtreeMaterialSlots
(
const UE::FSdfPath& Path |
Objects/USDInfoCache.h | ||
TOptional< uint64 > GetSubtreeVertexCount
(
const UE::FSdfPath& Path |
Provides the total vertex or material slots counts for each prim and its subtree. | Objects/USDInfoCache.h | |
bool IsEmpty() |
Objects/USDInfoCache.h | ||
bool IsMaterialUsed
(
const UE::FSdfPath& Path |
Objects/USDInfoCache.h | ||
bool IsPathCollapsed
(
const UE::FSdfPath& Path, |
Objects/USDInfoCache.h | ||
bool IsPotentialGeometryCacheRoot
(
const UE::FSdfPath& Path |
Returns true if Path could potentially be collapsed as a Geometry Cache asset | Objects/USDInfoCache.h | |
bool IsPrototypeTranslated
(
const UE::FSdfPath& PrototypePath |
Objects/USDInfoCache.h | ||
void LinkAssetToPrim
(
const UE::FSdfPath& Path, |
Objects/USDInfoCache.h | ||
void MarkPrototypeAsTranslated
(
const UE::FSdfPath& PrototypePath |
Objects/USDInfoCache.h | ||
void RebuildCacheForSubtree
(
const UE::FUsdPrim& Prim, |
Objects/USDInfoCache.h | ||
void RebuildCacheForSubtrees
(
const TArray< UE::FSdfPath >& SubtreeRoots, |
Objects/USDInfoCache.h | ||
TArray< TWeakObjectPtr< UObject > > RemoveAllAssetPrimLinks
(
const UE::FSdfPath& Path |
Objects/USDInfoCache.h | ||
void RemoveAllAssetPrimLinks () |
Objects/USDInfoCache.h | ||
TArray< UE::FSdfPath > RemoveAllAssetPrimLinks
(
const UObject* Asset |
Objects/USDInfoCache.h | ||
void ResetTranslatedPrototypes () |
Marks/checks if the provided path to a prototype prim is already being translated. | Objects/USDInfoCache.h | |
bool Serialize
(
FArchive& Ar |
Objects/USDInfoCache.h | ||
void UnlinkAssetFromPrim
(
const UE::FSdfPath& Path, |
Objects/USDInfoCache.h | ||
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. | Objects/USDInfoCache.h |