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| Name | FUsdSchemaTranslationContext |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/USDCore/Source/USDUtilities/Public/Objects/USDSchemaTranslator.h |
| Include Path | #include "Objects/USDSchemaTranslator.h" |
Syntax
struct FUsdSchemaTranslationContext : public TSharedFromThis< FUsdSchemaTranslationContext >
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FUsdSchemaTranslationContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 | Objects/USDSchemaTranslator.h | |
FUsdSchemaTranslationContext
(
const UE::FUsdStage& InStage |
Objects/USDSchemaTranslator.h | ||
FUsdSchemaTranslationContext
(
const UE::FUsdStage& InStage, |
Objects/USDSchemaTranslator.h | ||
FUsdSchemaTranslationContext
(
const UE::FUsdStage& InStage, |
Objects/USDSchemaTranslator.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetCache | PRAGMA_DISABLE_DEPRECATION_WARNINGSTStrongObjectPtr< UUsdAssetCache2 > | Where the translated assets will be stored | Objects/USDSchemaTranslator.h | |
| bAllowInterpretingLODs | bool | If true, prims with a "LOD" variant set, and "LOD0", "LOD1", etc. | Objects/USDSchemaTranslator.h | |
| bAllowParsingGroomAssets | bool | If true, means we will try generating GroomAssets, GroomCaches and GroomBindings | Objects/USDSchemaTranslator.h | |
| bAllowParsingSkeletalAnimations | bool | If true, we will also try creating UAnimSequence skeletal animation assets when parsing Skeleton prims | Objects/USDSchemaTranslator.h | |
| bAllowParsingSounds | bool | If true, means we will try generating SoundWave assets from sound files referenced by UsdMediaSpatialAudio prims | Objects/USDSchemaTranslator.h | |
| bAllowParsingSparseVolumeTextures | bool | If true, means we will try generating Sparse Volume Textures | Objects/USDSchemaTranslator.h | |
| bAllowRecomputingMaterialOverrides | bool | We set material overrides within UsdGeomXformableTranslator::UpdateComponents when this flag is set. | Objects/USDSchemaTranslator.h | |
| BBoxCache | TSharedPtr< UE::FUsdGeomBBoxCache > | Bounding box cache used for the USD stage in case we have to spawn bounds components | Objects/USDSchemaTranslator.h | |
| bIsBuildingInfoCache | bool | True if we're building the InfoCache assigned to this context. | Objects/USDSchemaTranslator.h | |
| bIsImporting | bool | True if we're a context created by the USDStageImporter to fully import to persistent assets and actors | Objects/USDSchemaTranslator.h | |
| bIsJustRepopulatingLevelSequence | bool | True if we're just re-adding animations onto the LevelSequence, and not creating/updating components | Objects/USDSchemaTranslator.h | |
| BlendShapesByPath | UsdUtils::FBlendShapeMap * | Where we place imported blend shapes, if available | Objects/USDSchemaTranslator.h | |
| bMergeIdenticalMaterialSlots | bool | Identical material slots will be combined into a single slot if this is enabled. | Objects/USDSchemaTranslator.h | |
| bReuseIdenticalAssets | bool | Objects/USDSchemaTranslator.h | ||
| bSequencerIsAnimating | bool | True if the Sequencer is currently opened and animating the stage level sequence. | Objects/USDSchemaTranslator.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. | Objects/USDSchemaTranslator.h | |
| bTranslateOnlyUsedMaterials | bool | Skip the import of materials that aren't being used by any prim on the stage | Objects/USDSchemaTranslator.h | |
| bUsePrimKindsForCollapsing | bool | Use KindsToCollapse to determine when to collapse prim subtrees or not (defaults to enabled). | Objects/USDSchemaTranslator.h | |
| FallbackCollisionType | EUsdCollisionType | What type of collision to use for static meshes generated from Prims that don't have physics schemas applied | Objects/USDSchemaTranslator.h | |
| GeometryCacheImport | EGeometryCacheImport | How geometry caches are handled in the stage workflow | Objects/USDSchemaTranslator.h | |
| GroomInterpolationSettings | TArray< FHairGroupsInterpolation > | Groom group interpolation settings | Objects/USDSchemaTranslator.h | |
| InfoCache | TSharedPtr< FUsdInfoCache > | Caches various information about prims that are expensive to query | Objects/USDSchemaTranslator.h | |
| KindsToCollapse | EUsdDefaultKind | 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 | Objects/USDSchemaTranslator.h | |
| Level | ULevel * | Level to spawn actors in | Objects/USDSchemaTranslator.h | |
| MaterialPurpose | FName | The material purpose to use when translating material bindings | Objects/USDSchemaTranslator.h | |
| MetadataOptions | FUsdMetadataImportOptions | Objects/USDSchemaTranslator.h | ||
| NaniteTriangleThreshold | int32 | If a generated UStaticMesh has at least this many triangles we will attempt to enable Nanite | Objects/USDSchemaTranslator.h | |
| ObjectFlags | EObjectFlags | Flags used when creating UObjects | Objects/USDSchemaTranslator.h | |
| ParentComponent | USceneComponent * | The parent component when translating children | Objects/USDSchemaTranslator.h | |
| PrimLinkCache | FUsdPrimLinkCache * | Caches which assets were generated from which USD prims | Objects/USDSchemaTranslator.h | |
| PurposesToLoad | EUsdPurpose | We're only allowed to load prims with purposes that match these flags | Objects/USDSchemaTranslator.h | |
| RenderContext | FName | The render context to use when translating materials | Objects/USDSchemaTranslator.h | |
| RootMotionHandling | EUsdRootMotionHandling | Describes what to add to the root bone animation within generated AnimSequences, if anything | Objects/USDSchemaTranslator.h | |
| Stage | UE::FUsdStage | Pxr::UsdStage we're translating from | Objects/USDSchemaTranslator.h | |
| SubdivisionLevel | int32 | Subdivision level to use for all subdivision meshes on the opened stage. 0 means "don't subdivide" | Objects/USDSchemaTranslator.h | |
| TextureToUserMaterials | TMap< UTexture *, TSet< UMaterialInterface * > > | 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.). | Objects/USDSchemaTranslator.h | |
| Time | float | The time at which we are translating | Objects/USDSchemaTranslator.h | |
| TranslatorTasks | TArray< TSharedPtr< FUsdSchemaTranslatorTaskChain > > | Objects/USDSchemaTranslator.h | ||
| UsdAssetCache | TStrongObjectPtr< UUsdAssetCache3 > | Where the translated assets will be stored | Objects/USDSchemaTranslator.h | |
| UsdInfoCache | FUsdInfoCache * | Caches various information about prims that are expensive to query | Objects/USDSchemaTranslator.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CompleteTasks() |
Objects/USDSchemaTranslator.h | ||
bool IsValid() |
Objects/USDSchemaTranslator.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FUsdSchemaTranslationContext & operator=
(
const FUsdSchemaTranslationContext& Other |
Objects/USDSchemaTranslator.h |