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Unreal Engine C++ API Reference > Plugins
Classes
Type | Name | Description | |
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FCaseSensitiveStringMapFuncs | Case sensitive hashing function for TMap | |
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FConvertedVtValue | Corresponds to a value held by a pxr::VtValue converted into UE types. | |
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FDisplayColorMaterial | Describes the type of vertex color/DisplayColor material that we would need in order to render a prim's displayColor data as intended | |
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FScopedUsdMessageLog | Starts sending USD messages to the message log and will display the message log on destruction if any messages were logged. | |
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FUsdBlendShape | ||
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FUsdBlendShapeInbetween | ||
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FUsdLogManager | ||
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FUsdMessageLog | ||
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FUsdPrimMaterialAssignmentInfo | Complete description of material assignment data of a pxr::UsdPrim | |
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FUsdPrimMaterialSlot | Description of a material slot we need to add to a UStaticMesh or USkeletalMesh to have it represent a material binding in a prim. | |
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IUsdUtilitiesModule |
Typedefs
Name | Description |
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FBlendShapeMap | Maps from a full blend shape path (e.g. '/Scene/Mesh/BlendShapeName') to the parsed FUsdBlendShape struct. |
FConvertedVtValueComponent | WARNING: Do not change the order of the types in this TVariant declaration, or it will break backwards compatibility with data that was serialized before the change, due to how `operator<<( FArchive& Ar, FConvertedVtValueComponent& Component )_ is implemented |
FConvertedVtValueEntry | Represents a single non-array value held by a pxr::VtValue object, like a 'float', a 'TfToken' or a 'GfMatrix3d' |
Enums
Type | Name | Description | |
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UsdUtils::EPrimAssignmentType | Describes what type of material assignment a FUsdPrimMaterialSlot represents | |
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UsdUtils::EUsdBasicDataTypes | Source: https://graphics.pixar.com/usd/docs/api/_usd__page__datatypes.html |
Functions
Type | Name | Description | |
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void | UsdUtils::AddPayload
(
UE::FUsdPrim& Prim, |
Adds a payload on Prim pointing at the default prim of the layer at AbsoluteFilePath |
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void | UsdUtils::AddReference
(
UE::FUsdPrim& Prim, |
Adds a reference on Prim to the layer at AbsoluteFilePath |
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bool | Returns true if we have prims that we can paste within our clipboard stage | |
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void | Clears all prims from our clipboard stage | |
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void | UsdUtils::CollectSchemaAnalytics
(
const UE::FUsdStage& Stage, |
Collects how many times each schema shows up on the provided stage and send it as an analytics event |
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bool | UsdUtils::CopyPrims
(
const TArray< UE::FUsdPrim >& Prims |
Copies flattened versions of the input prims onto the clipboard stage. |
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bool | UsdUtils::CutPrims
(
const TArray< UE::FUsdPrim >& Prims |
Copies flattened versions of the input prims onto the clipboard stage and removes all the prim specs for Prims from their stages. |
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TArray< UE::FSdfPath > | UsdUtils::DuplicatePrims
(
const TArray< UE::FUsdPrim >& Prims, |
Duplicates all provided Prims one-by-one, performing the requested DuplicateType. |
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T * | UsdUtils::FindOrCreateObject
(
UObject* InParent, |
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TArray< UE::FUsdPrim > | UsdUtils::GetAllPrimsOfType
(
const UE::FUsdPrim& StartPrim, |
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TArray< UE::FUsdPrim > | UsdUtils::GetAllPrimsOfType
(
const UE::FUsdPrim& StartPrim, |
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UUsdAssetImportData * | UsdUtils::GetAssetImportData
(
UObject* Asset |
Utilities to allow getting and setting our AssetImportData to an asset from a base UObject*. |
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double | Returns the time code for non-timesampled values. Usually a quiet NaN. | |
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double | Returns the earliest possible timecode. | |
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FUsdUnrealAssetInfo | UsdUtils::GetPrimAssetInfo
(
const UE::FUsdPrim& Prim |
Retrieves from Prim the assetInfo metadata values that we use as export metadata, when exporting Unreal assets |
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UE::FSdfPath | UsdUtils::GetPrimSpecPathForLayer
(
const UE::FUsdPrim& Prim, |
Returns a path exactly like Prim.GetPrimPath(), except that if the prim is within variant sets, it will return the full path with variant selections in it (i.e. the spec path), like "/Root/Child{Varset=Var}Inner" instead of just "/Root/Child/Inner". |
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bool | UsdUtils::GetReferenceFilePath
(
const UE::FUsdPrim& Prim, |
Gets the strongest direct reference on Prim with the given FileExtension. |
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FString | UsdUtils::GetUniqueName
(
FString Name, |
Appends numbered suffixes to Name until the result is not contained in UsedNames, and returns it. |
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TArray< UE::FUsdPrim > | UsdUtils::GetVisibleChildren
(
const UE::FUsdPrim& Prim, |
Returns the prims in the subtree of Prim (potentially including Prim itself) that are visible due to the visibility attribute and prim purpose |
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bool | UsdUtils::HasInheritedVisibility
(
const UE::FUsdPrim& Prim, |
Returns whether Prim has visibility set to 'inherited' |
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bool | UsdUtils::HasInvisibleParent
(
const UE::FUsdPrim& Prim, |
Travels up from Prim and returns true if we hit any invisible prim before we hit the stage pseudoroot. |
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bool | UsdUtils::IsAttributeMuted
(
const UE::FUsdAttribute& Attribute, |
Returns whether this attribute has the "Muted" CustomData on the stage's UE state sublayer, meaning it shouldn't be animated when loaded into UE |
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bool | UsdUtils::IsVisible
(
const UE::FUsdPrim& Prim, |
Returns if the ComputedVisibility for Prim says it should be visible |
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void | UsdUtils::MakeInvisible
(
UE::FUsdPrim& Prim, |
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void | UsdUtils::MakeVisible
(
UE::FUsdPrim& Prim, |
Will call UsdGeomImageable::MakeVisible/MakeInvisible if Prim is a UsdGeomImageable |
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bool | UsdUtils::MuteAttribute
(
UE::FUsdAttribute& Attribute, |
Adds a "Muted" CustomData entry to the attribute at the stage's UE state sublayer, which will prevent it from being animated when loaded into UE |
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TArray< UE::FSdfPath > | UsdUtils::PastePrims
(
const UE::FUsdPrim& ParentPrim |
Pastes the prims from the clipboard stage as children of ParentPrim. |
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void | UsdUtils::RemoveAllLocalPrimSpecs
(
const UE::FUsdPrim& Prim, |
Removes all the prim specs for Prim on the given Layer, if the layer belongs to the stage's local layer stack. |
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bool | UsdUtils::RemoveNumberedSuffix
(
FString& Prefix |
Removes any numbered suffix, followed by any number of underscores (e.g. Asset_2, Asset__232_31 or Asset94 all become 'Asset'), making sure the string is kept at least one character long. |
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bool | UsdUtils::RenamePrim
(
UE::FUsdPrim& Prim, |
Renames a single prim to a new name WARNING: This will lead to issues if called from within a pxr::SdfChangeBlock. |
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void | UsdUtils::ResolveWeightsForBlendShape
(
const FUsdBlendShape& InBlendShape, |
We decompose inbetween blend shapes on import into separate morph targets, alongside the primary blend shape, which also becomes a morph target. |
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FString | UsdUtils::SanitizeUsdIdentifier
(
const TCHAR* InIdentifier |
Returns a modified version of InIdentifier that can be used as a USD prim or property name. |
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void | UsdUtils::SetAssetImportData
(
UObject* Asset, |
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void | UsdUtils::SetPrimAssetInfo
(
UE::FUsdPrim& Prim, |
Adds to Prim the assetInfo metadata the values described in Info |
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bool | UsdUtils::UnmuteAttribute
(
UE::FUsdAttribute& Attribute, |
Removes the "Muted" CustomData entry from the attribute at the stage's UE state sublayer, letting it be animated when loaded into UE |