unreal.LevelExporterUSDOptions¶
- class unreal.LevelExporterUSDOptions(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ObjectOptions for exporting levels to USD format.
C++ Source:
Plugin: USDImporter
Module: USDExporter
File: LevelExporterUSDOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
current_task(AssetExportTask): [Read-Only] Current Task: We temporarily stash our export task here as a way of passing our options down to the Python exporter, that does the actual level exporting. This is weak because we often use the CDO of this class directly, and we never want to permanently hold on to a particular export taskend_time_code(float): [Read-Write] End Time Code: EndTimeCode to be used for all exported layersinner(LevelExporterUSDOptionsInner): [Read-Write] Inner: Inner struct that actually contains most of the export optionsre_export_identical_assets(bool): [Read-Write] Re Export Identical Assets: Whether to export any asset (StaticMesh, Material, etc.) even if the existing file already describes the same version of a compatible asset. This is only checked when bReplaceIdentical is set on the asset export task. Otherwise we’ll never overwrite files.re_export_identical_levels_and_sequences(bool): [Read-Write] Re Export Identical Levels and Sequences: Whether to export levels and LevelSequences even if the existing files already describe the same versions of compatible assets. This is only checked when bReplaceIdentical is set on the asset export task. Otherwise we’ll never overwrite files.stage_options(UsdStageOptions): [Read-Write] Stage Options: Basic options about the stage to exportstart_time_code(float): [Read-Write] Start Time Code: StartTimeCode to be used for all exported layers
- property current_task: AssetExportTask¶
[Read-Only] Current Task: We temporarily stash our export task here as a way of passing our options down to the Python exporter, that does the actual level exporting. This is weak because we often use the CDO of this class directly, and we never want to permanently hold on to a particular export task
- Type:
- property end_time_code: float¶
[Read-Write] End Time Code: EndTimeCode to be used for all exported layers
- Type:
(float)
- property inner: LevelExporterUSDOptionsInner¶
[Read-Write] Inner: Inner struct that actually contains most of the export options
- Type:
- property re_export_identical_assets: bool¶
[Read-Write] Re Export Identical Assets: Whether to export any asset (StaticMesh, Material, etc.) even if the existing file already describes the same version of a compatible asset. This is only checked when bReplaceIdentical is set on the asset export task. Otherwise we’ll never overwrite files.
- Type:
(bool)
- property re_export_identical_levels_and_sequences: bool¶
[Read-Write] Re Export Identical Levels and Sequences: Whether to export levels and LevelSequences even if the existing files already describe the same versions of compatible assets. This is only checked when bReplaceIdentical is set on the asset export task. Otherwise we’ll never overwrite files.
- Type:
(bool)
- property stage_options: UsdStageOptions¶
[Read-Write] Stage Options: Basic options about the stage to export
- Type: