unreal.LevelExporterUSDOptionsInner

class unreal.LevelExporterUSDOptionsInner(root_prim_name: str = '', selection_only: bool = False, export_actor_folders: bool = False, ignore_sequencer_animations: bool = False, export_foliage_on_actors_layer: bool = False, asset_folder: DirectoryPath = Ellipsis, export_to_nested_sub_folders: bool = False, asset_options: UsdMeshAssetOptions = Ellipsis, metadata_options: UsdMetadataExportOptions = Ellipsis, lowest_landscape_lod: int = 0, highest_landscape_lod: int = 0, landscape_bake_resolution: IntPoint = Ellipsis, export_sublayers: bool = False, levels_to_ignore: None = [])

Bases: StructBase

Level Exporter USDOptions Inner

C++ Source:

  • Plugin: USDImporter

  • Module: USDExporter

  • File: LevelExporterUSDOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_folder (DirectoryPath): [Read-Write] Where to place all the generated asset files

  • asset_options (UsdMeshAssetOptions): [Read-Write] Options to use for all exported assets when appropriate (e.g. static and skeletal meshes, materials, etc.)

  • export_actor_folders (bool): [Read-Write] Whether to use UE actor folders as empty prims

  • export_foliage_on_actors_layer (bool): [Read-Write] By default foliage instances will be exported to the same layer as the component they were placed on in the editor. Enable this to instead export the foliage instances to the same layer as the foliage actor they belong to. This is useful if those foliage instances were placed with the “Place In Current Level” option.

  • export_sublayers (bool): [Read-Write] If true, will export sub-levels as separate layers (referenced as sublayers). If false, will collapse all sub-levels in a single exported root layer

  • export_to_nested_sub_folders (bool): [Read-Write] Export the asset files in a folder structure that mirrors their Unreal project content folder structure. Warning: This can produce very long file paths that could cause issues depending on the operating system settings.

  • highest_landscape_lod (int32): [Read-Write] Highest of the LOD indices to export landscapes with. Each value above 0 halves resolution. The max value depends on the number of components and sections per component of each landscape, and may be clamped.

  • ignore_sequencer_animations (bool): [Read-Write] If true, and if we have a level sequence animating the level during export, it will revert any actor or component to its unanimated state before writing to USD

  • landscape_bake_resolution (IntPoint): [Read-Write] Resolution to use when baking landscape materials into textures

  • levels_to_ignore (Set[str]): [Read-Write] Names of levels that should be ignored when collecting actors to export (e.g. “Persistent Level”, “Level1”, “MySubLevel”, etc.)

  • lowest_landscape_lod (int32): [Read-Write] Lowest of the LOD indices to export landscapes with (use 0 for full resolution)

  • metadata_options (UsdMetadataExportOptions): [Read-Write] Options to use when exporting UsdAssetUserData metadata to USD for all assets (including the level itself)

  • root_prim_name (str): [Read-Write] Name of the single top-level prim that is emitted when exporting Levels and LevelSequences to USD

  • selection_only (bool): [Read-Write] Whether to export only the selected actors, and assets used by them

property asset_folder: DirectoryPath

[Read-Write] Where to place all the generated asset files

Type:

(DirectoryPath)

property asset_options: UsdMeshAssetOptions

[Read-Write] Options to use for all exported assets when appropriate (e.g. static and skeletal meshes, materials, etc.)

Type:

(UsdMeshAssetOptions)

property export_actor_folders: bool

[Read-Write] Whether to use UE actor folders as empty prims

Type:

(bool)

property export_foliage_on_actors_layer: bool

[Read-Write] By default foliage instances will be exported to the same layer as the component they were placed on in the editor. Enable this to instead export the foliage instances to the same layer as the foliage actor they belong to. This is useful if those foliage instances were placed with the “Place In Current Level” option.

Type:

(bool)

property export_sublayers: bool

[Read-Write] If true, will export sub-levels as separate layers (referenced as sublayers). If false, will collapse all sub-levels in a single exported root layer

Type:

(bool)

property export_to_nested_sub_folders: bool

[Read-Write] Export the asset files in a folder structure that mirrors their Unreal project content folder structure. Warning: This can produce very long file paths that could cause issues depending on the operating system settings.

Type:

(bool)

property highest_landscape_lod: int

[Read-Write] Highest of the LOD indices to export landscapes with. Each value above 0 halves resolution. The max value depends on the number of components and sections per component of each landscape, and may be clamped.

Type:

(int32)

property ignore_sequencer_animations: bool

[Read-Write] If true, and if we have a level sequence animating the level during export, it will revert any actor or component to its unanimated state before writing to USD

Type:

(bool)

property landscape_bake_resolution: IntPoint

[Read-Write] Resolution to use when baking landscape materials into textures

Type:

(IntPoint)

property levels_to_ignore: None

[Read-Write] Names of levels that should be ignored when collecting actors to export (e.g. “Persistent Level”, “Level1”, “MySubLevel”, etc.)

Type:

(Set[str])

property lowest_landscape_lod: int

[Read-Write] Lowest of the LOD indices to export landscapes with (use 0 for full resolution)

Type:

(int32)

property metadata_options: UsdMetadataExportOptions

[Read-Write] Options to use when exporting UsdAssetUserData metadata to USD for all assets (including the level itself)

Type:

(UsdMetadataExportOptions)

property root_prim_name: str

[Read-Write] Name of the single top-level prim that is emitted when exporting Levels and LevelSequences to USD

Type:

(str)

property selection_only: bool

[Read-Write] Whether to export only the selected actors, and assets used by them

Type:

(bool)