unreal.LevelExporterUSDOptionsInner
¶
- class unreal.LevelExporterUSDOptionsInner(selection_only=False, export_actor_folders=False, ignore_sequencer_animations=False, export_foliage_on_actors_layer=False, asset_folder=[''], asset_options=[False, '', False, False, [[[MaterialProperty.MP_BASE_COLOR, False, [0, 0], False, 0.0], [MaterialProperty.MP_METALLIC, False, [0, 0], False, 0.0], [MaterialProperty.MP_SPECULAR, False, [0, 0], False, 0.0], [MaterialProperty.MP_ROUGHNESS, False, [0, 0], False, 0.0], [MaterialProperty.MP_ANISOTROPY, False, [0, 0], False, 0.0], [MaterialProperty.MP_EMISSIVE_COLOR, False, [0, 0], False, 0.0], [MaterialProperty.MP_OPACITY, False, [0, 0], False, 0.0], [MaterialProperty.MP_OPACITY_MASK, False, [0, 0], False, 0.0], [MaterialProperty.MP_NORMAL, False, [0, 0], False, 0.0], [MaterialProperty.MP_TANGENT, False, [0, 0], False, 0.0], [MaterialProperty.MP_SUBSURFACE_COLOR, False, [0, 0], False, 0.0], [MaterialProperty.MP_AMBIENT_OCCLUSION, False, [0, 0], False, 0.0]], [128, 128], ['']], 0, 7], lowest_landscape_lod=0, highest_landscape_lod=0, landscape_bake_resolution=[1024, 1024], export_sublayers=False, levels_to_ignore=[])¶
Bases:
unreal.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] Asset Folder: Where to place all the generated asset filesasset_options
(UsdMeshAssetOptions): [Read-Write] Asset Options: Options to use for all exported assets when appropriate (e.g. static and skeletal meshes, materials, etc.)export_actor_folders
(bool): [Read-Write] Export Actor Folders: Whether to use UE actor folders as empty primsexport_foliage_on_actors_layer
(bool): [Read-Write] Export Foliage on Actors Layer: 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] Export Sublayers: If true, will export sub-levels as separate layers (referenced as sublayers). If false, will collapse all sub-levels in a single exported root layerhighest_landscape_lod
(int32): [Read-Write] Highest Landscape LOD: 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] Ignore Sequencer Animations: 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 USDlandscape_bake_resolution
(IntPoint): [Read-Write] Landscape Bake Resolution: Resolution to use when baking landscape materials into textureslevels_to_ignore
(Set(str)): [Read-Write] Levels to Ignore: 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 Landscape LOD: Lowest of the LOD indices to export landscapes with (use 0 for full resolution)selection_only
(bool): [Read-Write] Selection Only: Whether to export only the selected actors, and assets used by them
- property asset_folder¶
[Read-Write] Asset Folder: Where to place all the generated asset files
- Type
- property asset_options¶
[Read-Write] Asset Options: Options to use for all exported assets when appropriate (e.g. static and skeletal meshes, materials, etc.)
- Type
- property export_actor_folders¶
[Read-Write] Export Actor Folders: Whether to use UE actor folders as empty prims
- Type
(bool)
- property export_foliage_on_actors_layer¶
[Read-Write] Export Foliage on Actors Layer: 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¶
[Read-Write] Export Sublayers: 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 highest_landscape_lod¶
[Read-Write] Highest Landscape LOD: 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¶
[Read-Write] Ignore Sequencer Animations: 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¶
[Read-Write] Landscape Bake Resolution: Resolution to use when baking landscape materials into textures
- Type
(IntPoint)
- property levels_to_ignore¶
[Read-Write] Levels to Ignore: Names of levels that should be ignored when collecting actors to export (e.g. “Persistent Level”, “Level1”, “MySubLevel”, etc.)
- property lowest_landscape_lod¶
[Read-Write] Lowest Landscape LOD: Lowest of the LOD indices to export landscapes with (use 0 for full resolution)
- Type
(int32)