unreal.UUSDBatchImportOptions
¶
- class unreal.UUSDBatchImportOptions(outer=None, name='None')¶
Bases:
unreal.UUSDImportOptions
UUSDBatch Import Options
C++ Source:
Plugin: USDImporter
Module: USDImporter
File: USDImportOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_world_transform_to_geometry
(bool): [Read-Write] Apply World Transform to Geometryexisting_asset_policy
(ExistingAssetPolicy): [Read-Write] What should happen with existing assetsgenerate_unique_meshes
(bool): [Read-Write] This setting determines what to do if more than one USD prim is found with the same name. If this setting is true a unique name will be generated and a unique asset will be imported If this is false, the first asset found is generated. Assets will be reused when spawning actors into the world.generate_unique_path_per_usd_prim
(bool): [Read-Write] If checked, To enforce unique asset paths, all assets will be created in directories that match with their prim path e.g a USD path /root/myassets/myprim_mesh will generate the path in the game directory “/Game/myassets/” with a mesh asset called “myprim_mesh” within that path.import_meshes
(bool): [Read-Write] Whether or not to import mesh geometry or to just spawn actors using existing meshesmaterial_search_location
(MaterialSearchLocation): [Read-Write] Material Search Locationmesh_import_type
(UsdMeshImportType): [Read-Write] Defines what should happen with existing actorspath_for_assets
(DirectoryPath): [Read-Write] The path where new assets are importedscale
(float): [Read-Write] Scalesub_tasks
(Array(UUSDBatchImportOptionsSubTask)): [Read-Write] Sub Tasks deprecated: Use the new USDStageImporter module instead
- property existing_asset_policy¶
[Read-Write] What should happen with existing assets
- Type
- property generate_unique_meshes¶
[Read-Write] This setting determines what to do if more than one USD prim is found with the same name. If this setting is true a unique name will be generated and a unique asset will be imported If this is false, the first asset found is generated. Assets will be reused when spawning actors into the world.
- Type
(bool)
- property import_meshes¶
[Read-Write] Whether or not to import mesh geometry or to just spawn actors using existing meshes
- Type
(bool)
- property path_for_assets¶
[Read-Write] The path where new assets are imported
- Type
- property sub_tasks¶
[Read-Write] Sub Tasks deprecated: Use the new USDStageImporter module instead
- Type