unreal.UUSDSceneImportOptions

class unreal.UUSDSceneImportOptions(outer=None, name='None')

Bases: unreal.UUSDImportOptions

UUSDScene 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 Geometry

  • existing_actor_policy (ExistingActorPolicy): [Read-Write] Defines what should happen with existing actors

  • existing_asset_policy (ExistingAssetPolicy): [Read-Write] What should happen with existing assets

  • flatten_hierarchy (bool): [Read-Write] If checked, all actors generated will have a world space transform and will not have any attachment hierarchy

  • generate_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 meshes

  • import_properties (bool): [Read-Write] Whether or not to import custom properties and set their unreal equivalent on spawned actors

  • material_search_location (MaterialSearchLocation): [Read-Write] Material Search Location

  • mesh_import_type (UsdMeshImportType): [Read-Write] Defines what should happen with existing actors

  • path_for_assets (DirectoryPath): [Read-Write] The path where new assets are imported

  • purposes_to_import (int32): [Read-Write] Only import prims with these specific purposes from the USD file

  • scale (float): [Read-Write] Scale

property existing_actor_policy

[Read-Write] Defines what should happen with existing actors

Type

(ExistingActorPolicy)

property existing_asset_policy

[Read-Write] What should happen with existing assets

Type

(ExistingAssetPolicy)

property flatten_hierarchy

[Read-Write] If checked, all actors generated will have a world space transform and will not have any attachment hierarchy

Type

(bool)

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 import_properties

[Read-Write] Whether or not to import custom properties and set their unreal equivalent on spawned actors

Type

(bool)

property path_for_assets

[Read-Write] The path where new assets are imported

Type

(DirectoryPath)

property purposes_to_import

[Read-Write] Only import prims with these specific purposes from the USD file

Type

(int32)