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 Geometryexisting_actor_policy
(ExistingActorPolicy): [Read-Write] Defines what should happen with existing actorsexisting_asset_policy
(ExistingAssetPolicy): [Read-Write] What should happen with existing assetsflatten_hierarchy
(bool): [Read-Write] If checked, all actors generated will have a world space transform and will not have any attachment hierarchygenerate_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 meshesimport_properties
(bool): [Read-Write] Whether or not to import custom properties and set their unreal equivalent on spawned actorsmaterial_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 importedpurposes_to_import
(int32): [Read-Write] Only import prims with these specific purposes from the USD filescale
(float): [Read-Write] Scale
- property existing_actor_policy¶
[Read-Write] Defines what should happen with existing actors
- Type
- property existing_asset_policy¶
[Read-Write] What should happen with existing assets
- Type
- 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
- property purposes_to_import¶
[Read-Write] Only import prims with these specific purposes from the USD file
- Type
(int32)