unreal.UsdPregenDefinitionEntry¶
- class unreal.UsdPregenDefinitionEntry¶
Bases:
StructBaseReflected ExtAssetDefinition snapshot, with the scene path and permutation ops that the originating TargetDefinitionEntry carried for this definition folded directly onto the definition entry.
One entry per unique definition reachable from the originating TargetData (deduped by UniqueId); the array is ordered by the asset definition stack walk so the entries preserve namespace nesting order. Definitions are re-registered into the AssetDefinitionRegistry on load.
C++ Source:
Plugin: USDPregen
Module: USDPregenUObjectStorage
File: USDPregenManifestAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
has_custom_unique_id(bool): [Read-Only]identifier_authored(str): [Read-Only]identifier_resolved(str): [Read-Only]metadata(str): [Read-Only] Round-tripped VtDictionary metadata. Stored as a USDA-format string blob; the encoding format is an implementation detail and may evolve.name(str): [Read-Only]permutation_ops(Array[UsdPregenSerializedOpEntry]): [Read-Only] Permutation ops applied at this definition’s scope of the target. Empty when this scope didn’t contribute any ops.scene_path(str): [Read-Only] Scene path of the TargetDefinitionEntry that introduced this definition.unique_id(str): [Read-Only]version(str): [Read-Only]