unreal.UsdProjectSettings¶
- class unreal.UsdProjectSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DeveloperSettingsUSDCore and defaultconfig here so this ends up at DefaultUSDCore.ini in the editor, and is sent to the packaged game as well
C++ Source:
Plugin: USDCore
Module: USDClasses
File: USDProjectSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
additional_custom_schema_names(Array[str]): [Read-Write] apiSchema names to show on the “Add Schema” right-click option, in addition to the standard common schemasadditional_material_purposes(Array[Name]): [Read-Write] Material purposes to show on drop-downs in addition to the standard “preview” and “full”additional_plugin_directories(Array[DirectoryPath]): [Read-Write] Additional paths to check for USD plugins.If you want the USD plugins to be included in a packaged game, you must use a relative path to a location within your project directory, and you must also add that same path to the “Additional Non-Asset Directories To Copy” Project Packaging setting.
For example, this relative path could be used to locate USD plugins in a directory at the root of your project:
../USD_Plugins
The packaging process cannot use an absolute path and will raise an error if given one when it tries to concatenate the game content directory path with an absolute path.
default_asset_cache(SoftObjectPath): [Read-Write] USD Asset Cache to use for USD Stage Actors that don’t have any asset cache specified. Leave this empty to have each stage actor generate it’s on transient cache instead.default_resolver_search_path(Array[DirectoryPath]): [Read-Write] The directories that will be used as the default search path by USD’s default resolver during asset resolution.Each directory in the search path should be an absolute path. If it is not, it will be anchored to the current working directory.
Note that the default search path must be set before the first invocation of USD’s resolver system, so changing this setting will require a restart of the engine in order for the new setting to take effect.
default_sound_attenuation(SoftObjectPath): [Read-Write] Note that the below properties being FSoftObjectPath ensure that these assets are cooked into packaged gamesedit_in_instanceable_behavior(UsdEditInInstanceBehavior): [Read-Write] Whether to show the warning dialog when authoring opinions inside an instance or instance proxylog_usd_sdk_errors(bool): [Read-Write] Whether to show on the output log messages, warnings and errors reported directly by the USD SDKoptimize_usd_log(bool): [Read-Write] Similar messages are merged into one. Disable this option to see the individual messages (may slow performance and use more memory).reference_default_svt_material(SoftObjectPath): [Read-Write] Material to use when handling .vdb files as Sparse Volume Textures. An instance of this material will be added to the AHeterogeneousVolume, and will use the parsed SparseVolumeTexture as a texture parameter. Note that alternatively Volume prims can have material bindings to Unreal materials, and the importer will prioritize trying to use those as the volumetric materials for the Sparse Volume Textures instead.reference_display_color_and_opacity_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_display_color_and_opacity_two_sided_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_display_color_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_display_color_two_sided_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_model_card_texture_material(SoftObjectPath): [Read-Write] What material to use for UUsdDrawModeComponents with “Cards” draw mode and provided textures (corresponding to UsdGeomModelAPI with the “cards” drawMode). Each face of the card geometry will use a separate texture material instance, and the UTexture2D will be set as a material parameter named “Texture”. You can swap this with your own material, but make sure the replacement material has a “Texture” parameterreference_preview_surface_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_preview_surface_translucent_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_preview_surface_translucent_two_sided_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_preview_surface_translucent_two_sided_vt_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_preview_surface_translucent_vt_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_preview_surface_two_sided_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_preview_surface_two_sided_vt_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.reference_preview_surface_vt_material(SoftObjectPath): [Read-Write] What material to use as reference material when creating material instances from USD materials. You can swap these with your own materials, but make sure that the replacement materials have parameters with the same names and types as the ones provided by the default material, otherwise the instances will not have the parameters filled with values extracted from the USD material when parsing.referencer_type_handling(ReferencerTypeHandling): [Read-Write] How to behave when authoring a reference or payload to a prim whose type name differs from the one of the referencer primshow_confirmation_when_clearing_layers(bool): [Read-Write]show_confirmation_when_muting_dirty_layers(bool): [Read-Write]show_confirmation_when_reloading_dirty_layers(bool): [Read-Write]show_create_default_asset_cache_dialog(bool): [Read-Write]show_inherited_visibility_warning(bool): [Read-Write] Whether to show the warning dialog when authoring new visibility tracks from Unrealshow_overridden_opinions_warning(bool): [Read-Write] Whether to show the warning dialog when authoring opinions that could have no effect on the composed stageshow_save_layers_dialog_when_closing(UsdSaveDialogBehavior): [Read-Write] Whether to display the pop up dialog asking what to do about dirty USD layers when closing USD stagesshow_save_layers_dialog_when_saving(UsdSaveDialogBehavior): [Read-Write] Whether to display the pop up dialog asking what to do about dirty USD layers when saving the UE levelshow_subsection_snapping_warning(bool): [Read-Write] Whether to show the warning dialog when snapping a subsequence section to the playback rangeshow_transform_on_camera_component_warning(bool): [Read-Write] Whether to show the warning dialog when authoring a transforms directly to a camera componentshow_transform_track_on_camera_component_warning(bool): [Read-Write] Whether to show the warning dialog when authoring a transform track directly to a camera componentshow_warning_on_incomplete_duplication(bool): [Read-Write] Whether to show a warning whenever the “Duplicate All Local Layer Specs” option is picked, and the duplicated prim has some specs outside the local layer stack that will not be duplicated.