unreal.UsdStageImportOptions¶
- class unreal.UsdStageImportOptions(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectUsd Stage Import Options
C++ Source:
Plugin: USDImporter
Module: USDStageImporter
File: USDStageImportOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
existing_actor_policy(ReplaceActorPolicy): [Read-Write] What should happen when imported actors and components try to overwrite existing actors and componentsexisting_asset_cache(SoftObjectPath): [Read-Write] Copy assets from an existing UsdAsset cache instead of generating them from scratch, if possibleexisting_asset_policy(ReplaceAssetPolicy): [Read-Write] What should happen when imported assets try to overwrite existing assetsfallback_collision_type(UsdCollisionType): [Read-Write] What type of collision to use for static meshes generated from Prims that don’t have physics schemas appliedgroom_interpolation_settings(Array[HairGroupsInterpolation]): [Read-Write] Groom group interpolation settingsimport_actors(bool): [Read-Write]import_at_specific_time_code(bool): [Read-Write] When true the stage will be evaluated at ImportTimeCode for the import. When false, the stage will be evaluated at the default (non-animated) timecodeimport_geometry(bool): [Read-Write]import_groom_assets(bool): [Read-Write] Whether to import GroomAssets, GroomCaches and GroomBindingsimport_level_sequences(bool): [Read-Write]import_materials(bool): [Read-Write]import_only_used_materials(bool): [Read-Write] If this is checked, only materials actively used by the stage and import settings will be parsed. If this is unchecked, all materials present on the stage will be parsed.import_skeletal_animations(bool): [Read-Write] Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQueryimport_sounds(bool): [Read-Write] Whether to import audio files referenced by UsdMediaSpatialAudio schemas as Unreal sound assetsimport_sparse_volume_textures(bool): [Read-Write] Whether to import OpenVDB volumes as Sparse Volume Texturesimport_time_code(float): [Read-Write] TimeCode to evaluate the stage for import, in case bImportAtSpecificTimeCode is enabledinterpret_lods(bool): [Read-Write] When true, if a prim has a “LOD” variant set with variants named “LOD0”, “LOD1”, etc. where each contains a UsdGeomMesh, the importer will attempt to parse the meshes as separate LODs of a single UStaticMesh. When false, only the selected variant will be parsed as LOD0 of the UStaticMesh.kinds_to_collapse(int32): [Read-Write] Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Meshmaterial_purpose(Name): [Read-Write] Specifies which material purpose to use when parsing USD material bindings, in addition to the “allPurpose” fallbackmerge_identical_material_slots(bool): [Read-Write] Identical material slots will be combined into a single slot if this is enabled. This is only performed in the context of mesh collapsing, or when parsing LOD variant sets (see bInterpretLODs)metadata_options(UsdMetadataImportOptions): [Read-Write] Describes if/how we should collect metadata from USD prims onto the assets and components we generate when importingnanite_triangle_threshold(int32): [Read-Write] Try enabling Nanite for static meshes that are generated with at least this many trianglesoverride_stage_options(bool): [Read-Write] Whether to use the specified StageOptions instead of the stage’s own settingsprim_path_folder_structure(bool): [Read-Write] When enabled, assets will be imported into a content folder structure according to their prim path. When disabled, assets are imported into content folders according to asset type (e.g. ‘Materials’, ‘StaticMeshes’, etc).prims_to_import(Array[str]): [Read-Write] List of paths of prims to import (e.g. [“/Root/MyBox”, “/Root/OtherPrim”]). Importing a prim will import its entire subtree. If this list contains the root prim path the entire stage will be imported (default value).purposes_to_import(int32): [Read-Write] Only import prims with these specific purposes from the USD filerender_context_to_import(Name): [Read-Write] Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context.root_motion_handling(UsdRootMotionHandling): [Read-Write] Describes what to add to the root bone animation within generated AnimSequences, if anythingshare_assets_for_identical_prims(bool): [Read-Write] If true, whenever two prims would have generated identical UAssets (like identical StaticMeshes or materials) then only one instance of that asset is generated, and the asset is shared by the components generated for both prims. If false, we will always generate a dedicated asset for each prim.stage_options(UsdStageOptions): [Read-Write] Custom StageOptions to use for the stagesubdivision_level(int32): [Read-Write] Subdivision level to use for all subdivision meshes on the opened stage. 0 means “don’t subdivide”use_existing_asset_cache(bool): [Read-Write]use_prim_kinds_for_collapsing(bool): [Read-Write] Use KindsToCollapse to determine when to collapse prim subtrees or not (defaults to enabled). Disable this if you want to prevent collapsing, or to control it manually by right-clicking on individual prims.
- property existing_actor_policy: ReplaceActorPolicy¶
[Read-Write] What should happen when imported actors and components try to overwrite existing actors and components
- Type:
- property existing_asset_cache: SoftObjectPath¶
[Read-Write] Copy assets from an existing UsdAsset cache instead of generating them from scratch, if possible
- Type:
- property existing_asset_policy: ReplaceAssetPolicy¶
[Read-Write] What should happen when imported assets try to overwrite existing assets
- Type:
- property fallback_collision_type: UsdCollisionType¶
[Read-Write] What type of collision to use for static meshes generated from Prims that don’t have physics schemas applied
- Type:
- property import_at_specific_time_code: bool¶
[Read-Write] When true the stage will be evaluated at ImportTimeCode for the import. When false, the stage will be evaluated at the default (non-animated) timecode
- Type:
(bool)
- property import_groom_assets: bool¶
[Read-Write] Whether to import GroomAssets, GroomCaches and GroomBindings
- Type:
(bool)
- property import_only_used_materials: bool¶
[Read-Write] If this is checked, only materials actively used by the stage and import settings will be parsed. If this is unchecked, all materials present on the stage will be parsed.
- Type:
(bool)
- property import_skeletal_animations: bool¶
[Read-Write] Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQuery
- Type:
(bool)
- property import_sounds: bool¶
[Read-Write] Whether to import audio files referenced by UsdMediaSpatialAudio schemas as Unreal sound assets
- Type:
(bool)
- property import_sparse_volume_textures: bool¶
[Read-Write] Whether to import OpenVDB volumes as Sparse Volume Textures
- Type:
(bool)
- property import_time_code: float¶
[Read-Write] TimeCode to evaluate the stage for import, in case bImportAtSpecificTimeCode is enabled
- Type:
(float)
- property interpret_lods: bool¶
[Read-Write] When true, if a prim has a “LOD” variant set with variants named “LOD0”, “LOD1”, etc. where each contains a UsdGeomMesh, the importer will attempt to parse the meshes as separate LODs of a single UStaticMesh. When false, only the selected variant will be parsed as LOD0 of the UStaticMesh.
- Type:
(bool)
- property kinds_to_collapse: int¶
[Read-Write] Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh
- Type:
(int32)
- property material_purpose: Name¶
[Read-Write] Specifies which material purpose to use when parsing USD material bindings, in addition to the “allPurpose” fallback
- Type:
(Name)
- property merge_identical_material_slots: bool¶
[Read-Write] Identical material slots will be combined into a single slot if this is enabled. This is only performed in the context of mesh collapsing, or when parsing LOD variant sets (see bInterpretLODs)
- Type:
(bool)
- property metadata_options: UsdMetadataImportOptions¶
[Read-Write] Describes if/how we should collect metadata from USD prims onto the assets and components we generate when importing
- Type:
- property nanite_triangle_threshold: int¶
[Read-Write] Try enabling Nanite for static meshes that are generated with at least this many triangles
- Type:
(int32)
- property override_stage_options: bool¶
[Read-Write] Whether to use the specified StageOptions instead of the stage’s own settings
- Type:
(bool)
- property prim_path_folder_structure: bool¶
[Read-Write] When enabled, assets will be imported into a content folder structure according to their prim path. When disabled, assets are imported into content folders according to asset type (e.g. ‘Materials’, ‘StaticMeshes’, etc).
- Type:
(bool)
- property prims_to_import: None¶
[Read-Write] List of paths of prims to import (e.g. [“/Root/MyBox”, “/Root/OtherPrim”]). Importing a prim will import its entire subtree. If this list contains the root prim path the entire stage will be imported (default value).
- property purposes_to_import: int¶
[Read-Write] Only import prims with these specific purposes from the USD file
- Type:
(int32)
- property render_context_to_import: Name¶
[Read-Write] Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context.
- Type:
(Name)
- property root_motion_handling: UsdRootMotionHandling¶
[Read-Write] Describes what to add to the root bone animation within generated AnimSequences, if anything
- Type:
[Read-Write] If true, whenever two prims would have generated identical UAssets (like identical StaticMeshes or materials) then only one instance of that asset is generated, and the asset is shared by the components generated for both prims. If false, we will always generate a dedicated asset for each prim.
- Type:
(bool)
- property stage_options: UsdStageOptions¶
[Read-Write] Custom StageOptions to use for the stage
- Type: