unreal.UsdStageImportOptions
¶
- class unreal.UsdStageImportOptions(outer=None, name='None')¶
Bases:
unreal.Object
Usd Stage Import Options
C++ Source:
Plugin: USDImporter
Module: USDStageImporter
File: USDStageImportOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
collapse
(bool): [Read-Write] Attempt to combine assets and components whenever possibleexisting_actor_policy
(ReplaceActorPolicy): [Read-Write] What should happen when imported actors and components try to overwrite existing actors and componentsexisting_asset_policy
(ReplaceAssetPolicy): [Read-Write] What should happen when imported assets try to overwrite existing assetsimport_actors
(bool): [Read-Write] Import Actorsimport_geometry
(bool): [Read-Write] Import Geometryimport_materials
(bool): [Read-Write] Import Materialsimport_skeletal_animations
(bool): [Read-Write] Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQueryimport_time
(float): [Read-Write] Time to evaluate the USD Stage for importinterpret_lo_ds
(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.override_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).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, defaults to universal.reuse_identical_assets
(bool): [Read-Write] If enabled, whenever two different prims import into identical assets, only one of those assets will be kept and reused.stage_options
(UsdStageOptions): [Read-Write] Custom StageOptions to use for the stage
- property collapse¶
[Read-Write] Attempt to combine assets and components whenever possible
- Type
(bool)
- property existing_actor_policy¶
[Read-Write] What should happen when imported actors and components try to overwrite existing actors and components
- Type
- property existing_asset_policy¶
[Read-Write] What should happen when imported assets try to overwrite existing assets
- Type
- property import_skeletal_animations¶
[Read-Write] Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQuery
- Type
(bool)
- property interpret_lo_ds¶
[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 override_stage_options¶
[Read-Write] Whether to use the specified StageOptions instead of the stage’s own settings
- Type
(bool)
- property prim_path_folder_structure¶
[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 purposes_to_import¶
[Read-Write] Only import prims with these specific purposes from the USD file
- Type
(int32)
- property render_context_to_import¶
[Read-Write] Specifies which set of shaders to use, defaults to universal.
- Type
(Name)
- property reuse_identical_assets¶
[Read-Write] If enabled, whenever two different prims import into identical assets, only one of those assets will be kept and reused.
- Type
(bool)
- property stage_options¶
[Read-Write] Custom StageOptions to use for the stage
- Type