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API > API/Plugins > API/Plugins/USDExporter > API/Plugins/USDExporter/UUsdConversionBlueprintContext
Description
Sets the material overrides as opinions on MeshPrim, taking care to figure out whether it needs to create LOD or subsection prims, and which ones given the chosen export LOD range. MeshAsset should be an UStaticMesh, USkeletalMesh or UGeometryCache.
If bCheckAssetUserData is enabled, this function which check the asset's USD Asset User Data in order to determine the mapping between material slot and prim path, which is useful when exporting multiple slots to geom subsets or LOD prims. If this is false, The overrides will be authored to standard paths used by the USDImporter plugin (i.e. LOD
| Name | ConvertMaterialOverrides |
| Type | function |
| Header File | /Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/USDConversionBlueprintContext.h |
| Include Path | #include "USDConversionBlueprintContext.h" |
| Source | /Engine/Plugins/Importers/USDImporter/Source/USDExporter/Private/USDConversionBlueprintContext.cpp |
UFUNCTION (BlueprintCallable, Category="Conversion utils")
bool ConvertMaterialOverrides
(
const UObject * MeshAsset,
const TArray < UMaterialInterface * > MaterialOverrides,
const FString & PrimPath,
int32 LowestLOD,
int32 HighestLOD,
bool bCheckAssetUserData
)