Navigation
API > API/Plugins > API/Plugins/USDStageEditor
Library of functions that can be used from scripting to interact with the USD Stage Editor UI
| Name | UUsdStageEditorBlueprintLibrary |
| Type | class |
| Header File | /Engine/Plugins/Importers/USDImporter/Source/USDStageEditor/Public/USDStageEditorBlueprintLibrary.h |
| Include Path | #include "USDStageEditorBlueprintLibrary.h" |
Syntax
UCLASS (MinimalAPI, Meta=(ScriptName="UsdStageEditorLibrary"))
class UUsdStageEditorBlueprintLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UUsdStageEditorBlueprintLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ActionsImport
(
const FString& OutputContentFolder, |
Imports the currently opened USD Stage into persistent UE assets, actors and components on the level. | USDStageEditorBlueprintLibrary.h |
|
static bool CloseStageEditor() |
Closes the USD Stage Editor window if it is opened. Does nothing in case it is already closed. | USDStageEditorBlueprintLibrary.h |
|
static void ExportSelectedLayers
(
const FString& OutputDirectory |
Exports the currently selected layers on the USD Stage Editor to brand new files in a new location. | USDStageEditorBlueprintLibrary.h |
|
static void FileClose () |
Closes the currently opened USD Stage (by clearing the attached Stage Actor's RootLayer property). | USDStageEditorBlueprintLibrary.h |
|
static void FileExportAllLayers
(
const FString& OutputDirectory |
Exports all layers of the currently opened USD Stage to brand new files in a new location. | USDStageEditorBlueprintLibrary.h |
|
static void FileExportFlattenedLayerStack
(
const FString& OutputLayer |
Exports the currently opened USD Stage to a single "flattened" USD layer. | USDStageEditorBlueprintLibrary.h |
|
static void FileExportFlattenedStage
(
const FString& OutputLayer |
Exports the currently opened USD Stage to a single "flattened" USD layer. | USDStageEditorBlueprintLibrary.h |
|
static void FileNew () |
Creates a new memory-only layer and opens an USD Stage with that layer as its root. | USDStageEditorBlueprintLibrary.h |
|
static void FileOpen
(
const FString& FilePath |
Opens an USD Stage from a file on disk. | USDStageEditorBlueprintLibrary.h |
|
static void FileReload () |
Reloads all layers of the current USD Stage. | USDStageEditorBlueprintLibrary.h |
|
static void FileReset () |
Resets the state of the current USD Stage (which layers are muted, the current edit target, etc.). | USDStageEditorBlueprintLibrary.h |
|
static void FileSave
(
const FString& OutputFilePathIfUnsaved |
Saves the currently opened USD Stage back to disk, or to a new file in case it hasn't been saved yet. | USDStageEditorBlueprintLibrary.h |
|
static AUsdStageActor * GetAttachedStageActor () |
Gets which actor is currently attached to the USD Stage Editor, if any. | USDStageEditorBlueprintLibrary.h |
|
static TArray< FString > GetSelectedLayerIdentifiers() |
Returns the full identifiers of all layers that are currently selected on the USD Stage Editor. | USDStageEditorBlueprintLibrary.h |
|
static TArray< FString > GetSelectedPrimPaths() |
Returns the full paths to all prims currently selected on the USD Stage Editor. | USDStageEditorBlueprintLibrary.h |
|
static TArray< FString > GetSelectedPropertyMetadataNames() |
Returns the names of the currently selected property metadata entries on the right panel of the USD Stage Editor. | USDStageEditorBlueprintLibrary.h |
|
static TArray< FString > GetSelectedPropertyNames() |
Returns the names of the currently selected properties on the right panel of the USD Stage Editor. | USDStageEditorBlueprintLibrary.h |
|
static bool IsStageEditorOpened() |
Checks to see if an USD Stage Editor window is currently opened. | USDStageEditorBlueprintLibrary.h |
|
static bool OpenStageEditor() |
Opens the the USD Stage Editor window, or focus it in case it is already open. | USDStageEditorBlueprintLibrary.h |
|
static bool SetAttachedStageActor
(
AUsdStageActor* NewActor |
Sets which actor is currently attached to the USD Stage Editor. | USDStageEditorBlueprintLibrary.h |
|
static void SetSelectedLayerIdentifiers
(
const TArray< FString >& NewSelection |
Sets the USD Stage Editor layer selection to all occurences of the layers with identifiers in NewSelection. | USDStageEditorBlueprintLibrary.h |
|
static void SetSelectedPrimPaths
(
const TArray< FString >& NewSelection |
Sets the USD Stage Editor prim selection to the prims with paths contained in NewSelection. | USDStageEditorBlueprintLibrary.h |
|
static void SetSelectedPropertyMetadataNames
(
const TArray< FString >& NewSelection |
Sets the USD Stage Editor property metadata selection to the entries with names contained in NewSelection. | USDStageEditorBlueprintLibrary.h |
|
static void SetSelectedPropertyNames
(
const TArray< FString >& NewSelection |
Sets the USD Stage Editor property selection to the properties with names contained in NewSelection. | USDStageEditorBlueprintLibrary.h |
|