| bCollapseTopLevelPointInstancers |
bool |
If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component. |
USDStageImportOptions.h |
|
| bImportActors |
bool |
|
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(DisplayName="Actors")
|
| bImportAtSpecificTimeCode |
bool |
When true the stage will be evaluated at ImportTimeCode for the import. |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
|
| bImportGeometry |
bool |
|
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(DisplayName="Geometry")
|
| bImportGroomAssets |
bool |
Whether to import GroomAssets, GroomCaches and GroomBindings |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(DisplayName="Groom Assets")
|
| bImportLevelSequences |
bool |
|
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(DisplayName="LevelSequences")
|
| bImportMaterials |
bool |
|
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(DisplayName="Materials & Textures")
|
| bImportOnlyUsedMaterials |
bool |
If this is checked, only materials actively used by the stage and import settings will be parsed. |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- AdvancedDisplay
- Meta=(EditCondition=bImportMaterials)
|
| bImportSounds |
bool |
Whether to import audio files referenced by UsdMediaSpatialAudio schemas as Unreal sound assets |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(DisplayName="Audio")
|
| bImportSparseVolumeTextures |
bool |
Whether to import OpenVDB volumes as Sparse Volume Textures |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(DisplayName="Sparse Volume Textures")
|
| BlueprintReadWrite |
|
Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQuery |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(EditCondition=bImportGeometry, DisplayName="Skeletal Animations")
|
| bMergeIdenticalMaterialSlots |
bool |
Identical material slots will be combined into a single slot if this is enabled. |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="Processing"
|
| bOverrideStageOptions |
bool |
Whether to use the specified StageOptions instead of the stage's own settings |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
|
| bPrimPathFolderStructure |
bool |
When enabled, assets will be imported into a content folder structure according to their prim path. |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="Processing"
|
| bReuseIdenticalAssets |
bool |
|
USDStageImportOptions.h |
|
| bShareAssetsForIdenticalPrims |
bool |
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. |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
|
| bUseExistingAssetCache |
bool |
|
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
- Meta=(InlineEditConditionToggle)
|
| bUsePrimKindsForCollapsing |
bool |
Use KindsToCollapse to determine when to collapse prim subtrees or not (defaults to enabled). |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="Processing"
|
| Category |
|
|
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(EditCondition=bImportGeometry, DisplayName="Skeletal Animations")
|
| config |
|
|
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(EditCondition=bImportGeometry, DisplayName="Skeletal Animations")
|
| EditAnywhere |
|
|
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(EditCondition=bImportGeometry, DisplayName="Skeletal Animations")
|
| ExistingActorPolicy |
EReplaceActorPolicy |
What should happen when imported actors and components try to overwrite existing actors and components |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="Conflicts with Existing Objects"
- Meta=(EditCondition=bImportActors)
|
| ExistingAssetPolicy |
EReplaceAssetPolicy |
What should happen when imported assets try to overwrite existing assets |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="Conflicts with Existing Objects"
|
| FallbackCollisionType |
EUsdCollisionType |
What type of collision to use for static meshes generated from Prims that don't have physics schemas applied. |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
|
| GroomInterpolationSettings |
TArray< FHairGroupsInterpolation > |
Groom group interpolation settings |
USDStageImportOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="Groom"
|
| ImportTimeCode |
float |
TimeCode to evaluate the stage for import, in case bImportAtSpecificTimeCode is enabled |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
- Meta=(EditCondition=bImportAtSpecificTimeCode)
|
| MaterialPurpose |
FName |
Specifies which material purpose to use when parsing USD material bindings, in addition to the "allPurpose" fallback |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
|
| meta |
|
|
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="DataToImport"
- Meta=(EditCondition=bImportGeometry, DisplayName="Skeletal Animations")
|
| MetadataOptions |
FUsdMetadataImportOptions |
Describes if/how we should collect metadata from USD prims onto the assets and components we generate when importing |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
|
| NaniteTriangleThreshold |
int32 |
Try enabling Nanite for static meshes that are generated with at least this many triangles |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
- Meta=(NoSpinbox="true", UIMin="0", ClampMin="0")
|
| PrimsToImport |
TArray< FString > |
List of paths of prims to import (e.g. ["/Root/MyBox", "/Root/OtherPrim"]). |
USDStageImportOptions.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Prims to Import"
|
| RenderContextToImport |
FName |
Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context. |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
|
| RootMotionHandling |
EUsdRootMotionHandling |
Describes what to add to the root bone animation within generated AnimSequences, if anything. |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
- Meta=(EditCondition=bImportSkeletalAnimations)
|
| StageOptions |
FUsdStageOptions |
Custom StageOptions to use for the stage |
USDStageImportOptions.h |
- EditAnywhere
- Config
- BlueprintReadWrite
- Category="USD options"
- Meta=(EditCondition=bOverrideStageOptions)
|
| SubdivisionLevel |
int32 |
Subdivision level to use for all subdivision meshes on the opened stage. 0 means "don't subdivide" |
USDStageImportOptions.h |
- BlueprintReadWrite
- Config
- EditAnywhere
- Category="USD options"
|