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API > API/Plugins > API/Plugins/UnrealUSDWrapper
| Name | UnrealUSDWrapper |
| Type | class |
| Header File | /Engine/Plugins/Runtime/USDCore/Source/UnrealUSDWrapper/Public/UnrealUSDWrapper.h |
| Include Path | #include "UnrealUSDWrapper.h" |
Syntax
class UnrealUSDWrapper
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Internally used by all the export factories, this will query the supported export USD file formats and fill out OutFormatExtensions with entries like "usd", "usda", "usdc", etc., and OutFormatDescriptions with entries like "Universal Scene Description binary file" or "Universal Scene Description text file" | UnrealUSDWrapper.h | ||
| Internally used by all the import factories, this will query the supported export USD file formats and fill out OutFormats with entries like "usda; Universal Scene Description text files", "usdc; Universal Scene Description binary files", etc. | UnrealUSDWrapper.h | ||
static void ClearDiagnosticDelegate() |
Stops listening to error/warning/log messages emitted by USD | UnrealUSDWrapper.h | |
static void EraseStageFromCache
(
const UE::FUsdStage& Stage |
Removes the stage from the stage cache. See UsdStageCache::Erase. | UnrealUSDWrapper.h | |
static TArray< UE::FUsdStage > GetAllStagesFromCache() |
Returns all the stages that are currently opened in the USD utils stage cache, shared between C++ and Python | UnrealUSDWrapper.h | |
static TArray< FString > GetAllSupportedFileFormats () |
Returns the file extensions of all file formats supported by USD. | UnrealUSDWrapper.h | |
static UE::FUsdStage GetClipboardStage
(
bool bCreateIfNeeded |
Get the singleton, persistent stage used as a clipboard for prim cut/copy/paste operations. | UnrealUSDWrapper.h | |
static void GetNativeFileFormats
(
TArray< FString >& OutTextFormats, |
UnrealUSDWrapper.h | ||
static TArray< FString > GetNativeFileFormats () |
Returns the file extensions that are native to USD. | UnrealUSDWrapper.h | |
static UE::FUsdStage NewStage () |
Creates a new memory USD root layer, opens it as a new stage and returns that stage | UnrealUSDWrapper.h | |
static UE::FUsdStage NewStage
(
const TCHAR* FilePath |
Creates a new USD root layer file, opens it as a new stage and returns that stage | UnrealUSDWrapper.h | |
static UE::FUsdStage OpenMaskedStage
(
const TCHAR* Identifier, |
UnrealUSDWrapper.h | ||
static UE::FUsdStage OpenMaskedStage
(
UE::FSdfLayer RootLayer, |
UnrealUSDWrapper.h | ||
static UE::FUsdStage OpenStage
(
const TCHAR* Identifier, |
Opens a USD stage from a file on disk or existing layers, with a population mask or not. | UnrealUSDWrapper.h | |
static UE::FUsdStage OpenStage
(
UE::FSdfLayer RootLayer, |
UnrealUSDWrapper.h | ||
static TArray< FString > RegisterPlugins
(
const FString& PathToPlugInfo |
Registers all USD plug-ins discovered at PathToPlugInfo. | UnrealUSDWrapper.h | |
static TArray< FString > RegisterPlugins
(
const TArray< FString >& PathsToPlugInfo |
Registers all USD plug-ins discovered in any of PathsToPlugInfo. | UnrealUSDWrapper.h | |
static void SetDefaultResolverDefaultSearchPath
(
const TArray< FDirectoryPath >& SearchPath |
Set the directories that will be used as the default search path by USD's default resolver during asset resolution. | UnrealUSDWrapper.h | |
static void SetupDiagnosticDelegate() |
Starts listening to error/warning/log messages emitted by USD | UnrealUSDWrapper.h |