code: const [FUIFrameworkGameLayerSlotList](API\Plugins\UIFramework\FUIFrameworkGameLayerSlotList) & GetRootList() const


description: The widget tree.

module: UIFramework

code: virtual [FUIFrameworkWidgetTree](API\Plugins\UIFramework\Types\FUIFrameworkWidgetTree) & GetWidgetTree()


description: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


description: Gets the controller that owns the component, this will always be valid during gameplay but can return null in the editor

code: template<class T> T * GetPlayerController() const


description: Remove the widget (and the child) from the server.

code: virtual void LocalRemoveWidgetRootFromTree ( const [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


description: A widget was removed to the tree.

code: virtual void LocalWidgetRemovedFromTree ( const [FUIFrameworkWidgetTreeEntry](API\Plugins\UIFramework\Types\FUIFrameworkWidgetTreeEntry) & Entry )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void RemoveWidget ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


description: A widget was added to the tree.

code: virtual void LocalWidgetWasAddedToTree ( const [FUIFrameworkWidgetTreeEntry](API\Plugins\UIFramework\Types\FUIFrameworkWidgetTreeEntry) & Entry )


description: Allows a component to replicate other subobject on the actor. Must return true if any data gets serialized into the bunch. This method is used only when bReplicateUsingRegisteredSubObjectList is false. Otherwise this function is not called and only the ReplicatedSubObjects list is used.

code: virtual bool ReplicateSubobjects ( class [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, class [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) * RepFlags )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Handle this component being Uninitialized. Called fromAActor::EndPlayonly if bHasBeenInitialized is true

code: virtual void UninitializeComponent()


className: UUIFrameworkPlayerComponent

description: No constructors are accessible with public or protected access.


code: virtual void AddToViewport ( [UWidget](API\Runtime\UMG\Components\UWidget) * UMGWidget, const [FUIFrameworkGameLayerSlot](API\Plugins\UIFramework\FUIFrameworkGameLayerSlot) & Slot )


code: virtual void RemoveFromViewport ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId )


className: UUIFrameworkPresenter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Within=UIFrameworkPlayerComponent) class UUIFrameworkPresenter : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual void AuthorityForEachChildren ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) *)> & Func )


code: virtual void AuthorityRemoveChild ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


code: void AuthoritySetWrapper ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IUIFrameworkWidgetWrapperInterface](API\Plugins\UIFramework\IUIFrameworkWidgetWrapperInterfa-) > InWrapper )


description: Call the actor's function remotely

code: virtual bool CallRemoteFunction ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms, [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack )


description:
Return the space this function should be called. Checks to see if this function should be called locally, remotely, or simply absorbed under the given conditions
bitmask representing all callspaces that apply to thisUFunctionin the given context

code: virtual int32 GetFunctionCallspace ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack )


code: [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UWidget](API\Runtime\UMG\Components\UWidget) > GetUMGWidgetClass() const


code: ESlateVisibility GetVisibility() const


code: [FUIFrameworkWidgetTree](API\Plugins\UIFramework\Types\FUIFrameworkWidgetTree) * GetWidgetTree() const


code: [IUIFrameworkWidgetTreeOwner](API\Plugins\UIFramework\Types\IUIFrameworkWidgetTreeOwner) * GetWidgetTreeOwner() const


description: IsSupportedForNetworking means an object can be referenced over the network

code: virtual bool IsSupportedForNetworking() const


code: void LocalCreateUMGWidget ( [TNonNullPtr](API\Runtime\Core\Templates\TNonNullPtr)< [IUIFrameworkWidgetTreeOwner](API\Plugins\UIFramework\Types\IUIFrameworkWidgetTreeOwner) > Owner )


code: virtual void LocalAddChild ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) ChildId )


code: [UWidget](API\Runtime\UMG\Components\UWidget) * LocalGetUMGWidget() const


code: virtual bool LocalIsReplicationReady() const


code: virtual void LocalOnUMGWidgetCreated()


code: void SetEnabled ( bool bEnabled )


code: void SetVisibility ( ESlateVisibility InVisibility )


className: UUIFrameworkWidget

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType) class UUIFrameworkWidget : public [UMVVMViewModelBase](API\Plugins\ModelViewViewModel\UMVVMViewModelBase)

WidgetClass

type: TSoftClassPtr< ...


className: UUIFrameworkWidgetWrapperInterface

code: class UUIFrameworkWidgetWrapperInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: void AddEntry ( [FUIFrameworkCanvasBoxSlot](API\Plugins\UIFramework\Widgets\FUIFrameworkCanvasBoxSlot) Entry )


className: FUIFrameworkCanvasBoxSlot

Alignment

description: Alignment is the pivot point of the widget.

Anchors

type: FAnchors

description: Anchors.

bSizeToContent

type: bool

description: When true we use the widget's desired size

Offsets

type: FMargin

description: Offset.

ZOrder

description: The order priority this widget is rendered inside the layer.


code: [FUIFrameworkCanvasBoxSlot](API\Plugins\UIFramework\Widgets\FUIFrameworkCanvasBoxSlot) * FindEntry ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId )


code: void ForEachChildren ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) *)> & Func )


code: bool NetDeltaSerialize ( [FNetDeltaSerializeInfo](API\Runtime\CoreUObject\UObject\FNetDeltaSerializeInfo) & DeltaParms )


code: bool RemoveEntry ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


code: void PostReplicatedChange ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > & ChangedIndices, int32 FinalSize )


code: FUIFrameworkCanvasBoxSlotList()


code: FUIFrameworkCanvasBoxSlotList ( [UUIFrameworkCanvasBox](API\Plugins\UIFramework\Widgets\UUIFrameworkCanvasBox) * InOwner )


className: FUIFrameworkImageBlockData

DesiredSize

description: Size of the resource in Slate Units

ResourceObject

type: TSoftObjectPtr<...

description: The image to render for this brush, can be aUTexture2DorUMaterialInterfaceor an object implementing the AtlasedTextureInterface.

Tiling

type: TEnumAsByte<ES...

description: How to tile the image.

Tint

type: FLinearColor

description: Tinting applied to the image.


className: FUIFrameworkCanvasBoxSlotList

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FUIFrameworkCanvasBoxSlotList : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)


className: FUIFrameworkOverlaySlot

FUIFrameworkOverlaySlotList

type: friend

HorizontalAlignment

type: TEnumAsByte< EH...

description: Horizontal alignment of the widget inside the slot.

Padding

description: Distance between that surrounds the widget inside the slot.

VerticalAlignment

type: TEnumAsByte< EV...

description: Vertical alignment of the widget inside the slot.


code: [FUIFrameworkOverlaySlot](API\Plugins\UIFramework\Widgets\FUIFrameworkOverlaySlot) * FindEntry ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId )


code: void AddEntry ( [FUIFrameworkOverlaySlot](API\Plugins\UIFramework\Widgets\FUIFrameworkOverlaySlot) Entry )


code: FUIFrameworkOverlaySlotList()


code: FUIFrameworkOverlaySlotList ( [UUIFrameworkOverlay](API\Plugins\UIFramework\Widgets\UUIFrameworkOverlay) * InOwner )


className: FUIFrameworkOverlaySlotList

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FUIFrameworkOverlaySlotList : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)


className: FUIFrameworkStackBoxSlot

Size

type: FSlateChildSize

description: How much space this slot should occupy in the direction of the panel.


code: void AddEntry ( [FUIFrameworkStackBoxSlot](API\Plugins\UIFramework\Widgets\FUIFrameworkStackBoxSlot) Entry )


code: [FUIFrameworkStackBoxSlot](API\Plugins\UIFramework\Widgets\FUIFrameworkStackBoxSlot) * FindEntry ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId )


code: FUIFrameworkStackBoxSlotList()


code: FUIFrameworkStackBoxSlotList ( [UUIFrameworkStackBox](API\Plugins\UIFramework\Widgets\UUIFrameworkStackBox) * InOwner )


className: FUIFrameworkStackBoxSlotList

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FUIFrameworkStackBoxSlotList : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)


className: FUIFrameworkUserWidgetSlot

SlotName

type: FName

description: The name of the NamedSlot


code: void AddEntry ( [FUIFrameworkUserWidgetSlot](API\Plugins\UIFramework\Widgets\FUIFrameworkUserWidgetSlot) Entry )


code: [FUIFrameworkUserWidgetSlot](API\Plugins\UIFramework\Widgets\FUIFrameworkUserWidgetSlot) * FindEntry ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId )


code: void ForEachChildren ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) *)> & Func )


code: void PostReplicatedChange ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > & ChangedIndices, int32 FinalSize )


code: bool NetDeltaSerialize ( [FNetDeltaSerializeInfo](API\Runtime\CoreUObject\UObject\FNetDeltaSerializeInfo) & DeltaParms )


code: bool RemoveEntry ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


code: FUIFrameworkUserWidgetSlotList()


code: FUIFrameworkUserWidgetSlotList ( [UUIFrameworkUserWidget](API\Plugins\UIFramework\Widgets\UUIFrameworkUserWidget) * InOwner )


className: FUIFrameworkUserWidgetSlotList

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FUIFrameworkUserWidgetSlotList : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)


className: WithNetDeltaSerializer

code: enum &123; WithNetDeltaSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FUIFrameworkCanvasBoxSlotList > : public [TStructOpsTypeTraitsBase2< FUIFrameworkCanvasBoxSlotList >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FUIFrameworkUserWidgetSlotList > : public [TStructOpsTypeTraitsBase2< FUIFrameworkUserWidgetSlotList >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FUIFrameworkOverlaySlotList > : public [TStructOpsTypeTraitsBase2< FUIFrameworkOverlaySlotList >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FUIFrameworkStackBoxSlotList > : public [TStructOpsTypeTraitsBase2< FUIFrameworkStackBoxSlotList >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: virtual void AuthorityForEachChildren ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) *)> & Func )


code: virtual void AuthorityRemoveChild ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


code: virtual void LocalAddChild ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) ChildId )


code: virtual void LocalOnUMGWidgetCreated()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetContent ( [FUIFrameworkSimpleSlot](API\Plugins\UIFramework\Types\FUIFrameworkSimpleSlot) Content )


className: UUIFrameworkButton

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Button UIFramework") class UUIFrameworkButton : public [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget)

OnClick

type: FUIFrameworkCli...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void AddWidget ( [FUIFrameworkCanvasBoxSlot](API\Plugins\UIFramework\Widgets\FUIFrameworkCanvasBoxSlot) Widget )


className: UUIFrameworkButtonWidget

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUIFrameworkButtonWidget : public [UButton](API\Runtime\UMG\Components\UButton)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void RemoveWidget ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


className: UUIFrameworkCanvasBox

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Canvas UIFramework") class UUIFrameworkCanvasBox : public [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") FVector2f GetDesiredSize() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetDesiredSize ( FVector2f DesiredSize )


className: UUIFrameworkColorBlock

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Color Block UIFramework") class UUIFrameworkColorBlock : public [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GeResourceObject() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetTint() const


code: virtual bool LocalIsReplicationReady() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetMaterial ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > Material )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetTexture ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) > Texture, bool bUseTextureSize )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetTiling ( [ESlateBrushTileType::Type](API\Runtime\SlateCore\Styling\ESlateBrushTileType__Type) OverflowPolicy )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint )


className: UUIFrameworkImageBlock

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Image Block UIFramework") class UUIFrameworkImageBlock : public [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void AddWidget ( [FUIFrameworkOverlaySlot](API\Plugins\UIFramework\Widgets\FUIFrameworkOverlaySlot) Widget )


code: virtual void AuthorityForEachChildren ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) *)> & Func )


code: virtual void AuthorityRemoveChild ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


code: virtual void LocalAddChild ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) ChildId )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void RemoveWidget ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


className: UUIFrameworkOverlay

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Overlay UIFramework") class UUIFrameworkOverlay : public [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget)


code: const [FUIFrameworkClickEventArgument](API\Plugins\UIFramework\Types\FUIFrameworkClickEventArgument) & GetClickEvent() const


code: virtual void LocalOnUMGWidgetCreated()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") void OnClick ( [FMVVMEventField](API\Plugins\ModelViewViewModel\Types\FMVVMEventField) Field )


code: void SetMessage ( [FLocalizableMessage](API\Plugins\LocalizableMessage\FLocalizableMessage) && InMessage )


className: UUIFrameworkSimpleButton

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Simple Button UIFramework") class UUIFrameworkSimpleButton : public [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget)


description: Get the orientation of the stack box.

code: EOrientation GetOrientation() const


description: Set the orientation of the stack box. The existing elements will be rearranged.

code: void SetOrientation ( EOrientation Value )


className: UUIFrameworkStackBox

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="StackBox UIFramework") class UUIFrameworkStackBox : public [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") ETextOverflowPolicy GetOverflowPolicy() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void AddWidget ( [FUIFrameworkStackBoxSlot](API\Plugins\UIFramework\Widgets\FUIFrameworkStackBoxSlot) Widget )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") [FText](API\Runtime\Core\Internationalization\FText) GetText() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetTextColor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetJustification ( [ETextJustify::Type](API\Runtime\Slate\Framework\Text\ETextJustify__Type) Justification )


code: virtual void SetJustificationToWidget ( [ETextJustify::Type](API\Runtime\Slate\Framework\Text\ETextJustify__Type) )


code: virtual void SetOverflowPolicyToWidget ( ETextOverflowPolicy )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetTextColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) TextColor )


code: virtual void SetTextColorToWidget ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) )


code: virtual void SetTextToWidget ( const [FText](API\Runtime\Core\Internationalization\FText) & )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetOverflowPolicy ( ETextOverflowPolicy OverflowPolicy )


className: UUIFrameworkTextBase

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, HideDropDown) class UUIFrameworkTextBase : public [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetShadowColor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="UI Framework") FVector2f GetShadowOffset() const


code: virtual void LocalOnUMGWidgetCreated()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetShadowColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) ShadowColor )


code: virtual void SetShadowColorToWidget ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetShadowOffset ( FVector2f ShadowOffset )


code: virtual void SetShadowOffsetToWidget ( FVector2f )


className: UUIFrameworkTextBlock

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Text Block UIFramework") class UUIFrameworkTextBlock : public [UUIFrameworkTextBase](API\Plugins\UIFramework\Widgets\UUIFrameworkTextBase)


code: virtual void AuthorityForEachChildren ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) *)> & Func )


code: virtual void AuthorityRemoveChild ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


code: virtual void LocalAddChild ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) ChildId )


code: virtual bool LocalIsReplicationReady() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetNamedSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName, [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


className: UUIFrameworkUserWidget

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="UserWidget UIFramework") class UUIFrameworkUserWidget : public [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget)


className: EUsdActiveAllocator

module: UnrealUSDWrapper

code: enum EUsdActiveAllocator { Unreal, System, }


className: EUsdDefaultKind

code: enum EUsdDefaultKind { None = 0, Model = 1, Component = 2, Group = 4, Assembly = 8, Subcomponent = 16, }


className: EUsdGeomOrientation

code: enum EUsdGeomOrientation { RightHanded, LeftHanded, }


className: EUsdInitialLoadSet

code: enum EUsdInitialLoadSet { LoadAll, LoadNone, }


className: EUsdInterpolationMethod

code: enum EUsdInterpolationMethod { Vertex, FaceVarying, Uniform, Constant, }


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void SetWidgetClass ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UWidget](API\Runtime\UMG\Components\UWidget) > Value )


className: EUsdInterpolationType

code: enum EUsdInterpolationType { Held, Linear, }


className: EUsdListPosition

description: Corresponds to pxr::UsdListPosition, refer to the USD SDK documentation

code: enum EUsdListPosition { FrontOfPrependList, BackOfPrependList, FrontOfAppendList, BackOfAppendList, }


className: EUsdLoadPolicy

description: Corresponds to pxr::UsdLoadPolicy, refer to the USD SDK documentation

code: enum EUsdLoadPolicy { UsdLoadWithDescendants, UsdLoadWithoutDescendants, }


className: EUsdPurpose

code: enum EUsdPurpose { Default = 0, Proxy = 1, Render = 2, Guide = 4, }


className: EUsdRootMotionHandling

code: enum EUsdRootMotionHandling { NoAdditionalRootMotion, UseMotionFromSkelRoot, UseMotionFromSkeleton, }


className: EUsdSubdivisionScheme

code: enum EUsdSubdivisionScheme { None, CatmullClark, Loop, Bilinear, }


className: FLayerToSdfChangeList

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< TPair< [UE::FSdfLayerWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerWeak), [FSdfChangeList](API\Plugins\UnrealUSDWrapper\FSdfChangeList) >> FLayerToSdfChangeList


className: FAttributeChange

description: Analogous to pxr::SdfChangeList::Entry::InfoChange, describes a change to an attribute. Here we break off PropertyName and Field for simplicity

code: struct FAttributeChange

Field

type: FString


className: FObjectChangesByPath

description: Describes USD object changes by object path. The only difference to the USD data structures is that we store them by object path here for convenience, so the key can be "/" to signify a stage change, or something like "/MyRoot/SomePrim" to indicate a particular prim change

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FSdfChangeListEntry](API\Plugins\UnrealUSDWrapper\FSdfChangeListEntry) >> FObjectChangesByPath


className: FPrimChangeFlags

description: Analogous to pxr::SdfChangeList::Entry::_Flags

code: struct FPrimChangeFlags

bDidAddInertPrim

type: bool:  1


code: [FScopedBlockNotices](API\Plugins\UnrealUSDWrapper\FScopedBlockNotices) & operator= ( const [FScopedBlockNotices](API\Plugins\UnrealUSDWrapper\FScopedBlockNotices) & )


code: [FScopedBlockNotices](API\Plugins\UnrealUSDWrapper\FScopedBlockNotices) & operator= ( [FScopedBlockNotices](API\Plugins\UnrealUSDWrapper\FScopedBlockNotices) && )


code: FScopedBlockNotices ( [FUsdListener](API\Plugins\UnrealUSDWrapper\FUsdListener) & InListener )


code: FScopedBlockNotices ( const [FScopedBlockNotices](API\Plugins\UnrealUSDWrapper\FScopedBlockNotices) & )


code: FScopedBlockNotices ( [FScopedBlockNotices](API\Plugins\UnrealUSDWrapper\FScopedBlockNotices) && )


className: FScopedBlockNotices

code: class FScopedBlockNotices


className: FSdfChangeList

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< TPair< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath), [FSdfChangeListEntry](API\Plugins\UnrealUSDWrapper\FSdfChangeListEntry) >> FSdfChangeList


className: FSdfChangeListEntry

description: Analogous to pxr::SdfChangeList::Entry, describes a generic change to an object

code: struct FSdfChangeListEntry

AttributeChanges

type: TArray<FAttrib...

Flags

type: FPrimChangeFlag...

SubLayerChanges

type: TArray< TPair< ...


className: FUsdImportDelegate

code: typedef TMulticastDelegate_OneParam< void, [FString](API\Runtime\Core\Containers\FString) > FUsdImportDelegate


className: FUsdDelegates

code: struct FUsdDelegates


description: Increment/decrement the block counter.

code: void Block()


description: Stage-specific events.

code: DECLARE_TS_MULTICAST_DELEGATE ( FOnStageEditTargetChanged )


code: DECLARE_TS_MULTICAST_DELEGATE ( FOnSdfLayerDirtinessChanged )


code: DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FOnLayersChanged, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & )


code: DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FOnSdfLayersChanged, const [UsdUtils::FLayerToSdfChangeList](API\Plugins\UnrealUSDWrapper\FLayerToSdfChangeList) & )


code: DECLARE_TS_MULTICAST_DELEGATE_TwoParams ( FOnObjectsChanged, const [UsdUtils::FObjectChangesByPath](API\Plugins\UnrealUSDWrapper\FObjectChangesByPath) &, const [UsdUtils::FObjectChangesByPath](API\Plugins\UnrealUSDWrapper\FObjectChangesByPath) & )


description: Deprecated* Use GetOnSdfLayersChanged

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FOnLayersChanged & GetOnLayersChanged()


code: [FUsdListener](API\Plugins\UnrealUSDWrapper\FUsdListener) & operator= ( const [FUsdListener](API\Plugins\UnrealUSDWrapper\FUsdListener) & Other )


code: [FUsdListener](API\Plugins\UnrealUSDWrapper\FUsdListener) & operator= ( [FUsdListener](API\Plugins\UnrealUSDWrapper\FUsdListener) && Other )


code: void Register ( const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & Stage )


code: FUsdListener ( const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & Stage )


code: FUsdListener ( [FUsdListener](API\Plugins\UnrealUSDWrapper\FUsdListener) && Other )


code: FUsdListener ( const [FUsdListener](API\Plugins\UnrealUSDWrapper\FUsdListener) & Other )


className: FUsdListener

description: Registers to Usd Notices and emits events when the Usd Stage has changed

code: class FUsdListener


description: Pushes Allocator on the stack of active allocators

code: static void ActivateAllocator ( [EUsdActiveAllocator](API\Plugins\UnrealUSDWrapper\EUsdActiveAllocator) Allocator )


className: ActiveAllocatorsStackTLS

code: static [TOptional](API\Runtime\Core\IO\TOptional)< FTlsSlot > ActiveAllocatorsStackTLS {};


description: Pops Allocator from the stack of active allocators

code: static bool DeactivateAllocator ( [EUsdActiveAllocator](API\Plugins\UnrealUSDWrapper\EUsdActiveAllocator) Allocator )


className: CriticalSection

code: static FCriticalSection CriticalSection {};


description: Redirects the call to free to the currently active allocator.

code: static void Free ( void * Original )


code: static void Initialize()


description: Redirects the call to malloc to the currently active allocator.

code: static void * Malloc ( SIZE_T Count )


className: SystemAllocedPtrs

code: static FThreadSafeSet SystemAllocedPtrs {};


className: FUsdMemoryManager

code: class FUsdMemoryManager


className: IUnrealUSDWrapperModule

code: class IUnrealUSDWrapperModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: MakeSharedUnreal

description: MakeShared version that makes sure that the SharedPointer allocs are made with the Unreal allocator.

code: template<typename ObjectType, typename... ArgTypes> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ObjectType > MakeSharedUnreal ( ArgTypes &&... Args )


className: MakeUsdStore

code: template<typename UsdObjectType, typename... ArgTypes> [TUsdStore](API\Plugins\UnrealUSDWrapper\TUsdStore)< UsdObjectType > MakeUsdStore ( ArgTypes &&... Args )


className: operator&

code: constexpr [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) operator& ( [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) Lhs, [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) Rhs )


code: constexpr [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) operator& ( [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) Lhs, [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) Rhs )


className: operator&=

code: [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) & operator&= ( [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) & Lhs, [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) Rhs )


code: [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) & operator&= ( [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) & Lhs, [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) Rhs )


className: operator~

code: constexpr [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) operator~ ( [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) E )


code: constexpr [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) operator~ ( [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) E )


className: operator^

code: constexpr [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) operator^ ( [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) Lhs, [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) Rhs )


code: constexpr [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) operator^ ( [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) Lhs, [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) Rhs )


className: operator^=

code: [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) & operator^= ( [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) & Lhs, [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) Rhs )


code: [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) & operator^= ( [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) & Lhs, [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) Rhs )


className: operator!

code: constexpr bool operator! ( [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) E )


code: constexpr bool operator! ( [EUsdDefaultKind](API\Plugins\UnrealUSDWrapper\EUsdDefaultKind) E )


code: [TScopedAllocs](API\Plugins\UnrealUSDWrapper\TScopedAllocs) & operator= ( const [TScopedAllocs](API\Plugins\UnrealUSDWrapper\TScopedAllocs)< AllocatorType > & Other )


code: [TScopedAllocs](API\Plugins\UnrealUSDWrapper\TScopedAllocs) & operator= ( [TScopedAllocs](API\Plugins\UnrealUSDWrapper\TScopedAllocs)< AllocatorType > && Other )


code: TScopedAllocs ( const [TScopedAllocs](API\Plugins\UnrealUSDWrapper\TScopedAllocs)< AllocatorType > & Other )


code: TScopedAllocs ( [TScopedAllocs](API\Plugins\UnrealUSDWrapper\TScopedAllocs)< AllocatorType > && Other )


className: TScopedAllocs

description: Activates an allocator on construction and deactivates it on destruction

code: template<[EUsdActiveAllocator](API\Plugins\UnrealUSDWrapper\EUsdActiveAllocator) AllocatorType> class TScopedAllocs


code: const UsdObjectType & Get() const


code: [TUsdStore](API\Plugins\UnrealUSDWrapper\TUsdStore)< UsdObjectType > & operator= ( const [TUsdStore](API\Plugins\UnrealUSDWrapper\TUsdStore)< UsdObjectType > & Other )


code: [TUsdStore](API\Plugins\UnrealUSDWrapper\TUsdStore)< UsdObjectType > & operator= ( [TUsdStore](API\Plugins\UnrealUSDWrapper\TUsdStore)< UsdObjectType > && Other )


code: [TUsdStore](API\Plugins\UnrealUSDWrapper\TUsdStore)< UsdObjectType > & operator= ( const UsdObjectType & UsdObject )


code: [TUsdStore](API\Plugins\UnrealUSDWrapper\TUsdStore)< UsdObjectType > & operator= ( UsdObjectType && UsdObject )


code: UsdObjectType & operator*()


code: const UsdObjectType & operator*() const


code: TUsdStore ( const [TUsdStore](API\Plugins\UnrealUSDWrapper\TUsdStore)< UsdObjectType > & Other )


code: TUsdStore ( [TUsdStore](API\Plugins\UnrealUSDWrapper\TUsdStore)< UsdObjectType > && Other )


code: TUsdStore ( const UsdObjectType & UsdObject )


code: TUsdStore ( UsdObjectType && UsdObject )


description: Stops listening to error/warning/log messages emitted by USD

code: static void ClearDiagnosticDelegate()


className: TUsdStore

description: Stores a USD object. Ensures that its constructed, copied, moved and destroyed using the USD allocator.

code: template<typename UsdObjectType> class TUsdStore


className: Delegate

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< FUsdDiagnosticDelegate > Delegate = nullptr;


description: Removes the stage from the stage cache. See UsdStageCache::Erase.

code: static void EraseStageFromCache ( const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & Stage )


description: Returns all the stages that are currently opened in the USD utils stage cache, shared between C++ and Python

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) > GetAllStagesFromCache()


description: These include the extensions for the file formats built into USD as well as those for any other file formats introduced through the USD plugin system (e.g. "abc" for the Alembic file format of the usdAbc plugin).

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAllSupportedFileFormats()


description: Get the singleton, persistent stage used as a clipboard for prim cut/copy/paste operations. WARNING: This stage may remain open indefinitely! If you use this directly, be aware that there may be unintended consequences (e.g. a sublayer added to this stage may never fully close)


description: These are the extensions for the file formats built into USD (i.e. "usd", "usda", "usdc", and "usdz").

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetNativeFileFormats()


description: Creates a new memory USD root layer, opens it as a new stage and returns that stage


description: Creates a new USD root layer file, opens it as a new stage and returns that stage

code: static [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) NewStage ( const TCHAR * FilePath )


code: static [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) OpenMaskedStage ( const TCHAR * Identifier, [EUsdInitialLoadSet](API\Plugins\UnrealUSDWrapper\EUsdInitialLoadSet) InitialLoadSet, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PopulationMask, bool bForceReloadLayersFromDisk )


code: static [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) OpenMaskedStage ( [UE::FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) RootLayer, [UE::FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) SessionLayer, [EUsdInitialLoadSet](API\Plugins\UnrealUSDWrapper\EUsdInitialLoadSet) InitialLoadSet, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PopulationMask, bool bForceReloadLayersFromDisk )


description:
Opens a USD stage from a file on disk or existing layers, with a population mask or not.
The opened stage, which may be invalid.

code: static [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) OpenStage ( const TCHAR * Identifier, [EUsdInitialLoadSet](API\Plugins\UnrealUSDWrapper\EUsdInitialLoadSet) InitialLoadSet, bool bUseStageCache, bool bForceReloadLayersFromDisk )


code: static [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) OpenStage ( [UE::FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) RootLayer, [UE::FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) SessionLayer, [EUsdInitialLoadSet](API\Plugins\UnrealUSDWrapper\EUsdInitialLoadSet) InitialLoadSet, bool bUseStageCache, bool bForceReloadLayersFromDisk )


description:
Registers all USD plug-ins discovered at PathToPlugInfo.
An array containing the names of any newly registered plugins.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > RegisterPlugins ( const [FString](API\Runtime\Core\Containers\FString) & PathToPlugInfo )


description:
Registers all USD plug-ins discovered in any of PathsToPlugInfo.
An array containing the names of any newly registered plugins.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > RegisterPlugins ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PathsToPlugInfo )


description: Note that the default search path must be set before the first invocation of USD's resolver system, so this function must be called before that to have any effect.

code: static void SetDefaultResolverDefaultSearchPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDirectoryPath](API\Runtime\CoreUObject\UObject\FDirectoryPath) > & SearchPath )


description: Starts listening to error/warning/log messages emitted by USD

code: static void SetupDiagnosticDelegate()


className: UnrealUSDWrapper

code: class UnrealUSDWrapper


description: Analogous to pxr::SdfChangeList::SubLayerChangeType, describes a change to a sublayer

code: namespace UsdUtils { enum ESubLayerChangeType { SubLayerAdded, SubLayerRemoved, SubLayerOffset, } }


className: FDummyRefPtrType::operator bool

code: operator bool() const


code: bool operator== ( const [FDummyRefPtrType](API\Plugins\UnrealUSDWrapper\UsdWrappers\FDummyRefPtrType) & ) const


code: bool operator!= ( const [FDummyRefPtrType](API\Plugins\UnrealUSDWrapper\UsdWrappers\FDummyRefPtrType) & ) const


code: FDummyRefPtrType ( const [FDummyWeakPtrType](API\Plugins\UnrealUSDWrapper\UsdWrappers\FDummyWeakPtrType) & )


className: FDummyRefPtrType

code: class FDummyRefPtrType


className: FDummyWeakPtrType::operator bool


code: bool operator== ( const [FDummyWeakPtrType](API\Plugins\UnrealUSDWrapper\UsdWrappers\FDummyWeakPtrType) & ) const


code: bool operator!= ( const [FDummyWeakPtrType](API\Plugins\UnrealUSDWrapper\UsdWrappers\FDummyWeakPtrType) & ) const


code: FDummyWeakPtrType ( const [FDummyRefPtrType](API\Plugins\UnrealUSDWrapper\UsdWrappers\FDummyRefPtrType) & )


className: FDummyWeakPtrType

code: class FDummyWeakPtrType


description: Wrapped pxr::SdfAttributeSpec functions, refer to the USD SDK documentation


className: FSdfAttributeSpec::operator bool


code: [FSdfAttributeSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfAttributeSpec) & operator= ( const [FSdfAttributeSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfAttributeSpec) & Other )


code: [FSdfAttributeSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfAttributeSpec) & operator= ( [FSdfAttributeSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfAttributeSpec) && Other )


code: bool operator== ( const [FSdfAttributeSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfAttributeSpec) & Other ) const


code: bool SetDefaultValue ( const [UE::FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Value )


code: bool operator!= ( const [FSdfAttributeSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfAttributeSpec) & Other ) const


code: FSdfAttributeSpec ( const [FSdfAttributeSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfAttributeSpec) & Other )


code: FSdfAttributeSpec ( [FSdfAttributeSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfAttributeSpec) && Other )


className: FSdfAttributeSpec

description: Minimal pxr::SdfAttributeSpecHandle wrapper for Unreal that can be used from no-rtti modules.

code: class FSdfAttributeSpec


className: FSdfChangeBlock

description: Minimal pxr::SdfChangeBlock wrapper for Unreal that can be used from no-rtti modules.

code: class FSdfChangeBlock


code: [FString](API\Runtime\Core\Containers\FString) ComputeAbsolutePath ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath ) const


code: static [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) CreateNew ( const TCHAR * Identifier, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & FileFormatArguments )


code: void EraseTimeSample ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path, double Time )


code: bool Export ( const TCHAR * Filename, const [FString](API\Runtime\Core\Containers\FString) & Comment, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & FileFormatArguments ) const


code: static [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) FindOrOpen ( const TCHAR * Identifier, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & FileFormatArguments )


code: [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > GetCompositionAssetDependencies() const


description: Auto conversion from/to PtrType. We use concrete pointer types here because we should also be able to convert between them


code: double GetEndTimeCode() const


code: [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > GetFileFormatArguments() const


code: double GetFramesPerSecond() const


code: static [TSet](API\Runtime\Core\Containers\TSet)< [FSdfLayerWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerWeak) > GetLoadedLayers()


code: int64 GetNumSubLayerPaths() const


code: [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) GetPrimAtPath ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path ) const


code: double GetStartTimeCode() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) > GetSubLayerOffsets() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSubLayerPaths() const


code: double GetTimeCodesPerSecond() const


code: bool HasEndTimeCode() const


code: bool HasFramesPerSecond() const


code: bool HasSpec ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path ) const


code: bool HasStartTimeCode() const


code: bool HasTimeCodesPerSecond() const


code: bool IsAnonymous() const


code: [TSet](API\Runtime\Core\Containers\TSet)< double > ListTimeSamplesForPath ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path ) const


className: FSdfLayerBase::operator bool

code: operator bool() const


code: [FSdfLayerBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerBase) & operator= ( const [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & Other )


code: [FSdfLayerBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerBase) & operator= ( [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) && Other )


code: [FSdfLayerBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerBase) & operator= ( const [FSdfLayerWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerWeak) & Other )


code: [FSdfLayerBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerBase) & operator= ( [FSdfLayerWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerWeak) && Other )


code: template<typename OtherPtrType> bool operator== ( const [FSdfLayerBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerBase)< OtherPtrType > & Other ) const


code: template<typename OtherPtrType> bool operator!= ( const [FSdfLayerBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerBase)< OtherPtrType > & Other ) const


code: void RemoveSubLayerPath ( int32 Index )


code: bool Save ( bool bForce ) const


code: void SetComment ( const TCHAR * Comment ) const


code: void SetEndTimeCode ( double TimeCode )


code: void SetFramesPerSecond ( double FramesPerSecond )


code: void SetMuted ( bool bMuted )


code: void SetStartTimeCode ( double TimeCode )


code: void SetSubLayerOffset ( const [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) & LayerOffset, int32 Index )


code: void SetTimeCodesPerSecond ( double TimeCodesPerSecond )


code: void TransferContent ( const [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & SourceLayer )


code: bool UpdateCompositionAssetDependency ( const TCHAR * OldAssetPath, const TCHAR * NewAssetPath )


code: FSdfLayerBase ( const [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & Other )


code: FSdfLayerBase ( const [FSdfLayerWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerWeak) & Other )


code: FSdfLayerBase ( [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) && Other )


code: FSdfLayerBase ( [FSdfLayerWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerWeak) && Other )


className: FSdfLayerBase

description: Minimal pxr::SdfLayer pointer wrapper for Unreal that can be used from no-rtti modules. Use the aliases FSdfLayer and FSdfLayerWeak instead (defined on ForwardDeclarations.h)

code: template<typename PtrType> class FSdfLayerBase


code: FSdfLayerOffset ( double InOffset, double InScale )


className: FSdfLayerOffset

code: struct FSdfLayerOffset

Offset

type: double


code: static [FString](API\Runtime\Core\Containers\FString) SdfComputeAssetPathRelativeToLayer ( const [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & Anchor, const TCHAR * AssetPath )


className: FSdfLayerUtils

description: Wrapper for global functions in pxr/usd/sdf/layerUtils.h

code: class FSdfLayerUtils


description: Wrapped pxr::SdfPath functions, refer to the USD SDK documentation

code: static const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & AbsoluteRootPath()


code: [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) AppendChild ( const TCHAR * ChildName ) const


code: [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) AppendPath ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & NewRelativeSuffix ) const


code: [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) AppendProperty ( [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > GetPrefixes() const


code: bool HasPrefix ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Prefix ) const


code: bool IsAbsoluteRootOrPrimPath() const


code: bool IsAbsoluteRootPath() const


code: [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) MakeAbsolutePath ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Anchor ) const


code: [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) MakeRelativePath ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Anchor ) const


code: [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & operator= ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Other )


code: [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & operator= ( [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) && Other )


code: bool operator== ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Other ) const


code: bool operator< ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Other ) const


code: bool operator<= ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Other ) const


code: bool operator!= ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Other ) const


code: [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) ReplaceName ( const TCHAR * NewLeafName ) const


code: FSdfPath ( const TCHAR * InPath )


code: FSdfPath ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Other )


code: FSdfPath ( [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) && Other )


className: FSdfPath

description: Minimal pxr::SdfPath wrapper for Unreal that can be used from no-rtti modules.

code: class FSdfPath


code: FSdfPayload ( const [FString](API\Runtime\Core\Containers\FString) & InAssetPath, const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & InPrimPath, const [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) & InLayerOffset )


className: FSdfPayload

code: struct FSdfPayload

LayerOffset

type: FSdfLayerOffset

PrimPath

type: FSdfPath


code: [UE::FSdfAttributeSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfAttributeSpec) GetAttributeAtPath ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path ) const


description: Wrapped pxr::SdfPrimSpecHandle functions, refer to the USD SDK documentation


className: FSdfPrimSpec::operator bool

code: operator bool() const


code: [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) & operator= ( const [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) & Other )


code: [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) & operator= ( [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) && Other )


code: bool operator== ( const [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) & Other ) const


code: bool operator!= ( const [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) & Other ) const


code: bool RemoveNameChild ( const [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) & Child )


code: FSdfPrimSpec ( const [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) & Other )


code: FSdfPrimSpec ( [FSdfPrimSpec](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPrimSpec) && Other )


className: FSdfPrimSpec

description: Minimal pxr::SdfPrimSpecHandle wrapper for Unreal that can be used from no-rtti modules.

code: class FSdfPrimSpec


code: FSdfReference ( const [FString](API\Runtime\Core\Containers\FString) & InAssetPath, const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & InPrimPath, const [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) & InLayerOffset )


className: FSdfReference

description: In the USD API, pxr::SdfPayload and pxr::SdfReference are very similar except that the latter includes support for a custom data dictionary. The UE wrapping of SdfReference does not currently include support for that custom data, leaving theFSdfReferencewrapper identical to theFSdfPayloadwrapper. We keep them as distinct types though to better mimic the USD API and in case support for custom data dictionaries on references is added to theFSdfReferencewrapper in the future.

code: struct FSdfReference


code: bool ClearAtTime ( double Time ) const


code: bool ClearMetadata ( const TCHAR * Key ) const


code: bool Get ( [UE::FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Value, [TOptional](API\Runtime\Core\IO\TOptional)< double > Time ) const


description: Wrapped pxr::UsdObject functions, refer to the USD SDK documentation

code: bool GetMetadata ( const TCHAR * Key, [UE::FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Value ) const


description: Wrapped pxr::UsdAttribute functions, refer to the USD SDK documentation.


code: size_t GetNumTimeSamples() const


code: bool GetTimeSamples ( [TArray](API\Runtime\Core\Containers\TArray)< double > & Times ) const


code: static bool GetUnionedTimeSamples ( const [TArray](API\Runtime\Core\Containers\TArray)< [UE::FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) > & Attrs, [TArray](API\Runtime\Core\Containers\TArray)< double > & OutTimes )


code: bool HasFallbackValue() const


code: bool HasMetadata ( const TCHAR * Key ) const


className: FUsdAttribute::operator bool

code: operator bool() const


code: [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) & operator= ( const [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) & Other )


code: [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) & operator= ( [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) && Other )


code: bool operator== ( const [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) & Other ) const


code: bool operator!= ( const [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) & Other ) const


code: bool Set ( const [UE::FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Value, [TOptional](API\Runtime\Core\IO\TOptional)< double > Time ) const


code: bool SetMetadata ( const TCHAR * Key, const [UE::FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Value ) const


code: bool ValueMightBeTimeVarying() const


code: FUsdAttribute ( const [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) & Other )


code: FUsdAttribute ( [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) && Other )


code: FUsdEditContext &40; const FUsdEditContext & Other &41;


className: FUsdAttribute

description: Minimal pxr::UsdAttribute wrapper for Unreal that can be used from no-rtti modules.

code: class FUsdAttribute


code: FUsdEditContext ( const [FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & Stage )


code: FUsdEditContext ( const [FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & Stage, const [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & EditTarget )


className: FUsdEditContext

description: Minimal pxr::UsdEditContext wrapper for Unreal that can be used from no-rtti modules.

code: class FUsdEditContext


code: bool ClearXformOpOrder() const


description: Wrapped pxr::UsdGeomXformable functions, refer to the USD SDK documentation

code: bool GetResetXformStack() const


code: bool GetTimeSamples ( [TArray](API\Runtime\Core\Containers\TArray)< double > * Times ) const


className: FUsdGeomXformable::operator bool

code: operator bool() const


code: [FUsdGeomXformable](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdGeomXformable) & operator= ( const [FUsdGeomXformable](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdGeomXformable) & Other )


code: [FUsdGeomXformable](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdGeomXformable) & operator= ( [FUsdGeomXformable](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdGeomXformable) && Other )


code: FUsdGeomXformable ( const [FUsdGeomXformable](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdGeomXformable) & Other )


code: FUsdGeomXformable ( [FUsdGeomXformable](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdGeomXformable) && Other )


code: FUsdGeomXformable ( const [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim )


className: FUsdGeomXformable

description: Minimal pxr::UsdGeomXformable wrapper for Unreal that can be used from no-rtti modules.

code: class FUsdGeomXformable : public [UE::FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped)


code: bool AddInternalPayload ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & PrimPath, const [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) & LayerOffset, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


description: Wrapped pxr::UsdPayloads functions, refer to the USD SDK documentation.

code: bool AddPayload ( const [FSdfPayload](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPayload) & Payload, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


code: bool AddPayload ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, const [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) & LayerOffset, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


code: bool AddPayload ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & PrimPath, const [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) & LayerOffset, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


className: FUsdPayloads::operator bool


code: [FUsdPayloads](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPayloads) & operator= ( const [FUsdPayloads](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPayloads) & Other )


code: [FUsdPayloads](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPayloads) & operator= ( [FUsdPayloads](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPayloads) && Other )


code: bool RemovePayload ( const [FSdfPayload](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPayload) & Payload )


code: bool SetPayloads ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSdfPayload](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPayload) > & Items )


code: FUsdPayloads ( [FUsdPayloads](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPayloads) && Other )


code: FUsdPayloads ( const [FUsdPayloads](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPayloads) & Other )


className: FUsdPayloads

description: Minimal pxr::UsdPayloads wrapper for Unreal that can be used from no-rtti modules.

code: class FUsdPayloads


code: bool ApplyAPI ( [FName](API\Runtime\Core\UObject\FName) SchemaIdentifier ) const


code: bool ApplyAPI ( [FName](API\Runtime\Core\UObject\FName) SchemaIdentifier, [FName](API\Runtime\Core\UObject\FName) InstanceName ) const


code: bool CanApplyAPI ( [FName](API\Runtime\Core\UObject\FName) SchemaIdentifier, [FName](API\Runtime\Core\UObject\FName) InstanceName, [FString](API\Runtime\Core\Containers\FString) * OutWhyNot ) const


code: bool CanApplyAPI ( [FName](API\Runtime\Core\UObject\FName) SchemaIdentifier, [FString](API\Runtime\Core\Containers\FString) * OutWhyNot ) const


code: bool ClearInstanceable() const


code: [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) CreateAttribute ( const TCHAR * AttrName, [FName](API\Runtime\Core\UObject\FName) TypeName ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAppliedSchemas() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) > GetAttributes() const


code: [FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) GetAttribute ( const TCHAR * AttrName ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > GetChildren() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > GetFilteredChildren ( bool bTraverseInstanceProxies ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > GetInstances() const


code: const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) GetPrimPath() const


code: [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) GetVariantSet ( const [FString](API\Runtime\Core\Containers\FString) & VariantSetName ) const


code: bool HasAPI ( [FName](API\Runtime\Core\UObject\FName) SchemaIdentifier ) const


code: bool HasAPI ( [FName](API\Runtime\Core\UObject\FName) SchemaIdentifier, [FName](API\Runtime\Core\UObject\FName) InstanceName ) const


code: bool HasAPI ( [FName](API\Runtime\Core\UObject\FName) SchemaType, [TOptional](API\Runtime\Core\IO\TOptional)< [FName](API\Runtime\Core\UObject\FName) > InstanceName ) const


code: bool HasAttribute ( const TCHAR * AttrName ) const


code: bool HasAuthoredInstanceable() const


code: bool HasAuthoredPayloads() const


code: bool HasAuthoredReferences() const


description: Deprecated* Please useHasAuthoredPayloads()instead.

code: bool HasPayload() const


code: bool HasVariantSets() const


code: bool IsA ( [FName](API\Runtime\Core\UObject\FName) SchemaIdentifier ) const


code: bool IsInPrototype() const


code: bool IsInstanceable() const


code: bool IsInstanceProxy() const


code: static bool IsPathInPrototype ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path )


code: static bool IsPrototypePath ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path )


code: bool IsPrototype() const


code: bool IsPseudoRoot() const


code: void Load ( [EUsdLoadPolicy](API\Plugins\UnrealUSDWrapper\EUsdLoadPolicy) Policy )


className: FUsdPrim::operator bool

code: operator bool() const


code: [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & operator= ( const [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Other )


code: [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & operator= ( [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) && Other )


code: bool operator!= ( const [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Other ) const


code: bool RemoveAPI ( [FName](API\Runtime\Core\UObject\FName) SchemaIdentifier, [FName](API\Runtime\Core\UObject\FName) InstanceName ) const


code: bool RemoveAPI ( [FName](API\Runtime\Core\UObject\FName) SchemaIdentifier ) const


code: bool operator== ( const [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Other ) const


code: bool RemoveProperty ( [FName](API\Runtime\Core\UObject\FName) PropName ) const


code: bool SetActive ( bool bActive )


code: bool SetInstanceable ( bool bInstanceable ) const


description: Wrapped pxr::UsdPrim functions, refer to the USD SDK documentation

code: bool SetSpecifier ( [ESdfSpecifier](API\Plugins\UnrealUSDWrapper\UsdWrappers\UE__ESdfSpecifier) Specifier )


code: FUsdPrim ( const [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Other )


code: FUsdPrim ( [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) && Other )


className: FUsdPrim

description: Minimal pxr::UsdPrim wrapper for Unreal that can be used from no-rtti modules.

code: class FUsdPrim


code: bool AddInternalReference ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & PrimPath, const [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) & LayerOffset, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


description: Wrapped pxr::UsdReferences functions, refer to the USD SDK documentation.

code: bool AddReference ( const [FSdfReference](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfReference) & Reference, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


code: bool AddReference ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, const [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) & LayerOffset, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


code: bool AddReference ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & PrimPath, const [FSdfLayerOffset](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayerOffset) & LayerOffset, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


code: [FUsdReferences](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdReferences) & operator= ( const [FUsdReferences](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdReferences) & Other )


className: FUsdReferences::operator bool

code: operator bool() const


code: [FUsdReferences](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdReferences) & operator= ( [FUsdReferences](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdReferences) && Other )


code: bool RemoveReference ( const [FSdfReference](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfReference) & Reference )


code: bool SetReferences ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSdfReference](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfReference) > & Items )


code: FUsdReferences ( const [FUsdReferences](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdReferences) & Other )


code: FUsdReferences ( [FUsdReferences](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdReferences) && Other )


className: FUsdReferences

description: Minimal pxr::UsdReferences wrapper for Unreal that can be used from no-rtti modules.

code: class FUsdReferences


code: bool ClearMetadata ( const TCHAR * Key ) const


code: [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) CreateClassPrim ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & RootPrimPath )


code: [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) DefinePrim ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path, const TCHAR * TypeName )


description: Saves a flattened copy of the stage to the given path (e.g. "C:/Folder/FlattenedStage.usda"). Will use the corresponding file writer depending on FilePath extension. Will not alter the current stage.

code: bool Export ( const TCHAR * FileName, bool bAddSourceFileComment, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & FileFormatArguments ) const


code: double GetFramesPerSecond() const


code: double GetEndTimeCode() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) > GetLayerStack ( bool bIncludeSessionLayers ) const


code: bool GetMetadata ( const TCHAR * Key, [UE::FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Value ) const


code: [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) GetPrimAtPath ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path ) const


code: double GetStartTimeCode() const


code: double GetTimeCodesPerSecond() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) > GetUsedLayers ( bool bIncludeClipLayers ) const


code: bool HasLocalLayer ( const [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & Layer ) const


code: bool HasMetadata ( const TCHAR * Key ) const


code: bool IsEditTargetValid() const


code: bool IsLayerMuted ( const [FString](API\Runtime\Core\Containers\FString) & LayerIdentifier ) const


description: Auto conversion from/to PtrType. We use concrete pointer types here because we should also be able to convert between them

code: void LoadAndUnload ( const [TSet](API\Runtime\Core\Containers\TSet)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > & LoadSet, const [TSet](API\Runtime\Core\Containers\TSet)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > & UnloadSet, [EUsdLoadPolicy](API\Plugins\UnrealUSDWrapper\EUsdLoadPolicy) Policy )


code: void MuteAndUnmuteLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MuteLayers, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & UnmuteLayers )


className: FUsdStageBase::operator bool

code: operator bool() const


code: [FUsdStageBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageBase) & operator= ( const [FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & Other )


code: [FUsdStageBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageBase) & operator= ( [FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) && Other )


code: [FUsdStageBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageBase) & operator= ( const [FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & Other )


code: [FUsdStageBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageBase) & operator= ( [FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) && Other )


code: bool operator== ( const [FUsdStageBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageBase) & Other ) const


code: bool RemovePrim ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path )


code: bool operator!= ( const [FUsdStageBase](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageBase) & Other ) const


code: [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) OverridePrim ( const [FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path )


code: void SetEditTarget ( const [FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & Layer )


code: void SetEndTimeCode ( double TimeCode )


code: void SetFramesPerSecond ( double FramesPerSecond )


code: void SetInterpolationType ( [EUsdInterpolationType](API\Plugins\UnrealUSDWrapper\EUsdInterpolationType) InterpolationType )


code: bool SetMetadata ( const TCHAR * Key, const [UE::FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Value ) const


code: void SetDefaultPrim ( const [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim )


code: void SetTimeCodesPerSecond ( double TimeCodesPerSecond )


code: void SetStartTimeCode ( double TimeCode )


code: FUsdStageBase ( const [FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & Other )


code: FUsdStageBase ( [FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) && Other )


code: FUsdStageBase ( const [FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & Other )


code: FUsdStageBase ( [FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) && Other )


className: FUsdStageBase

description: Minimal pxr::UsdStage pointer wrapper for Unreal that can be used from no-rtti modules. Use the aliases FUsdStage and FUsdStageWeak instead (defined on ForwardDeclarations.h)

code: template<typename PtrType> class FUsdStageBase


description: Wrapped pxr::UsdTyped functions, refer to the USD SDK documentation


className: FUsdTyped::operator bool

code: operator bool() const


code: [FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) & operator= ( const [FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) & Other )


code: [FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) & operator= ( [FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) && Other )


code: FUsdTyped ( const [FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) & Other )


code: FUsdTyped ( const [FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim )


code: FUsdTyped ( [FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) && Other )


className: FUsdTyped

description: Minimal pxr::UsdTyped wrapper for Unreal that can be used from no-rtti modules.

code: class FUsdTyped


description: Wrapped pxr::UsdVariantSet functions, refer to the USD SDK documentation.

code: bool AddVariant ( const [FString](API\Runtime\Core\Containers\FString) & VariantName, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


code: bool BlockVariantSelection()


code: bool ClearVariantSelection()


description: No support currently for accessing the edit target/context for anFUsdVariantSet.


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetVariantNames() const


code: bool HasAuthoredVariantSelection ( [FString](API\Runtime\Core\Containers\FString) * Value ) const


code: bool HasAuthoredVariant ( const [FString](API\Runtime\Core\Containers\FString) & VariantName ) const


code: [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) & operator= ( const [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) & Other )


className: FUsdVariantSet::operator bool


code: [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) & operator= ( [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) && Other )


code: bool SetVariantSelection ( const [FString](API\Runtime\Core\Containers\FString) & VariantName )


code: FUsdVariantSet ( const [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) & Other )


code: FUsdVariantSet ( [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) && Other )


className: FUsdVariantSet

description: Minimal pxr::UsdVariantSet wrapper for Unreal that can be used from no-rtti modules.

code: class FUsdVariantSet


description: Wrapped pxr::UsdVariantSets functions, refer to the USD SDK documentation.

code: [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) AddVariantSet ( const [FString](API\Runtime\Core\Containers\FString) & VariantSetName, [EUsdListPosition](API\Plugins\UnrealUSDWrapper\EUsdListPosition) Position )


code: [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > GetAllVariantSelections() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetNames() const


code: [FString](API\Runtime\Core\Containers\FString) GetVariantSelection ( const [FString](API\Runtime\Core\Containers\FString) & VariantSetName ) const


code: [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) GetVariantSet ( const [FString](API\Runtime\Core\Containers\FString) & VariantSetName ) const


code: bool HasVariantSet ( const [FString](API\Runtime\Core\Containers\FString) & VariantSetName ) const


className: FUsdVariantSets::operator bool

code: operator bool() const


code: [FUsdVariantSets](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSets) & operator= ( const [FUsdVariantSets](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSets) & Other )


code: [FUsdVariantSets](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSets) & operator= ( [FUsdVariantSets](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSets) && Other )


code: bool SetSelection ( const [FString](API\Runtime\Core\Containers\FString) & VariantSetName, const [FString](API\Runtime\Core\Containers\FString) & VariantName )


code: [FUsdVariantSet](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSet) operator[] ( const [FString](API\Runtime\Core\Containers\FString) & VariantSetName ) const


code: FUsdVariantSets ( const [FUsdVariantSets](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSets) & Other )


code: FUsdVariantSets ( [FUsdVariantSets](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdVariantSets) && Other )


description: Auto conversion from/to pxr::VtValue We define a GetUsdValue() instead of `operator pxr::VtValue&_ because pxr::VtValue itself has lower precedence, implicit generic conversions and operators that can conflict/generate hidden bugs if we try using them without having this header included (e.g. we could end up with a pxr::VtValue containing anUE::FVtValueinstead)


className: FUsdVariantSets

description: Minimal pxr::UsdVariantSets wrapper for Unreal that can be used from no-rtti modules.

code: class FUsdVariantSets


code: bool IsArrayValued() const


code: [FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & operator= ( [FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) && Other )


code: bool operator== ( const [FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Other ) const


code: bool operator!= ( const [FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Other ) const


code: FVtValue ( const [FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Other )


code: FVtValue ( [FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) && Other )


className: FVtValue

description: Minimal pxr::VtValue wrapper for Unreal that can be used from no-rtti modules.

code: class FVtValue


description: Corresponds to pxr::SdfSpecifier, refer to the USD SDK documentation

code: namespace UE { enum ESdfSpecifier { Def, Over, Class, Num, } }


code: [FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & operator= ( const [FVtValue](API\Plugins\UnrealUSDWrapper\UsdWrappers\FVtValue) & Other )


description: Corresponds to pxr::SdfSpecType, refer to the USD SDK documentation

code: namespace UE { enum ESdfSpecType { SdfSpecTypeUnknown = 0, SdfSpecTypeAttribute, SdfSpecTypeConnection, SdfSpecTypeExpression, SdfSpecTypeMapper, SdfSpecTypeMapperArg, SdfSpecTypePrim, SdfSpecTypePseudoRoot, SdfSpecTypeRelationship, SdfSpecTypeRelationshipTarget, SdfSpecTypeVariant, SdfSpecTypeVariantSet, SdfNumSpecTypes, } }


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: UObjectPlugin

code: static [IUObjectPlugin](API\Plugins\UObjectPlugin\IUObjectPlugin) & Get()


className: FMyPluginStruct

description: ExampleUStructdeclared in a plugin module


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IUObjectPlugin

description: The public interface to this module

code: class IUObjectPlugin : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: UMyPluginObject ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMyPluginObject

description: Example of declaring aUObjectin a plugin module

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMyPluginObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: deprecated

module: USDClasses

code: class deprecated ( "Use the [UUsdAssetCache2](API\Plugins\USDClasses\UUsdAssetCache2) class instead, which is an actual asset you can create on the Content Browser""Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


className: EUsdDuplicateType

description: Describes the different types of "prim duplication" operations we support withUsdUtils::DuplicatePrims

code: enum EUsdDuplicateType { FlattenComposedPrim, SingleLayerSpecs, AllLocalLayerSpecs, }


className: EUsdEditInInstanceBehavior

code: enum EUsdEditInInstanceBehavior { Ignore, RemoveInstanceable, ShowPrompt, }


className: EUsdUpAxis

code: enum EUsdUpAxis { YAxis, ZAxis, }


className: EUsdSaveDialogBehavior

code: enum EUsdSaveDialogBehavior { NeverSave, AlwaysSave, ShowPrompt, }


className: FUsdPrimPathList

description: Simple wrapper because we're not allowed to haveTMapproperties withTArrayas values

PrimPaths

type: TArray<FString...


code: [FUsdScopedAssetCacheReferencer](API\Plugins\USDClasses\FUsdScopedAssetCacheReferencer) & operator= ( const [FUsdScopedAssetCacheReferencer](API\Plugins\USDClasses\FUsdScopedAssetCacheReferencer) & )


code: [FUsdScopedAssetCacheReferencer](API\Plugins\USDClasses\FUsdScopedAssetCacheReferencer) & operator= ( [FUsdScopedAssetCacheReferencer](API\Plugins\USDClasses\FUsdScopedAssetCacheReferencer) && )


code: FUsdScopedAssetCacheReferencer()


code: FUsdScopedAssetCacheReferencer ( const [FUsdScopedAssetCacheReferencer](API\Plugins\USDClasses\FUsdScopedAssetCacheReferencer) & )


code: FUsdScopedAssetCacheReferencer ( [FUsdScopedAssetCacheReferencer](API\Plugins\USDClasses\FUsdScopedAssetCacheReferencer) && )


code: FUsdScopedAssetCacheReferencer ( [UUsdAssetCache2](API\Plugins\USDClasses\UUsdAssetCache2) * InAssetCache, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Referencer )


code: ~FUsdScopedAssetCacheReferencer()


className: FUsdScopedAssetCacheReferencer

description: Usage:FUsdScopedAssetCacheReferencerScopedReferencer{ StageActor->UsdAssetCache, StageActor }; StageActor->SetRootLayer(MyRootLayer); // Adds assets to the cache

code: struct FUsdScopedAssetCacheReferencer


className: FUsdStageOptions

MetersPerUnit

type: float

description: MetersPerUnit to use for the stage. Defaults to 0.01 (i.e. 1cm per unit, which equals UE units)

UpAxis

type: EUsdUpAxis

description: UpAxis to use for the stage. Defaults to ZAxis, which equals the UE convention


className: FUsdUnrealAssetInfo

description: Metadata added to a prim to indicate it was exported from a particular Unreal asset

Identifier

description: Filepath to the layer where the asset was exported to.

Name

description: Name of the Unreal asset.

UnrealAssetType

description: Class name of the exported asset (e.g. "StaticMesh")

UnrealContentPath

description: Path to the exported asset (e.g. "/Game/MyMaterials/Red.Red")

UnrealEngineVersion

description: Engine version string describing the engine that exported this asset (e.g. "5.1.0-21000000+UE5")

UnrealExportTime

description: DateTime string of the moment of export (e.g. "2022.06.17-14.19.54")

Version

description: Identifier string for the current asset version. Whenever the asset is updated inside Unreal, this will change.


description: Returns the set of assets that this object depends on (e.g. when given a material, will return its textures. When given a mesh, will return materials, etc.)

code: static [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetAssetDependencies ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Returns a world that could be suitably described as "the current world". (e.g. when in PIE, the PIE world)

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * GetCurrentWorld ( bool bEditorWorldsOnly )


description: Updates HashToUpdate with the Object's package's persistent guid, the corresponding file save date and time, and the number of times the package has been dirtied since last being saved. This can be used to track the version of exported assets and levels, to prevent unnecessary re-exports.

code: static bool HashObjectPackage ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate )


description: Adapted from ObjectTools as it is within an Editor-only module.

code: static [FString](API\Runtime\Core\Containers\FString) SanitizeObjectName ( const [FString](API\Runtime\Core\Containers\FString) & InObjectName )


code: static void SendAnalytics ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > && InAttributes, const [FString](API\Runtime\Core\Containers\FString) & EventName )


description: Sends analytics about a USD operation

code: static void SendAnalytics ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > && InAttributes, const [FString](API\Runtime\Core\Containers\FString) & EventName, bool bAutomated, double ElapsedSeconds, double NumberOfFrames, const [FString](API\Runtime\Core\Containers\FString) & Extension )


description: Updates all plugInfo.json to point their LibraryPaths to TargetDllFolder

code: static void UpdatePlugInfoFiles ( const [FString](API\Runtime\Core\Containers\FString) & PluginDirectory, const [FString](API\Runtime\Core\Containers\FString) & TargetDllFolder )


className: IUsdClassesModule

code: class IUsdClassesModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: namespace UsdUtils { void UsdUtils::AddAnalyticsAttributes ( const [FUsdStageOptions](API\Plugins\USDClasses\FUsdStageOptions) & Options, [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & InOutAttributes ) }


code: namespace UsdUtils { void UsdUtils::HashForExport ( const [FUsdStageOptions](API\Plugins\USDClasses\FUsdStageOptions) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


className: UUsdAnimSequenceAssetUserData

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUsdAnimSequenceAssetUserData : public [UUsdAssetUserData](API\Plugins\USDClasses\UUsdAssetUserData)

LayerStartOffsetSeconds

description: Offset into the stage in seconds to when this AnimSequence should start playing to match the skeletal animation in that stage.


code: void DiscardAsset ( const [FString](API\Runtime\Core\Containers\FString) & Hash )


code: void CacheAsset ( const [FString](API\Runtime\Core\Containers\FString) & Hash, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [FString](API\Runtime\Core\Containers\FString) & PrimPath )


description: Returns assets that aren't marked as stale

code: [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetActiveAssets() const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetForPrim ( const [FString](API\Runtime\Core\Containers\FString) & PrimPath ) const


code: [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > GetAssetPrimLinks() const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetCachedAsset ( const [FString](API\Runtime\Core\Containers\FString) & Hash ) const


code: [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > GetCachedAssets() const


description: Returns the hash used as a key for an asset, in case we own it. Returns the empty string otherwise.

code: [FString](API\Runtime\Core\Containers\FString) GetHashForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


description: Returns the first prim path associated with an asset (seeTMap::FindKey)

code: [FString](API\Runtime\Core\Containers\FString) GetPrimForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool IsAssetOwnedByCache ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: void LinkAssetToPrim ( const [FString](API\Runtime\Core\Containers\FString) & PrimPath, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: When importing via the USDStageImporter we will move assets from this cache to the content folder. The problem is that some of those assets may not be currently used (e.g. inactive variant, purpose, etc.). The USDStageImporter will then use these functions before/after translating the scene to know which items from the cache that are actually used for the current scene.

code: void MarkAssetsAsStale()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void RemoveAssetPrimLink ( const [FString](API\Runtime\Core\Containers\FString) & PrimPath )


description: We need to be serializable so thatAUsdStageActorcan duplicate us for PIE.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: UUsdAssetCache

description: Owns the assets generated and reused by the USD stage, allowing thread-safe retrieval/storage


description: Assets will not be evicted or removed from the cache while the referencer is registered. Note that internally the cache keepsFObjectKeystructs constructed from the referencers, instead of direct pointers to them.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching", Meta=(CallInEditor="true")) bool AddAssetReference ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Referencer )


description: Adds an asset to the cache attached to a particular hash, and optionally registering a referencer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching", Meta=(CallInEditor="true")) void CacheAsset ( const [FString](API\Runtime\Core\Containers\FString) & Hash, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Referencer )


description: Returns true if the asset with the given hash can be removed from the cache. It will return false in case the asset is still being used, either by another consumer asset or directly by some referencer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching", Meta=(CallInEditor="true")) bool CanRemoveAsset ( const [FString](API\Runtime\Core\Containers\FString) & Hash )


className: ECacheStorageType

description: Describes the different "types of storage" we allow on the asset cache. Note: Order is very important here. The rule of thumb is that it should always be OK for an asset in a storage of lower value to have dependencies on assets in storage of higher value (e.g. it's OK for a material in referenced storage to depend on textures in persistent storage, butnotthe other way around!)

code: enum ECacheStorageType { None = 0, Unreferenced, Referenced, Persistent, }


code: [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetActiveAssets() const


description: Returns all asset hashes tracked by the asset cache, for all storage types. This includes unloaded persistent assets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAllAssetHashes() const


description: Returns all asset paths tracked by the asset cache, for all storage types. (e.g. "/Game/MyTextures/RedBrick.RedBrick"). This includes unloaded persistent assets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAllCachedAssetPaths() const


description: Returns all assets that are currently loaded in the asset cache. This will not include persistent assets that haven't been loaded yet.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetAllLoadedAssets() const


description: Returns an asset associated with a particular `Hash_. If the asset is persistent, unloaded and the "USD.OnDemandCachedAssetLoading" cvar is true, this may cause the asset to be read from the asset cache's file on disk.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching", Meta=(CallInEditor="true")) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetCachedAsset ( const [FString](API\Runtime\Core\Containers\FString) & Hash )


description: Returns the hash associated with an asset, in case we own it. Returns the empty string otherwise. Note: This has O(1) time complexity.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) [FString](API\Runtime\Core\Containers\FString) GetHashForAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


description: Returns how many assets are tracked by the asset cache in total (summing up persistent, referenced and unreferenced storage)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) int32 GetNumAssets() const


description: Returns true in case the asset at `AssetPath_ is tracked by the cache in any way (persistent asset, unreferenced or referenced). An example AssetPath would be "/Game/MyTextures/RedBrick.RedBrick".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) bool IsAssetOwnedByCache ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath ) const


description: Every time an asset is retrieved/inserted we add it to ActiveAssets. With these functions that container can be reset/returned.


description: BeginUObjectinterfacte.


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Updates which assets belong to each storage type. You must call this in case you perform direct operations on the asset cache, after those operations are fully complete.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Settings", Meta=(CallInEditor="true")) void RefreshStorage()


description: Removes the particular referencer to all assets tracked by the cache, if it was a referencer to any of them. Returns true if at least one asset referencer count was altered by this.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching", Meta=(CallInEditor="true")) bool RemoveAllAssetReferences ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Referencer )


description: WARNING: The asset will still be outer'd to the asset cache, however. The caller is in charge of properly placing the asset at a new Outer object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching", Meta=(CallInEditor="true")) [UObject](API\Runtime\CoreUObject\UObject\UObject) * RemoveAsset ( const [FString](API\Runtime\Core\Containers\FString) & Hash )


description: Removes anUObjectreferencer from a particular asset, returning true if the operation succeeded.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching", Meta=(CallInEditor="true")) bool RemoveAssetReference ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Referencer )


description: Discards all tracked assets across all storage types

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Settings", Meta=(CallInEditor="true")) void Reset()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Marks the provided asset as being used at this point, optionally adding a specific referencer. This is useful because the asset cache will always prioritize retaining the most recently used assets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching", Meta=(CallInEditor="true")) bool TouchAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Referencer )