code: static [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * ImportLevelSequence ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLevelSequenceElement](API\Runtime\DatasmithCore\IDatasmithLevelSequenceElement) > & LevelSequenceElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & InImportContext, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * ExistingLevelSequence )


className: FDatasmithLevelSequenceImporter

module: DatasmithImporter

code: class FDatasmithLevelSequenceImporter


code: static [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * ImportLevelVariantSets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLevelVariantSetsElement](API\Runtime\DatasmithCore\IDatasmithLevelVariantSetsElemen-) > & LevelVariantSets, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & InImportContext, [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * ExistingLevelVariantSets )


className: FDatasmithLevelVariantSetsImporter


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * CreateHDRISkyLight ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithShaderElement](API\Runtime\DatasmithCore\IDatasmithShaderElement) > & ShaderElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * CreatePhysicalSky ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportLightActor ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLightActorElement](API\Runtime\DatasmithCore\IDatasmithLightActorElement) > & LightElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


code: static [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ImportLightComponent ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithLightActorElement](API\Runtime\DatasmithCore\IDatasmithLightActorElement) > & LightElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FDatasmithActorUniqueLabelProvider](API\Plugins\DatasmithImporter\FDatasmithActorUniqueLabelProvid-) & UniqueNameProvider )


className: FDatasmithLightImporter

code: class FDatasmithLightImporter


code: static [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * AddCompExpression ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithCompositeTexture](API\Runtime\DatasmithCore\IDatasmithCompositeTexture) > & Comp, [UObject](API\Runtime\CoreUObject\UObject\UObject) * UnrealMaterial, [EDatasmithTextureSlot](API\Plugins\DatasmithImporter\EDatasmithTextureSlot) Slot, const [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext )


code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CreateDatasmithEnvironmentMaterial ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithShaderElement](API\Runtime\DatasmithCore\IDatasmithShaderElement) > & ShaderElement, [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * ExistingMaterial )


code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CreateDatasmithMaterial ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMaterialElement](API\Runtime\DatasmithCore\IDatasmithMaterialElement) > & MaterialElement, [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * ExistingMaterial, EObjectFlags ObjectFlags )


code: static UMaterialInterface &42; CreateDatasmithMaterial &40; UPackage &42; Package, const TSharedPtr< IDatasmithShaderElement > & ShaderElement, FDatasmithAssetsImportContext & AssetsContext, UMaterial &42; ExistingMaterial, EObjectFlags ObjectFlags &41;


code: static [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * CreateUEPbrMaterialFunction ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithUEPbrMaterialElement](API\Runtime\DatasmithCore\IDatasmithUEPbrMaterialElement) > & MaterialElement, [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * ExistingMaterial, EObjectFlags ObjectFlags )


code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CreateUEPbrMaterialInstance ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithUEPbrMaterialElement](API\Runtime\DatasmithCore\IDatasmithUEPbrMaterialElement) > & MaterialElement, [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * ParentMaterial, EObjectFlags ObjectFlags )


code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CreateUEPbrMaterial ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithUEPbrMaterialElement](API\Runtime\DatasmithCore\IDatasmithUEPbrMaterialElement) > & MaterialElement, [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * ExistingMaterial, EObjectFlags ObjectFlags )


code: static void ForEachParamsNameInMaterial ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithUEPbrMaterialElement](API\Runtime\DatasmithCore\IDatasmithUEPbrMaterialElement) > & MaterialElement, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FName](API\Runtime\Core\UObject\FName)[Expression](API\Plugins\OptimusCore\EOptimusDataDomainType), const EDatasmithMaterialExpressionType &ExpressionType, int32[Index](API\Runtime\Chaos\Chaos\Index))> & CallbackForEach )


className: FDatasmithMaterialExpressions

code: class FDatasmithMaterialExpressions


code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CreateMaterial ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithBaseMaterialElement](API\Runtime\DatasmithCore\IDatasmithBaseMaterialElement) > & BaseMaterialElement, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * ExistingMaterial )


code: static [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * CreateMaterialFunction ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithBaseMaterialElement](API\Runtime\DatasmithCore\IDatasmithBaseMaterialElement) > & MaterialElement )


code: static int32 GetMaterialRequirements ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface )


className: FDatasmithMaterialImporter

code: class FDatasmithMaterialImporter


code: static [FDatasmithPostProcessSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithPostPr-) CopyDatasmithPostProcessToUEPostProcess ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithPostProcessElement](API\Runtime\DatasmithCore\IDatasmithPostProcessElement) > & Src )


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ImportPostProcessVolume ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithPostProcessVolumeElement](API\Runtime\DatasmithCore\IDatasmithPostProcessVolumeEleme-) > & PostProcessVolumeElement, [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext, [EDatasmithImportActorPolicy](API\Plugins\DatasmithContent\EDatasmithImportActorPolicy) ImportActorPolicy )


className: FDatasmithPostProcessImporter

code: class FDatasmithPostProcessImporter


description: Performs the actual building of the static meshes in batch for better efficiency

code: static void BuildStaticMeshes ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & StaticMeshes, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool([UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *)> ProgressCallback )


description: Performs the actual building of the static mesh

code: static void BuildStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Calculates a lightmap density ratio for eachIDatasmithMeshElementin theIDatasmithScene.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) >, float > CalculateMeshesLightmapWeights ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > & SceneElement )


description: Cleanup any invalid data in mesh descriptions that might cause the editor to crash or behave erratically (i.e. Having vertex position with NaN values).

code: static void CleanupMeshDescriptions ( [TArray](API\Runtime\Core\Containers\TArray)< [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) > & MeshDescriptions )


description:
Performs threadable build step on the static mesh, to be called before BuildStaticMesh
false if the mesh has no triangles or all its triangles are degenerated. True otherwise

code: static bool PreBuildStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Imports a static mesh from a Mesh Element

code: static [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ImportStaticMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > MeshElement, [FDatasmithMeshElementPayload](API\Plugins\DatasmithTranslator\FDatasmithMeshElementPayload) & Payload, EObjectFlags ObjectFlags, const [FDatasmithStaticMeshImportOptions](API\Plugins\DatasmithContent\FDatasmithStaticMeshImportOption-) & ImportOptions, [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ExistingMesh )


description: Builds the lightmap UVs and tangents for all the imported meshes.

code: static void PreBuildStaticMeshes ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & ImportContext )


description: Setup aUStaticMeshfrom anIDatasmithMeshElement.

code: static void SetupStaticMesh ( [FDatasmithAssetsImportContext](API\Plugins\DatasmithImporter\FDatasmithAssetsImportContext) & AssetsContext, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > MeshElement, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FDatasmithStaticMeshImportOptions](API\Plugins\DatasmithContent\FDatasmithStaticMeshImportOption-) & StaticMeshImportOptions, float LightmapWeight )


code: static bool ShouldRecomputeTangents ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & MeshDescription, int32 BuildRequirements )


code: static bool ShouldRecomputeNormals ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & MeshDescription, int32 BuildRequirements )


className: FDatasmithStaticMeshImporter

code: class FDatasmithStaticMeshImporter


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * CreateIESTexture ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTextureElement](API\Runtime\DatasmithCore\IDatasmithTextureElement) > & TextureElement )


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * CreateTexture ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTextureElement](API\Runtime\DatasmithCore\IDatasmithTextureElement) > & TextureElement, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & TextureData, const [FString](API\Runtime\Core\Containers\FString) & Extension )


code: bool GetTextureData ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTextureElement](API\Runtime\DatasmithCore\IDatasmithTextureElement) > & TextureElement, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & TextureData, [FString](API\Runtime\Core\Containers\FString) & Extension )


code: FDatasmithTextureImporter ( [FDatasmithImportContext](API\Plugins\DatasmithImporter\FDatasmithImportContext) & InImportContext )


code: ~FDatasmithTextureImporter()


className: FDatasmithTextureImporter

code: class FDatasmithTextureImporter : private [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


description: Clear log window

code: void ClearLog()


description: Display pending messages, show the log window

code: void Dump ( bool bClearPrevious )


code: [FScopedLogger](API\Plugins\DatasmithImporter\FScopedLogger) & operator= ( [FScopedLogger](API\Plugins\DatasmithImporter\FScopedLogger) && )


code: [FScopedLogger](API\Plugins\DatasmithImporter\FScopedLogger) & operator= ( const [FScopedLogger](API\Plugins\DatasmithImporter\FScopedLogger) & )


description: Append a message

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > Push ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) Severity, const [FText](API\Runtime\Core\Internationalization\FText) & Message )


code: [UE::Interchange::FAssetImportResultRef](API\Editor\UnrealEd\FAssetImportResultRef) CreateTextureAsync ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTextureElement](API\Runtime\DatasmithCore\IDatasmithTextureElement) > & TextureElement )


code: FScopedLogger ( const [FScopedLogger](API\Plugins\DatasmithImporter\FScopedLogger) & )


code: FScopedLogger ( [FScopedLogger](API\Plugins\DatasmithImporter\FScopedLogger) && )


code: FScopedLogger ( [FName](API\Runtime\Core\UObject\FName) LogTitle, const [FText](API\Runtime\Core\Internationalization\FText) & LogLabel )


className: FScopedLogger

description: Helper class that handle Messaging service and formating. The instance destructor will display all messages pushed during its lifetime.

code: class FScopedLogger


className: FOnGenerateDatasmithImportMenu

code: typedef TMulticastDelegate_OneParam< void, struct [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & > FOnGenerateDatasmithImportMenu


description:
Singleton-like access to IDatasmithImporter
Returns DatasmithImporter singleton instance, loading the module on demand if needed

code: static [IDatasmithImporterModule](API\Plugins\DatasmithImporter\IDatasmithImporterModule) & Get()


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()


description: Restores the Datasmith imported values on an object

code: void ResetOverrides ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


className: IDatasmithImporterModule

description: The public interface of the DatasmithImporter module

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


description: Adds an existing property capture to this binding

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void AddPropertyCapture ( const [UDatasmithBasePropertyCaptureElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithBasePropertyCaptureEle-) * Prop )


description: Create a new object property capture and add it to this binding


description: Create a new property capture and add it to this binding


description: TODO: They are not covariant because of theTWeakPtr, can't override in child.

code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > GetIDatasmithElement() const


description: Gets how many properties will be captured from the bound actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetPropertyCapturesCount() const


description: Gets property that will be captured from the bound actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithBasePropertyCaptureElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithBasePropertyCaptureEle-) * GetPropertyCapture ( int32 Index )


description: Gets the actor that this binding will try capturing

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorElement) * GetActor() const


description: Is the Element still valid for the Datasmith Scene

code: virtual bool IsElementValid() const


description: Removes one of the properties that will be captured from the bound actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void RemovePropertyCapture ( const [UDatasmithBasePropertyCaptureElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithBasePropertyCaptureEle-) * Prop )


description: Sets the actor that this binding will try capturing

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetActor ( [UDatasmithActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorElement) * Actor )


code: void SetActorBindingElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorBindingElement](API\Runtime\DatasmithCore\IDatasmithActorBindingElement) > & InElement )


className: UDatasmithActorBindingElement

description: UDatasmithActorBindingElement


description: Adds a child to the Actor Element

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void AddChild ( [UDatasmithActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorElement) * InChild )


description: Get the children of the mesh actor. Use AddChild -or- RemoveChild to modify the actor's children

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorElement) * > GetChildren() const


description: Get the number of children on this actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetChildrenCount() const


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > GetIDatasmithActorElement() const


description: Get the the name of the layer that contains this entity

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetLayer() const


description: Get rotation (in quaternion format) of this entity

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FQuat GetRotation() const


description: Get absolute scale of this entity

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FVector GetScale() const


description: Get the tags of an Actor element

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetTags() const


description: UDatasmithActorElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FVector GetTranslation() const


description: Get the actor's visibility

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") bool GetVisibility() const


description: Remove a new child from the Actor Element

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void RemoveChild ( [UDatasmithActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorElement) * InChild )


description: Set the the the layer that contains this entity, layer will be auto-created from its name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetLayer ( const [FString](API\Runtime\Core\Containers\FString) & InLayer )


description: Set rotation (in quaternion format) of this entity

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetRotation ( FQuat Value )


description: Set absolute scale of this entity

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetScale ( FVector Value )


description: Set the tags of an Actor element

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetTags ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InTags )


description: Set absolute translation of this entity

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetTranslation ( FVector Value )


description: Set the actor's visibility

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetVisibility ( bool bInVisibility )


className: UDatasmithActorElement

description: UDatasmithActorElement


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > GetIDatasmithElement() const


code: void SetDatasmithBaseMaterialElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithBaseMaterialElement](API\Runtime\DatasmithCore\IDatasmithBaseMaterialElement) > & InElement )


description: UDatasmithBaseMaterialElement

code: virtual bool IsElementValid() const


className: UDatasmithBaseMaterialElement

description: UDatasmithBaseMaterialElement


description: Gets the category of this property capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") EDatasmithPropertyCategory GetCategory() const


description: Gets the path used when attempting to capture a generic property

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetPropertyPath() const


description: Sets the category of this property capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetCategory ( EDatasmithPropertyCategory Category )


description: Sets the path used when attempting to capture a generic property

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetPropertyPath ( const [FString](API\Runtime\Core\Containers\FString) & Path ) const


className: UDatasmithBasePropertyCaptureElement

description: UDatasmithBasePropertyCaptureElement

DatasmithElement

type: TWeakPtr<IData...


description: Get camera focal length in millimeters

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetFocalLength() const


description: Get camera focus distance in centimeters

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetFocusDistance() const


description: Get camera FStop also known as FNumber

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetFStop() const


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > GetIDatasmithActorElement() const


description: Get camera look at actor name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetLookAtActor() const


description: Get camera look at allow roll state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") bool GetLookAtAllowRoll() const


description: Get framebuffer aspect ratio (width/height)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetSensorAspectRatio() const


description: Get camera's postprocess

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithPostProcessElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithPostProcessElement) * GetPostProcess()


description: UDatasmithCameraActorElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetSensorWidth() const


code: void SetDatasmithCameraActorElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithCameraActorElement](API\Runtime\DatasmithCore\IDatasmithCameraActorElement) > & InElement )


description: Set camera focal length in millimeters

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetFocalLength ( float FocalLength )


description: Set camera FStop also known as FNumber

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetFStop ( float FStop )


description: Set camera focus distance in centimeters

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetFocusDistance ( float FocusDistance )


description: Set camera look at actor name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetLookAtActor ( const [FString](API\Runtime\Core\Containers\FString) & ActorPathName )


description: Set camera look at allow roll state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetLookAtAllowRoll ( bool bAllow )


description: Set framebuffer aspect ratio (width/height)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetSensorAspectRatio ( float SensorAspectRatio )


description: Set camera sensor width in millimeters

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetSensorWidth ( float SensorWidth )


description: Add a property to this blueprint actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void AddProperty ( [UDatasmithKeyValueProperty](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithKeyValueProperty) * Property )


className: UDatasmithCameraActorElement

description: UDatasmithCameraActorElement


code: [UDatasmithKeyValueProperty](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithKeyValueProperty) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & InElement )


description: UDatasmithCustomActorElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetClassOrPathName() const


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > GetIDatasmithActorElement() const


description: TODO: They are not covariant because of theTWeakPtr, can't override in child.

code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > GetIDatasmithElement() const


description: Get the total amount of properties in this blueprint actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetPropertiesCount() const


description: Get the property i-th of this blueprint actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithKeyValueProperty](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithKeyValueProperty) * GetProperty ( int32 i )


description: Get a property by its name if it exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithKeyValueProperty](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithKeyValueProperty) * GetPropertyByName ( const [FString](API\Runtime\Core\Containers\FString) & InName )


description: Is the Element still valid for the Datasmith Scene

code: virtual bool IsElementValid() const


description: Removes a property from this blueprint actor, doesn't preserve ordering

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void RemoveProperty ( [UDatasmithKeyValueProperty](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithKeyValueProperty) * Property )


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & Element ) const


code: void SetDatasmithCustomActorElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithCustomActorElement](API\Runtime\DatasmithCore\IDatasmithCustomActorElement) > & InElement )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetClassOrPathName ( const [FString](API\Runtime\Core\Containers\FString) & InPathName )


className: UDatasmithCustomActorElement

description: UDatasmithCustomActorElement

Properties

type: TMap<TWeakPtr<...


description: UDatasmithKeyValueProperty

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") EDatasmithKeyValuePropertyType GetPropertyType() const


description: Get the value of this property

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetValue() const


code: void SetDatasmithKeyValueProperty ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & InElement )


description: Set the type of this property

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetPropertyType ( EDatasmithKeyValuePropertyType InType )


description: Sets the value of this property

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValue ( const [FString](API\Runtime\Core\Containers\FString) & Value )


className: UDatasmithKeyValueProperty

description: UDatasmithKeyValueProperty


description: Adds an existing variant set to this level variant sets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void AddVariantSet ( const [UDatasmithVariantSetElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantSetElement) * VariantSet )


description: Create a new variant set and add it to the parent level variant sets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [UDatasmithVariantSetElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantSetElement) * CreateVariantSet ( [FName](API\Runtime\Core\UObject\FName) InElementName )


description: Gets a variant set from this level variant sets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithVariantSetElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantSetElement) * GetVariantSet ( int32 Index )


description: Gets how many variant sets are in this level variant sets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetVariantSetsCount() const


description: Removes a variant set from this level variant sets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void RemoveVariantSet ( const [UDatasmithVariantSetElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantSetElement) * VariantSet )


code: void SetLevelVariantSetsElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithLevelVariantSetsElement](API\Runtime\DatasmithCore\IDatasmithLevelVariantSetsElemen-) > & InElement )


className: UDatasmithLevelVariantSetsElement

description: UDatasmithLevelVariantSetsElement


description: Get light color on linear mode

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


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > GetIDatasmithActorElement() const


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > GetIDatasmithElement() const


code: virtual bool IsElementValid() const


description: Get the Ies brightness multiplier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetIesBrightnessScale() const


description: Get the path of the Ies definition file

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetIesFile() const


description: Set if this light is controlled by Ies definition file

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") bool GetUseIes() const


description: Get the light temperature in Kelvin

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetTemperature() const


description: Get if the emissive amount of the ies is controlled by the brightness scale

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") bool GetUseIesBrightness() const


description: Get if the light color is controlled by temperature

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") bool GetUseTemperature() const


description: UDatasmithLightActorElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") bool IsEnabled() const


description: Set light color on linear mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color )


code: void SetDatasmithLightActorElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithLightActorElement](API\Runtime\DatasmithCore\IDatasmithLightActorElement) > & InElement )


description: Set enable property of the light

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetEnabled ( bool bIsEnabled )


description: Get light intensity

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetIntensity() const


description: Set the Ies brightness multiplier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetIesBrightnessScale ( float IesBrightnessScale )


description: Set the path of the Ies definition file

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetIesFile ( const [FString](API\Runtime\Core\Containers\FString) & IesFile )


description: Set light intensity

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetIntensity ( float Intensity )


description: Set the light temperature in Kelvin

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetTemperature ( float Temperature )


description: Get if this light is controlled by Ies definition file

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetUseIes ( bool bUseIes )


description: Set if the emissive amount of the ies is controlled by the brightness scale

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetUseIesBrightness ( bool bUseIesBrightness )


description: Set if the light color is controlled by temperature

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetUseTemperature ( bool bUseTemperature )


className: UDatasmithLightActorElement

description: UDatasmithLightActorElement


code: virtual bool IsElementValid() const


description: UDatasmithMaterialIDElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetId() const


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > GetIDatasmithElement() const


code: void SetDatasmithMaterialIDElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMaterialIDElement](API\Runtime\DatasmithCore\IDatasmithMaterialIDElement) > & InElement )


description: UDatasmithMeshActorElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void AddMaterialOverride ( class [UDatasmithMaterialIDElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMaterialIDElement) * Material )


className: UDatasmithMaterialIDElement

description: UDatasmithMaterialIDElement


description: Get the Bounding Box of the Actor as a Vector. X is Width, Y is Height, Z is Depth. The value will are taken from the MeshElement and are factored by the Actor Scale. Bounding Box size can only be calculated if the Mesh can be found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FVector GetBoundingBoxSize() const


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > GetIDatasmithActorElement() const


description: Get the amount of materials on this mesh

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetMaterialOverridesCount() const


description: Get the Datasmith MeshElement associated with the actor. The Mesh can be a direct reference to an Unreal Mesh. If it's the case it will return an invalid MeshElement.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithMeshElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshElement) * GetMeshElement()


description: Get the i-th material of this actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithMaterialIDElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMaterialIDElement) * > GetMaterials() const


description: Get the path name of the StaticMesh associated with the actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetStaticMeshPathName() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void RemoveMaterialOverride ( class [UDatasmithMaterialIDElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMaterialIDElement) * Material )


code: bool IsStaticMeshPathRelative() const


code: void SetDatasmithMeshActorElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMeshActorElement](API\Runtime\DatasmithCore\IDatasmithMeshActorElement) > & InElement )


description: Set the path name of the StaticMesh that the actor is using It can be either a package path to refer to an existing mesh or a mesh name to refer to a MeshElement in the DatasmithScene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetStaticMeshPathName ( const [FString](API\Runtime\Core\Containers\FString) & InStaticMeshName )


className: UDatasmithMeshActorElement

description: UDatasmithMeshActorElement


description: Get the bounding box depth

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetBoundingBoxDepth() const


description: Get the bounding box height

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetBoundingBoxHeight() const


description: Get the bounding box represented by a Vector. X is Width, Y is Height, Z is Depth.


description: Get the bounding box width

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetBoundingBoxWidth() const


code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > GetDatasmithMeshElement() const


description: UDatasmithMeshElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetFile() const


description: TODO: They are not covariant because of theTWeakPtr, can't override in child.

code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > GetIDatasmithElement() const


description: Get the total surface area

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetLightMapArea() const


description: Get the UV channel that will be used for the lightmap

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetLightmapCoordinateIndex() const


description: Get the source UV channel that will be used at import to generate the lightmap UVs

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetLightmapSourceUV() const


description: Get the material name in the material slot SlotId

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetMaterial ( int32 SlotId )


code: void SetDatasmithMeshElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > & InElement )


description: Set the UV channel that will be used for the lightmap Note: If the lightmap coordinate index is something greater than -1 it will make the importer skip the lightmap generation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetLightmapCoordinateIndex ( int32 UVChannel )


description: Is the Element still valid for the Datasmith Scene

code: virtual bool IsElementValid() const


description: Set the source UV channel that will be used at import to generate the lightmap UVs

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetLightmapSourceUV ( int32 UVChannel )


description: Set the material name to associate with slot SlotId

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetMaterial ( const [FString](API\Runtime\Core\Containers\FString) & MaterialName, int32 SlotId )


className: UDatasmithMeshElement

description: UDatasmithMeshElementdefines an actual geometry.


code: [UDatasmithKeyValueProperty](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithKeyValueProperty) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & InElement )


description: Get the element that is associated with this meta data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) * GetAssociatedElement() const


description: Get this metadata element properties as a map of keys and values

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void GetProperties ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutKeys, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutValues )


description: UDatasmithMetaDataElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetPropertiesCount() const


description: Get the property i-th of this meta data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithKeyValueProperty](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithKeyValueProperty) * GetProperty ( int32 i )


description: Get a property by its name if it exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithKeyValueProperty](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithKeyValueProperty) * GetPropertyByName ( const [FString](API\Runtime\Core\Containers\FString) & InName )


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithKeyValueProperty](API\Runtime\DatasmithCore\IDatasmithKeyValueProperty) > & Element ) const


className: UDatasmithMetaDataElement

description: UDatasmithMetaDataElement


code: void SetDatasmithMetaDataElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMetaDataElement](API\Runtime\DatasmithCore\IDatasmithMetaDataElement) > & InElement )


description: Gets the category of this property capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) * GetRecordedObject() const


code: void SetObjectPropertyCaptureElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithObjectPropertyCaptureElement](API\Runtime\DatasmithCore\IDatasmithObjectPropertyCaptureE-) > & InElement )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetRecordedObject ( [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) * Object )


className: UDatasmithObjectPropertyCaptureElement

description: UDatasmithObjectPropertyCaptureElement


description: UDatasmithObjectElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetElementName() const


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > GetIDatasmithElement() const


description: Gets the element label used in the UI

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetLabel() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") virtual bool IsElementValid() const


className: UDatasmithObjectElement

description: UDatasmithObjectElement

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, Transient) class UDatasmithObjectElement : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

UDatasmithObjectPropertyCaptureElement

type: friend

description: Need this in order to recover the IElement from the UElement inUDatasmithObjectPropertyCaptureElement::SetRecordedObject


description: Sets the element label used in the UI

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetLabel ( const [FString](API\Runtime\Core\Containers\FString) & InLabel )


description: Get camera ISO

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetCameraISO() const


description: Get camera shutter speed in 1/seconds (ie: 60 = 1/60s)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetCameraShutterSpeed() const


description: Set color filter in linear color scale

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorFilter() const


description: Get depth of field multiplier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetDof() const


description: Get color saturation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetSaturation() const


description: Get motion blur multiplier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetMotionBlur() const


description: UDatasmithPostProcessElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetTemperature() const


description: Get vignette amount

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetVignette() const


code: virtual bool IsElementValid() const


description: Set camera ISO

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetCameraISO ( float CameraISO )


description: Set camera shutter speed in 1/seconds (ie: 60 = 1/60s)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetCameraShutterSpeed ( float CameraShutterSpeed )


description: Get color filter in linear color scale

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetColorFilter ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) ColorFilter )


code: void SetDatasmithPostProcessElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithPostProcessElement](API\Runtime\DatasmithCore\IDatasmithPostProcessElement) > & InElement )


description: Set motion blur multiplier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetMotionBlur ( float MotionBlur )


description: Set depth of field multiplier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetDof ( float Dof )


description: Set color saturation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetSaturation ( float Saturation )


description: Set vignette amount

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetVignette ( float Vignette )


className: UDatasmithPostProcessElement

description: UDatasmithPostProcessElement


description: Get the recorded value for this property as a boolean. Returned value is meaningless if the property is not of boolean type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") bool GetValueBool()


description: Get the recorded value for this property as a color. Returned value is meaningless if the property is not of color type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FColor](API\Runtime\Core\Math\FColor) GetValueColor()


description: Get the recorded value for this property as a float. Returned value is meaningless if the property is not of float type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetValueFloat()


description: Get the recorded value for this property as an int32. Returned value is meaningless if the property is not of int32 type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetValueInt()


description: Set color filter temperature in Kelvin

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetTemperature ( float Temperature )


description: Get the recorded value for this property as an int point. Returned value is meaningless if the property is not of int point type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FIntPoint GetValueIntPoint()


description: Get the recorded value for this property as a linear color. Returned value is meaningless if the property is not of linear color type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetValueLinearColor()


description: Get the recorded value for this property as a quat. Returned value is meaningless if the property is not of quat type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FQuat GetValueQuat()


description: Get the recorded value for this property as a rotator. Returned value is meaningless if the property is not of rotator type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FRotator GetValueRotator()


description: Get the recorded value for this property as a string. Returned value is meaningless if the property is not of string type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetValueString()


description: Get the recorded value for this property as a vector. Returned value is meaningless if the property is not of vector type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FVector GetValueVector()


description: Get the recorded value for this property as a vector2d. Returned value is meaningless if the property is not of vector2 type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FVector2D GetValueVector2D()


description: Get the recorded value for this property as a vector4. Returned value is meaningless if the property is not of vector4 type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") FVector4 GetValueVector4()


code: void SetPropertyCaptureElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithPropertyCaptureElement](API\Runtime\DatasmithCore\IDatasmithPropertyCaptureElement) > & InElement )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueBool ( bool InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueColor ( [FColor](API\Runtime\Core\Math\FColor) InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueFloat ( float InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueInt ( int32 InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueIntPoint ( FIntPoint InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueLinearColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueQuat ( FQuat InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueString ( const [FString](API\Runtime\Core\Containers\FString) & InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueRotator ( FRotator InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueVector ( FVector InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueVector2D ( FVector2D InValue )


description: Set the recorded value for this capture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetValueVector4 ( FVector4 InValue )


className: UDatasmithPropertyCaptureElement

description: UDatasmithPropertyCaptureElement


description: Attach the actor to its new parent. Detach the actor if it was already attached.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void AttachActor ( [UDatasmithActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorElement) * NewParent, [UDatasmithActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorElement) * Child, EDatasmithActorAttachmentRule AttachmentRule )


description: Attach the actor to the scene root. Detach the actor if it was already attached.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void AttachActorToSceneRoot ( [UDatasmithActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorElement) * NewParent, EDatasmithActorAttachmentRule AttachmentRule )


description: UDatasmithSceneElementBaseCamera Actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [UDatasmithCameraActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithCameraActorElement) * CreateCameraActor ( [FName](API\Runtime\Core\UObject\FName) InElementName )


description: Create a new level variant sets and add it to the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [UDatasmithLevelVariantSetsElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithLevelVariantSetsElemen-) * CreateLevelVariantSets ( [FName](API\Runtime\Core\UObject\FName) InElementName )


description: Create a new MeshActor and add it to the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [UDatasmithMeshActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshActorElement) * CreateMeshActor ( [FName](API\Runtime\Core\UObject\FName) InElementName )


description: UDatasmithSceneElementBaseTexture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [UDatasmithTextureElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithTextureElement) * CreateTexture ( [FName](API\Runtime\Core\UObject\FName) InElementName )


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects &40; FReferenceCollector & Collector &41;


description: Overload this method to report a name for your referencer

code: virtual FString GetReferencerName&40;&41; const


description: FDatasmithSceneCollector


className: FDatasmithSceneCollector

code: struct FDatasmithSceneCollector : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

DatasmithSceneElement

type: UDatasmithScene...


code: [UDatasmithActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorElement) * FindOrAddActorElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & InElement )


description: Create a new Mesh and add it to the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [UDatasmithMeshElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshElement) * CreateMesh ( [FName](API\Runtime\Core\UObject\FName) InElementName )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithMetaDataElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMetaDataElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMetaDataElement](API\Runtime\DatasmithCore\IDatasmithMetaDataElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithCustomActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithCustomActorElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithCustomActorElement](API\Runtime\DatasmithCore\IDatasmithCustomActorElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithPropertyCaptureElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithPropertyCaptureElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithPropertyCaptureElement](API\Runtime\DatasmithCore\IDatasmithPropertyCaptureElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithObjectPropertyCaptureElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObject-) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithObjectPropertyCaptureElement](API\Runtime\DatasmithCore\IDatasmithObjectPropertyCaptureE-) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithActorBindingElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorBindingElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorBindingElement](API\Runtime\DatasmithCore\IDatasmithActorBindingElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithVariantElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithVariantElement](API\Runtime\DatasmithCore\IDatasmithVariantElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithLevelVariantSetsElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithLevelVariantSetsElemen-) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithLevelVariantSetsElement](API\Runtime\DatasmithCore\IDatasmithLevelVariantSetsElemen-) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithBaseMaterialElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithBaseMaterialElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithBaseMaterialElement](API\Runtime\DatasmithCore\IDatasmithBaseMaterialElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithVariantSetElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantSetElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithVariantSetElement](API\Runtime\DatasmithCore\IDatasmithVariantSetElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithMeshActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshActorElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMeshActorElement](API\Runtime\DatasmithCore\IDatasmithMeshActorElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithMeshElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithMaterialIDElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMaterialIDElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMaterialIDElement](API\Runtime\DatasmithCore\IDatasmithMaterialIDElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithLightActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithLightActorElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithLightActorElement](API\Runtime\DatasmithCore\IDatasmithLightActorElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithCameraActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithCameraActorElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithCameraActorElement](API\Runtime\DatasmithCore\IDatasmithCameraActorElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithTextureElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithTextureElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTextureElement](API\Runtime\DatasmithCore\IDatasmithTextureElement) > & InElement )


description: UDatasmithSceneElementBaseFind Or Add

code: [UDatasmithPostProcessElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithPostProcessElement) * FindOrAddElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithPostProcessElement](API\Runtime\DatasmithCore\IDatasmithPostProcessElement) > & InElement )


description: Create an array with all the CameraActor in the Datasmith scene without taking into account the hierarchy. Use CreateCameraActor -or- RemoveCameraActor to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithCameraActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithCameraActorElement) * > GetAllCameraActors()


description: Create an array with all the CustomActor in the Datasmith scene without taking into account the hierarchy. Use RemoveCustomActor to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithCustomActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithCustomActorElement) * > GetAllCustomActors()


description: Create an array with all the level variants sets from the Datasmith scene Use CreateLevelVariantSets -or- RemoveLevelVariantSets to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithLevelVariantSetsElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithLevelVariantSetsElemen-) * > GetAllLevelVariantSets()


description: Create an array with all the LightActor in the Datasmith scene without taking into account the hierarchy. Use RemoveLightActor to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithLightActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithLightActorElement) * > GetAllLightActors()


description: UDatasmithSceneElementBaseMaterial

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithBaseMaterialElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithBaseMaterialElement) * > GetAllMaterials()


description: Find all metadata elements associated with objects of the given type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene", Meta=(ScriptName="GetAllMetadata", DisplayName="Get All Metadata")) void GetAllMetaData ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) > ObjectClass, [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithMetaDataElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMetaDataElement) * > & OutMetadatas )


description: Create an array with all the MeshActor in the Datasmith scene without taking into account the hierarchy. Use CreateMeshActor -or- RemoveMeshActor to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithMeshActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshActorElement) * > GetAllMeshActors()


description: Find all objects of the given type that have a metadata element that contains the given key and their associated values.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene", Meta=(DeterminesOutputType="ObjectClass", DynamicOutputParam="OutObjects")) void GetAllObjectsAndValuesForKey ( const [FString](API\Runtime\Core\Containers\FString) & Key, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) > ObjectClass, [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) * > & OutObjects, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutValues )


description: Create an array with the CameraActor in the Datasmith scene that are at the root level of the hierarchy. Use CreateCameraActor -or- RemoveCameraActor to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithCameraActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithCameraActorElement) * > GetCameraActors()


description: UDatasmithSceneElementBaseCustom Actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithCustomActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithCustomActorElement) * > GetCustomActors()


description: Returns the time taken to export the scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") int32 GetExportDuration() const


description: Returns the Datasmith version used to export the scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [FString](API\Runtime\Core\Containers\FString) GetExporterVersion() const


description: Sets the name of the host application which created the scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [FString](API\Runtime\Core\Containers\FString) GetHost() const


description: Create an array with the LightActor in the Datasmith scene that are at the root level of the hierarchy. Use RemoveLightActor to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithLightActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithLightActorElement) * > GetLightActors()


description: Create an array with the MeshActor in the Datasmith scene that are at the root level of the hierarchy. Use CreateMeshActor -or- RemoveMeshActor to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithMeshActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshActorElement) * > GetMeshActors()


description: Find in the Datasmith scene the MeshElement that correspond to the mesh path name. The function will return an invalid MeshElement, if the MeshPathName is empty or if it's not relative to the Datasmith scene or if it's not found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [UDatasmithMeshElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshElement) * GetMeshByPathName ( const [FString](API\Runtime\Core\Containers\FString) & MeshPathName )


description: Create an array with all the Mesh in the Datasmith scene. Use CreateMesh -or- RemoveMesh to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithMeshElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshElement) * > GetMeshes()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene", Meta=(ScriptName="GetMetadataForObject", DisplayName="Get Metadata For Object")) [UDatasmithMetaDataElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMetaDataElement) * GetMetaDataForObject ( [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) * Object )


description: Get the keys and values for which the associated value contains the string to match for the metadata element associated with the given object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene", Meta=(ScriptName="GetMetadataKeysAndValuesForValue", DisplayName="Get Metadata Keys And Values For Value")) void GetMetaDataKeysAndValuesForValue ( [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) * Object, const [FString](API\Runtime\Core\Containers\FString) & StringToMatch, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutKeys, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutValues )


description:
Get the value associated with the given key of the metadata element associated with the given object.
The string value associated with the given key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene", Meta=(ScriptName="GetMetadataValueForKey", DisplayName="Get Metadata Value For Key")) [FString](API\Runtime\Core\Containers\FString) GetMetaDataValueForKey ( [UDatasmithObjectElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithObjectElement) * Object, const [FString](API\Runtime\Core\Containers\FString) & Key )


description: Get the Postprocess used by the scene. Can be invalid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [UDatasmithPostProcessElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithPostProcessElement) * GetPostProcess()


description: Returns the product name of the application used to export the scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [FString](API\Runtime\Core\Containers\FString) GetProductName() const


description: Returns the product version of the application used to export the scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [FString](API\Runtime\Core\Containers\FString) GetProductVersion() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > GetSceneElement()


description: Physical Sky could be generated in a large amount of modes, like material, lights etc that's why it has been added as static, just enable it and it is done. Notice that if a HDRI environment is used this gets disabled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") bool GetUsePhysicalSky() const


description: Returns the user identifier who exported the scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [FString](API\Runtime\Core\Containers\FString) GetUserID() const


description: Create an array with all the Textures in the Datasmith scene. Call CreateTexture -or- RemoveTexture to modify the Datasmith scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithTextureElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithTextureElement) * > GetTextures()


description: Returns the OS name used by user who exported the scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [FString](API\Runtime\Core\Containers\FString) GetUserOS() const


description: Returns the vendor name of the application used to export the scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [FString](API\Runtime\Core\Containers\FString) GetVendor() const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithCustomActorElement](API\Runtime\DatasmithCore\IDatasmithCustomActorElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithBaseMaterialElement](API\Runtime\DatasmithCore\IDatasmithBaseMaterialElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithBasePropertyCaptureElement](API\Runtime\DatasmithCore\IDatasmithBasePropertyCaptureEle-) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithActorBindingElement](API\Runtime\DatasmithCore\IDatasmithActorBindingElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithLevelVariantSetsElement](API\Runtime\DatasmithCore\IDatasmithLevelVariantSetsElemen-) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithVariantElement](API\Runtime\DatasmithCore\IDatasmithVariantElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithVariantSetElement](API\Runtime\DatasmithCore\IDatasmithVariantSetElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithMaterialIDElement](API\Runtime\DatasmithCore\IDatasmithMaterialIDElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithMeshActorElement](API\Runtime\DatasmithCore\IDatasmithMeshActorElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithLightActorElement](API\Runtime\DatasmithCore\IDatasmithLightActorElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithCameraActorElement](API\Runtime\DatasmithCore\IDatasmithCameraActorElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithTextureElement](API\Runtime\DatasmithCore\IDatasmithTextureElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithMetaDataElement](API\Runtime\DatasmithCore\IDatasmithMetaDataElement) > & Element ) const


code: bool IsElementValid ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithPostProcessElement](API\Runtime\DatasmithCore\IDatasmithPostProcessElement) > & Element ) const


description: Remove the Camera actor from the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void RemoveCameraActor ( [UDatasmithCameraActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithCameraActorElement) * InMeshActor, EDatasmithActorRemovalRule RemoveRule )


description: Remove the LightActor from the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void RemoveCustomActor ( [UDatasmithCustomActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithCustomActorElement) * InCustomActor, EDatasmithActorRemovalRule RemoveRule )


description: Remove the level variant sets from the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void RemoveLevelVariantSets ( [UDatasmithLevelVariantSetsElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithLevelVariantSetsElemen-) * InElement )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void RemoveLightActor ( [UDatasmithLightActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithLightActorElement) * InLightActor, EDatasmithActorRemovalRule RemoveRule )


description: Remove the material from the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void RemoveMaterial ( [UDatasmithBaseMaterialElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithBaseMaterialElement) * InElement )


description: Remove the mesh from the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void RemoveMesh ( [UDatasmithMeshElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshElement) * InMesh )


description: Remove the MeshActor from the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void RemoveMeshActor ( [UDatasmithMeshActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshActorElement) * InMeshActor, EDatasmithActorRemovalRule RemoveRule )


description: Remove the Texture from the Datasmith scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") void RemoveTexture ( [UDatasmithTextureElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithTextureElement) * InElement )


code: void SetDatasmithSceneElement ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > InElement )


description: UDatasmithSceneElementBase

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


className: UDatasmithSceneElementBase

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

SceneElement

type: TSharedPtr< cla...


description: Get allow texture resizing

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") bool GetAllowResize() const


description: Gets the color space of the texture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") EDatasmithColorSpace GetColorSpace() const


description: UDatasmithTextureElement

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [FString](API\Runtime\Core\Containers\FString) GetFile() const


description: TODO: They are not covariant because of theTWeakPtr, can't override in child.

code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > GetIDatasmithElement() const


description: Get texture gamma <= 0 for auto

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") float GetRGBCurve() const


description: Get texture usage

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") EDatasmithTextureMode GetTextureMode() const


description: Is the Element still valid for the Datasmith Scene

code: virtual bool IsElementValid() const


description: Set allow texture resizing

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetAllowResize ( bool bAllowResize )


description: Sets the color space of the texture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetColorSpace ( EDatasmithColorSpace Option )


code: void SetDatasmithTextureElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTextureElement](API\Runtime\DatasmithCore\IDatasmithTextureElement) > & InElement )


description: Set texture filename

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetFile ( const [FString](API\Runtime\Core\Containers\FString) & File )


description: Set texture gamma <= 0 for auto

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetRGBCurve ( float InRGBCurve )


description: Set texture usage

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void SetTextureMode ( EDatasmithTextureMode Mode )


className: UDatasmithTextureElement

description: UDatasmithTextureElement


description: Create a new actor binding and add it to this variant


description: Gets an actor binding from this variant

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithActorBindingElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorBindingElement) * GetActorBinding ( int32 Index )


description: Gets how many actor bindings are in this variant

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetActorBindingsCount() const


code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithVariantElement](API\Runtime\DatasmithCore\IDatasmithVariantElement) > GetVariantElement() const


description: Removes an actor binding from this variant

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void RemoveActorBinding ( const [UDatasmithActorBindingElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorBindingElement) * Binding )


className: UDatasmithVariantElement

description: UDatasmithVariantElement


description: Adds an existing variant to this variant set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void AddVariant ( const [UDatasmithVariantElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantElement) * Variant )


code: void SetVariantElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithVariantElement](API\Runtime\DatasmithCore\IDatasmithVariantElement) > & InElement )


description: Create a new variant and add it to the parent variant set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Scene") [UDatasmithVariantElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantElement) * CreateVariant ( [FName](API\Runtime\Core\UObject\FName) InElementName )


description: Adds an existing actor binding to this variant

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void AddActorBinding ( const [UDatasmithActorBindingElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithActorBindingElement) * Binding )


code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IDatasmithElement](API\Runtime\DatasmithCore\IDatasmithElement) > GetIDatasmithElement() const


description: Gets a variant from this variant set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") [UDatasmithVariantElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantElement) * GetVariant ( int32 Index )


description: Gets how many variants are in this variant set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") int32 GetVariantsCount() const


description: Removes a variant from this variant set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Datasmith | Element") void RemoveVariant ( const [UDatasmithVariantElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithVariantElement) * Variant )


code: virtual bool IsElementValid() const


code: void SetVariantSetElement ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithVariantSetElement](API\Runtime\DatasmithCore\IDatasmithVariantSetElement) > & InElement )


className: UDatasmithVariantSetElement

description: UDatasmithVariantSetElement


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


code: static void SpawnRelatedActors ( class [ADatasmithSceneActor](API\Plugins\DatasmithContent\ADatasmithSceneActor) * DatasmithSceneActor, bool bReimportDeletedActors )


code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & Transform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )


className: UDatasmithImporterEditorSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorSettings, MinimalAPI) class UDatasmithImporterEditorSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bOfflineImporter

type: bool


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


className: UActorFactoryDatasmithScene

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UActorFactoryDatasmithScene : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: UDatasmithImporterEditorSettings()


description:
Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object

code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateFromExternalSource ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags InFlags, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::DatasmithImporter::FExternalSource](API\Plugins\ExternalSource\FExternalSource) > & InExternalSource, const TCHAR * InParms, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * InWarn, bool & bOutOperationCanceled )


description: Do clean up after importing is done. Will be called once for multi batch import.

code: virtual void CleanUp()


description: Used on import path edition to select factories that can produce InClass type of asset.

code: virtual bool DoesSupportClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

code: virtual bool FactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Returns the name of the factory for menus

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const