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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Meta=(DisplayName="USD Asset Cache", ScriptName="UsdAssetCache")) class UUsdAssetCache2 : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

PersistentAssetStorageSizeMB

description: This limit specifies how much size is allocated to storing all persistent assets (i.e. assets that will be saved to disk, even if unused by any stage).

UnreferencedAssetStorageSizeMB

description: The asset cache will always retain all currently used assets.


className: UUsdAssetImportData

module: USDClasses

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUsdAssetImportData : public [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData)

ImportOptions

type: TObjectPtr< cla...

description: Likely a UUSDStageImportOptions, but we don't declare it here to prevent an unnecessary module dependency on USDStageImporter


className: UUsdAssetUserData

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUsdAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)

PrimPaths

type: TArray<FString...


className: UUsdLevelSequenceAssetUserData

description: We assign these to persistent LevelSequences that bind to one of the actors/components that the stage actor spawns. We need this as part of a mechanism to automatically repair those bindings when they break if we close/reload the stage.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUsdLevelSequenceAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)

HandledBindingGuids

type: TSet<FGuid>

description: Set of binding GUIDs that we already handled in the past.

LastCheckedSignature

type: FGuid

description: The LevelSequence has a Guid that is changed every time its state is modified.


className: UUsdMaterialAssetUserData

description: AssetImportData assigned to Unreal materials that are generated when parsing USD Material prims

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

ParameterToPrimvar

type: TMap<FString, ...

description: In the context of our reference materials that just read a single texture for each material parameter, this describes the primvar that the USD material is sampling for each texture.

PrimvarToUVIndex

description: In the context of our reference materials that just read a single texture for each material parameter, this describes the Unreal UV index that will be used for sampling by each USD primvar.


className: UUsdMeshAssetUserData

description: We assign these to UStaticMeshes or USkeletalMeshes generated from USD

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

MaterialSlotToPrimPaths

type: TMap< int32,FU...

description: Maps from a material slot index of anUStaticMeshorUSkeletalMeshto a list of source prims that contain this assignment.

description: Describes which primvars should be assigned to each UV index.


className: UUsdProjectSettings

description: USDImporter and defaultconfig here so this ends up at DefaultUSDImporter.ini in the editor, and is sent to the packaged game as well

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=USDImporter, defaultconfig, Meta=(DisplayName=USDImporter), MinimalAPI) class UUsdProjectSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

AdditionalMaterialPurposes

type: TArray<FName>

description: Material purposes to show on drop-downs in addition to the standard "preview" and "full".

AdditionalPluginDirectories

type: TArray<FDirect...

description: Additional paths to check for USD plugins.

bShowConfirmationWhenClearingLayers

type: bool

bShowOverriddenOpinionsWarning

description: Whether to show the warning dialog when authoring opinions that could have no effect on the composed stage.

bShowTransformOnCameraComponentWarning

description: Whether to show the warning dialog when authoring a transforms directly to a camera component.

description: Whether to show the warning dialog when authoring a transform track directly to a camera component.

bShowWarningOnIncompleteDuplication

description: Whether to show a warning whenever the "Duplicate All Local Layer Specs" option is picked, and the duplicated prim has some specs outside the local layer stack that will not be duplicated.

DefaultAssetCache

type: FSoftObjectPath

description: USD Asset Cache to use for USD Stage Actors that don't have any asset cache specified.

DefaultResolverSearchPath

description: The directories that will be used as the default search path by USD's default resolver during asset resolution.

EditInInstanceableBehavior

type: EUsdEditInInsta...

description: Whether to show the warning dialog when authoring opinions inside an instance or instance proxy.

ReferenceDisplayColorAndOpacityMaterial

description: What material to use as reference material when creating material instances from USD materials.

ShowSaveLayersDialogWhenClosing

type: EUsdSaveDialogB...

description: Whether to display the pop up dialog asking what to do about dirty USD layers when closing USD stages.

ShowSaveLayersDialogWhenSaving

description: Whether to display the pop up dialog asking what to do about dirty USD layers when saving the UE level.


className: UUsdReferenceOptions

description: Options to display when adding a reference or a payload for a prim

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

bInternalReference

description: When enabled, the reference/payload will target a prim on this stage.

bUseDefaultPrim

description: Use the default prim of the target stage as the referenced/payload prim.

TargetFile

type: FFilePath

description: File to use as the reference.

TargetPrimPath

type: FString

description: Use a specific prim of the target stage as the referenced/payload prim.

TimeCodeOffset

type: float

description: Offset to apply to the referenced/payload prim's time sampled attributes.

TimeCodeScale

description: TimeCode scaling factor to apply to the referenced/payload prim's time sampled attributes.


description: Shows the dialog that asks the user to set a default asset cache for the project

module: USDClassesEditor

code: static [UUsdAssetCache2](API\Plugins\USDClasses\UUsdAssetCache2) * ShowMissingDefaultAssetCacheDialog()


code: static void ShowMissingDefaultAssetCacheDialog ( [UUsdAssetCache2](API\Plugins\USDClasses\UUsdAssetCache2) *& OutCreatedCache, bool & bOutUserAccepted )


className: IUsdClassesEditorModule

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


className: FLevelExporterUSDOptionsInner

module: USDExporter

AssetFolder

type: FDirectoryPath

description: Where to place all the generated asset files

AssetOptions

type: FUsdMeshAssetOp...

description: Options to use for all exported assets when appropriate (e.g. static and skeletal meshes, materials, etc.)

bExportActorFolders

description: Whether to use UE actor folders as empty prims

bExportFoliageOnActorsLayer

description: Bydefault foliage instances will be exported to the same layer as the component they were placed on in the editor.

bExportSublayers

description: If true, will export sub-levels as separate layers (referenced as sublayers).

bIgnoreSequencerAnimations

description: If true, and if we have a level sequence animating the level during export, it will revert any actor or component to its unanimated state before writing to USD

bSelectionOnly

description: Whether to export only the selected actors, and assets used by them

HighestLandscapeLOD

description: Highest of the LOD indices to export landscapes with.

LandscapeBakeResolution

type: FIntPoint

description: Resolution to use when baking landscape materials into textures

LevelsToIgnore

type: TSet<FString>

description: Names of levels that should be ignored when collecting actors to export (e.g. "Persistent Level", "Level1", "MySubLevel", etc.)

LowestLandscapeLOD

description: Lowest of the LOD indices to export landscapes with (use 0 for full resolution)


className: FUsdMaterialBakingOptions

bConstantColorAsSingleValue

description: When this is true and a baked texture contains a single flat color we will write out that color value directly on the USD layer and skip generating a texture

DefaultTextureSize

description: Size of the baked texture for all properties that don't have a CustomSize set

Properties

type: TArray<FProper...

description: Properties which are supposed to be baked out for the material

TexturesDir

description: Where baked textures are placed.


code: [FUsdMeshAssetOptions](API\Plugins\USDExporter\FUsdMeshAssetOptions) & operator= ( const [FUsdMeshAssetOptions](API\Plugins\USDExporter\FUsdMeshAssetOptions) & )


description: We need this as clang would otherwise emit some warnings when generating these due to the usages of bRemoveUnrealMaterials.


code: FUsdMeshAssetOptions ( const [FUsdMeshAssetOptions](API\Plugins\USDExporter\FUsdMeshAssetOptions) & )


className: FUsdMeshAssetOptions

bBakeMaterials

description: Whether to bake the mesh's assigned material and export these as separate UsdPreviewSurface assets

bRemoveUnrealMaterials

description: Whether to remove the 'unrealMaterial' attribute after binding the corresponding baked material

bUsePayload

description: If true, the mesh data is exported to yet another "payload" file, and referenced via a payload composition arc

HighestMeshLOD

description: Highest of the LOD indices to export static and skeletal meshes with

LowestMeshLOD

description: Lowest of the LOD indices to export static and skeletal meshes with (use 0 for full detail)

MaterialBakingOptions

type: FUsdMaterialBak...

PayloadFormat

description: USD format to use for exported payload files


description: Checks whether we can create a USD Layer with "TargetFilePath" as identifier and export to it

code: static bool CanExportToLayer ( const [FString](API\Runtime\Core\Containers\FString) & TargetFilePath )


code: static void HashEditorSelection ( [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate )


className: IUsdExporterModule

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


description:
Export object to binary
False

code: virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )


className: UAnimSequenceExporterUSD

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAnimSequenceExporterUSD : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


className: UAnimSequenceExporterUSDOptions

description: Options for exporting skeletal mesh animations to USD format.

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

bExportPreviewMesh

description: Whether to also export the skeletal mesh data of the preview mesh

bReExportIdenticalAssets

description: Whether to export any asset (StaticMesh, Material, etc.) even if the existing file already describes the same version of a compatible asset.

PreviewMeshOptions

description: Export options to use for the preview mesh, if enabled

StageOptions

type: FUsdStageOption...

description: Export options to use for the layer where the animation is emitted


className: ULevelExporterUSD

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULevelExporterUSD : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


className: ULevelExporterUSDOptions

description: Options for exporting levels to USD format.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor, Blueprintable, HideCategories=Hidden) class ULevelExporterUSDOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bReExportIdenticalLevelsAndSequences

description: Whether to export levels and LevelSequences even if the existing files already describe the same versions of compatible assets.

CurrentTask

type: TWeakObjectPtr<...

description: We temporarily stash our export task here as a way of passing our options down to the Python exporter, that does the actual level exporting.

EndTimeCode

description: EndTimeCode to be used for all exported layers

Inner

type: FLevelExporterU...

description: Inner struct that actually contains most of the export options

description: Basic options about the stage to export

StartTimeCode

description: StartTimeCode to be used for all exported layers


className: ULevelSequenceExporterUsd

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULevelSequenceExporterUsd : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


className: ULevelSequenceExporterUsdOptions

description: Options for level sequences to the USD format.

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

bExportLevel

description: Exports the provided level alongside the layer that represents the exported Level Sequence

bExportSubsequencesAsLayers

description: The effect of subsequences is always included on the main exported layer, but if this option is true we will also export individual sublayers for each subsequence, so that they can be used by themselves if needed.

bOverrideExportRange

description: If checked will cause StartFrame and EndFrame to be used as the frame range for the level sequence export.

bSelectionOnly

description: Whether to export animations exclusively from selected actors or components

bUseExportedLevelAsSublayer

description: If checked this will also add the exported level as a sublayer to the USD files emitted for all exported level sequences

EndFrame

description: Final frame of the level sequence to bake out to USD (inclusive)

StartFrame

description: Initial frame of the level sequence to bake out to USD (inclusive)

TimeCodesPerSecond

description: Value to bake all generated USD layers with


description:
Exports a single material with given options to the target filepath as a UsdPreviewSurface USD asset.
Whether the export was successful or not.

code: static bool ExportMaterial ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) & Material, const [FUsdMaterialBakingOptions](API\Plugins\USDExporter\FUsdMaterialBakingOptions) & Options, const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & FilePath, bool bReplaceIdentical, bool bReExportIdenticalAssets, bool bIsAutomated )


description:
Exports the provided materials next to the stage's root layer on disk, replacing usages of unrealMaterials within `Stage_ with references to the exported UsdPreviewMaterial assets.
Whether the export was successful or not.

code: static bool ExportMaterialsForStage ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & Materials, const [FUsdMaterialBakingOptions](API\Plugins\USDExporter\FUsdMaterialBakingOptions) & Options, const [FString](API\Runtime\Core\Containers\FString) & StageRootLayerPath, bool bIsAssetLayer, bool bUsePayload, bool bReplaceIdentical, bool bReExportIdenticalAssets, bool bIsAutomated )


className: UMaterialExporterUsd

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMaterialExporterUsd : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


className: UMaterialExporterUSDOptions

description: Options for exporting materials to USD format. We use a dedicated object instead of reusing the MaterialBaking module as automated export tasks can only have one options object, and we need to also provide the textures directory.

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

bReExportIdenticalAssets

description: Whether to export any asset (StaticMesh, Material, etc.) even if the existing file already describes the same version of a compatible asset.


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


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


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


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


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


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


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


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


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


code: namespace UsdUtils { void UsdUtils::HashForAnimSequenceExport ( const [UAnimSequenceExporterUSDOptions](API\Plugins\USDExporter\UAnimSequenceExporterUSDOptions) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


code: namespace UsdUtils { void UsdUtils::HashForLevelExport ( const [FLevelExporterUSDOptionsInner](API\Plugins\USDExporter\FLevelExporterUSDOptionsInner) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


code: namespace UsdUtils { void UsdUtils::HashForLevelExport ( const [ULevelExporterUSDOptions](API\Plugins\USDExporter\ULevelExporterUSDOptions) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


code: namespace UsdUtils { void UsdUtils::HashForLevelSequenceExport ( const [ULevelSequenceExporterUsdOptions](API\Plugins\USDExporter\ULevelSequenceExporterUsdOptions) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


code: namespace UsdUtils { void UsdUtils::HashForMaterialExport ( const [UMaterialExporterUSDOptions](API\Plugins\USDExporter\UMaterialExporterUSDOptions) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


code: namespace UsdUtils { void UsdUtils::HashForMaterialExport ( const [FUsdMaterialBakingOptions](API\Plugins\USDExporter\FUsdMaterialBakingOptions) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


code: namespace UsdUtils { void UsdUtils::HashForMeshExport ( const [FUsdMeshAssetOptions](API\Plugins\USDExporter\FUsdMeshAssetOptions) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


code: namespace UsdUtils { void UsdUtils::HashForSkeletalMeshExport ( const [USkeletalMeshExporterUSDOptions](API\Plugins\USDExporter\USkeletalMeshExporterUSDOptions) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


code: namespace UsdUtils { void UsdUtils::HashForStaticMeshExport ( const [UStaticMeshExporterUSDOptions](API\Plugins\USDExporter\UStaticMeshExporterUSDOptions) & Options, [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashToUpdate ) }


description:
Export object to binary
False

code: virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )


className: USkeletalMeshExporterUsd

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USkeletalMeshExporterUsd : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


className: USkeletalMeshExporterUSDOptions

description: Options for exporting skeletal meshes to USD format.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD") static bool IsUsdAvailable()


className: UStaticMeshExporterUsd

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UStaticMeshExporterUsd : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


className: UStaticMeshExporterUSDOptions

description: Options for exporting static meshes to USD format.

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


description: Discards the currently opened stage. This is critical when using this class via scripting: The C++ destructor will not be called when the python object runs out of scope, so we would otherwise keep a strong reference to the stage

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Export context") void Cleanup()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertCineCameraComponent ( const [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, float TimeCode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertDirectionalLightComponent ( const [UDirectionalLightComponent](API\Runtime\Engine\Components\UDirectionalLightComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, float TimeCode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertHismComponent ( const [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, float TimeCode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertInstancedFoliageActor ( const [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * Actor, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, [ULevel](API\Runtime\Engine\Engine\ULevel) * InstancesLevel, float TimeCode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertLandscapeProxyActorMesh ( const [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Actor, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, int32 LowestLOD, int32 HighestLOD, float TimeCode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertLandscapeProxyActorMaterial ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Actor, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, const [TArray](API\Runtime\Core\Containers\TArray)< [FPropertyEntry](API\Developer\MaterialBaking\FPropertyEntry) > & PropertiesToBake, const FIntPoint & DefaultTextureSize, const [FDirectoryPath](API\Runtime\CoreUObject\UObject\FDirectoryPath) & TexturesDir, float TimeCode )


description: Note: We use FLT_MAX on these functions becauseUsd.TimeCode.Default().GetValue() is actually a nan, and nan arguments are automatically sanitized to 0.0f. We manually convert the FLT_MAX value intoUsd.TimeCode.Default().GetValue() within the functions though, so if you want the Default timecode just omit the argument We are also forced to copypaste the FLT_MAX value (3.402823466e+38F) in here as the default arguments are parsed before the preprocessor replaces the defines

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertLightComponent ( const [ULightComponentBase](API\Runtime\Engine\Components\ULightComponentBase) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, float TimeCode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Conversion utils") bool ConvertMaterialOverrides ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * MeshAsset, const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > MaterialOverrides, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, int32 LowestLOD, int32 HighestLOD )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertMeshComponent ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertPointLightComponent ( const [UPointLightComponent](API\Runtime\Engine\Components\UPointLightComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, float TimeCode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertRectLightComponent ( const [URectLightComponent](API\Runtime\Engine\Components\URectLightComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, float TimeCode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertSceneComponent ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertSkyLightComponent ( const [USkyLightComponent](API\Runtime\Engine\Components\USkyLightComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, float TimeCode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Component conversion") bool ConvertSpotLightComponent ( const [USpotLightComponent](API\Runtime\Engine\Components\USpotLightComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, float TimeCode )


description: Gets the filepath of the current edit target layer of our internal stage


description: Retrieves from Prim the assetInfo metadata values that we use as export metadata, when exporting Unreal assets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Conversion utils") [FUsdUnrealAssetInfo](API\Plugins\USDClasses\FUsdUnrealAssetInfo) GetPrimAssetInfo ( const [FString](API\Runtime\Core\Containers\FString) & PrimPath )


description: Gets the file path of the root layer of our current stage


description: Returns how many frames of animation the stage would generate if imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Conversion utils") int32 GetUsdStageNumFrames()


description: Sets the current edit target of our internal stage. When calling the conversion functions, prims and attributes will be authored on this edit target only

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Export context") void SetEditTarget ( [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) EditTargetLayerPath )


description:
Clears any opinions for the 'unreal' render context surface output of MaterialPrim within LayerToAuthorIn. If LayerToAuthorIn is empty it will clear opinions from all layers of the stage's layer stack.
Whether we successfully cleared the opinions or not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Conversion utils") bool RemoveUnrealSurfaceOutput ( const [FString](API\Runtime\Core\Containers\FString) & PrimPath, const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & LayerToAuthorIn )


description: Traverses the context's stage and authors material binding attributes for all `unrealMaterials_ that were baked into USD material assets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Conversion utils") void ReplaceUnrealMaterialsWithBaked ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & LayerToAuthorIn, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & BakedMaterials, bool bIsAssetLayer, bool bUsePayload, bool bRemoveUnrealMaterials )


description: Opens or creates a USD stage using `StageRootLayerPath_ as root layer, creating the root layer if needed. All future conversions will fetch prims and get/set USD data to/from this stage. Note: You must remember to callCleanup()when done, or else this object will permanently hold a reference to the opened stage!

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Export context") void SetStageRootLayer ( [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) StageRootLayerPath )


className: UUsdConversionBlueprintContext

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Layer utils") static void AddPayload ( const [FString](API\Runtime\Core\Containers\FString) & ReferencingStagePath, const [FString](API\Runtime\Core\Containers\FString) & ReferencingPrimPath, const [FString](API\Runtime\Core\Containers\FString) & TargetStagePath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Layer utils") static void AddReference ( const [FString](API\Runtime\Core\Containers\FString) & ReferencingStagePath, const [FString](API\Runtime\Core\Containers\FString) & ReferencingPrimPath, const [FString](API\Runtime\Core\Containers\FString) & TargetStagePath )


description: Checks whether we can create a USD Layer with "TargetFilePath" as identifier and export to it

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static bool CanExportToLayer ( const [FString](API\Runtime\Core\Containers\FString) & TargetFilePath )


description: Returns true if we have prims that we can paste within our clipboard stage

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Prim utils") static bool CanPastePrims()


description: Clears all prims from our clipboard stage

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Prim utils") static void ClearPrimClipboard()


description:
Copies flattened versions of the input prims onto the clipboard stage. These copied prims can then be pasted with PastePrims.
True if we managed to copy

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Prim utils") static bool CopyPrims ( const [FString](API\Runtime\Core\Containers\FString) & StageRootLayer, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PrimPaths )


description:
Copies flattened versions of the input prims onto the clipboard stage and removes all the prim specs for Prims from their stages. These cut prims can then be pasted with PastePrims.
True if we managed to cut

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Prim utils") static bool CutPrims ( const [FString](API\Runtime\Core\Containers\FString) & StageRootLayer, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PrimPaths )


description:
The duplicated prims may be renamed in order to have valid names for the target location, which is why this function returns the pasted prim paths. This function returns just paths instead of actual prims because USD needs to respond to the notices about the created prim specs before the prims are fully created, which means we wouldn't be able to return the created prims yet, in case this function was called from within an SdfChangeBlock.
Paths to the duplicated prim specs, after they were added as children of ParentPrim.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Prim utils") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > DuplicatePrims ( const [FString](API\Runtime\Core\Containers\FString) & StageRootLayer, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PrimPaths, [EUsdDuplicateType](API\Plugins\USDClasses\EUsdDuplicateType) DuplicateType, const [FString](API\Runtime\Core\Containers\FString) & TargetLayer )


description: Generates a unique identifier string that involves ObjectToExport's package's persistent guid, the corresponding file save date and time, and the number of times the package has been dirtied since last being saved. Optionally it can also combine that hash with a hash of the export options being used for the export, if available. This can be used to track the version of exported assets and levels, to prevent reexporting of actors and components.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static [FString](API\Runtime\Core\Containers\FString) GenerateObjectVersionString ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToExport, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportOptions )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsToConvert ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Adds to Prim the assetInfo metadata the values described in Info

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Conversion utils") void SetPrimAssetInfo ( const [FString](API\Runtime\Core\Containers\FString) & PrimPath, const [FUsdUnrealAssetInfo](API\Plugins\USDClasses\FUsdUnrealAssetInfo) & Info )


description: Retrieves the analytics attributes to send for the provided options object

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > GetAnalyticsAttributes ( const [ULevelExporterUSDOptions](API\Plugins\USDExporter\ULevelExporterUSDOptions) * Options )


description: WrapsAInstancedFoliageActor::GetInstancedFoliageActorForLevel, and allows retrieving the currentAInstancedFoliageActorfor a level. Will default to the current editor level if Level is left nullptr. This function is useful because it's difficult to retrieve this actor otherwise, as it will be filtered from the results of functions like EditorLevelLibrary.get_all_level_actors()

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD Foliage Exporter") static [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * GetInstancedFoliageActorForLevel ( bool bCreateIfNone, [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: Returns the transforms of all instances of a particularUFoliageTypeon a given level. If no level is provided all instances will be returned. UseGetUsedFoliageTypes()to retrieve all foliage types managed by a particular actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="USD Foliage Exporter") static [TArray](API\Runtime\Core\Containers\TArray)< FTransform > GetInstanceTransforms ( [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * Actor, [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, [ULevel](API\Runtime\Engine\Engine\ULevel) * InstancesLevel )


description: Returns the path name (e.g. "/Game/Maps/MyLevel") of levels that are loaded onWorld_. We use these to revert theWorld_ to its initial state after we force-stream levels in for exporting

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetLoadedLevelNames ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Returns how many total Unreal levels (persistent + all sublevels) will be exported if we consider LevelsToIgnore

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static int32 GetNumLevelsToExport ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & LevelsToIgnore )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Prim utils") static [FString](API\Runtime\Core\Containers\FString) GetPrimPathForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ActorOrComponent, const [FString](API\Runtime\Core\Containers\FString) & ParentPrimPath, bool bUseActorFolders )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Prim utils") static [FString](API\Runtime\Core\Containers\FString) GetSchemaNameForComponent ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )


description: Returns the source asset for aUFoliageType. It can be aUStaticMeshin case we're dealing with aUFoliageType_InstancedStaticMesh, but it can be other types of objects.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="USD Foliage Exporter") static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSource ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


description: Returns all the different types ofUFoliageTypeassets that a particularAInstancedFoliageActoruses. This function exists because we want to retrieve all instances of all foliage types on an actor, but we can't return nested containers from UFUNCTIONs, so users of this API should call this, and then GetInstanceTransforms.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="USD Foliage Exporter") static [TArray](API\Runtime\Core\Containers\TArray)< [UFoliageType](API\Runtime\Foliage\UFoliageType) * > GetUsedFoliageTypes ( [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * Actor )


description: Returns the path name (e.g. "/Game/Maps/MyLevel") of levels that checked to be visible in the editor withinWorld_. We use these to revert theWorld_ to its initial state after we force-stream levels in for exporting

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetVisibleInEditorLevelNames ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Layer utils") static void InsertSubLayer ( const [FString](API\Runtime\Core\Containers\FString) & ParentLayerPath, const [FString](API\Runtime\Core\Containers\FString) & SubLayerPath, int32 Index )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Layer utils") static [FString](API\Runtime\Core\Containers\FString) MakePathRelativeToLayer ( const [FString](API\Runtime\Core\Containers\FString) & AnchorLayerPath, const [FString](API\Runtime\Core\Containers\FString) & PathToMakeRelative )


description:
The pasted prims may be renamed in order to have valid names for the target location, which is why this function returns the pasted prim paths. This function returns just paths instead of actual prims because USD needs to respond to the notices about the created prim specs before the prims are fully created, which means we wouldn't be able to return the created prims yet, in case this function was called from within an SdfChangeBlock.
Paths to the pasted prim specs, after they were added as children of ParentPrim

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Prim utils") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > PastePrims ( const [FString](API\Runtime\Core\Containers\FString) & StageRootLayer, const [FString](API\Runtime\Core\Containers\FString) & ParentPrimPath )


description: If we used `ReverseSequencerAnimations_ to undo the effect of an opened sequencer before export, this function can be used to re-apply the sequencer state back to the level after the export is complete

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static void ReapplySequencerAnimations()


description: This function is useful in case the prim is inside a variant set: In that case, just calling FUsdStage::RemovePrim() will attempt to remove the "/Root/Example/Child", which wouldn't remove the "/Root{Varset=Var}Example/Child" spec, meaning the prim may still be left on the stage. Note that it's even possible to have both of those specs at the same time: for example when we have a prim inside a variant set, but outside of it we have overrides to the same prim. This function will remove both.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Prim utils") static void RemoveAllPrimSpecs ( const [FString](API\Runtime\Core\Containers\FString) & StageRootLayer, const [FString](API\Runtime\Core\Containers\FString) & PrimPath, const [FString](API\Runtime\Core\Containers\FString) & TargetLayer )


description: Defer to the USDClasses module to actually send analytics information

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Analytics") static void SendAnalytics ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttr](API\Plugins\AnalyticsBlueprintLibrary\FAnalyticsEventAttr) > & Attrs, const [FString](API\Runtime\Core\Containers\FString) & EventName, bool bAutomated, double ElapsedSeconds, double NumberOfFrames, const [FString](API\Runtime\Core\Containers\FString) & Extension )


description: If we have the Sequencer open with a level sequence animating the level before export, this function can revert any actor or component to its unanimated state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static void RevertSequencerAnimations()


description: Fully streams in and displays all levels whose names are not in LevelsToIgnore

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static void StreamInRequiredLevels ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & LevelsToIgnore )


description: Streams out/hides sublevels that were streamed in before export

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="World utils") static void StreamOutLevels ( [UWorld](API\Runtime\Engine\Engine\UWorld) * OwningWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & LevelNamesToStreamOut, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & LevelNamesToHide )


className: UUsdConversionBlueprintLibrary

description: Wrapped static conversion functions from the UsdUtilities module, so that they can be used via scripting


className: ECollapsingType

module: USDSchemas

code: enum ECollapsingType { Assets, Components, }


className: ESchemaTranslationLaunchPolicy

code: enum ESchemaTranslationLaunchPolicy { ExclusiveSync, Sync, Async, }


className: ESchemaTranslationStatus

code: enum ESchemaTranslationStatus { Pending, InProgress, Done, }


className: FCreateTranslator

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUsdSchemaTranslator](API\Plugins\USDSchemas\FUsdSchemaTranslator) >([TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) >, const [UE::FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) &) > FCreateTranslator


className: FRegisteredSchemaTranslator

code: class FRegisteredSchemaTranslator

CreateFunction

type: FCreateTranslat...

Handle

type: FRegisteredSche...


className: CurrentSchemaTranslatorId

code: static int32 CurrentSchemaTranslatorId = 0;


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


code: void SetSchemaName ( const [FString](API\Runtime\Core\Containers\FString) & InSchemaName )


code: FRegisteredSchemaTranslatorHandle()


code: FRegisteredSchemaTranslatorHandle ( const [FString](API\Runtime\Core\Containers\FString) & InSchemaName )


className: FRegisteredSchemaTranslatorHandle

code: class FRegisteredSchemaTranslatorHandle


code: FSchemaTranslatorTask ( [ESchemaTranslationLaunchPolicy](API\Plugins\USDSchemas\ESchemaTranslationLaunchPolicy) InPolicy, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool() > InCallable )


className: FSchemaTranslatorTask

code: struct FSchemaTranslatorTask

bIsDone

type: FThreadSafeBool

Callable

type: TFunction< bool...

Continuation

type: TSharedPtr<FSc...

LaunchPolicy

type: ESchemaTranslat...

Result

type: TOptional<TFut...


description: Returns whether we contain any info about prim at 'Path' at all.

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


code: bool DoesPathCollapseChildren ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path, [ECollapsingType](API\Plugins\USDSchemas\ECollapsingType) CollapsingType ) const


code: void RegisterAuxiliaryPrims &40; const UE::FSdfPath & MainPrimPath, const TSet< UE::FSdfPath > & AuxPrimPaths &41;


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


className: FUsdInfoCacheImpl

code: struct FUsdInfoCacheImpl

AllowedExtensionsForGeometryCacheSource

type: TArray<FString...

AssetToPrimPaths

type: TMap<TWeakObje...

AuxiliaryPrimsLock

type: FRWLock


code: [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > GetAllAssetsForPrim ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path ) const


code: [TMap](API\Runtime\Core\Containers\TMap)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath), [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > > GetAllAssetPrimLinks() const


code: template<typename T> [TArray](API\Runtime\Core\Containers\TArray)< T * > GetAssetsForPrim ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path ) const


description: The inverse of the function above: Provide it with the path to a Material prim and it will return the set of paths to all Shader prims that need to be read to translate that Material prim into material assets

code: [TSet](API\Runtime\Core\Containers\TSet)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > GetAuxiliaryPrims ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & MainPrimPath ) const


description: Returns a list of all prims we have generic info about.

code: [TSet](API\Runtime\Core\Containers\TSet)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > GetKnownPrims() const


description: Returns the paths to prims that, when translated into assets or components, also require reading the prim at 'Path'. e.g. providing the path to a Shader prim will return the paths to all Material prims for which the translation involves reading that particular Shader.

code: [TSet](API\Runtime\Core\Containers\TSet)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > GetMainPrims ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & AuxPrimPath ) const


description: Returns the set of paths to all prims that have a material:binding relationship to the particular material at 'Path', if any. Returns a copy for thread safety.

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


code: [TArray](API\Runtime\Core\Containers\TArray)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > GetPrimsForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: template<typename T> T * GetSingleAssetForPrim ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path ) const


code: [TOptional](API\Runtime\Core\IO\TOptional)< uint64 > GetSubtreeMaterialSlotCount ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path )


code: [TOptional](API\Runtime\Core\IO\TOptional)< [TArray](API\Runtime\Core\Containers\TArray)< [UsdUtils::FUsdPrimMaterialSlot](API\Plugins\USDUtilities\FUsdPrimMaterialSlot) > > GetSubtreeMaterialSlots ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path )


description: Provides the total vertex or material slots counts for each primandits subtree. This is built inside RebuildCacheForSubtree, so it will factor in the used Context's bMergeIdenticalMaterialSlots. Note that these aren't affected by actual collapsing: A prim that doesn't collapse its children will still provide the total sum of vertex counts of its entire subtree when queried

code: [TOptional](API\Runtime\Core\IO\TOptional)< uint64 > GetSubtreeVertexCount ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path )


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


code: bool IsPathCollapsed ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path, [ECollapsingType](API\Plugins\USDSchemas\ECollapsingType) CollapsingType ) const


description: Returns true if Path could potentially be collapsed as a Geometry Cache asset.

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


code: void LinkAssetToPrim ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: void RebuildCacheForSubtree ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) & Context )


code: void RemoveAllAssetPrimLinks()


code: [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > RemoveAllAssetPrimLinks ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path )


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


description: Returns Path in case it represents an uncollapsed prim, or returns the path to the prim that collapsed it.

code: [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) UnwindToNonCollapsedPath ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & Path, [ECollapsingType](API\Plugins\USDSchemas\ECollapsingType) CollapsingType ) const


code: FUsdInfoCache ( const [FUsdInfoCache](API\Plugins\USDSchemas\FUsdInfoCache) & Other )


className: FUsdInfoCache

description: Caches information about a specific USD Stage

code: class FUsdInfoCache


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetRenderContexts() const


code: const [FName](API\Runtime\Core\UObject\FName) & GetUniversalRenderContext() const


code: void Register ( const [FName](API\Runtime\Core\UObject\FName) & RenderContextToken )


code: void Unregister ( const [FName](API\Runtime\Core\UObject\FName) & RenderContextToken )


className: FUsdRenderContextRegistry

code: class FUsdRenderContextRegistry

RegisteredRenderContexts

type: TSet<FName>

UniversalRenderContext

type: FName


code: [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) & operator= ( const [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) & Other )


code: const [FName](API\Runtime\Core\UObject\FName) & GetUnrealRenderContext() const


description: Explicitly declare these defaulted special functions or else the compiler will do it elsewhere and emit deprecated warnings due to usage of bCollapseTopLevelPointInstancers

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FUsdSchemaTranslationContext ( const [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) & Other )


code: FUsdSchemaTranslationContext ( const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & InStage, [UUsdAssetCache2](API\Plugins\USDClasses\UUsdAssetCache2) & InAssetCache )


className: FUsdSchemaTranslationContext

code: struct FUsdSchemaTranslationContext : public [TSharedFromThis< FUsdSchemaTranslationContext >](API\Runtime\Core\Templates\TSharedFromThis)

AssetCache

type: TStrongObjectPt...

description: Where the translated assets will be stored

bAllowInterpretingLODs

type: bool

description: If true, prims with a "LOD" variant set, and "LOD0", "LOD1", etc.

bAllowParsingGroomAssets

description: If true, means we will try generating GroomAssets, GroomCaches and GroomBindings

bAllowParsingSkeletalAnimations

description: If true, we will also try creatingUAnimSequenceskeletal animation assets when parsing SkelRoot prims

bCollapseTopLevelPointInstancers

description: If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component.

bIsBuildingInfoCache

description: True if we're building the InfoCache assigned to this context.

bIsImporting

description: True if we're a context created by the USDStageImporter to fully import to persistent assets and actors

BlendShapesByPath

description: Where we place imported blend shapes, if available

bMergeIdenticalMaterialSlots

description: If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot.

bSequencerIsAnimating

description: True if the Sequencer is currently opened and animating the stage level sequence.

bTranslateOnlyUsedMaterials

description: Skip the import of materials that aren't being used by any prim on the stage

GroomInterpolationSettings

type: TArray<FHairGr...

description: Groom group interpolation settings

InfoCache

type: TSharedPtr<FUs...

description: Caches various information about prims that are expensive to query

KindsToCollapse

type: EUsdDefaultKind

description: Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh

Level

type: ULevel*

description: Level to spawn actors in

MaterialPurpose

description: The material purpose to use when translating material bindings

MaterialToPrimvarToUVIndex

type: TMap<FString, ...

description: When parsing materials, we keep track of which primvar we mapped to which UV channel.

NaniteTriangleThreshold

description: If a generatedUStaticMeshhas at least this many triangles we will attempt to enable Nanite

ObjectFlags

type: EObjectFlags

description: Flags used when creating UObjects

ParentComponent

type: USceneComponent...

description: The parent component when translating children

PurposesToLoad

type: EUsdPurpose

description: We're only allowed to load prims with purposes that match these flags

RenderContext

description: The render context to use when translating materials

RootMotionHandling

type: EUsdRootMotionH...

description: Describes what to add to the root bone animation within generated AnimSequences, if anything

Stage

description: Pxr::UsdStage we're translating from

TextureToUserMaterials

type: TMap<UTexture...

description: Sometimes we must upgrade a material from non-VT to VT, and so upgrade all of its textures to VT (and then upgrade all materials that use them to VT, etc.).

Time

type: float

description: The time at which we are translating

TranslatorTasks

type: TArray<TShared...


code: virtual bool CanBeCollapsed ( [ECollapsingType](API\Plugins\USDSchemas\ECollapsingType) CollapsingType ) const


code: virtual bool CollapsesChildren ( [ECollapsingType](API\Plugins\USDSchemas\ECollapsingType) CollapsingType ) const


description: Returns the set of prims that also need to be read in order to translate the prim at PrimPath. Note: This function never needs to return PrimPath itself, as the query function in the InfoCache will always append it to the result

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > CollectAuxiliaryPrims() const


code: virtual [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * CreateComponents()


code: bool IsCollapsed ( [ECollapsingType](API\Plugins\USDSchemas\ECollapsingType) CollapsingType ) const


code: virtual void UpdateComponents ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComponent )


code: FUsdSchemaTranslator ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) > InContext, const [UE::FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) & InSchema )


code: virtual ~FUsdSchemaTranslator()


className: FUsdSchemaTranslator

code: class FUsdSchemaTranslator

Context

type: TSharedRef<FUs...


code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUsdSchemaTranslator](API\Plugins\USDSchemas\FUsdSchemaTranslator) >([TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) >, const [UE::FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) &) > FCreateTranslator


code: [FSchemaTranslatorsStack](API\Runtime\Core\Containers\TArray) * FindSchemaTranslatorStack ( const [FString](API\Runtime\Core\Containers\FString) & SchemaName )


description: Returns the translator to use for InSchema

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUsdSchemaTranslator](API\Plugins\USDSchemas\FUsdSchemaTranslator) > CreateTranslatorForSchema ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) > InTranslationContext, const [UE::FUsdTyped](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdTyped) & InSchema )


description: Registers SchemaTranslatorType to translate schemas of type SchemaName. Registration order is important as the last to register for a given schema will be the one handling it. Thus, you will want to register base schemas before the more specialized ones.

code: template<typename SchemaTranslatorType> [FRegisteredSchemaTranslatorHandle](API\Plugins\USDSchemas\FRegisteredSchemaTranslatorHandl-) Register ( const [FString](API\Runtime\Core\Containers\FString) & SchemaName )


className: FSchemaTranslatorsStack

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FRegisteredSchemaTranslator](API\Plugins\USDSchemas\FRegisteredSchemaTranslator), TInlineAllocator< 1 > > FSchemaTranslatorsStack


code: [FRegisteredSchemaTranslatorHandle](API\Plugins\USDSchemas\FRegisteredSchemaTranslatorHandl-) Register ( const [FString](API\Runtime\Core\Containers\FString) & SchemaName, [FCreateTranslator](API\Runtime\Core\GenericPlatform\TFunction) CreateFunction )


code: void Unregister ( const [FRegisteredSchemaTranslatorHandle](API\Plugins\USDSchemas\FRegisteredSchemaTranslatorHandl-) & TranslatorHandle )


className: FUsdSchemaTranslatorRegistry

code: class FUsdSchemaTranslatorRegistry

RegisteredSchemaTranslators

type: TArray< TPair< ...


code: [FUsdSchemaTranslatorTaskChain](API\Plugins\USDSchemas\FUsdSchemaTranslatorTaskChain) & Do ( [ESchemaTranslationLaunchPolicy](API\Plugins\USDSchemas\ESchemaTranslationLaunchPolicy) Policy, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool() > Callable )


code: [ESchemaTranslationStatus](API\Plugins\USDSchemas\ESchemaTranslationStatus) Execute ( bool bExclusiveSyncTasks )


code: [FUsdSchemaTranslatorTaskChain](API\Plugins\USDSchemas\FUsdSchemaTranslatorTaskChain) & Then ( [ESchemaTranslationLaunchPolicy](API\Plugins\USDSchemas\ESchemaTranslationLaunchPolicy) Policy, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool() > Callable )


className: FUsdSchemaTranslatorTaskChain

code: class FUsdSchemaTranslatorTaskChain


className: IUsdSchemasModule

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


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

module: USDStage

code: virtual void BeginDestroy()


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


className: FOnActorLoaded

code: class FOnActorLoaded : public TBaseMulticastDelegate_OneParam< void, AUsdStageActor * >


className: FOnOpenStageEditorClicked

code: class FOnOpenStageEditorClicked : public TBaseMulticastDelegate_OneParam< void, AUsdStageActor * >


className: FOnPrimChanged

code: class FOnPrimChanged : public TBaseMulticastDelegate_TwoParams< void, const FString &, bool >


className: FOnStageActorEvent

code: class FOnStageActorEvent : public TBaseMulticastDelegate_NoParams< void >


className: FOnUsdStageTimeChanged

code: typedef TMulticastDelegate_NoParams< void > FOnUsdStageTimeChanged


description: Always returns the base stage, regardless of whether we have an isolated stage or not.

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


code: const [UsdUtils::FBlendShapeMap](API\Plugins\USDUtilities\FBlendShapeMap) & GetBlendShapeMap()


description:
Gets the transient assets that were generated for a prim with a given prim path. Likely one asset (e.g.UStaticMesh), but can be multiple (USkeletalMesh,USkeleton, etc.)
The corresponding generated assets. May be empty if path is invalid or if that prim led to no generated assets.

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


description:
Gets the transient component that was generated for a prim with a given prim path. Warning: The lifetime of the component is managed by theAUsdStageActor, and it may be force-destroyed at any time (e.g. when closing the stage)
The corresponding spawned component. It may correspond to a parent prim, if the prim at PrimPath was collapsed. Nullptr if path is invalid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetGeneratedComponent ( const [FString](API\Runtime\Core\Containers\FString) & PrimPath )


description: Returns the root layer identifier of the currently isolated stage if we're in isolated mode, and the empty string otherwise.


code: [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) * ExpandPrim ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, bool bResync, [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) & TranslationContext )


description: Always returns the isolated stage, being an invalid stage in case we're not isolating anything.

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


code: [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), int32 > > GetMaterialToPrimvarToUVIndex()


code: [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) * GetOrCreatePrimTwin ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & UsdPrimPath )


description: Loads the stage with RootLayer if its not loaded already, and returns the either the isolated stage (if any) or the base stage


description:
Gets the path to the prim that was parsed to generate the given `Object_.
The path to the source prim, e.g. "/root_prim/some_prim". May be empty in case we couldn't find the source prim.

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


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


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


description: Returns either the isolated stage (if any) or the base stage.

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


code: void HandlePropertyChangedEvent ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void HandleTransactionStateChanged ( const [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) & InTransactionContext, const ETransactionStateEventType InTransactionState )


code: bool HasAuthorityOverStage() const


code: bool IsListeningToUsdNotices() const


description: Enters isolated mode by creating a new USD Stage using the provided layer as its root.

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


description: Loads the asset for a single prim

code: bool LoadAsset ( [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) & TranslationContext, const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim )


description: Loads the assets for all prims from StartPrim and its children

code: bool LoadAssets ( [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) & TranslationContext, const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & StartPrim )


code: void OnActorAddedToSequencer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor, const [FGuid](API\Runtime\Core\Misc\FGuid) Guid, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > WeakSequencer )


description: Creates a brand new, memory-only USD stage and opens it.

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


code: void OnBeginPIE ( bool bIsSimulating )


code: void OnLevelActorDeleted ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DeletedActor )


code: void OnMovieSceneDataChanged ( EMovieSceneDataChangeType ChangeType, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > WeakSequencer )


code: void OnObjectPropertyChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectBeingModified, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void OnObjectsReplaced ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjectReplacementMap )


code: void OnPostPIEStarted ( bool bIsSimulating )


code: void OnPostUsdImport ( [FString](API\Runtime\Core\Containers\FString) FilePath )


code: void OnPreUsdImport ( [FString](API\Runtime\Core\Containers\FString) FilePath )


code: void OnSkelAnimationBaked ( const [FString](API\Runtime\Core\Containers\FString) & SkelRootPrimPath )


code: void OnUsdObjectsChanged ( const [UsdUtils::FObjectChangesByPath](API\Plugins\UnrealUSDWrapper\FObjectChangesByPath) & InfoChanges, const [UsdUtils::FObjectChangesByPath](API\Plugins\UnrealUSDWrapper\FObjectChangesByPath) & ResyncChanges )


code: void OnUsdPrimTwinDestroyed ( const [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) & UsdPrimTwin )


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

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


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


description: Unlike PostEditUndo (which is called for any object in the transaction), this is only called on objects that are actually changed by the transaction.

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


description: Called after all currently registered components are cleared


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Regenerates our LevelSequence from the USD Stage.

code: void ReloadAnimations()


description: Reset actor to initial state - used when restarting level without reloading.

code: virtual void Reset()


code: void ResumeListeningToUsdNotices()


code: void ResumeMonitoringLevelSequence()


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

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) void SetAssetCache ( [UUsdAssetCache2](API\Plugins\USDClasses\UUsdAssetCache2) * NewCache )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) void SetInitialLoadSet ( [EUsdInitialLoadSet](API\Plugins\UnrealUSDWrapper\EUsdInitialLoadSet) NewLoadSet )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) void SetCollapseTopLevelPointInstancers ( bool bCollapse )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) void SetInterpolationType ( [EUsdInterpolationType](API\Plugins\UnrealUSDWrapper\EUsdInterpolationType) NewType )


description: If IsolatedStageRootLayer is the identifier of one of the sublayers of the currently opened stage, this will enter isolated mode by creating a new stage with IsolatedStageRootLayer as its root, and displaying that. Provide an empty string to leave isolated mode.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) void SetMaterialPurpose ( const [FName](API\Runtime\Core\UObject\FName) & NewMaterialPurpose )


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) void SetMergeIdenticalMaterialSlots ( bool bMerge )


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


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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) void SetRenderContext ( const [FName](API\Runtime\Core\UObject\FName) & NewRenderContext )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) void SetRootMotionHandling ( [EUsdRootMotionHandling](API\Plugins\UnrealUSDWrapper\EUsdRootMotionHandling) NewHandlingStrategy )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD", Meta=(CallInEditor="true")) void SetTime ( float InTime )


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


description: Prevents writing back data to the USD stage whenever our LevelSequences are modified

code: void StopMonitoringLevelSequence()


code: bool UnloadAssets ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & PrimPath, bool bForEntireSubtree )


description: Unregister all currently registered components

code: virtual void UnregisterAllComponents ( bool bForReregister )


code: void UpdatePrim ( const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & UsdPrimPath, bool bResync, [FUsdSchemaTranslationContext](API\Plugins\USDSchemas\FUsdSchemaTranslationContext) & TranslationContext )


description: Control whether we respond to USD notices or not. Mostly used to prevent us from responding to them when we're writing data to the stage

code: void StopListeningToUsdNotices()


code: void UpdateSpawnedObjectsTransientFlag ( bool bTransient )


className: AUsdStageActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=USDImporter) class AUsdStageActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bCollapseTopLevelPointInstancers

description: If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component.

bIsTransitioningIntoPIE

description: We use PostRegisterAllComponents and PostUnregisterAllComponents as main entry points to decide when to load/unload the USD stage.

BlendShapesByPath

description: Keep track of blend shapes so that we can map 'inbetween shapes' to their separate morph targets when animating

bMergeIdenticalMaterialSlots

description: If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot.

InfoCache

description: Caches various information about prims that are expensive to query

InitialLoadSet

type: EUsdInitialLoad...

description: These properties are configs so that spawned actors read them from the CDO when spawned.

InterpolationType

type: EUsdInterpolati...

IsBlockedFromUsdNotices

type: FThreadSafeCoun...

IsolatedStage

description: Another stage that has as root layer one of the non-root local layers of UsdStage.

KindsToCollapse

description: Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh

LevelSequence

type: TObjectPtr<ULe...

LevelSequenceHelper

type: FUsdLevelSequen...

MaterialPurpose

type: FName

description: Specifies which material purbose to use when parsing USD material bindings, in addition to the "allPurpose" fallback.

MaterialToPrimvarToUVIndex

description: When parsing materials, we keep track of which primvar we mapped to which UV channel.

NaniteTriangleThreshold

description: Try enabling Nanite for static meshes that are generated with at least this many triangles

ObjectsToWatch

type: TMap<TObjectPt...

OldRootLayer

type: FFilePath

description: Helps us know whether a transaction changed our RootLayer or not.

OnActorDestroyed

type: FOnStageActorEv...

OnPrimChanged

type: FOnPrimChanged

OnRedoHandle

type: FDelegateHandle

OnTimeChanged

type: FOnUsdStageTime...

PrimsToAnimate

type: TSet<FString>

PurposesToLoad

description: Only load prims with these specific purposes from the USD file

RenderContext

description: Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context.

RootMotionHandling

description: Describes what to add to the root bone animation within generated AnimSequences, if anything.

RootUsdTwin

type: TObjectPtr<UUs...

description: Note: This cannot be instanced: Read the comment in the constructor.

SceneComponent

type: TObjectPtr< cla...

Time

description: TimeCode to evaluate the USD stage at

UsdListener

type: FUsdListener

UsdStage

description: The main UsdStage that is currently opened.


code: [FScopedBlockMonitoringChangesForTransaction](API\Plugins\USDStage\FScopedBlockMonitoringChangesFor-) & operator= ( const [FScopedBlockMonitoringChangesForTransaction](API\Plugins\USDStage\FScopedBlockMonitoringChangesFor-) & )


code: [FScopedBlockMonitoringChangesForTransaction](API\Plugins\USDStage\FScopedBlockMonitoringChangesFor-) & operator= ( [FScopedBlockMonitoringChangesForTransaction](API\Plugins\USDStage\FScopedBlockMonitoringChangesFor-) && )


code: FScopedBlockMonitoringChangesForTransaction ( [FUsdLevelSequenceHelper](API\Plugins\USDStage\FUsdLevelSequenceHelper) & InHelper )


code: FScopedBlockMonitoringChangesForTransaction ( FUsdLevelSequenceHelperImpl & InHelperImpl )


code: FScopedBlockMonitoringChangesForTransaction ( const [FScopedBlockMonitoringChangesForTransaction](API\Plugins\USDStage\FScopedBlockMonitoringChangesFor-) & )


code: FScopedBlockMonitoringChangesForTransaction ( [FScopedBlockMonitoringChangesForTransaction](API\Plugins\USDStage\FScopedBlockMonitoringChangesFor-) && )


code: [FScopedBlockNoticeListening](API\Plugins\USDStage\FScopedBlockNoticeListening) & operator= ( const [FScopedBlockNoticeListening](API\Plugins\USDStage\FScopedBlockNoticeListening) & )


code: [FScopedBlockNoticeListening](API\Plugins\USDStage\FScopedBlockNoticeListening) & operator= ( [FScopedBlockNoticeListening](API\Plugins\USDStage\FScopedBlockNoticeListening) && )


code: FScopedBlockNoticeListening ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * InStageActor )


code: FScopedBlockNoticeListening ( const [FScopedBlockNoticeListening](API\Plugins\USDStage\FScopedBlockNoticeListening) & )


code: FScopedBlockNoticeListening ( [FScopedBlockNoticeListening](API\Plugins\USDStage\FScopedBlockNoticeListening) && )


className: FScopedBlockNoticeListening

code: class FScopedBlockNoticeListening


description: Adds the necessary tracks for a given prim to the level sequence. If bForceVisibilityTracks is true, will add visibility tracks even if this prim doesn't actually have timeSamples on its visibility attribute (use this when a parent does have animated visibility, and we need to "bake" that out to a dedicated visibility track so that the standalone LevelSequence asset behaves as expected)

code: void AddPrim ( [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) & PrimTwin, bool bForceVisibilityTracks )


description: Creates the time track for the StageActor

code: void BindToUsdStageActor ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * StageActor )


description: Resets the helper, abandoning all managed LevelSequences

code: void Clear()


className: FOnSkelAnimationBaked

code: class FOnSkelAnimationBaked : public TBaseMulticastDelegate_OneParam< void, const FString & >


code: [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetMainLevelSequence() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * > GetSubSequences() const


description: Returns true if we have at least one possessable or a reference to a subsequence

code: bool HasData() const


description: Creates the main level sequence and subsequences from the usd stage layers

code: [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * Init ( const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & UsdStage )


description: Call this whenever the stage actor is renamed, to replace the possessable binding with a new one

code: void OnStageActorRenamed()


code: [FUsdLevelSequenceHelper](API\Plugins\USDStage\FUsdLevelSequenceHelper) & operator= ( const [FUsdLevelSequenceHelper](API\Plugins\USDStage\FUsdLevelSequenceHelper) & Other )


code: [FUsdLevelSequenceHelper](API\Plugins\USDStage\FUsdLevelSequenceHelper) & operator= ( [FUsdLevelSequenceHelper](API\Plugins\USDStage\FUsdLevelSequenceHelper) && Other )


description: Removes any track associated with this prim

code: void RemovePrim ( const [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) & PrimTwin )


description: Sets the asset cache to use when fetching assets and asset info required for the level sequence animation, like UAnimSequences

code: void SetInfoCache ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUsdInfoCache](API\Plugins\USDSchemas\FUsdInfoCache) > InInfoCache )


description: Blocks updating the level sequences & tracks from object changes.

code: void StartMonitoringChanges()


code: void UpdateControlRigTracks ( [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) & PrimTwin )


description: Copy semantics are there for convenience only. CopiedFUsdLevelSequenceHelperare empty and require a call toInit().

code: FUsdLevelSequenceHelper ( const [FUsdLevelSequenceHelper](API\Plugins\USDStage\FUsdLevelSequenceHelper) & Other )


code: FUsdLevelSequenceHelper ( [FUsdLevelSequenceHelper](API\Plugins\USDStage\FUsdLevelSequenceHelper) && Other )


code: virtual ~FUsdLevelSequenceHelper()


className: FUsdLevelSequenceHelper

description: Builds and maintains the level sequence and subsequences for a Usd Stage

code: class FUsdLevelSequenceHelper


code: [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * FindUsdStageActor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) & GetUsdStageActor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > > & GetExistingSequencers() const


className: IUsdStageModule

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


description:
Resolves a Sequencer Dynamic Binding described on Params, returning the actor or component that the Sequencer should bind to
The result struct containing the resolvedUObject

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="USD|Dynamic Binding", Meta=(WorldContext="WorldContextObject")) static [FMovieSceneDynamicBindingResolveResult](API\Runtime\MovieScene\FMovieSceneDynamicBindingResolve-_1) ResolveWithStageActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FMovieSceneDynamicBindingResolveParams](API\Runtime\MovieScene\FMovieSceneDynamicBindingResolve-) & Params, const [FString](API\Runtime\Core\Containers\FString) & StageActorIDNameFilter, const [FString](API\Runtime\Core\Containers\FString) & RootLayerFilter, const [FString](API\Runtime\Core\Containers\FString) & PrimPath )


code: [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) & AddChild ( const [FString](API\Runtime\Core\Containers\FString) & InPrimPath )


className: UUsdDynamicBindingResolverLibrary


code: [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) * Find ( const [FString](API\Runtime\Core\Containers\FString) & InPrimPath )


code: [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) * Find ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InSceneComponent )


className: FOnUsdPrimTwinDestroyed

code: class FOnUsdPrimTwinDestroyed : public TBaseMulticastDelegate_OneParam< void, const UUsdPrimTwin & >


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) > > & GetChildren() const


code: static const [FName](API\Runtime\Core\UObject\FName) GetChildrenPropertyName()


code: [UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) * GetParent() const


code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetSceneComponent() const


code: void Iterate ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UUsdPrimTwin](API\Plugins\USDStage\UUsdPrimTwin) &) > Func, bool bRecursive )


code: void RemoveChild ( const TCHAR * InPrimPath )


className: UUsdPrimTwin

description: The Unreal equivalent (twin) of a USD prim

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

OnDestroyed

type: FOnUsdPrimTwinD...

PrimPath

type: FString

SceneComponent

type: TWeakObjectPtr<...


code: void Initialize ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * InStageActor )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


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

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


code: void Update ( const [UsdUtils::FObjectChangesByPath](API\Plugins\UnrealUSDWrapper\FObjectChangesByPath) & NewInfoChanges, const [UsdUtils::FObjectChangesByPath](API\Plugins\UnrealUSDWrapper\FObjectChangesByPath) & NewResyncChanges )


description: Boilerplate for Pimpl usage withUObject.

code: UUsdTransactor()


code: UUsdTransactor ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UUsdTransactor

description: Additionally this class naturally allows multi-user (ConcertSync) support for USD stage interactions, by letting these notice data to be mirrored on other clients.

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


module: USDStageEditor

code: void ActionsImport ( const [FString](API\Runtime\Core\Containers\FString) & OutputContentFolder, [UUsdStageImportOptions](API\Plugins\USDStageImporter\UUsdStageImportOptions) * Options ) const


code: bool CloseStageEditor() const


code: void ExportSelectedLayers ( const [FString](API\Runtime\Core\Containers\FString) & OutputLayerOrDirectory ) const


code: void FileExportAllLayers ( const [FString](API\Runtime\Core\Containers\FString) & OutputDirectory ) const


code: void FileExportFlattenedStage ( const [FString](API\Runtime\Core\Containers\FString) & OutputLayer ) const


description: For all of these, providing an empty path will cause us to pop open a dialog to let the user pick the path instead.

code: void FileNew() const


code: void FileOpen ( const [FString](API\Runtime\Core\Containers\FString) & FilePath ) const


code: void FileSave ( const [FString](API\Runtime\Core\Containers\FString) & OutputFilePathIfUnsaved ) const


code: [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * GetAttachedStageActor() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UE::FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) > GetSelectedLayers() const


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


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


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


code: bool IsStageEditorOpened() const


description: Check out USDStageEditorBlueprintLibrary.h for documentation regarding these functions.

code: bool OpenStageEditor() const


code: bool SetAttachedStageActor ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * NewActor ) const


code: void SetSelectedLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [UE::FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) > & NewSelection ) const


code: void SetSelectedPropertyMetadataNames ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewSelection ) const


code: void SetSelectedPrims ( const [TArray](API\Runtime\Core\Containers\TArray)< [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > & NewSelection ) const


code: void SetSelectedPropertyNames ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewSelection ) const


className: IUsdStageEditorModule

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


description: Imports the currently opened USD Stage into persistent UE assets, actors and components on the level. Corresponds to the "Actions -> Import" action on the USD Stage Editor menu bar.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void ActionsImport ( const [FString](API\Runtime\Core\Containers\FString) & OutputContentFolder, [UUsdStageImportOptions](API\Plugins\USDStageImporter\UUsdStageImportOptions) * Options )


description:
Closes the USD Stage Editor window if it is opened. Does nothing in case it is already closed.
True if a stage editor window was closed by this action.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Stage Editor") static bool CloseStageEditor()


description: Exports the currently selected layers on the USD Stage Editor to brand new files in a new location. Corresponds to right-clicking selected layers on the USD Stage Editor and picking "Export".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void ExportSelectedLayers ( const [FString](API\Runtime\Core\Containers\FString) & OutputDirectory )


description: Closes the currently opened USD Stage (by clearing the attached Stage Actor's RootLayer property). Corresponds to the "File -> Close" action on the USD Stage Editor menu bar.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void FileClose()


description: Exports all layers of the currently opened USD Stage to brand new files in a new location. Corresponds to the "File -> Export -> All Layers" action on the USD Stage Editor menu bar.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void FileExportAllLayers ( const [FString](API\Runtime\Core\Containers\FString) & OutputDirectory )


description: Exports the currently opened USD Stage to a single "flattened" USD layer. Corresponds to the "File -> Export -> All Layers" action on the USD Stage Editor menu bar.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void FileExportFlattenedStage ( const [FString](API\Runtime\Core\Containers\FString) & OutputLayer )


description: Creates a new memory-only layer and opens an USD Stage with that layer as its root. Corresponds to the "File -> New" action on the USD Stage Editor menu bar.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void FileNew()


description: Opens an USD Stage from a file on disk. Corresponds to the "File -> Open" action on the USD Stage Editor menu bar.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void FileOpen ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


description: Reloads all layers of the current USD Stage. Corresponds to the "File -> Reload" action on the USD Stage Editor menu bar.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void FileReload()


description: Resets the state of the current USD Stage (which layers are muted, the current edit target, etc.). Corresponds to the "File -> Reset state" action on the USD Stage Editor menu bar.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void FileReset()


description: Saves the currently opened USD Stage back to disk, or to a new file in case it hasn't been saved yet. Corresponds to the "File -> Save" action on the USD Stage Editor menu bar.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Menu Actions") static void FileSave ( const [FString](API\Runtime\Core\Containers\FString) & OutputFilePathIfUnsaved )