Manipulating a USD scene loaded at runtime with Blueprints

Hi all, playing with loading USD at runtime (just in editor for now). I can load in a USD file to stage root layer and it shows correctly in my level. Now seeing if/how I can manipulate the USD scene.

I can use the “Get Generated Component” BP function to get the generated scene and static mesh components from equivalent USD paths, but can’t really do anything with them. For example if I try and call “Add Local Rotation” to a sceneComponent generated from a USD XForm prim nothing happens.

Is there currently a way to manipulate objects in the USD stage from blueprints?

Thanks!

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Reviving an old thread here, but I’m interested in the same thing. @geordie_meta did you make any progress?

It also looks like the Blueprint API for modifying USDs have changed through the versions - some capabilities were removed. For example, the ‘Save USD’ node, which existed in Unreal 4.27, appears to have been removed in Unreal 5.1.