text stringlengths 15 267k |
|---|
# coding=utf8
# Copyright (c) 2020 GVF
import unreal
import os
@unreal.uclass()
class BPFunctionLibrary(unreal.BlueprintFunctionLibrary):
@unreal.ufunction(ret=bool, params=[str], static=True, meta=dict(Category="Render Sequence"))
def RenderSequence(path):
capture_settings = unreal.AutomatedLevelSequ... |
# Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
import unreal
from typing import Any, Optional
from openjd.model.v2023_09 import HostRequirementsTemplate
class HostRequirementsHelper:
@staticmethod
def u_host_requirements_to_openjd_host_requirements(
u_host_requirements: unreal... |
# This file is based on templates provided and copyrighted by Autodesk, Inc.
# This file has been modified by Epic Games, Inc. and is subject to the license
# file included in this repository.
from __future__ import print_function
import sys
import os
import logging
def bootstrap_plugin(plugin_root_path):
# Ad... |
# Copyright Epic Games, Inc. All Rights Reserved.
"""
This script is used to import takes for specified device (either iPhone or HMC)
A temporary capture source asset is created and all the takes, the source is pointed to,
Are imported. As part of the import process all relevant assets are created and
A list of captur... |
# unreal.AssetToolsHelpers
# https://api.unrealengine.com/project/.html
# unreal.AssetTools
# https://api.unrealengine.com/project/.html
# unreal.EditorAssetLibrary
# https://api.unrealengine.com/project/.html
# All operations can be slow. The editor should not be in play in editor mode. It will not work ... |
import unreal
# Get the current editor world
editor_world = unreal.EditorLevelLibrary.get_editor_world()
# Define the location and rotation for the NavMeshBoundsVolume
location = unreal.Vector(0, 0, 0)
rotation = unreal.Rotator(0, 0, 0)
# Spawn the NavMeshBoundsVolume
nav_mesh_volume = unreal.EditorLevelLibrary.spaw... |
import unreal
UEGEAR_AVAILABLE = False
unreal.log("Loading ueGear Python Commands...")
try:
import ueGear.commands
UEGEAR_AVAILABLE = True
except ImportError as exc:
unreal.log_error(
"Something went wrong while importing ueGear Python commands: {}".format(
exc
)
)
finally... |
import unreal
from Lib import __lib_topaz__ as topaz
assets = unreal.EditorUtilityLibrary.get_selected_assets()
## execution here ##
for each in assets :
if each.__class__ == unreal.Blueprint :
comps = topaz.get_component_by_class(each, unreal.StaticMeshComponent)
for comp in comps :
... |
# -*- coding: utf-8 -*-
import time
import unreal
from Utilities.Utils import Singleton
import random
import os
class ChameleonSketch(metaclass=Singleton):
def __init__(self, jsonPath):
self.jsonPath = jsonPath
self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath)
self.ui_names ... |
# -*- coding: utf-8 -*-
"""
Created on Tue Feb 20 14:32:43 2024
@author: WillQuantique
"""
from __future__ import annotations
import unreal
import random
import json
## doc for cine_camera_componenent
# https://docs.unrealengine.com/5.0/en-US/project/.html?highlight=set_editor_property
############### todo #########... |
import unreal
import os
def import_and_place_fbx_files_with_subdirs():
"""
Imports all FBX files from a specified directory for modern UE5 versions,
preserving the subdirectory structure. This prevents texture/material name
conflicts. It then places the imported assets in a grid in the current level.... |
from cgl.plugins.preflight.preflight_check import PreflightCheck
from cgl.plugins.perforce.perforce import commit, push
from cgl.core.utils.general import load_json
from cgl.core.path import PathObject
import unreal
# there is typically a alchemy.py, and utils.py file in the plugins directory.
# look here for pre-built... |
import unreal
import os
import time
level_lib = unreal.EditorLevelLibrary()
level_subsys = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
actor_subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
editor_subsys = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
layers_subsys = unreal.g... |
# /project/
# @CBgameDev Optimisation Script - Log Sound Cues Missing Attenuation Assets
# /project/
import unreal
import os
EditAssetLib = unreal.EditorAssetLibrary()
SystemsLib = unreal.SystemLibrary
workingPath = "/Game/" # Using the root directory
notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseLog... |
import unreal
asset_lists :list = unreal.EditorUtilityLibrary.get_selected_assets()
asset = asset_lists[0]
for each in asset.materials :
MI = each.get_editor_property('material_interface')
MI_overridable_properties = MI.get_editor_property('base_property_overrides')
MI_overridable_properties.set_editor_... |
import unreal
import subprocess
import pkg_resources
from pathlib import Path
PYTHON_INTERPRETER_PATH = unreal.get_interpreter_executable_path()
assert Path(PYTHON_INTERPRETER_PATH).exists(), f"Python not found at '{PYTHON_INTERPRETER_PATH}'"
class PackageSolver():
def pip_install(packages):
# dont show w... |
import unreal
def replace_material(original, replacement):
assetSubsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
original_asset = assetSubsystem.load_asset(original)
replacement_asset = assetSubsystem.load_asset(replacement)
assetSubsystem.consolidate_assets(replacement_asset, [ori... |
import unreal
def rename_assets():
# instances of unreal classes
system_lib = unreal.SystemLibrary()
editor_util = unreal.EditorUtilityLibrary()
string_lib = unreal.StringLibrary()
search_pattern = "new"
replace_pattern = "Old"
use_case = True
# get the selected assets
selected_a... |
import unreal
import os
# instances of unreal classes
editor_util = unreal.EditorUtilityLibrary()
system_lib = unreal.SystemLibrary()
editor_asset_lib = unreal.EditorAssetLibrary()
asset_reg = unreal.AssetRegistryHelpers.get_asset_registry()
assets = asset_reg.get_assets_by_path(directory_text)
# Directory mapping
D... |
import random
import unreal
from config.config import background_config
def load_all_backgrounds():
result = []
cubemap_list = background_config['cubemap_list']
for cubemap_name in cubemap_list:
background = Background(cubemap_name=cubemap_name)
result.append(background)
return(result... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import json
import time
import sys
import inspect
if sys.version_info.major == 3:
from http.client import RemoteDisconnected
from . import rpc
from . import remote_execution
try:
import unreal
except (ModuleNotFoundError if sys.version_info.major =... |
# py automise script by Minomi
## run with python 2.7 in UE4
#######################################import modules from here#################################
from pyclbr import Class
import unreal
import re
from typing import List
#######################################import modules end#############################... |
import unreal
def set_stencil_for_template_actors(stencil_value=1):
editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
all_actors = editor_actor_subsystem.get_all_level_actors()
updated_actors = []
print(f"🔍 Setting stencil for TemplateActors with Static Mesh containin... |
import unreal
print("=== FINAL LEVEL SETUP ===")
try:
print("Setting up complete level with character...")
# Create or load the level
print("Creating/Loading TestLevel...")
world = unreal.EditorLevelLibrary.new_level('/project/')
print("✓ Level ready")
# Set the game mode for th... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
import unreal
asset_library:unreal.EditorAssetLibrary = unreal.EditorAssetLibrary()
def find_asset(folder_path, name):
assets = asset_library.list_assets(folder_path)
for asset in assets:
if name == asset[asset.rfind("/") + 1 : asset.rfind(".")]:
return asset
return None
def import_tex... |
import unreal
import json
from pathlib import Path
CONTENT_DIR = unreal.Paths.project_content_dir()
CONTENT_DIR = unreal.Paths.convert_relative_path_to_full(CONTENT_DIR)
MAPPING_FILE = "python/project/.json"
MAPPING_FILE_PATH = CONTENT_DIR + MAPPING_FILE
editor_util = unreal.EditorUtilityLibrary()
sys_lib =... |
# General BP Maker
##Runs with Unreal Python Module
import unreal
import re
def get_bp_c_by_name(__bp_dir:str) -> str :
__bp_c = __bp_dir + '_C'
return __bp_c
def get_bp_mesh_comp (__bp_c:str) :
#source_mesh = ue.load_asset(__mesh_dir)
loaded_bp_c = unreal.EditorAssetLibrary.load_blueprint_cl... |
import unreal
levelActors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors()
staticMeshActors = []
for levelActor in levelActors:
if(levelActor.get_class().get_name() == 'StaticMeshActor'):
StaticMeshComponent = levelActor.static_mesh_component
if StaticMesh... |
# _
# (_)
# _ __ ___ __ _ _ __ ___ ___ _ __ _ ___ _ __ ___
# | '_ ` _ \ / _` | '_ ` _ \ / _ \| '_ \| |/ _ \ '_ ` _ \
# | | | | | | (_| | | | | | | (_) | | | | | __/ | | | | |
# |_| |_| |_|\__,_|_| |_| |_|\___/|_| |_|_|\___|_| |_| |_|
# www.mamoniem.com
# www.ue4u.xyz
#Copyright 20... |
import unreal
import os
def reimport_data_table(data_table_path, csv_file_path):
# Trova l'asset della data table
data_table_asset = unreal.EditorAssetLibrary.load_asset(data_table_path)
if not data_table_asset:
unreal.log_error(f"Data table {data_table_path} non trovata.")
return Fals... |
# -*- coding: utf-8 -*-
"""Load UAsset."""
from pathlib import Path
import shutil
from ayon_core.pipeline import (
get_representation_path,
AYON_CONTAINER_ID
)
from ayon_core.hosts.unreal.api import plugin
from ayon_core.hosts.unreal.api import pipeline as unreal_pipeline
import unreal # noqa
class UAssetLo... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
import flow.cmd
from peafour import P4
import subprocess as sp
from pathlib import Path
#-------------------------------------------------------------------------------
class _Collector(object):
def __init__(self):
self._dirs = []
... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
import unrealcmd
#-------------------------------------------------------------------------------
def _find_autosdk_llvm(autosdk_path):
path = f"{autosdk_path}/Host{unreal.Platform.get_host()}/project/"
best_version = None
if os.pa... |
import unreal
from unreal import (MeshLODSelectionType, ScopedSlowTask, StaticMeshActor)
# progress bar
with ScopedSlowTask(4, "Create proxy LOD") as slow_task:
slow_task.make_dialog(True)
slow_task.enter_progress_frame(1)
actorSubsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
asse... |
# unreal.SystemLibrary
# https://api.unrealengine.com/project/.html
import unreal
import random
# active_viewport_only: bool : If True, will only affect the active viewport
# actor: obj unreal.Actor : The actor you want to snap to
def focusViewportOnActor(active_viewport_only=True, actor=None):
command = 'CAME... |
# -*- coding: utf-8 -*-
"""
Documentation:
"""
import os
import sys
DJED_ROOT = os.getenv('DJED_ROOT')
utils_path = os.path.join(DJED_ROOT, 'src')
sysPaths = [DJED_ROOT, utils_path]
for sysPath in sysPaths:
if sysPath not in sys.path:
sys.path.append(sysPath)
from dcc.unreal.api.open_socket import liste... |
# coding: utf-8
import unreal
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-meta")
args = parser.parse_args()
#print(args.vrm)
humanoidBoneList = [
"hips",
"leftUpperLeg",
"rightUpperLeg",
"leftLowerLeg",
"rightLowerLeg",
"leftF... |
# unreal.EditorLevelLibrary
# https://api.unrealengine.com/project/.html
# unreal.GameplayStatics
# https://api.unrealengine.com/project/.html
# unreal.Actor
# https://api.unrealengine.com/project/.html
import unreal
import PythonHelpers
# use_selection: bool : True if you want to get only the selected actor... |
import unreal
import argparse
# Info about Python with IKRigs here:
# https://docs.unrealengine.com/5.2/en-US/using-python-to-create-and-edit-ik-rigs-in-unreal-engine/
# https://docs.unrealengine.com/5.2/en-US/using-python-to-create-and-edit-ik-retargeter-assets-in-unreal-engine/
# Figure out the forward axis for a c... |
import unreal
def show_popup_message(title, message):
"""
Display a pop-up message in the Unreal Engine editor.
Args:
title (str): The title of the pop-up window.
message (str): The text to display in the pop-up.
"""
unreal.EditorDialog.show_message(
title=title,
me... |
import unreal
class myBound():
def __init__(self, bound):
self.bound = bound
self.level = bound.get_outer()
self.bounds = bound.get_actor_bounds(False) # (origin, box_extent)
self.name = self.level.get_path_name().split('.')[-1].split(':')[0]
def __eq__(self, other):
... |
# Nanite On 시키는 코드
import unreal
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
for nanitemesh in selected_assets :
meshNaniteSettings : bool = nanitemesh.get_editor_property('nanite_settings')
if meshNaniteSettings.enabled == True :
if meshNaniteSettings.preser... |
import unreal
from os.path import dirname, basename, isfile, join
import glob
import importlib
import traceback
import sys
dir_name = dirname(__file__)
dir_basename = basename(dir_name)
modules = glob.glob(join(dir_name, "*.py"))
__all__ = [ basename(f)[:-3] for f in modules if isfile(f) and not f.endswith('__init__.p... |
from infrastructure.configuration.path_manager import PathManager
from infrastructure.utils.file_extension_helper import FileExtensionHelper
import unreal
from typing import Protocol
from abc import abstractmethod
import os
import re
class ImportAssetService():
def __init__(self, _editorAssetLibrary: unreal.Edito... |
# -*- coding: utf-8 -*-
"""Loader for published alembics."""
import os
from ayon_core.pipeline import (
get_representation_path,
AYON_CONTAINER_ID
)
from ayon_core.hosts.unreal.api import plugin
from ayon_core.hosts.unreal.api.pipeline import (
AYON_ASSET_DIR,
create_container,
imprint,
)
import u... |
import unreal
import unreal_uiutils
from unreal_global import *
from unreal_utils import AssetRegistryPostLoad
unreal.log("""@
####################
Init Start up Script
####################
""")
assetregistry_pretickhandle = None
def assetregistry_postload_handle(deltaTime):
"""
Run callback method af... |
import unreal
from pamux_unreal_tools.base.material_expression.material_expression_container_factory_base import MaterialExpressionContainerFactoryBase
class MaterialFactoryBase(MaterialExpressionContainerFactoryBase):
def __init__(elf, asset_class: unreal.Class, asset_factory: unreal.Factory, container_wrapper_c... |
# coding: utf-8
from asyncio.windows_events import NULL
import unreal
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-meta")
args = parser.parse_args()
print(args.vrm)
reg = unreal.AssetRegistryHelpers.get_asset_registry();
##
rigs = ... |
# Copyright Epic Games, Inc. All Rights Reserved
# Third party
import unreal
# Internal
from .base_menu_action import BaseActionMenuEntry
class DeadlineToolBarMenu(object):
"""
Class for Deadline Unreal Toolbar menu
"""
TOOLBAR_NAME = "Deadline"
TOOLBAR_OWNER = "deadline.toolbar.menu"
PAREN... |
# unreal.AssetToolsHelpers
# https://api.unrealengine.com/project/.html
# unreal.AssetTools
# https://api.unrealengine.com/project/.html
# unreal.EditorAssetLibrary
# https://api.unrealengine.com/project/.html
# All operations can be slow. The editor should not be in play in editor mode. It will not work ... |
# Copyright (C) 2024 Louis Vottero user@example.com All rights reserved.
from .. import util, util_file
import os
import unreal
from .. import unreal_lib
def import_file(filepath, content_path=None, create_control_rig=True):
filename = util_file.get_basename_no_extension(filepath)
content_path = content... |
# This script shows how to setup dependencies between variants when using the Variant Manager Python API
import unreal
lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset("LVS", "/Game/")
if lvs is None:
print ("Failed to spawn either the LevelVariantSets asset or the LevelVariantSetsActor!")
q... |
from typing import Optional, Union
import unreal
@unreal.uclass()
class UnlockAllActorsCommand(unreal.ActorLockerPythonCommand):
current_map = unreal.uproperty(unreal.AssetData)
current_id = unreal.uproperty(int)
maps = unreal.uproperty(unreal.Array(unreal.AssetData))
def load_map(self, map_asset: ... |
# Copyright Epic Games, Inc. All Rights Reserved
"""
This script handles processing manifest files for rendering in MRQ
"""
import unreal
from getpass import getuser
from pathlib import Path
from .render_queue_jobs import render_jobs
from .utils import movie_pipeline_queue
def setup_manifest_parser(subparser):
... |
"""Runner for starting blender or unreal as a rpc server."""
import json
import os
import platform
import re
import shutil
import subprocess
import threading
import time
from abc import ABC, abstractmethod
from bisect import bisect_left
from functools import lru_cache
from http.client import RemoteDisconnected
from pa... |
import unreal
all_actors = unreal.EditorLevelLibrary.get_all_level_actors()
for actor in all_actors:
mesh_components = actor.get_components_by_class(unreal.StaticMeshComponent)
if not mesh_components:
mesh_components = actor.get_components_by_class(unreal.SkeletalMeshComponent)
for mesh_component... |
import unreal
def get_asset(path):
ad = unreal.EditorAssetLibrary.find_asset_data(path)
o = unreal.AssetRegistryHelpers.get_asset(ad)
return o
def get_primary_asset_id(path):
return unreal.SystemLibrary.get_primary_asset_id_from_object(unreal.AssetRegistryHelpers.get_asset(unreal.EditorAssetLibrary.find_asset_da... |
import os
import unreal
from ueGear.controlrig import mgear
from ueGear.controlrig.manager import UEGearManager
from ueGear import assets
# ---
# TO BE REMOVED FROM FINAL RELEASE
import importlib
from ueGear.controlrig import manager as ueM
from ueGear.controlrig import manager
from ueGear.controlrig.components impo... |
import unreal
asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()
folder_path_1 = "/project/"
assets = asset_registry.get_assets_by_path(folder_path_1, recursive=True)
if assets is not None:
print(f"Found {len(assets)} assets in {folder_path_1}")
else:
print(f"No assets found in {folder_path_1}"... |
import unreal
target_string = "T_EyeLine_001"
target_string = target_string.replace("T_", "")
target_string = target_string.replace("mask_", "")
print(target_string) |
# =============================================================================
# 需要安装的插件:
# 1. Cascade To Niagara Converter
# 脚本功能:
# 检查粒子(Cascade)系统中所有使用的材质是否符合项目规范,包括:
# 1. 粒子材质必须为 Material Instance,不能直接使用 Material。
# 2. 粒子材质母材质路径必须在指定目录下(root_path)。
# 3. 粒子材质的 ShadingModel 必须为 Unlit。
# 4. 粒子材质的 BlendMod... |
'''
export spline type to json file.
'''
import unreal
import json
import os
unreal.log(type(terrain_type_array))
type_array = list(terrain_type_array)
relpath = unreal.Paths.project_saved_dir()
path = unreal.Paths.convert_relative_path_to_full(relpath)
jsonfile = path + 'nextpcg_terrain_curve_type.json'
content = {"t... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
#-------------------------------------------------------------------------------
class Platform(unreal.Platform):
name = "IOS"
def _read_env(self):
yield from ()
def _get_version_ue4(self):
dot_cs = self.get_unreal... |
# -*- coding: utf-8 -*-
import unreal
import sys
import pydoc
import inspect
import os
import json
from enum import IntFlag
class Singleton(type):
_instances = {}
def __call__(cls, *args, **kwargs):
if cls not in cls._instances:
cls._instances[cls] = super(Singleton, cls).__call__(*args, *... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
from . import base_server
from .base_server import BaseRPCServerThread, BaseRPCServerManager
class UnrealRPCServerThread(BaseRPCServerThread):
def thread_safe_call(self, callable_instance, *args):
"""
Implementation of a thread safe cal... |
import unreal
import logging
from .utl_interface import add_logger, UnrealUTLInterface, UnrealInterface, actor_system
from dataclasses import dataclass
from enum import Enum, auto
from typing import List
import os
try:
import fbx
import FbxCommon
except ImportError:
unreal.log_warning("未安装fbx sdk,无法使用相机同步功能... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
# SPDX-License-Identifier: BSD-3-Clause
# Rodrigo Nascimento Hernandez
import unreal
import os
import pathlib
inputdir = r'/project/' # Enter directory where tiled texture files are stored
asset_path = '/Game'
material_dir = '/landsmaterials'
# Change to your Texture scale calculated by srtm2heightmap.py
UE4_TILE_TEX... |
import json
from enum import Enum, auto
import inspect
from typing import Callable, Union
from concurrent.futures import ThreadPoolExecutor, Future
from threading import Lock
import logging
import unreal
logger = logging.getLogger(__name__)
class FuncType(Enum):
STATIC_METHOD = auto()
CLASS_METHOD = auto(... |
import unreal
@unreal.uclass()
class MyPreset(unreal.MoviePipelineMasterConfig):
def __init__(self, preset):
super(MyPreset, self).__init__(preset)
self.copy_from(preset)
self.set_file_name()
self.set_flush_disk()
@unreal.ufunction(ret=None, params=[])
def set_flush_disk... |
# For all static mesh actors, read the metadata (datasmith user data) corresponding to certain keys and write the values as CSV file
import unreal
import os
# List of metadata key that are of interest
keys = ["Datasmith_UniqueId", "Description", "Material", "Struct__Matl", "Cost", "Absorptance", "Base_Constraint", "B... |
# _
# (_)
# _ __ ___ __ _ _ __ ___ ___ _ __ _ ___ _ __ ___
# | '_ ` _ \ / _` | '_ ` _ \ / _ \| '_ \| |/ _ \ '_ ` _ \
# | | | | | | (_| | | | | | | (_) | | | | | __/ | | | | |
# |_| |_| |_|\__,_|_| |_| |_|\___/|_| |_|_|\___|_| |_| |_|
# www.mamoniem.com
# www.ue4u.xyz
#Copyright 20... |
import unreal
# Get the world and camera
world = unreal.EditorLevelLibrary.get_editor_world()
camera_actors = unreal.GameplayStatics.get_all_actors_of_class(world, unreal.CameraActor)
camera = camera_actors[0] if camera_actors else None
if camera:
# Capture scene
viewport = unreal.ViewportClient()
viewpor... |
import unreal
from collections import OrderedDict
def get_texture_paths(directory):
texture_dict = {}
assets = unreal.EditorAssetLibrary.list_assets(directory, recursive=True)
for asset in assets:
asset_name = asset.split('/')[-1].split('.')[0]
package_name = '/'.join(asset.split('/')[:-1])... |
from dataclasses import dataclass
from typing import Any
import unreal
@dataclass
class AssetData:
def __init__(self, assetData) -> None:
self.asset = assetData.get_asset()
self.assetName = self.asset.get_name()
self.assetPathName = self.asset.get_path_name()
self.assetClassName = ... |
#!/project/ python3
"""
Asset Import Monitor for Terminal Grounds
Watches ComfyUI output directory and triggers UE5 import
Author: CTO Architect
"""
import os
import time
import json
import shutil
from pathlib import Path
from watchdog.observers import Observer
from watchdog.events import FileSystemEventHandler
impor... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
import json
import unreal
def update_camera_settings(cine_cam_component) :
if cine_cam_component == "MENU" :
outliner = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
selection = outliner.get_selected_level_actors()
cine_cam_component = selection[0].get_cine_c... |
import unreal
def update_selected_attach_track_constraint_ids():
"""
현재 Level Sequence에서 선택된 바인딩들을 대상으로 다음 작업을 수행합니다:
1. 첫 번째 선택된 바인딩을 Constraint ID의 소스로 지정합니다.
2. 나머지 선택된 바인딩들에서 Attach 트랙(MovieScene3DAttachTrack)을 찾습니다.
3. 찾아낸 모든 Attach 트랙 섹션의 Constraint Binding ID를 1번 소스 바인딩의
현재 시퀀스 컨텍스트에 ... |
import unreal
def main():
from ToolShelf import shelf_start;
shelf_start.start(False)
section_name = 'ToolShelf'
se_command = 'from ToolShelf import shelf_start;shelf_start.start()'
label = 'ToolShelf Gallery'
menus = unreal.ToolMenus.get()
level_menu_bar = menus.find_menu('LevelEditor.Leve... |
import unreal
import importlib
import subprocess
from Lib import __lib_topaz__ as topaz
importlib.reload(topaz)
def __init__() -> None:
'''
# Description: Source Control Support
## Don't use [UnrealPath], use [ExplorerPath] instead
### Example: /Game/[Asset] -> D:/project/[Asset]
'''
print... |
# Copyright Epic Games, Inc. All Rights Reserved
"""
Deadline Job object used to submit jobs to the render farm
"""
# Built-In
import logging
# Third-party
import unreal
# Internal
from deadline_utils import merge_dictionaries, get_deadline_info_from_preset
from deadline_enums import DeadlineJobStatus
logger = lo... |
# 本脚本的前置为 export_actor_json.py,同样是导出场景actor的transform为json
# 只不过对于datasmith,根据需求进行了自定义
import unreal
import json
import os
import pandas as pd
# TODO:每次执行之前修改这里
saved_json_folder = r"C:/project/"
saved_level_folder = r"/project/" # 执行之前保证这个路径下空的
# 已生成的json的列表
json_name = []
asset_paths = []
selected_assets = ... |
"""
UEMCP Utilities - Common utility functions for all modules
"""
import os
import unreal
def create_vector(location_array):
"""Create an Unreal Vector from a 3-element array.
Args:
location_array: [X, Y, Z] coordinates
Returns:
unreal.Vector
"""
return unreal.Vector(float(loc... |
#! /project/ python
# -*- coding: utf-8 -*-
"""
Initialization module for mca-package
"""
# mca python imports
# software specific imports
import unreal
# mca python imports
from mca.common import log
from mca.ue.assettypes import asset_mapping, py_material_instance
from mca.ue.texturetypes import texture_2d
logger ... |
import unreal
import re
referenced_assets = []
non_referenced_assets = []
throwable_sm_assets = []
throwable_bp_assets = []
def logit0(info):
unreal.log(info)
def logit(info):
unreal.log_warning(info)
def logit2(info):
unreal.log_error(info)
all_lib_assets = unreal.EditorAssetLibrary.list_assets("/Gam... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
#-------------------------------------------------------------------------------
class Prompt(object):
def prompt(self, context):
try:
self._get_ue_branch(context)
except EnvironmentError:
self._get_g... |
# coding: utf-8
import unreal
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-rigSrc")
parser.add_argument("-rigDst")
args = parser.parse_args()
#print(args.vrm)
######
## rig 取得
reg = unreal.AssetRegistryHelpers.get_asset_registry();
a = reg.get_all_assets();
for aa in a:
if (aa.get_ed... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
# -*- coding: utf-8 -*-
"""
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = "timmyliang"
__email__ = "user@example.com"
__date__ = "2020-12-28 16:07:39"
import unreal
import os
import json
from collections import defaultdict
# NOTE Pyth... |
import unreal
# https://docs.unrealengine.com/5.0/en-US/project/.html?highlight=create_asset#unreal.AssetTools.create_asset
def create_material(asset_path, new_asset_name):
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
material_factory = unreal.MaterialFactoryNew()
new_asset = asset_tools.creat... |
import unreal
def main():
sequence_list = [a for a in unreal.EditorUtilityLibrary.get_selected_assets() if isinstance(a,unreal.LevelSequence)]
for sequence in sequence_list:
for binding in sequence.get_bindings():
# print(binding.get_name())
for track in binding.get_tracks... |
import unreal
taget_bp = '/project/.BP_SMtoAnime'
selected_asset = unreal.EditorUtilityLibrary.get_selected_assets()[0]
editor_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
selected_static_mesh:unreal.StaticMesh = selected_asset
if selected_asset.__class__ != unreal.StaticMesh:
print('Sel... |
# -*- coding: utf-8 -*-
import unreal
def do_some_things(*args, **kwargs):
unreal.log("do_some_things start:")
for arg in args:
unreal.log(arg)
unreal.log("do_some_things end.") |
# SPDX-License-Identifier: BSD-3-Clause
# Rodrigo Nascimento Hernandez
# Tested UE versions:
# 4.26.1
# Blueprint: ImportLines
import sys
import json
import unreal
# ========================================= user inputs ===============================================================
# Change this path pointing to you... |
import unreal
print("=== PYTHON IS WORKING! ===")
print("Creating directories...")
try:
unreal.EditorAssetLibrary.make_directory('/project/')
print("✓ Created Blueprints directory")
unreal.EditorAssetLibrary.make_directory('/project/')
print("✓ Created Maps directory")
print("✓ SUCCESS: Python exec... |
import unreal
for asset in unreal.EditorUtilityLibrary.get_selected_assets():
if not isinstance(asset, unreal.GroomAsset):
continue
data = asset.get_editor_property("asset_user_data")
print(data)
pass
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.