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# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
import subprocess
from pathlib import Path
#-------------------------------------------------------------------------------
class Debugger(unreal.Debugger):
name = "Visual Studio"
def _debug(self, exec_context, cmd, *args):
cmd... |
"""
Base class for all control rig functions
"""
# mca python imports
# software specific imports
import unreal
# mca python imports
from mca.common import log
from mca.ue.rigging.controlrig import cr_base
logger = log.MCA_LOGGER
class PinsBase(cr_base.ControlRigBase):
def __init__(self, control_rig, fnode):
... |
# Copyright Epic Games, Inc. All Rights Reserved.
import unreal
def _log_error(error):
import traceback
unreal.log_error("{0}\n\t{1}".format(error, "\t".join(traceback.format_stack())))
@unreal.uclass()
class PyTestPythonDefinedObject(unreal.PyTestObject):
@unreal.ufunction(override=True)
def func_blueprint_imp... |
# coding: utf-8
import unreal
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-debugeachsave")
args = parser.parse_args()
#print(args.vrm)
######
rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints()
print(rigs)
for r ... |
import unreal
import pathlib
import os
import logging
import logging.handlers
import abc
from enum import Enum
import traceback
from typing import Union
import tempfile
@unreal.uclass()
class CGTeamWorkFbxImportOptions(unreal.Object):
skeleton = unreal.uproperty(unreal.Skeleton, meta={"DisplayName": "骨 骼", "... |
import unreal
import os
# content directory where assets will be stored
content_folder = "/project/"
input_directory = "C:/project/"
def count_jt_files_in_directory(directory):
count = 0
item_list = os.listdir(directory)
for item in item_list:
item_full_path = os.path.join(directory, item)
... |
# unreal._ObjectBase
# https://api.unrealengine.com/project/.html
import unreal
# object_to_cast: obj unreal.Object : The object you want to cast
# object_class: obj unreal.Class : The class you want to cast the object into
def cast(object_to_cast=None, object_class=None):
try:
return object_class.cas... |
# 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 = ... |
import unreal
tempSkeleton = '/project/'
tempSkeleton = unreal.EditorAssetLibrary.load_asset(tempSkeleton)
unreal.AssetTools.create_asset('BS','/project/')
BP = '/project/'
BP1 = unreal.EditorAssetLibrary.load_asset(BP)
unreal.EditorAssetLibrary.get_editor_property(BP1) |
"""Module to export sequencer data using OTIO"""
import os
import opentimelineio as otio
import path_utils
import unreal
def get_master_sequencer():
"""Get the master sequencer in the content browser."""
#/Game/ represents the root of the Content folder
path = "/project/.MasterSequencer"
master_seque... |
# 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.
import sgtk
import unreal
from tank_vendor import six
import copy
import datetime
import os
import pprint
import subprocess
i... |
import threading
from http.server import BaseHTTPRequestHandler, HTTPServer
import unreal
import sys
import socket
import json
import queue
import importlib
import os
import time
script_dir = os.path.dirname(__file__)
tools_dir = os.path.dirname(script_dir)
sys.path.append(tools_dir)
# Shared queue between HTTP serv... |
import unreal
level_actors = unreal.EditorLevelLibrary.get_all_level_actors()
actors = level_actors
for actor in actors :
label = actor.get_actor_label()
tags = actor.get_editor_property('tags')
if label == 'Ultra_Dynamic_Weather' :
tags = []
|
#!/project/ python3
"""
Python Execution Test for MCP Server
This script tests executing Python code through the MCP Server.
It connects to the server, sends a Python code snippet, and verifies the execution.
"""
import socket
import json
import sys
def main():
"""Connect to the MCP Server and execute Python cod... |
import unreal
def create_material_instance(parent_material:unreal.Material, path:str, material_type:str)->unreal.MaterialInstanceConstant:
asset_library:unreal.EditorAssetLibrary = unreal.EditorAssetLibrary()
if asset_library.do_assets_exist([path]):
return asset_library.load_asset(path)
else:
... |
# -*- 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 ... |
import unreal
class SceneCapture2DActor:
def __init__(self,):
pass
def add_sceneCapture2DActor(self,name, location, rotation):
capture_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.SceneCapture2D, location, rotation)
capture_actor.set_actor_label(name + "_... |
import unreal
factory = unreal.BlendSpaceFactory1D()
# target_skeleton = unreal.EditorAssetLibrary.load_asset('/project/')
# factory.set_editor_property('target_skeleton', target_skeleton)
# factory.set_editor_property
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
asset_tools.create_asset(
'tt',
... |
import unreal
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
loaded_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
counter = 0
deleted_assets = ""
for asset in selected_assets:
path_name = asset.get_path_name().spl... |
import unreal
_seek_comp_name : str = 'CapsuleComponent'
selected = unreal.EditorUtilityLibrary.get_selected_assets()[0]
name_selected = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(selected)
name_bp_c = name_selected + '_C'
loaded_bp = unreal.EditorAssetLibrary.load_blueprint_class(name_bp_c)
|
# 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 ... |
#레벨에 있는 머트리얼 인스턴스 긁어서 source_path에 있는 같은 이름의 MI로 대체해주기
import unreal
selected_assets = unreal.EditorLevelLibrary.get_selected_level_actors()
source_path = '/project/'
#리플레이스 머트리얼
def replace_material_instance(actor, material_instance, source_path):
material_instance_name = material_instance.get_name()
new_... |
# 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 = ... |
# -*- coding: utf-8 -*-
import unreal
def bake_binding_transform_to_duplicate(level_sequence, source_binding_id_struct, clear_keys_on_duplicate=True):
"""
지정된 레벨 시퀀스에서 source_binding_id_struct에 해당하는 바인딩의
평가된(evaluated) 트랜스폼을 복제된 스포너블 바인딩에 베이크합니다.
원본 바인딩은 동적으로 움직이는 스포너블 액터라고 가정합니다.
Args:
le... |
# _
# (_)
# _ __ ___ __ _ _ __ ___ ___ _ __ _ ___ _ __ ___
# | '_ ` _ \ / _` | '_ ` _ \ / _ \| '_ \| |/ _ \ '_ ` _ \
# | | | | | | (_| | | | | | | (_) | | | | | __/ | | | | |
# |_| |_| |_|\__,_|_| |_| |_|\___/|_| |_|_|\___|_| |_| |_|
# www.mamoniem.com
# www.ue4u.xyz
#Copyright 20... |
import sys
import csv
import os
def ImportUnreal():
try:
import unreal
except ImportError:
print('NB. The file must be run in Unreal Engine using "Python Editor Script Plugin".')
sys.exit()
def GetAbsolutePath():
filePath = os.path.realpath(__file__)
fileDirectory = "\\".join(filePath.split("... |
import unreal
import os
def get_dependencies_hard(asset_data):
""" get the dependencies hard from the asset data, deep is one """
dependencies_hard = None
if isinstance(asset_data, unreal.AssetData):
asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()
include_hard_management_... |
from pathlib import Path
import unreal
import pyblish.api
from ayon_core.pipeline import get_current_project_name
from ayon_core.pipeline import Anatomy
from ayon_core.hosts.unreal.api import pipeline
class CollectRenderInstances(pyblish.api.InstancePlugin):
""" This collector will try to find all the rendered ... |
import unreal
import sys
import tempfile
def export_asset(asset_path: str) -> bytes:
asset = unreal.EditorAssetLibrary.load_asset(asset_path)
if not asset:
raise ValueError(f"Asset not found at {asset_path}")
export_task = unreal.AssetExportTask()
export_task.automated = True
export_task... |
import unreal
selected_assets: list[unreal.Object] = unreal.EditorUtilityLibrary.get_selected_assets()
loaded_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
## set sm materials
sm_materials = []
selected_sm:unreal.SkeletalMesh = selected_assets[0]
sm_mats_length = len(selected_sm.materials)
for... |
import unreal
import importlib
#Functions
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.get_editor_subsystem(unreal.Layers... |
# 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... |
# 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... |
# 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
import os
def import_obj_to_unreal(obj_file_path, destination_path, asset_name):
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
# Create an import task
obj_import_task = unreal.AssetImportTask()
obj_import_task.set_editor_property('filename', obj_file_path)
obj_import_task.s... |
# coding: utf-8
import os
import unreal
# import AssetFunction_2 as af
# reload(af)
# af.importMyAssets()
asset_folder = 'D:/project/'
static_mesh_fbx = os.path.join(asset_folder, 'static_fbx.fbx').replace('\\','/')
skeletal_mesh_fbx = os.path.join(asset_folder, 'skeletal_fbx.fbx').replace('\\','/')
def importMyAss... |
# -*- coding: utf-8 -*-
"""
Created on Thu Feb 22 12:12:57 2024
@author: WillQuantique
"""
import unreal
world = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_editor_world()
level_path = "/project/"
lp = "/project/"
lp2 = "/project/"
@unreal.uclass()
class MyEditorLevelUtility(unreal.EditorLevelUtils)... |
# 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 ... |
# -----------------------------------------------------------
# ueUtils.py
# v.1.0
# Updated: 20211108
# -----------------------------------------------------------
import unreal
# -----------------------------------------------------------
# HOT RELOADING IN UE ))))))))))))))))))))))))))))))))) START
# -------------... |
# 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)
#print(dummy[3])
humanoidBoneList = [
"hips",
"leftUpperLeg",
"rightUpperLeg",
"leftLowerLeg",
"rightL... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import json
import time
import sys
import inspect
from xmlrpc.client import ProtocolError
from http.client import RemoteDisconnected
sys.path.append(os.path.dirname(__file__))
import rpc.factory
import remote_execution
try:
import unreal
except ModuleNo... |
# -*- 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.") |
# coding: utf-8
import unreal
import argparse
print("VRM4U python begin")
print (__file__)
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-meta")
args = parser.parse_args()
print(args.vrm)
#print(dummy[3])
humanoidBoneList = [
"hips",
"leftUpperLeg... |
# _
# (_)
# _ __ ___ __ _ _ __ ___ ___ _ __ _ ___ _ __ ___
# | '_ ` _ \ / _` | '_ ` _ \ / _ \| '_ \| |/ _ \ '_ ` _ \
# | | | | | | (_| | | | | | | (_) | | | | | __/ | | | | |
# |_| |_| |_|\__,_|_| |_| |_|\___/|_| |_|_|\___|_| |_| |_|
# www.mamoniem.com
# www.ue4u.xyz
#Copyright 20... |
import unreal
import json
import os
# === Use tkinter to open Windows file dialog ===
import tkinter as tk
from tkinter import filedialog
def choose_json_file():
root = tk.Tk()
root.withdraw()
file_path = filedialog.askopenfilename(
title="Choose JSON File",
filetypes=[("JSON Files", "*.js... |
# 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
workingPath = "/Game/"
@unreal.uclass()
class GetEditorAssetLibrary(unreal.EditorAssetLibrary):
pass
editorAssetLib = GetEditorAssetLibrary();
allAssets = editorAssetLib.list_assets(workingPath, True, False)
if (len(allAssets) > 0):
for asset in allAssets:
deps = editorAssetLib.find_p... |
# Copyright Epic Games, Inc. All Rights Reserved
"""
This script handles processing jobs for a specific queue asset
"""
import unreal
from .render_queue_jobs import render_jobs
from .utils import (
get_asset_data,
movie_pipeline_queue,
update_queue
)
def setup_queue_parser(subparser):
"""
This m... |
from os import listdir
import os
from os.path import isfile, join
import unreal
import csv
import string
import unicodedata
import argparse
##Command line to run without editor open
## /project/-Cmd.exe /project/.uproject -run=pythonscript -script="/project/.py"
class USendToUnreal:
#csv filepaths
'''
... |
# coding: utf-8
import unreal
import argparse
print("VRM4U python begin")
print (__file__)
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.ge... |
# Should be used with internal UE API in later versions of UE
"""
Automatically create material instances based on texture names
(as they are similar to material names)
"""
import unreal
import os
OVERWRITE_EXISTING = False
def set_material_instance_texture(material_instance_asset, material_parameter, texture_path... |
#!/project/ python3
"""
Complete Character Creation Master Script
========================================
This master script orchestrates the creation of the complete 2D character system
for the Warrior_Blue character including all components, logic, and test environment.
This script should be executed within Unreal... |
# 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
import argparse
import json
import unreal
from deadline_rpc import BaseRPC
from mrq_cli_modes import (
render_queue_manifest,
render_current_sequence,
render_queue_asset,
utils,
)
class MRQRender(BaseRPC):
"""
Class to execute dead... |
# -*- coding: utf-8 -*-
"""
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = 'timmyliang'
__email__ = 'user@example.com'
__date__ = '2020-07-21 19:23:46'
import unreal
import json
from collections import OrderedDict
from Qt import QtCore, ... |
# coding: utf-8
from asyncio.windows_events import NULL
from platform import java_ver
import unreal
import argparse
print("VRM4U python begin")
print (__file__)
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-meta")
args = parser.parse_args()
print(arg... |
import unreal
import importlib
import os
import sys
sys.path.insert(1, os.path.join(unreal.SystemLibrary.get_project_directory(), os.pardir, 'PythonCode'))
import subprocess
menu_owner = "ExampleOwnerName"
tool_menus = unreal.ToolMenus.get()
owning_menu_name = "LevelEditor.LevelEditorToolBar.PlayToolBar"
python_code... |
# -*- 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.") |
# -*- coding: utf-8 -*-
"""
Initialize unreal Qt Environment
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = "timmyliang"
__email__ = "user@example.com"
__date__ = "2020-05-30 21:47:47"
import os
import sys
import imp
import json
import co... |
import sys
import os
'''
yes, this is ugly
'''
if os.path.exists("/shared"):
sys.path.append("/shared")
if os.path.exists("/project/"):
sys.path.append("/project/")
elif os.path.exists("./shared"):
sys.path.append("./shared")
if os.path.exists("/project/-packages"):
sys.path.append("/project/-packa... |
"""
Metadata is a powerful tool when managing assets in Unreal. Instead of searching/recursing
through folders we can search and filter for assets by their metadata values.
This module includes examples to make use of and extend the functionality of metadata
PRE-REQUISITE:
Metadata names must be declared first in... |
import unreal
import argparse
import json
def get_scriptstruct_by_node_name(node_name):
control_rig_blueprint = unreal.load_object(None, '/project/')
rig_vm_graph = control_rig_blueprint.get_model()
nodes = rig_vm_graph.get_nodes()
for node in nodes:
if node.get_node_path() == node_name:
... |
# This script describes the different ways of setting variant thumbnails via the Python API
import unreal
def import_texture(filename, contentpath):
task = unreal.AssetImportTask()
task.set_editor_property('filename', filename)
task.set_editor_property('destination_path', contentpath)
task.automated =... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
import subprocess as sp
#-------------------------------------------------------------------------------
class _PlatformBase(unreal.Platform):
def _read_env(self):
yield from ()
def _get_version_ue4(self):
import re
... |
#from typing_extensions import Self
from typing_extensions import Self
import unreal
class wrapped_sb_bp :
dir :str
bp_class :object
loaded_bp :object
name :str
def get_selected_asset_dir() -> str :
selected_asset = unreal.EditorUtilityLibrary.get_selected_assets()[0]... |
import unreal
from typing import Optional
def get_asset_actor_by_label(label: str) -> Optional[unreal.Actor]:
"""
Gets the asset actor by the given label.
Args:
label (str): The label of the actor.
"""
actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
for acto... |
import os
import re
import subprocess
import time
from pathlib import Path
import unreal
import winsound
from mods.liana.helpers import *
from mods.liana.valorant import *
# BigSets
all_textures = []
all_blueprints = {}
object_types = []
all_level_paths = []
AssetTools = unreal.AssetToolsHelpers.get_asset_tools()
... |
from os import path
import os.path as Path
import unreal
TEMP_FILE = "c:/project/.txt"
CONTENT_CONFIG_NAME = "\Game"
LEVEL_ROOT_PATH = "Levels"
INI_MAPCOOK_STR = "+MapsToCook=(FilePath=\"DIR_STRING\")"
pack_level_folders = [
"AutoDungeon",
# "Tower/Tower02",
# "Tower/Tower03",
# "Tower/Tower04",
... |
import unreal
MEL = unreal.MaterialEditingLibrary
EAL = unreal.EditorAssetLibrary
from pamux_unreal_tools.utils.node_pos import NodePos, CurrentNodePos
from pamux_unreal_tools.base.material_expression.material_expression_sockets_base import OutSocket
from pamux_unreal_tools.generated.material_expression_wrappers impo... |
# 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 -*-
"""
UI to import Textures, Material Instance Constants and Static Meshes
"""
# mca python imports
import os
# PySide2 imports
import unreal
# software specific imports
# mca python imports
from mca.common import log
from mca.common.pyqt import common_windows, messages, file_dialogs
from mca.co... |
# coding: utf-8
import unreal
import time
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-debugeachsave")
args = parser.parse_args()
#print(args.vrm)
######
with unreal.ScopedSlowTask(1, "Convert MorphTarget") as slow_task_root:
s... |
from domain.import_asset_service import ImportAssetService
from infrastructure.configuration.message import ImportedFilesMessage
from infrastructure.logging.base_logging import BaseLogging
import unreal
class ImportAssetHandler:
def __init__(self, _importAssetService: ImportAssetService, _logging: BaseLogging):
... |
import unreal
'''
Creates a sequence for the given target camera
This script is called by MRQ's StillRenderSetupAutomation.
Args:
asset_name(str): The name of the sequence to be created
length_frames(int): The number of frames in the camera cut section.
package_path(str): The location for the new sequenc... |
import unreal
import os
# Get the list of weapons from ADACA_extract
weapons_dir = "C:/project/"
weapons = [w.replace(".uasset", "") for w in os.listdir(weapons_dir) if (not w.startswith("Wep_")) and w.endswith(".uasset")]
print(f"Weapons found: {weapons}")
package_path = "/project/"
factory = unreal.BlueprintFact... |
# -*- coding: utf-8 -*-
"""
返回材质中所有的 MaterialExpression
"""
# Import future modules
from __future__ import absolute_import
from __future__ import division
from __future__ import print_function
__author__ = "timmyliang"
__email__ = "user@example.com"
__date__ = "2022-01-20 10:02:33"
# Import local modules
from colle... |
import unreal
import configparser
import os
REBERU_CONTENT_FULL_PATH = f'{unreal.Paths.project_content_dir()}Reberu'
REBERU_SETTINGS : unreal.ReberuSettings = unreal.ReberuSettings.get_default_object()
EAL = unreal.EditorAssetLibrary
ELL = unreal.EditorLevelLibrary
EAS = unreal.get_editor_subsystem(unreal.EditorAssetS... |
# -*- coding: utf-8 -*-
import random
import unreal
import json
from Utilities.Utils import Singleton
class ButtonDivisionExample(metaclass=Singleton):
def __init__(self, json_path:str):
self.json_path = json_path
self.data:unreal.ChameleonData = unreal.PythonBPLib.get_chameleon_data(self.json_pa... |
# -*- coding: utf-8 -*-
import logging
import unreal
import inspect
import types
import Utilities
from collections import Counter
class attr_detail(object):
def __init__(self, obj, name:str):
self.name = name
attr = None
self.bCallable = None
self.bCallable_builtin = None
... |
import unreal
from ueGear.controlrig.paths import CONTROL_RIG_FUNCTION_PATH
from ueGear.controlrig.components import base_component, EPIC_control_01
from ueGear.controlrig.helpers import controls
class Component(base_component.UEComponent):
name = "test_Spine"
mgear_component = "EPIC_spine_02"
def __init... |
import unreal
textures:list[unreal.Texture2D] = unreal.EditorUtilityLibrary.get_selected_assets()
if not textures:
unreal.log_warning("No textures selected.")
for texture in textures:
texture.mip_gen_settings = unreal.TextureMipGenSettings.TMGS_SHARPEN4
texture.set_editor_property('mip_gen_settings', unr... |
import unreal
import logging
logger = logging.getLogger(__name__)
from pamux_unreal_tools.base.material_expression.material_expression_editor_property_base import MaterialExpressionEditorPropertyBase
from pamux_unreal_tools.base.material_expression.material_expression_sockets_base import InSocket, OutSocket
from pamux... |
import scripts.recording.takeRecorder as takeRecorder
import unreal
import scripts.utils.editorFuncs as editorFuncs
# import assets_tools
# import assets
from typing import Dict, Any
import scripts.popUp as popUp
# tk = takeRecorder.TakeRecorder()
# # Create an instance of EditorUtilityLibrary
# global_editor_utility... |
# Copyright Epic Games, Inc. All Rights Reserved
"""
This script handles processing jobs for a specific sequence
"""
import unreal
from getpass import getuser
from .render_queue_jobs import render_jobs
from .utils import (
movie_pipeline_queue,
project_settings,
get_asset_data
)
def setup_sequence_pars... |
# 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... |
import unreal
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
for asset in selected_assets :
# 파라미터 및
parameter_name = "EnableUDW"
control_bool_val = False
if isinstance(asset, unreal.MaterialInstanceConstant):
found = unreal.MaterialEditingLibrary.s... |
import unreal
@unreal.uclass()
class MCPManager(unreal.Object):
unreal_python = unreal.uproperty(bool, meta={"Category": "MCP Servers", "DisplayName": "unreal_python"}) |
import unreal
import tempfile
import csv
import os
import json
from scripts.common.utils import get_sheet_data # 이 줄 추가
from . import level_data # DT_LevelData 임포트를 위한 모듈
SHEET_ID = "19t28YoMTYX6jrA8tW5mXvsu7PMjUNco7VwQirzImmIE"
GID = "810949862"
TABLE_PATH = "/project/"
def create_scene_spot_data(display_name, thu... |
import unreal
import pyblish.api
class ValidateNoDependencies(pyblish.api.InstancePlugin):
"""Ensure that the uasset has no dependencies
The uasset is checked for dependencies. If there are any, the instance
cannot be published.
"""
order = pyblish.api.ValidatorOrder
label = "Check no depen... |
import unreal
actorLocation = unreal.Vector(0, 0, 0)
pointLight = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.PointLight, actorLocation)
pointLight.set_actor_label("key_light")
# Function to find the light actor by label name. The label name is what you name the light in the editor
def find_point_light... |
"""
Blueprint manipulation operations for creating and modifying Blueprint classes.
"""
from typing import Any, Dict, List, Optional
import unreal
# Enhanced error handling framework
from utils.error_handling import (
AssetPathRule,
ProcessingError,
RequiredRule,
TypeRule,
ValidationError,
ha... |
# 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 get_selected_asset_dir() :
ar_asset_lists = unreal.EditorUtilityLibrary.get_selected_assets()
if len(ar_asset_lists) > 0 :
str_selected_asset = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(ar_asset_lists[0])
path = str_selected_asset.rsplit('/', 1)[0] + '/'
r... |
import unreal
"""
Script adds prefixes to the selected assets
"""
def remove_prefix(asset: unreal.Object, prefixes):
name = asset.get_name()
separated = str(name).split('_')
i = 0
if len(separated) == 1:
return '_'.join(i for i in separated)
while i < len(separated):
if len(s... |
import unreal
def get_bone_transforms(skinned_mesh_component: unreal.SkinnedMeshComponent) -> dict:
bone_transforms = {}
for bone_index in range(skinned_mesh_component.get_num_bones()):
bone_name = skinned_mesh_component.get_bone_name(bone_index)
skeleton = skinned_mesh_component.skeletal_mesh... |
import unreal
import os
import glob
# Import additional ies files assets to tests other file types.
asset_path_to_change = os.path.join('C:/temp/','IES_Types')
# Listing all .ies files in folder
# Folder where files are located
files = glob.glob(asset_path_to_change+os.sep+'*.ies')
# Create folder in UE
light_d... |
import unreal
import re
ar_asset_lists = []
ar_asset_lists = unreal.EditorUtilityLibrary.get_selected_assets()
print (ar_asset_lists[0])
str_selected_asset = ''
if len(ar_asset_lists) > 0 :
str_selected_asset = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(ar_asset_lists[0])
#str_selected_asset... |
import unreal
reg_helper = unreal.AssetRegistryHelpers()
asset_reg = reg_helper.get_asset_registry()
asset_tool = unreal.AssetToolsHelpers.get_asset_tools()
packages_to_check = unreal.load_package('/project/.Skel_Arlong01_L_rig')
origin = unreal.SoftObjectPath('/project/.Skel_Arlong01_L_rig_Skeleton')
target = unrea... |
import unreal
from ueGear.controlrig.paths import CONTROL_RIG_FUNCTION_PATH
from ueGear.controlrig.components import base_component, EPIC_control_01
from ueGear.controlrig.helpers import controls
class Component(base_component.UEComponent):
name = "chain"
mgear_component = "EPIC_chain_01"
def __init__(se... |
from typing import List
import unreal
def list_assets() -> List[str]:
assets = unreal.EditorAssetLibrary.list_assets("/Game", recursive=True)
return assets
def main():
assets = list_assets()
print(assets)
if __name__ == "__main__":
main()
|
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