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import os import unreal from utils import get_world # filename: str : Windows file fullname of the asset you want to import # destination_path: str : Asset path # option: obj : Import option object. Can be None for assets that does not usually have a pop-up when importing. (e.g. Sound, Texture, etc.) # return: obj :...
import unreal import utils.utils as utils class MetaHuman: def __init__(self, path_asset, level_sequence): self.control_rig_face = None self.control_rig_body = None self.asset = unreal.load_asset(path_asset) self.actor = unreal.EditorLevelLibrary.spawn_actor_from_object(self.asset,...
# unreal.MovieSceneSequence # https://api.unrealengine.com/project/.html # unreal.LevelSequence # https://api.unrealengine.com/project/.html # unreal.SequencerBindingProxy # https://api.unrealengine.com/project/.html import unreal # sequence_path: str : The level sequence asset path # actor: obj unreal.Actor...
import json import unreal from utils.key import get_all_keys level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence() rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence) control_rig_face = None for rig in rig_proxies: if rig.control_rig.get_name() == "...
import unreal selected_list = unreal.EditorLevelLibrary.get_selected_level_actors() for actor in selected_list: if not isinstance(actor,unreal.StaticMeshActor): continue component = actor.get_component_by_class(unreal.StaticMeshComponent) # TODO 复制一个 static_mesh 进行高模编辑 static_mesh = component....
# 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...
""" AutoMatty Configuration - COMPLETE VERSION with UE 5.6 Native Menu System Dictionary-driven config management with enhanced menu hierarchy """ import unreal import os import sys import re import json # ======================================== # CONFIGURATION DICTIONARIES # ======================================== ...
import random import re import os import unreal from datetime import datetime from typing import Optional, Callable def clean_sequencer(level_sequence): bindings = level_sequence.get_bindings() for b in bindings: # b_display_name = str(b.get_display_name()) # if "Camera" not in b_display_name:...
import unreal selected_assets = unreal.EditorLevelLibrary.get_selected_level_actors() editor_asset_library = unreal.EditorAssetLibrary() def get_cinev_level_material_path(): subsystem_level = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) level_path = subsystem_level.get_current_level().get_path_name() ...
# coding=utf-8 import unreal """ Usage: import sequencer sequencer.NAME sequencer.hello() reload(sequencer) """ NAME = 'wangbo' def hello(): """ Only for test. :return: """ print('========================================================================') print('Get LevelSequence') prin...
import constants import unreal from rpc import RPC from utils import Loader @unreal.uenum() class PythonEnumSample(unreal.EnumBase): FIRST = unreal.uvalue(0) SECOND = unreal.uvalue(1) FOURTH = unreal.uvalue(3) @unreal.ustruct() class PathsStruct(unreal.StructBase): project_dirs = unreal.uproperty(st...
import unreal from CommonFunctions import filter_class,split_keywords """ 批量自动配置选中的贴图资产,根据贴图名自动设置贴图压缩类型 """ def set_compression_type_masks(texture): texture.set_editor_property("sRGB", False) texture.set_editor_property( "CompressionSettings", unreal.TextureCompressionSettings.TC_MASKS ) ...
from array import array import unreal _seek_comp_name : str = 'CapsuleComponent' _seek_property_name : str = '' selected : array = unreal.EditorUtilityLibrary.get_selected_assets() def swap_bp_obj_to_bp_c ( __bp_list:list) -> list : bp_c_list : list = [] for each in __bp_list : name_selected : str =...
""" Base class for all control rig functions """ # mca python imports # software specific imports import unreal # mca python imports from mca.ue.rigging.frag import frag_base class PinsComponent(frag_base.UEFRAGNode): def __init__(self, control_rig, fnode): super().__init__(control_rig=control_rig, fnode...
import unreal # # Get all actors in the current level # EditorSub = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) # EditorActorSubsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) # level_actors = EditorActorSubsys.get_all_level_actors() # editor_world = EditorSub.get_editor_world() # curre...
# Copyright Epic Games, Inc. All Rights Reserved. # import unreal menu_owner = "TestPy" tool_menus = unreal.ToolMenus.get() def GetMainPythonMenu(): main_menu = tool_menus.extend_menu("LevelEditor.MainMenu") main_menu.add_sub_menu(menu_owner, "", "Custom", "Custom", "") custom_menu = tool_menus.register_menu("Le...
import unreal selected : list = unreal.EditorUtilityLibrary.get_selected_assets() def setNaniteSetting (__selected : list ) -> bool : fallbackTrianglePercent = unreal.GeometryScriptNaniteOptions(fallback_percent_triangles = 10.0) # fallbackTrianglePercent = 0.1 for asset in __selected: meshNani...
# /project/ # @CBgameDev Optimisation Script - Log Materials With Missing Physical Materials # /project/ import unreal import os EditAssetLib = unreal.EditorAssetLibrary() SystemsLib = unreal.SystemLibrary workingPath = "/Game/" # Using the root directory notepadFilePath = os.path.dirname(__file__) + "//PythonOptimis...
# /project/ # @CBgameDev Optimisation Script - LOG Static Meshes Assets With X Num Of Materials # /project/ import unreal import sys # So we can grab arguments fed into the python script import os EditAssetLib = unreal.EditorAssetLibrary() StatMeshLib = unreal.EditorStaticMeshLibrary() workingPath = "/Game/" # Using...
# 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...
# -*- coding: utf-8 -*- """ Created on Tue Mar 12 12:59:05 2024 @author: WillQuantique """ import unreal name = "CineCameraActor_1" def select_actor_by_name(name:str): """ Parameters ---------- name : str Name of the object to be selected and returned Tip : use get_all_names()...
# Unreal Python script # Attempts to fix various issues in Source engine Datasmith # imports into Unreal from collections import Counter, defaultdict, OrderedDict import unreal import re import traceback import os import json import csv import posixpath import math from glob import glob # This is the SCALE / 100 whic...
# Copyright Epic Games, Inc. All Rights Reserved. import unreal import unrealcmd import subprocess #------------------------------------------------------------------------------- class _Impl(unrealcmd.Cmd): target = unrealcmd.Arg(str, "Cooked target to stage") platform = unrealcmd.Arg("", "Platform whose c...
import unreal import json import os import tkinter as tk from tkinter import filedialog # === TKINTER File Dialog === def choose_json_file(): root = tk.Tk() root.withdraw() file_path = filedialog.askopenfilename( title="Choose JSON File", filetypes=[("JSON Files", "*.json")], initia...
import unreal # Instances of Unreal Classes editor_level_lib = unreal.EditorLevelLibrary() editor_filter_lib = unreal.EditorFilterLibrary() # Get all actors and filter down to specific elements actors = editor_level_lib.get_all_level_actors() static_meshes = editor_filter_lib.by_class(actors, unreal.StaticMeshActor)...
```python import unreal class UnrealEngineVR: def __init__(self, investor_profile, experience_settings): self.investor_profile = investor_profile self.experience_settings = experience_settings self.engine = unreal.EditorLevelLibrary() def create_vr_experience(self): # Create a ...
# Copyright Epic Games, Inc. All Rights Reserved. import os import unreal import p4utils import flow.cmd import unrealcmd from peafour import P4 from pathlib import Path #------------------------------------------------------------------------------- class _SyncBase(unrealcmd.Cmd): def _write_p4sync_txt_header(s...
# Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/project/-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the Licens...
# 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 ...
import unreal import os import sys class Mtl(): def __init__(self): self.name = "" self.textureMap = "" self.alphaMap = "" self.diffuse = [0.7, 0.7, 0.7] self.specular = [0.0, 0.0, 0.0] self.ambient = [0.0, 0.0, 0.0] self.trans = 1.0 self.power = 0.0 self.lum = 1 self.isAccessory = False def imp...
# -*- coding: utf-8 -*- import os import sys import subprocess import unreal from Utilities.Utils import Singleton import random if sys.platform == "darwin": import webbrowser class ChameleonGallery(metaclass=Singleton): def __init__(self, jsonPath): self.jsonPath = jsonPath self.data = unreal...
""" GUI class to detect USDStageActors within Unreal Engine and play their level sequences """ import unreal import PySide2 from pathlib import Path from pxr import Usd, UsdGeom, Sdf from PySide2 import QtCore, QtWidgets, QtGui from PySide2.QtWidgets import * ELL = unreal.EditorLevelLibrary() EAL = unreal.EditorAsse...
import unreal def get_component_handles(blueprint_asset_path): subsystem = unreal.get_engine_subsystem(unreal.SubobjectDataSubsystem) blueprint_asset = unreal.load_asset(blueprint_asset_path) subobject_data_handles = subsystem.k2_gather_subobject_data_for_blueprint(blueprint_asset) return subobject_da...
import unreal unreal.log("hello world")
import unreal import re unreal.log(f'Python Asset Utilities nodes imported') unreal.log(f'\tTools:') unreal.log(f'\t\t Get Blueprint Factory node') unreal.log(f'\t\t Create Blueprint From Static Mesh') @unreal.uclass() class MyPyFunctionLibrary(unreal.BlueprintFunctionLibrary): @unreal.ufunction(params=[str, ], ...
import unreal from Utilities.Utils import Singleton import math try: import numpy as np b_use_numpy = True except: b_use_numpy = False class ImageCompare(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonB...
# 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 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 from typing import TypedDict subsystem_level = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) subsystem_actor = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) subsystem_editor = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) current_level_name = unreal.GameplayStatics.get_cu...
#!-!-!-!-!-!-!-!-!-!-!-!-!-!-# ##### ######## IMPORTS ##### import unreal print('starting ai_updates.py') ######## THING ##### #!-!-!-!-!-!-!-!-!-!-!-!-!-!-# ##### ######## VARIABLES ##### ######## THING ##### #!-!-!-!-!-!-!-!-!-!-!-!-!-!-# ##### ######## FUNCTIONS ##### ######## THING ##### # ######## R...
# /project/ # @CBgameDev Optimisation Script - LOG Skeletal Mesh Assets With X Num Of Materials # /project/ import unreal import sys # So we can grab arguments fed into the python script import os EditAssetLib = unreal.EditorAssetLibrary() SkeletalMeshLib = unreal.EditorSkeletalMeshLibrary() workingPath = "/Game/" #...
import unreal import re from typing import List, Literal 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) -> object : #source_mesh = ue.load_asset(__mesh_dir) loaded_bp_c = unreal.EditorAssetLibrary.load_blueprint_class(__bp_c) ...
from itertools import count import unreal class DeleteEmptyDirectories(object): editor_asset_lib = unreal.EditorAssetLibrary() sourceDirectory = "/project/" includeSubDirectories = True countOfDeleted = 0 assets = editor_asset_lib.list_assets(sourceDirectory, recursive=includeSubDirectories, inclu...
"""This uses a Qt binding of "any" kind, thanks to the Qt.py module, to produce an UI. First, one .ui file is loaded and then attaches another .ui file onto the first. Think of it as creating a modular UI. More on Qt.py: https://github.com/project/.py """ import sys import os import platform import atexit from . impo...
import unreal import os save_data_dir = ( unreal.Paths.project_saved_dir() ) + 'SaveGames/' print(save_data_dir) path = os.path.realpath(save_data_dir) os.startfile(path)
import unreal system_lib = unreal.SystemLibrary() string_lib = unreal.StringLibrary() SMSubsys = unreal.StaticMeshEditorSubsystem() EditorSubsys = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) # selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() # assets=selected_assets ...
# -*- coding: utf-8 -*- import unreal from Utilities.Utils import Singleton class MinimalExample(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonBPLib.get_chameleon_data(self.json_path) self.ui_output = "Info...
""" This script is used to fix properties of light actors in a game level. Usage: - Call the `fix_light_sources()` function to fix light actors at the current level. Functions: - `fix_light_actor()`: Adjusts the properties of a light actor. - `fix_light_sources()`: Fixes light actors at the current level. Note: - T...
# Copyright (c) 2023 Max Planck Society # License: https://bedlam.is.tuebingen.mpg.de/license.html # # Batch import CLO exported Alembic .abc files into Unreal Engine # import math import os from pathlib import Path import sys import time import unreal data_root = r"/project/" #whitelist_subjects_path = r"/project/....
""" AutoMatty Utilities - Simplified for UE Plugin Architecture No path discovery needed - UE handles it automatically! """ import unreal import re from automatty_config import AutoMattyConfig # That's it! No complex path discovery needed. # UE automatically adds Plugin/project/ to sys.path def setup_automatty_import...
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() ...
import unreal import re from typing import List, Literal 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) -> object : #source_mesh = ue.load_asset(__mesh_dir) loaded_bp_c = unreal.EditorAssetLibrary.load_blueprint_class(__bp_c) ...
# Copyright 2018 Epic Games, Inc. # Setup the asset in the turntable level for rendering import unreal import os import sys def main(argv): # Import the FBX into Unreal using the unreal_importer script current_folder = os.path.dirname( __file__ ) if current_folder not in sys.path: sys.path....
import unreal file_a = "/project/.fbx" file_b = "/project/.fbx" imported_scenes_path = "/project/" print 'Preparing import options...' advanced_mesh_options = unreal.DatasmithStaticMeshImportOptions() advanced_mesh_options.set_editor_property('max_lightmap_resolution', unreal.DatasmithImportLightmapMax.LIGHTMAP_512) ...
"""This uses a Qt binding of "any" kind, thanks to the Qt.py module, to produce an UI. First, one .ui file is loaded and then attaches another .ui file onto the first. Think of it as creating a modular UI. More on Qt.py: https://github.com/project/.py """ import sys import os import platform import atexit from . impo...
import unreal import sys sys.path.append('C:/project/-packages') from PySide import QtGui, QtUiTools WINDOW_NAME = 'Qt Window One' UI_FILE_FULLNAME = __file__.replace('.py', '.ui') class QtWindowOne(QtGui.QWidget): def __init__(self, parent=None): super(QtWindowOne, self).__init__(parent) self.aboutToClose = Non...
# 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 scripts.levelSequence as levelSequence import asyncio import httpx ######################################################################################################### # FBX EXPORT AND SENDER # ###################...
""" This is more of a personal preference, I found myself constantly getting the same systems and library classes, so I decided to make a module for them. This by no means every library or system, just a few to give the idea """ import unreal # Registries and Libraries asset_registry_helper = unreal.AssetRegistryHe...
# 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 def get_all_actors_in_level(level=None): """Get all actors in the current or specified level.""" if level is None: level = unreal.EditorLevelLibrary.get_editor_world().get_current_level() return unreal.EditorLevelLibrary.get_all_level_actors(level) def spawn_actor(actor_class, locati...
# -*- coding: utf-8 -*- """ Created on Thu Mar 21 11:51:52 2024 @author: WillQuantique """ import unreal def dellcams(): all_actors = unreal.EditorLevelLibrary.get_all_level_actors() # Loop through all actors to find the first camera for actor in all_actors: #unreal.log(actor.get_class().get_n...
import unreal # 获取所有菜单对象的入口点 menus = unreal.ToolMenus.get() # 创建主编辑器菜单的自定义菜单 # 查找主级编辑器的主菜单 main_menu = menus.find_menu("LevelEditor.MainMenu") # 在主菜单中添加名为"Custom Menu"的子菜单,内部标识为"LcL-Tools" test_menu = main_menu.add_sub_menu("Custom Menu", "Python Automation", "LcL-Tools", "LcL-Tools") # 刷新所有菜单组件以应用更改 menus.refresh_a...
# _ # (_) # _ __ ___ __ _ _ __ ___ ___ _ __ _ ___ _ __ ___ # | '_ ` _ \ / _` | '_ ` _ \ / _ \| '_ \| |/ _ \ '_ ` _ \ # | | | | | | (_| | | | | | | (_) | | | | | __/ | | | | | # |_| |_| |_|\__,_|_| |_| |_|\___/|_| |_|_|\___|_| |_| |_| # www.mamoniem.com # www.ue4u.xyz #Copyright 20...
# 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...
import unreal import argparse import sys import os test_identity_asset_name = 'KU_Test_Identity' def run_import_takes_script(path_to_takes : str, storage_path : str): #führt das Skript create_capture_data_auto.py aus. from create_capture_data_auto import import_take_data_for_specified_device is_using_LLF...
import unreal selected_assets: list[unreal.Object] = unreal.EditorUtilityLibrary.get_selected_assets() if not isinstance(selected_assets[0], unreal.SkeletalMesh): print('Please select a skeletal mesh') exit() selected_sm: unreal.SkeletalMesh = selected_assets[0] sm_path = selected_sm.get_path_name() sm_skele...
# 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...
import unreal import os import csv import tempfile from scripts.common.utils import get_sheet_data SHEET_ID = "1IPkguLmxUeet2eDBQ5itDTwch-36CFxZ-gYn6AmMlnE" GID = "1018530766" TABLE_PATH = "/project/" def set_file_writable(file_path): """파일의 읽기 전용 속성을 해제""" if os.path.exists(file_path): try: ...
import unreal import csv def GetCSV(csvPath): file = open(csvPath, "r") csvReader = csv.reader(file) csvList = list(csvReader) file.close() return csvList def LoadAssets(assetPath): # Based on: # https://docs.unrealengine.com/en-us/project/-and-Automating-the-Editor/Editor-Scripting-How-Tos/Setting-up-Collisi...
#!/project/ python3 """ Automated Birmingham Building Importer Based on the GPT agent report - imports FBX buildings with embedded coordinates """ import subprocess def import_birmingham_buildings(): """Import all 5 Birmingham FBX buildings using UE5 Python automation""" print("🏗️ Starting automated Bir...
""" UEMCP Auto-startup Script This script is automatically executed when the plugin loads """ import os import sys import time import unreal # Add this plugin's Python directory to path plugin_python_path = os.path.dirname(os.path.abspath(__file__)) if plugin_python_path not in sys.path: sys.path.append(plugin_p...
import os import json import unreal from Utilities.Utils import Singleton class Shelf(metaclass=Singleton): ''' This is a demo tool for showing how to create Chamelon Tools in Python ''' MAXIMUM_ICON_COUNT = 12 Visible = "Visible" Collapsed = "Collapsed" def __init__(self, jsonPath:str):...
# 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...
# 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 ...
# Nguyen Phi Hung @ 2020 # user@example.com from unreal_global import * import hashlib import unreal class AssetRegistryPostLoad: _callbacks = {} @classmethod def register_callback(cls, func, *args, **kws): cls._callbacks[hashlib.md5(str((func, args, kws)).encode()).hexdigest()] = ( ...
import json import os import re import time from collections.abc import Iterable from pathlib import Path from subprocess import run import unreal SELECTIVE_OBJECTS = [] projectpath = unreal.Paths.project_plugins_dir() newpath = projectpath + 'Uiana/project/.json' f = open(newpath) JsonMapTypeData = json.load(f) FILE...
import unreal MEL = unreal.MaterialEditingLibrary from pathlib import Path import sys from importlib import * sys.path.append(str(Path(__file__).parent.parent.parent.parent.resolve())) reloads = [] for k, v in sys.modules.items(): if k.startswith("pamux_unreal_tools"): reloads.append(v) for module in ...
from typing import * from pathlib import Path import unreal def get_subsystem( engine_major_version: int ): EditorActorSub = EditorLevelSub = EditorSub = None if engine_major_version == 5: EditorActorSub = unreal.EditorActorSubsystem() EditorLevelSub = unreal.LevelEditorSubsystem() ...
# 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 ...
#! /project/ python # -*- coding: utf-8 -*- """ These are the Maya menus that get loaded """ # mca python imports # PySide2 imports # software specific imports import unreal # mca python imports from mca.common import log from mca.common.tools.toolbox import toolbox_data logger = log.MCA_LOGGER ACTION_PROJ_DOCS =...
import unreal def render_sequencer(): """ Renders the currently open level sequence using Unreal Engine's Movie Render Pipeline. """ # Get the current level sequence sequencer = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence() if not sequencer: unreal.log_error("N...
import unreal import os import glob import csv import time def set_actor_location(actor, x, y): actor.set_actor_location(unreal.Vector(x, y, 170), False, True) def get_actor_location(actor): return actor.get_actor_location() def get_capture_cube(): # Will always be one actor! actor_class = unreal....
#!/project/ python3 """ Animation Assignment via Blueprint API Uses Blueprint Editor API to set default values directly in the blueprint """ import unreal def assign_animations_via_blueprint_api(): """Assign animations using Blueprint Editor API""" print("=== Assigning Animations via Blueprint Editor API...
# -*- coding: utf-8 -*- import unreal import sys import pydoc import inspect import os 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, **kwargs) ...
# -*- coding: utf-8 -*- """ Initialization module for mca-package """ # mca python imports import os # software specific imports import unreal # mca python imports from mca.ue.paths import ue_path_utils from mca.ue.assettypes import py_base from mca.common import log logger = log.MCA_LOGGER # Todo ncomes: The red...
# 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-FileCopyrightText: 2018-2025 Xavier Loux (BleuRaven) # # SPDX-License-Identifier: GPL-3.0-or-later # ---------------------------------------------- # Blender For UnrealEngine # https://github.com/project/-For-UnrealEngine-Addons # ---------------------------------------------- from typing import Tuple import...
import unreal import logging logging.basicConfig(level=logging.INFO) logger = logging.getLogger(__name__) @unreal.uclass() class EditorUtility(unreal.GlobalEditorUtilityBase): pass @unreal.uclass() class EditorAssetLibrary(unreal.EditorAssetLibrary): pass @unreal.uclass() class AnimationLibrary(unreal.Anima...
import unreal def getActor(actorName): """ seach for an actor label arg: actorName = str|label beaing searched for returns: list of actor(s) """ actor_subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) level_actors = actor_subsys.get_all_level_actors() filt...
# -*- 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.")
import unreal import os import pandas as pd error_list = pd.read_csv(r"/project/.csv") selectionAssets = unreal.EditorUtilityLibrary().get_selected_assets() asset_paths = [item.get_path_name() for item in selectionAssets] for asset_path in asset_paths: asset = unreal.EditorAssetLibrary.load_asset(asset_path.spl...
from __future__ import annotations """ This script will be called from 'vscode_execute_entry.py' and will execute the user script """ import traceback import tempfile import logging import ast import sys import os from contextlib import nullcontext import unreal TEMP_FOLDERPATH = os.path.join(tempfile.gettempdir()...
import unreal import os import socket import time is_playing = False tickhandle = None s = socket.socket() host = '127.0.0.1' port = 12345 s.connect((host,port)) def testRegistry(deltaTime): asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() if asset_registry.is_loading_assets(): ...
import unreal from Utilities.Utils import Singleton import math try: import numpy as np b_use_numpy = True except: b_use_numpy = False class ImageCompare(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonB...
# This scripts describes the process of capturing an managing properties with a little more # detail than test_variant_manager.py import unreal # Create all assets and objects we'll use lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset("LVS", "/Game/") lvs_actor = unreal.VariantManagerLibrary.create_...
import unreal def replace_scene_with_static_mesh_component(blueprint_path): """ 将 Blueprint 中的所有 SceneComponent 替换为 StaticMeshComponent :param blueprint_path: Blueprint 资产路径(如 "/project/.MyBP") """ # 安全加载 Blueprint try: blueprint = unreal.load_asset(blueprint_path) if not bluepr...
# -*- coding: utf-8 -*- """ """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = 'timmyliang' __email__ = 'user@example.com' __date__ = '2020-06-28 21:17:21' import os import itertools import fbx import FbxCommon DIR = os.path.dirname(__fil...
import unreal selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() if len(selected_assets) == 0: unreal.log_warning("Please select an asset") quit() dir_path = selected_assets[0].get_path_name().replace(selected_assets[0].get_name()+'.'+selected_assets[0].get_name(), "") asset_registry = unre...