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# 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...
import unreal # def listAssetPaths(): # # print ('reloaded') # EAL = unreal.EditorAssetLibrary # assetPaths = EAL.list_assets('/Game') # for i in assetPaths: # print (i) # def getSelectionContentBrowser(): # EUL = unreal.EditorUtilityLibrary # selectedAssets = EUL.get_selected_asse...
# develop 分支 import unreal import csv import time import os import pandas as pd from multiprocessing import Pool, Process import threading from concurrent.futures import ThreadPoolExecutor import concurrent.futures # TODO:可以当成snippet方便复用 def saveToAsset(actor , GW , AO): try: setting = unreal.MeshMergingS...
# Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. import os import math import unreal from enum import IntEnum from typing import Optional, Any from dataclasses import dataclass, field, asdict from openjd.model import parse_model from openjd.model.v2023_09 import ( StepScript, StepTemplate,...
# 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 cameras: list[unreal.CameraActor] sorted_cameras = sorted(cameras, key=lambda camera: ( int(camera.get_actor_label().lower().partition('photospot')[2].partition('_')[0] or camera.get_actor_label().lower().partition('samplespot')[2].partition('_')[0] or 0), int(camera.get_actor_label().par...
# 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 Union impor...
# -*- coding: utf-8 -*- """Load FBX with animations.""" import json import os import ayon_api import unreal from ayon_core.pipeline import (AYON_CONTAINER_ID, get_current_project_name, load_container, discover_loader_plugins...
import unreal # lala = unreal.TakeMetaData() # lala.unlock() # lala.set_slate("lala") # lala.set_take_number(1) # print(lala.get_slate()) # tk = unreal.TakeRecorderBlueprintLibrary() # unreal.TakeRecorderBlueprintLibrary.open_take_recorder_panel() # panel = unreal.TakeRecorderBlueprintLibrary.get_take_recorder_pa...
""" This script fixes decals and overlays in the level by updating their materials. This script searches for all actors in the level with names starting with "info_overlay_". For each matching actor, it retrieves the Static Mesh Component and updates the materials to add an alpha channel. The materials are set to use...
# /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...
"""Handles batch processing of animation files.""" import unreal from PySide6 import QtCore from .body_processor import BodyProcessor from ...utils.logging_config import logger class BodyBatchProcessor(QtCore.QObject): """Manages batch processing of animation files.""" progress_updated = QtCore.Signal(int, ...
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_level_variant_sets_actor(lvs) if lvs is None or lvs_actor is None: print "Failed to spawn either the LevelVariantSets asset or ...
import unreal import os from tests.test_config import * def create_test_directory(path): """Create a test directory if it doesn't exist.""" if not unreal.EditorAssetLibrary.does_directory_exist(path): unreal.EditorAssetLibrary.make_directory(path) def cleanup_test_assets(prefix=TEST_ASSET_PREFIX): ...
#!/project/ python # -*- coding: utf-8 -*- # # importAsset.py # @Author : () # @Link : # @Date : 2019/project/ 下午10:14:53 # 导入资产(可以是任意类型资产) # execfile(r'/project/.py') import unreal import os # 要导入资产内容的源路径 asset_path = '/project/.FBX' print(asset_path) # 要导入资产内容的目标路径 destination_path = '/project/' # 生成导...
# -*- 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 os import hashlib import requests import unreal def get_plugin_paths(plugin_name="MinesweeperMind"): """ Retrieve key directories for the plugin. Returns a tuple: (plugin_root, scripts_dir, models_dir) """ plugin_root = os.path.join(unreal.Paths.project_plugins_dir(), plugin_name) did_su...
#!/project/ python # -*- encoding: utf-8 -*- import unreal from MPath import MPath e_util = unreal.EditorUtilityLibrary() a_util = unreal.EditorAssetLibrary() str_util = unreal.StringLibrary() sys_util = unreal.SystemLibrary() l_util = unreal.EditorLevelLibrary() class UNode: ''' 对大纲种Actor 对象的封装,目前可以通过该对象修改的属...
import unreal import time total_frames = 90 text_label = 'Working...' with unreal.ScopedSlowTask(total_frames, text_label) as slow_task: slow_task.make_dialog(True) for i in range(total_frames): if slow_task.should_cancel(): break slow_task.enter_progress_frame(1) time.sleep...
import unreal import os from pathlib import Path # import sys # sys.path.append('C:/project/ Drone/project/') # from rc_automation import upload_VR_to_gcs def import_datatable(): fpath = "C:/project/.csv" dpath = '/project/' datatable_import_task = unreal.AssetImportTask() datatable_import_task.file...
""" tools_capture_lookdev_renders.py Run from UE Editor Python to capture a set of high-res renders from the LookDev level using HighResScreenshot. """ import os from datetime import date import unreal # noqa: F401 ROOT = unreal.SystemLibrary.get_project_directory() LOG = os.path.normpath(os.path.join(ROOT, "../proje...
import unreal asset = unreal.EditorAssetLibrary.load_asset("/project/") # Get the EditorUtilitySubsystem Subsys = unreal.get_editor_subsystem(unreal.EditorUtilitySubsystem) # Spawn a new tab and register it with the EditorUtilitySubsystem Subsys.spawn_and_register_tab(asset)
# 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) 2025 The SPEAR Development Team. Licensed under the MIT License <http://opensource.org/project/>. # Copyright(c) 2022 Intel. Licensed under the MIT License <http://opensource.org/project/>. # import spear import spear.utils.editor_utils import unreal unreal_editor_subsystem = unreal.get_editor_subsy...
import unreal import os path_index: int projectPath = unreal.Paths.project_dir() screenshotsPath = projectPath + "/project/" saveGamesPath = projectPath + "/project/" customizePath = projectPath + "/CustomizePresets/" pathsArray = [screenshotsPath, saveGamesPath, customizePath] targetPath = pathsArray[path_index]...
#!/project/ python3 """ Animation Assignment Script Assigns flipbook animations to the WarriorCharacter blueprint slots """ import unreal def assign_animations_to_blueprint(): """Assign all flipbook animations to the blueprint animation slots""" print("=== Assigning Animations to Blueprint Slots ===") ...
# 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 unreal module from typing import List #import typing module for 'clearer' annotation ##But, this is not Typescript though, :( _seek_parent_material: unreal.Material #pick from editor _seek_parent_material_class: object = _seek_parent_material.get_class() compare_seek_parent_material_class ...
# 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...
# -*- coding: utf-8 -*- """ 可以输入带提示的 下拉菜单 组件 """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = "timmyliang" __email__ = "user@example.com" __date__ = "2020-07-18 21:09:23" from ue_util import toast from Qt import QtCore, QtWidgets, QtGui fr...
import unreal import os import json # ======= CONFIGURATION ======= JSON_FOLDER = r"/project/" MATERIAL_SEARCH_FOLDER = '/project/' # Folder to search for materials DEFAULT_MATERIAL_PATH = '/project/' # Fallback material # ============================== def load_material_by_name(name, slot_index=0): assets = un...
import posixpath import unreal from unreal import EditorAssetLibrary as asset_lib from unreal import PyToolkitBPLibrary as py_lib from unreal import EditorLoadingAndSavingUtils as ls_utils asset_tool = unreal.AssetToolsHelpers.get_asset_tools() def create_asset(asset_path="", unique_name=True, asset_class=None, asse...
import unreal import os import scripts.utils.editorFuncs as editorFuncs from scripts.config.params import Config import scripts.state.stateManagerScript as stateManagerScript import scripts.utils.popUp as popUp from scripts.utils.logger import RecordingLog, guess_gloss_from_filename _log = RecordingLog() params = Conf...
import logging import unreal class UnrealLogHandler(logging.Handler): """ A logging.Handler that sends log messages into the Unreal Output Log. Depending on record.levelno, it will call unreal.log, unreal.log_warning, or unreal.log_error. """ def __init__(self): super().__init__() def ...
import unreal import json def generate_scene_layout(demand): path = "./format_json.json" from openai import OpenAI client = OpenAI() gpt_model = "gpt-3.5-turbo" completion = client.chat.completions.create(model=gpt_model, messages=[{"role": "...
# /project/ # @CBgameDev Optimisation Script - Log No Collision Static Meshes # /project/ import unreal import os EditAssetLib = unreal.EditorAssetLibrary() StatMeshLib = unreal.EditorStaticMeshLibrary() workingPath = "/Game/" # Using the root directory notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseL...
import os from typing import Callable, Dict, List, Optional, Tuple import unreal import utils from constants import ( ENGINE_MAJOR_VERSION, ENGINE_MINOR_VERSION, MATERIAL_PATHS, PROJECT_ROOT, RenderJobUnreal, RenderPass, SubSystem, UnrealRenderLayerEnum, ) # define the post process mat...
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/ parser = argparse.ArgumentParser(desc...
import unreal from downsize import step0_settings as settings def remap_uepath_to_filepath(uepath: str) -> str: #언리얼 패스 -> 파일 패스로 변환 ''' ## Description: Remap the Unreal Engine path to the file path ''' projectPath = unreal.Paths.project_dir() #print(projectPath) filepath = uepath.replace('/Ga...
import unreal import math import json import pprint import datetime import os import csv import uuid from enum import Enum from typing import Any, List, Optional, Dict, TypeVar, Type, Callable, cast # Função para carregar um arquivo CSV e convertê-lo em uma grade (grid) de números def load_csv(file_path): grid = [...
import unreal import tempfile import os import csv from ..common.utils import get_sheet_data SHEET_ID = "1pJmY-9qeM85mW0X69SqVfck-YENJKnh-y-vrg_VN5BQ" GID = "866191023" TABLE_PATH = "/project/" def create_target_data_list(data, row): """TargetDataList 문자열 생성""" # 첫 번째 TargetDataList allowed_types1 = str(r...
#Thanks to Mystfit https://github.com/project/-StableDiffusionTools/project/ import importlib.util import unreal import signal import install_dependencies #adding menus menus = unreal.ToolMenus.get() # Find the 'edit' menu, this should not fail, # but if we're looking for a menu we're unsure about 'if not' # works as...
""" This module shows some basic actor interactions with a focus on processing the actor hierarchy in our current 3D level """ import unreal from recipebook.unreal_systems import ( EditorAssetLibrary, EditorActorSubsystem, UnrealEditorSubsystem ) function_demo_class = None def get_all_actors(include_...
import unreal from unreal import MaterialInstanceConstant # consolidate together Material Instances assets having the same name # WARNING: will erase consolidated assets # retrieves all assets from the directory and its sub directories asset_subsys = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) all_asse...
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.log("Hello World From A Script")
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_level_variant_sets_actor(lvs) if lvs is None or lvs_actor is None: print ("Failed to spawn either the LevelVariantSets asset or...
import unreal actor: unreal.Actor unreal.EditorLevelLibrary.pilot_level_actor(actor)
# 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...
import unreal # Define the path where you want to create the Blueprint folder_path = "/project/" # Change this to your desired folder path blueprint_name = "MyNewActorBlueprint" component_class_path = "/project/.GameItem" # The path to your custom Actor component # Ensure the folder exists unreal.EditorAssetLibrary...
# 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 sys sys.path.append("/project/-packages") from PySide import QtCore, QtGui, QtUiTools editor_level_lib = unreal.EditorLevelLibrary() class SimpleGUI(QtGui.QWidget): def __init__(self, parent=None): super(SimpleGUI, self).__init__(parent) #load the created ui widget s...
import unreal def filter_out_skeletal_mesh() -> [unreal.SkeletalMesh]: skeletal_meshes = [] for asset in unreal.EditorUtilityLibrary.get_selected_assets(): if isinstance(asset, unreal.SkeletalMesh): skeletal_meshes.append(asset) else: unreal.EditorDialog.show_message( ...
import unreal blendSpace_dir = input() #blendSpace_dir = "/project/" bs_lists = unreal.EditorAssetLibrary.list_assets(blendSpace_dir) bs_assets_list = [] for i in bs_lists: bs_assets_list.append ( unreal.EditorAssetLibrary.load_asset(i) ) for i in bs_assets_list: num_sample = i.get_editor_property("sample_da...
import unreal import time asset_path = "/project/" all_actors = unreal.EditorLevelLibrary.get_all_level_actors() all_assets = unreal.EditorAssetLibrary.list_assets(asset_path) all_assets_loaded = [unreal.EditorAssetLibrary.load_asset(a) for a in all_assets] texture_cube_assets = unreal.EditorFilterLibrary.by_class(all...
# Copyright Epic Games, Inc. All Rights Reserved. """ Test (and demo) UE Python stub type hinting/syntax highlighting. This module checks if Python stub type hinting works properly. The file can be executed, but it is also meant to be loaded in a third party Python editor that support type checking (VSCode/PyCharm) a...
# -*- coding: utf-8 -*- """ Created on Sat Apr 13 11:46:18 2024 @author: WillQuantique """ import unreal import time import random as rd import sys sys.path.append("D:/Lab Project/UE_5.3/project/") import numpy as np def reset_scene(sequence_path): """ Deletes the specified sequence from the asset library a...
import unreal def run_image_2_text(): """ Function to run image to text tagging. """ subsystem = unreal.get_editor_subsystem(unreal.AITagsEditorSubsystem) subsystem.clean_cached_assets() selected_assets = unreal.EditorUtilityLibrary.get_selected_asset_data() subsystem.add_assets_to_cache(se...
import unreal selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() loaded_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) saturation: float error_message = "" error_messages = [] asset_count = 0 selected_assets_count = len(selected_assets) is_success = True def make_error_message(m...
# AdvancedSkeleton To ControlRig # Copyright (C) Animation Studios # email: user@example.com # exported using AdvancedSkeleton version:x.xx import unreal import re engineVersion = unreal.SystemLibrary.get_engine_version() asExportVersion = x.xx asExportTemplate = '4x' print ('AdvancedSkeleton To ControlRig (Unreal:'+e...
''' from Lib import __lib_topaz__ as topaz import unreal temp : unreal.AnimSequence = topaz.get_selected_asset() print(temp) ctrl : unreal.AnimationDataController = temp.controller # 형변환 print(ctrl) f_t0 = unreal.FrameNumber(3951) #3951 f_t1 = unreal.FrameNumber(4251) #4251 끝프레임4751 frames = unreal.FrameNumber....
# py "C:/project/.EngTools/project/.py" # https://dev.epicgames.com/project/-us/unreal-engine/unreal-engine-material-expressions-reference import unreal import sys import inspect import types from pathlib import Path from importlib import * sys.path.append(str(Path(__file__).parent.parent.parent.parent.parent.resolve...
#!-!-!-!-!-!-!-!-!-!-!-!-!-!-# ##### ######## IMPORTS ##### import unreal print('starting ai_updates.py') ######## THING ##### #!-!-!-!-!-!-!-!-!-!-!-!-!-!-# ##### ######## VARIABLES ##### ######## THING ##### #!-!-!-!-!-!-!-!-!-!-!-!-!-!-# ##### ######## FUNCTIONS ##### ######## THING ##### # ######## R...
import unreal import datetime import random import json unreal.log("It's {}".format(datetime.datetime.now())) unreal.log("A dice roll: {}".format(random.randrange(1, 6))) user_config = { "name": "Bob", "screen_size": (1920, 1080), "is_active": True, } unreal.log("The project is located at {}".format(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 ...
import unreal start, rotation = unreal.EditorLevelLibrary.get_level_viewport_camera_info() end = start + rotation.get_forward_vector() * 10000.0 actors = unreal.EditorLevelLibrary.get_all_level_actors() # print actors[0] # actors_except_foliage = unreal.EditorLevelLibrary.get_selected_level_actors() # print actors_ex...
# Copyright (c) 2023 Max Planck Society # License: https://bedlam.is.tuebingen.mpg.de/license.html # # Render jobs in MovieRenderQueue and generate camera ground truth (extrinsics/intrinsics) information # # Requirements: # Python Editor Script Plugin # Unreal 5.0.3+ # from pathlib import Path import re import sy...
# 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 from typing import Dict, Any from utils import logging as log import json # Import json for parsing C++ response # Lazy load the C++ utils class to avoid issues during Unreal init _widget_gen_utils = None def get_widget_gen_utils(): global _widget_gen_utils if _widget_gen_utils is None: t...
import unreal print("=== SETTING UP COMPLETE TEST LEVEL (FIXED) ===") try: # Load TestLevel print("Loading TestLevel...") level_loaded = unreal.EditorLevelLibrary.load_level('/project/') if not level_loaded: print("Creating new TestLevel...") unreal.EditorLevelLibrary.new_level('/...
import unreal import os # 本脚本对于选中的Static Mesh创建一个蓝图 # 蓝图的父类为'/project/' selectionAssets = unreal.EditorUtilityLibrary().get_selected_assets() static_mesh_assets = [] asset_paths = [item.get_path_name() for item in selectionAssets] # 筛选所有static mesh for asset_path in asset_paths: asset = unreal.EditorAssetLibrary...
# -*- coding: utf-8 -*- import os import sys import subprocess import unreal from Utilities.Utils import Singleton import random import re if sys.platform == "darwin": import webbrowser class ChameleonGallery(metaclass=Singleton): def __init__(self, jsonPath): self.jsonPath = jsonPath self.da...
import unreal def log_hello_unreal(): ''' logs hello unreal to the output log in unreal. ''' unreal.log_warning("hello unreal") log_hello_unreal() # import sequencer_examples # unreal.log_warning("sequencer_examples is loaded!") # import sequencer_fbx_examples # unreal.log_warning("sequencer_fbx_exa...
import unreal import sys from os.path import dirname, basename, isfile, join import glob import importlib import traceback 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...
# 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...
# -*- coding: utf-8 -*- import unreal import os from Utilities.Utils import Singleton from Utilities.Utils import cast import Utilities import QueryTools import re import types import collections from .import Utils global _r COLUMN_COUNT = 2 class DetailData(object): def __init__(self): self.filter_str ...
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)
import unreal import sys sys.path.append('C:/project/-packages') from PySide import QtGui, QtUiTools WINDOW_NAME = 'Qt Window Two' UI_FILE_FULLNAME = __file__.replace('.py', '.ui') class QtWindowTwo(QtGui.QWidget): def __init__(self, parent=None): super(QtWindowTwo, self).__init__(parent) self.aboutToClose = Non...
import unreal DO_FOR_ALL = True if DO_FOR_ALL: actors = unreal.EditorLevelLibrary.get_all_level_actors() else: actors = unreal.EditorLevelLibrary.get_selected_level_actors() relative_offset = unreal.Vector(-54278.789062, +98541.882812, +63584.894531) for actor in actors: current_location = actor.get_acto...
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) ...
# 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...
# -*- 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.")
# 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 unreal import flow.cmd from peafour import P4 import subprocess as sp from pathlib import Path #------------------------------------------------------------------------------- class _Collector(object): def __init__(self): self._dirs = [] ...
import os import sys import inspect import logging import traceback from functools import wraps import pyblish.api from . import ipc, settings, _state from .vendor.six.moves import queue from .vendor import six if six.PY2: class __FullArgSpec(object): def __init__(self, func): spec = inspect....
# Copyright Epic Games, Inc. All Rights Reserved. import re import unreal import flow.cmd import unrealcmd import uelogprinter import unreal.cmdline #------------------------------------------------------------------------------- class _CookPrettyPrinter(uelogprinter.Printer): def __init__(self): super()....
# Copyright Epic Games, Inc. All Rights Reserved. import os import re import shutil import unreal #------------------------------------------------------------------------------- class Platform(unreal.Platform): name = "Android" def _read_env(self): version = self.get_version() prefix = f"And...
import unreal ar_asset_lists = unreal.EditorUtilityLibrary.get_selected_assets() ar_selected_0 = ar_asset_lists[0] for each in ar_asset_lists : import_data_selected = each.get_editor_property("asset_import_data") frame_rate_data = import_data_selected.get_editor_property("custom_sample_rate") using_defa...
# Copyright 2018 Epic Games, Inc. import unreal import os import sys """ Functions to import FBX into Unreal """ def _sanitize_name(name): # Remove the default Shotgun versioning number if found (of the form '.v001') name_no_version = re.sub(r'.v[0-9]{3}', '', name) # Replace any remaining '.' with...
import unreal from Components.toaster import show_toast # Import the toast function def group_actors_by_type(): """Groups all actors in the level by type and moves them into respective folders.""" editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) all_actors = editor_actor_s...
import unreal blueprint, = unreal.EditorUtilityLibrary.get_selected_assets() path = "%s_C" % blueprint.get_path_name() bp_gc = unreal.load_object(None, path) bp_cdo = unreal.get_default_object(bp_gc) bp_cdo.set_editor_property("default_material",False) bp_cdo.set_editor_property("default_out_line",False) bp_cdo.set_...
#from pyautogui import* #import pyautogui import time #import keyboard import random #import wid32api, win32con import unreal # get_selected_assets @unreal.uclass() class MyEditorUtility(unreal.GlobalEditorUtilityBase): pass #pockets selectedAssets = MyEditorUtility().get_selected_assets() for asset in range(se...
# -*- coding: utf-8 -*- """ 属性批量传递工具 - [x] TreeView - [x] Overlay 组件 - [x] 过滤接入 - [x] 选择资产属性配置颜色 - [x] 右键菜单 - [ ] ~勾选属性导出导入~ - [ ] ~蓝图属性复制~ """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = "timmyliang" __email__ = "user@example.com" __date...
import unreal import json from typing import Dict, Any, List, Tuple, Union, Optional from utils import unreal_conversions as uc from utils import logging as log def handle_create_blueprint(command: Dict[str, Any]) -> Dict[str, Any]: """ Handle a command to create a new Blueprint from a specified parent class...
import unreal data = unreal.AutomatedAssetImportData() data.destination_path = "/project/" data.filenames = ["C:/project/.fbx"] factory = unreal.FbxSceneImportFactory() data.factory = factory unreal.AssetToolsHelpers.get_asset_tools().import_assets_automated(data)
#!-!-!-!-!-!-!-!-!-!-!-!-!-!-# ##### ######## IMPORTS ##### import unreal print('starting ai_updates.py') ######## THING ##### #!-!-!-!-!-!-!-!-!-!-!-!-!-!-# ##### ######## VARIABLES ##### ######## THING ##### #!-!-!-!-!-!-!-!-!-!-!-!-!-!-# ##### ######## FUNCTIONS ##### ######## THING ##### # ######## R...
import unreal from unreal import ( StaticMesh, ) from collections import defaultdict # input static_mesh: StaticMesh edge_max: int face_count_max: int print_log: bool # output result: bool log_str: str mesh_path = static_mesh.get_path_name() def are_normals_aligned(normals, tolerance=1e-4): """判断所有法线是...
# 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 class PamuxAssetUtils: @staticmethod def ensureAssetDirectoryExists(dir: str): if not unreal.EditorAssetLibrary.does_directory_exist(dir): unreal.EditorAssetLibrary.make_directory(dir) @staticmethod def split_asset_path(asset_path: str): last_slash = asset_pat...