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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... |
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