text stringlengths 15 267k |
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import unreal
def create_material_instance(parent_material_path, instance_name, instance_path):
"""Create a material instance from a parent material."""
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
parent_material = unreal.EditorAssetLibrary.load_asset(parent_material_path)
if parent_materi... |
import json
import os.path
import statistics
import time
import unreal
# 1uu = 1cm would be 100.0
def get_dir_and_type(_object):
print("-------------------------------------")
print(type(_object))
for e in dir(_object):
print(e)
print("-------------------------------------")
# class HitRe... |
# -*- coding: utf-8 -*-
import pyblish.api
import unreal
from ayon_core.pipeline.publish import PublishValidationError, RepairAction
from ayon_unreal.api.pipeline import get_tracks, add_track
class ValidateCameraTracks(pyblish.api.InstancePlugin):
"""Ensure that the camera tracks existing
in the selected lev... |
# 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 -*-
"""
Import FBX.
"""
# Import future modules
from __future__ import absolute_import
from __future__ import division
from __future__ import print_function
# Import built-in modules
import logging
# Import third-party modules
import unreal
__author__ = "timmyliang"
__email__ = "user@example.co... |
# 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
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)
... |
from domain.sound_service import SoundService
from infrastructure.configuration.path_manager import PathManager
from infrastructure.configuration.message import SoundCueMissingAttenuationMessage, SoundCueMissingConcurrencyMessage, SoundCueMissingSoundClassMessage
from infrastructure.data.base_repository import BaseRepo... |
import unreal
"""
Script to be run inside UE5 GUI for easily grabbing scene_graph.jsons for correct examples for few-shot learning.
"""
actors = unreal.EditorLevelLibrary.get_all_level_actors()
master_actor_dict = {"world": "example_world", "actors":[]}
for actor in actors:
name = actor.get_fname()
id_ = act... |
# 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 ... |
#MI Depth ์ ๋ฆฌ์ฉ
import unreal
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
for each in selected_assets :
print(each.get_name())
if each.__class__ == unreal.MaterialInstanceConstant :
get_parent_mat = each.get_editor_property('parent')
get_Master_mat = each.get_()
... |
#!/project/ python3
"""
Final script to create all flipbook animations from sprites
"""
import unreal
def log_message(message):
"""Print and log message"""
print(message)
unreal.log(message)
def create_flipbook_animation(name, sprites, fps=10.0):
"""Create a flipbook animation from sprite list"""
... |
import unreal
import json
import os
json_path = r"H:/project/.json"
content_root = "/Game/"
content_dir = "H:/project/"
with open(json_path, 'r') as f:
data = json.load(f)
# === Global Configuration ===
GLOBAL_SCALE = unreal.Vector(1.0, 1.0, 1.0)
spawned_count = 0
def safe_scale(vec):
return unreal.Vector(... |
import unreal
import re
def create_actor(object_data, folder_path):
"""Creates a single actor in the Unreal world based on parsed data."""
actor_type = unreal.StaticMeshActor
mesh_path = ""
mesh_type_str = object_data.get("mesh_type")
if mesh_type_str == "PRIMITIVE_CUBE":
mesh_path = "/pro... |
"""
Interacts an Unreal Control Rig "Math Make Color" Node
"""
# mca python imports
# software specific imports
import unreal
# mca python imports
from mca.common import log
from mca.ue.rigging.controlrig import cr_nodes, cr_config, cr_pins
logger = log.MCA_LOGGER
SCRIPT_STRUCT_PATH = '/project/.RigVMFunction_MathCo... |
# 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
# ----------------------------------------------
import os
from typing import Li... |
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... |
"""
Creates a world component in Unreal Control Rig.
"""
# System global imports
# mca python imports
# software specific imports
import unreal
# mca python imports
# Internal module imports
from mca.ue.rigging.frag import pins_component
SCRIPT_STRUCT_PATH = '/project/.CR_Human_FRAG_C'
NODE_NAME = 'FRAG Create Root ... |
๏ปฟ# 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 ๅๅพ
reg = unreal.AssetRegistryHelpers.get_asset_registry();
a = reg.ge... |
import unreal
""" ๆฅ็ๆ้AssetๆๅฑClass็ๅทฅๅ
ท """
sysLib = unreal.SystemLibrary()
EditorSubsys = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem)
selectedAssets = unreal.EditorUtilityLibrary.get_selected_assets()
def getAssetClass(asset):
"""่ตไบงClassๅ"""
assetClass = asset.get_class()
assetClass = ... |
import json
from typing import Callable
import unreal
class UnrealDelegateProxy:
def __init__(self, delegate: Callable):
self.delegate = delegate
def call(self, in_parameter : unreal.JsonObjectParameter) -> unreal.JsonObjectParameter:
return self.delegate(in_parameter)
def combine_code... |
# coding=utf-8
import unreal
@unreal.ustruct()
class WidgetAMStructure(unreal.StructBase):
successful = unreal.uproperty(bool)
scalar_values = unreal.uproperty(unreal.Array(float))
switch_values = unreal.uproperty(unreal.Array(bool))
color_values = unreal.uproperty(unreal.Array(unreal.Color))
|
from unreal_global import *
import unreal_utils
import unreal
@unreal.uclass()
class SamlePythonUnrealLibrary(unreal.SystemLibrary):
@unreal.ufunction(
static=True,
meta=dict(CallInEditor=True, Category="Samle PythonUnrealLibrary"),
)
def python_testfunction():
... |
# 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 =... |
import json
import unreal
from actor.background import load_all_backgrounds
from actor.camera import Camera
from actor.level import Level
from actor.metahuman import MetaHuman
import utils.utils as utils
from utils.utils import MetaHumanAssets
from pose import generate_pose_filter_uniform_from_dict, lower_c, lower_r,... |
# 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 Optional, U... |
# -*- 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)
... |
๏ปฟ# 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... |
import unreal
def populate(num_actors = 1000, mesh = '/project/.Cube', radius = 12800):
desired_world_box_extent = unreal.Vector(radius, radius, radius)
with unreal.ScopedSlowTask(num_actors, 'Populating worlds with actors') as populate_task:
populate_task.make_dialog(True)
for i in range(... |
import unreal
import json
import re
import os
json_path = os.path.join(os.path.dirname(__file__), "Data/output.json")
with open(json_path, "r") as f:
data = json.load(f)
editor_level_lib = unreal.EditorLevelLibrary()
editor_asset_lib = unreal.EditorAssetLibrary()
tile_size = 200
offset = tile_size * 0.5
def pa... |
import unreal # type: ignore
import os, datetime, json
#Floor Data - ID, details inputed manually
#Room - ID, Floor ID, Position from Map, Main Panorama
#PanoPoint - ID, Room ID, Images | World Coordinates, Height
#Marker - From Pano, To Pano | World Coordinates?( Coordinates of To Pano for now)
import tkinter as t... |
import unreal
import random
import math
import time
# Get the editor world
subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
editor_world = subsystem.get_editor_world()
# Get actors
all_actors = unreal.GameplayStatics.get_all_actors_of_class(editor_world, unreal.StaticMeshActor)
for actor in all_a... |
๏ปฟ# 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 ... |
# Copyright 2020 Tomoaki Yoshida<user@example.com>
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at https://mozilla.org/project/.0/.
#
#
#
# You need following modules to run this script
# + pillow... |
import os
import sys
import logging
from qtpy.QtWidgets import (
QDialog, QVBoxLayout, QLabel, QPushButton, QTreeWidget, QTreeWidgetItem,
QHBoxLayout, QMessageBox, QMenu, QHeaderView, QApplication
)
from qtpy.QtCore import Qt, QObject, Signal
from qtpy.QtGui import QScreen
from qtpy.QtWidgets import QApplicatio... |
import unreal
import os
# instances of unreal classes
editor_util = unreal.EditorUtilityLibrary()
system_lib = unreal.SystemLibrary()
editor_asset_lib = unreal.EditorAssetLibrary()
# get the selected assets
selected_assets = editor_util.get_selected_assets()
num_assets = len(selected_assets)
cleaned = 0
# hard coded... |
๏ปฟ# 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 os
import json
import unreal
import importlib
def find_filemarks_to_create_levels() :
# ------------ find filemarks ----------------
directory = "Q:/project/"
for file in os.listdir(directory) :
if file.startswith("create.") & file.endswith(".json") :
# ----------- spl... |
import xml.etree.ElementTree as ET
from typing import List, Dict
import os
class VegetationInstance:
def __init__(self):
self.position = (0.0, 0.0, 0.0) # X, Y, Z
self.scale = 1.0
self.angle = 0.0
self.brightness = 76 # Default brightness
def __repr__(self):
r... |
# -*- coding: utf-8 -*-
import unreal
import Utilities.Utils
def print_refs(packagePath):
print("-" * 70)
results, parentsIndex = unreal.PythonBPLib.get_all_refs(packagePath, True)
print ("resultsCount: {}".format(len(results)))
assert len(results) == len(parentsIndex), "results count not equal paren... |
# models/project/.py
import unreal
from typing import Dict, Any
import asyncio
class UnrealACEInterface:
def __init__(self, ace_agent):
self.ace_agent = ace_agent
self.character_component = None
self.animation_component = None
def initialize_character(self, character_blueprint... |
# -*- coding: utf-8 -*-
"""
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = "timmyliang"
__email__ = "user@example.com"
__date__ = "2021-08-19 10:34:39"
import os
import imp
import json
import unreal
from collections import OrderedDict
#... |
# _
# (_)
# _ __ ___ __ _ _ __ ___ ___ _ __ _ ___ _ __ ___
# | '_ ` _ \ / _` | '_ ` _ \ / _ \| '_ \| |/ _ \ '_ ` _ \
# | | | | | | (_| | | | | | | (_) | | | | | __/ | | | | |
# |_| |_| |_|\__,_|_| |_| |_|\___/|_| |_|_|\___|_| |_| |_|
# www.mamoniem.com
# www.ue4u.xyz
#Copyright 20... |
from __future__ import print_function
import posixpath
from functools import partial
import unreal
asset_lib = unreal.EditorAssetLibrary
asset_tool = unreal.AssetToolsHelpers.get_asset_tools()
def create_asset(asset_path="", unique_name=True, asset_class=None, asset_factory=None):
if unique_name:
asset_... |
"""
Hook for publishing Unreal Engine assets to Shotgun.
"""
import sgtk
import os
import unreal
import stat
import glob
import time
HookBaseClass = sgtk.get_hook_baseclass()
class UnrealAssetPublisher(HookBaseClass):
"""
Hook for publishing Unreal Engine assets to Shotgun.
"""
@property
def item... |
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_Arm"
mgear_component = "EPIC_arm_02"
def __init__(... |
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
# 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)... |
import unreal
def isGame() -> bool:
# pkg
if (unreal.SystemLibrary.is_packaged_for_distribution()):
return True
command_line = unreal.SystemLibrary.get_command_line()
if "-game" in command_line:
return True
elif "-server" in command_line:
return True
# editor
# is... |
# SPDX-License-Identifier: Apache-2.0
# Copyright Contributors to the OpenTimelineIO project
import logging
import os
import traceback
import unreal
import opentimelineio as otio
from opentimelineview import timeline_widget
from PySide2 import QtCore, QtGui, QtWidgets
from otio_unreal import (
export_otio,
i... |
# -*- coding: utf-8 -*-
from pathlib import Path
import unreal
from ayon_core.pipeline import CreatorError
from ayon_core.hosts.unreal.api.plugin import (
UnrealAssetCreator,
)
class CreateUAsset(UnrealAssetCreator):
"""Create UAsset."""
identifier = "io.ayon.creators.unreal.uasset"
label = "UAsset... |
import unreal
# ้ขๆฐใคใณในใฟใณใน
editor_asset_lib = unreal.EditorAssetLibrary()
editor_level_lib = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
editor_actor_lib = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
unreal_editor_lib = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
# ๅฎๆฐ
package_pat... |
from typing import Literal, Optional
from loguru import logger
from ..data_structure.constants import ShapeTypeEnumUnreal, Vector
from ..object.object_utils import ObjectUtilsUnreal
from ..rpc import remote_unreal
from ..utils import Validator
from ..utils.functions import unreal_functions
from .actor_base import Act... |
import unreal
import argparse
import json
import os
import time
# ---------- ๊ณตํต ์ ํธ ----------
def ensure_editor_world():
try:
world = unreal.EditorLevelLibrary.get_editor_world()
except Exception:
world = None
if not world:
unreal.log_warning("โ ์๋ํฐ ์๋๋ฅผ ์ฐพ์ ์ ์๊ฑฐ๋ PIE ์ํ์
๋๋ค. (Editor ... |
from venv import main
import unreal
import os as OperatingSystem
class AssetDuplicator(object):
editor_utilites = unreal.EditorUtiltyLibrary()
editor_asset_lib = unreal.EditorAssetLibrary()
selectedassets = []
NumberOfClones = 0
NumberOfSelectedAssets = len(selected_assets)
def __init__(self... |
""" Print a JSON object with an indepth documentation for a given object """
import inspect
import types
import copy
import json
import re
import unreal
class EMemberType:
PROPERTY = "Properties"
METHOD = "Methods"
DECORATOR = "Decorators"
DEFAULT_DICT_LAYOUT = {
EMemberType.PROPERTY: [],
EMem... |
import unreal
from PIL import Image
import os
def process_images(input_files, output_file):
img1 = Image.open(input_files[0])
img2 = Image.open(input_files[1])
img3 = Image.open(input_files[2])
width1, height1 = img1.size
width2, height2 = img2.size
width3, height3 = img3.size
gap_width =... |
import unreal
import json
# instances of unreal classes
editor_util = unreal.EditorUtilityLibrary()
system_lib = unreal.SystemLibrary()
# prefix mapping
prefix_mapping = {
"ActorComponent": "AC_",
"AnimationBlueprint": "ABP_",
"AnimationSequence": "AS_",
"AnimBlueprint": "ABP_",
"AnimMontage": "AM... |
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... |
#!/project/ python3
"""
Character Creator - Python Implementation
==========================================
This script creates a complete 2D character system for the Warrior_Blue character
including Blueprint class, Animation Blueprint, input mappings, and a test level.
Features:
- Paper2DCharacter-based Blueprint ... |
import unreal
import time
import random
def scoped_slow_task_example():
items = unreal.EditorUtilityLibrary.get_selection_set()
with unreal.ScopedSlowTask(len(items), 'Processing items') as task:
task.make_dialog(True)
processed_items = 0
for item in items:
if task.should... |
# -*- 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 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... |
#!/project/ python
# -*- encoding: utf-8 -*-
import unreal
# import unreal_until as util
#
def cout(obj):
unreal.log(obj)
def listMethod(nd, r_name='', show_help=False):
print("current object type {}".format(type(nd)))
for i in dir(nd):
if r_name:
if r_name.lower() in i.lower():
... |
#!-!-!-!-!-!-!-!-!-!-!-!-!-!-#
#####
######## IMPORTS
#####
print('updater.py has started')
import sys
import os
import shutil
import unreal
# For keeping a backup of the template files so users dont' have to reimport it everytime.
from distutils.dir_util import copy_tree
#!-!-!-!-!-!-!-!-!-!-!-!-!-!-#
#####
####... |
# 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
from clean_numbers import clean_double as cd
def color_hex_to_decimal(hex: str) -> tuple:
"""Converts a hex color string to a tuple of decimal values from 0-1."""
hex = hex.strip()
if hex.startswith('#'):
hex = hex[1:]
if len(hex) == 3:
hex = ''.join(c * 2 for c in hex)
... |
import unreal
selected_assets = unreal.EditorLevelLibrary.get_selected_level_actors()
for asset in selected_assets :
if isinstance(asset, unreal.CinevCharacter) :
print(asset.get_name(),">>" ,asset.get_actor_label(), ">>>", asset.__class__) |
import unreal
'''
Summary:
This is an example of how to work with Sequencer bool keys within sections. It simply flips the value of each present bool key.
Iterates through all tracks/sections for any bool channels, so make sure the passed test sequence path has bool keys present, such as
a Object Binding with ... |
#!/project/ python3
"""
Animation Verification Script
Verifies that animations are accessible and working in the C++ character
"""
import unreal
def verify_character_and_animations():
"""Verify that the character class and animations are working"""
print("=== Verifying Character and Animations ===")
... |
import unreal
|
#! /project/ python
# -*- coding: utf-8 -*-
"""
Module that contains functions related with Maya Import/Export functionality for ueGear
"""
from __future__ import print_function, division, absolute_import
import os
import tkinter as tk
from tkinter import filedialog
import unreal
from . import helpers, structs, ta... |
# -----------------------------------------------------------
# script_ActorReconcile.py
# v.1.0
# Updated: 20211102
# -----------------------------------------------------------
import unreal
import os
import sys
import ueUtils as util
# Access argument vector from UE BP.
hism = str(sys.argv[1])
print("HISM: " + his... |
import unreal
""" Should be used with internal UE Python API
Switch to/from nanites on static meshes"""
static_mesh_editor_subsystem = unreal.get_editor_subsystem(
unreal.StaticMeshEditorSubsystem)
# Change me!
USE_NANITES = False
asset_root_dir = '/project/'
asset_reg = unreal.AssetRegistryHelpers.get_asset_r... |
import unreal
import os
# Get the list of props from ADACA_extract
props_dir = "C:/project/"
props = [p.replace(".uasset", "") for p in os.listdir(props_dir) if (not p.startswith("Prop_")) and p.endswith(".uasset")]
print(f"Weapons found: {props}")
package_path = "/project/"
factory = unreal.BlueprintFactory()
fac... |
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... |
import unreal
class UnrealLibrary():
"""Class that reflects changes into Unreal Engine and gives access to the necessary libraries from the Unreal Engine Python API"""
def __init__(self):
""" Init's UnrealLibrary and initializes the necessary libraries"""
super().__init__()
sel... |
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]... |
import unreal
editor_util = unreal.EditorUtilityLibrary()
def rename_selected_assets(prefix="Asset_"):
# Get the currently selected assets in the content browser
selected_assets = editor_util.get_selected_assets()
if not selected_assets:
print("No assets selected. Please select assets in the Cont... |
# mesh_actor.py (UE 5.4)
import unreal
import math
from typing import Optional
editor = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
class MeshActor:
def __init__(self,
mesh_path: str,
loc: unreal.Vector = None,
rot: unreal.Rotator = None,
... |
from os import system
import unreal
import os
#get the libraries
editor_util = unreal.EditorUtilityLibrary()
system_lib = unreal.SystemLibrary()
editor_asset = unreal.EditorAssetLibrary()
# Get the selected assets
selected_assets = editor_util.get_selected_assets()
num_assets = len(selected_assets)
#initialize a dic... |
import unreal
'''NA Number'''
num = 39
'''NA Number'''
'''Default Directories'''
Basepath = '/project/' + str(num) + '/'
BSAssetPath = Basepath + '/project/'
AnimAssetPath = Basepath + '/Animation/'
'''Default Directories'''
bsNames = ["IdleRun_BS_Peaceful", "IdleRun_BS_Battle", "Down_BS", "Groggy_BS", "LockOn_... |
#
# 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 argparse
import spear
import unreal
asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()... |
from pathlib import Path
import shutil
import unreal
from ayon_core.pipeline import publish
class ExtractUAsset(publish.Extractor):
"""Extract a UAsset."""
label = "Extract UAsset"
hosts = ["unreal"]
families = ["uasset", "umap"]
optional = True
def process(self, instance):
extensi... |
# 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 ... |
# Copyright Epic Games, Inc. All Rights Reserved
"""
Deadline Job object used to submit jobs to the render farm
"""
# Built-In
import logging
# Third-party
import unreal
# Internal
from deadline_utils import merge_dictionaries, get_deadline_info_from_preset
from deadline_enums import DeadlineJobStatus
logger = lo... |
from sys import prefix
import unreal
import json
prefixMapping = {}
with open("..\Prefixes.json","r") as json_file:
prefixMapping = json.loads(json_file.read())
class Prefixer(object):
editorUtility = unreal.EditorUtilityLibrary()
selected_assets = editor_util.get_selected_assets()
number_of_assets ... |
import json
import random
import unreal
from actor.background import load_all_backgrounds
from actor.camera import Camera
from actor.level import Level
from actor.light import PointLight
from actor.metahuman import MetaHuman
import utils.utils as utils
from utils.utils import MetaHumanAssets
# Initialize level seque... |
import importlib
import unreal
@unreal.uclass()
class UIUtils(unreal.BlueprintFunctionLibrary):
@unreal.ufunction(static=True, ret=None)
def ui_cleanup() -> bool:
import keycloak_auth_wrapper
import authentication
import meshcapade_api
importlib.reload(keycloak_auth_wrapper)
... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
import flow.cmd
import unrealcmd
#-------------------------------------------------------------------------------
class Show(unrealcmd.Cmd):
""" Display the current build configuration for the current project. To
modify the configuratio... |
# Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
import unreal
import threading
import traceback
from enum import Enum
from typing import Callable
from deadline.client.api import (
create_job_from_job_bundle,
get_deadline_cloud_library_telemetry_client,
)
from deadline.job_attachments.exce... |
import unreal
from pathlib import Path
def get_import_task(file_path: Path, content_folder: str):
"""
Gets the import options.
"""
import_task = unreal.AssetImportTask()
import_task.set_editor_property('filename', str(file_path))
import_task.set_editor_property('destination_path', content_fold... |
import json
import unreal
import os
import time
def spawn_actor(path, data):
actor_class = unreal.EditorAssetLibrary.load_blueprint_class(path)
actor_location = data['start_location']
actor_rotation = unreal.Rotator(0.0, 0.0, 0.0)
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
actor... |
# 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... |
"""
This script describes the basic usage of the USD Stage Actor and USD Stage Editor.
"""
import os
import unreal
from pxr import Usd, UsdUtils, UsdGeom, Gf
ROOT_LAYER_FILENAME = r"/project/.usda"
DESTINATION_CONTENT_PATH = r"/project/"
# Stage Actors can be spawned on the UE level like this.
# If the Stage Editor ... |
import os
import sys
import json
from pathlib import Path
import unreal
sys.path.append(os.path.dirname(__file__))
from tools.attach_socket import AttachSocketWnd
def add_entry(menu: unreal.ToolMenu, subdata):
section_name = subdata["section"].strip()
if section_name:
menu.add_section(section_name, s... |
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
import sys
import time
|
# 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 ... |
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