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import unreal
import unreal_engine.utils as utils
class LevelSequencer:
def __init__(self, name):
self.frame_end_num = 0
self.level_sequencer = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
if not self.level_sequencer:
self.asset_level_sequence = unrea... |
# 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 ... |
# 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
#Access the current level
world = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_editor_world()
# Spawn DirectionalLight actor
dir_light = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.DirectionalLight, unreal.Vector(0, 0, 300), unreal.Rotator(0, 0, 0)
)
dir_light.set_acto... |
# This file is based on templates provided and copyrighted by Autodesk, Inc.
# This file has been modified by Epic Games, Inc. and is subject to the license
# file included in this repository.
import sgtk
import os
import sys
import unreal
import datetime
# Local storage path field for known Oses.
_OS_LOCAL_STORAGE_... |
for name in list(globals().keys()):
if not name.startswith('_'):
del globals()[name]
import unreal
from tqdm import tqdm
import json
import os
import random
import numpy as np
import math
import time
import unreal
class TaskScene:
def __init__(self, original_objects_label=None):
if o... |
import unreal
OUTPUT_FILENAME = r"/project/.usda"
INPUT_ASSET_CONTENT_PATH = r"/project/"
asset = unreal.load_asset(INPUT_ASSET_CONTENT_PATH)
options = unreal.StaticMeshExporterUSDOptions()
options.stage_options.meters_per_unit = 0.02
options.mesh_asset_options.use_payload = True
options.mesh_asset_options.payload_f... |
import unreal
__anim_notify_name__ = "ChangeState"
__anim_sequence_dir__ = "/project/"
__anim_sequence_lists__ = unreal.EditorAssetLibrary.list_assets(__anim_sequence_dir__)
__anim_assets_lists__ = []
for i in __anim_sequence_lists__:
__anim_assets_lists__.append(unreal.EditorAssetLibrary.load_asset(i))
for i... |
import unreal
# show notice dialog
unreal.EditorDialog().show_message(
'Hello World!',
'Hello World!',
unreal.AppMsgType.OK)
|
# 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 ... |
"""Spawn actors on the map based on map export data produced by MapExport.py. Should be used with internal UE API"""
import os.path
import unreal
import json
import re
# Change me!
map_data_filepath = "C:/project/ Projects/project/" \
"MapData/project/.json"
PATH_TO_FILTER = None
EXCLUDE_ENGINE_A... |
# Copyright (c) 2023 Max Planck Society
# License: https://bedlam.is.tuebingen.mpg.de/license.html
#
# Import SMPL-X fbx files as SkeletalMesh
#
import math
from pathlib import Path
import sys
import time
import unreal
# --- Configuration ---
# Source directory containing the .fbx files
data_root = r"/project/"
#whi... |
"""Processor for facial animation data."""
import unreal
from ..base.base_processor import BaseProcessor
from ..asset_processor import AssetProcessor
from .face_helper import FacialHelper
from ...utils.logging_config import logger
from ...utils.constants import CAPTURE_BASE_PATH
class AssetReference:
"""Wrapper ... |
import re
import unreal
from ayon_unreal.api.pipeline import (
ls,
replace_static_mesh_actors,
replace_skeletal_mesh_actors,
replace_fbx_skeletal_mesh_actors,
replace_geometry_cache_actors
)
from ayon_core.pipeline import InventoryAction
def find_common_parts(old_asset_name, new_asset_name):
... |
# coding: utf-8
from asyncio.windows_events import NULL
from platform import java_ver
import unreal
import time
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... |
# Copyright Epic Games, Inc. All Rights Reserved.
import unreal
import tempfile
import unrealcmd
import subprocess
#-------------------------------------------------------------------------------
def _build_include_tool(exec_context, ue_context):
# Work out where MSBuild is
vswhere = (
"vswhere.exe",
... |
# SPDX-License-Identifier: BSD-3-Clause
# Rodrigo Nascimento Hernandez
import unreal
asset_path = '/Game'
material_dir = '/landsmaterials'
actors = unreal.EditorLevelLibrary.get_all_level_actors()
for each in actors:
label = each.get_actor_label()
if 'Landscape' in label:
try:
matname = a... |
# -*- coding: utf-8 -*-
import unreal
import sys
import pydoc
import inspect
import os
import json
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,... |
# 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
def create_blueprint(package_path, asset_name, parent_class, properties=None):
"""
Crea un Blueprint in Unreal Engine.
:param package_path: Percorso del pacchetto (es. "/project/")
:param asset_name: Nome dell'asset (es. "MyBlueprint")
:param parent_class: Classe base del Bluepri... |
#!/project/ python3
"""
Simple Test Script for Unreal Engine Python
"""
import unreal
def test_python():
print("=== PYTHON TEST SCRIPT ===")
print("Python is working in Unreal Engine!")
# Test basic asset operations
try:
# Create Blueprints folder
unreal.EditorAssetLibrary.make_di... |
# 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... |
import unreal
def get_landscape_bounds():
landscape = unreal.GameplayStatics.get_all_actors_of_class(unreal.EditorLevelLibrary.get_editor_world(),
unreal.Landscape)
landscape_proxy = unreal.GameplayStatics.get_all_actors_of_class(unreal.Edito... |
# 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.Acto... |
# SPDX-License-Identifier: Apache-2.0
# Copyright Contributors to the OpenTimelineIO project
import glob
import json
import os
import tempfile
import unreal
class IconCache(object):
"""Icons referenced by otio_unreal_actions are standard UE Slate icons,
which are found in the current Unreal Editor build and... |
# -*- coding: utf-8 -*-
"""
批量生成
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = "timmyliang"
__email__ = "user@example.com"
__date__ = "2020-07-20 19:44:01"
import os
import csv
import webbrowser
import subprocess
import unreal
from Qt im... |
import unreal
table_paths = [
"/project/"
]
for table_path in table_paths:
table = unreal.EditorAssetLibrary.find_asset_data(table_path).get_asset()
row_names = unreal.DataTableFunctionLibrary.get_data_table_row_names(table)
column_values = unreal.DataTableFunctionLibrary.get_data_table_column_as_stri... |
import unreal
menu_owner = "TestPy-My Tools"
tool_menus = unreal.ToolMenus.get()
def create_main_menu_section():
#G et a reference to the Main Menu (The top bar)
main_menu = tool_menus.extend_menu("LevelEditor.MainMenu")
# Add a new category to the top bar, called a subMenu
main_menu.add_sub_menu(men... |
import unreal
import os
import sequencer
import random
pathVar = []
worldVar = []
def create(*args):
seqNum,camDist,qs = args
global pathVar
global worldVar
pathOut, worldOut = sequencer.main(seqNum,camDist,qs)
pathVar.append(pathOut)
worldVar.append(worldOut)
#apparently we keep this alive... |
import unreal
import os
editor_subsys= unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
level_subsys = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
editor_util = unreal.EditorUtilityLibrary
selected_assets = editor_util.get_selected_assets()
def export_selected_level_asset_to_fbx(assets,output_pa... |
# -*- coding: utf-8 -*-
import time
import unreal
from Utilities.Utils import Singleton
import random
import os
class ChameleonSketch(metaclass=Singleton):
def __init__(self, jsonPath):
self.jsonPath = jsonPath
self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath)
self.ui_names ... |
"""
Initializes all the MAT Packages needed to run the python codebase in Unreal.
"""
# mca python imports
import os
# software specific imports
import unreal
# mca python imports
from mca.common.startup.configs import config
from mca.common.modifiers import decorators
from mca.ue.startup.configs import ue_envs, ue_co... |
from Lib import __lib_topaz__ as topaz
import unreal
temp = unreal.EditorUtilityLibrary.get_selected_assets()[0]
print(temp)
ctrl : unreal.AnimationDataController = temp.controller
print(ctrl)
frames= unreal.FrameNumber(300)
f_t0 = unreal.FrameNumber(3951)
f_t1 = unreal.FrameNumber(4251)
t1f = 131.69
t2f = 141... |
# 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
#instance 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_mesh = editor_filter_lib.by_class(actors, unreal.StaticMeshActor)
ref... |
# 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
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 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_Leg"
mgear_component = "EPIC_leg_01"
def __init__(... |
import unreal
import AssetFunctions
import EditorFunctions
import PythonHelpers
import QtFunctions
import WorldFunctions
def showAssetsInContentBrowser_EXAMPLE():
paths = ['/project/', '/project/', '/project/']
AssetFunctions.showAssetsInContentBrowser(paths)
def openAssets_EXAMPLE():
paths = ['/project... |
# /project/
# @CBgameDev Optimisation Script - Log Sound Cues Missing Concurrency Settings
# /project/
import unreal
import os
EditAssetLib = unreal.EditorAssetLibrary()
SystemsLib = unreal.SystemLibrary
workingPath = "/Game/" # Using the root directory
notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseL... |
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
# ref: https://www.youtube.com/watch?v=M9UlyVtD5Dk&index=3&list=PLBLmKCAjA25Br8cOVzUroqi_Nwipg-IdP
def buildImportTask(filename, destination_path):
task = unreal.AssetImportTask()
|
# -*- coding: utf-8 -*-
import unreal
from Utilities.Utils import Singleton
class MinimalExample(metaclass=Singleton):
def __init__(self, jsonPath:str):
self.jsonPath = jsonPath
self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath)
self.ui_output = "InfoOutput"
self.clic... |
"""Helper utilities for animation processing."""
import re
import unreal
from ..base.base_helper import BaseHelper
from ...utils.constants import ASSET_BASE_PATH, SKELETAL_MESH_MAPPING
from ...utils.logging_config import logger
class AnimationHelper(BaseHelper):
"""Provides helper functions for animation process... |
from math import cos, sin
from importlib import reload
from functools import partial
import unreal
class MetaHumanAssets:
ada = '/project/.BP_ada'
def spherical_coordinates(r, phi, theta):
x = r * sin(phi) * cos(theta)
y = r * sin(phi) * sin(theta)
z = r * cos(phi)
return([x, y, z])
def add_key... |
import unreal
totalRequiredBluprints = 70
newAssetName = "BP_pythonMade_%d"
createdAssetsPath = "/project/"
slowTaskDisplayText = "Creating new Assets..."
factory = unreal.BlueprintFactory()
factory.set_editor_property("ParentClass", unreal.Pawn)
assetTools = unreal.AssetToolsHelpers.get_asset_tools()
with unreal.S... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
import flow.cmd
#-------------------------------------------------------------------------------
def get_uproject_from_dir(start_dir):
from pathlib import Path
start_dir = Path(start_dir)
for search_dir in (start_dir, *start_dir.pa... |
import unreal
import sys
sys.path.append('C:/project/-packages')
from PySide import QtGui
# This function will receive the tick from Unreal
def __QtAppTick__(delta_seconds):
for window in opened_windows:
window.eventTick(delta_seconds)
# This function will be called when the application is closing.
def __QtAppQuit... |
from subprocess import call
import unreal
import os
input_render_pass = \
[['FinalImage', 'DX12'],
['ShadingModel', 'DX12'],
['SceneDepthWorldUnits', 'DX12'],
['WorldNormal', 'DX12'],
['Velocity', 'DX11'],
['AmbientOcclusion', 'DX12'],
['CustomBuffer2', 'DX12'],
['CustomStencil',... |
import unreal
# 1.create the struct asset
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
my_struct = asset_tools.create_asset("IAMStruct", "/project/", unreal.UserDefinedStruct, unreal.StructureFactory())
unreal.PythonStructLib.add_variable(my_struct, "bool", "", None, 0, False)
unreal.PythonStructLib.add_va... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
import flow.cmd
#-------------------------------------------------------------------------------
class Change(flow.cmd.Cmd):
""" Changes this session's active project. The 'nameorpath' argument can be
one of following;
.project My... |
"""
Unreal Menu Utility
There are three components to a Unreal Menu
1. Tool Menu:
this is the container for storing tool entries and tool menus (sub-menu)
2. Tool Menu Entry
this is the root of the menu 'tree', it execute certain operation
3. Tool Menu Section
this is a divider in tool menu for organizing... |
# code in init_unreal.py wil run on startup if the plugin is enabled
import 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 ... |
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 Epic Games, Inc. All Rights Reserved
"""
General Deadline utility functions
"""
# Built-in
from copy import deepcopy
import json
import re
import unreal
def format_job_info_json_string(json_string, exclude_aux_files=False):
"""
Deadline Data asset returns a json string, load the string and forma... |
"""
UEMCP Modular Listener - Refactored with modular architecture
"""
import json
import queue
import threading
import time
# import os
# import sys
# import socket
from http.server import BaseHTTPRequestHandler, HTTPServer
import unreal
from ops.system import register_system_operations
from ops.tool_manifest impor... |
import importlib
import importlib.util
import json
import os
import re
import sys
import types
import unreal
from glib_core.glib_log import log, warn, error
class GLibLoaderBaseRules:
def __init__(self):
self.blacklist = [os.path.basename(__file__), "init_unreal.py", "__init__.py", "glib_load.py", "glib_m... |
import unreal
workingPath = "/Game/"
@unreal.uclass()
class GetEditorAssetLibrary(unreal.EditorAssetLibrary):
pass
editorAssetLib = GetEditorAssetLibrary();
allAssets = editorAssetLib.list_assets(workingPath, True, False)
processingAssetPath = ""
allAssetsCount = len(allAssets)
if ( allAssetsCount > 0):
wi... |
import unreal
import random
from typing import Tuple
from collections import deque
from collections.abc import Iterable
class PyTick():
_delegate_handle = None
_current = None
schedule = None
def __init__(self):
self.schedule = deque()
self._delegate_handle = unreal.register_slate_p... |
# 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/
# @CBgameDev Optimisation Script - Log Textures That Are Equal To X Size
# /project/
import unreal
import sys # So we can grab arguments fed into the python script
import os
EditAssetLib = unreal.EditorAssetLibrary()
workingPath = "/Game/" # Using the root directory
notepadFilePath = os.path.dirname(__fi... |
import unreal
import install_requirements
import meshcapade_UI_startup
import ui_utils
import keycloak_auth_wrapper
import meshcapade_api
unreal.log("Python startup scripts loaded successfully.")
# load mcme-unreal blueprint
bp = unreal.EditorAssetLibrary.load_asset("/project/-unreal")
# Reconstruct and compile it ... |
import unreal
def showImage():
name=0
for i in PATH:
name+=1
asset = unreal.EditorAssetLibrary.load_asset(i)
destination_path = "/project/"
# ===================================================create material and set property======================================
mf = un... |
import sys
import unreal
#make sure that there is at least one argument provided that indicated currrent life index
if len(sys.argv) < 2:
print("Please provide the current life index as an argument.")
sys.exit()
#parse the life index
life_idx = int(sys.argv[1])
args = unreal.SystemLibrary.get_command_line()
... |
import json
from .utils import spawn_obj, get_objects_map, clear_level
import unreal
objecs_map = get_objects_map(asset_path="/project/")
if __name__ == "__main__":
# clear_level()
# with open("/project/.json", "r") as f:
with open("/project/.json", "r") as f:
output_json = json.load(f)
ke... |
# 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
# Built-in
import argparse
from getpass import getuser
# Internal
from deadline_service import get_global_deadline_service_instance
from deadline_job import DeadlineJob
from deadline_menus import DeadlineToolBarMenu
# Third Party
import unreal
# Editor Utility Widget... |
# 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
def RemoveChild(assetGrid, childToRemove):
if assetGrid.has_child(childToRemove):
assetGrid.remove_child(childToRemove) |
import unreal
def create_sequence():
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
sequence_path = "/Game"
sequence_name = "BaseSequence"
new_sequence = asset_tools.create_asset(
asset_name=sequence_name,
package_path=sequence_path,
asset_class=unreal.LevelSequence... |
# -*- 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 json
import unreal
def apply_selected_RenderQueueConfig():
# -------------------------------------
# asset should be selected in Outliner
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
config_asset = selected_assets[0]
subsystem = unreal.get_editor_subsystem(u... |
# 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 unreal
from unreal import EditorLevelLibrary
def hide_select_actor():
unreal.log(f"隐藏了--: ")
# actors = EditorLevelLibrary.get_selected_level_actors()
actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_selected_level_actors()
# selected_actors = unreal.EditorUtilityLib... |
# -*- coding: utf-8 -*-
import unreal
import sys
import pydoc
import inspect
import os
import json
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, *... |
import unreal
import os
import shutil
def copy_files(source_folder, destination_folder):
files = os.listdir(source_folder)
for file in files:
source_file = os.path.join(source_folder, file)
destination_file = os.path.join(destination_folder, file)
try:
shutil.copy2(source_... |
"""Provides base functionality for asset processing operations."""
import unreal
from PySide6 import QtCore
from ...utils.logging_config import logger
from ...config.config_manager import ConfigManager
class BaseProcessor(QtCore.QObject):
"""Base processor class for asset handling operations."""
progress_up... |
import unreal
# 라이트 액터를 서브 시퀀스에 연결
def link_light_actors_to_sequence(sub_sequence, possessable_actors, spawnable_classes):
for actor in possessable_actors:
sub_sequence.add_possessable(actor)
print(f"{actor} has been created and linked to the sequence.")
for cls in spawnable_classes:
su... |
"""
Interacts an Unreal Control Rig Sequence Node
"""
# mca python imports
# software specific imports
import unreal
# mca python imports
from mca.ue.rigging.controlrig import cr_nodes, cr_pins
SCRIPT_STRUCT_PATH = '/project/.RigUnit_PrepareForExecution'
BASE_NODE_NAME = 'PrepareForExecution'
class ConstructionEve... |
# 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 time
from pathlib import Path
from typing import Dict, List, Optional, Tuple, Union
import unreal
from constants import DEFAULT_ASSET_PATH, SubSystem
EditorAssetSub = SubSystem.EditorAssetSub
EditorSub = SubSystem.EditorSub
EditorLevelSub = SubSystem.EditorLevelSub
############################################... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import sys
import unreal
import unrealcmd
import unreal.cmdline
from pathlib import Path
#-------------------------------------------------------------------------------
def _get_ip():
import socket
s = socket.socket(socket.AF_INET, socket.SOCK_DGRA... |
# -*- coding: utf-8 -*-
"""
Created on Thu Mar 21 08:45:07 2024
@author: WillQuantique
"""
import unreal
def Poser(pose_asset_path:str,ctrl_rig_path:str, ctrl_rig_name:str):
"""
Parameters
----------
pose_asset_path : str
path to the pose asset
ctrl_rig_path : str
Path to teh... |
"""
Print a JSON object with the table of contents for the Unreal Engine Python API.
This script inspects the Unreal Engine Python API and generates a JSON object
containing the table of contents, including classes, methods, properties, etc.
"""
from __future__ import annotations
import warnings
import inspect
import... |
from typing import TypeVar, Type, Dict, Iterable
import unreal
T = TypeVar("T")
ZeroVector = unreal.Vector(0.0, 0.0, 0.0)
ZeroRotator = unreal.Rotator(0.0, 0.0, 0.0)
def spawn_actor_from_class(
cls: Type[T],
location: unreal.Vector = ZeroVector,
rotation: unreal.Rotator = ZeroRotator,
... |
#레벨에서 선택된 BP안에 비어있는 SM Comp 의 Name을 로그로 띄어줌
import unreal
from Lib import __lib_topaz__ as topaz
import importlib
importlib.reload(topaz)
all_actors = unreal.EditorLevelLibrary.get_selected_level_actors()
for actor in all_actors:
actor_class = actor.get_class()
if isinstance(actor_class, unreal.BlueprintGe... |
# Copyright (c) 2023 Max Planck Society
# License: https://bedlam.is.tuebingen.mpg.de/license.html
#
# Generates MovieRenderQueue render jobs for selected Content Browser LevelSequences
#
# Requirements:
# Unreal 5.0.3+
# Plugins:
# + Python Editor Script Plugin
# + Movie Render Queue
# + Movie Rende... |
from ..data_structure.constants import Vector
from ..object.object_utils import ObjectUtilsUnreal
from ..rpc import remote_unreal
from ..utils import Validator
from .camera_base import CameraBase
try:
import unreal
from unreal_factory import XRFeitoriaUnrealFactory # defined in src/project/
except ModuleNotFo... |
# Copyright Epic Games, Inc. All Rights Reserved.
import unreal
import flow.cmd
import unrealcmd
#-------------------------------------------------------------------------------
def _write(key, value):
value = str(value)
if value.startswith("?"): value = flow.cmd.text.light_yellow(value[1:])
elif value... |
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 ... |
# 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_... |
""" Script to set up unreal menus to access the importer and sequence player gui's"""
import unreal
import sys
def main():
print("Creating menus")
menus = unreal.ToolMenus.get()
main_menu = menus.find_menu("LevelEditor.MainMenu")
if not main_menu:
print("Issue finding main menu")
import_... |
# 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 a datasmith file and possibly place it in the scene
import unreal
# Add proper file directory and open a udatasmith scene
datasmith_file = "D:/project/.udatasmith"
datasmith_scene = unreal.DatasmithSceneElement.construct_datasmith_scene_from_file(datasmith_file)
# check scene initialization
if datasmith_sce... |
#
# 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 os
import pandas as pd
import posixpath
import shutil
import spear
import spear.utils.editor_utils
impo... |
import unreal
def get_asset_dependencies(asset_data,
include_hard_management_references=True,
include_hard_package_references=True,
include_searchable_names=False,
include_soft_management_references=False,
... |
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... |
# coding: utf-8
from asyncio.windows_events import NULL
from platform import java_ver
import unreal
import time
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... |
import sys
sys.path.append(r'/project/')
sys.path.append(r'/project/')
from dayu_widgets.line_edit import MLineEdit
from dayu_widgets.qt import *
from dayu_widgets import dayu_theme, MItemViewFullSet, MPushButton, MMenu
from dayu_widgets.label import MLabel
from dayu_widgets.progress_bar import MProgressBar
from dayu_... |
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