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# #Generated for: Mr. Gary
# By: Juniper (ChatGPT) April 7, 2025 v4
# run in UE python (REPL) bash: exec(open("E:/UNREAL ENGINE/TEMPLATE PROJECTS/project/.py").read())
import unreal
import re
# Load the Blueprint class
bp_class = unreal.EditorAssetLibrary.load_blueprint_class("/project/")
# Get all actors in level
a... |
import unreal
SelectedAsset = unreal.EditorUtilityLibrary.get_selected_assets()
# print(SelectedAsset)
i : list[str] = []
for i in SelectedAsset:
print(i.get_name())
|
# 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... |
"""
This script describes how to open and import USD Stages in ways that automatically configure the generated StaticMeshes
for Nanite.
In summary, there are two different settings you can use: The NaniteTriangleThreshold property (any static mesh
generated with this many triangles or more will be enabled for Nanite),... |
# 本脚本用于导出当前场景中所有 Component 的 世界Transform 到json文件中
# 这里的component是和catia中层级对应的,即datasmith导入unreal之后,一个component可能包含多个part
import unreal
import json
def get_component_transform():
actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors()
ddm_datasmith = unreal.EditorFilterLibrary.... |
"""
VR Environment Module for ACM Project
Manages VR simulations using Unreal Engine.
Handles environment initialization, state updates, and agent interactions.
"""
import unreal
import logging
import time
class VREnvironment:
def __init__(self):
"""
Initialize the VR environment manager.
... |
import unreal
selected_asset: unreal.Object = unreal.EditorUtilityLibrary.get_selected_assets()[0]
is_blueprint = selected_asset.get_class().get_name() == 'Blueprint'
print('Selected asset is blueprint: ', selected_asset)
if is_blueprint:
result_unused_varuable = unreal.BlueprintEditorLibrary.remove_unused_vari... |
# 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... |
# -*- coding: utf-8 -*-
"""
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = "timmyliang"
__email__ = "user@example.com"
__date__ = "2020-12-28 16:07:39"
import unreal
import os
import json
from collections import defaultdict
# NOTE Pyth... |
#!/project/ python3
"""
Test Automatic Assignment
Verifies that the C++ automatic animation assignment is working
"""
import unreal
def test_automatic_assignment():
"""Test that animations are automatically assigned via C++ constructor"""
print("=== Testing Automatic Animation Assignment ===")
#... |
import unreal
import argparse
import json
def get_scriptstruct_by_node_name(node_name):
control_rig_blueprint = unreal.load_object(None, '/project/')
rig_vm_graph = control_rig_blueprint.get_model()
nodes = rig_vm_graph.get_nodes()
for node in nodes:
if node.get_node_path() == node_name:
... |
import unreal
def open_level(level_name, level_path):
level_editor_subsystem = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
# Build the full path to the level
full_level_path = f"{level_path}/{level_name}.{level_name}"
# Check if the level exists
if unreal.EditorAssetLibrary.does_... |
import unreal
import csv
import os
contentPath = unreal.Paths.project_content_dir()
pythonPath = contentPath + "Python/"
filename = "PresetManager/project/.csv"
data = []
print('Project Path:', pythonPath)
with open(filename, 'r') as file:
csv_reader = csv.reader(file)
next(csv_reader) # Skip the header row... |
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... |
# /project/
# @CBgameDev Optimisation Script - LOG Skeletal Mesh Assets With X Num Of Materials
# /project/
import unreal
import sys # So we can grab arguments fed into the python script
import os
EditAssetLib = unreal.EditorAssetLibrary()
SkeletalMeshLib = unreal.EditorSkeletalMeshLibrary()
workingPath = "/Game/" #... |
# 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... |
# Copyright Epic Games, Inc. All Rights Reserved.
import unreal
import unrealcmd
import subprocess
#-------------------------------------------------------------------------------
class _Impl(unrealcmd.Cmd):
target = unrealcmd.Arg(str, "Cooked target to stage")
platform = unrealcmd.Arg("", "Platform whose c... |
import unreal
print("=== SETTING UP COMPLETE TEST LEVEL ===")
try:
# Make sure we're working with TestLevel
print("Loading TestLevel...")
level_loaded = unreal.EditorLevelLibrary.load_level('/project/')
if not level_loaded:
print("Creating new TestLevel...")
unreal.EditorLevelLibr... |
import unreal
loaded_subsystem = unreal.get_editor_subsystem(unreal.AssetEditorSubsystem)
target = '/project/'
loaded = unreal.load_asset(target)
loaded_subsystem.open_editor_for_assets([loaded]) |
import unreal
tempSkeleton = '/project/'
tempSkeleton = unreal.EditorAssetLibrary.load_asset(tempSkeleton)
unreal.AssetTools.create_asset('BS','/project/')
BP = '/project/'
BP1 = unreal.EditorAssetLibrary.load_asset(BP)
unreal.EditorAssetLibrary.get_editor_property(BP1) |
# 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 unreal
def _log_error(error):
import traceback
unreal.log_error("{0}\n\t{1}".format(error, "\t".join(traceback.format_stack())))
@unreal.uclass()
class PyTestPythonDefinedObject(unreal.PyTestObject):
@unreal.ufunction(override=True)
def func_blueprint_imp... |
import unreal
import re # 정규표현식 모듈 임포트
# --- 사용자 설정: 복잡한 이름 <-> 프리픽스 매핑 ---
# 소스 이름의 시작 부분 (PC_ 제외, 대문자)을 키로, 원하는 프리픽스를 값으로 추가하세요.
# 예: PC_DemiGod_F_... 이름을 'DGF' 프리픽스로 처리하려면 아래와 같이 추가
prefix_mapping = {
"DEMIGOD_F": "DGF",
# 다른 복잡한 매핑 규칙 추가...
}
# 매핑 성능을 위해 가장 긴 키부터 확인하도록 정렬
prefix_mapping_sorted = dict(sorte... |
# _*_ coding: utf-8 _*_
# @FileName:PVDebug
# @Data:2024-05-27 : 09 : 59
# @Author:zhongkailiu
# @Contact:user@example.com
import unreal
print('+++++++++ pv debug Start +++++++++')
asset_datas = unreal.EditorUtilityLibrary.get_selected_asset_data()
for asset_data in asset_datas:
asset = asset_data.get_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 ... |
import unreal
from os.path import dirname, basename, isfile, join
import glob
import importlib
import traceback
import sys
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
import os
os.startfile("/project/.txt")
unreal.log("MOOOOOOOOOOOOOOOO>>>>")
unreal.log_warning("This is a warning in here!!!")
unreal.log_error("ERR ERR ERR")
unreal.log_error(2*5)
|
import unreal
target_path: str
loaded_subsystem = unreal.get_editor_subsystem(unreal.AssetEditorSubsystem)
loaded_object = unreal.load_asset(target_path)
loaded_subsystem.open_editor_for_assets([loaded_object]) |
import unreal
import sys
import os
import json
def create_cinematic_sequence_from_json(anim_dict_path, destination_path="/project/"):
"""
:param anim_dict_path: path to json with sequence_data
:param destination_path: path to where Cinematics are stored in project
:return:
"""
if not os.path.... |
import unreal
world = unreal.EditorLevelLibrary.get_editor_world()
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if isinstance(actor, (unreal.SceneCapture2D, unreal.CameraActor)):
unreal.EditorLevelLibrary.destroy_actor(actor)
camera_location = unreal.Vector(0, 0, 1000)
camera_rotation ... |
import os, json, sys, csv
try:
import unreal # Available when running inside UE embedded Python
except Exception:
unreal = None
from datetime import datetime
# Import self-learning knowledge system
try:
from .knowledge.event_logger import EventLogger
from .knowledge.insights_generator import Insights... |
import unreal
from datetime import datetime
from pymongo import MongoClient
from geo_change import ues2gps
import yaml
import os
yaml.warnings({'YAMLLoadWarning':False})
def read_yaml(path="gps.conf",option="GPS0"):
'''
读 yaml 文件,提供 UE 静态系下 0,0,0 点的经纬高
'''
if os.path.exists(path):
try:
... |
import unreal
import sys
sys.path.append('Z:/project/')
import lib_narrs
|
# Copyright Epic Games, Inc. All Rights Reserved
# Third party
import unreal
# Internal
from .base_menu_action import BaseActionMenuEntry
class DeadlineToolBarMenu(object):
"""
Class for Deadline Unreal Toolbar menu
"""
TOOLBAR_NAME = "Deadline"
TOOLBAR_OWNER = "deadline.toolbar.menu"
PAREN... |
import unreal
# Function to get the name of the skeletal mesh from the animation
def get_skeletal_mesh_name_from_animation(animation_path):
print(f"Loading animation asset from path: {animation_path}")
# Load the animation asset
animation_asset = unreal.load_asset(animation_path)
# Check if the as... |
import unreal
def print_referencers_of_selected_assets():
# 콘텐츠 브라우저에서 선택한 에셋 가져오기
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
if not selected_assets:
unreal.log("No assets selected.")
return
for asset in selected_assets:
# 에셋의 풀 패스 ("/project... |
# -*- coding: utf-8 -*-
import unreal
def do_some_things(*args, **kwargs):
unreal.log("do_some_things start:")
for arg in args:
unreal.log(arg)
unreal.log("do_some_things end.") |
import unreal
unreal.log("ModolsAssetPlacer plugin initialized. Main script is 'modols_asset_placer_tool.py'.")
|
import logging
import os
import time
import unreal
from pprint import pprint
# from PIL import Image
# import keras_ocr
def py_task(func, *args, **kwargs):
qualname = func.__qualname__
arg_str = ""
if args:
arg_str = str(args)[1:-1]
if kwargs:
if arg_str:
arg_str += ", "
... |
import unreal
import os
# Define the root directory of the workspace and the export directory for FBX files
# This is used when the script is run standalone, otherwise the export_dir parameter is used
WORKSPACE_ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), '..'))
# Default export directory - follows ... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import re
import unreal
import tempfile
import flow.cmd
import unrealcmd
import prettyprinter
#-------------------------------------------------------------------------------
def _fuzzy_find_code(prompt):
import fzf
import subprocess as sp
rg_ar... |
# 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.
"""
Hook that loads defines all the available actions, broken down by publish type.
"""
import os
import sgtk
import unreal
i... |
# coding: utf-8
import unreal
# import AssetFunction_5 as af
# reload(af)
# print af.getAllOpenedAssets()
# af.closeAssets()
# ! 加载资产
def openAssets():
assets = [
unreal.load_asset('/project/'),
unreal.load_asset('/project/'),
unreal.load_asset('/project/')
]
unreal.AssetToolsHelp... |
import unreal
import os
import sys
# Add the script directory to Python path
script_dir = os.path.dirname(__file__)
sys.path.append(script_dir)
# Import functions from separate modules
from Components.grouping import group_actors_by_type
from Components.delete_empty_folders import delete_empty_folders
menu_owner = ... |
import unreal
def get_selected_assets():
"""Get selected assets from the Content Browser."""
editor_utility = unreal.EditorUtilityLibrary()
return editor_utility.get_selected_assets()
def spawn_actor_from_asset(asset, location, folder_name):
"""Spawn an actor in the level from the given asset and assi... |
# 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 ... |
# This script describes a generic use case for the variant manager
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 No... |
import unreal
widget_lib = unreal.WidgetLibrary()
level_lib = unreal.EditorLevelLibrary
# path = '/project/(1).RenderSequence'
path = '/project/.TestButtonWidget'
widget_BP = unreal.load_asset(path)
sub = unreal.get_editor_subsystem(unreal.EditorUtilitySubsystem)
widget = sub.spawn_and_register_tab(widget_BP)
# print(... |
#! /project/ python
# -*- coding: utf-8 -*-
"""
Initialization module for mca-package
"""
# mca python imports
# software specific imports
import unreal
# mca python imports
def create_control_rig_from_skeletal_mesh(sk_path):
"""
:param str sk_path: path to a skeletal mesh or skeleton.
:return: Return... |
import unreal
def create_sound_wave(sound_name, package_path, sound_file_path):
"""Create a new sound wave asset from a sound file."""
factory = unreal.SoundWaveFactory()
factory.set_editor_property('SoundFile', sound_file_path)
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
return asset_... |
import unreal
import time
unreal.log('Hello World log!' + str(time.time())) |
# 本脚本旨在将全部的AO,基于已合并完成的单个AO,
# 重新按照工位分类文件夹
# 用于后续按工位合并AO
# 执行步骤:
# 0. 请确保已经合并完成单个AO
# 1. 修改基础变量,执行即可
# csv_path:工位与AO对应关系
# AO_Path:已合并完成的单个AO路径
# GW_Path:工位文件夹路径
import unreal
import os
import pandas as pd
csv_path = r"C:/project/.csv"
AO_path = r'/project/'
GW_path = r'"/project/'
csv_data = pd.read_cs... |
# from cgl.plugins.unreal import alchemy as alc
from cgl.core.path import PathObject
from cgl.plugins.unreal_engine.utils import update_mesh, update_bndl, update_layout, get_asset_task, get_source_path
import unreal
def run():
workspace_path = unreal.SystemLibrary.convert_to_absolute_path(unreal.Paths.project_dir... |
# 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 sys
import unreal_stylesheet
from PySide6.QtWidgets import QApplication, QWidget, QPushButton, QVBoxLayout, QHBoxLayout, QFileDialog
from PySide6.QtCore import Qt
from actorinfowidget import InfoWidget
from graphicview import GridGraphicsView
from unreallibrary import UnrealLibrary
from assetpick... |
import unreal
from . import helpers
# Dictionary containing all the default material sample types
MATERIAL_SAMPLER_TYPES = {
"Color": unreal.MaterialSamplerType.SAMPLERTYPE_COLOR,
"Grayscale": unreal.MaterialSamplerType.SAMPLERTYPE_GRAYSCALE,
"Alpha": unreal.MaterialSamplerType.SAMPLERTYPE_ALPHA,
"Nor... |
# 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... |
# 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.
"""
An Unreal Editor engine for Tank.
"""
# Note that the VFX Plaform states that in 2019 all DCCs need to support Python 3,
... |
import unreal
#This script adds all atmosphere related actors to a scene
actorLocation = unreal.Vector(0, 0, 0)
actorRotation = unreal.Rotator(0, 0, 0)
levelSubSys = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
# create a new atmosphereic actors
dirLight = unreal.EditorLevelLibrary.spawn_actor_from_class(... |
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