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# -*- 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 ... |
# Copyright Epic Games, Inc. All Rights Reserved
"""
This script handles processing manifest files for rendering in MRQ
"""
import unreal
from getpass import getuser
from pathlib import Path
from .render_queue_jobs import render_jobs
from .utils import movie_pipeline_queue
def setup_manifest_parser(subparser):
... |
# -*- coding: utf-8 -*-
import random
import numpy as np
import unreal
from Utilities.Utils import Singleton
class ChameleonTest(metaclass=Singleton):
def __init__(self, jsonPath:str):
self.jsonPath = jsonPath
self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath)
self.ui_image ... |
from typing import Dict, List, Tuple, Union
import unreal
from constants import SubSystem, mask_colors
from utils import get_world
def get_stencil_value(actor: unreal.Actor) -> int:
# skeletal mesh component
for skeletal_mesh_component in actor.get_components_by_class(unreal.SkeletalMeshComponent):
s... |
import json
import os.path
import re
import unreal
"""Creates Actor blueprint with static mesh components from json. WARNING: Works only in UE 5.1 internal API
"""
# Change me!
DO_DELETE_IF_EXISTS = False
ASSET_DIR = "/project/"
# ASSET_DIR = "/project/"
# ASSET_DIR = "/project/"
JSON_FILEPATH = "C:/project/ Project... |
# This file is generated. Please do NOT modify.
import unreal
from pamux_unreal_tools.impl.material_expression_impl import MaterialExpressionImpl
from pamux_unreal_tools.impl.material_expression_editor_property_impl import MaterialExpressionEditorPropertyImpl
from pamux_unreal_tools.impl.in_socket_impl import InSocketI... |
# 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)
#print(dummy[3])
humanoidBoneList = [
"hips",
"leftUpperLeg",
"rightUpperLeg",
"leftLowerLeg",
"rightL... |
# -*- coding: utf-8 -*-
"""
Created on Sat Apr 13 11:46:18 2024
@author: WillQuantique
"""
import unreal
import time
import random as rd
import numpy as np
import asyncio
def reset_scene(sequence_path):
"""
Deletes the specified sequence from the asset library and removes the MetaHuman actor and camera acto... |
import unreal
actorsCount = 50
slowTaskDisplayText = "Spawning actors in the level..."
@unreal.uclass()
class MyEditorUtility(unreal.GlobalEditorUtilityBase):
pass
selectedAsset = MyEditorUtility().get_selected_assets()
with unreal.ScopedSlowTask(actorsCount, slowTaskDisplayText) as ST:
ST.make_dialog(True)... |
#! /project/ python
# -*- coding: utf-8 -*-
"""
Module that contains functions related with Unreal tag functionality for ueGear.
"""
from __future__ import print_function, division, absolute_import
import unreal
from . import helpers, assets
TAG_ASSET_TYPE_ATTR_NAME = "ueGearAssetType"
TAG_ASSET_ID_ATTR_NAME = "ue... |
import unreal
def import_assets(self):
"""
Import assets into project.
"""
# list of files to import
fileNames = [
'/project/.fbx',
]
# create asset tools object
assetTools = unreal.AssetToolsHelpers.get_asset_tools()
# create asset import data object
assetImportData =... |
# -*- coding: utf-8 -*-
"""
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = "timmyliang"
__email__ = "user@example.com"
__date__ = "2021-08-09 15:36:57"
import unreal
(mesh,) = unreal.EditorUtilityLibrary.get_selected_assets()
physics ... |
# Copyright Epic Games, Inc. All Rights Reserved
# Third-party
import unreal
@unreal.uclass()
class BaseActionMenuEntry(unreal.ToolMenuEntryScript):
"""
This is a custom Unreal Class that adds executable python menus to the
Editor
"""
def __init__(self, callable_method, parent=None):
"""... |
# -*- 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 json
import re
import unreal
""" Should be used with internal UE Python API
Replace all actors of given asset in the level by another asset, saving coords, rotation and scale"""
level_actors = unreal.EditorLevelLibrary.get_all_level_actors()
def get_path_from_ref(string):
path = re.search(r"'(?P<path>.... |
# Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
import os
import sys
from http import HTTPStatus
from typing import Optional
if "PYTHONPATH" in os.environ:
for p in os.environ["PYTHONPATH"].split(os.pathsep):
print(f"Adding PYTHONPATH {p} to sys.path")
if p not in sys.path:
... |
import unreal
from pamux_unreal_tools.impl.material_impl import MaterialImpl
from pamux_unreal_tools.base.material.material_factory_base import MaterialFactoryBase
class MaterialFactory(MaterialFactoryBase):
def __init__(self):
super().__init__(unreal.Material, unreal.MaterialFactoryNew(), MaterialImpl)
|
'''
import unreal
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
def testGraphTraversalBackwardTrace(mat, prop = unreal.MaterialProperty.MP_EMISSIVE_COLOR):
output_node = unreal.MaterialEditingLibrary.get_material_property_input_node(mat, prop)
assert output_node != None, "No Output i... |
import unreal
import json
from collections import namedtuple
PythonExamplePayload = namedtuple("PythonExamplePayload", "map_name actor_name")
@unreal.uclass()
class HyperlinkPythonExample(unreal.HyperlinkDefinitionBlueprintBase):
@unreal.ufunction(override=True)
def initialize_impl(self) -> None:
... |
import unreal
# Collect all assets in the project
all_assets = unreal.EditorAssetLibrary.list_assets("/Game")
# Initialize an empty set to hold assets used in levels
used_assets = set()
# For each level in the project
for level_path in unreal.EditorAssetLibrary.list_assets("/project/"):
# Load the level
leve... |
import unreal
import json
# instances of unreal classes
editor_util = unreal.EditorUtilityLibrary()
system_lib = unreal.SystemLibrary()
# prefix mapping
prefix_mapping = {}
with open("/project/ Examples\\Bluetilities\\PyScripts\\prefix_mapping.json", "r") as json_file:
prefix_mapping = json.loads(json_file.read()... |
# -*- 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... |
#!/project/ python3
"""
Simple script to create just one working animation
"""
import unreal
def log_message(message):
"""Print and log message"""
print(message)
unreal.log(message)
def create_idle_animation():
"""Create just the idle animation to test"""
log_message("Creating Idle animation..."... |
import unreal
import json
# Instances of Unreal Classes
editor_util = unreal.EditorUtilityLibrary()
system_lib = unreal.SystemLibrary()
# Prefix mapping
prefix_mapping = {}
# Load the prefix mapping from a JSON file
with open("prefix_mapping.json", "r") as json_file:
prefix_mapping = json.loads(json_file.read())... |
# -*- 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 ... |
# 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 ... |
'''
File: change_material_param
Author:
Date:
Description:
First attempt to interface with a
Other Notes:
'''
import random
import time
import unreal
def toggle_param(material_path, param):
############################
# Get the material instance
#
# Lessons:
# 1) Cannot use the 'E... |
import unreal
import os
from datetime import date
def get_dependencies_hard(asset_data):
""" get the dependencies hard from the asset data, deep is one """
dependencies_hard = None
if isinstance(asset_data, unreal.AssetData):
asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()
... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import signal
import unreal
import subprocess
#-------------------------------------------------------------------------------
class Debugger(unreal.Debugger):
name = "lldb"
def _disable_ctrl_c(self):
def nop_handler(*args): pass
sel... |
import unreal
import sys
from unreal import Vector
rosbridge_port = 9090
args = unreal.SystemLibrary.get_command_line()
tokens, switches, params = unreal.SystemLibrary.parse_command_line(args)
if "rosbridge_port" in params:
rosbridge_port = int(params["rosbridge_port"])
unreal.log("rosbridge_port: " + str(ro... |
import asyncio
import importlib
import sys
import unreal
import os
counter = 0# Static counter variable
loop = asyncio.SelectorEventLoop()
def get_counter() -> int:
"""Get the current value of the static counter."""
global counter
return counter
def increment_counter() -> int:
"""Increment the stat... |
# -*- coding: utf-8 -*-
"""
渲染 sequencer 的画面
选择 LevelSequence 批量进行渲染
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = 'timmyliang'
__email__ = 'user@example.com'
__date__ = '2020-07-14 21:57:32'
import unreal
import os
import subprocess
fr... |
import unreal
input_list:list[list[str, str]]
selected_assets:list[unreal.Object] = unreal.EditorUtilityLibrary.get_selected_assets()
input_list = [["CreatedBy","HeyThere"],["Category","Chair"]]
for asset in selected_assets:
asset_path = asset.get_path_name().split('.')[0]
loaded_asset = unreal.EditorAssetLib... |
from pysolar.solar import get_altitude, get_radiation_direct
import datetime
import unreal
# Pysolar calculations
latitude = 42.206
longitude = -71.382
date = datetime.datetime.now(datetime.timezone.utc)
altitude = get_altitude(latitude, longitude, date)
radiation = get_radiation_direct(date, altitude)
# Unreal Engi... |
# Copyright Epic Games, Inc. All Rights Reserved
"""
This script handles processing jobs for a specific sequence
"""
import unreal
from getpass import getuser
from .render_queue_jobs import render_jobs
from .utils import (
movie_pipeline_queue,
project_settings,
get_asset_data
)
def setup_sequence_pars... |
import unreal
loaded_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
selected_assets: list[unreal.Object] = unreal.EditorUtilityLibrary.get_selected_assets()
selected_sm: unreal.SkeletalMesh = selected_assets[0]
duplicate_this_outline = '/project/'
loaded_be_duplicated = unreal.load_asset(duplic... |
# 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... |
# -*- coding utf-8 -*-
import unreal
"""
using
import TPS_Modules.blueprint_update_parameter as blueprint_update_parameter
import importlib
importlib.reload(blueprint_update_parameter)
blueprint_update_parameter.set_selected_assets_property("IntVar", 9999)
blueprint_update_parameter.set_selected_assets_property("Va... |
import json
import unreal
red_lib = unreal.RedArtToolkitBPLibrary
objects = red_lib.get_all_objects()
# objects = red_lib.get_all_properties()
# print(len(objects))
path_list = []
for obj in objects:
try:
path_list.append(obj.get_path_name())
except:
print("error -> %s" % obj)
path_list = [fu... |
#!/project/ python3
"""
Character Blueprint Setup - Python Implementation
===============================================
This script configures the character Blueprint with proper components,
movement logic, and animation setup for the 2D warrior character.
Features:
- Component setup (PaperFlipbookComponent, Capsul... |
import unreal
import math
def spawn_cube(location = unreal.Vector(0, 0, 0), rotation = unreal.Rotator(0, 0, 0)):
# Get the system to control the actors
editor_actor_subs = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
# Create a StaticMeshActor
actor_class = unreal.StaticMeshActor
... |
#!/project/ python
# -*- coding: utf-8 -*-
"""
Module that contains installer related functions for Autodesk Maya
"""
# System global imports
import os
# software specific imports
import unreal
# mca python imports
from mca.common.paths import project_paths
from mca.common import log
UE_ROOT = project_paths.MCA_UNRE... |
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:
... |
#! /project/ python
# -*- coding: utf-8 -*-
"""
Initialization module for mca-package
"""
# mca python imports
# software specific imports
import unreal
# mca python imports
from mca.ue.rigging.controlrig import cr_config
def get_top_level_graph_node(control_rig, node_name):
"""
Returns a top level graph no... |
# -*- coding: utf-8 -*-
"""Load camera from FBX."""
from pathlib import Path
import ayon_api
import unreal
from unreal import (
EditorAssetLibrary,
EditorLevelLibrary,
EditorLevelUtils,
LevelSequenceEditorBlueprintLibrary as LevelSequenceLib,
)
from ayon_core.pipeline import (
AYON_CONTAINER_ID,
... |
# -*- coding: utf-8 -*-
"""Loader for Static Mesh alembics."""
import os
from ayon_core.pipeline import (
get_representation_path,
AYON_CONTAINER_ID
)
from ayon_core.hosts.unreal.api import plugin
from ayon_core.hosts.unreal.api.pipeline import (
AYON_ASSET_DIR,
create_container,
imprint,
)
import ... |
#!/project/ python
# -*- encoding: utf-8 -*-
import unreal
from MPath import MPath
import unrealLib as ulib
import importlib
importlib.reload(ulib)
ANode = ulib.ANode
UNode = ulib.UNode
e_util = unreal.EditorUtilityLibrary()
a_util = unreal.EditorAssetLibrary()
str_util = unreal.StringLibrary()
sys_util = unreal.Syste... |
import unreal
from unreal_python_utility import assets_factory as af
from unreal_python_utility import google_sheet_downloader as gsd
from unreal_python_utility import google_id_helper as gih
INTERLOCUTORS_SHEET_RANGE = "Interlocutors!A2:Z"
DIALOGUES_RANGE = "!A2:Z"
INTERLOCUTORS_FOLDER_PATH = "/Interlocutors"
NODES_F... |
# 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 ... |
# AdvancedSkeleton To ModularRig
# 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 ModularControlRig (U... |
# This python script is meant to be called in the Unreal Engine Python terminal.
# This file reads the parameters from a specified directory, and changes the current
# environment's materials, THIS SCRIPT DOES NOT TAKE AN IMAGE.
from datetime import datetime
import os
from pathlib import Path
import platform
from sub... |
# Should be used with internal UE API in later versions of UE
"""
Automatically create material instances based on mesh names
(as they are similar to material names and texture names)
"""
import unreal
import os
OVERWRITE_EXISTING = False
def set_material_instance_texture(material_instance_asset, material_paramete... |
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)
... |
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
asset_lists :list = unreal.EditorUtilityLibrary.get_selected_assets()
asset = asset_lists[0]
for each in asset.materials :
MI = each.get_editor_property('material_interface')
MI_overridable_properties = MI.get_editor_property('base_property_overrides')
MI_overridable_properties.set_editor_... |
# 本脚本用于读取json,散布 mesh 到场景中
# 与 unreal_python_AO\export_actor_json.py 搭配使用
# 变量说明:
# json_path: json文件的路径
# asset_path: 要散布的 mesh 的路径
# 执行步骤:
# 修改变量名称,执行即可
import unreal
import json
import os
json_path = r"C:/project/-000-001.json"
with open(json_path, 'r', encoding='utf-8') as json_file:
# TODO:关于json文件的读取&写入
... |
import unreal
from Utilities.Utils import Singleton
import math
try:
import numpy as np
b_use_numpy = True
except:
b_use_numpy = False
class ImageCompare(metaclass=Singleton):
def __init__(self, json_path:str):
self.json_path = json_path
self.data:unreal.ChameleonData = unreal.PythonB... |
# 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
anime_material = "/project/.MI_CA_Test"
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
editor_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
for selected_asset in selected_assets:
if selected_asset.__class__ != unreal.StaticMesh:
print('Selected a... |
from cgl.plugins.preflight.preflight_check import PreflightCheck
from cgl.plugins.unreal_engine.fg_tool import create_window
import unreal
import os
import shutil
# there is typically a alchemy.py, and utils.py file in the plugins directory.
# look here for pre-built, useful functions
# from cgl.plugins.unreal import a... |
import math
import os
import re
import inspect
import struct
import json
from typing import List
from Utilities.Utils import EObjectFlags
from .Utilities import get_latest_snaps, editor_snapshot, assert_ocr_text, py_task
from .Utilities import get_ocr_from_file
import unreal
from Utilities.Utils import Singleton
c... |
# coding: utf-8
import unreal
import os
import sys
sys.path.append('C:/project/-packages')
from PySide.QtGui import *
from PySide import QtUiTools
WINDOW_NAME = 'Qt Window Two'
UI_FILE_FULLNAME = os.path.join(os.path.dirname(__file__), 'ui', 'window_rotate.ui').replace('\\','/')
class QtWindowTwo(QWidget):
def... |
import unreal
from queue import Queue
from functools import partial
from typing import Callable, Any
def callable_name(any_callable: Callable[..., Any]) -> str:
if isinstance(any_callable, partial):
return any_callable.func.__name__
try:
return any_callable.__name__
except AttributeError:
... |
import unreal
for mesh in unreal.EditorLevelLibrary.get_all_level_actors():
if mesh.get_actor_label() == "SM_Sedan_01a" or mesh.get_actor_label() == "SM_SUV_01a":
#make a random scale between 0.5 and 1.5
scale_unit = unreal.MathLibrary.random_float_in_range(0.5, 1.5)
scale = unreal.Vector(s... |
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
def reset_scene():
# Function to clear specific actors from the scene, adapted from your initial reset logic
actors_to_delete = ["FA", "Rig", "CineCameraActor"]
all_actors = unreal.EditorLevelLibrary.get_all_level_actors()
for actor in all_actors:
if any(name in actor.get_name() f... |
"""
UEMCP Viewport Optimization - Disable viewport updates during bulk operations
"""
from contextlib import contextmanager
from typing import Any, Optional, Union
import unreal
from utils import execute_console_command, log_debug
class ViewportManager:
"""Manages viewport performance during bulk operations.""... |
from domain.texture_service import TextureService
from infrastructure.data.base_repository import BaseRepository
from infrastructure.logging.base_logging import BaseLogging
from infrastructure.configuration.path_manager import PathManager
from infrastructure.configuration.message import LogTexturesAboveXSizeMessage, Va... |
import unreal
import inspect
class material_function_interface:
def __init__(self, asset_path):
self.asset_path = asset_path
def __call__(self, func):
func._asset_path = self.asset_path
return func
class parameter_name_prefix:
def __init__(self, prefix):
self.prefix = pref... |
import unreal
import os
RootPath = "/project/" #몬스터 폴더에 넘버링 전까지 고정
LastPath = "/project/" #BS 폴더 고정
BsName_make = 'Airborne_BS'
BsName_origin = 'IdleRun_BS_Peaceful'
AnimName = '/project/'
#공용 BlendSample 제작
defaultSamplingVector = unreal.Vector(0.0, 0.0, 0.0)
defaultSampler = unreal.BlendSample()
defaultSample... |
import unreal
@unreal.uenum()
class MyPythonEnum(unreal.EnumBase):
FIRST = unreal.uvalue(0)
SECOND = unreal.uvalue(1)
FOURTH = unreal.uvalue(3)
@unreal.ustruct()
class PythonUnrealStruct(unreal.StructBase):
some_string = unreal.uproperty(str)
some_number = unreal.uproperty(float)
array_of_stri... |
from domain.asset_service import AssetService
from infrastructure.configuration.path_manager import PathManager
from infrastructure.configuration.message import LogDeleteEmptyFolderMessage, LogRedirectsMessage, LogUnusedAssetMessage
from infrastructure.data.base_repository import BaseRepository
from infrastructure.logg... |
import unreal
import os
import json
import sys
#from unreal import DataTableFunctionLibrary as DataTableFunctionLibrary
class ImportAssetTool:
import_path: str
destination_path: str
def __init__(self, import_path, destination_path):
self.import_path = import_path
self.destination_pa... |
import unreal
from pamux_unreal_tools.base.material_expression.material_expression_container_factory_base import MaterialExpressionContainerFactoryBase
class MaterialFunctionFactoryBase(MaterialExpressionContainerFactoryBase):
def __init__(elf, asset_class: unreal.Class, asset_factory: unreal.Factory, container_w... |
import unreal
#define actor locaiton
actorLocation = unreal.Vector(0, 0, 0)
actorRotation = unreal.Rotator(0, 0, 0)
levelSubsys = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
#create new atmosphere actors
dirLight = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.DirectionalLight, actorLocation, ... |
#!-!-!-!-!-!-!-!-!-!-!-!-!-!-#
#####
######## 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 Epic Games, Inc. All Rights Reserved.
import os
import fzf
import unreal
import p4utils
import flow.cmd
import subprocess
from peafour import P4
#-------------------------------------------------------------------------------
class _RestorePoint(object):
def __init__(self):
self._files = {}
... |
# -*- coding: utf-8 -*-
import unreal
import numpy as np
import math
from Utilities.Utils import Singleton
class ImagePainter(metaclass=Singleton):
def __init__(self, jsonPath:str):
self.jsonPath = jsonPath
self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath)
self.ui_image = "I... |
import unreal
import sys
from unreal import Vector
# Get a class for spawning
my_class = unreal.EditorAssetLibrary.load_blueprint_class('/project/.BP_MRQ_Rain')
# Get the editor actor subsystem
actor_subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
lst_actors = unreal.EditorLevelLibrary.get_all_leve... |
import unreal
import os
# import time
import threading
import sys
# import aiohttp
import asyncio
import httpx
import websocket
import ssl
import json
import requests
# import subprocess
from multiprocessing import Process, Queue
# Function to get the name of the skeletal mesh from the animation
def get_skeletal_me... |
# 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 -*-
"""
Created on Sat Apr 13 11:46:18 2024
@author: WillQuantique
"""
import unreal
import time
import math
import random as rd
import importlib.util
import sys
def reset_scene(sequence_path):
"""
Deletes the specified sequence from the asset library and removes the MetaHuman actor and c... |
import unreal
def get_all_assets_of_type(type='Skeleton', directory="/Game/"):
asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()
asset_dict = dict()
for data in [asset_data for asset_data in asset_registry.get_assets_by_path(directory, True)]:
asset_name = str(data.asset_name)
... |
import unreal
def my_function():
unreal.log('This is an Unreal log')
unreal.log_error('This is an Unreal error!!!')
unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.EditorAssetLibrary.load_blueprint_class('/project/.MyBlueprint_C'), unreal.Vector(0, 0, 0), unreal.Rotator(0, 0, 0))
unreal.Editor... |
import os, sys, subprocess
import urllib.request
from urllib.parse import urlparse
from subprocess import CalledProcessError
import unreal
dependencies = {
"omegaconf": {},
"einops": {},
"clip": {},
"kornia": {},
"gitpython": {"module": "git"},
"pytorch_lightning": {},
"torch": {"args": "-... |
import unreal
#This python script should be put into a folder that is accessible to UE and add it to the "startup scripts" in the project settings
#https://docs.unrealengine.com/en-US/scripting-the-unreal-editor-using-python/
#overriding Dataprep Operation class
#this operation add a tag to static mesh actor with a s... |
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
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
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
for asset in selected_assets:
loaded_material_instance: unreal.MaterialInstanceConstant = asset
if loaded_material_instance.__class__ == unreal.MaterialInstanceConstant:
main_material = asset.get_base_material()
... |
from unreal_global import *
import unreal_utils
import unreal
@unreal.uclass()
class SampleActorAction(unreal.ActorActionUtility):
# @unreal.ufunction(override=True)
# def get_supported_class(self):
# return unreal.Actor
@unreal.ufunction(
static=True,
meta=dict(CallInEditor=True,... |
# 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 ... |
from array import array
import unreal
_seek_comp_name : str = 'CapsuleComponent'
_seek_property_name : str = ''
selected : array = unreal.EditorUtilityLibrary.get_selected_assets()
def swap_bp_obj_to_bp_c ( __bp_list:list) -> list :
bp_c_list : list = []
for each in __bp_list :
name_selected : str =... |
# Copyright 2018 Epic Games, Inc.
# Setup the asset in the turntable level for rendering
import unreal
import os
import sys
def setup_render_with_movie_render_queue(output_path, unreal_map_path, sequence_path):
"""
Setup rendering the given map and sequence to the given movie with the Movie render queue.
... |
import unreal
import math
# instances of unreal classes
editor_util = unreal.EditorUtilityLibrary()
# get the selected assets
selected_assets = editor_util.get_selected_assets()
num_assets = len(selected_assets)
not_pow = 0
for asset in selected_assets:
asset_name = asset.get_fname()
asset_path = asset.get_p... |
import unreal
# Ensure that you're using the correct factory classes and API functions.
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
# Create or retrieve the Editor Utility Widget.
widget_path = "/project/"
editor_utility_widget_class = unreal.EditorUtilityWidgetBlueprint
editor_utility_widget_factory_cla... |
"""This script collects blueprint in-game paths for further processing with clicker. For internal UE API"""
import json
import unreal
# mode = "weapon"
mode = "accessory_or_weapon_mod"
asset_reg = unreal.AssetRegistryHelpers.get_asset_registry()
asset_root_dir = "/project/"
assets = asset_reg.get_assets_by_path(asse... |
import unreal
import os
import socket
import time
is_playing = False
tickhandle = None
def testRegistry(deltaTime):
asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()
if asset_registry.is_loading_assets():
unreal.log_warning("still loading...")
else:
#send the ready signal... |
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