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# coding: utf-8
import unreal
import time
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-debugeachsave")
args = parser.parse_args()
#print(args.vrm)
######
with unreal.ScopedSlowTask(1, "Convert MorphTarget") as slow_task_root:
s... |
# /project/
# @CBgameDev Optimisation Script - Log Particles With No LODs
# /project/
import unreal
import os
EditAssetLib = unreal.EditorAssetLibrary()
SystemsLib = unreal.SystemLibrary
StringLib = unreal.StringLibrary()
workingPath = "/Game/" # Using the root directory
notepadFilePath = os.path.dirname(__file__) + ... |
import unreal
print(unreal.get_interpreter_executable_path()) |
# from infrastructure.cross_cutting.package_solver import PackageSolver
# PackageSolver.install_missing_packages()
import unreal
from infrastructure.configuration.request import *
from infrastructure.cross_cutting.bootstrapper import Bootstrapper
unreal.log_warning("Init")
mediator = Bootstrapper().get_mediator()
@unr... |
import unreal
from PySide6.QtCore import Qt, QPointF, QRectF, QPoint
from PySide6.QtGui import QPen, QBrush, QColor, QPainter, QPolygonF, QCursor, QAction
from PySide6.QtWidgets import QGraphicsView, QGraphicsScene, QGraphicsItem, QGraphicsRectItem, QMenu, QGraphicsLineItem
from unreallibrary import UnrealLibrary
cl... |
import os
import unreal
scene_name = 'camstore'
path_FBX = "D:/project/"
path_mesh = '/project/' + scene_name + '/project/'
path_material='/project/' + scene_name + '/project/'
separate_asset_classes = ["Material","Texture2D","Texture3D","Texture"]
def importTree(fbx_path, path_end):
list = os.listdir(fbx_path + ... |
import unreal
# instances of unreal classes
editor_util = unreal.EditorUtilityLibrary()
layer_sys = unreal.LayersSubsystem()
editor_filter_lib = unreal.EditorFilterLibrary()
# get the selected material and selected static mesh actors
selected_assets = editor_util.get_selected_assets()
materials = editor_filter_lib.by... |
import unreal
from module import file1
file1.test_file2()
print(__name__)
|
from domain.skeletal_meshe_service import SkeletalMeshService
from infrastructure.configuration.path_manager import PathManager
from infrastructure.configuration.message import LogSkelMeshesNumOfMaterialsMessage, LogSkelMeshesNoLodMessage
from infrastructure.data.base_repository import BaseRepository
from infrastructur... |
# coding: utf-8
import unreal
import argparse
print("VRM4U python begin")
print (__file__)
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
args = parser.parse_args()
print(args.vrm)
#print(dummy[3])
humanoidBoneList = [
"hips",
"leftUpperLeg",
"rightUpperLeg",
"leftLo... |
# 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):
... |
# 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 ... |
# SPDX-License-Identifier: Apache-2.0
# Copyright Contributors to the OpenTimelineIO project
import sys
import unreal
from PySide2 import QtCore, QtGui, QtWidgets
SLATE_PARENT_OBJECT_NAME = "qapp_slate_parent"
PACKAGE_TAG = "qapp_created_by_otio_unreal_actions"
class UnrealPalette(QtGui.QPalette):
"""QPalette... |
import unreal
# unreal.SystemLibrary
# https://api.unrealengine.com/project/.html
|
import math
import unreal
from enum import Enum
Category = "Position Distributor"
editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
class DistributionType(Enum):
AlongX = 'AlongX'
AlongY = 'AlongY'
XYCircle = 'XYCircle'
@unreal.uclass()
class EditorPositionDistributor(un... |
# filename: set_complex_collision.py
# This script sets the collision complexity of all static meshes in a specified folder to "USE_COMPLEX_AS_SIMPLE"
# Create the Python script content for setting complex collision on all static meshes in a specified folder in Unreal Engine
import unreal
# Set the name of the parent... |
#!/project/ python3
"""
Simple startup script for UEMCP listener
Safe to run when opening Unreal project
"""
import unreal
try:
# Check if already running
import uemcp_listener
if hasattr(uemcp_listener, "server_running") and uemcp_listener.server_running:
unreal.log("UEMCP: Listener is already r... |
# -*- coding: utf-8 -*-
import unreal # noqa
class AyonUnrealException(Exception):
pass
@unreal.uclass()
class AyonHelpers(unreal.AyonLib):
"""Class wrapping some useful functions for Ayon.
This class is extending native BP class in Ayon Integration Plugin.
"""
@unreal.ufunction(params=[str,... |
import unreal
import tkinter as tk
from tkinter import ttk
from tkinter import messagebox
import os
import sys
from datetime import datetime
import json
import importlib # 추가
# 현재 스크립트의 경로를 Python 경로에 추가
current_dir = os.path.dirname(os.path.abspath(__file__))
if current_dir not in sys.path:
sys.path.append(curre... |
"""
Module that contains utilities functions to verify dccs.
"""
# python imports
import os
import sys
import math
from collections import OrderedDict
# software specific imports
# mca python imports
from mca.common import log
# cached current DCC name. It should not be modified during a session.
CURRENT_DCC = None
... |
# 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",
... |
# 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... |
# Copyright (C) 2025 Louis Vottero user@example.com All rights reserved.
from . import graph
import unreal
from vtool import util
in_unreal = util.in_unreal
def n(unreal_node):
"""
returns the node path
"""
if not in_unreal:
return
if unreal_node is None:
return
return un... |
# 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... |
#!/project/ python
# -*- encoding: utf-8 -*-
import unreal
from collections import namedtuple
def make_menu(label_name,command_string):
"""
创建menu菜单目录
:param label_name:
:param command_string:
:return:
"""
# menu_stru = namedtuple("menu_name",["entry","commond_string"])
entry = unre... |
# -*- 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 ... |
# Replace all material slots of static mesh actors with certain name
import unreal
##### complete undo may not be possible if too many operations performed
new_material = unreal.EditorAssetLibrary.load_asset("/project/")
actor_list = unreal.EditorLevelLibrary.get_all_level_actors()
for i in range(0, len(actor_li... |
# -*- 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 00:38:52'
import os
import sys
import shutil
import tempfile
import subprocess
import contextli... |
import unreal
import time
import sys
# unreal.log_warning('Number of arguments:' + str(len(sys.argv)) + 'arguments.')
# unreal.log_warning('Argument List:' + str(sys.argv))
unreal.log('Hello World log!' + str(time.time()))
unreal.log_warning('Hello World! warning' + str(time.time()))
unreal.log_error('Hello World!... |
# 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 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 json
from pathlib import Path
import unreal
from unreal import EditorLevelLibrary
import ayon_api
from ayon_core.pipeline.load import LoadError
from ayon_unreal.api import plugin
from ayon_unreal.api import pipeline as upipeline
class ExistingLayoutLoader(plugin.LayoutLoader):
"""
Load Layout for an e... |
# -*- coding: utf-8 -*-
"""
https://answers.unrealengine.com/project/.html
使用 locator 流程导入 模型 节省资源
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = 'timmyliang'
__email__ = 'user@example.com'
__date__ = '2020-09-17 10:13:14'
import os
impor... |
# prototype for setting outline materials and data asset to selected skeletal mesh
# this code separates into four parts sm_vrmmat_generate_outlines, sm_da_generate_da, sm_da_set_mi
import unreal
selected_assets: list[unreal.Object] = unreal.EditorUtilityLibrary.get_selected_assets()
loaded_subsystem = unreal.get_edi... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
from . import base_server
from .base_server import BaseRPCServerThread, BaseRPCServerManager
class UnrealRPCServerThread(BaseRPCServerThread):
def thread_safe_call(self, callable_instance, *args):
"""
Implementation of a thread safe cal... |
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... |
# /project/
# @CBgameDev Optimisation Script - Log Textures That Are Not Power Of Two
# /project/
import unreal
import os
import math
EditAssetLib = unreal.EditorAssetLibrary()
workingPath = "/Game/" # Using the root directory
notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseLog.txt"
allAssets = EditAss... |
"""
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
WORLD_COMPONENT_PATH = '/project/.CR_Human_FRAG_C'
WORLD_COMPONENT_NAME = 'FRAG ... |
from typing import List, Dict, Any
import unreal
import json
def get_asset_info(asset_path: str) -> List[Dict[str, Any]]:
asset = unreal.EditorAssetLibrary.find_asset_data(asset_path)
if asset.is_valid():
asset_data = asset.get_asset()
asset_info = {
"name": asset_data.get_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... |
from __future__ import annotations
from pathlib import Path
import unreal
from ayon_unreal.api.pipeline import (
UNREAL_VERSION,
create_folder,
get_subsequences,
)
from ayon_unreal.api.plugin import (
UnrealAssetCreator
)
from ayon_core.pipeline.create import CreatorError
from ayon_core.lib import (... |
# -*- coding: utf-8 -*-
"""
Initialization module for mca-package
"""
# mca python imports
import os
# software specific imports
import unreal
# mca python imports
from mca.common import log
from mca.common.textio import yamlio
from mca.common.modifiers import singleton
from mca.ue.paths import ue_paths
from mca.ue.t... |
from typing import List, Tuple, Union
import unreal
from utils import get_world
from GLOBAL_VARS import EditorActorSub
def set_stencil_value(
actor: unreal.Actor,
stencil_value: int,
receives_decals: bool = False
) -> None:
# skeletal mesh component
for skeletal_mesh_component in actor.get_comp... |
import unreal
import debugpy_unreal
actor = None
class Runner:
def __init__(self, anims, meshes, textures, skels, asset_ref: unreal.Blueprint):
# self.anims = anims
self.meshes = meshes
# self.textures = textures
self.skels = skels
self.asset_ref = asset_ref
def enabl... |
import unreal
import json
import argparse
import os
parser = argparse.ArgumentParser()
parser.add_argument('-f', '--file')
parser.add_argument('-o', '--obj', action='store_true')
def ls_static_mesh(actor, world):
sequence = actor.get_sequence() # Get the MovieSequence
bindings = sequence.get_bindings() # Get... |
import unreal
def get_da_list(da:unreal.PrimaryDataAsset, property_name:str) -> list[unreal.Object]:
return unreal.PrimaryDataAsset.get_editor_property(da, property_name)
def get_da_item(da:unreal.PrimaryDataAsset, property_name:str) -> unreal.SkeletalMesh:
return unreal.PrimaryDataAsset.get_editor_property(d... |
import unreal
# Unreal Engine Python script to simply print a message
print("gapdoe")
print("somebody")
|
import unreal
import inspect
util_lib = unreal.EditorUtilityLibrary
red_lib = unreal.RedArtToolkitBPLibrary
bp, = unreal.EditorUtilityLibrary.get_selected_assets()
bp_gc = unreal.load_object(None, "%s_C" % bp.get_path_name())
bp_cdo = unreal.get_default_object(bp_gc)
print(dir(bp_cdo))
def loop(bp_cdo):
for membe... |
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 = "metacarpal"
mgear_component = "EPIC_meta_01"
def __init... |
import unreal
import unreal_uiutils
import unreal_utils
# from unreal_global import *
# from unreal_utils import AssetRegistryPostLoad
unreal.log("""@
####################
Init Start up Script
####################
""")
# assetregistry_pretickhandle = None
# def assetregistry_postload_handle(deltaTime):
# """
... |
# -*- coding: utf-8 -*-
"""
Initialization module for import and creating Textures and Material Instance Constants.
"""
# mca python imports
# PySide2 imports
# from PySide2.QtWidgets import QAbstractItemView
# software specific imports
import unreal
# mca python imports
from mca.ue.paths import ue_path_utils
from mc... |
#!/project/ python3
"""
Python Execution Test for MCP Server
This script tests executing Python code through the MCP Server.
It connects to the server, sends a Python code snippet, and verifies the execution.
"""
import socket
import json
import sys
def main():
"""Connect to the MCP Server and execute Python cod... |
# -*- coding: utf-8 -*-
"""
this startup code is used to add a script editor button to the unreal tool bar.
ignore this file when using this script editor widget outside Unreal
"""
# mca python imports
# Qt imports
# software specific imports
import unreal
# mca python imports
def create_script_editor_button():
... |
import random
import unreal
all_actors = unreal.EditorLevelLibrary.get_all_level_actors()
unreal.log_warning("total actors: {}".format(len(all_actors)))
#for act in all_actors:
# name = act.get_name()
# rand = random.randint(1,100)
# if(name.startswith("SM_ProductWithAN") and rand < 25):
# unreal.log_warning("delet... |
# coding: utf-8
import unreal
import argparse
print("VRM4U python begin")
print (__file__)
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
args = parser.parse_args()
print(args.vrm)
#print(dummy[3])
humanoidBoneList = [
"hips",
"leftUpperLeg",
"rightUpperLeg",
"leftLo... |
import unreal
def get_mesh_obj(static_mesh):
sm_name = static_mesh.get_name()
sm_bbox = static_mesh.get_bounding_box()
# get min max vectors from sm_bbox
min_vec = sm_bbox.min
max_vec = sm_bbox.max
# get absolute value of the difference between min and max vectors
diff_vec = (max_vec - m... |
# PrefixRules.py
import unreal
PREFIX_RULES = {
"AnimBlueprint": "ABP",
"AnimSequence": "A",
"Animation": "A",
"BlendSpace1D": "BS",
"Blueprint": "BP",
"WidgetBlueprint": "WBP",
"CurveFloat": "CF",
"CurveLinearColor": "CLC",
"Material": "M",
"MaterialFunction": "MF",
"Materi... |
import sys
import json
from datetime import datetime
from typing import Any, Optional
import unreal
from pathlib import Path
# Make sure we can load local modules
SCRIPT_FILE = Path(__file__).absolute()
print(f'Running {SCRIPT_FILE}')
BASE_PATH = SCRIPT_FILE.parent
if str(BASE_PATH) not in sys.path:
sys.path.appe... |
import unreal
from pprint import pprint
from pathlib import Path
from typing import Tuple
# https://www.unrealcode.net/PythonScripting.html
# set this dir in project settings, filter python, add to additional paths
#
# from importlib import reload
# import make_world as MW
# reload(MW)
# MW.make_blueprint("/project/"... |
# https://dev.epicgames.com/project/-us/unreal-engine/python-api/project/?application_version=5.4
# https://dev.epicgames.com/project/-us/unreal-engine/python-api/project/?application_version=5.4
import unreal
# 필요한 언리얼 엔진 API 초기화
editor_util = unreal.EditorAssetLibrary()
sequencer_util = unreal.LevelSequenceEditorBl... |
# Copyright Epic Games, Inc. All Rights Reserved
import os
import argparse
import json
import unreal
from deadline_rpc import BaseRPC
from mrq_cli_modes import (
render_queue_manifest,
render_current_sequence,
render_queue_asset,
utils,
)
class MRQRender(BaseRPC):
"""
Class to execute dead... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import unreal
#-------------------------------------------------------------------------------
class Platform(unreal.Platform):
name = "IOS"
def _read_env(self):
yield from ()
def _get_version_ue4(self):
dot_cs = self.get_unreal... |
import json
import time
from typing import List, Optional, Tuple, Dict
import unreal
from GLOBAL_VARS import LEVEL_INFO_JSON, EditorLevelSub, EditorSub
################################################################################
# define decorators
def loader_func(func):
def wrap_func(*args, **kwargs):
... |
```python
import unreal
class UnrealEngineVR:
def __init__(self, investor_profile, experience_settings):
self.investor_profile = investor_profile
self.experience_settings = experience_settings
self.engine = unreal.EditorLevelLibrary()
def create_vr_experience(self):
# Create a ... |
# 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 ... |
#! /project/ python
# -*- coding: utf-8 -*-
"""
Module that contains helper functions used by ueGear Unreal commands.
"""
from __future__ import print_function, division, absolute_import
import os
import sys
import json
import tempfile
import subprocess
import pkg_resources
from collections import OrderedDict
impor... |
import sys
import unreal
from urllib.parse import quote, unquote
@unreal.uclass()
class HyperlinkPythonBridgeImplementation(unreal.HyperlinkPythonBridge):
@unreal.ufunction(override=True)
def parse_url_string(self, in_string: str):
return unquote(in_string)
@unreal.ufunction(override=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 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... |
"""
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.controlrig import cr_pins
SCRIPT_STRUCT_PATH = '/project/.CR_Human_FRAG_C'
BASE_NODE_NAME = 'FRAG Create Wo... |
"""
This module provides examples for handling Unreal Engine versions and discovering Python API changes
"""
from functools import total_ordering
import unreal
@total_ordering
class EngineVersion:
"""
Utility class to compare Unreal Versions
Provide the engine version formatted as "5" , "5.0" , "5.0.0"... |
import json
import os
import unreal
with open("C:/project/ Projects/project/.json") as f:
mapping = json.load(f)
base_dir = "/project/"
rename_data = []
for k, v in mapping.items():
unreal.EditorAssetLibrary.rename_asset(base_dir + v, base_dir + k)
ar = unreal.AssetRegistryHelpers.get_asset_registry()
... |
# -*- coding: utf-8 -*-
"""
测试 C++ 获取 thumbnail
"""
from __future__ import division
from __future__ import print_function
from __future__ import absolute_import
__author__ = 'timmyliang'
__email__ = 'user@example.com'
__date__ = '2020-09-28 16:52:47'
import unreal
from Qt import QtCore, QtWidgets, QtGui
from Qt.Qt... |
"""
Interacts an Unreal Control Rig "Find Item With Tag" 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_pins
logger = log.MCA_LOGGER
SCRIPT_STRUCT_PATH = '/project/.RigUnit_FindItemsWithMetadat... |
# coding:utf-8
__author__ = 'timmyliang'
__email__ = 'user@example.com'
__date__ = '2020-01-09 12:57:22'
"""
"""
import sys
# import Tkinter
# import tkMessageBox
import unreal
def print_string(msg):
unreal.SystemLibrary.print_string(None,msg,text_color=[255,0,0,255])
def getOrAddPossessableInSequenceAsset(... |
# Nanite On 시키는 코드
import unreal
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
for nanitemesh in selected_assets :
meshNaniteSettings : bool = nanitemesh.get_editor_property('nanite_settings')
if nanitemesh.__class__ == unreal.StaticMesh:
materials = []
blend_mode... |
# 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
import unreal
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
args = parser.parse_args()
print(args.vrm)
#print(dummy[3])
humanoidBoneList = [
"hips",
"leftUpperLeg",
"rightUpperLeg",
"leftLowerLeg",
"rightLowerLeg",
"leftFoot",
"righ... |
# /project/
# @CBgameDev Optimisation Script - Log Materials Using Two Sided
# /project/
import unreal
import os
EditAssetLib = unreal.EditorAssetLibrary()
SystemsLib = unreal.SystemLibrary
workingPath = "/Game/" # Using the root directory
notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseLog.txt"
allAss... |
from pathlib import Path
import os
import unreal
from ayon_core.pipeline import get_current_project_name, Anatomy
from ayon_core.pipeline.publish import PublishError
from ayon_unreal.api import pipeline
import pyblish.api
class CollectRenderFiles(pyblish.api.InstancePlugin):
""" This collector will try to find a... |
import unreal
#from typing import List
world_setting :object = unreal.EditorLevelLibrary.get_editor_world().get_world_settings()
is_HLOD_enabled :bool = world_setting.get_editor_property('enable_hierarchical_lod_system')
need_to_print :str = 'HLOD enabled = ' + str(is_HLOD_enabled)
unreal.log_warnin... |
import unreal
from unreal import WorldFactory, AssetToolsHelpers
ASSET_TOOLS = unreal.AssetToolsHelpers.get_asset_tools() # type: unreal.AssetTools
def get_object_cdo(object):
# type: (unreal.Object) -> unreal.Object
da_class = unreal.load_object(None, object.get_path_name())
cdo = unreal.get_default_obje... |
import unreal
# Define the path to the Blueprint asset
blueprint_path = "/project/.EntityPathSpawner"
# Load the Blueprint asset
entity_blueprint = unreal.load_asset(blueprint_path)
# Check if the blueprint is valid
if not entity_blueprint:
raise ValueError("Blueprint not found at the specified path")
# Make su... |
# Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
import os
import unreal
# Required imports
from deadline.unreal_submitter.submitter import (
UnrealRenderOpenJobSubmitter,
)
from deadline.unreal_submitter.unreal_open_job.unreal_open_job import (
P4RenderUnrealOpenJob,
)
from deadline.unre... |
# -*- coding: utf-8 -*-
"""
批量重命名工具
- [x] 定位文件系统路径
- [x] 拖拽排序
- [x] 前后缀
- [x] 正则支持
- [x] 按照命名规范重命名
- [x] BUG 新名称重命名会丢失
- [x] BUG 挪动选择会丢失
- [x] QSettings 配置记录
- [x] 配置导入导出
- [x] 帮助文档
2021-3-31
- [x] 支持 actor 改名
- [x] 修复 PySide2 MinimumExpanding BUG
"""
from __future__ import division
from __future__ import print_fun... |
import unreal
asset_library:unreal.EditorAssetLibrary = unreal.EditorAssetLibrary()
def set_texture_srgb_off(folder_path, name):
texture_path = find_asset(folder_path, name)
if texture_path != None:
texture:unreal.Texture2D = asset_library.load_asset(texture_path[0 : texture_path.rfind(".")])
... |
# 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... |
# -*- 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 ... |
import unreal
import argparse
import json
import DTUControlRigHelpers
import importlib
importlib.reload(DTUControlRigHelpers)
parser = argparse.ArgumentParser(description = 'Creates a Control Rig given a SkeletalMesh')
parser.add_argument('--skeletalMesh', help='Skeletal Mesh to Use')
parser.add_argument('--dtuFile', ... |
# -*- coding: utf-8 -*-
"""
Wrapper for unreal asset StaticMesh.
"""
# mca python imports
import random
# software specific imports
import unreal
# mca python imports
from mca.common import log
from mca.ue.assettypes import py_base_mesh, py_material_instance
from mca.ue.utils import asset_utils
from mca.ue.startup.co... |
# -*- coding: utf-8 -*-
"""Loader for Yeti Cache."""
import json
from ayon_core.pipeline import AYON_CONTAINER_ID
from ayon_unreal.api import plugin
from ayon_unreal.api import pipeline as unreal_pipeline
import unreal # noqa
class YetiLoader(plugin.Loader):
"""Load Yeti Cache"""
product_types = {"yeticach... |
import unreal
unreal.EditorDialog.show_message("Leveling up in Python", "Are you ready to level up in Python", unreal.AppMsgType.YES_NO_CANCEL) |
# 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 ayon_core.hosts.unreal.api.tools_ui import qt_app_context
from ayon_core.hosts.unreal.api.pipeline import delete_asset_if_unused
from ayon_core.pipeline import InventoryAction
class DeleteUnusedAssets(InventoryAction):
"""Delete all the assets that are not used in any level.
"""
label... |
# filename: set_collision_all_static_mesh.py
# run: exec(open(r"/project/ ENGINE\TEMPLATE PROJECTS\GameAnimationSample\set_collision_all_static_mesh.py").read())
import unreal
# Access the editor actor subsystem
editor_subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
if editor_subsys:
all_actors... |
# SPDX-License-Identifier: Apache-2.0
# Copyright Contributors to the OpenTimelineIO project
import unreal
import opentimelineio as otio
from opentimelineio.opentime import TimeRange
# Critical metadata keys for this adapter to work with level sequences
METADATA_KEY_UE = "unreal"
METADATA_KEY_SUB_SEQ = "sub_sequence... |
import unreal
AssetTools = unreal.AssetToolsHelpers.get_asset_tools()
MaterialEditLibrary = unreal.MaterialEditingLibrary
EditorAssetLibrary = unreal.EditorAssetLibrary
MeshMaterial = AssetTools.create_asset("M_MeshPaint", "/project/", unreal.Material, unreal.MaterialFactoryNew())
# Add texture parameter nodes for e... |
import unreal
def detect_new_custom_attrs_from_animation(anim_path, bp_path):
"""
:param anim_path: Path to Anim Sequence
:param bp_path: Path to the Blueprint to query and edit
:return:
"""
anim_sequence = unreal.load_asset(anim_path)
if not anim_sequence:
unreal.log_warning(f"Cou... |
import unreal
#import unreal module
from typing import List
#import typing module for 'clearer' annotation
##But, this is not Typescript though, :(
_seek_parent_material: unreal.Material
#pick from editor
_seek_parent_material_class: object = _seek_parent_material.get_class()
compare_seek_parent_material_class ... |
# 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 = ... |
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