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# -*- 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 = "" self.filteredIndexToIndex = [] self.hisCrumbObjsAndNames = [] #list[(obj, propertyName)] self.attributes = None self.filtered_attributes = None self.plains = [] self.riches = [] self.selected = set() def check_line_id(self, line_id, column_count): from_line = line_id * column_count to_line = (line_id + 1) * column_count assert len(self.plains) == len(self.riches), "len(self.plains) != len(self.riches)" if 0 <= from_line < len(self.plains) and 0 <= to_line <= len(self.plains): return True else: unreal.log_error(f"Check Line Id Failed: {line_id}, plains: {len(self.plains)}, rich: {len(self.riches)}") return False def get_plain(self, line_id, column_count): assert self.check_line_id(line_id, column_count), "check line id failed." return self.plains[line_id * 2 : line_id * 2 + 2] def get_rich(self, line_id, column_count): assert self.check_line_id(line_id, column_count), "check line id failed." return self.riches[line_id * 2: line_id * 2 + 2] class ObjectDetailViewer(metaclass=Singleton): def __init__(self, jsonPath): self.jsonPath = jsonPath self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath) self.ui_checkbox_single_mode = "CheckBoxSingleMode" self.ui_checkbox_compare_mode = "CheckBoxCompareMode" self.ui_left_group = "LeftDetailGroup" self.ui_right_group = "RightDetailGroup" self.ui_button_refresh = "RefreshCompareButton" self.ui_detailListLeft = "ListViewLeft" self.ui_detailListRight = "ListViewRight" self.ui_hisObjsBreadcrumbLeft = 'ObjectHisBreadcrumbLeft' self.ui_hisObjsBreadcrumbRight = 'ObjectHisBreadcrumbRight' # self.ui_headRowLeft = "HeaderRowLeft" # self.ui_headRowRight = "HeaderRowRight" self.ui_labelLeft = "LabelLeft" self.ui_labelRight = "LabelRight" self.ui_info_output = "InfoOutput" self.ui_rightButtonsGroup = "RightButtonsGroup" # used for compare mode self.ui_rightListGroup = "RightListGroup" self.ui_refreshButtonGroup = "RefreshButtonGroup" self.reset() def on_close(self): self.reset() def reset(self): self.showBuiltin = True self.showOther = True self.showProperties = True self.showEditorProperties = True self.showParamFunction = True self.compareMode = False self.left = None self.right = None self.leftSearchText = "" self.rightSearchText = "" self.left_rich = None self.left_plain = None self.var = None self.diff_count = 0 def update_log_text(self, bRight): bShowRight = self.compareMode result = "" for side_str in ["left", "right"] if bShowRight else ["left"]: bRight = side_str != "left" ui_breadcrumb = self.ui_hisObjsBreadcrumbRight if bRight else self.ui_hisObjsBreadcrumbLeft breadcrumbs = self.right.hisCrumbObjsAndNames if bRight else self.left.hisCrumbObjsAndNames crumbCount = self.data.get_breadcrumbs_count_string(ui_breadcrumb) if bRight: result += "\t\t\t" result += "{} crumb: {} hisObj: {}".format(side_str, crumbCount, len(breadcrumbs)) if self.compareMode: result = f"{result}\t\t\tdiff count: {self.diff_count}" self.data.set_text(self.ui_info_output, result) def get_color_by(self, attr : Utils.attr_detail): if attr.bCallable_builtin: return "DarkTurquoise".lower() if attr.bCallable_other: return "RoyalBlue".lower() if attr.bEditorProperty: return "LimeGreen".lower() if attr.bOtherProperty: return "yellow" def get_color(self, typeStr): if typeStr == "property": return 'white' if typeStr == "return_type": return 'gray' if typeStr == "param": return 'gray' def get_name_with_rich_text(self, attr:Utils.attr_detail): name_color = self.get_color_by(attr) param_color = self.get_color("param") return_type_color = self.get_color("return_type") if attr.bProperty: return "\t<RichText.{}>{}</>".format(name_color, attr.name) else: if attr.param_str: return "\t<RichText.{}>{}(</><RichText.{}>{}</><RichText.{}>)</>".format(name_color, attr.name , param_color, attr.param_str , name_color) else: if attr.bCallable_other: return "\t<RichText.{}>{}</>".format(name_color, attr.name) else: return "\t<RichText.{}>{}()</><RichText.{}> {}</>".format(name_color, attr.name , return_type_color, attr.return_type_str) def get_name_with_plain_text(self, attr:Utils.attr_detail): if attr.bProperty: return "\t{}".format(attr.name) else: if attr.param_str: return "\t{}({})".format( attr.name, attr.param_str) else: if attr.bCallable_other: return "\t{}".format( attr.name) else: return "\t{}() {}".format(attr.name,attr.return_type_str) def filter(self, data:DetailData): result = [] indices = [] for i, attr in enumerate(data.attributes): if not self.showEditorProperties and attr.bEditorProperty: continue if not self.showProperties and attr.bOtherProperty: continue if not self.showParamFunction and attr.bHasParamFunction: continue if not self.showBuiltin and attr.bCallable_builtin: continue if not self.showOther and attr.bCallable_other: continue if data.filter_str: if data.filter_str.lower() not in attr.display_result.lower() and data.filter_str not in attr.display_name.lower() : continue result.append(attr) indices.append(i) return result, indices def show_data(self, data:DetailData, ui_listView): flatten_list_items = [] flatten_list_items_plain = [] for i, attr in enumerate(data.filtered_attributes): # print(f"{i}: {attr.name} {attr.display_name}, {attr.display_result} ") attr.check() assert attr.display_name, f"display name null {attr.display_name}" assert isinstance(attr.display_result, str), f"display result null {attr.display_result}" result_str = attr.display_result if len(result_str) > 200: result_str = result_str[:200] + "......" flatten_list_items.extend([self.get_name_with_rich_text(attr), result_str]) flatten_list_items_plain.extend([self.get_name_with_plain_text(attr), result_str]) data.riches = flatten_list_items data.plains = flatten_list_items_plain data.selected.clear() self.data.set_list_view_multi_column_items(ui_listView, flatten_list_items, 2) def query_and_push(self, obj, propertyName, bPush, bRight): #bPush: whether add Breadcrumb nor not, call by property if bRight: ui_Label = self.ui_labelRight ui_listView = self.ui_detailListRight ui_breadcrumb = self.ui_hisObjsBreadcrumbRight else: ui_Label = self.ui_labelLeft ui_listView = self.ui_detailListLeft ui_breadcrumb = self.ui_hisObjsBreadcrumbLeft data = self.right if bRight else self.left data.attributes = Utils.ll(obj) data.filtered_attributes, data.filteredIndexToIndex = self.filter(data) self.show_data(data, ui_listView) # set breadcrumb if propertyName and len(propertyName) > 0: label = propertyName else: if isinstance(obj, unreal.Object): label = obj.get_name() else: label = obj.__str__() if bPush: # push # print(f"%%% push: {propertyName}, label {label}") data.hisCrumbObjsAndNames.append((obj, propertyName)) self.data.push_breadcrumb_string(ui_breadcrumb, label, label) self.data.set_text(ui_Label, "{} type: {}".format(label, type(obj)) ) crumbCount = self.data.get_breadcrumbs_count_string(ui_breadcrumb) if bRight: assert len(self.right.hisCrumbObjsAndNames) == crumbCount, "hisCrumbObjsAndNames count not match {} {}".format(len(self.right.hisCrumbObjsAndNames), crumbCount) else: assert len(self.left.hisCrumbObjsAndNames) == crumbCount, "hisCrumbObjsAndNames count not match {} {}".format(len(self.left.hisCrumbObjsAndNames), crumbCount) self.update_log_text(bRight) def clear_and_query(self, obj, bRight): # first time query self.data.clear_breadcrumbs_string(self.ui_hisObjsBreadcrumbRight if bRight else self.ui_hisObjsBreadcrumbLeft) if not self.right: self.right = DetailData() if not self.left: self.left = DetailData() data = self.right if bRight else self.left data.hisCrumbObjsAndNames = [] #clear his-Object at first time query if bRight: assert len(self.right.hisCrumbObjsAndNames) == 0, "len(self.right.hisCrumbObjsAndNames) != 0" else: assert len(self.left.hisCrumbObjsAndNames) == 0, "len(self.left.hisCrumbObjsAndNames) != 0" self.query_and_push(obj, "", bPush=True, bRight=bRight) self.apply_compare_if_needed() self.update_log_text(bRight) def update_ui_by_mode(self): self.data.set_is_checked(self.ui_checkbox_compare_mode, self.compareMode) self.data.set_is_checked(self.ui_checkbox_single_mode, not self.compareMode) bCollapsed = not self.compareMode self.data.set_collapsed(self.ui_rightButtonsGroup, bCollapsed) self.data.set_collapsed(self.ui_right_group, bCollapsed) self.data.set_collapsed(self.ui_button_refresh, bCollapsed) def on_checkbox_SingleMode_Click(self, state): self.compareMode = False self.update_ui_by_mode() def on_checkbox_CompareMode_Click(self, state): self.compareMode = True self.update_ui_by_mode() def on_button_Refresh_click(self): self.apply_compare_if_needed() def on_button_SelectAsset_click(self, bRightSide): selectedAssets = Utilities.Utils.get_selected_assets() if len(selectedAssets) == 0: return self.clear_and_query(selectedAssets[0], bRightSide) def on_button_QuerySelected_click(self, bRightSide): # query component when any component was selected, otherwise actor obj = Utilities.Utils.get_selected_comp() if not obj: obj = Utilities.Utils.get_selected_actor() if obj: self.clear_and_query(obj, bRightSide) def on_drop(self, bRightSide, *args, **kwargs): if "assets" in kwargs and kwargs["assets"]: asset = unreal.load_asset(kwargs["assets"][0]) if asset: self.clear_and_query(asset, bRightSide) return if "actors" in kwargs and kwargs["actors"]: actor = unreal.PythonBPLib.find_actor_by_name(kwargs["actors"][0], unreal.EditorLevelLibrary.get_editor_world()) if actor: print(actor) self.clear_and_query(actor, bRightSide) return item_count = 0 for k, v in kwargs.items(): item_count += len(v) if item_count == 0: selected_comp = Utilities.Utils.get_selected_comp() if selected_comp: self.clear_and_query(selected_comp, bRightSide) def log_r_warning(self): unreal.log_warning("Assign the global var: '_r' with the MenuItem: 'select X --> _r' on Python Icon menu") def on_button_Query_R_click(self, r_obj, bRightSide=False): print("on_button_Query_R_click call") if not r_obj: return self.clear_and_query(r_obj, bRightSide) def on_list_double_click_do(self, index, bRight): # print ("on_listview_DetailList_mouse_button_double_click {} bRight: {}".format(index, bRight)) data = self.right if bRight else self.left typeBlacklist = [int, float, str, bool] #, types.NotImplementedType] real_index = data.filteredIndexToIndex[index] if data.filteredIndexToIndex else index assert 0 <= real_index < len(data.attributes) currentObj, _ = data.hisCrumbObjsAndNames[len(data.hisCrumbObjsAndNames) - 1] attr_name = data.attributes[real_index].name objResult, propertyName = self.try_get_object(data, currentObj, attr_name) if not objResult or objResult is currentObj: # equal return if isinstance(objResult, str) and "skip call" in objResult.lower(): return if type(objResult) in typeBlacklist: return if isinstance(objResult, collections.Iterable): if type(objResult[0]) in typeBlacklist: return nextObj = objResult[0] nextPropertyName = str(propertyName) + "[0]" else: nextObj = objResult nextPropertyName = str(propertyName) self.query_and_push(nextObj, nextPropertyName, bPush=True, bRight=bRight) self.apply_compare_if_needed() self.update_log_text(bRight) def on_listview_DetailListRight_mouse_button_double_click(self, index): self.on_list_double_click_do(index, bRight=True) def on_listview_DetailListLeft_mouse_button_double_click(self, index): self.on_list_double_click_do(index, bRight=False) def on_breadcrumbtrail_click_do(self, item, bRight): ui_hisObjsBreadcrumb = self.ui_hisObjsBreadcrumbRight if bRight else self.ui_hisObjsBreadcrumbLeft data = self.right if bRight else self.left count = self.data.get_breadcrumbs_count_string(ui_hisObjsBreadcrumb) print ("on_breadcrumbtrail_ObjectHis_crumb_click: {} count: {} len(data.hisCrumbObjsAndNames): {}".format(item, count, len(data.hisCrumbObjsAndNames))) while len(data.hisCrumbObjsAndNames) > count: data.hisCrumbObjsAndNames.pop() nextObj, name = data.hisCrumbObjsAndNames[len(data.hisCrumbObjsAndNames) - 1] if not bRight: assert self.left.hisCrumbObjsAndNames == data.hisCrumbObjsAndNames, "self.left.hisCrumbObjsAndNames = data.hisCrumbObjsAndNames" self.query_and_push(nextObj, name, bPush=False, bRight=bRight) self.apply_compare_if_needed() self.update_log_text(bRight=bRight) def on_breadcrumbtrail_ObjectHisLeft_crumb_click(self, item): self.on_breadcrumbtrail_click_do(item, bRight=False) def on_breadcrumbtrail_ObjectHisRight_crumb_click(self, item): self.on_breadcrumbtrail_click_do(item, bRight=True) def remove_address_str(self, strIn): return re.sub(r'\(0x[0-9,A-F]{16}\)', '', strIn) def apply_compare_if_needed(self): if not self.compareMode: return lefts = self.left.filtered_attributes if self.left.filtered_attributes else self.left.attributes rights = self.right.filtered_attributes if self.right.filtered_attributes else self.right.attributes if not lefts: lefts = [] if not rights: rights = [] leftIDs = [] rightIDs = [] for i, left_attr in enumerate(lefts): for j, right_attr in enumerate(rights): if right_attr.name == left_attr.name: if right_attr.result != left_attr.result: leftIDs.append(i) rightIDs.append(j) break self.data.set_list_view_multi_column_selections(self.ui_detailListLeft, leftIDs) self.data.set_list_view_multi_column_selections(self.ui_detailListRight, rightIDs) self.diff_count = len(leftIDs) def apply_search_filter(self, text, bRight): _data = self.right if bRight else self.left _data.filter_str = text if len(text) else "" _data.filtered_attributes, _data.filteredIndexToIndex = self.filter(_data) ui_listView = self.ui_detailListRight if bRight else self.ui_detailListLeft self.show_data(_data, ui_listView) self.apply_compare_if_needed() def on_searchbox_FilterLeft_text_changed(self, text): self.apply_search_filter(text, bRight=False) def on_searchbox_FilterLeft_text_committed(self, text): self.apply_search_filter(text, bRight=False) def on_searchbox_FilterRight_text_changed(self, text): self.apply_search_filter(text, bRight=True) def on_searchbox_FilterRight_text_committed(self, text): self.apply_search_filter(text, bRight=True) def apply_filter(self): _datas = [self.left, self.right] _isRight = [False, True] for data, bRight in zip(_datas, _isRight): if len(data.hisCrumbObjsAndNames) > 0: nextObj, name = data.hisCrumbObjsAndNames[len(data.hisCrumbObjsAndNames)-1] self.query_and_push(nextObj, name, bPush=False, bRight=bRight) self.apply_compare_if_needed() self.update_log_text(bRight=False) # def try_get_object(self, data, obj, name:str): index = -1 attribute = None for i, attr in enumerate(data.attributes): if attr.name == name: index = i attribute = attr assert index >= 0 return attribute.result, name def ui_on_checkbox_ShowBuiltin_state_changed(self, bEnabled): self.showBuiltin = bEnabled self.apply_filter() def ui_on_checkbox_ShowOther_state_changed(self, bEnabled): self.showOther = bEnabled self.apply_filter() def ui_on_checkbox_ShowProperties_state_changed(self, bEnabled): self.showProperties = bEnabled self.apply_filter() def ui_on_checkbox_ShowEditorProperties_state_changed(self, bEnabled): self.showEditorProperties = bEnabled self.apply_filter() def ui_on_checkbox_ShowParamFunction_state_changed(self, bEnabled): self.showParamFunction = bEnabled self.apply_filter() def ui_on_listview_DetailList_selection_changed(self, bRight): data = [self.left, self.right][bRight] list_view = [self.ui_detailListLeft, self.ui_detailListRight][bRight] selected_indices = set(self.data.get_list_view_multi_column_selection(list_view)) added = selected_indices - data.selected de_selected = data.selected - selected_indices for i, lineId in enumerate(added): self.data.set_list_view_multi_column_line(list_view, lineId, data.get_plain(lineId, column_count=COLUMN_COUNT) , rebuild_list=True if i == len(added)-1 and len(de_selected) == 0 else False) for i, lineId in enumerate(de_selected): self.data.set_list_view_multi_column_line(list_view, lineId, data.get_rich(lineId, column_count=COLUMN_COUNT) , rebuild_list=True if i == len(de_selected)-1 else False) data.selected = selected_indices
# Copyright Epic Games, Inc. All Rights Reserved. import os import unreal #------------------------------------------------------------------------------- class Platform(unreal.Platform): name = "TVOS" def _read_env(self): yield from () def _get_version_ue4(self): dot_cs = self.get_unreal_context().get_engine().get_dir() dot_cs /= "Source/project/.cs" return Platform._get_version_helper_ue4(dot_cs, "MinMacOSVersion") def _get_version_ue5(self): dot_cs = "Source/project/" version = self._get_version_helper_ue5(dot_cs + ".Versions.cs") return version or self._get_version_helper_ue5(dot_cs + ".cs") def _get_cook_form(self, target): if target == "game": return "TVOS" if target == "client": return "TVOSClient"
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 = unreal.Material().get_class() compare_class: object = unreal.MaterialInstanceConstant().get_class() asset_lib: unreal.EditorAssetLibrary = unreal.EditorAssetLibrary util_lib: unreal.EditorUtilityLibrary = unreal.EditorUtilityLibrary if _seek_parent_material_class == compare_seek_parent_material_class : selected_list : List[object] = util_lib.get_selected_assets() for each in selected_list : classof = each.get_class() if classof == compare_class : if each.parent == _seek_parent_material : need_to_print: str = each.get_name() + ' => ' + _seek_parent_material.get_name() + ' => OK ' unreal.log(need_to_print) else : need_to_print: str = each.get_name() + ' ≠> ' + _seek_parent_material.get_name() unreal.log_warning(need_to_print) else : need_to_print: str = each.get_name() + ' <≠> Not MaterialInstanceConstant ' unreal.log_error(need_to_print) else: unreal.log_error('Parent is not unreal.Material()')
#!/project/ python3 """ Sprite Sheet Processor - Python Implementation ============================================== This Python script replicates the C++ SpriteSheetProcessor functionality using Unreal Engine's Python Editor Scripting API. It provides automated sprite sheet processing for Paper2D system with the same features as the C++ version. Features: - Automatic texture import from RawAssets folder - Paper2D texture settings optimization - Grid-based sprite extraction (6x8 default) - Individual sprite texture creation - Paper2D sprite generation with proper pivots - Flipbook animation creation (8 animations, 6 frames each) Author: Generated Python equivalent of C++ SpriteSheetProcessor """ import unreal import os from enum import IntEnum class AnimationType(IntEnum): """Enumeration for different animation types corresponding to sprite sheet rows""" IDLE = 0 MOVE = 1 ATTACK_SIDEWAYS = 2 ATTACK_SIDEWAYS2 = 3 ATTACK_DOWNWARDS = 4 ATTACK_DOWNWARDS2 = 5 ATTACK_UPWARDS = 6 ATTACK_UPWARDS2 = 7 class SpriteSheetInfo: """Configuration structure for sprite sheet processing parameters""" def __init__(self, columns=6, rows=8, source_texture_path="/project/", destination_path="/project/"): self.columns = columns self.rows = rows self.source_texture_path = source_texture_path self.destination_path = destination_path class SpriteSheetProcessor: """Main processor class that handles sprite sheet import and processing""" def __init__(self): self.generated_sprites = [] self.generated_flipbooks = [] def process_sprite_sheet(self, texture_name, sprite_info=None): """ Main processing function that orchestrates the entire workflow Args: texture_name (str): Name of the texture file (without extension) sprite_info (SpriteSheetInfo): Configuration for processing Returns: bool: True if processing was successful, False otherwise """ if sprite_info is None: sprite_info = SpriteSheetInfo() # Step 1: Import texture from RawAssets print(f"Starting sprite sheet processing for: {texture_name}") imported_texture = self.import_texture(texture_name, sprite_info) if not imported_texture: print(f"ERROR: Failed to import texture: {texture_name}") return False print(f"Successfully imported texture: {texture_name}") # Step 2: Extract individual sprites extracted_sprites = self.extract_sprites(imported_texture, sprite_info) if not extracted_sprites: print(f"ERROR: Failed to extract sprites from texture: {texture_name}") return False print(f"Successfully extracted {len(extracted_sprites)} sprites") # Step 3: Create flipbook animations created_animations = self.create_animations(extracted_sprites, sprite_info) if not created_animations: print(f"ERROR: Failed to create animations from sprites") return False print(f"Successfully created {len(created_animations)} animations") # Store results self.generated_sprites = extracted_sprites self.generated_flipbooks = created_animations print(f"Sprite sheet processing completed successfully!") print(f"Generated {len(extracted_sprites)} sprites and {len(created_animations)} animations") return True def import_texture(self, texture_name, sprite_info): """ Import texture from RawAssets folder and apply Paper2D settings Args: texture_name (str): Name of the texture file sprite_info (SpriteSheetInfo): Processing configuration Returns: unreal.Texture2D: Imported and configured texture, or None if failed """ try: # Construct file paths project_dir = unreal.Paths.project_dir() raw_asset_path = os.path.join(project_dir, "RawAssets", f"{texture_name}.png") destination_path = f"/Game/{texture_name}" print(f"Importing texture from: {raw_asset_path}") print(f"Destination path: {destination_path}") # Check if file exists if not os.path.exists(raw_asset_path): print(f"ERROR: Source texture file does not exist: {raw_asset_path}") return None # Use AssetTools to import the texture asset_tools = unreal.AssetToolsHelpers.get_asset_tools() import_task = unreal.AssetImportTask() import_task.set_editor_property('automated', True) import_task.set_editor_property('destination_name', texture_name) import_task.set_editor_property('destination_path', '/Game') import_task.set_editor_property('filename', raw_asset_path) import_task.set_editor_property('replace_existing', True) import_task.set_editor_property('save', True) # Execute import asset_tools.import_asset_tasks([import_task]) # Load the imported texture imported_texture = unreal.EditorAssetLibrary.load_asset(destination_path) if not imported_texture: print(f"ERROR: Failed to load imported texture: {destination_path}") return None # Apply Paper2D texture settings if not self.apply_paper2d_texture_settings(imported_texture): print(f"WARNING: Failed to apply Paper2D settings to texture: {texture_name}") print(f"Successfully imported and configured texture: {texture_name}") return imported_texture except Exception as e: print(f"ERROR: Exception during texture import: {e}") return None def apply_paper2d_texture_settings(self, texture): """ Apply optimal Paper2D settings to the imported texture Args: texture (unreal.Texture2D): Texture to configure Returns: bool: True if settings were applied successfully """ try: if not texture: return False # Apply Paper2D optimized settings texture.set_editor_property('filter', unreal.TextureFilter.TF_NEAREST) texture.set_editor_property('mip_gen_settings', unreal.TextureMipGenSettings.TMGS_NO_MIPMAPS) texture.set_editor_property('compression_settings', unreal.TextureCompressionSettings.TC_EDITOR_ICON) texture.set_editor_property('srgb', False) texture.set_editor_property('lod_group', unreal.TextureGroup.TEXTUREGROUP_PIXELS2D) texture.set_editor_property('never_stream', True) texture.set_editor_property('power_of_two_mode', unreal.TexturePowerOfTwoSetting.NONE) # Save the asset unreal.EditorAssetLibrary.save_asset(texture.get_path_name()) print(f"Applied Paper2D texture settings to: {texture.get_name()}") return True except Exception as e: print(f"ERROR: Failed to apply texture settings: {e}") return False def extract_sprites(self, texture, sprite_info): """ Extract individual sprites from the sprite sheet texture Args: texture (unreal.Texture2D): Source sprite sheet texture sprite_info (SpriteSheetInfo): Grid configuration Returns: list: List of created PaperSprite objects """ extracted_sprites = [] try: if not texture: print("ERROR: Texture is None") return extracted_sprites # Get texture dimensions texture_width = texture.blueprint_get_size_x() texture_height = texture.blueprint_get_size_y() # Calculate sprite dimensions sprite_width = texture_width / sprite_info.columns sprite_height = texture_height / sprite_info.rows print(f"Texture dimensions: {texture_width}x{texture_height}") print(f"Grid: {sprite_info.columns}x{sprite_info.rows}") print(f"Sprite size: {sprite_width}x{sprite_height}") # Create sprites for each grid cell for row in range(sprite_info.rows): for col in range(sprite_info.columns): sprite_name = f"{texture.get_name()}_R{row}_C{col}" package_path = f"/project/{sprite_name}" # Create the sprite sprite = self.create_paper_sprite(texture, sprite_name, package_path, col * sprite_width, row * sprite_height, sprite_width, sprite_height) if sprite: extracted_sprites.append(sprite) print(f"Created sprite: {sprite_name} at ({col * sprite_width}, {row * sprite_height})") else: print(f"ERROR: Failed to create sprite: {sprite_name}") print(f"Successfully extracted {len(extracted_sprites)} sprites") return extracted_sprites except Exception as e: print(f"ERROR: Exception during sprite extraction: {e}") return extracted_sprites def create_paper_sprite(self, source_texture, sprite_name, package_path, x, y, width, height): """ Create a Paper2D sprite from a region of the source texture Args: source_texture (unreal.Texture2D): Source texture sprite_name (str): Name for the new sprite package_path (str): Asset path for the sprite x, y (float): Top-left position of the sprite region width, height (float): Dimensions of the sprite region Returns: unreal.PaperSprite: Created sprite or None if failed """ try: # Use AssetTools to create the sprite asset_tools = unreal.AssetToolsHelpers.get_asset_tools() # Create the sprite asset sprite = asset_tools.create_asset(sprite_name, '/project/', unreal.PaperSprite, None) if not sprite: print(f"ERROR: Failed to create sprite asset: {sprite_name}") return None # Configure the sprite properties sprite.set_editor_property('source_texture', source_texture) sprite.set_editor_property('source_uv', unreal.Vector2D(x, y)) sprite.set_editor_property('source_dimension', unreal.Vector2D(width, height)) # Set pivot to center sprite.set_editor_property('pivot_mode', unreal.SpritePivotMode.CENTER_CENTER) # Save the sprite unreal.EditorAssetLibrary.save_asset(sprite.get_path_name()) return sprite except Exception as e: print(f"ERROR: Failed to create Paper2D sprite {sprite_name}: {e}") return None def create_animations(self, sprites, sprite_info): """ Create flipbook animations from the extracted sprites Args: sprites (list): List of PaperSprite objects sprite_info (SpriteSheetInfo): Grid configuration Returns: list: List of created PaperFlipbook objects """ created_animations = [] try: if len(sprites) != sprite_info.rows * sprite_info.columns: print(f"ERROR: Sprite count mismatch. Expected: {sprite_info.rows * sprite_info.columns}, Got: {len(sprites)}") return created_animations # Create one animation per row for row in range(sprite_info.rows): anim_type = AnimationType(row) animation_name = self.get_animation_name(anim_type) package_path = f"/project/{animation_name}" # Create the flipbook animation flipbook = self.create_flipbook_animation(sprites, sprite_info, row, animation_name, package_path) if flipbook: created_animations.append(flipbook) print(f"Created animation: {animation_name} with {sprite_info.columns} frames") else: print(f"ERROR: Failed to create animation: {animation_name}") print(f"Successfully created {len(created_animations)} animations") return created_animations except Exception as e: print(f"ERROR: Exception during animation creation: {e}") return created_animations def create_flipbook_animation(self, sprites, sprite_info, row, animation_name, package_path): """ Create a single flipbook animation from a row of sprites Args: sprites (list): List of all sprites sprite_info (SpriteSheetInfo): Grid configuration row (int): Row index for this animation animation_name (str): Name for the animation package_path (str): Asset path for the flipbook Returns: unreal.PaperFlipbook: Created flipbook or None if failed """ try: # Use AssetTools to create the flipbook asset_tools = unreal.AssetToolsHelpers.get_asset_tools() # Create the flipbook asset flipbook = asset_tools.create_asset(animation_name, '/project/', unreal.PaperFlipbook, None) if not flipbook: print(f"ERROR: Failed to create flipbook asset: {animation_name}") return None # Create key frames for this row key_frames = [] for col in range(sprite_info.columns): sprite_index = row * sprite_info.columns + col if sprite_index < len(sprites) and sprites[sprite_index]: # Create key frame key_frame = unreal.PaperFlipbookKeyFrame() key_frame.set_editor_property('sprite', sprites[sprite_index]) key_frame.set_editor_property('frame_run', 1) key_frames.append(key_frame) # Set the key frames flipbook.set_editor_property('key_frames', key_frames) flipbook.set_editor_property('frames_per_second', 12.0) # Save the flipbook unreal.EditorAssetLibrary.save_asset(flipbook.get_path_name()) return flipbook except Exception as e: print(f"ERROR: Failed to create flipbook animation {animation_name}: {e}") return None def get_animation_name(self, anim_type): """ Get the animation name string for a given animation type Args: anim_type (AnimationType): Type of animation Returns: str: Animation name """ animation_names = { AnimationType.IDLE: "Idle", AnimationType.MOVE: "Move", AnimationType.ATTACK_SIDEWAYS: "AttackSideways", AnimationType.ATTACK_SIDEWAYS2: "AttackSideways2", AnimationType.ATTACK_DOWNWARDS: "AttackDownwards", AnimationType.ATTACK_DOWNWARDS2: "AttackDownwards2", AnimationType.ATTACK_UPWARDS: "AttackUpwards", AnimationType.ATTACK_UPWARDS2: "AttackUpwards2" } return animation_names.get(anim_type, "Unknown") # Convenience functions for easy script execution def process_warrior_sprite_sheet(): """Process the default Warrior_Blue sprite sheet""" processor = SpriteSheetProcessor() sprite_info = SpriteSheetInfo(columns=6, rows=8) return processor.process_sprite_sheet("Warrior_Blue", sprite_info) def process_custom_sprite_sheet(texture_name, columns=6, rows=8): """Process a custom sprite sheet with specified grid dimensions""" processor = SpriteSheetProcessor() sprite_info = SpriteSheetInfo(columns=columns, rows=rows) return processor.process_sprite_sheet(texture_name, sprite_info) # Main execution for testing if __name__ == "__main__": print("=== Sprite Sheet Processor - Python Implementation ===") print("Processing Warrior_Blue sprite sheet...") success = process_warrior_sprite_sheet() if success: print("✓ Sprite sheet processing completed successfully!") else: print("✗ Sprite sheet processing failed!")
""" >>> python -m tests.unreal.init_test """ from xrfeitoria.rpc import remote_unreal from xrfeitoria.utils import setup_logger from ..utils import __timer__, _init_unreal @remote_unreal() def test_unreal(): import unreal # fmt: skip unreal.log('test') def init_test(debug: bool = False, dev: bool = False, background: bool = False): logger = setup_logger(level='DEBUG' if debug else 'INFO') with __timer__('init unreal'): with _init_unreal(dev_plugin=dev, background=background) as xf_runner: test_unreal() logger.info('🎉 [bold green]init tests passed!') if __name__ == '__main__': import argparse args = argparse.ArgumentParser() args.add_argument('--debug', action='store_true') args.add_argument('--dev', action='store_true') args.add_argument('--background', '-b', action='store_true') args = args.parse_args() init_test(debug=args.debug, dev=args.dev, background=args.background)
import unreal import os import random ''' TO USE: 1. change NUM_PAIRS_IMAGES to whatever number of pairs you want 2. change base_directory to the UE5 Data folder in the PAIR repo wherever that is stored on your computer 3. In unreal, click on "tools" (in the top bar), scroll down to near the bottom, and click "Execute Python Script" 4. The script should run and take screenshots that will be stored in the "Images" and "Labels" folders in UE5 Data 5. The first time you run the script it skips a lot of pairs for whatever reason, so run it once with not very many pairs and then delete that data and run it using the real number of pairs you wanted ''' # number of pairs of images you want NUM_PAIRS_IMAGES = 700 base_directory = r"/project/ Year 2\Semester 1\ECE528\Project\PAIR\Training Data\UE5 Data" # the max distance the camera can move between each picture (x, y, z) MAX_DISTANCE = unreal.Vector(1000, 1000, 300) # the max rotation that can happen from 0, 0, 0 (roll, pitch, yaw) MAX_ROTATION = unreal.Rotator(10, 10, 30) # height and width in pixels for the screenshots SS_HEIGHT = 672 SS_WIDTH = 672 # Helper functions def calculate_differences(old_location, new_location, old_rotation, new_rotation): print("old location:", old_location) print("new location:", new_location) delta_position = new_location - old_location print("delta:", delta_position) delta_x = abs(delta_position.x / 1000.0) # convert unreal units to meters delta_y = abs(delta_position.y / 1000.0) delta_z = abs(delta_position.z / 1000.0) delta_pitch = abs(new_rotation.pitch - old_rotation.pitch) delta_roll = abs(new_rotation.roll - old_rotation.roll) delta_yaw = abs(new_rotation.yaw - old_rotation.yaw) return (delta_x, delta_y, delta_z, delta_pitch, delta_roll, delta_yaw) def get_scene_bounds(): all_actors = unreal.EditorLevelLibrary.get_all_level_actors() min_point = unreal.Vector(float('inf'), float('inf'), float('inf')) max_point = unreal.Vector(float('-inf'), float('-inf'), float('-inf')) for actor in all_actors: if isinstance(actor, unreal.StaticMeshActor): actor_location, actor_extent = actor.get_actor_bounds(only_colliding_components=False) # Ignoring skybox if (actor_extent.x > 1000000): continue min_point.x = min(min_point.x, actor_location.x - actor_extent.x) min_point.y = min(min_point.y, actor_location.y - actor_extent.y) min_point.z = min(min_point.z, actor_location.z - actor_extent.z) max_point.x = max(max_point.x, actor_location.x + actor_extent.x) max_point.y = max(max_point.y, actor_location.y + actor_extent.y) max_point.z = max(max_point.z, actor_location.z + actor_extent.z) return min_point, max_point def save_label(label_path, label_data): with open(label_path, 'w') as file: file.write(",".join(map(str, label_data))) class OnTick(object): image_directory = os.path.join(base_directory, "Images") label_directory = os.path.join(base_directory, "Labels") def __init__(self): camera_actors = unreal.GameplayStatics().get_all_actors_of_class(unreal.EditorLevelLibrary.get_editor_world(), unreal.CameraActor) if len(camera_actors) == 0: print(None, "Error: Could not find any CameraActor in the level.") else: self.camera_actor = camera_actors[0] print(None, f"Found {len(camera_actors)} CameraActor actors!") print(None, f"CameraActor: {self.camera_actor.get_name()}") os.makedirs(self.image_directory, exist_ok=True) os.makedirs(self.label_directory, exist_ok=True) self.min_point, self.max_point = get_scene_bounds() def start(self): self.tickcount = 200 self.slate_post_tick_handle = unreal.register_slate_post_tick_callback(self.__tick__) def move_camera(self, max_distance=MAX_DISTANCE, max_rotation=MAX_ROTATION, offset=1000): current_location = self.camera_actor.get_actor_location() random_offset = unreal.Vector( random.uniform(-max_distance.x, max_distance.x), random.uniform(-max_distance.y, max_distance.y), random.uniform(-max_distance.z, max_distance.z) ) new_location = current_location + random_offset new_location.x = max(min(new_location.x, self.max_point.x - offset), self.min_point.x + offset) new_location.y = max(min(new_location.y, self.max_point.y - offset), self.min_point.y + offset) new_location.z = max(min(new_location.z, self.max_point.z - offset), self.min_point.z + offset) random_pitch = random.uniform(-max_rotation.pitch, max_rotation.pitch) random_roll = random.uniform(-max_rotation.roll, max_rotation.roll) random_yaw = random.uniform(-max_rotation.yaw, max_rotation.yaw) new_rotation = unreal.Rotator(random_pitch, random_yaw, random_roll) self.camera_actor.set_actor_location(new_location, sweep=True, teleport=True) self.camera_actor.set_actor_rotation(new_rotation, teleport_physics=True) return new_location, new_rotation def take_screenshot_1(self): self.pair_id = self.tickcount // 2 self.pair_folder = os.path.join(self.image_directory, f"pair_{self.pair_id:05d}") os.makedirs(self.pair_folder, exist_ok=True) first_image_path = os.path.join(self.pair_folder, "image1.png") print("Taking screenshot 1 for pair " + str(self.pair_id)) unreal.AutomationLibrary.take_high_res_screenshot( SS_WIDTH, SS_HEIGHT, first_image_path, camera=self.camera_actor, comparison_tolerance=unreal.ComparisonTolerance.HIGH, delay=0.0 ) def take_screenshot_2(self): initial_location = self.camera_actor.get_actor_location() initial_rotation = self.camera_actor.get_actor_rotation() new_location, new_rotation = self.move_camera() second_image_path = os.path.join(self.pair_folder, "image2.png") print("\nTaking screenshot 2 for pair " + str(self.pair_id)) unreal.AutomationLibrary.take_high_res_screenshot( SS_WIDTH, SS_HEIGHT, second_image_path, camera=self.camera_actor, comparison_tolerance=unreal.ComparisonTolerance.HIGH, delay=0.0 ) label_data = calculate_differences(initial_location, new_location, initial_rotation, new_rotation) label_path = os.path.join(self.label_directory, f"pair_{self.pair_id:05d}.txt") save_label(label_path, label_data) def __tick__(self, deltatime): # Function called every tick try: if (self.tickcount < NUM_PAIRS_IMAGES * 2): print(". ") print("Time since last tick:", deltatime) # Print the deltatime just for sanity check so we know a tick was made if (self.tickcount % 2 == 0): self.take_screenshot_1() else: self.take_screenshot_2() self.tickcount = self.tickcount + 1 else: print("Finished! Unregistering tick handler") unreal.unregister_slate_post_tick_callback(self.slate_post_tick_handle) except Exception as error: print("ERROR:", error) try: print("unregistering tick after error") unreal.unregister_slate_post_tick_callback(self.slate_post_tick_handle) except Exception as error: print("exception in unregistering tick") pass instance = OnTick() instance.start()
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 the LevelVariantSetsActor!") quit() # Create a variant set and add it to lvs var_set1 = unreal.VariantSet() var_set1.set_display_text("My VariantSet") lvs.add_variant_set(var_set1) # Create a variant and add it to var_set1 var1 = unreal.Variant() var1.set_display_text("Variant 1") var_set1.add_variant(var1) # Create a test actor and add it to var1. The test actor has almost all possible types of capturable properties location = unreal.Vector() rotation = unreal.Rotator() test_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.VariantManagerTestActor, location, rotation) var1.add_actor_binding(test_actor) capturable_props = unreal.VariantManagerLibrary.get_capturable_properties(test_actor) captured_props = [] print ("Capturable properties for actor '" + test_actor.get_actor_label() + "':") for prop in capturable_props: print ("\t" + prop) # All test properties are named like 'Captured____Property' # The check here avoids capturing generic Actor properties like 'Can be Damaged' if str(prop).startswith('Captured') and str(prop).endswith('Property'): new_prop = var1.capture_property(test_actor, prop) captured_props.append(new_prop) for prop in captured_props: type_str = prop.get_property_type_string() # Set a value for a property depending on its type if type_str == "bool": prop.set_value_bool(True) elif type_str == "int": prop.set_value_int(2) elif type_str == "float": prop.set_value_float(2.0) elif type_str == "object": cube = unreal.EditorAssetLibrary.load_asset("StaticMesh'/project/.Cube'") prop.set_value_object(cube) elif type_str == "strint": prop.set_value_string("new string") elif type_str == "rotator": prop.set_value_rotator(unreal.Rotator(11, 12, 13)) elif type_str == "color": prop.set_value_color(unreal.Color(21, 22, 23, 24)) elif type_str == "linear_color": prop.set_value_linear_color(unreal.LinearColor(0.31, 0.32, 0.33, 0.34)) elif type_str == "vector": prop.set_value_vector(unreal.Vector(41, 42, 43)) elif type_str == "quat": prop.set_value_quat(unreal.Quat(0.51, 0.52, 0.53, 0.54)) elif type_str == "vector4": prop.set_value_vector4(unreal.Vector4(6.1, 6.2, 6.3, 6.4)) elif type_str == "Vector2D": prop.set_value_vector2d(unreal.Vector2D(7.1, 7.2)) elif type_str == "int_Point": prop.set_value_int_point(unreal.IntPoint(81, 82)) # Easier to print using getattr for prop in captured_props: type_str = prop.get_property_type_string() print (getattr(prop, "get_value_" + type_str)())
# General BP Maker ##Runs with Unreal Python Module import unreal import re def get_bp_c_by_name(__bp_dir:str) -> str : __bp_c = __bp_dir + '_C' return __bp_c def get_bp_mesh_comp (__bp_c:str) : #source_mesh = ue.load_asset(__mesh_dir) loaded_bp_c = unreal.EditorAssetLibrary.load_blueprint_class(__bp_c) bp_c_obj = unreal.get_default_object(loaded_bp_c) loaded_comp = bp_c_obj.get_editor_property('Mesh') return loaded_comp ar_asset_lists :list = [] ar_asset_lists :list = unreal.EditorUtilityLibrary.get_selected_assets() SkeletalMesh = ar_asset_lists[0] print (ar_asset_lists[0]) str_selected_asset :str = '' if len(ar_asset_lists) > 0 : str_selected_asset = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(ar_asset_lists[0]) #str_selected_asset = str(ar_asset_lists[0]) #print(str_selected_asset) path = str_selected_asset.rsplit('/', 1)[0] + '/' name = str_selected_asset.rsplit('/', 1)[1] name = name.rsplit('.', 1)[1] BaseBP :str = '/project/' BaseAnimBP :str = '/project/' Basepath :str = path assetPath :str = Basepath + '/project/' bsNames :list = ["IdleRun_BS_Peaceful", "IdleRun_BS_Battle", "Down_BS", "Groggy_BS", "LockOn_BS", "Airborne_BS"] BPPath :str = Basepath + '/Blueprints/' + name + "_Blueprint" AnimBPPath :str = Basepath + '/Blueprints/' + name + "_AnimBP" Base1D :str = Basepath + "Base_BS_1D" Base2D :str = Basepath + "Base_BS_2D" for each in bsNames: bsDir = assetPath + each if each == "LockOn_BS": unreal.EditorAssetLibrary.duplicate_asset(Base2D,bsDir) else: unreal.EditorAssetLibrary.duplicate_asset(Base1D,bsDir) Skeleton = ar_asset_lists[0].skeleton #ABP Skeleton Set asset_bp = unreal.EditorAssetLibrary.duplicate_asset(BaseBP,BPPath) AnimBP = unreal.EditorAssetLibrary.duplicate_asset(BaseAnimBP,AnimBPPath) AnimBP.set_editor_property("target_skeleton", Skeleton) #BP Component Set _bp_ = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(asset_bp) _abp_ = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(AnimBP) _bp_c = get_bp_c_by_name(_bp_) _abp_c = get_bp_c_by_name(_abp_) loaded_abp = unreal.EditorAssetLibrary.load_blueprint_class(_abp_c) bp_mesh_comp = get_bp_mesh_comp(_bp_c) bp_mesh_comp.set_editor_property('skeletal_mesh',ar_asset_lists[0]) bp_mesh_comp.set_editor_property('anim_class', loaded_abp)
import unreal import logging import re # --- Script Configuration --- # Set to True to see what the script will do without making any changes. # Set to False to perform the actual assignments. DRY_RUN = False # !!! IMPORTANT !!! # 1. SET THIS TO THE FULL, EXACT CONTENT BROWSER PATH FOR THE SKELETAL MESH ASSET. # The path has been corrected to remove the incorrect "/Game/" prefix. FULL_SKELETAL_MESH_PATH = "/project/" # --- Helper Function --- def get_all_descendants(parent_actor): """ Recursively finds all descendant actors of a given parent actor. This is a robust way to traverse the hierarchy that works across UE versions. """ descendants = [] immediate_children = parent_actor.get_attached_actors() for child in immediate_children: descendants.append(child) descendants.extend(get_all_descendants(child)) return descendants # --- Main Logic --- def assign_skeletal_meshes_to_crowd(): """ Finds all SkeletalMeshComponents in the selected actor's hierarchy and assigns a predefined Skeletal Mesh asset. Includes a DRY_RUN mode to test without applying changes. """ logging.basicConfig(level=logging.INFO, format='%(levelname)s: %(message)s', force=True) if DRY_RUN: logging.warning("--- Starting Skeletal Mesh Assignment [DRY RUN MODE] ---") logging.warning("No changes will be made to the scene.") else: logging.info("--- Starting Skeletal Mesh Assignment [LIVE MODE] ---") # ** Pre-execution check to see if the main asset exists ** logging.info(f"Verifying asset path: '{FULL_SKELETAL_MESH_PATH}'") if not unreal.EditorAssetLibrary.does_asset_exist(FULL_SKELETAL_MESH_PATH): logging.error("--- SCRIPT HALTED ---") logging.error(f"FATAL: The specified Skeletal Mesh asset could not be found.") logging.error("Please verify the FULL_SKELETAL_MESH_PATH variable is correct and try again.") return skeletal_mesh_asset = unreal.load_asset(FULL_SKELETAL_MESH_PATH) if not skeletal_mesh_asset: logging.error("--- SCRIPT HALTED ---") logging.error(f"FATAL: Asset exists but could not be loaded. Asset may be corrupted or unloadable.") return logging.info("Asset verified successfully. Proceeding with assignments.") # 1. Get the user's current actor selection selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors() if not selected_actors: logging.error("No actor selected. Please select the main parent actor for the crowd and run again.") return if len(selected_actors) > 1: logging.warning("Multiple actors selected. Processing only the first one.") parent_actor = selected_actors[0] logging.info(f"Parent Actor Selected: '{parent_actor.get_actor_label()}'") # 2. Get the full hierarchy actors_to_process = [parent_actor] + get_all_descendants(parent_actor) logging.info(f"Found {len(actors_to_process)} total actors in the hierarchy to process.") success_count = 0 fail_count = 0 # This should theoretically be 0 now, but good to keep. # 3. Iterate through each actor for actor in actors_to_process: actor_label = actor.get_actor_label() skeletal_mesh_component = actor.get_component_by_class(unreal.SkeletalMeshComponent) if not skeletal_mesh_component: logging.debug(f"Actor '{actor_label}' has no SkeletalMeshComponent. Skipping.") continue logging.info(f"Processing '{actor_label}'...") # 4. Assign the pre-loaded asset if DRY_RUN: logging.info(f" -> [DRY RUN] Would assign '{skeletal_mesh_asset.get_name()}' to '{actor_label}'.") else: skeletal_mesh_component.set_skeletal_mesh(skeletal_mesh_asset) logging.info(f" -> SUCCESS: Assigned '{skeletal_mesh_asset.get_name()}' to '{actor_label}'.") success_count += 1 logging.info("--- Script Finished ---") summary_prefix = "[DRY RUN] " if DRY_RUN else "" logging.info(f"{summary_prefix}Summary: {success_count} assignments would be successful, {fail_count} would fail.") # --- Run the main function --- assign_skeletal_meshes_to_crowd()
import unreal import logging logger = logging.getLogger(__name__) from pamux_unreal_tools.generated.material_expression_wrappers import * from pamux_unreal_tools.utils.types import * from pamux_unreal_tools.base.material_expression.material_expression_container_builder_base import MaterialExpressionContainerBuilderBase from pamux_unreal_tools.examples.M_Landscape_Master.material_functions.MF_TextureCellBombing_Landscape import MF_TextureCellBombing_Landscape from pamux_unreal_tools.builders.material_function_builder import MaterialFunctionBuilder from pamux_unreal_tools.utils.node_pos import NodePos, CurrentNodePos from pamux_unreal_tools.base.material_function.material_function_outputs_base import MaterialFunctionOutputs from pamux_unreal_tools.interfaces.IBlend_Overlay import IBlend_Overlay from pamux_unreal_tools.interfaces.ICheapContrast_RGB import ICheapContrast_RGB from pamux_unreal_tools.interfaces.IHeightLerp import IHeightLerp from pamux_unreal_tools.interfaces.IMultiplyAdd import IMultiplyAdd from pamux_unreal_tools.interfaces.IBreakOutFloat4Components import IBreakOutFloat4Components from pamux_unreal_tools.interfaces.ICustomRotator import ICustomRotator from pamux_unreal_tools.examples.M_Landscape_Master.interfaces.ILandscapeBaseMaterial import ILandscapeBaseMaterial from pamux_unreal_tools.examples.M_Landscape_Master.interfaces.ITextureCellBombing_Landscape import ITextureCellBombing_Landscape from pamux_unreal_tools.impl.material_function_impl import MaterialFunctionImpl from pamux_unreal_tools.examples.M_Landscape_Master.material_functions.base.layer_inputs import LayerInputs class MF_LandscapeBaseMaterial: @staticmethod def load_MF(builder): return builder.load_MF("/project/", LayerInputs.get(), ["Result", "Height"]) class Dependencies: def __init__(self, builder: MaterialExpressionContainerBuilderBase) -> None: self.blend_Overlay = builder.load_Blend_Overlay() self.cheapContrast_RGB = builder.load_CheapContrast_RGB() self.heightLerp = builder.load_HeightLerp() self.multiplyAdd = builder.load_MultiplyAdd() self.breakOutFloat4Components = builder.load_BreakOutFloat4Components() self.customRotator = builder.load_CustomRotator() self.MF_TextureCellBombing_Landscape = MF_TextureCellBombing_Landscape.load_MF(builder) class Inputs: def __init__(self, builder: MaterialExpressionContainerBuilderBase): self.albedo = builder.build_FunctionInput("Albedo", 0, TTextureObject_Color(), True, True) self.colorOverlay = builder.build_FunctionInput("ColorOverlay", 1, Vec3f(1.0, 1.0, 1.0), True, True) self.colorOverlayIntensity = builder.build_FunctionInput("ColorOverlayIntensity", 2, 1.0, True, True) self.contrast = builder.build_FunctionInput("Contrast", 3, 0.0, True, True) self.contrastVariation = builder.build_FunctionInput("ContrastVariation", 4, 1.0, True, True) self.roughness = builder.build_FunctionInput("Roughness", 5, TTextureObject_Color(), True, True) self.roughnessIntensity = builder.build_FunctionInput("RoughnessIntensity", 6, 1.0, True, True) self.normal = builder.build_FunctionInput("Normal", 7, TTextureObject_Normal(), True, True) self.normalIntensity = builder.build_FunctionInput("NormalIntensity", 8, 0.0, True, True) self.displacement = builder.build_FunctionInput("Displacement", 9, TTextureObject_Color(), True, True) self.uvParams = builder.build_FunctionInput("UVParams", 10, Vec4f(1.0, 1.0, 0.5, 0.5), True, True) self.rotation = builder.build_FunctionInput("Rotation", 11, 0.0, True, True) self.doTextureBomb = builder.build_FunctionInput("DoTextureBomb", 12, True, True, True) self.doRotationVariation = builder.build_FunctionInput("DoRotationVariation", 13, False, True, True) self.bombCellScale = builder.build_FunctionInput("BombCellScale", 14, 1.0, True, True) self.bombPatternScale = builder.build_FunctionInput("BombPatternScale", 15, 1.0, True, True) self.bombRandomOffset = builder.build_FunctionInput("BombRandomOffset", 16, 0.0, True, True) self.bombRotationVariation = builder.build_FunctionInput("BombRotationVariation", 17, 0.0, True, True) self.opacityStrength = builder.build_FunctionInput("OpacityStrength", 18, 1.0, True, True) self.opacityAdd = builder.build_FunctionInput("OpacityAdd", 19, 0.0, True, True) self.opacityContrast = builder.build_FunctionInput("OpacityContrast", 20, 1.0, True, True) class Builder(MaterialFunctionBuilder): def __init__(self): super().__init__( "/project/", MF_LandscapeBaseMaterial.Dependencies, MF_LandscapeBaseMaterial.Inputs, MaterialFunctionOutputs.ResultAndHeight) def __call_cellBombing(self, textureMap, uvParams): call = self.dependencies.MF_TextureCellBombing_Landscape.call() call.outputs.result.add_rt() call.inputs.texture.comesFrom(textureMap) call.inputs.uVs.comesFrom(uvParams) call.inputs.cellScale.comesFrom(self.inputs.bombCellScale) call.inputs.patternScale.comesFrom(self.inputs.bombPatternScale) call.inputs.doRotationVariation.comesFrom(self.inputs.doRotationVariation) call.inputs.randomOffsetVariation.comesFrom(self.inputs.bombRandomOffset) call.inputs.randomRotationVariation.comesFrom(self.inputs.bombRotationVariation) if textureMap == self.inputs.normal: call.inputs.isNormalMap.comesFrom(StaticBool(True)) return call def __build_uvParams(self): call = self.dependencies.breakOutFloat4Components.call() call.inputs.float4.comesFrom(self.inputs.uvParams) uvParamsRG = AppendVector(call.outputs.r, call.outputs.g) uvParamsBA = AppendVector(call.outputs.b, call.outputs.a) landscapeLayerCoords = LandscapeLayerCoords() landscapeLayerCoords.mapping_type.set(unreal.TerrainCoordMappingType.TCMT_AUTO) landscapeLayerCoords.custom_uv_type.set(unreal.LandscapeCustomizedCoordType.LCCT_NONE) multiply = Multiply(landscapeLayerCoords, uvParamsRG) call = self.dependencies.customRotator.call() call.add_rt() call.inputs.uVs.comesFrom(multiply) call.inputs.rotationCenter.comesFrom(uvParamsBA) call.inputs.rotationAngle.comesFrom(self.inputs.rotation) return call def __build_switched(self, uvParams, cellBombed): textureSample = TextureSample() textureSample.RGB.add_rt() textureSample.UVs.comesFrom(uvParams) textureSample.tex.comesFrom(cellBombed) textureSample.sampler_source.set(unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) textureSample.sampler_type.set(unreal.MaterialSamplerType.SAMPLERTYPE_COLOR) textureSample.automatic_view_mip_bias.set(True) return StaticSwitch( cellBombed.outputs.result, textureSample.RGB, self.inputs.doTextureBomb) def __build_qualitySwitchAlbedo(self, switchedAlbedo): call = self.dependencies.blend_Overlay.call() call.inputs.base.comesFrom(switchedAlbedo) call.inputs.blend.comesFrom(self.inputs.colorOverlay) qualitySwitch = QualitySwitch() qualitySwitch.add_rt() qualitySwitch.default.comesFrom(call.outputs.result) qualitySwitch.low.comesFrom(Multiply(switchedAlbedo, self.inputs.colorOverlay)) return qualitySwitch.output def __build_finalAlbedo(self, lerpedAlbedo, switchedDisplacement): cheapContrast_RGB = self.dependencies.cheapContrast_RGB.call() cheapContrast_RGB.inputs._in.comesFrom(lerpedAlbedo) cheapContrast_RGB.inputs.contrast.comesFrom(self.inputs.contrast) heightLerp = self.dependencies.heightLerp.call() heightLerp.inputs.a.comesFrom(lerpedAlbedo) heightLerp.inputs.b.comesFrom(cheapContrast_RGB) heightLerp.inputs.transitionPhase.comesFrom(self.inputs.contrastVariation) heightLerp.inputs.heightTexture.comesFrom(switchedDisplacement) qualitySwitch = QualitySwitch() qualitySwitch.add_rt() qualitySwitch.default.comesFrom(heightLerp.outputs.results) qualitySwitch.low.comesFrom(lerpedAlbedo) return qualitySwitch def build(self): qualitySwitch = QualitySwitch() qualitySwitch.add_rt() qualitySwitch.default.comesFrom(self.inputs.doTextureBomb) qualitySwitch.low.comesFrom(StaticBool(False)) uvParams = self.__build_uvParams() albedo = self.__call_cellBombing(self.inputs.albedo, uvParams) switchedAlbedo = self.__build_switched(uvParams, albedo) qualitySwitchedAlbedo = self.__build_qualitySwitchAlbedo(switchedAlbedo) lerpedAlbedo = LinearInterpolate(switchedAlbedo, qualitySwitchedAlbedo, self.inputs.colorOverlayIntensity) roughness = self.__call_cellBombing(self.inputs.roughness, uvParams) switchedRoughness = self.__build_switched(uvParams, roughness) finalRoughness = Multiply(switchedRoughness, self.inputs.roughnessIntensity) displacement = self.__call_cellBombing(self.inputs.displacement, uvParams) switchedDisplacement = self.__build_switched(uvParams, displacement) finalDisplacement = Add(Multiply(Power(switchedDisplacement, self.inputs.opacityContrast), self.inputs.opacityStrength), self.inputs.opacityAdd) normal = self.__call_cellBombing(self.inputs.normal, uvParams) switchedNormal = self.__build_switched(uvParams, normal) finalNormal = self.dependencies.multiplyAdd.call() finalNormal.inputs.base.comesFrom(switchedNormal) finalNormal.inputs.add.comesFrom(AppendVector(AppendVector(self.inputs.normalIntensity, self.inputs.normalIntensity), Constant(0.0))) finalAlbedo = self.__build_finalAlbedo(lerpedAlbedo, switchedDisplacement) makeMaterialAttributes = MakeMaterialAttributes() makeMaterialAttributes.baseColor.comesFrom(finalAlbedo) makeMaterialAttributes.roughness.comesFrom(finalRoughness) makeMaterialAttributes.normal.comesFrom(finalNormal.outputs.result) makeMaterialAttributes.opacity.comesFrom(finalDisplacement) breakMaterialAttributes = BreakMaterialAttributes(makeMaterialAttributes) componentMask = ComponentMask(breakMaterialAttributes.opacity, "R") makeMaterialAttributes.connectTo(self.outputs.result) componentMask.connectTo(self.outputs.height)
# 本脚本主要用于调试,python调用蓝图库c++ import unreal unreal.TookitBPLibrary.export_actors_to_json()
import unreal import os from pathlib import Path import tempfile def take_screenshot() -> str: try: with tempfile.NamedTemporaryFile(delete=False, suffix=".png") as temp_file: screenshot_path = temp_file.name unreal.AutomationLibrary.take_high_res_screenshot(640, 520, screenshot_path) return screenshot_path return "" except Exception: return "" def main(): path = take_screenshot() if path: print(path) else: print("Failed to take screenshot") if __name__ == "__main__": main()
from enum import Enum from typing import List, Dict, Any class ValidationErrorType(Enum): MISSING_COLUMN = "컬럼 누락" MISSING_ASSET = "필수 에셋 누락" DUPLICATE_VALUE = "중복 값" INVALID_REFERENCE = "잘못된 참조" INVALID_VALUE = "잘못된 값" class ValidationError: def __init__(self, error_type: ValidationErrorType, sheet_name: str, column_name: str, details: str): self.error_type = error_type self.sheet_name = sheet_name self.column_name = column_name self.details = details def __str__(self): if self.error_type == ValidationErrorType.MISSING_COLUMN: return f"{self.sheet_name}시트에 {self.column_name} 컬럼이 존재하지 않습니다." elif self.error_type == ValidationErrorType.MISSING_ASSET: return f"{self.sheet_name}시트의 {self.column_name}컬럼은 {self.details}이라는 에셋이 반드시 존재하고 있어야 합니다." elif self.error_type == ValidationErrorType.DUPLICATE_VALUE: return f"{self.sheet_name}시트의 {self.column_name}컬럼은 유니크한 값이어야 합니다." elif self.error_type == ValidationErrorType.INVALID_REFERENCE: return f"{self.sheet_name}시트의 {self.column_name}컬럼은 {self.details}" elif self.error_type == ValidationErrorType.INVALID_VALUE: return f"{self.sheet_name}시트의 {self.column_name}컬럼: {self.details}" class DataValidator: def __init__(self, sheet_name: str): self.sheet_name = sheet_name self.errors: List[ValidationError] = [] def check_required_columns(self, data: List[Dict], required_columns: List[str]) -> bool: """필수 컬럼 존재 여부 확인""" if not data: return False actual_columns = data[0].keys() for column in required_columns: if column not in actual_columns: self.errors.append(ValidationError( ValidationErrorType.MISSING_COLUMN, self.sheet_name, column, "" )) return len(self.errors) == 0 def check_unique_values(self, data: List[Dict], column: str) -> bool: """컬럼의 유니크 값 검사""" values = {} for row in data: value = row.get(column) if value in values: self.errors.append(ValidationError( ValidationErrorType.DUPLICATE_VALUE, self.sheet_name, column, f"중복된 값: {value}" )) return False values[value] = True return True def check_asset_exists(self, asset_path: str, column_name: str) -> bool: """에셋 존재 여부 확인""" import unreal if not unreal.EditorAssetLibrary.does_asset_exist(asset_path): self.errors.append(ValidationError( ValidationErrorType.MISSING_ASSET, self.sheet_name, column_name, asset_path )) return False return True def check_reference_exists(self, value: str, reference_table: str, reference_column: str, column_name: str) -> bool: """다른 테이블의 컬럼 참조 확인""" # 참조 테이블 데이터 가져오기 import unreal data_table = unreal.load_asset(reference_table) if not data_table: self.errors.append(ValidationError( ValidationErrorType.INVALID_REFERENCE, self.sheet_name, column_name, f"{reference_table} 테이블을 찾을 수 없습니다." )) return False # 참조 값 존재 확인 found = False for row in data_table.get_row_names(): if str(row) == value: found = True break if not found: self.errors.append(ValidationError( ValidationErrorType.INVALID_REFERENCE, self.sheet_name, column_name, f"{reference_table}의 {reference_column}에 존재하는 값이어야 합니다." )) return False return True def show_errors(self) -> bool: """발견된 모든 에러를 표시""" if not self.errors: return True import unreal message = "데이터 검증 오류:\n\n" for error in self.errors: message += f"- {str(error)}\n" unreal.EditorDialog.show_message( "데이터 검증 실패", message, unreal.AppMsgType.OK ) return False
import unreal selected : list = unreal.EditorUtilityLibrary.get_selected_assets() #get selected assets using editorUtilityLib for staticMesh in selected : meshNaniteSettings : bool = staticMesh.get_editor_property('nanite_settings') print if meshNaniteSettings.enabled : #if true meshNaniteSettings.enabled = False #off nanite setting unreal.StaticMeshEditorSubsystem().set_nanite_settings(staticMesh,meshNaniteSettings, apply_changes=True) else : print('Nanite is Disabled')
import unreal # Instances of unreal classes editor_util = unreal.EditorUtilityLibrary() layer_sis = 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_class(selected_assets, unreal.Material) if len(materials) < 1: unreal.log_warning("Please select a material to be assigned") else: material = materials[0] material_name = material.get_fname() unreal.log(f"Assigning material '{material_name}' to selected static meshes") actors = layer_sis.get_selected_actors() static_mesh_actors = editor_filter_lib.by_class(actors, unreal.StaticMeshActor) for actor in static_mesh_actors: actor_name = actor.get_fname() # Get the static mesh component and assign the material actor_mesh_component = actor.static_mesh_component actor_mesh_component.set_material(0, material) unreal.log(f"Assigning material '{material_name}' to actor {actor_name}")
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 the LevelVariantSetsActor!") quit() # Create a variant set and add it to lvs var_set1 = unreal.VariantSet() var_set1.set_display_text("My VariantSet") lvs.add_variant_set(var_set1) # Create a variant and add it to var_set1 var1 = unreal.Variant() var1.set_display_text("Variant 1") var_set1.add_variant(var1) # Create a test actor and add it to var1. The test actor has almost all possible types of capturable properties location = unreal.Vector() rotation = unreal.Rotator() test_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.VariantManagerTestActor, location, rotation) var1.add_actor_binding(test_actor) capturable_props = unreal.VariantManagerLibrary.get_capturable_properties(test_actor) captured_props = [] print ("Capturable properties for actor '" + test_actor.get_actor_label() + "':") for prop in capturable_props: print ("\t" + prop) # All test properties are named like 'Captured____Property' # The check here avoids capturing generic Actor properties like 'Can be Damaged' if str(prop).startswith('Captured') and str(prop).endswith('Property'): new_prop = var1.capture_property(test_actor, prop) captured_props.append(new_prop) for prop in captured_props: type_str = prop.get_property_type_string() # Set a value for a property depending on its type if type_str == "bool": prop.set_value_bool(True) elif type_str == "int": prop.set_value_int(2) elif type_str == "float": prop.set_value_float(2.0) elif type_str == "object": cube = unreal.EditorAssetLibrary.load_asset("StaticMesh'/project/.Cube'") prop.set_value_object(cube) elif type_str == "strint": prop.set_value_string("new string") elif type_str == "rotator": prop.set_value_rotator(unreal.Rotator(11, 12, 13)) elif type_str == "color": prop.set_value_color(unreal.Color(21, 22, 23, 24)) elif type_str == "linear_color": prop.set_value_linear_color(unreal.LinearColor(0.31, 0.32, 0.33, 0.34)) elif type_str == "vector": prop.set_value_vector(unreal.Vector(41, 42, 43)) elif type_str == "quat": prop.set_value_quat(unreal.Quat(0.51, 0.52, 0.53, 0.54)) elif type_str == "vector4": prop.set_value_vector4(unreal.Vector4(6.1, 6.2, 6.3, 6.4)) elif type_str == "Vector2D": prop.set_value_vector2d(unreal.Vector2D(7.1, 7.2)) elif type_str == "int_Point": prop.set_value_int_point(unreal.IntPoint(81, 82)) # Easier to print using getattr for prop in captured_props: type_str = prop.get_property_type_string() print (getattr(prop, "get_value_" + type_str)())
import unreal util_lib = unreal.EditorUtilityLibrary red_lib = unreal.RedArtToolkitBPLibrary bp, = unreal.EditorUtilityLibrary.get_selected_assets() parent = red_lib.get_blueprint_parent_class(bp) print(parent) material = unreal.load_asset('/project/.M_Sanji01_L_body') bp_gc = unreal.load_object(None, "%s_C" % bp.get_path_name()) bp_cdo = unreal.get_default_object(bp_gc) for comp in red_lib.get_cdo_inherited_components(bp_cdo): comp_name = comp.get_name() if comp_name == 'FaceRenderer': # materials = comp.get_editor_property("outline_multi_pass_materials") # comp.set_editor_property("outline_multi_pass_materials",[material]) materials = comp.get_editor_property("layered_base_material") print(materials) mesh, = unreal.EditorUtilityLibrary.get_selected_assets() print (mesh.get_outer())
""" UEMCP Error Handling Framework Provides decorators, validators, and error types to reduce try/catch boilerplate while improving error specificity and consistency. """ import functools import inspect from typing import Any, Dict, List, Optional, Union import unreal from utils import log_debug, log_error # ============================================================================ # Custom Exception Types - More specific than generic Exception # ============================================================================ class UEMCPError(Exception): """Base exception for all UEMCP operations.""" def __init__(self, message: str, operation: str = None, details: Dict = None): self.message = message self.operation = operation or "unknown" self.details = details or {} super().__init__(self.message) def to_dict(self) -> Dict[str, Any]: """Convert to standardized error response format.""" return {"success": False, "error": self.message, "operation": self.operation, "details": self.details} class ValidationError(UEMCPError): """Raised when input validation fails.""" pass class ProcessingError(UEMCPError): """Raised when operations fail during execution.""" pass # ============================================================================ # Input Validation Framework # ============================================================================ class ValidationRule: """Base class for validation rules.""" def validate(self, value: Any, field_name: str) -> Optional[str]: """Validate a value. Returns error message if invalid, None if valid.""" raise NotImplementedError class RequiredRule(ValidationRule): """Validates that a value is not None or empty.""" def validate(self, value: Any, field_name: str) -> Optional[str]: if value is None: return f"{field_name} is required" if isinstance(value, (str, list, dict)) and len(value) == 0: return f"{field_name} cannot be empty" return None class TypeRule(ValidationRule): """Validates that a value is of the expected type.""" def __init__(self, expected_type: Union[type, tuple], allow_none: bool = False): self.expected_type = expected_type self.allow_none = allow_none def validate(self, value: Any, field_name: str) -> Optional[str]: if value is None and self.allow_none: return None if not isinstance(value, self.expected_type): expected_name = getattr(self.expected_type, "__name__", str(self.expected_type)) actual_name = type(value).__name__ if self.allow_none: return f"{field_name} must be {expected_name} or None, got {actual_name}" else: return f"{field_name} must be {expected_name}, got {actual_name}" return None class ListLengthRule(ValidationRule): """Validates that a list has the expected length.""" def __init__(self, expected_length: int, allow_none: bool = False): self.expected_length = expected_length self.allow_none = allow_none def validate(self, value: Any, field_name: str) -> Optional[str]: if value is None and self.allow_none: return None if not isinstance(value, (list, tuple)): return f"{field_name} must be a list or tuple" if len(value) != self.expected_length: return f"{field_name} must have {self.expected_length} elements, got {len(value)}" return None class NumericRangeRule(ValidationRule): """Validates that a numeric value is within a range.""" def __init__(self, min_val: float = None, max_val: float = None): self.min_val = min_val self.max_val = max_val def validate(self, value: Any, field_name: str) -> Optional[str]: if not isinstance(value, (int, float)): return f"{field_name} must be numeric" if self.min_val is not None and value < self.min_val: return f"{field_name} must be >= {self.min_val}" if self.max_val is not None and value > self.max_val: return f"{field_name} must be <= {self.max_val}" return None class AssetPathRule(ValidationRule): """Validates that an asset path is properly formatted.""" def validate(self, value: Any, field_name: str) -> Optional[str]: if not isinstance(value, str): return f"{field_name} must be a string" if not value.startswith("/"): return f"{field_name} must start with '/'" if len(value.split("/")) < 3: return f"{field_name} must be a valid asset path like '/project/'" return None class FileExistsRule(ValidationRule): """Validates that a file or directory path exists on the filesystem.""" def validate(self, value: Any, field_name: str) -> Optional[str]: import os if not isinstance(value, str): return f"{field_name} must be a string" if not os.path.exists(value): return f"{field_name} path does not exist: {value}" return None class OffsetRule(ValidationRule): """ Validates offset parameter - accepts both dict {x,y,z} and list [x,y,z] formats. Examples: # Dict format {"x": 0, "y": 0, "z": 0} # List format [0, 0, 0] """ def validate(self, value: Any, field_name: str) -> Optional[str]: if value is None: return None if isinstance(value, dict): # Dict format: {x: 0, y: 0, z: 0} required_keys = {"x", "y", "z"} if not required_keys.issubset(value.keys()): missing = required_keys - value.keys() return f"{field_name} dict missing keys: {missing}" if not all(isinstance(value[k], (int, float)) for k in required_keys): return f"{field_name} dict values must be numeric" return None elif isinstance(value, (list, tuple)): # Array format: [x, y, z] if len(value) != 3: return f"{field_name} array must have 3 elements [x, y, z]" if not all(isinstance(v, (int, float)) for v in value): return f"{field_name} array elements must be numeric" return None else: return f"{field_name} must be a dict {{x,y,z}} or array [x,y,z]" def validate_inputs(validation_schema: Dict[str, List[ValidationRule]]): """ Decorator that validates function inputs against a schema. Args: validation_schema: Dict mapping parameter names to list of validation rules Example: @validate_inputs({ 'assetPath': [RequiredRule(), AssetPathRule()], 'location': [RequiredRule(), ListLengthRule(3)], 'scale': [TypeRule(list), ListLengthRule(3)] }) def spawn_actor(assetPath, location, scale=[1,1,1]): # Function body here - inputs are already validated! """ def decorator(func): @functools.wraps(func) def wrapper(*args, **kwargs): # Get function signature to map args to parameter names sig = inspect.signature(func) bound_args = sig.bind(*args, **kwargs) bound_args.apply_defaults() # Validate each parameter according to schema for param_name, rules in validation_schema.items(): if param_name in bound_args.arguments: value = bound_args.arguments[param_name] for rule in rules: error_msg = rule.validate(value, param_name) if error_msg: raise ValidationError( error_msg, operation=func.__name__, details={"parameter": param_name, "value": str(value)}, ) return func(*args, **kwargs) return wrapper return decorator # ============================================================================ # Error Handling Decorators # ============================================================================ def handle_unreal_errors(operation_name: str = None): """ Decorator that catches and converts UE-specific errors to UEMCPError types. Args: operation_name: Name of the operation for error context """ def decorator(func): @functools.wraps(func) def wrapper(*args, **kwargs): op_name = operation_name or func.__name__ try: return func(*args, **kwargs) # Specific UE error handling except AttributeError as e: if "unreal" in str(e).lower(): raise ProcessingError( f"Unreal Engine API error: {str(e)}", operation=op_name, details={"error_type": "AttributeError"}, ) from e raise # Re-raise if not UE-related except RuntimeError as e: if any(keyword in str(e).lower() for keyword in ["unreal", "editor", "asset", "actor"]): raise ProcessingError( f"Unreal Engine runtime error: {str(e)}", operation=op_name, details={"error_type": "RuntimeError"}, ) from e raise # Re-raise if not UE-related # Keep specific UEMCP errors as-is except UEMCPError: raise return wrapper return decorator def safe_operation(operation_type: str = "operation"): """ Decorator that provides safe execution with standardized error handling. Args: operation_type: Type of operation (actor, asset, viewport, etc.) """ def decorator(func): @functools.wraps(func) def wrapper(*args, **kwargs): try: result = func(*args, **kwargs) # Ensure result is properly formatted if not isinstance(result, dict): return {"success": True, "result": result} if "success" not in result: result["success"] = True return result except UEMCPError as e: log_error(f"{operation_type} operation failed: {e.message}") return e.to_dict() except Exception as e: # Last resort for truly unexpected errors log_error(f"Unexpected error in {operation_type} operation: {str(e)}") return { "success": False, "error": f"Unexpected {operation_type} error: {str(e)}", "operation": func.__name__, "details": {"error_type": type(e).__name__}, } return wrapper return decorator # ============================================================================ # Utility Functions for Common Validations # ============================================================================ def require_actor(actor_name: str) -> unreal.Actor: """ Find and return an actor by name, raising ProcessingError if not found. Args: actor_name: Name of the actor to find Returns: unreal.Actor: The found actor Raises: ProcessingError: If actor is not found """ from utils import find_actor_by_name # Import here to avoid circular imports actor = find_actor_by_name(actor_name) if not actor: raise ProcessingError( f"Actor '{actor_name}' not found in level", operation="find_actor", details={"actor_name": actor_name} ) return actor def require_asset(asset_path: str) -> unreal.Object: """ Load and return an asset, raising ProcessingError if not found or invalid. Args: asset_path: Path to the asset Returns: unreal.Object: The loaded asset Raises: ProcessingError: If asset cannot be loaded """ from utils import load_asset # Import here to avoid circular imports asset = load_asset(asset_path) if not asset: raise ProcessingError( f"Could not load asset: {asset_path}", operation="load_asset", details={"asset_path": asset_path} ) return asset def validate_location(location: List[float], field_name: str = "location"): """Validate location parameter.""" if not isinstance(location, (list, tuple)): raise ValidationError(f"{field_name} must be a list or tuple") if len(location) != 3: raise ValidationError(f"{field_name} must have 3 elements [X, Y, Z]") if not all(isinstance(x, (int, float)) for x in location): raise ValidationError(f"{field_name} elements must be numeric") def validate_rotation(rotation: List[float], field_name: str = "rotation"): """Validate rotation parameter.""" if not isinstance(rotation, (list, tuple)): raise ValidationError(f"{field_name} must be a list or tuple") if len(rotation) != 3: raise ValidationError(f"{field_name} must have 3 elements [Roll, Pitch, Yaw]") if not all(isinstance(x, (int, float)) for x in rotation): raise ValidationError(f"{field_name} elements must be numeric") # ============================================================================ # Context Managers for Resource Management # ============================================================================ class DisableViewportUpdates: """Context manager to temporarily disable viewport updates for performance.""" def __enter__(self): try: unreal.EditorLevelLibrary.set_level_viewport_realtime(False) log_debug("Disabled viewport updates for performance") except Exception as e: log_debug(f"Could not disable viewport updates: {str(e)}") return self def __exit__(self, exc_type, exc_val, exc_tb): try: unreal.EditorLevelLibrary.set_level_viewport_realtime(True) log_debug("Re-enabled viewport updates") except Exception as e: log_error(f"Failed to re-enable viewport updates: {str(e)}") # ============================================================================ # Example Usage and Tests # ============================================================================ if __name__ == "__main__": # Example of how to use the new error handling framework @validate_inputs( { "assetPath": [RequiredRule(), AssetPathRule()], "location": [RequiredRule(), ListLengthRule(3)], "name": [TypeRule(str)], } ) @handle_unreal_errors("spawn_actor") @safe_operation("actor") def example_spawn_actor(assetPath: str, location: List[float], name: str = None): """Example function showing the new error handling pattern.""" # No try/catch needed! Validation and error handling are automatic # These will throw specific errors if they fail asset = require_asset(assetPath) # Business logic without error handling boilerplate from utils import create_transform ue_location, ue_rotation, ue_scale = create_transform(location, [0, 0, 0], [1, 1, 1]) # This might raise ProcessingError which will be caught and converted actor = unreal.EditorLevelLibrary.spawn_actor_from_object(asset, ue_location, ue_rotation) if not actor: raise ProcessingError("Failed to spawn actor from asset") if name: actor.set_actor_label(name) return {"actor_name": actor.get_actor_label(), "location": location, "asset_path": assetPath}
"""Test script for UnrealMCP basic commands. This script tests the basic scene and Python execution commands available in the UnrealMCP bridge. Make sure Unreal Engine is running with the UnrealMCP plugin enabled before running this script. """ import sys import os import json from mcp.server.fastmcp import FastMCP, Context # Add the MCP directory to sys.path so we can import unreal_mcp_bridge mcp_dir = os.path.dirname(os.path.dirname(os.path.abspath(__file__))) if mcp_dir not in sys.path: sys.path.insert(0, mcp_dir) from unreal_mcp_bridge import send_command def test_scene_info(): """Test getting scene information.""" print("\n1. Testing get_scene_info...") try: response = send_command("get_scene_info") print(f"Get Scene Info Response: {json.dumps(response, indent=2)}") return response["status"] == "success" except Exception as e: print(f"Error testing get_scene_info: {e}") return False def test_object_creation(): """Test creating objects in the scene.""" print("\n2. Testing create_object...") try: params = { "type": "StaticMeshActor", "location": [0, 0, 100], "label": "TestCube" } response = send_command("create_object", params) print(f"Create Object Response: {json.dumps(response, indent=2)}") return response["status"] == "success" except Exception as e: print(f"Error testing create_object: {e}") return False def test_python_execution(): """Test Python execution in Unreal Engine.""" print("\n3. Testing execute_python...") test_code = """ import unreal print("Python executing in Unreal Engine!") world = unreal.EditorLevelLibrary.get_editor_world() print(f"Current level: {world.get_name()}") actors = unreal.EditorLevelLibrary.get_all_level_actors() print(f"Number of actors in level: {len(actors)}") """ try: response = send_command("execute_python", {"code": test_code}) print(f"Python Execution Response: {json.dumps(response, indent=2)}") return response["status"] == "success" except Exception as e: print(f"Error testing Python execution: {e}") return False def main(): """Run all basic command tests.""" print("Starting UnrealMCP basic command tests...") print("Make sure Unreal Engine is running with the UnrealMCP plugin enabled!") try: results = { "get_scene_info": test_scene_info(), "create_object": test_object_creation(), "execute_python": test_python_execution() } print("\nTest Results:") print("-" * 40) for test_name, success in results.items(): status = "✓ PASS" if success else "✗ FAIL" print(f"{status} - {test_name}") print("-" * 40) if all(results.values()): print("\nAll basic tests passed successfully!") else: print("\nSome tests failed. Check the output above for details.") sys.exit(1) except Exception as e: print(f"\nError during testing: {e}") sys.exit(1) if __name__ == "__main__": main()
''' File: Author: Date: Description: Other Notes: ''' import time import unreal # ar_lib = unreal.ARLibrary() # # cam = unreal.getARTexture() # ar_lib.get_camera_image() # # cam = unreal.CameraActor(name='CineCameraActor') # Get main camera - Confirmed if CAMERA is selected actor = unreal.EditorLevelLibrary.get_selected_level_actors() print(actor) # Learn about camera from it's 'scene_component' class scene = actor[0].scene_component #home = scene.get_world_location() home = unreal.Vector(x=-150, y=-60, z=150) print(f"HOME Camera location: {home}") # Move the camera either one of two ways: # A) Set the actual location & rotation - Confirmed # scene.set_world_location(new_location=, sweep=False, teleport=True) # scene.set_world_rotation(new_rotation=, sweep=False, teleport=True) # # B) Set relative offset # scene.add_world_offset() # scene.add_world_rotation() ''' Below works, but from a single script call, the effects will only be applied IF there is an offset by the end of the script. If you move, then move back, nothing in the editor will change. ''' # Move first x = home.x y = home.y z = home.z scene.set_world_location(new_location=[x+30,y,z], sweep=False, teleport=True) current_loc = scene.get_world_location() print(f"ALTERED Camera location: {current_loc}") #time.sleep(2) # Save changes # editor = unreal.EditorLoadingAndSavingUtils # editor.save_dirty_packages(True, True) # unreal.EditorUtilityLibrary.set_actor_selection_state(scene, True) # unreal.EditorLevelLibrary.set_level_dirty() # unreal.EditorAssetLibrary.save_loaded_asset(actor) # unreal.EditorLevelLibrary.save_current_level() # Move Second time.sleep(2) x = home.x y = home.y z = home.z scene.set_world_location(new_location=[x-30,y,z], sweep=False, teleport=True) current_loc = scene.get_world_location() print(f"ALTERED Camera location: {current_loc}") # scene.set_world_location(new_location=home, sweep=False, teleport=True)
# 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 method adds a custom execution function and args to a queue subparser :param subparser: Subparser for processing custom sequences """ # Set the name of the job subparser.add_argument( "queue", type=str, help="The name or path to a movie pipeline queue." ) # Add option to only load the contents of the queue. By default, # this will only load the queue and render its contents subparser.add_argument( "--load", action="store_true", help="Load the contents of the queue asset. By default the queue asset will loaded and render its contents.", ) # We will use the level sequence and the map as our context for # other subsequence arguments. subparser.add_argument( "--jobs", type=str, nargs="+", help="A list of jobs to execute in the queue. " "If no jobs are provided, all jobs in the queue will be rendered.", ) # Function to process arguments subparser.set_defaults(func=_process_args) def render_queue_asset( queue_name, only_load=False, shots=None, jobs=None, all_shots=False, is_cmdline=False, is_remote=False, user=None, remote_batch_name=None, remote_job_preset=None, executor_instance=None, output_dir_override=None, output_filename_override=None ): """ Render using a Movie Render Queue asset :param str queue_name: The name of the Queue asset :param bool only_load: Only load the queue asset. This is usually used when you need to process intermediary steps before rendering :param list shots: Shots to render from the queue. :param list jobs: The list job to render in the Queue asset. :param bool all_shots: Flag to render all shots in a job in the queue. :param bool is_cmdline: Flag to determine if the job is a commandline job :param bool is_remote: Flag to determine if the jobs should be rendered remote :param str user: Render user :param str remote_batch_name: Batch name for remote renders :param str remote_job_preset: Remote render job preset :param executor_instance: Movie Pipeline executor instance :param str output_dir_override: Movie Pipeline output directory override :param str output_filename_override: Movie Pipeline filename format override :return: MRQ Executor """ # The queue subsystem behaves like a singleton so # clear all the jobs in the current queue. movie_pipeline_queue.delete_all_jobs() # Get the queue data asset package path by name or by path # Create a new queue from the queue asset movie_pipeline_queue.copy_from( get_asset_data(queue_name, "MoviePipelineQueue").get_asset() ) # If we only want to load the queue asset, then exit after loading. # If we want to shut down the editor as well, then do so if only_load: if is_cmdline: unreal.SystemLibrary.quit_editor() return None if not movie_pipeline_queue.get_jobs(): # Make sure we have jobs in the queue to work with raise RuntimeError("There are no jobs in the queue!!") # Allow executing the render queue in its current loaded state if all_shots or (any([shots, jobs])): update_queue( jobs=jobs, shots=shots, all_shots=all_shots, user=user ) try: # Execute the render. This will execute the render based on whether # its remote or local executor = render_jobs( is_remote, remote_batch_name=remote_batch_name, remote_job_preset=remote_job_preset, is_cmdline=is_cmdline, executor_instance=executor_instance, output_dir_override=output_dir_override, output_filename_override=output_filename_override ) except Exception: raise return executor def _process_args(args): """ Function to process the arguments for the sequence subcommand :param args: Parsed Arguments from parser """ return render_queue_asset( args.queue, only_load=args.load, shots=args.shots, jobs=args.jobs, all_shots=args.all_shots, is_remote=args.remote, is_cmdline=args.cmdline, user=args.user, remote_batch_name=args.batch_name, remote_job_preset=args.deadline_job_preset, output_dir_override=args.output_override, output_filename_override=args.filename_override )
import unreal import sys from PySide2 import QtWidgets, QtUiTools, QtGui #Import UE python lib #import ui.qwidget_import_asset as q_import_asset # RELOAD MODULE import importlib sys.path.append('C:/project/') sys.path.append('C:/project/') sys.path.append('C:/project/') WINDOW_NAME = 'M2 - Menu' UI_FILE_FULLNAME = __file__.replace('.py', '.ui') class QtWindowImport(QtWidgets.QWidget): def __init__(self, parent=None): super(QtWindowImport, self).__init__(parent) self.aboutToClose = None # This is used to stop the tick when the window is closed self.widget = QtUiTools.QUiLoader().load(UI_FILE_FULLNAME) self.widget.setParent(self) self.setWindowTitle(WINDOW_NAME) self.setGeometry(100, 100, self.widget.width(), self.widget.height()) self.layout = QtWidgets.QVBoxLayout(self) self.layout.addWidget(self.widget) self.setLayout(self.layout) # importAssetButton self.widget.convertToMi.clicked.connect(self.convert_to_mi) def convert_to_mi(self): #import m2_unreal.convert_to_mi as convert_to_mi #importlib.reload(convert_to_mi) #convert_to_mi.convert_to_mi() print() app = None if not QtWidgets.QApplication.instance(): app = QtWidgets.QApplication(sys.argv) widget = QtWindowImport() widget.show() unreal.parent_external_window_to_slate(widget.winId())
import unreal def world_outliner(): # instances of unreal classes editor_level_lib = unreal.EditorLevelLibrary() editor_filter_lib = unreal.EditorFilterLibrary() # get all actors and filter down to specific elements actors = editor_level_lib.get_all_level_actors() static_meshes = editor_filter_lib.by_class(actors, unreal.StaticMeshActor) reflection_cap = editor_filter_lib.by_class(actors, unreal.ReflectionCapture) blueprints = editor_filter_lib.by_class(actors, "BP_") moved = 0 # create a mapping between folder names and arrays mapping = { "StaticMeshActors": static_meshes, "ReflectionCaptures": reflection_cap, "Blueprints": blueprints } for folder_name in mapping: # for every list of actors, set new folder path for actor in mapping[folder_name]: actor_name = actor.get_fname() actor.set_folder_path(folder_name) unreal.log("Moved {} into {}".format(actor_name, folder_name)) moved += 1 unreal.log("Moved {} actors into folders".format(moved))
# 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 of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ An example script that uses the API to instantiate an HDA and then set 2 geometry inputs: one node input and one object path parameter input. The inputs are set during post instantiation (before the first cook). After the first cook and output creation (post processing) the input structure is fetched and logged. """ import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.subnet_test_2_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def get_geo_asset_path(): return '/project/.Cube' def get_geo_asset(): return unreal.load_object(None, get_geo_asset_path()) def get_cylinder_asset_path(): return '/project/.Cylinder' def get_cylinder_asset(): return unreal.load_object(None, get_cylinder_asset_path()) def configure_inputs(in_wrapper): print('configure_inputs') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(configure_inputs) # Deprecated input functions # in_wrapper.set_input_type(0, unreal.HoudiniInputType.GEOMETRY) # in_wrapper.set_input_objects(0, (get_geo_asset(), )) # in_wrapper.set_input_type(1, unreal.HoudiniInputType.GEOMETRY) # in_wrapper.set_input_objects(1, (get_geo_asset(), )) # in_wrapper.set_input_import_as_reference(1, True) # Create a geometry input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_asset = get_geo_asset() geo_input.set_input_objects((geo_asset, )) # Set the transform of the input geo geo_input.set_input_object_transform_offset( 0, unreal.Transform( (200, 0, 100), (45, 0, 45), (2, 2, 2), ) ) # copy the input data to the HDA as node input 0 in_wrapper.set_input_at_index(0, geo_input) # We can now discard the API input object geo_input = None # Create a another geometry input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input (cylinder in this case) geo_asset = get_cylinder_asset() geo_input.set_input_objects((geo_asset, )) # Set the transform of the input geo geo_input.set_input_object_transform_offset( 0, unreal.Transform( (-200, 0, 0), (0, 0, 0), (2, 2, 2), ) ) # copy the input data to the HDA as input parameter 'objpath1' in_wrapper.set_input_parameter('objpath1', geo_input) # We can now discard the API input object geo_input = None # Set the subnet_test HDA to output its first input in_wrapper.set_int_parameter_value('enable_geo', 1) def print_api_input(in_input): print('\t\tInput type: {0}'.format(in_input.__class__)) print('\t\tbKeepWorldTransform: {0}'.format(in_input.keep_world_transform)) print('\t\tbImportAsReference: {0}'.format(in_input.import_as_reference)) if isinstance(in_input, unreal.HoudiniPublicAPIGeoInput): print('\t\tbPackBeforeMerge: {0}'.format(in_input.pack_before_merge)) print('\t\tbExportLODs: {0}'.format(in_input.export_lo_ds)) print('\t\tbExportSockets: {0}'.format(in_input.export_sockets)) print('\t\tbExportColliders: {0}'.format(in_input.export_colliders)) input_objects = in_input.get_input_objects() if not input_objects: print('\t\tEmpty input!') else: print('\t\tNumber of objects in input: {0}'.format(len(input_objects))) for idx, input_object in enumerate(input_objects): print('\t\t\tInput object #{0}: {1}'.format(idx, input_object)) if hasattr(in_input, 'get_input_object_transform_offset'): print('\t\t\tObject Transform Offset: {0}'.format(in_input.get_input_object_transform_offset(idx))) def print_inputs(in_wrapper): print('print_inputs') # Unbind from the delegate in_wrapper.on_post_processing_delegate.remove_callable(print_inputs) # Fetch inputs, iterate over it and log node_inputs = in_wrapper.get_inputs_at_indices() parm_inputs = in_wrapper.get_input_parameters() if not node_inputs: print('No node inputs found!') else: print('Number of node inputs: {0}'.format(len(node_inputs))) for input_index, input_wrapper in node_inputs.items(): print('\tInput index: {0}'.format(input_index)) print_api_input(input_wrapper) if not parm_inputs: print('No parameter inputs found!') else: print('Number of parameter inputs: {0}'.format(len(parm_inputs))) for parm_name, input_wrapper in parm_inputs.items(): print('\tInput parameter name: {0}'.format(parm_name)) print_api_input(input_wrapper) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset with auto-cook enabled _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform()) # Configure inputs on_post_instantiation, after instantiation, but before first cook _g_wrapper.on_post_instantiation_delegate.add_callable(configure_inputs) # Bind on_post_processing, after cook + output creation _g_wrapper.on_post_processing_delegate.add_callable(print_inputs) if __name__ == '__main__': run()
import os import csv import json import tempfile import unreal from urllib import request, parse from scripts.common.utils import get_sheet_data from ..common.column_handler import ColumnHandler # 상수 정의 SHEET_ID = "1jeq0WdGMsOcAEtW_p__-daOn22ZFoCm67UWgLh6p6CA" GID = "301417934" TABLE_PATH = "/project/" # 고정 경로 매핑 FIXED_PATHS = { 'LV_TestMap': '/project/.TestMap', 'LV_Test01': '/project/.Test01', 'CAM_TestMap': '/project/.TestMap_Camera', 'LIT_TestMap_DAY': '/project/.CommonEnvironment_Clear', 'BP_Test01': '/project/.BP_Test01' } class AssetPathCache: def __init__(self): self._cache = {} self._asset_index = {} self._initialized = False self._duplicate_assets = {} # 중복 에셋 추적용 def initialize(self): """에셋 레지스트리에서 모든 에셋을 가져와서 인덱스 생성""" if self._initialized: return print("에셋 인덱스 초기화 중...") asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() # 한 번에 모든 에셋 가져오기 ar_filter = unreal.ARFilter( package_paths=["/Game"], # /Game 전체 검색 recursive_paths=True ) assets = asset_registry.get_assets(ar_filter) # 에셋 인덱스 생성 및 중복 검사 for asset in assets: package_path = str(asset.package_name) package_path_lower = package_path.lower() path_parts = package_path_lower.split('/') asset_name = path_parts[-1] # 에셋 중복 검사 if asset_name in self._duplicate_assets: self._duplicate_assets[asset_name].append(package_path) else: self._duplicate_assets[asset_name] = [package_path] # 에셋 이름으로 인덱싱 (대소문자 구분 없이) if asset_name not in self._asset_index: self._asset_index[asset_name] = [] self._asset_index[asset_name].append(package_path) print(f"에셋 인덱스 생성 완료: {len(self._asset_index)} 개의 에셋") self._initialized = True def get_path(self, asset_name): """캐시된 에셋 경로 반환""" # 캐시 확인 if asset_name in self._cache: return self._cache[asset_name] # 고정 경로 확인 if asset_name in FIXED_PATHS: self._cache[asset_name] = FIXED_PATHS[asset_name] return self._cache[asset_name] # 인덱스에서 검색 (대소문자 구분 없이) asset_name_lower = asset_name.lower() if asset_name_lower in self._asset_index: # 여러 경로 중에서 가장 적절한 것 선택 paths = self._asset_index[asset_name_lower] for path in paths: # LIT_ 파일의 경우 LightingLevel 폴더에 있는지 확인 if asset_name.startswith('LIT_') and 'LightingLevel' in path: full_path = f"{path}.{asset_name}" self._cache[asset_name] = full_path return full_path # CAM_ 파일의 경우 PhotoSpot 폴더에 있는지 확인 elif asset_name.startswith('CAM_') and 'PhotoSpot' in path: full_path = f"{path}.{asset_name}" self._cache[asset_name] = full_path return full_path # BP_ 파일의 경우 SubLevel 폴더에 있는지 확인 elif asset_name.startswith('BP_') and 'SubLevel' in path: full_path = f"{path}.{asset_name}" self._cache[asset_name] = full_path return full_path # LV_ 또는 SZ_ 파일의 경우 MainLevel 폴더에 있는지 확인 elif (asset_name.startswith('LV_') or asset_name.startswith('SZ_')) and 'MainLevel' in path: full_path = f"{path}.{asset_name}" self._cache[asset_name] = full_path return full_path # 특정 폴더를 찾지 못한 경우 첫 번째 경로 사용 if paths: full_path = f"{paths[0]}.{asset_name}" self._cache[asset_name] = full_path return full_path # 찾지 못한 경우 self._cache[asset_name] = "" return "" def check_asset_duplicates(self, asset_name): """에셋 중복 검사""" asset_name_lower = asset_name.lower() if asset_name_lower in self._duplicate_assets: paths = self._duplicate_assets[asset_name_lower] if len(paths) > 1: return paths return None # 전역 캐시 인스턴스 생성 asset_cache = AssetPathCache() def find_asset_path(asset_name): """에셋 경로 찾기 (캐시 사용)""" # 캐시 초기화 확인 if not asset_cache._initialized: asset_cache.initialize() path = asset_cache.get_path(asset_name) if path: print(f"에셋 찾음 {asset_name}: {path}") else: print(f"에셋을 찾을 수 없음: {asset_name}") return path def show_duplicate_warning(duplicate_assets): """중복 파일 경고 창 표시""" dialog = unreal.EditorDialog() message = "다음 파일들이 중복되어 임포트가 중지되었습니다:\n\n" message += "\n".join(duplicate_assets) # 중복된 파일명만 표시 dialog.show_message( "경고", message, unreal.AppMsgType.OK, unreal.AppReturnType.OK ) def set_file_writable(file_path): """파일의 읽기 전용 속성을 해제""" if os.path.exists(file_path): try: import stat current_permissions = os.stat(file_path).st_mode os.chmod(file_path, current_permissions | stat.S_IWRITE) print(f"파일 쓰기 권한 설정됨: {file_path}") return True except Exception as e: print(f"파일 권한 변경 실패: {str(e)}") return False return True def checkout_and_make_writable(asset_path): """에셋을 소스 컨트롤에서 checkout하고 쓰기 가능하게 만듦""" try: # 에셋이 존재하는지 확인 if not unreal.EditorAssetLibrary.does_asset_exist(asset_path): print(f"에셋이 존재하지 않음: {asset_path}") return {'success': False, 'error': f"에셋이 존재하지 않습니다: {asset_path}"} # 에셋 로드 asset = unreal.EditorAssetLibrary.load_asset(asset_path) if not asset: print(f"에셋을 로드할 수 없음: {asset_path}") return {'success': False, 'error': f"에셋을 로드할 수 없습니다: {asset_path}"} # 소스 컨트롤 상태 확인 try: source_control = unreal.EditorUtilityLibrary.get_source_control_provider() if source_control and source_control.is_enabled(): state = source_control.get_state(asset_path) if state: other_user = state.get_other_user() if other_user: error_msg = f"{other_user}에 의해 에셋이 잠겨있습니다. {other_user}에게 문의해주세요." print(f"⚠️ {error_msg}") return {'success': False, 'error': error_msg} except Exception as e: print(f"소스 컨트롤 상태 확인 중 오류 발생: {str(e)}") # 에셋 체크아웃 시도 try: if not unreal.EditorAssetLibrary.checkout_loaded_asset(asset): print(f"⚠️ 에셋 체크아웃 실패: {asset_path}") return {'success': False, 'error': "에셋이 잠겨있습니다. 소스 컨트롤 상태를 확인해주세요."} except Exception as e: print(f"체크아웃 중 오류 발생: {str(e)}") return {'success': False, 'error': f"체크아웃 중 오류 발생: {str(e)}"} print(f"✅ 에셋이 체크아웃됨: {asset_path}") # 에셋의 실제 파일 경로 가져오기 package_path = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(asset) if not package_path: print(f"에셋 경로를 찾을 수 없음: {asset_path}") return {'success': False, 'error': f"에셋 경로를 찾을 수 없습니다: {asset_path}"} # 파일 쓰기 가능하게 만들기 if not set_file_writable(package_path): print(f"파일을 쓰기 가능하게 만들 수 없음: {package_path}") return {'success': False, 'error': f"파일을 쓰기 가능하게 만들 수 없습니다: {package_path}"} print(f"✅ 에셋이 쓰기 가능하게 설정됨: {asset_path}") return {'success': True} except Exception as e: print(f"에셋 설정 중 오류 발생: {str(e)}") return {'success': False, 'error': str(e)} def import_table(sheet_id=SHEET_ID, gid=GID): try: print(f"=== 레벨 데이터 임포트 시작 ===") print("테이블 정보:") print(f"- Sheet ID: {sheet_id}") print(f"- GID: {gid}") print(f"- 테이블 경로: {TABLE_PATH}") data = get_sheet_data(sheet_id, gid) if not data: return {'success': False, 'error': '데이터를 가져올 수 없습니다.'} # 에셋 checkout checkout_result = checkout_and_make_writable(TABLE_PATH) if not checkout_result['success']: print(f"체크아웃 실패: {checkout_result['error']}") return checkout_result # 데이터 테이블 생성 또는 로드 data_table = unreal.EditorAssetLibrary.load_asset(TABLE_PATH) if not data_table: data_table = unreal.EditorAssetLibrary.make_new_data_table_asset(TABLE_PATH, unreal.DataTable) if not data_table: print(f"데이터 테이블 생성 실패: {TABLE_PATH}") return {'success': False, 'error': '데이터 테이블을 생성할 수 없습니다.'} # 컬럼 핸들러 설정 column_handler = ColumnHandler("레벨 데이터") column_handler.set_required_columns(['ID']) column_handler.add_handled_columns(['ID', 'Level']) # 컬럼 검증 if not column_handler.process_columns(data): return {'success': False, 'error': '컬럼 검증 실패'} # 데이터 처리 및 저장 if process_and_save_data(data_table, data): print(f"데이터 테이블 업데이트 성공 ({len(data)}행)") return {'success': True, 'count': len(data)} return {'success': False, 'error': '데이터 처리 중 오류가 발생했습니다.'} except Exception as e: print(f"실패: {str(e)}") import traceback traceback.print_exc() return {'success': False, 'error': str(e)} def get_level_info(level_id): """특정 레벨 ID의 정보 반환""" try: data = get_sheet_data(SHEET_ID, GID) if not data: return None for row in data[1:]: if row.get('ID') == level_id: return { 'ID': row.get('ID'), 'Level': row.get('Level'), 'Thumb': f"/project/{row.get('ID')}/PhotoSpot1", # 필요한 다른 필드들 추가 } return None except Exception as e: print(f"레벨 정보 가져오기 실패: {str(e)}") return None def process_and_save_data(data_table, data): try: # CSV 파일 생성 temp_dir = tempfile.gettempdir() temp_csv_path = os.path.join(temp_dir, "temp_level_data.csv") fieldnames = ['Name', 'Level'] with open(temp_csv_path, 'w', encoding='utf-8', newline='') as outfile: writer = csv.DictWriter(outfile, fieldnames=fieldnames) writer.writeheader() for row in data: level_id = str(row.get('ID', '')).strip() if not level_id: continue level_path = str(row.get('Level', '')).strip() if not level_path: level_path = find_asset_path(level_id) new_row = { 'Name': level_id, 'Level': level_path } writer.writerow(new_row) # 데이터 테이블 임포트 설정 struct_path = "/project/.CinevStreamingLevelData" # 수정된 구조체 경로 row_struct = unreal.load_object(None, struct_path) if not row_struct: print(f"구조체를 찾을 수 없습니다: {struct_path}") return False # CSV 임포트 설정 factory = unreal.CSVImportFactory() factory.automated_import_settings.import_row_struct = row_struct # 임포트 태스크 설정 task = unreal.AssetImportTask() task.filename = temp_csv_path task.destination_path = os.path.dirname(TABLE_PATH) task.destination_name = os.path.basename(TABLE_PATH).replace("/Game/", "") task.replace_existing = True task.automated = True task.save = True task.factory = factory # 데이터 테이블 임포트 실행 asset_tools = unreal.AssetToolsHelpers.get_asset_tools() asset_tools.import_asset_tasks([task]) # 임시 파일 삭제 try: os.remove(temp_csv_path) print(f"임시 파일 삭제됨: {temp_csv_path}") except Exception as e: print(f"임시 파일 삭제 실패: {e}") # 콘텐츠 브라우저 새로고침 try: content_browser = unreal.get_editor_subsystem(unreal.ContentBrowserSubsystem) content_browser.refresh_folder(os.path.dirname(TABLE_PATH)) except Exception as e: print(f"콘텐츠 브라우저 새로고침 실패: {e}") return True except Exception as e: print(f"데이터 처리 중 오류 발생: {str(e)}") return False
import unreal import os import subprocess def open_project_directory(): project_dir = unreal.SystemLibrary.get_project_directory() print(project_dir) subprocess.run(['explorer', os.path.realpath(project_dir)]) print('Completed') open_project_directory()
import os import json import unreal from ueGear import helpers, assets import ueGear.sequencer.bindings as seq_bindings # Dictionary containing default FBX export options DEFAULT_SEQUENCE_FBX_EXPORT_OPTIONS = { "ascii": True, "level_of_detail": False, } def get_current_level_sequence(): """ Returns the current opened root/master level sequence asset. :return: current level sequence. :rtype: LevelSequence or None """ return ( unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence() ) def get_subsequence_tracks(sequence: unreal.LevelSequence = None): """ Gets all tracks that are sub-sequence tracks. :return: List of MovieSceneSubTrack, that exist in the sequence :rtype: [unreal.MovieSceneSubTrack] """ if sequence is None: sequence = get_current_level_sequence() return sequence.find_tracks_by_exact_type(unreal.MovieSceneSubTrack) def get_subsequences(track: unreal.MovieSceneSubTrack): """ Gets all sequences that exist in the Sub sequence track. :return: List of MovieSceneSequences, that were part of the track. :rtype: [unreal.MovieSceneSequence] """ sequences = [] for section in track.get_sections(): sequences.append(section.get_sequence()) return sequences def get_framerate(sequence: unreal.MovieSceneSequence = None): """ Gets the sequencer's frame rate. :return: Frame rate for the specified sequencer. Frames per second. :rtype: int | None """ if sequence is None: sequence = get_current_level_sequence() if sequence is None: return None return sequence.get_display_rate().numerator def track_section_to_dict(section): """ Parses given sequence track section and returns a dictionary with the data of the sequence track section. :param unreal.MovieSceneSection or unreal.MovieSceneCameraCutSection or unreal.MovieScene3DTransformTrack or unreal.MovieSceneCinematicShotSection section: movie scene sequence track section to convert into a dictionary. :return: sequence track section dictionary. :rtype: dict """ section_type = section.get_class().get_name() section_data = { "type": section_type, "is_active": section.is_active(), "is_locked": section.is_locked(), "channels": list(), } for channel in section.get_all_channels(): channel_data = { "name": str(channel.get_editor_property("channel_name")) } section_data["channels"].append(channel_data) if section_type == "MovieSceneCinematicShotSection": section_data["name"] = section.get_shot_display_name() section_data["range"] = { "has_start": section.has_start_frame(), "start": section.get_start_frame(), "has_end": section.has_end_frame(), "end": section.get_end_frame(), } section_sequence = section.get_sequence() if section_sequence: section_data["sequence"] = sequence_to_dict(section_sequence) elif section_type == "MovieSceneCameraCutSection": section_data["range"] = { "has_start": section.has_start_frame(), "start": section.get_start_frame(), "has_end": section.has_end_frame(), "end": section.get_end_frame(), } return section_data def track_to_dict(track): """ Parses given sequence track and returns a dictionary with the data of the sequence track. :param unreal.MovieSceneTrack track: movie scene sequence track to convert into a dictionary. :return: sequence track dictionary. :rtype: dict """ track_data = { "name": str(track.get_display_name()), "type": track.get_class().get_name(), "sections": list(), } for section in track.get_sections(): track_data["sections"].append(track_section_to_dict(section)) return track_data def sequence_to_dict(sequence): """ Parses given sequence and returns a dictionary with the data of the sequence. :param unreal.MovieSceneSequence sequence: movie scene sequence to convert ito a dictionary. :return: sequence dictionary. :rtype: dict """ sequence_data = dict() for master_trak in sequence.find_master_tracks_by_type( unreal.MovieSceneTrack ): sequence_data["master_tracks"].append(track_to_dict(master_trak)) for binding in sequence.get_bindings(): binding_data = { "name": str(binding.get_display_name()), "id": binding.get_id().to_string(), "tracks": list(), } for track in binding.get_tracks(): binding_data["tracks"].append(track_to_dict(track)) sequence_data["bindings"].append(binding_data) return sequence_data def sequence_to_json(sequence): """ Converts given sequence into a JSON compatible serialized string. :param unreal.MovieSceneSequence sequence: movie scene sequence to convert ito a dictionary. :return: serialized JSON compatible sequence. :rtype: str """ return json.dumps(sequence_to_dict(sequence)) def get_bound_objects(sequence: unreal.LevelSequence): """ Returns objects in the current map that are bound to the given sequence. :param unreal.LevelSequence sequence: sequence to get bound objects of. :return: list of bound objects. :rtype: [unreal.Object] """ world = unreal.get_editor_subsystem( unreal.UnrealEditorSubsystem ).get_editor_world() sequence_range = sequence.get_playback_range() seq_bound_objs = unreal.SequencerTools.get_bound_objects( world, sequence, sequence.get_bindings(), sequence_range ) bound_objs = [] for entry in seq_bound_objs: bound_objs.extend(entry.bound_objects) return bound_objs def get_bound_object(track: unreal.MovieSceneBindingProxy, sequence: unreal.LevelSequence = None): """ Queries the active Level Sequencer for the Objects that are bound to the input Track ( MovieSceneBindingProxy ). :return: Bound objects that exist on the track input.. :rtype: [unreal.Object] """ seq_tools = unreal.SequencerTools() editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) if sequence is None: sequence = get_current_level_sequence() world = editor_system.get_editor_world() range = sequence.get_playback_range() seq_bound_objs = seq_tools.get_bound_objects(world, sequence, [track], range) bound_objs = [] for entry in seq_bound_objs: bound_objs.extend(entry.bound_objects) return bound_objs def get_selected_cameras(): """ Gets the Camera Bindings, from the selected Sequence Tracks. :return: Array of Camera bindings. :rtype: [unreal.MovieSceneBindingProxy] """ print(" DEBUG: Get Selected Cameras") cameras = [] lvl_seq_bpl = unreal.LevelSequenceEditorBlueprintLibrary # Track that is an objects and not an objects attribute. bindings = lvl_seq_bpl.get_selected_bindings() for binding in bindings: if seq_bindings.is_instanced_camera(binding): # Instanced Camera cameras.append(binding) elif seq_bindings.is_camera(binding): # Camera cameras.append(binding) return cameras def import_fbx_camera(name: str, sequence: unreal.LevelSequence, fbx_path: str): """ Imports the Camera FBX into the specified level sequencer. It overrides the camera that exists in the sequence and has a matching name. """ camera_track = None # Looks over the Possessables for the correct name tracks = sequence.get_possessables() for track in tracks: if track.get_display_name() == name and seq_bindings.is_camera(track): camera_track = track break # Looks over the Spawnables for the correct name if camera_track is None: tracks = sequence.get_spawnables() for track in tracks: if track.get_display_name() == name and \ seq_bindings.is_instanced_camera(track): camera_track = track break if camera_track is None: unreal.log_error(f"Camera Track `{name}` was not found") return editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_system.get_editor_world() fbx_config = unreal.MovieSceneUserImportFBXSettings() seq_tools = unreal.SequencerTools() fbx_config.set_editor_property("match_by_name_only", False) fbx_config.set_editor_property("replace_transform_track", True) fbx_config.set_editor_property("create_cameras", False) seq_tools.import_level_sequence_fbx(world, sequence, [camera_track], fbx_config, fbx_path) def export_fbx_sequence( sequence, directory, root_sequence=None, fbx_filename="", export_options=None, ): """ Exports a FBX from Unreal sequence. :param unreal.LevelSequence sequence: sequence to export. :param str directory: directory where FBX sequence will be exported. :param str fbx_filename: optional file name for the FBX. :param dict export_options: dictionary containing all the FBX export settings to use. :return: exported FBX file path. :rtype: str """ fbx_path = helpers.clean_path( os.path.join( directory, "{}.fbx".format(fbx_filename or sequence.get_name()) ) ) world = unreal.get_editor_subsystem( unreal.UnrealEditorSubsystem ).get_editor_world() bindings = sequence.get_bindings() master_tracks = sequence.get_master_tracks() export_options = export_options or DEFAULT_SEQUENCE_FBX_EXPORT_OPTIONS fbx_export_options = unreal.FbxExportOption() for name, value in export_options.items(): try: fbx_export_options.set_editor_property(name, value) except Exception: unreal.log_warning( "Was not possible to set FBX Export property: {}: {}".format( name, value ) ) export_fbx_params = unreal.SequencerExportFBXParams( world, sequence, root_sequence, bindings, master_tracks, fbx_export_options, fbx_path, ) result = unreal.SequencerTools.export_level_sequence_fbx(export_fbx_params) return fbx_path if result else "" def export_fbx_binding(binding: unreal.MovieSceneBindingProxy, path: str, sequence: unreal.LevelSequence = None): """ Exports the object that relates to the track, to the path specified, as an fbx. Example: Camera track, would export the camera object to the specified location. :param unreal.MovieSceneBindingProxy bindings: binding to export. :param str path: Full path to directory, where the fbxs will be exported. :param sequence, optional: LevelSequence that the bindings belong to, else it assumes to be the Active Sequncer. :return: The FBX export location. :rtype: str """ editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_system.get_editor_world() fbx_config = unreal.FbxExportOption() seq_tools = unreal.SequencerTools() if sequence is None: sequence = get_current_level_sequence() export_path = path + str(binding.get_display_name()) seq_fbx_params = unreal.SequencerExportFBXParams(world=world, sequence=sequence, bindings=[binding], override_options=fbx_config, fbx_file_name=export_path ) complete = seq_tools.export_level_sequence_fbx(seq_fbx_params) if complete: return export_path + ".fbx" return None def export_fbx_bindings(bindings: list, path: str, sequence: unreal.LevelSequence = None): """ Exports the MovieSceneBindingProxy as an fbx, to the path specified. :param [unreal.MovieSceneBindingProxy] bindings: bindings to export. :param str path: Full path to directory, where the fbxs will be exported. :param sequence, optional: LevelSequence that the bindings belong to, else it assumes to be the Active Sequncer. :return: The FBX export locations. :rtype: [str] """ export_paths = [] if sequence is None: sequence = get_current_level_sequence() for proxy_bind in bindings: fbx_path = export_fbx_binding( binding=proxy_bind, path=path) export_paths.append(fbx_path) return export_paths def remove_sequence_camera(level_sequence_name="", camera_name=""): """ Removes the camera from the given sequence with given name. :param str level_sequence_name: name of the sequence that contains the camera. :param str camera_name: name of the camera to remove. :return: True if the camera was removed successfully; False otherwise. :rtype: bool """ level_sequence_asset = unreal.load_asset(level_sequence_name) if not level_sequence_asset: return False sequence_bindings = level_sequence_asset.get_bindings() camera_bind = None for binding in sequence_bindings: if binding.get_name() or binding.get_display_name() == camera_name: camera_bind = binding break if not camera_bind: return False unreal.LevelSequenceEditorBlueprintLibrary.close_level_sequence() children_component = camera_bind.get_child_possessables() or list() for child_component in children_component: child_component.remove() camera_tracks = camera_bind.get_tracks() for camera_track in camera_tracks: camera_bind.remove_track(camera_track) camera_bind.remove() unreal.LevelSequenceEditorBlueprintLibrary.refresh_current_level_sequence() unreal.EditorAssetLibrary.save_loaded_asset(level_sequence_asset) return True # TODO: This needs to return unreal.MovieSceneSequence and not unreal.SubSections def get_subsequences(level_sequence_name): """ Returns a list of sequences from the given sequence name. :param str level_sequence_name: name of the sequence whose subsequences we want to retrieve. :return: list of sequence subsequences. :rtype: list(unreal.LevelSequence) """ level_sequence_asset = unreal.load_asset(level_sequence_name) if not level_sequence_asset: return list() found_subscene_track = None tracks = level_sequence_asset.get_master_tracks() for track in tracks: if track.get_class() == unreal.MovieSceneSubTrack.static_class(): found_subscene_track = track break return ( found_subscene_track.get_sections() if found_subscene_track else list() ) def get_sequencer_playback_range(sequence: unreal.MovieSceneSequence = None): """ Gets the Start and End frame of the sequence provided, else defaults to active sequence. If Sequence has no start or end, then None is returned. :return: The Start and End Frame of the playback range. :rtype: [int, int] """ playback_data = None start_frame = None end_frame = None if sequence is None: playback_data = get_current_level_sequence().get_playback_range() else: playback_data = sequence.get_playback_range() if playback_data.has_start(): start_frame = playback_data.get_start_frame() if playback_data.has_end(): end_frame = playback_data.get_end_frame() return start_frame, end_frame def get_sequencer_view_range(sequence: unreal.MovieSceneSequence = None): """ Gets the sequences view range. If no sequence is specified, then defaults to current active level sequencer. :return: The Start and End Frame of the view range. :rtype: [int, int] """ start_frame = None end_frame = None if sequence is None: sequence = get_current_level_sequence() fps = sequence.get_display_rate().numerator start_frame = round(sequence.get_view_range_start() * fps) end_frame = round(sequence.get_view_range_end() * fps) return start_frame, end_frame def get_sequencer_work_range(sequence: unreal.MovieSceneSequence = None): """ Gets the sequences work range. If no sequence is specified, then defaults to current active level sequencer. :return: The Start and End Frame of the work range. :rtype: [int, int] """ start_frame = None end_frame = None if sequence is None: sequence = get_current_level_sequence() fps = sequence.get_display_rate().numerator start_frame = round(sequence.get_work_range_start() * fps) end_frame = round(sequence.get_work_range_end() * fps) return start_frame, end_frame def open_sequencer(level_sequence_path: str): """ Opens the Sequencer UI in Unreal with the sequencer file. level_sequencer_path: Needs to be a PackageName (Start with /Game ) :return: The LevelSequence that was opened inside the Sequencer. :rtype: unreal.LevelSequence """ # Check if path is an Object path, if so remove the .## if level_sequence_path.find(".") > -1: level_sequence_path = level_sequence_path.split(".")[0] if not assets.asset_exists(level_sequence_path): return # Converts path to Asset asset_data = unreal.EditorAssetLibrary.find_asset_data(level_sequence_path) asset_editor = unreal.get_editor_subsystem(unreal.AssetEditorSubsystem) # Opens the Sequencer asset_editor.open_editor_for_assets([asset_data.get_asset()]) return asset_data.get_asset()
import unreal selected_asset = unreal.EditorUtilityLibrary.get_selected_assets()[0]
"""Python execution commands for Unreal Engine. This module contains commands for executing Python code in Unreal Engine. """ import sys import os from mcp.server.fastmcp import Context # Import send_command from the parent module sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__)))) from unreal_mcp_bridge import send_command def register_all(mcp): """Register all Python execution commands with the MCP server.""" @mcp.tool() def execute_python(ctx: Context, code: str = None, file: str = None) -> str: """Execute Python code or a Python script file in Unreal Engine. This function allows you to execute arbitrary Python code directly in the Unreal Engine environment. You can either provide Python code as a string or specify a path to a Python script file to execute. The Python code will have access to the full Unreal Engine Python API, including the 'unreal' module, allowing you to interact with and manipulate the Unreal Engine editor and its assets. Args: code: Python code to execute as a string. Can be multiple lines. file: Path to a Python script file to execute. Note: - You must provide either code or file, but not both. - The output of the Python code will be visible in the Unreal Engine log. - The Python code runs in the Unreal Engine process, so it has full access to the engine. - Be careful with destructive operations as they can affect your project. Examples: # Execute simple Python code execute_python(code="print('Hello from Unreal Engine!')") # Get information about the current level execute_python(code=''' import unreal level = unreal.EditorLevelLibrary.get_editor_world() print(f"Current level: {level.get_name()}") actors = unreal.EditorLevelLibrary.get_all_level_actors() print(f"Number of actors: {len(actors)}") ''') # Execute a Python script file execute_python(file="D:/project/.py") """ try: if not code and not file: return "Error: You must provide either 'code' or 'file' parameter" if code and file: return "Error: You can only provide either 'code' or 'file', not both" params = {} if code: params["code"] = code if file: params["file"] = file response = send_command("execute_python", params) # Handle the response if response["status"] == "success": return f"Python execution successfu/project/{response['result']['output']}" elif response["status"] == "error": # New format with detailed error information result = response.get("result", {}) output = result.get("output", "") error = result.get("error", "") # Format the response with both output and error information response_text = "Python execution failed with error/project/" if output: response_text += f"--- Output ---\n{output}\n\n" if error: response_text += f"--- Error ---\n{error}" return response_text else: return f"Error: {response['message']}" except Exception as e: return f"Error executing Python: {str(e)}"
import unreal level_actors = unreal.EditorLevelLibrary.get_selected_level_actors() light_function = unreal.EditorAssetLibrary.load_asset('/project/') for i in level_actors : i.set_light_function_material(light_function) unreal.log('Light Function Assigned ')
# 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 of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ Example script that instantiates an HDA using the API and then setting some parameter values after instantiation but before the first cook. """ import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.pig_head_subdivider_v01' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def on_post_instantiation(in_wrapper): print('on_post_instantiation') # in_wrapper.on_post_instantiation_delegate.remove_callable(on_post_instantiation) # Set some parameters to create instances and enable a material in_wrapper.set_bool_parameter_value('add_instances', True) in_wrapper.set_int_parameter_value('num_instances', 8) in_wrapper.set_bool_parameter_value('addshader', True) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset with auto-cook enabled _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform()) # Bind on_post_instantiation (before the first cook) callback to set parameters _g_wrapper.on_post_instantiation_delegate.add_callable(on_post_instantiation) if __name__ == '__main__': run()
# 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 of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ Example script that uses unreal.ActorIterator to iterate over all HoudiniAssetActors in the editor world, creates API wrappers for them, and logs all of their parameter tuples. """ import unreal def run(): # Get the API instance api = unreal.HoudiniPublicAPIBlueprintLib.get_api() # Get the editor world editor_subsystem = None world = None try: # In UE5 unreal.EditorLevelLibrary.get_editor_world is deprecated and # unreal.UnrealEditorSubsystem.get_editor_world is the replacement, # but unreal.UnrealEditorSubsystem does not exist in UE4 editor_subsystem = unreal.UnrealEditorSubsystem() except AttributeError: world = unreal.EditorLevelLibrary.get_editor_world() else: world = editor_subsystem.get_editor_world() # Iterate over all Houdini Asset Actors in the editor world for houdini_actor in unreal.ActorIterator(world, unreal.HoudiniAssetActor): if not houdini_actor: continue # Print the name and label of the actor actor_name = houdini_actor.get_name() actor_label = houdini_actor.get_actor_label() print(f'HDA Actor (Name, Label): {actor_name}, {actor_label}') # Wrap the Houdini asset actor with the API wrapper = unreal.HoudiniPublicAPIAssetWrapper.create_wrapper(world, houdini_actor) if not wrapper: continue # Get all parameter tuples of the HDA parameter_tuples = wrapper.get_parameter_tuples() if parameter_tuples is None: # The operation failed, log the error message error_message = wrapper.get_last_error_message() if error_message is not None: print(error_message) continue print(f'# Parameter Tuples: {len(parameter_tuples)}') for name, data in parameter_tuples.items(): print(f'\tParameter Tuple Name: {name}') type_name = None values = None if data.bool_values: type_name = 'Bool' values = '; '.join(('1' if v else '0' for v in data.bool_values)) elif data.float_values: type_name = 'Float' values = '; '.join((f'{v:.4f}' for v in data.float_values)) elif data.int32_values: type_name = 'Int32' values = '; '.join((f'{v:d}' for v in data.int32_values)) elif data.string_values: type_name = 'String' values = '; '.join(data.string_values) if not type_name: print('\t\tEmpty') else: print(f'\t\t{type_name} Values: {values}') if __name__ == '__main__': run()
# Create Virtuos Menu # Nguyen PHi Hung import unreal_uiutils from unreal_utils import AssetRegistryPostLoad import unreal def extend_editor(): # Create standard menu entry me_reloadbutton = unreal_uiutils.create_menu_button( name="ReloadBtn", label="Reload", command_string="import importlib; import unreal_startup; importlib.reload(unreal_startup); unreal_startup.reload()", ) me_quitbutton = unreal_uiutils.create_menu_button( name="QuitUnrealBtn", label="Quit Unreal", command_string="SystemLib.quit_editor()", ) # This create a button on toolboard tb_reloadbutton = unreal_uiutils.create_toolbar_button( name="ReloadBtn", label="PyReload", command_string="import importlib; import unreal_startup; importlib.reload(unreal_startup); unreal_startup.reload()", ) # This create a drop down button on toolboard tb_combobutton = unreal_uiutils.create_toolbar_combo_button( "comboBtn", "python.tools" ) #TODO: Find out where it is possible to register a new context menu for combo button # create submenu in 'File' Menu and register menu entry created above pythonsubmenu = unreal_uiutils.extend_mainmenu_item( "File", "PythonTools", "PythonTools", "Python Tools" ) pythonsubmenu.add_section("python.file.menu", "Python Tools") pythonsubmenu.add_menu_entry("python.file.menu", me_reloadbutton) pythonsubmenu.add_menu_entry("python.file.menu", me_quitbutton) # Create Standalone Menu and register menu entry created above new_mainmenu = unreal_uiutils.extend_mainmenu("Python", "Python") section = new_mainmenu.add_section("python.menu", "Python Tools") new_mainmenu.add_menu_entry("python.menu", me_reloadbutton) new_mainmenu.add_menu_entry("python.menu", me_quitbutton) new_entry = unreal.ToolMenuEntryExtensions.init_menu_entry( new_mainmenu.menu_name, "submenu", "Test Sub Menu", "nothing here", unreal.ToolMenuStringCommandType.COMMAND, "command", "", ) print(f"Script Object: {new_entry.script_object}") # Extend Asset Context Menu sub_asset_context_menu = unreal_uiutils.extend_toolmenu(unreal_uiutils.get_asset_context_menu(), "PythonAssetContextMenu", "Python Asset Actions") sub_asset_context_menu.add_section("python.assetmenu", "Tools") action_sampleassetprint = unreal_uiutils.create_menu_button( name="SampleAssetTool", label="Print Selected Assets", command_string='print(UtilLibrary.get_selected_assets())', ) sub_asset_context_menu.add_menu_entry("python.assetmenu", action_sampleassetprint) # Extend Asset Context Menu - Only show for Level Sequence Asset sequence_contextmenu = unreal_uiutils.get_sequence_asset_context_menu() sub_sequence_context_menu = unreal_uiutils.extend_toolmenu(sequence_contextmenu, "PythonSequenceContextMenu", "Python Sequence Actions") sub_sequence_context_menu.add_section("python.sequencemenu", "Tools") action_samplesequenceprint = unreal_uiutils.create_menu_button( name="SampleSequenceTool", label="Print Selected Assets", command_string='print(UtilLibrary.get_selected_assets())', ) sub_sequence_context_menu.add_menu_entry("python.sequencemenu", action_samplesequenceprint) # Extend Actor Context Menu actor_context_menu = unreal_uiutils.get_actor_context_menu() actor_context_menu.add_section("python.actoractions", "Python Tools") #!NOTE: The submenu can only be seen when right click in viewport and not the outliner sub_actor_context_menu = actor_context_menu.add_sub_menu(actor_context_menu.menu_name, "python.actoractions", "PythonActorContextMenu", "Python Actor Actions") # is_sub_actor_context_menu_registered = unreal.ToolMenus.get().is_menu_registered(sub_actor_context_menu.menu_name) # if not is_sub_actor_context_menu_registered: # unreal.ToolMenus.get().register_menu(sub_actor_context_menu.menu_name, actor_context_menu.menu_name) # print("{} - is registered {}".format(sub_actor_context_menu.menu_name, is_sub_actor_context_menu_registered)) sub_actor_context_menu.add_section("python.actormenu", "Tools") action_sampleactorprint = unreal_uiutils.create_menu_button( name="SampleActorTool", label="Print Selected Actor", command_string='print(LevelLibrary.get_selected_level_actors())', ) sub_actor_context_menu.add_menu_entry("python.actormenu", action_sampleactorprint) # actor_context_menu.add_menu_entry("python.actoractions", action_sampleactorprint) # AssetRegistryPostLoad.register_callback(extend_editor) extend_editor()
import unreal ''' Non UFUNCTION functions as we cannot call ufunctions within ufunctions unless if nested ''' def cast_key_to_type(rig, rig_key): """ Given an element key and its parent hierarchy modifier, returns the object of the correct type :param rig: The rig we are looking at :type rig: unreal.ControlRigBlueprint :param rig_key: The key to query :type rig_key: unreal.RigElementKey :return: The casted type for the key :rtype: unreal.RigBone | unreal.RigControl | unreal.RigSpace | unreal.RigCurve """ hierarchy_mod = rig.get_hierarchy_modifier() if rig_key.type == unreal.RigElementType.BONE: return hierarchy_mod.get_bone(rig_key) elif rig_key.type == unreal.RigElementType.SPACE: return hierarchy_mod.get_space(rig_key) elif rig_key.type == unreal.RigElementType.CONTROL: return hierarchy_mod.get_control(rig_key) elif rig_key.type == unreal.RigElementType.CURVE: return hierarchy_mod.get_curve(rig_key) else: return None def get_selected_controls(rig): """ Returns the controls that are selected in the hierarchy panel. These return in a first-in/last-out manner :param rig: The rig we are looking at :type rig: unreal.ControlRigBlueprint :return: A list of the selected object :rtype: list[unreal.RigElementKey] """ return rig.get_hierarchy_modifier().get_selection() def create_rig_element_key(rig, key_type): """ Given a RigElementType, add desired rig element to the rig with specific identifier. If there are selected rig elements, this will add desired rig element with selected transforms and name attached. :param rig: The rig we are looking at :type rig: unreal.ControlRigBlueprint :param key_type: enum value of Rig Element Type :type key_type: unreal.RigElementType value :return: A list of the selected object :rtype: list[unreal.RigElementKey] | list[] """ element_list = [] if key_type == unreal.RigElementType.BONE: type_name = "bone" elif key_type == unreal.RigElementType.SPACE: type_name = "space" elif key_type == unreal.RigElementType.CONTROL: type_name = "ctrl" elif key_type == unreal.RigElementType.CURVE: type_name = "curve" elif key_type == unreal.RigElementType.NONE or key_type == unreal.RigElementType.ALL: return element_list hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() if not selection: global_xform = unreal.Transform() element_name = type_name element = add_element_with_init_transform(hierarchy_mod, element_name, key_type, global_xform) element_list.append(element) for item in selection: global_xform = hierarchy_mod.get_global_transform(item) element_name = "{0}_{1}".format(item.get_editor_property("Name"), type_name) element = add_element_with_init_transform(hierarchy_mod, element_name, key_type, global_xform) element_list.append(element) return element_list def add_element_with_init_transform(hierarchy_mod, element_name, key_type, global_xform): """ Create a new element to the control rig hiearchy with a given name, element type, and initial transform :param hierarchy_mod: The control rig hierarchy object :type hierarchy_mod: unreal.ControlRigHierarchyModifier :param element_name: name of the new element :type element_name: str :param key_type: what RigElementType it will be :type key_type: unreal.RigElementType value :param global_xform: the initial transform :type global_xform: unreal.Transform :return: Nothing :rtype: None """ element = add_element_to_hierarchy_mod(hierarchy_mod, element_name, key_type) if key_type != unreal.RigElementType.CURVE: hierarchy_mod.set_initial_global_transform(element, global_xform) return element def add_element_to_hierarchy_mod(hierarchy_mod, element_name, key_type): """ Create a new element to the control rig hiearchy with a given name and element type :param hierarchy_mod: The control rig hierarchy object :type hierarchy_mod: unreal.ControlRigHierarchyModifier :param element_name: name of the new element :type element_name: str :param key_type: what RigElementType it will be :type key_type: unreal.RigElementType value :return: Nothing :rtype: None """ if key_type == unreal.RigElementType.BONE: element = hierarchy_mod.add_bone(element_name) elif key_type == unreal.RigElementType.SPACE: element = hierarchy_mod.add_space(element_name) elif key_type == unreal.RigElementType.CONTROL: element = hierarchy_mod.add_control(element_name) elif key_type == unreal.RigElementType.CURVE: element = hierarchy_mod.add_curve(element_name) else: element = None return element def edit_element_property(hierarchy_mod, rig_element, property, value): """ Given a rig element, edit the given property with the given value :param hierarchy_mod: The control rig hierarchy object :type hierarchy_mod: unreal.ControlRigHierarchyModifier :param rig_element: The rig element key object :type rig: unreal.RigElementKey :param property: property name :type property: string :param value: value for the property :type value: object :return: Nothing :rtype: None """ rig_element.set_editor_property(property, value) hierarchy_mod.set_control(rig_element) def get_elements_by_rig_type(rig, selection, rig_element_type): """ Given a boolean, set selected controls' gizmo to that color :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param selection: list of RigElementKeys :type selection: list[unreal.RigElementKey] :param rig_element_type: class type of desired rig type :type rig_element_type: unreal.uclass :return: return_list :rtype: list[rig_element_type] | list[] """ return_list = [] if not selection: return return_list for item in selection: rig_element = cast_key_to_type(rig, item) if type(rig_element) != rig_element_type: continue return_list.append(rig_element) return return_list
import unreal import json import os # === Use tkinter to open Windows file dialog === import tkinter as tk from tkinter import filedialog def choose_json_file(): root = tk.Tk() root.withdraw() # Hide the root window file_path = filedialog.askopenfilename( title="Choose JSON File", filetypes=[("JSON Files", "*.json")], initialdir="H:/project/" ) return file_path if file_path else None # === Select JSON File === json_path = choose_json_file() if not json_path: unreal.log_error("No JSON file selected. Aborting.") raise SystemExit() # The rest of your original script follows below without change... # === Paths === content_root = "/Game/" content_dir = "H:/project/" # === Load JSON Data === with open(json_path, 'r') as f: data = json.load(f) # === Global Configuration === GLOBAL_SCALE = unreal.Vector(1.0, 1.0, 1.0) spawned_count = 0 def safe_scale(vec): return unreal.Vector( max(min(vec.x, 100.0), 0.01), max(min(vec.y, 100.0), 0.01), max(min(vec.z, 100.0), 0.01) ) def create_convex_brush(convex_elem, location, rotation, scale, name): verts = convex_elem.get("VertexData", []) if not verts: return None brush = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.Brush, location, rotation) if not brush: return None converted = [unreal.Vector(v["X"] * scale.x, v["Y"] * scale.y, v["Z"] * scale.z) for v in verts] builder = unreal.BrushBuilder() builder.poly_flag = 0 builder.vertices = converted brush.set_actor_label(name + "_Brush") print(f"🧱 Created convex brush for {name} with {len(converted)} verts") return brush for obj in data: props = obj.get("Properties") or {} obj_type = obj.get("Type", "") name = obj.get("Name", "Unnamed") location = props.get("RelativeLocation", {"X": 0, "Y": 0, "Z": 0}) rotation = props.get("RelativeRotation", {"Pitch": 0, "Yaw": 0, "Roll": 0}) scale = props.get("RelativeScale3D", {"X": 1, "Y": 1, "Z": 1}) # Apply relative location, rotation, and scale loc = unreal.Vector(location["X"], location["Y"], location["Z"]) rot = unreal.Rotator(rotation["Roll"], rotation["Pitch"], rotation["Yaw"]) # Adjusted axes scl = unreal.Vector(scale["X"], scale["Y"], scale["Z"]) * GLOBAL_SCALE # Apply global scaling here # === Blocking Volumes with Convex Geometry === if obj_type == "BlockingVolume" and "BodySetup" in props: convex_elems = props["BodySetup"].get("AggGeom", {}).get("ConvexElems", []) for i, convex in enumerate(convex_elems): create_convex_brush(convex, loc, rot, scl, f"{name}_Part{i}") spawned_count += 1 continue # === Static Mesh Placement === elif "StaticMesh" in props and isinstance(props["StaticMesh"], dict): mesh_path_raw = props["StaticMesh"].get("ObjectPath", "") if mesh_path_raw: mesh_file = os.path.basename(mesh_path_raw).split(".")[0] print(f"🕵️‍♂️ Searching for mesh: {mesh_file}") # Log the mesh name being searched # Search entire content directory for matching .uasset found_path = None for root, _, files in os.walk(content_dir): for file in files: if file.lower() == mesh_file.lower() + ".uasset": relative = os.path.relpath(root, content_dir).replace("\\", "/") found_path = content_root + relative + "/" + mesh_file print(f"✅ Found asset: {found_path}") # Log found asset path break if found_path: break if found_path: static_mesh = unreal.EditorAssetLibrary.load_asset(found_path) # Verify if the asset is a valid StaticMesh if static_mesh and isinstance(static_mesh, unreal.StaticMesh): actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.StaticMeshActor, loc, rot) if actor: actor.set_actor_scale3d(scl) actor.set_actor_label(name) smc = actor.static_mesh_component smc.set_static_mesh(static_mesh) smc.set_editor_property("mobility", unreal.ComponentMobility.MOVABLE) print(f"🧱 Placed StaticMeshActor: {name} using mesh {found_path}") spawned_count += 1 else: print(f"❌ Failed to spawn actor for {name}") else: print(f"⚠️ Asset found but not a valid StaticMesh: {found_path} for {name}") else: print(f"❌ Could not locate asset for mesh: {mesh_file} (original path: {mesh_path_raw})") continue # === Fallback Generic Actor === if obj_type == "BlockingVolume": actor_class = unreal.BlockingVolume else: actor_class = unreal.Actor actor = unreal.EditorLevelLibrary.spawn_actor_from_class(actor_class, loc, rot) if actor: actor.set_actor_scale3d(scl) actor.set_actor_label(name) spawned_count += 1 print(f"✅ Spawned {obj_type}: {name} at {loc} with rotation {rot} and scale {scl}") print(f"🎉 Total objects placed: {spawned_count}")
import unreal import json e_util = unreal.EditorUtilityLibrary() a_util = unreal.EditorAssetLibrary() str_util = unreal.StringLibrary() sys_util = unreal.SystemLibrary() l_util = unreal.EditorLevelLibrary() result_dict = {} actors = l_util.get_selected_level_actors() # des = unreal.DataLayerEditorSubsystem() layers = [] for act in actors: act_type = type(act) # actor_data_layers = act.get_editor_property('data_layers') # layer_names = [str(des.get_data_layer(layer).get_data_layer_label()) for layer in actor_data_layers] if act_type == unreal.PackedLevelInstance: id_name = act.get_name() asset_path = act.get_class().get_full_name().split(' ')[-1] asset_type = "PackedLevelInstance" elif act_type == unreal.StaticMeshActor: id_name = act.get_name() act_component = act.static_mesh_component asset_path = act_component.static_mesh.get_full_name().split(' ')[-1] asset_type = "StaticMeshActor" else: continue actor_folder_path = str(act.get_folder_path()) # print(asset_path) # print(actor_folder_path) location = act.get_actor_location() tx = location.x ty = location.y tz = location.z rotation = act.get_actor_rotation() pitch = rotation.pitch yaw = rotation.yaw roll = rotation.roll scale = act.get_actor_scale3d() sx = scale.x sy = scale.y sz = scale.z result_dict [id_name] = [ asset_path, asset_type, actor_folder_path, [tx,ty,tz],[pitch,yaw,roll],[sx,sy,sz] ] json_path = "d:/actor_list_dark.json" with open(json_path, 'w') as f: json.dump(result_dict, f, indent=4) # print(act.get_actor_rotation()) # print(act.get_actor_scale3d()) import unreal import json e_util = unreal.EditorUtilityLibrary() a_util = unreal.EditorAssetLibrary() str_util = unreal.StringLibrary() sys_util = unreal.SystemLibrary() l_util = unreal.EditorLevelLibrary() json_path = "d:/actor_list_dark.json" with open(json_path) as f: data = json.load(f) des = unreal.DataLayerEditorSubsystem() # layer_names = ['Campfire Replace','Campfire Geometry','Dark World'] # [des.rename_data_layer(des.create_data_layer(),name) for name in layer_names] for key,value in data.items(): asset_type = value[1] asset_path = value[0] folder_path = value[2] data_layers = value[-1] location = unreal.Vector(x=value[3][0],y=value[3][1],z=value[3][2]) rotation = unreal.Rotator(pitch=value[4][0],roll=value[4][2],yaw=value[4][1]) scale = unreal.Vector(x=value[5][0],y=value[5][1],z=value[5][2]) asset_node = a_util.load_asset(asset_path) actor_node = l_util.spawn_actor_from_object(asset_node, location, rotation) actor_node.set_actor_scale3d(scale) actor_node.set_folder_path(folder_path)
import unreal selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() asset_tools = unreal.AssetToolsHelpers.get_asset_tools() loaded_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() counter = 0 deleted_assets = "" for asset in selected_assets: path_name = asset.get_path_name().split('.')[0] list = asset_registry.get_dependencies(path_name, unreal.AssetRegistryDependencyOptions(include_soft_package_references = True, include_hard_package_references = True,include_searchable_names = True, include_soft_management_references = True, include_hard_management_references = True)) for dependency in list: print(str(dependency))
import unreal from pathlib import Path import os """ 常用功能/通用functions""" sys_lib = unreal.SystemLibrary() string_lib = unreal.StringLibrary() editor_lib = unreal.EditorUtilityLibrary staticmesh_subsys = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) subobject_subsys = unreal.get_engine_subsystem(unreal.SubobjectDataSubsystem) editor_util_subsys = unreal.get_editor_subsystem(unreal.EditorUtilitySubsystem) def get_asset_name(asset): """资产名""" asset_name = asset.get_name() return asset_name def get_asset_dir(asset): """资产所在路径,剔除资产本身文件名""" asset_path_name = asset.get_path_name() asset_dir = unreal.Paths.get_path(asset_path_name) return asset_dir def get_selected_dir(): selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() selected_folders_path = unreal.EditorUtilityLibrary.get_selected_folder_paths() if len(selected_assets) != 0: asset = selected_assets[0] if isinstance(asset, unreal.Object): asset_dir_path = get_asset_dir(asset) if len(selected_folders_path) != 0: folder_path = selected_folders_path[0] asset_dir_path = string_lib.split(folder_path, "/All")[1] return asset_dir_path def get_asset_path(asset): """资产完整路径,包含资产本身资源名""" asset_path = asset.get_path_name() return asset_path def get_asset_class_name(asset): """资产Class名""" asset_class = asset.get_class() asset_class = sys_lib.get_class_display_name(asset_class) return asset_class def filter_class(assets, class_name: str): """筛选某种类型的资产""" filtered_assets = [] # filteredAssets = None for asset in assets: asset_class = asset.get_class() asset_class = sys_lib.get_class_display_name(asset_class) if asset_class == class_name: filtered_assets.append(asset) return filtered_assets def get_materials(mesh): """获取StaticMesh的材质列表""" materials = None staticmesh_component = unreal.StaticMeshComponent() staticmesh_component.set_static_mesh(mesh) materials = unreal.StaticMeshComponent.get_materials(staticmesh_component) return materials def get_material_slot_names(mesh): """获取StaticMesh的材质插槽列表""" staticmesh_component = unreal.StaticMeshComponent() staticmesh_component.set_static_mesh(mesh) mat_slot_names = unreal.StaticMeshComponent.get_material_slot_names( staticmesh_component ) return mat_slot_names def get_materials_data(mesh): """获取StaticMesh完整的材质信息,matIndex,matSlotName,material,输出Dict Example: matDict=getSMMateriaDict(staticMesh) for index in range(len(materials_data["index"])): slot_name = materials_data["slot_name"][index] material = materials_data["material"][index] """ materials_data = {"index": [], "slot_name": [], "material": []} SM_component = unreal.StaticMeshComponent() SM_component.set_static_mesh(mesh) mat_slot_names = unreal.StaticMeshComponent.get_material_slot_names(SM_component) for slot_name in mat_slot_names: mat_index = unreal.StaticMeshComponent.get_material_index( SM_component, slot_name ) material = unreal.StaticMeshComponent.get_material(SM_component, mat_index) materials_data["index"].append(mat_index) materials_data["slot_name"].append(slot_name) materials_data["material"].append(material) return materials_data def get_blueprint_components(blueprint): """获取蓝图子物件列表""" components = [] root_data_handle = subobject_subsys.k2_gather_subobject_data_for_blueprint( blueprint ) for handle in root_data_handle: sub_object = subobject_subsys.k2_find_subobject_data_from_handle(handle) components.append( unreal.SubobjectDataBlueprintFunctionLibrary.get_object(sub_object) ) return components class Blueprint: def get_handels(blueprint): """获取蓝图子物件列表的handle""" # # components = [] # handles=[] root_data_handle = subobject_subsys.k2_gather_subobject_data_for_blueprint( blueprint ) # for handle in root_data_handle: # sub_object = subobject_subsys.k2_find_subobject_data_from_handle(handle) # handles.append(sub_object) return root_data_handle def get_handle_component(handle): """从handle得到components""" # components = [] sub_object = subobject_subsys.k2_find_subobject_data_from_handle(handle) component = unreal.SubobjectDataBlueprintFunctionLibrary.get_object(sub_object) return component def get_blueprint_class(path: str) -> unreal.Class: blueprint_asset = unreal.load_asset(path) blueprint_class = unreal.load_object( None, blueprint_asset.generated_class().get_path_name() ) return blueprint_class def get_default_object(asset) -> unreal.Object: bp_gen_class = unreal.load_object(None, asset.generated_class().get_path_name()) default_object = unreal.get_default_object(bp_gen_class) return default_object def split_keywords(input_text) -> list: """分割输入的字符串,输出关键字列表""" input_text = string_lib.replace(input_text, " ", "") input_text = string_lib.replace(input_text, '"', "") keywords = input_text.split(",") return keywords def run_widget(widget_path): """运行widget utility blueprint""" editor_util_subsys.spawn_and_register_tab( unreal.EditorAssetLibrary.load_asset(widget_path) ) def dict_compare(d1, d2): """比较两个字典,输出增加,删除,修改,相同的键值对""" d1_keys = set(d1.keys()) d2_keys = set(d2.keys()) shared_keys = d1_keys.intersection(d2_keys) added = d1_keys - d2_keys added = list(added) removed = d2_keys - d1_keys removed = list(removed) modified = {o: (d1[o], d2[o]) for o in shared_keys if d1[o] != d2[o]} modified = set(modified.keys()) modified = list(modified) same = set(o for o in shared_keys if d1[o] == d2[o]) same = list(same) return added, removed, modified, same def make_log_file(log_file_path, content, mode="APPEND"): if mode == "REPLACE": if os.path.exists(log_file_path): os.remove(log_file_path) elif mode == "APPEND": with open(log_file_path, "a") as f: f.write(str(content)) # 向文件中写入内容 f.close() # 关闭文件 def read_log_file(log_file_path): content = None log = {} if os.path.exists(log_file_path): f = open(log_file_path, "r") for line in f.readlines(): content = line line_split = string_lib.split(line, " | ") value = line_split[1].replace("\n", "") log[line_split[0]] = value f.close() content = log else: print(log_file_path + " log not exist") return content def check_subfolder(file_path, mesh_dir): mesh_dir = mesh_dir + "/" subfolder = "" file_dir = file_path.split(mesh_dir) if len(file_dir) > 1: if "/" in file_dir[1]: file_dir = string_lib.split( file_dir[1], "/", search_dir=unreal.SearchDir.FROM_END )[0] subfolder = "/" + file_dir return subfolder def spilt_file_name(file_path): file_name = file_path.split("/")[-1] file_name = file_name.split(".")[0] return file_name
""" 查看Unreal Engine中所有可用的菜单 """ import unreal def list_menu(num=1000): menu_list = set() for i in range(num): obj = unreal.find_object(None,"/project/.ToolMenus_0:RegisteredMenu_%s" % i) if not obj: obj = unreal.find_object(None,f"/project/.ToolMenus_0:ToolMenu_{i}") if not obj: continue menu_name = str(obj.menu_name) if menu_name == "None": continue menu_list.add(menu_name) return list(menu_list) print(list_menu())
import unreal from Lib import __lib_topaz__ as topaz assets = topaz.get_selected_assets() ## execution here ## for each in assets : if each.__class__ == unreal.Blueprint : comps = topaz.get_component_by_class(each, unreal.StaticMeshComponent) for comp in comps : static_mesh : unreal.StaticMesh = comp.static_mesh if static_mesh is not None : __desired_triangle_percentage__ = 0.1 nanite_settings : unreal.MeshNaniteSettings = static_mesh.get_editor_property('nanite_settings') nanite_settings.enabled = True nanite_settings.keep_percent_triangles = __desired_triangle_percentage__ static_mesh.set_editor_property('nanite_settings', nanite_settings) #print(nanite_settings.keep_percent_triangles) if each.__class__ == unreal.StaticMesh : if each is not None : __desired_triangle_percentage__ = 0.1 nanite_settings : unreal.MeshNaniteSettings = each.get_editor_property('nanite_settings') nanite_settings.enabled = True nanite_settings.set_editor_property('keep_percent_triangles', __desired_triangle_percentage__) each.set_editor_property('nanite_settings', nanite_settings) print('OK')
# -*- 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 try: if hasattr(obj, name): attr = getattr(obj, name) self.bCallable = callable(attr) self.bCallable_builtin = inspect.isbuiltin(attr) except Exception as e: unreal.log(str(e)) self.bProperty = not self.bCallable self.result = None self.param_str = None self.bEditorProperty = None self.return_type_str = None self.doc_str = None self.property_rw = None if self.bCallable: self.return_type_str = "" if self.bCallable_builtin: if hasattr(attr, '__doc__'): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) # print(f"~~~~~ attr: {self.name} docForDisplay: {docForDisplay} paramStr: {paramStr}") # print(attr.__doc__) try: sig = inspect.getargspec(getattr(obj, self.name)) # print("+++ ", sig) args = sig.args argCount = len(args) if "self" in args: argCount -= 1 except TypeError: argCount = -1 if "-> " in docForDisplay: self.return_type_str = docForDisplay[docForDisplay.find(')') + 1:] else: self.doc_str = docForDisplay[docForDisplay.find(')') + 1:] if argCount == 0 or (argCount == -1 and paramStr == ''): # Method with No params if '-> None' not in docForDisplay or self.name in ["__reduce__", "_post_init"]: try: if name == "get_actor_time_dilation" and isinstance(obj, unreal.Object): # call get_actor_time_dilation will crash engine if actor is get from CDO and has no world. if obj.get_world(): # self.result = "{}".format(attr.__call__()) self.result = attr.__call__() else: self.result = "skip call, world == None." else: # self.result = "{}".format(attr.__call__()) self.result = attr.__call__() except: self.result = "skip call.." else: print(f"docForDisplay: {docForDisplay}, self.name: {self.name}") self.result = "skip call." else: self.param_str = paramStr self.result = "" else: logging.error("Can't find p") elif self.bCallable_other: if hasattr(attr, '__doc__'): if isinstance(attr.__doc__, str): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) if name in ["__str__", "__hash__", "__repr__", "__len__"]: try: self.result = "{}".format(attr.__call__()) except: self.result = "skip call." else: # self.result = "{}".format(getattr(obj, name)) self.result = getattr(obj, name) def post(self, obj): if self.bOtherProperty and not self.result: try: self.result = getattr(obj, self.name) except: self.result = "skip call..." def apply_editor_property(self, obj, type_, rws, descript): self.bEditorProperty = True self.property_rw = "[{}]".format(rws) try: self.result = eval('obj.get_editor_property("{}")'.format(self.name)) except: self.result = "Invalid" def __str__(self): s = f"Attr: {self.name} paramStr: {self.param_str} desc: {self.return_type_str} result: {self.result}" if self.bProperty: s += ", Property" if self.bEditorProperty: s += ", Eidtor Property" if self.bOtherProperty: s += ", Other Property " if self.bCallable: s += ", Callable" if self.bCallable_builtin: s += ", Callable_builtin" if self.bCallable_other: s += ", bCallable_other" if self.bHasParamFunction: s+= ", bHasParamFunction" return s def check(self): counter = Counter([self.bOtherProperty, self.bEditorProperty, self.bCallable_other, self.bCallable_builtin]) # print("counter: {}".format(counter)) if counter[True] == 2: unreal.log_error(f"{self.name}: {self.bEditorProperty}, {self.bOtherProperty} {self.bCallable_builtin} {self.bCallable_other}") @property def bOtherProperty(self): if self.bProperty and not self.bEditorProperty: return True return False @property def bCallable_other(self): if self.bCallable and not self.bCallable_builtin: return True return False @property def display_name(self, bRichText=True): if self.bProperty: return f"\t{self.name}" else: # callable if self.param_str: return f"\t{self.name}({self.param_str}) {self.return_type_str}" else: if self.bCallable_other: return f"\t{self.name}" # __hash__, __class__, __eq__ 等 else: return f"\t{self.name}() {self.return_type_str}" @property def display_result(self) -> str: if self.bEditorProperty: return "{} {}".format(self.result, self.property_rw) else: return "{}".format(self.result) @property def bHasParamFunction(self): return self.param_str and len(self.param_str) != 0 def ll(obj): if not obj: return None if inspect.ismodule(obj): return None result = [] for x in dir(obj): attr = attr_detail(obj, x) result.append(attr) if hasattr(obj, '__doc__') and isinstance(obj, unreal.Object): editorPropertiesInfos = _getEditorProperties(obj.__doc__, obj) for name, type_, rws, descript in editorPropertiesInfos: # print(f"~~ {name} {type} {rws}, {descript}") index = -1 for i, v in enumerate(result): if v.name == name: index = i break if index != -1: this_attr = result[index] else: this_attr = attr_detail(obj, name) result.append(this_attr) # unreal.log_warning(f"Can't find editor property: {name}") this_attr.apply_editor_property(obj, type_, rws, descript) for i, attr in enumerate(result): attr.post(obj) return result def _simplifyDoc(content): def next_balanced(content, s="(", e = ")" ): s_pos = -1 e_pos = -1 balance = 0 for index, c in enumerate(content): match = c == s or c == e if not match: continue balance += 1 if c == s else -1 if c == s and balance == 1 and s_pos == -1: s_pos = index if c == e and balance == 0 and s_pos != -1 and e_pos == -1: e_pos = index return s_pos, e_pos return -1, -1 # bracketS, bracketE = content.find('('), content.find(')') if not content: return "", "" bracketS, bracketE = next_balanced(content, s='(', e = ')') arrow = content.find('->') funcDocPos = len(content) endSign = ['--', '\n', '\r'] for s in endSign: p = content.find(s) if p != -1 and p < funcDocPos: funcDocPos = p funcDoc = content[:funcDocPos] if bracketS != -1 and bracketE != -1: param = content[bracketS + 1: bracketE].strip() else: param = "" return funcDoc, param def _getEditorProperties(content, obj): # print("Content: {}".format(content)) lines = content.split('\r') signFound = False allInfoFound = False result = [] for line in lines: if not signFound and '**Editor Properties:**' in line: signFound = True if signFound: #todo re # nameS, nameE = line.find('``') + 2, line.find('`` ') nameS, nameE = line.find('- ``') + 4, line.find('`` ') if nameS == -1 or nameE == -1: continue typeS, typeE = line.find('(') + 1, line.find(')') if typeS == -1 or typeE == -1: continue rwS, rwE = line.find('[') + 1, line.find(']') if rwS == -1 or rwE == -1: continue name = line[nameS: nameE] type_str = line[typeS: typeE] rws = line[rwS: rwE] descript = line[rwE + 2:] allInfoFound = True result.append((name, type_str, rws, descript)) # print(name, type, rws) if signFound: if not allInfoFound: unreal.log_warning("not all info found {}".format(obj)) else: unreal.log_warning("can't find editor properties in {}".format(obj)) return result def log_classes(obj): print(obj) print("\ttype: {}".format(type(obj))) print("\tget_class: {}".format(obj.get_class())) if type(obj.get_class()) is unreal.BlueprintGeneratedClass: generatedClass = obj.get_class() else: generatedClass = unreal.PythonBPLib.get_blueprint_generated_class(obj) print("\tgeneratedClass: {}".format(generatedClass)) print("\tbp_class_hierarchy_package: {}".format(unreal.PythonBPLib.get_bp_class_hierarchy_package(generatedClass))) def is_selected_asset_type(types): selectedAssets = Utilities.Utils.get_selected_assets() for asset in selectedAssets: if type(asset) in types: return True; return False
from mca.ue import pyunreal as pue from mca.ue.pyunreal import general from mca.ue.tools.scripteditor import script_editor_ui import unreal reload(script_editor_ui) reload(script_editor_ui) reload(pue) reload(general) sk_skel = pue.selected() skel_mesh = sk_skel[0] print(skel_mesh) print(skel_mesh.get_class()) print(type(skel_mesh)) # print(skel_mesh.get_class()) # skel_mesh = unreal.SkeletalMesh(skel_mesh) skel = pue.PySkelMesh(skel_mesh) print(skel) print(pue) print(skel_mesh.get_name()) [print(x) for x in dir(skel_mesh)] sm_skel = pue.selected() sm = sm_skel[0] print(sm.get_name())
import unreal # Get all actors in the current level actors = unreal.EditorLevelLibrary.get_all_level_actors() # Dictionary to store unique stencil values per class class_stencil_map = {} stencil_counter = 1 # Start stencil values from 1 # Store results for printing results = [] # Loop through each actor for actor in actors: actor_class = actor.get_class().get_name() # Get actor class name # Assign a new stencil value if class is not in the dictionary if actor_class not in class_stencil_map: class_stencil_map[actor_class] = stencil_counter stencil_counter += 1 # Increment for next class stencil_value = class_stencil_map[actor_class] # Get all mesh components in the actor mesh_components = actor.get_components_by_class(unreal.StaticMeshComponent) for mesh in mesh_components: # Enable custom depth rendering mesh.set_editor_property("render_custom_depth", True) # Set stencil value based on class mesh.set_editor_property("custom_depth_stencil_value", stencil_value) # Store result for this actor results.append(f"Actor: {actor.get_name()} | Class: {actor_class} | Stencil Value: {stencil_value}") # Print the final results print("\n--- Stencil Values Assigned ---") for res in results: print(res) print("\nStencil values updated for all actors!")
import unreal import csv import os # Настройки секвенции SEQUENCE_PATH = "/project/" # Путь к секвенции в UE FPS = 60 # Кадров в секунду NUM_LIGHTS = 64 # Количество светильников FIRST_LIGHT_INDEX = 0 # Начальный индекс светильников # Получаем абсолютный путь к файлам SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__)) DMX_PATH = os.path.join(SCRIPT_DIR, "New_Animation.chan") # Путь к исходному DMX файлу CSV_PATH = os.path.join(SCRIPT_DIR, "New_Animation.csv") # Путь к CSV файлу INTENSITY_MULTIPLIER = 1300.0 # Множитель интенсивности def log(message): """Вспомогательная функция для логирования""" unreal.log(f"[DMX Import] {message}") print(f"[DMX Import] {message}") def convert_dmx_to_csv(input_file, output_file): """Конвертирует DMX файл в CSV формат""" log(f"Converting DMX file: {input_file} -> {output_file}") # Читаем входной файл with open(input_file, 'r') as f: lines = f.readlines() # Подготавливаем заголовки для CSV headers = ['frame'] + [f'light_{i}' for i in range(64)] # Добавляем столбец frame # Открываем выходной CSV файл with open(output_file, 'w', newline='') as f: writer = csv.writer(f) writer.writerow(headers) # Записываем заголовки # Обрабатываем каждую строку frame_number = 0 # Счетчик кадров for line in lines: # Пропускаем комментарии и пустые строки if line.startswith('#') or not line.strip(): continue # Разбиваем строку на значения values = line.strip().split() # Конвертируем значения из 0-255 в 0-1 normalized_values = [float(val) / 255.0 for val in values] # Добавляем номер кадра в начало строки row_data = [frame_number] + normalized_values # Записываем данные в CSV writer.writerow(row_data) frame_number += 1 # Увеличиваем счетчик кадров log(f"Conversion completed! Created {frame_number} frames") def import_dmx_to_sequencer(): log("Starting DMX import process...") # Проверяем, нужно ли конвертировать DMX файл if not os.path.exists(CSV_PATH) or os.path.getmtime(DMX_PATH) > os.path.getmtime(CSV_PATH): log("CSV file doesn't exist or DMX file is newer. Converting...") if not os.path.exists(DMX_PATH): log(f"ERROR: DMX file not found: {DMX_PATH}") return None convert_dmx_to_csv(DMX_PATH, CSV_PATH) else: log("Using existing CSV file") log(f"CSV file path: {CSV_PATH}") # Загружаем или создаем секвенцию log("Loading or creating sequence...") sequence = unreal.load_asset(SEQUENCE_PATH, unreal.LevelSequence) if not sequence: log(f"Sequence not found at {SEQUENCE_PATH}, creating new one...") sequence = unreal.AssetToolsHelpers.get_asset_tools().create_asset( SEQUENCE_PATH.split('/')[-1], '/'.join(SEQUENCE_PATH.split('/')[:-1]), unreal.LevelSequence, unreal.LevelSequenceFactoryNew() ) log("Sequence ready") # Читаем CSV файл log("Reading CSV file...") with open(CSV_PATH, 'r') as f: csv_reader = csv.reader(f) # Читаем заголовок и создаём карту <имя_колонки -> индекс> headers = next(csv_reader) header_indices = {h: idx for idx, h in enumerate(headers)} log(f"CSV headers detected: {headers}") # Считываем все оставшиеся строки как данные кадров frame_data = list(csv_reader) total_frames = len(frame_data) duration_seconds = total_frames / FPS log(f"Read {total_frames} frames from CSV") log(f"Animation duration will be {duration_seconds:.2f} seconds at {FPS} FPS") # Получаем все Spot Light актеры в сцене log("Getting editor subsystem...") world = unreal.EditorLevelLibrary.get_editor_world() log("Getting actors from level...") try: log("Getting all actors...") all_actors = unreal.GameplayStatics.get_all_actors_of_class(world, unreal.SpotLight) log(f"Found {len(all_actors)} spot lights") except Exception as e: log(f"Error getting actors: {str(e)}") return None spot_lights = {} # Находим все Spot Light актеры и сохраняем их в словарь log("Processing found actors...") for actor in all_actors: log(f"Processing actor: {actor.get_name()}") for i in range(NUM_LIGHTS): if actor.get_name() == f"SpotLight_{i}": spot_lights[i] = actor log(f"Matched SpotLight_{i}") log(f"Found {len(spot_lights)} matching spot lights in the scene") if not spot_lights: log("No matching spot lights found! Make sure you have SpotLight_0 through SpotLight_63 in your scene") return None # Устанавливаем частоту кадров для секвенции log(f"Setting sequence frame rate to {FPS} fps...") sequence.set_display_rate(unreal.FrameRate(FPS, 1)) # Для каждого светильника создаем binding и track в секвенции log("Creating animation tracks...") total_lights = len(spot_lights) for light_idx, (light_index, light_actor) in enumerate(spot_lights.items(), 1): log(f"Processing SpotLight_{light_index} ({light_idx}/{total_lights})...") try: # Получаем LightComponent из актёра light_component = light_actor.get_component_by_class(unreal.LightComponent) if not light_component: log(f"No LightComponent found for SpotLight_{light_index}") continue # Получаем имя компонента component_name = light_component.get_name() log(f"Found light component: {component_name}") # Попробуем создать binding для компонента напрямую try: # Вариант 1: Binding для компонента binding = sequence.add_possessable(light_component) property_path = "Intensity" log(f"Created component binding for {component_name}") except: # Вариант 2: Binding для актёра с путём к компоненту binding = sequence.add_possessable(light_actor) property_path = f"{component_name}.Intensity" log(f"Created actor binding, will use path: {property_path}") log(f"Created binding for SpotLight_{light_index}") # Создаём трек для свойства Intensity intensity_track = binding.add_track(unreal.MovieSceneFloatTrack) intensity_track.set_property_name_and_path("Intensity", property_path) log(f"Created intensity track with path: {property_path}") # Создаем секцию для трека intensity_section = intensity_track.add_section() # Получаем канал через правильный метод channels = intensity_section.get_all_channels() if not channels: log(f"No channels found for SpotLight_{light_index}") continue intensity_channel = channels[0] log(f"Got channel for SpotLight_{light_index}") # Добавляем ключи для каждого кадра log(f"Adding {total_frames} keyframes for SpotLight_{light_index}...") frames_processed = 0 for frame_num, frame_values in enumerate(frame_data): try: # Получаем значение яркости для текущего светильника (0-1) column_name = f"light_{light_index}" if column_name not in header_indices: # Если в CSV нет соответствующей колонки, пропускаем continue brightness_idx = header_indices[column_name] if brightness_idx >= len(frame_values): continue brightness = float(frame_values[brightness_idx]) # Создаем ключ на текущем кадре frame_time = unreal.FrameNumber(frame_num) intensity_channel.add_key( frame_time, brightness * INTENSITY_MULTIPLIER, 0.0, unreal.MovieSceneTimeUnit.DISPLAY_RATE ) frames_processed += 1 # Показываем прогресс каждые 100 кадров if frames_processed % 100 == 0: log(f"Progress for SpotLight_{light_index}: {frames_processed}/{total_frames} frames") except Exception as e: log(f"Error adding keyframe {frame_num} for SpotLight_{light_index}: {str(e)}") continue log(f"Finished adding {frames_processed} keyframes for SpotLight_{light_index}") except Exception as e: log(f"Error processing SpotLight_{light_index}: {str(e)}") continue log(f"Import completed! Created {total_frames} frames for {len(spot_lights)} lights") log(f"Total animation duration: {duration_seconds:.2f} seconds") return sequence if __name__ == '__main__': import_dmx_to_sequencer()
# 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 of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import math import unreal @unreal.uclass() class CurveInputExample(unreal.PlacedEditorUtilityBase): # Use a FProperty to hold the reference to the API wrapper we create in # run_curve_input_example _asset_wrapper = unreal.uproperty(unreal.HoudiniPublicAPIAssetWrapper) @unreal.ufunction(meta=dict(BlueprintCallable=True, CallInEditor=True)) def run_curve_input_example(self): # Get the API instance api = unreal.HoudiniPublicAPIBlueprintLib.get_api() # Ensure we have a running session if not api.is_session_valid(): api.create_session() # Load our HDA uasset example_hda = unreal.load_object(None, '/project/.copy_to_curve_1_0') # Create an API wrapper instance for instantiating the HDA and interacting with it wrapper = api.instantiate_asset(example_hda, instantiate_at=unreal.Transform()) if wrapper: # Pre-instantiation is the earliest point where we can set parameter values wrapper.on_pre_instantiation_delegate.add_function(self, '_set_initial_parameter_values') # Jumping ahead a bit: we also want to configure inputs, but inputs are only available after instantiation wrapper.on_post_instantiation_delegate.add_function(self, '_set_inputs') # Jumping ahead a bit: we also want to print the outputs after the node has cook and the plug-in has processed the output wrapper.on_post_processing_delegate.add_function(self, '_print_outputs') self.set_editor_property('_asset_wrapper', wrapper) @unreal.ufunction(params=[unreal.HoudiniPublicAPIAssetWrapper], meta=dict(CallInEditor=True)) def _set_initial_parameter_values(self, in_wrapper): """ Set our initial parameter values: disable upvectorstart and set the scale to 0.2. """ # Uncheck the upvectoratstart parameter in_wrapper.set_bool_parameter_value('upvectoratstart', False) # Set the scale to 0.2 in_wrapper.set_float_parameter_value('scale', 0.2) # Since we are done with setting the initial values, we can unbind from the delegate in_wrapper.on_pre_instantiation_delegate.remove_function(self, '_set_initial_parameter_values') @unreal.ufunction(params=[unreal.HoudiniPublicAPIAssetWrapper], meta=dict(CallInEditor=True)) def _set_inputs(self, in_wrapper): """ Configure our inputs: input 0 is a cube and input 1 a helix. """ # Create an empty geometry input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Load the cube static mesh asset cube = unreal.load_object(None, '/project/.Cube') # Set the input object array for our geometry input, in this case containing only the cube geo_input.set_input_objects((cube, )) # Set the input on the instantiated HDA via the wrapper in_wrapper.set_input_at_index(0, geo_input) # Create a curve input curve_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPICurveInput) # Create a curve wrapper/helper curve_object = unreal.HoudiniPublicAPICurveInputObject(curve_input) # Make it a Nurbs curve curve_object.set_curve_type(unreal.HoudiniPublicAPICurveType.NURBS) # Set the points of the curve, for this example we create a helix # consisting of 100 points curve_points = [] for i in range(100): t = i / 20.0 * math.pi * 2.0 x = 100.0 * math.cos(t) y = 100.0 * math.sin(t) z = i curve_points.append(unreal.Transform([x, y, z], [0, 0, 0], [1, 1, 1])) curve_object.set_curve_points(curve_points) # Set the curve wrapper as an input object curve_input.set_input_objects((curve_object, )) # Copy the input data to the HDA as node input 1 in_wrapper.set_input_at_index(1, curve_input) # unbind from the delegate, since we are done with setting inputs in_wrapper.on_post_instantiation_delegate.remove_function(self, '_set_inputs') @unreal.ufunction(params=[unreal.HoudiniPublicAPIAssetWrapper], meta=dict(CallInEditor=True)) def _print_outputs(self, in_wrapper): """ Print the outputs that were generated by the HDA (after a cook) """ num_outputs = in_wrapper.get_num_outputs() print('num_outputs: {}'.format(num_outputs)) if num_outputs > 0: for output_idx in range(num_outputs): identifiers = in_wrapper.get_output_identifiers_at(output_idx) print('\toutput index: {}'.format(output_idx)) print('\toutput type: {}'.format(in_wrapper.get_output_type_at(output_idx))) print('\tnum_output_objects: {}'.format(len(identifiers))) if identifiers: for identifier in identifiers: output_object = in_wrapper.get_output_object_at(output_idx, identifier) output_component = in_wrapper.get_output_component_at(output_idx, identifier) is_proxy = in_wrapper.is_output_current_proxy_at(output_idx, identifier) print('\t\tidentifier: {}'.format(identifier)) print('\t\toutput_object: {}'.format(output_object.get_name() if output_object else 'None')) print('\t\toutput_component: {}'.format(output_component.get_name() if output_component else 'None')) print('\t\tis_proxy: {}'.format(is_proxy)) print('') def run(): # Spawn CurveInputExample and call run_curve_input_example curve_input_example_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(CurveInputExample.static_class(), unreal.Vector.ZERO, unreal.Rotator()) curve_input_example_actor.run_curve_input_example() if __name__ == '__main__': run()
# 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", "rightLowerLeg", "leftFoot", "rightFoot", "spine", "chest", "upperChest", # 9 optional "neck", "head", "leftShoulder", "rightShoulder", "leftUpperArm", "rightUpperArm", "leftLowerArm", "rightLowerArm", "leftHand", "rightHand", "leftToes", "rightToes", "leftEye", "rightEye", "jaw", "leftThumbProximal", # 24 "leftThumbIntermediate", "leftThumbDistal", "leftIndexProximal", "leftIndexIntermediate", "leftIndexDistal", "leftMiddleProximal", "leftMiddleIntermediate", "leftMiddleDistal", "leftRingProximal", "leftRingIntermediate", "leftRingDistal", "leftLittleProximal", "leftLittleIntermediate", "leftLittleDistal", "rightThumbProximal", "rightThumbIntermediate", "rightThumbDistal", "rightIndexProximal", "rightIndexIntermediate", "rightIndexDistal", "rightMiddleProximal", "rightMiddleIntermediate", "rightMiddleDistal", "rightRingProximal", "rightRingIntermediate", "rightRingDistal", "rightLittleProximal", "rightLittleIntermediate", "rightLittleDistal", #54 ] humanoidBoneParentList = [ "", #"hips", "hips",#"leftUpperLeg", "hips",#"rightUpperLeg", "leftUpperLeg",#"leftLowerLeg", "rightUpperLeg",#"rightLowerLeg", "leftLowerLeg",#"leftFoot", "rightLowerLeg",#"rightFoot", "hips",#"spine", "spine",#"chest", "chest",#"upperChest" 9 optional "chest",#"neck", "neck",#"head", "chest",#"leftShoulder", # <-- upper.. "chest",#"rightShoulder", "leftShoulder",#"leftUpperArm", "rightShoulder",#"rightUpperArm", "leftUpperArm",#"leftLowerArm", "rightUpperArm",#"rightLowerArm", "leftLowerArm",#"leftHand", "rightLowerArm",#"rightHand", "leftFoot",#"leftToes", "rightFoot",#"rightToes", "head",#"leftEye", "head",#"rightEye", "head",#"jaw", "leftHand",#"leftThumbProximal", "leftThumbProximal",#"leftThumbIntermediate", "leftThumbIntermediate",#"leftThumbDistal", "leftHand",#"leftIndexProximal", "leftIndexProximal",#"leftIndexIntermediate", "leftIndexIntermediate",#"leftIndexDistal", "leftHand",#"leftMiddleProximal", "leftMiddleProximal",#"leftMiddleIntermediate", "leftMiddleIntermediate",#"leftMiddleDistal", "leftHand",#"leftRingProximal", "leftRingProximal",#"leftRingIntermediate", "leftRingIntermediate",#"leftRingDistal", "leftHand",#"leftLittleProximal", "leftLittleProximal",#"leftLittleIntermediate", "leftLittleIntermediate",#"leftLittleDistal", "rightHand",#"rightThumbProximal", "rightThumbProximal",#"rightThumbIntermediate", "rightThumbIntermediate",#"rightThumbDistal", "rightHand",#"rightIndexProximal", "rightIndexProximal",#"rightIndexIntermediate", "rightIndexIntermediate",#"rightIndexDistal", "rightHand",#"rightMiddleProximal", "rightMiddleProximal",#"rightMiddleIntermediate", "rightMiddleIntermediate",#"rightMiddleDistal", "rightHand",#"rightRingProximal", "rightRingProximal",#"rightRingIntermediate", "rightRingIntermediate",#"rightRingDistal", "rightHand",#"rightLittleProximal", "rightLittleProximal",#"rightLittleIntermediate", "rightLittleIntermediate",#"rightLittleDistal", ] for i in range(len(humanoidBoneList)): humanoidBoneList[i] = humanoidBoneList[i].lower() for i in range(len(humanoidBoneParentList)): humanoidBoneParentList[i] = humanoidBoneParentList[i].lower() ###### reg = unreal.AssetRegistryHelpers.get_asset_registry(); ## rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r #rig = rigs[10] h_mod = rig.get_hierarchy_modifier() #elements = h_mod.get_selection() #sk = rig.get_preview_mesh() #k = sk.skeleton #print(k) #print(sk.bone_tree) # #kk = unreal.RigElementKey(unreal.RigElementType.BONE, "hipssss"); #kk.name = "" #kk.type = 1; #print(h_mod.get_bone(kk)) #print(h_mod.get_elements()) ### 全ての骨 modelBoneListAll = [] modelBoneNameList = [] #for e in reversed(h_mod.get_elements()): # if (e.type != unreal.RigElementType.BONE): # h_mod.remove_element(e) for e in h_mod.get_elements(): if (e.type == unreal.RigElementType.BONE): modelBoneListAll.append(e) modelBoneNameList.append("{}".format(e.name).lower()) # else: # h_mod.remove_element(e) print(modelBoneListAll[0]) #exit #print(k.get_editor_property("bone_tree")[0].get_editor_property("translation_retargeting_mode")) #print(k.get_editor_property("bone_tree")[0].get_editor_property("parent_index")) #unreal.select #vrmlist = unreal.VrmAssetListObject #vrmmeta = vrmlist.vrm_meta_object #print(vrmmeta.humanoid_bone_table) #selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors() #selected_static_mesh_actors = unreal.EditorFilterLibrary.by_class(selected_actors,unreal.StaticMeshActor.static_class()) #static_meshes = np.array([]) ## meta 取得 reg = unreal.AssetRegistryHelpers.get_asset_registry(); a = reg.get_all_assets(); if (args.meta): for aa in a: if (aa.get_editor_property("object_path") == args.meta): v:unreal.VrmMetaObject = aa vv = aa.get_asset() if (vv == None): for aa in a: if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object print(vv) meta = vv #v:unreal.VrmAssetListObject = None #if (True): # a = reg.get_assets_by_path(args.vrm) # a = reg.get_all_assets(); # for aa in a: # if (aa.get_editor_property("object_path") == args.vrm): # v:unreal.VrmAssetListObject = aa #v = unreal.VrmAssetListObject.cast(v) #print(v) #unreal.VrmAssetListObject.vrm_meta_object #meta = v.vrm_meta_object() #meta = unreal.EditorFilterLibrary.by_class(asset,unreal.VrmMetaObject.static_class()) print (meta) #print(meta[0].humanoid_bone_table) ### モデル骨のうち、ヒューマノイドと同じもの ### 上の変換テーブル humanoidBoneToModel = {"" : ""} humanoidBoneToModel.clear() ### modelBoneでループ #for bone_h in meta.humanoid_bone_table: for bone_h_base in humanoidBoneList: bone_h = None for e in meta.humanoid_bone_table: if ("{}".format(e).lower() == bone_h_base): bone_h = e; break; print("{}".format(bone_h)) if (bone_h==None): continue bone_m = meta.humanoid_bone_table[bone_h] try: i = modelBoneNameList.index(bone_m.lower()) except: i = -1 if (i < 0): continue if ("{}".format(bone_h).lower() == "upperchest"): continue; humanoidBoneToModel["{}".format(bone_h).lower()] = "{}".format(bone_m).lower() if ("{}".format(bone_h).lower() == "chest"): #upperchestがあれば、これの次に追加 bh = 'upperchest' print("upperchest: check begin") for e in meta.humanoid_bone_table: if ("{}".format(e).lower() != 'upperchest'): continue bm = "{}".format(meta.humanoid_bone_table[e]).lower() if (bm == ''): continue humanoidBoneToModel[bh] = bm humanoidBoneParentList[10] = "upperchest" humanoidBoneParentList[12] = "upperchest" humanoidBoneParentList[13] = "upperchest" print("upperchest: find and insert parent") break print("upperchest: check end") parent=None control_to_mat={None:None} count = 0 ### 骨名からControlへのテーブル name_to_control = {"dummy_for_table" : None} print("loop begin") ###### root key = unreal.RigElementKey(unreal.RigElementType.SPACE, 'root_s') space = h_mod.get_space(key) if (space.get_editor_property('index') < 0): space = h_mod.add_space('root_s', space_type=unreal.RigSpaceType.SPACE) else: space = key key = unreal.RigElementKey(unreal.RigElementType.CONTROL, 'root_c') control = h_mod.get_control(key) if (control.get_editor_property('index') < 0): control = h_mod.add_control('root_c', space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) else: control = key h_mod.reparent_element(control, space) parent = control cc = h_mod.get_control(control) cc.set_editor_property('gizmo_visible', False) h_mod.set_control(cc) for ee in humanoidBoneToModel: element = humanoidBoneToModel[ee] humanoidBone = ee modelBoneNameSmall = element # 対象の骨 #modelBoneNameSmall = "{}".format(element.name).lower() #humanoidBone = modelBoneToHumanoid[modelBoneNameSmall]; boneNo = humanoidBoneList.index(humanoidBone) print("{}_{}_{}__parent={}".format(modelBoneNameSmall, humanoidBone, boneNo,humanoidBoneParentList[boneNo])) # 親 if count != 0: parent = name_to_control[humanoidBoneParentList[boneNo]] # 階層作成 bIsNew = False name_s = "{}_s".format(humanoidBone) key = unreal.RigElementKey(unreal.RigElementType.SPACE, name_s) space = h_mod.get_space(key) if (space.get_editor_property('index') < 0): space = h_mod.add_space(name_s, space_type=unreal.RigSpaceType.SPACE) bIsNew = True else: space = key name_c = "{}_c".format(humanoidBone) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) control = h_mod.get_control(key) if (control.get_editor_property('index') < 0): control = h_mod.add_control(name_c, space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) #h_mod.get_control(control).gizmo_transform = gizmo_trans if (24<=boneNo & boneNo<=53): gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [0.1, 0.1, 0.1]) else: gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1, 1, 1]) if (17<=boneNo & boneNo<=18): gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1, 1, 1]) cc = h_mod.get_control(control) cc.set_editor_property('gizmo_transform', gizmo_trans) cc.set_editor_property('control_type', unreal.RigControlType.ROTATOR) h_mod.set_control(cc) #h_mod.set_control_value_transform(control,gizmo_trans) bIsNew = True else: control = key if (bIsNew == True): h_mod.reparent_element(control, space) # テーブル登録 name_to_control[humanoidBone] = control print(humanoidBone) # ロケータ 座標更新 # 不要な上層階層を考慮 gTransform = h_mod.get_global_transform(modelBoneListAll[modelBoneNameList.index(modelBoneNameSmall)]) if count == 0: bone_initial_transform = gTransform else: #bone_initial_transform = h_mod.get_initial_transform(element) bone_initial_transform = gTransform.multiply(control_to_mat[parent].inverse()) h_mod.set_initial_transform(space, bone_initial_transform) control_to_mat[control] = gTransform # 階層修正 h_mod.reparent_element(space, parent) count += 1 if (count >= 500): break
# -*- 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 = "" self.filteredIndexToIndex = [] self.hisCrumbObjsAndNames = [] #list[(obj, propertyName)] self.attributes = None self.filtered_attributes = None self.plains = [] self.riches = [] self.selected = set() def check_line_id(self, line_id, column_count): from_line = line_id * column_count to_line = (line_id + 1) * column_count assert len(self.plains) == len(self.riches), "len(self.plains) != len(self.riches)" if 0 <= from_line < len(self.plains) and 0 <= to_line <= len(self.plains): return True else: unreal.log_error(f"Check Line Id Failed: {line_id}, plains: {len(self.plains)}, rich: {len(self.riches)}") return False def get_plain(self, line_id, column_count): assert self.check_line_id(line_id, column_count), "check line id failed." return self.plains[line_id * 2 : line_id * 2 + 2] def get_rich(self, line_id, column_count): assert self.check_line_id(line_id, column_count), "check line id failed." return self.riches[line_id * 2: line_id * 2 + 2] class ObjectDetailViewer(metaclass=Singleton): def __init__(self, jsonPath): self.jsonPath = jsonPath self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath) self.ui_checkbox_single_mode = "CheckBoxSingleMode" self.ui_checkbox_compare_mode = "CheckBoxCompareMode" self.ui_left_group = "LeftDetailGroup" self.ui_right_group = "RightDetailGroup" self.ui_button_refresh = "RefreshCompareButton" self.ui_detailListLeft = "ListViewLeft" self.ui_detailListRight = "ListViewRight" self.ui_hisObjsBreadcrumbLeft = 'ObjectHisBreadcrumbLeft' self.ui_hisObjsBreadcrumbRight = 'ObjectHisBreadcrumbRight' # self.ui_headRowLeft = "HeaderRowLeft" # self.ui_headRowRight = "HeaderRowRight" self.ui_labelLeft = "LabelLeft" self.ui_labelRight = "LabelRight" self.ui_info_output = "InfoOutput" self.ui_rightButtonsGroup = "RightButtonsGroup" # used for compare mode self.ui_rightListGroup = "RightListGroup" self.ui_refreshButtonGroup = "RefreshButtonGroup" self.reset() def on_close(self): self.reset() def on_map_changed(self, map_change_type_str): # remove the reference, avoid memory leaking when load another map. if map_change_type_str == "TearDownWorld": self.reset(bResetParameter=False) else: pass # skip: LoadMap, SaveMap, NewMap def reset(self, bResetParameter=True): if bResetParameter: self.showBuiltin = True self.showOther = True self.showProperties = True self.showEditorProperties = True self.showParamFunction = True self.compareMode = False self.left = None self.right = None self.leftSearchText = "" self.rightSearchText = "" self.left_rich = None self.left_plain = None self.var = None self.diff_count = 0 self.clear_ui_info() def clear_ui_info(self): for text_ui in [self.ui_info_output, self.ui_labelLeft, self.ui_labelRight]: self.data.set_text(text_ui, "") self.data.set_list_view_multi_column_items(self.ui_detailListLeft, [], 2) self.data.set_list_view_multi_column_items(self.ui_detailListRight, [], 2) for ui_breadcrumb in [self.ui_hisObjsBreadcrumbRight, self.ui_hisObjsBreadcrumbLeft]: crumbCount = self.data.get_breadcrumbs_count_string(ui_breadcrumb) for i in range(crumbCount): self.data.pop_breadcrumb_string(ui_breadcrumb) def update_log_text(self, bRight): bShowRight = self.compareMode result = "" for side_str in ["left", "right"] if bShowRight else ["left"]: bRight = side_str != "left" ui_breadcrumb = self.ui_hisObjsBreadcrumbRight if bRight else self.ui_hisObjsBreadcrumbLeft breadcrumbs = self.right.hisCrumbObjsAndNames if bRight else self.left.hisCrumbObjsAndNames crumbCount = self.data.get_breadcrumbs_count_string(ui_breadcrumb) if bRight: result += "\t\t\t" result += "{} crumb: {} hisObj: {}".format(side_str, crumbCount, len(breadcrumbs)) if self.compareMode: result = f"{result}\t\t\tdiff count: {self.diff_count}" self.data.set_text(self.ui_info_output, result) def get_color_by(self, attr : Utils.attr_detail): if attr.bCallable_builtin: return "DarkTurquoise".lower() if attr.bCallable_other: return "RoyalBlue".lower() if attr.bEditorProperty: return "LimeGreen".lower() if attr.bOtherProperty: return "yellow" def get_color(self, typeStr): if typeStr == "property": return 'white' if typeStr == "return_type": return 'gray' if typeStr == "param": return 'gray' def get_name_with_rich_text(self, attr:Utils.attr_detail): name_color = self.get_color_by(attr) param_color = self.get_color("param") return_type_color = self.get_color("return_type") if attr.bProperty: return "\t<RichText.{}>{}</>".format(name_color, attr.name) else: if attr.param_str: return "\t<RichText.{}>{}(</><RichText.{}>{}</><RichText.{}>)</>".format(name_color, attr.name , param_color, attr.param_str , name_color) else: if attr.bCallable_other: return "\t<RichText.{}>{}</>".format(name_color, attr.name) else: return "\t<RichText.{}>{}()</><RichText.{}> {}</>".format(name_color, attr.name , return_type_color, attr.return_type_str) def get_name_with_plain_text(self, attr:Utils.attr_detail): if attr.bProperty: return "\t{}".format(attr.name) else: if attr.param_str: return "\t{}({})".format( attr.name, attr.param_str) else: if attr.bCallable_other: return "\t{}".format( attr.name) else: return "\t{}() {}".format(attr.name,attr.return_type_str) def filter(self, data:DetailData): result = [] indices = [] for i, attr in enumerate(data.attributes): if not self.showEditorProperties and attr.bEditorProperty: continue if not self.showProperties and attr.bOtherProperty: continue if not self.showParamFunction and attr.bHasParamFunction: continue if not self.showBuiltin and attr.bCallable_builtin: continue if not self.showOther and attr.bCallable_other: continue if data.filter_str: if data.filter_str.lower() not in attr.display_result.lower() and data.filter_str not in attr.display_name.lower() : continue result.append(attr) indices.append(i) return result, indices def show_data(self, data:DetailData, ui_listView): flatten_list_items = [] flatten_list_items_plain = [] for i, attr in enumerate(data.filtered_attributes): # print(f"{i}: {attr.name} {attr.display_name}, {attr.display_result} ") attr.check() assert attr.display_name, f"display name null {attr.display_name}" assert isinstance(attr.display_result, str), f"display result null {attr.display_result}" result_str = attr.display_result if len(result_str) > 200: result_str = result_str[:200] + "......" flatten_list_items.extend([self.get_name_with_rich_text(attr), result_str]) flatten_list_items_plain.extend([self.get_name_with_plain_text(attr), result_str]) data.riches = flatten_list_items data.plains = flatten_list_items_plain data.selected.clear() self.data.set_list_view_multi_column_items(ui_listView, flatten_list_items, 2) def query_and_push(self, obj, propertyName, bPush, bRight): #bPush: whether add Breadcrumb nor not, call by property if bRight: ui_Label = self.ui_labelRight ui_listView = self.ui_detailListRight ui_breadcrumb = self.ui_hisObjsBreadcrumbRight else: ui_Label = self.ui_labelLeft ui_listView = self.ui_detailListLeft ui_breadcrumb = self.ui_hisObjsBreadcrumbLeft data = self.right if bRight else self.left data.attributes = Utils.ll(obj) data.filtered_attributes, data.filteredIndexToIndex = self.filter(data) self.show_data(data, ui_listView) # set breadcrumb if propertyName and len(propertyName) > 0: label = propertyName else: if isinstance(obj, unreal.Object): label = obj.get_name() else: try: label = obj.__str__() except TypeError: label = f"{obj}" if bPush: # push # print(f"%%% push: {propertyName}, label {label}") data.hisCrumbObjsAndNames.append((obj, propertyName)) self.data.push_breadcrumb_string(ui_breadcrumb, label, label) self.data.set_text(ui_Label, "{} type: {}".format(label, type(obj)) ) crumbCount = self.data.get_breadcrumbs_count_string(ui_breadcrumb) if bRight: assert len(self.right.hisCrumbObjsAndNames) == crumbCount, "hisCrumbObjsAndNames count not match {} {}".format(len(self.right.hisCrumbObjsAndNames), crumbCount) else: assert len(self.left.hisCrumbObjsAndNames) == crumbCount, "hisCrumbObjsAndNames count not match {} {}".format(len(self.left.hisCrumbObjsAndNames), crumbCount) self.update_log_text(bRight) def clear_and_query(self, obj, bRight): # first time query self.data.clear_breadcrumbs_string(self.ui_hisObjsBreadcrumbRight if bRight else self.ui_hisObjsBreadcrumbLeft) if not self.right: self.right = DetailData() if not self.left: self.left = DetailData() data = self.right if bRight else self.left data.hisCrumbObjsAndNames = [] #clear his-Object at first time query if bRight: assert len(self.right.hisCrumbObjsAndNames) == 0, "len(self.right.hisCrumbObjsAndNames) != 0" else: assert len(self.left.hisCrumbObjsAndNames) == 0, "len(self.left.hisCrumbObjsAndNames) != 0" self.query_and_push(obj, "", bPush=True, bRight= bRight) self.apply_compare_if_needed() self.update_log_text(bRight) def update_ui_by_mode(self): self.data.set_is_checked(self.ui_checkbox_compare_mode, self.compareMode) self.data.set_is_checked(self.ui_checkbox_single_mode, not self.compareMode) bCollapsed = not self.compareMode self.data.set_collapsed(self.ui_rightButtonsGroup, bCollapsed) self.data.set_collapsed(self.ui_right_group, bCollapsed) self.data.set_collapsed(self.ui_button_refresh, bCollapsed) def on_checkbox_SingleMode_Click(self, state): self.compareMode = False self.update_ui_by_mode() def on_checkbox_CompareMode_Click(self, state): self.compareMode = True self.update_ui_by_mode() def on_button_Refresh_click(self): self.apply_compare_if_needed() def on_button_SelectAsset_click(self, bRightSide): selectedAssets = Utilities.Utils.get_selected_assets() if len(selectedAssets) == 0: return self.clear_and_query(selectedAssets[0], bRightSide) def on_button_QuerySelected_click(self, bRightSide): # query component when any component was selected, otherwise actor obj = Utilities.Utils.get_selected_comp() if not obj: obj = Utilities.Utils.get_selected_actor() if obj: self.clear_and_query(obj, bRightSide) def on_drop(self, bRightSide, *args, **kwargs): if "assets" in kwargs and kwargs["assets"]: asset = unreal.load_asset(kwargs["assets"][0]) if asset: self.clear_and_query(asset, bRightSide) return if "actors" in kwargs and kwargs["actors"]: actor = unreal.PythonBPLib.find_actor_by_name(kwargs["actors"][0], unreal.EditorLevelLibrary.get_editor_world()) if actor: print(actor) self.clear_and_query(actor, bRightSide) return item_count = 0 for k, v in kwargs.items(): item_count += len(v) if item_count == 0: selected_comp = Utilities.Utils.get_selected_comp() if selected_comp: self.clear_and_query(selected_comp, bRightSide) def log_r_warning(self): unreal.log_warning("Assign the global var: '_r' with the MenuItem: 'select X --> _r' on Python Icon menu") def on_button_Query_R_click(self, r_obj, bRightSide=False): print("on_button_Query_R_click call") if not r_obj: return self.clear_and_query(r_obj, bRightSide) def on_list_double_click_do(self, index, bRight): # print ("on_listview_DetailList_mouse_button_double_click {} bRight: {}".format(index, bRight)) data = self.right if bRight else self.left typeBlacklist = [int, float, str, bool] #, types.NotImplementedType] real_index = data.filteredIndexToIndex[index] if data.filteredIndexToIndex else index assert 0 <= real_index < len(data.attributes) currentObj, _ = data.hisCrumbObjsAndNames[len(data.hisCrumbObjsAndNames) - 1] attr_name = data.attributes[real_index].name objResult, propertyName = self.try_get_object(data, currentObj, attr_name) if not objResult or objResult is currentObj: # equal return if isinstance(objResult, str) and "skip call" in objResult.lower(): return if type(objResult) in typeBlacklist: return if isinstance(objResult, collections.abc.Iterable): if type(objResult[0]) in typeBlacklist: return nextObj = objResult[0] nextPropertyName = str(propertyName) + "[0]" else: nextObj = objResult nextPropertyName = str(propertyName) self.query_and_push(nextObj, nextPropertyName, bPush=True, bRight=bRight) self.apply_compare_if_needed() self.update_log_text(bRight) def on_listview_DetailListRight_mouse_button_double_click(self, index): self.on_list_double_click_do(index, bRight=True) def on_listview_DetailListLeft_mouse_button_double_click(self, index): self.on_list_double_click_do(index, bRight=False) def on_breadcrumbtrail_click_do(self, item, bRight): ui_hisObjsBreadcrumb = self.ui_hisObjsBreadcrumbRight if bRight else self.ui_hisObjsBreadcrumbLeft data = self.right if bRight else self.left count = self.data.get_breadcrumbs_count_string(ui_hisObjsBreadcrumb) print ("on_breadcrumbtrail_ObjectHis_crumb_click: {} count: {} len(data.hisCrumbObjsAndNames): {}".format(item, count, len(data.hisCrumbObjsAndNames))) while len(data.hisCrumbObjsAndNames) > count: data.hisCrumbObjsAndNames.pop() nextObj, name = data.hisCrumbObjsAndNames[len(data.hisCrumbObjsAndNames) - 1] if not bRight: assert self.left.hisCrumbObjsAndNames == data.hisCrumbObjsAndNames, "self.left.hisCrumbObjsAndNames = data.hisCrumbObjsAndNames" self.query_and_push(nextObj, name, bPush=False, bRight=False) self.apply_compare_if_needed() self.update_log_text(bRight=False) def on_breadcrumbtrail_ObjectHisLeft_crumb_click(self, item): self.on_breadcrumbtrail_click_do(item, bRight=False) def on_breadcrumbtrail_ObjectHisRight_crumb_click(self, item): self.on_breadcrumbtrail_click_do(item, bRight=True) def remove_address_str(self, strIn): return re.sub(r'\(0x[0-9,A-F]{16}\)', '', strIn) def apply_compare_if_needed(self): if not self.compareMode: return lefts = self.left.filtered_attributes if self.left.filtered_attributes else self.left.attributes rights = self.right.filtered_attributes if self.right.filtered_attributes else self.right.attributes if not lefts: lefts = [] if not rights: rights = [] leftIDs = [] rightIDs = [] for i, left_attr in enumerate(lefts): for j, right_attr in enumerate(rights): if right_attr.name == left_attr.name: if right_attr.result != left_attr.result: if isinstance(right_attr.result, unreal.Transform): if right_attr.result.is_near_equal(left_attr.result, location_tolerance=1e-20, rotation_tolerance=1e-20, scale3d_tolerance=1e-20): continue leftIDs.append(i) rightIDs.append(j) break self.data.set_list_view_multi_column_selections(self.ui_detailListLeft, leftIDs) self.data.set_list_view_multi_column_selections(self.ui_detailListRight, rightIDs) self.diff_count = len(leftIDs) def apply_search_filter(self, text, bRight): _data = self.right if bRight else self.left _data.filter_str = text if len(text) else "" _data.filtered_attributes, _data.filteredIndexToIndex = self.filter(_data) ui_listView = self.ui_detailListRight if bRight else self.ui_detailListLeft self.show_data(_data, ui_listView) self.apply_compare_if_needed() def on_searchbox_FilterLeft_text_changed(self, text): self.apply_search_filter(text if text is not None else "", bRight=False) def on_searchbox_FilterLeft_text_committed(self, text): self.apply_search_filter(text if text is not None else "", bRight=False) def on_searchbox_FilterRight_text_changed(self, text): self.apply_search_filter(text if text is not None else "", bRight=True) def on_searchbox_FilterRight_text_committed(self, text): self.apply_search_filter(text if text is not None else "", bRight=True) def apply_filter(self): _datas = [self.left, self.right] _isRight = [False, True] for data, bRight in zip(_datas, _isRight): if len(data.hisCrumbObjsAndNames) > 0: nextObj, name = data.hisCrumbObjsAndNames[len(data.hisCrumbObjsAndNames)-1] self.query_and_push(nextObj, name, bPush=False, bRight=bRight) self.apply_compare_if_needed() self.update_log_text(bRight=False) # def try_get_object(self, data, obj, name:str): index = -1 attribute = None for i, attr in enumerate(data.attributes): if attr.name == name: index = i attribute = attr assert index >= 0 return attribute.result, name def ui_on_checkbox_ShowBuiltin_state_changed(self, bEnabled): self.showBuiltin = bEnabled self.apply_filter() def ui_on_checkbox_ShowOther_state_changed(self, bEnabled): self.showOther = bEnabled self.apply_filter() def ui_on_checkbox_ShowProperties_state_changed(self, bEnabled): self.showProperties = bEnabled self.apply_filter() def ui_on_checkbox_ShowEditorProperties_state_changed(self, bEnabled): self.showEditorProperties = bEnabled self.apply_filter() def ui_on_checkbox_ShowParamFunction_state_changed(self, bEnabled): self.showParamFunction = bEnabled self.apply_filter() def ui_on_listview_DetailList_selection_changed(self, bRight): data = [self.left, self.right][bRight] list_view = [self.ui_detailListLeft, self.ui_detailListRight][bRight] selected_indices = set(self.data.get_list_view_multi_column_selection(list_view)) added = selected_indices - data.selected de_selected = data.selected - selected_indices for i, lineId in enumerate(added): self.data.set_list_view_multi_column_line(list_view, lineId, data.get_plain(lineId, column_count=COLUMN_COUNT) , rebuild_list=True if i == len(added)-1 and len(de_selected) == 0 else False) for i, lineId in enumerate(de_selected): self.data.set_list_view_multi_column_line(list_view, lineId, data.get_rich(lineId, column_count=COLUMN_COUNT) , rebuild_list=True if i == len(de_selected)-1 else False) data.selected = selected_indices
# 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 of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import unreal """ Example script for instantiating an asset, cooking it and baking all of its outputs. """ _g_wrapper = None def get_test_hda_path(): return '/project/.pig_head_subdivider_v01' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def on_post_instantiation(in_wrapper): print('on_post_instantiation') # in_wrapper.on_post_instantiation_state_exited_delegate_delegate.remove_callable(on_post_instantiation) # Set parameter values for the next cook # in_wrapper.set_bool_parameter_value('add_instances', True) # in_wrapper.set_int_parameter_value('num_instances', 8) in_wrapper.set_parameter_tuples({ 'add_instances': unreal.HoudiniParameterTuple(bool_values=(True, )), 'num_instances': unreal.HoudiniParameterTuple(int32_values=(8, )), }) # Print all parameter values param_tuples = in_wrapper.get_parameter_tuples() print('parameter tuples: {}'.format(len(param_tuples) if param_tuples else 0)) if param_tuples: for param_tuple_name, param_tuple in param_tuples.items(): print('parameter tuple name: {}'.format(param_tuple_name)) print('\tbool_values: {}'.format(param_tuple.bool_values)) print('\tfloat_values: {}'.format(param_tuple.float_values)) print('\tint32_values: {}'.format(param_tuple.int32_values)) print('\tstring_values: {}'.format(param_tuple.string_values)) # Force a cook/recook in_wrapper.recook() def on_post_bake(in_wrapper, success): in_wrapper.on_post_bake_delegate.remove_callable(on_post_bake) print('bake complete ... {}'.format('success' if success else 'failed')) # Delete the hda after the bake in_wrapper.delete_instantiated_asset() global _g_wrapper _g_wrapper = None def on_post_process(in_wrapper): print('on_post_process') # in_wrapper.on_post_processing_delegate.remove_callable(on_post_process) # Print out all outputs generated by the HDA num_outputs = in_wrapper.get_num_outputs() print('num_outputs: {}'.format(num_outputs)) if num_outputs > 0: for output_idx in range(num_outputs): identifiers = in_wrapper.get_output_identifiers_at(output_idx) print('\toutput index: {}'.format(output_idx)) print('\toutput type: {}'.format(in_wrapper.get_output_type_at(output_idx))) print('\tnum_output_objects: {}'.format(len(identifiers))) if identifiers: for identifier in identifiers: output_object = in_wrapper.get_output_object_at(output_idx, identifier) output_component = in_wrapper.get_output_component_at(output_idx, identifier) is_proxy = in_wrapper.is_output_current_proxy_at(output_idx, identifier) print('\t\tidentifier: {}'.format(identifier)) print('\t\toutput_object: {}'.format(output_object.get_name() if output_object else 'None')) print('\t\toutput_component: {}'.format(output_component.get_name() if output_component else 'None')) print('\t\tis_proxy: {}'.format(is_proxy)) print('') # bind to the post bake delegate in_wrapper.on_post_bake_delegate.add_callable(on_post_bake) # Bake all outputs to actors print('baking all outputs to actors') in_wrapper.bake_all_outputs_with_settings( unreal.HoudiniEngineBakeOption.TO_ACTOR, replace_previous_bake=False, remove_temp_outputs_on_success=False) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset, disabling auto-cook of the asset (so we have to # call wrapper.reCook() to cook it) _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform(), enable_auto_cook=False) # Bind to the on post instantiation delegate (before the first cook) _g_wrapper.on_post_instantiation_delegate.add_callable(on_post_instantiation) # Bind to the on post processing delegate (after a cook and after all # outputs have been generated in Unreal) _g_wrapper.on_post_processing_delegate.add_callable(on_post_process) if __name__ == '__main__': run()
import unreal import time current_time = time.time() editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) actors = editor_actor_subsystem.get_all_level_actors() camera_actors = {} for actor in actors: if "camera" in actor.get_actor_label(): camera_actors[actor.get_actor_label()] = actor camera_actors['camera0'] cc = camera_actors['camera0'].get_component_by_class(unreal.SceneCaptureComponent2D) RT = cc.texture_target cc.set_editor_property("bCaptureEveryFrame", True) # light_actor.set_actor_location_and_rotation(unreal.Vector(*camera_location_list[i]), unreal.Rotator(*camera_rotation_list[i]), False, False) folder_path = 'C:/project/' editor_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_subsystem.get_editor_world() # cc.capture_scene() unreal.RenderingLibrary.export_render_target(world, RT, folder_path, f'{current_time}.png')
"""Provides base helper functionality for asset processing.""" import unreal from ...utils.logging_config import logger from ...utils.constants import SKELETAL_MESH_MAPPING class BaseHelper: """Base helper class for asset processing operations.""" def __init__(self): """Initialize the helper with skeletal mesh mappings.""" self.skeletal_mesh_mapping = SKELETAL_MESH_MAPPING def get_target_skeletal_mesh(self, character_name: str) -> unreal.SkeletalMesh: """ Retrieve the skeletal mesh asset for a given character. Args: character_name: Name of the character to fetch the mesh for Returns: unreal.SkeletalMesh or None: The loaded skeletal mesh asset """ try: mesh_path = self.skeletal_mesh_mapping.get(character_name.lower()) if not mesh_path: raise ValueError(f"Missing skeletal mesh mapping for: {character_name}") mesh = unreal.load_asset(mesh_path) if not mesh: raise ValueError(f"Unable to load skeletal mesh at: {mesh_path}") return mesh except Exception as e: logger.error(f"Skeletal mesh retrieval failed: {str(e)}") return None
""" @Author: Ihimu Ukpo @License: MIT @Email: user@example.com @Description: This Python script removes invalid static meshes from actors in an Unreal Engine level. @Version: 1.0 @Planned future updates: error handling for library opening, etc. Update script (if necessary) to Python 3. """ import unreal # Get instances of unreal libraries necessary. editor_level_lib = unreal.EditorLevelLibrary() editor_filter_lib = unreal.EditorFilterLibrary() # Get all the level actors level_actors = editor_level_lib.get_all_level_actors() # Filter the level actors by StaticMeshActor static_mesh_actors = editor_filter_lib.by_class(level_actors, unreal.StaticMeshActor) # Count of the number of deleted meshes deleted_invalid_static_mesh_count = 0 # For each actor in the filtered results... for actor in static_mesh_actors: actor_name = actor.get_fname() # Get the static mesh through the static mesh component actor_mesh_comp = actor.static_mesh_component actor_mesh = actor_mesh_comp.static_mesh is_valid_actor = actor_mesh != None # If mesh is invalid, destroy it. if not is_valid_actor: actor.destroy_actor() deleted_invalid_static_mesh_count += 1 unreal.log("The Mesh Component of Actor {} is invalid and was deleted".format(actor_name)) unreal.log("Deleted {} Actors with invalid Mesh Component".format(deleted_invalid_static_mesh_count))
import unreal level_lib = unreal.EditorLevelLibrary() level_subsys = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) actor_subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) editor_subsys = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) layers_subsys = unreal.get_editor_subsystem(unreal.LayersSubsystem) subobj_subsys = unreal.get_engine_subsystem(unreal.SubobjectDataSubsystem) sys_lib = unreal.SystemLibrary() paths = unreal.Paths SM_COMPONENT_CLASS = unreal.StaticMeshComponent.static_class() CURRENT_LEVEL = editor_subsys.get_editor_world() LOG_DIR = paths.project_log_dir() selected_actors = actor_subsys.get_selected_level_actors() all_level_actors = actor_subsys.get_all_level_actors() LAYER_TICK="Debug_EventTick_Enabled" def filter_actors_tick(actors): """筛选出所有的StaticMeshActor""" filtered_actors = [] for actor in actors: #检查是否Blueprint,不检查的话会包含UE自带组件“ is_bp=False actor_class = actor.get_class() if "Blueprint" in str(actor_class): is_bp = True if is_bp: layers_subsys.remove_actor_from_layer(actor, LAYER_TICK) #清理上次检查添加的层 has_tick=unreal.Actor.is_actor_tick_enabled(actor) # child_actors=actor.get_all_child_actors() # for child in child_actors: # has_tick=unreal.Actor.is_actor_tick_enabled(child) if has_tick: filtered_actors.append(actor) return filtered_actors def check_bp_event_tick(actors): """检查蓝图是否使用EventTick""" current_level_path = CURRENT_LEVEL.get_path_name() current_level_path = current_level_path.split(".")[0] log_header = ( "BP Actor Event Tick 检查:\n" + "蓝图使用 Event Tick会有CPU开销,如非必须请关闭或使用别的实现方式\n" ) log_header += f"\nCheckLevel: {current_level_path}\n\n" tick_actors = filter_actors_tick(actors) log_summary = (f"关卡中有 {len(tick_actors)} 个蓝图开启了 EventTick\n\n") log_message = "" task_name = "Checking Level Assets: " asset_count = len(tick_actors) current_step = 0 if len(tick_actors)>0: with unreal.ScopedSlowTask(asset_count, task_name) as slowTask: slowTask.make_dialog(True) for actor in tick_actors: current_step += 1 actor_label = actor.get_actor_label() log_message += actor_label + "\n" layers_subsys.add_actor_to_layer(actor, LAYER_TICK) check_log = log_header +log_summary + log_message check_log = str(check_log) actor_subsys.set_selected_level_actors(tick_actors) return check_log def check_level_actors_event_tick(actors): check_log = check_bp_event_tick(actors=actors) print(check_log)
# /project/ # @CBgameDev Optimisation Script - LOG Static Meshes 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() StatMeshLib = unreal.EditorStaticMeshLibrary() workingPath = "/Game/" # Using the root directory notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseLog.txt" allAssets = EditAssetLib.list_assets(workingPath, True, False) selectedAssetsPath = workingPath LogStringsArray = [] numOfOptimisations = 0 NumOfMatsToCheckFor = int(float(sys.argv[1])) # pull value sent with script with unreal.ScopedSlowTask(len(allAssets), selectedAssetsPath) as ST: ST.make_dialog(True) for asset in allAssets: _assetData = EditAssetLib.find_asset_data(asset) _assetName = _assetData.get_asset().get_name() _assetPathName = _assetData.get_asset().get_path_name() _assetClassName = _assetData.get_asset().get_class().get_name() if _assetClassName == "StaticMesh": _staticMeshAsset = unreal.StaticMesh.cast(_assetData.get_asset()) _howManyMaterials = StatMeshLib.get_number_materials(_staticMeshAsset) # unreal.log(StatMeshLib.get_number_materials(_staticMeshAsset)) if _howManyMaterials >= NumOfMatsToCheckFor: LogStringsArray.append(" [%s] - %s ------------> At Path: %s \n" % (_howManyMaterials, _assetName, _assetPathName)) unreal.log("Asset Name: [%s] %s Path: %s \n" % (_howManyMaterials, _assetName, _assetPathName)) numOfOptimisations += 1 if ST.should_cancel(): break ST.enter_progress_frame(1, asset) # Write results into a log file # /project/ TitleOfOptimisation = "LOG Static Meshes Assets With X Num Of Materials" DescOfOptimisation = "Searches the entire project for static mesh assets that have a material count above the value that you have set" SummaryMessageIntro = "-- Static Mesh Assets With Material Count Numbering >= %s --" % NumOfMatsToCheckFor if unreal.Paths.file_exists(notepadFilePath): # Check if txt file already exists os.remove(notepadFilePath) # if does remove it # Create new txt file and run intro text file = open(notepadFilePath, "a+") # we should only do this if have a count? file.write("OPTIMISING SCRIPT by @CBgameDev \n") file.write("==================================================================================================== \n") file.write(" SCRIPT NAME: %s \n" % TitleOfOptimisation) file.write(" DESCRIPTION: %s \n" % DescOfOptimisation) file.write("==================================================================================================== \n \n") if numOfOptimisations <= 0: file.write(" -- NONE FOUND -- \n \n") else: for i in range(len(LogStringsArray)): file.write(LogStringsArray[i]) # Run summary text file.write("\n") file.write("======================================================================================================= \n") file.write(" SUMMARY: \n") file.write(" %s \n" % SummaryMessageIntro) file.write(" Found: %s \n \n" % numOfOptimisations) file.write("======================================================================================================= \n") file.write(" Logged to %s \n" % notepadFilePath) file.write("======================================================================================================= \n") file.close() os.startfile(notepadFilePath) # Trigger the notepad file to open
import unreal def set_screen_percentage(enable=True, value=200.0): """Set screen percentage for runtime performance scaling (affects PIE and builds) Args: enable (bool): Whether to enable custom screen percentage value (float): Screen percentage value (10-400, where 100 = native resolution) """ # Clamp value to reasonable range value = max(10.0, min(400.0, value)) # Method 1: Try CVarLibrary (preferred, no world context needed) try: if enable: unreal.CVarLibrary.set_int_cvar("r.ScreenPercentage.Enable", 1) unreal.CVarLibrary.set_int_cvar("r.DynamicRes.OperationMode", 0) # Disable dynamic resolution unreal.CVarLibrary.set_float_cvar("r.ScreenPercentage", float(value)) print(f"Screen percentage set via CVarLibrary: {value}%") else: unreal.CVarLibrary.set_int_cvar("r.ScreenPercentage.Enable", 0) unreal.CVarLibrary.set_int_cvar("r.DynamicRes.OperationMode", 1) # Re-enable dynamic resolution unreal.CVarLibrary.set_float_cvar("r.ScreenPercentage", 100.0) print("Screen percentage disabled via CVarLibrary (reset to 100%)") return except Exception as e: print(f"CVarLibrary method failed: {e}") # Method 2: Fallback to console commands try: world = unreal.EditorLevelLibrary.get_editor_world() if enable: commands = [ "r.ScreenPercentage.Enable 1", "r.DynamicRes.OperationMode 0", f"r.ScreenPercentage {int(value)}" ] print(f"Screen percentage set via console commands: {value}%") else: commands = [ "r.ScreenPercentage.Enable 0", "r.DynamicRes.OperationMode 1", "r.ScreenPercentage 100" ] print("Screen percentage disabled via console commands (reset to 100%)") for cmd in commands: unreal.SystemLibrary.execute_console_command(world, cmd) except Exception as e: print(f"Console command method failed: {e}") print("Note: This affects runtime performance, not editor viewport preview") def get_screen_percentage(): """Get current screen percentage value""" try: enabled = unreal.CVarLibrary.get_int_cvar("r.ScreenPercentage.Enable") value = unreal.CVarLibrary.get_float_cvar("r.ScreenPercentage") dynamic_res = unreal.CVarLibrary.get_int_cvar("r.DynamicRes.OperationMode") print(f"Screen Percentage Enabled: {bool(enabled)}") print(f"Screen Percentage Value: {value}%") print(f"Dynamic Resolution Mode: {dynamic_res} (0=disabled, 1=enabled)") return {"enabled": bool(enabled), "value": value, "dynamic_res": dynamic_res} except Exception as e: print(f"Failed to get screen percentage: {e}") return None # Default behavior when running this script enable_screen_percentage = True screen_percentage_value = 200.0 set_screen_percentage(enable_screen_percentage, screen_percentage_value)
# Copyright 2018 Epic Games, Inc. import unreal import re import sys """ Functions to import FBX into Unreal """ def _sanitize_name(name): # Remove the default Shotgun versioning number if found (of the form '.v001') name_no_version = re.sub(r'.v[0-9]{3}', '', name) # Replace any remaining '.' with '_' since they are not allowed in Unreal asset names return name_no_version.replace('.', '_') def _generate_fbx_import_task( filename, destination_path, destination_name=None, replace_existing=True, automated=True, save=True, materials=True, textures=True, as_skeletal=False ): """ Create and configure an Unreal AssetImportTask :param filename: The fbx file to import, :param destination_path: The Content Browser path where the asset will be placed. :returns: The configured AssetImportTask. """ task = unreal.AssetImportTask() task.filename = filename task.destination_path = destination_path # By default, destination_name is the filename without the extension if destination_name is not None: task.destination_name = destination_name task.replace_existing = replace_existing task.automated = automated task.save = save task.options = unreal.FbxImportUI() task.options.import_materials = materials task.options.import_textures = textures task.options.import_as_skeletal = as_skeletal task.options.static_mesh_import_data.combine_meshes = True task.options.mesh_type_to_import = unreal.FBXImportType.FBXIT_STATIC_MESH if as_skeletal: task.options.mesh_type_to_import = unreal.FBXImportType.FBXIT_SKELETAL_MESH return task def import_fbx(filename, destination_path): """ Import the given FBX file under the given path. :param filename: The fbx file to import, :param destination_path: The Content Browser path where the asset will be placed. """ tasks = [_generate_fbx_import_task(filename, destination_path)] unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks(tasks) unreal.EditorLoadingAndSavingUtils.save_dirty_packages(False, True) def main(argv): import_fbx(*argv) if __name__ == "__main__": # Script arguments must be, in order: # Path to FBX to import # Unreal content browser path where to store the imported asset main(sys.argv[1:])
# 本脚本用于导出当前场景中每个component下面所有body 的 relative transform和 basecolor 到 json文件中 import unreal import json def export_relative_trans_with_color(saved_json_folder : str): actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors() transform_data = [] parent_actor = None part_count = 0 for actor in actors: if actor.get_actor_label().startswith("Part"): part_count += 1 # 获取part的上一级actor parent_actor = actor.get_attach_parent_actor() # 227A9600-000-601_1 / 227A9600-001-001_1 / 7029022-901_1 / 88640_U-2710 if not parent_actor: continue parent_transform = parent_actor.get_actor_transform() # part相对于component的所有transform都是0 # unreal.log(f"ActorTransfomr: {actor.get_actor_transform().translation.x - parent_transform.translation.x}") # unreal.log(f"ActorTransfomr: {actor.get_actor_transform().translation.y - parent_transform.translation.y}") # unreal.log(f"ActorTransfomr: {actor.get_actor_transform().translation.z - parent_transform.translation.z}") child_actors = actor.get_attached_actors() # 每次执行之前清空transform_data transform_data = [] assert(len(transform_data) <= 0) for child_actor in child_actors: if isinstance(child_actor, unreal.StaticMeshActor): child_transform = child_actor.get_actor_transform() # 计算相对变换: 父级的逆变换 * 子级的变换 relative_transform = parent_transform.inverse() * child_transform relative_rotator = relative_transform.rotation.rotator() # color = get_actor_base_color(child_actor) transform_info = { "name": child_actor.get_actor_label(), # "location": { # "x": relative_transform.translation.x, # "y": relative_transform.translation.y, # "z": relative_transform.translation.z # }, # "rotation": { # "roll": relative_rotator.roll, # "pitch": relative_rotator.pitch, # "yaw": relative_rotator.yaw # }, # "scale": { # "x": relative_transform.scale3d.x, # "y": relative_transform.scale3d.y, # "z": relative_transform.scale3d.z # }, # "color": { # "r": color.r, # "g": color.g, # "b": color.b, # "a": color.a # } } # body相对于component的transform都是0 # unreal.log(transform_info) transform_data.append(transform_info) file_path = f"{saved_json_folder}{parent_actor.get_actor_label()}.json" with open(file_path, 'w') as json_file: json.dump(transform_data, json_file, indent=4) unreal.log(f"Transform {len(transform_data)} data exported to {file_path}") unreal.log(f"Exported {part_count} Json to {saved_json_folder}") export_relative_trans_with_color("C:/project/.json")
""" Unreal Engine 5.6 Asset Import Script for Terminal Grounds Imports generated art assets and sets up materials/settings """ import unreal import os import json from pathlib import Path from datetime import datetime class TGAssetImporter: def __init__(self): self.editor_asset_lib = unreal.EditorAssetLibrary self.asset_tools = unreal.AssetToolsHelpers.get_asset_tools() self.project_root = Path(r"/project/-Grounds") self.log_path = self.project_root / "Docs" / "Phase4_Implementation_Log.md" # Import mappings self.import_mappings = { "Content/project/": "/project/", "Content/project/": "/project/", "Content/project/": "/project/", "Docs/project/": "/project/", "Docs/project/": "/project/", "Docs/project/": "/project/", "Docs/project/": "/project/", "Docs/project/": "/project/" } # Material instances tracker self.created_materials = [] def log_import(self, message): """Log import action""" timestamp = datetime.now().strftime("%Y-%m-%d %H:%M:%S") with open(self.log_path, 'a') as f: f.write(f"\n[{timestamp}] [UE IMPORT] {message}") unreal.log(message) def import_texture(self, source_path, destination_path): """Import a single texture asset""" # Set up import task task = unreal.AssetImportTask() task.filename = str(source_path) task.destination_path = destination_path task.destination_name = source_path.stem task.replace_existing = False task.automated = True task.save = True # Configure texture import options task.options = unreal.FbxImportUI() # Execute import self.asset_tools.import_asset_tasks([task]) # Get imported asset asset_path = f"{destination_path}/{source_path.stem}" texture = self.editor_asset_lib.load_asset(asset_path) return texture def configure_icon_texture(self, texture): """Configure texture settings for UI icons""" if not texture: return # Set compression and LOD settings for icons texture.compression_settings = unreal.TextureCompressionSettings.TC_EDITOR_ICON texture.lod_group = unreal.TextureGroup.TEXTUREGROUP_UI texture.srgb = True texture.never_stream = True # No mipmaps for UI texture.mip_gen_settings = unreal.TextureMipGenSettings.TMGS_NO_MIPMAPS # Save changes self.editor_asset_lib.save_asset(texture.get_path_name()) def configure_decal_texture(self, texture): """Configure texture settings for decals""" if not texture: return # Decal-appropriate settings texture.compression_settings = unreal.TextureCompressionSettings.TC_DEFAULT texture.lod_group = unreal.TextureGroup.TEXTUREGROUP_WORLD texture.srgb = True # Save changes self.editor_asset_lib.save_asset(texture.get_path_name()) def create_decal_material_instance(self, texture, base_path): """Create material instance for decal""" # Load master material master_mat_path = "/project/" master_mat = self.editor_asset_lib.load_asset(master_mat_path) if not master_mat: unreal.log_warning(f"Master material not found: {master_mat_path}") return None # Create material instance mi_name = f"MI_TG_Decal_{texture.get_name()}" mi_path = f"{base_path}/{mi_name}" # Check if already exists if self.editor_asset_lib.does_asset_exist(mi_path): return self.editor_asset_lib.load_asset(mi_path) # Create new instance factory = unreal.MaterialInstanceConstantFactoryNew() factory.parent = master_mat mi_asset = self.asset_tools.create_asset( asset_name=mi_name, package_path=base_path, asset_class=unreal.MaterialInstanceConstant, factory=factory ) if mi_asset: # Set texture parameter mi_asset.set_texture_parameter_value("BaseTexture", texture) # Set default values mi_asset.set_scalar_parameter_value("Opacity", 0.9) mi_asset.set_scalar_parameter_value("Roughness", 0.6) # For faction emblems, set appropriate tint if "dir" in texture.get_name().lower(): mi_asset.set_vector_parameter_value("Tint", unreal.LinearColor(0.086, 0.102, 0.114, 1.0)) elif "vlt" in texture.get_name().lower(): mi_asset.set_vector_parameter_value("Tint", unreal.LinearColor(0.498, 0.549, 0.553, 1.0)) # Save self.editor_asset_lib.save_asset(mi_asset.get_path_name()) self.created_materials.append(mi_path) return mi_asset def scan_for_new_assets(self, source_dir): """Scan directory for assets to import""" source_path = self.project_root / source_dir if not source_path.exists(): return [] assets_to_import = [] extensions = ['.png', '.jpg', '.jpeg', '.tga'] for ext in extensions: for file_path in source_path.glob(f"*{ext}"): # Skip if has metadata indicating already imported meta_path = file_path.with_suffix('.json') if meta_path.exists(): with open(meta_path, 'r') as f: meta = json.load(f) if meta.get('imported_to_ue', False): continue assets_to_import.append(file_path) return assets_to_import def import_directory(self, source_dir, destination_path): """Import all assets from a directory""" assets = self.scan_for_new_assets(source_dir) if not assets: unreal.log(f"No new assets to import from {source_dir}") return [] imported = [] for asset_path in assets: unreal.log(f"Importing: {asset_path.name}") # Import texture texture = self.import_texture(asset_path, destination_path) if texture: # Configure based on type if "icon" in source_dir.lower() or "icons" in destination_path.lower(): self.configure_icon_texture(texture) elif "decal" in source_dir.lower() or "decals" in destination_path.lower(): self.configure_decal_texture(texture) # Create material instance for decals if "faction" in asset_path.stem.lower() or "emblem" in asset_path.stem.lower(): self.create_decal_material_instance(texture, destination_path) imported.append({ 'source': str(asset_path), 'destination': texture.get_path_name() }) # Update metadata meta_path = asset_path.with_suffix('.json') if meta_path.exists(): with open(meta_path, 'r') as f: meta = json.load(f) meta['imported_to_ue'] = True meta['ue_asset_path'] = texture.get_path_name() meta['import_date'] = datetime.now().isoformat() with open(meta_path, 'w') as f: json.dump(meta, f, indent=2) return imported def run_full_import(self): """Run import for all configured directories""" unreal.log("=" * 60) unreal.log("Terminal Grounds Asset Import - Starting") unreal.log("=" * 60) total_imported = 0 for source_dir, dest_path in self.import_mappings.items(): unreal.log(f"\nProcessing: {source_dir} -> {dest_path}") imported = self.import_directory(source_dir, dest_path) total_imported += len(imported) if imported: self.log_import(f"Imported {len(imported)} assets from {source_dir}") for item in imported: unreal.log(f" ✓ {Path(item['source']).name} -> {item['destination']}") # Summary unreal.log("\n" + "=" * 60) unreal.log(f"Import Complete: {total_imported} assets imported") if self.created_materials: unreal.log(f"Created {len(self.created_materials)} material instances") unreal.log("=" * 60) self.log_import(f"Import batch complete: {total_imported} assets, {len(self.created_materials)} materials") return total_imported def create_icon_preview_widget(self): """Create a UMG widget to preview all icons""" # This would create a blueprint widget for icon preview # Blueprint creation through Python is limited, so we log the instruction unreal.log("\n📋 Icon Preview Widget Instructions:") unreal.log("1. Create new Widget Blueprint: WBP_TG_IconPreview") unreal.log("2. Add UniformGridPanel") unreal.log("3. Use Python or Blueprint to populate with imported icons") unreal.log(f"4. Icon assets are in: /project/") def place_decals_in_test_level(self): """Place decals in test level for review""" # Get current level level = unreal.EditorLevelLibrary.get_editor_world() if not level: unreal.log_warning("No level loaded") return # Starting position for decal placement x_pos = 0.0 y_pos = 0.0 spacing = 500.0 decal_materials = [path for path in self.created_materials if "decal" in path.lower()] for i, mat_path in enumerate(decal_materials): # Load material material = self.editor_asset_lib.load_asset(mat_path) if not material: continue # Spawn decal actor decal_actor = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.DecalActor, location=unreal.Vector(x_pos, y_pos, 100.0), rotation=unreal.Rotator(0, 0, 0) ) if decal_actor: # Set material decal_component = decal_actor.get_component_by_class(unreal.DecalComponent) if decal_component: decal_component.set_decal_material(material) decal_component.decal_size = unreal.Vector(128, 256, 256) # Update position for next decal x_pos += spacing if (i + 1) % 5 == 0: # New row every 5 decals x_pos = 0 y_pos += spacing unreal.log(f"Placed {len(decal_materials)} decals in test level") def main(): """Main import function""" importer = TGAssetImporter() # Run full import total = importer.run_full_import() if total > 0: # Create preview helpers importer.create_icon_preview_widget() # Place decals if any were created if importer.created_materials: importer.place_decals_in_test_level() return total # Execute if running in Unreal if __name__ == '__main__': main()
# 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 = True asset_tools = unreal.AssetToolsHelpers.get_asset_tools() asset_tools.import_asset_tasks([task]) asset_paths = task.get_editor_property("imported_object_paths") if not asset_paths: unreal.log_warning("No assets were imported!") return None return unreal.load_asset(asset_paths[0]) if __name__ == "__main__": 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 the LevelVariantSetsActor!") quit() var_set1 = unreal.VariantSet() var_set1.set_display_text("My VariantSet") varTexture = unreal.Variant() varTexture.set_display_text("From texture") varPath = unreal.Variant() varPath.set_display_text("From path") varCam = unreal.Variant() varCam.set_display_text("From cam") varViewport = unreal.Variant() varViewport.set_display_text("From viewport") lvs.add_variant_set(var_set1) var_set1.add_variant(varTexture) var_set1.add_variant(varPath) var_set1.add_variant(varCam) var_set1.add_variant(varViewport) # Set thumbnail from an unreal texture texture = import_texture("/project/.jpg", "/project/") if texture: varTexture.set_thumbnail_from_texture(texture) var_set1.set_thumbnail_from_texture(texture) # Set thumbnail directly from a filepath varPath.set_thumbnail_from_file("/project/.png") # Set thumbnail from camera transform and properties trans = unreal.Transform() fov = 50 minZ = 50 gamma = 2.2 varCam.set_thumbnail_from_camera(lvs_actor, trans, fov, minZ, gamma) # Set thumbnail directly from the active editor viewport varViewport.set_thumbnail_from_editor_viewport()
import unreal from Lib import __lib_topaz__ as topaz selected_actors: list[unreal.Actor] = topaz.get_selected_level_actors() for actor in selected_actors: if len(selected_actors) > 0: actor_class = actor.__class__ if actor_class == unreal.RectLight or unreal.SpotLight or unreal.PointLight: actor_tags = actor.get_editor_property("tags") if len(actor_tags) == 0: actor_tags = ["ENV_Light"] actor.set_editor_property("tags", actor_tags)
# Copyright Epic Games, Inc. All Rights Reserved. import os import unreal import subprocess as sp #------------------------------------------------------------------------------- class _PlatformBase(unreal.Platform): def _read_env(self): yield from () def _get_version_ue4(self): import re dot_cs = self.get_unreal_context().get_engine().get_dir() dot_cs /= "Source/project/.cs" needles = ( ("DefaultWindowsSdkVersion", re.compile(r'DefaultWindowsSdkVersion\s+=\s+("|[\w.]+\("|)([^"]+)"?\)?\s*;')), ("VersionNumber", re.compile(r'^\s+VersionNumber.Parse\(("([^"]+))')), ) versions = [] try: with open(dot_cs, "rt") as lines: for line in lines: for seed, needle in needles: if seed not in line: continue m = needle.search(line) if m: versions.append(m.group(2)) except FileNotFoundError: return return self._get_version_string(versions) def _get_version_ue5(self): # Extract the Windows SDK version dot_cs = self.get_unreal_context().get_engine().get_dir() dot_cs /= "Source/project/" version = self._get_version_ue5_path(dot_cs / "MicrosoftPlatformSDK.Versions.cs") return version or self._get_version_ue5_path(dot_cs / "MicrosoftPlatformSDK.cs") def _get_version_ue5_path(self, dot_cs): import re needle = re.compile(r'VersionNumber.Parse\("([\d.]+)"') versions = [] try: with open(dot_cs, "rt") as lines: for line in (x for x in lines if "VersionNumber" in x): if m := needle.search(line): versions.append(m.group(1)) break except FileNotFoundError: pass if not versions: if sdk_version := self._get_version_helper_ue5(dot_cs): versions.append(sdk_version) else: return # Extract the Visual Studio toolchain version vs_version = self._get_vs_toolchain_version_string(dot_cs) if not vs_version: vs_version = self._get_vs_toolchain_version_string(dot_cs.parent / "UEBuildWindows.cs") if not vs_version: return versions.append(vs_version) return self._get_version_string(versions) def _get_vs_toolchain_version_string(self, dot_cs): import re try: with open(dot_cs, "rt") as lines: line_iter = iter(lines) for line in line_iter: if "PreferredVisualCppVersions" in line: break else: return version = None for line in line_iter: if "}" in line: break elif m := re.match(r'^\s+VersionNumberRange\.Parse\(.+, "([^"]+)', line): version = m.group(1) break return version except FileNotFoundError: return def _get_version_string(self, versions): msvc_versions = list(x for x in versions if x >= "14.") if not msvc_versions: return sdk_versions = list(x for x in versions if x.startswith("10.")) if not sdk_versions: return return max(sdk_versions) + "-" + max(msvc_versions) #------------------------------------------------------------------------------- class Platform(_PlatformBase): name = "Win64" config_name = "Windows" autosdk_name = None vs_transport = "Default" def _get_cook_form(self, target): if target == "game": return "Windows" if self.get_unreal_context().get_engine().get_version_major() > 4 else "WindowsNoEditor" if target == "client": return "WindowsClient" if target == "server": return "WindowsServer" def _launch(self, exec_context, stage_dir, binary_path, args): if stage_dir: base_dir = binary_path.replace("\\", "/").split("/") base_dir = "/".join(base_dir[-4:-1]) base_dir = stage_dir + base_dir if not os.path.isdir(base_dir): raise EnvironmentError(f"Failed to find base directory '{base_dir}'") args = (*args, "-basedir=" + base_dir) cmd = exec_context.create_runnable(binary_path, *args) cmd.launch() return (cmd.get_pid(), None) def _kill(self, target): target_name = None context = self.get_unreal_context() if target == "editor": ue_version = context.get_engine().get_version_major() target_name = "UE4Editor" if ue_version == 4 else "UnrealEditor" elif target: target_type = unreal.TargetType.parse(target) target_name = context.get_target_by_type(target_type).get_name() if target_name: print(f"Terminating {target_name}*.exe") sp.run(rf'taskkill.exe /f /fi "imagename eq {target_name}*"') else: self._kill("client") self._kill("game")
""" Updated validate_queue.py using common utilities """ import sys import os import unreal # Add the common directory to Python path script_dir = os.path.dirname(os.path.abspath(__file__)) common_dir = os.path.join(script_dir, 'lib') if common_dir not in sys.path: sys.path.append(common_dir) # Import from common module from render_queue_validation import validate_movie_render_queue if __name__ == "__main__": unreal.log(validate_movie_render_queue())
import unreal import xml.etree.ElementTree as ET from xml.etree.ElementTree import ParseError import sys import os # need to run the Deltagen_Import_look_variants #get all variant set's names, variant's names and their ID def getVariantSetsAndVariantFromFile(): print("Lising all variants") variant_sets_dict = dict() for variant_switch in rttDocument.findall('./project/'): variant_set_name = variant_switch.find('Name').text print("processing variant : " + variant_set_name) variant_list = variant_switch.find('VariantList') variants = variant_list.find('Variants') variant_dict = dict() for variant in variants: # find variant variant_name = variant.find('Name').text variant_id = int(variant.find('VariantID').text) variant_dict[variant_id] = variant_name if variant_set_name in variant_sets_dict: print("Error - Variant set already in dictionary") else: variant_sets_dict[variant_set_name] = variant_dict return variant_sets_dict # set var file from the arguments var_file = sys.argv[-1] # file exists if os.path.exists(var_file): print("Var file exist:", os.path.basename(var_file)) # If file not exist, the script stops else: print("file not exist") sys.exit() #clean package variant # remove any actor in the package variants # should we test that prototypeId of TargetDescription are VARIANTSWITCH_NODE_ID instead? # should we have that clean in the C++ import instead? bCleanPackageVariant = True # This need to be dynamic directory, '/' should be at the end of content_output content_output = "/project/" LevelVariantSets_output = "/project/" xml_data = "" with open(var_file, "r", encoding='utf-8-sig') as file: # xml parser does not like the "DAF::" string xml_data = file.read().replace('DAF::', '') try: rttDocument = ET.fromstring(xml_data) except ParseError as e: print("parsing failed") print(e.msg) if rttDocument.tag != 'rttDocument': print('parse error: first node is not <rttDocument>') var_file_variant_sets_dict = getVariantSetsAndVariantFromFile() assetSubsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) if not assetSubsystem.does_asset_exist(LevelVariantSets_output+'LevelVariantSets'): # create a new level variant set #lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset('LookVariants', LevelVariantSets_output) lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset('LevelVariantSets', LevelVariantSets_output) else: # use existing level variant set lvs = assetSubsystem.load_asset(LevelVariantSets_output+'LevelVariantSets') lvs_num_variant_set = lvs.get_num_variant_sets() lvs_variant_set_names = dict() for i in range(lvs_num_variant_set): lvs_variant_set = lvs.get_variant_set(i) lvs_variant_set_names[str(lvs_variant_set.get_display_text())] = lvs_variant_set print(lvs_variant_set_names) # loop through all variants in the var file for variant_switch in rttDocument.findall('./project/'): proto_id = variant_switch.find('PrototypeID') dependencies = dict() # process only package variants if proto_id.text != 'PACKAGE_VARIANT': continue variant_set_name = variant_switch.find('Name').text print("processing package variant : " + variant_set_name) #retrieve current variant set from the LVS asset lvs_current_variant_set = lvs.get_variant_set_by_name(variant_set_name) if lvs_current_variant_set == None: continue print("Current Variant Set: " + str(lvs_current_variant_set.get_display_text())) target_lists = variant_switch.find('TargetLists') if target_lists is None: print("target list is empty for variant set name:"+variant_set_name) continue target_description_list = target_lists.findall('TargetDescription') if len(target_description_list) == 0: print("target description is empty for variant set name:"+variant_set_name) continue for target_description in target_description_list: if target_description.find('name') is None: print("target description Name is empty for variant set name:"+variant_set_name) continue target_name = target_description.find('name').text.replace(' ', '_') target_id = int(target_description.find('TargetID').text) print(target_name) if target_name in lvs_variant_set_names: dependencies[target_id] = target_name if len(dependencies) > 0: print("process dependencies") variant_list = variant_switch.find('VariantList') variants = variant_list.find('Variants') for variant in variants: # find variant variant_name = variant.find('Name').text lvs_current_variant = lvs_current_variant_set.get_variant_by_name(variant_name) if(lvs_current_variant == None): continue values = variant.find("Values") value_list = values.findall("Value") print("########################") print("Current Variant: " + variant_name) if len(value_list) == len(dependencies): ind = 0 for value in value_list: # process each dependency line dependency_variant_set = lvs_variant_set_names[dependencies[ind]] data_value = int(value.find('Data').text) # check if dependency variant set exists in existing lvs if str(dependency_variant_set.get_display_text()) in var_file_variant_sets_dict: var_file_variant_dict = var_file_variant_sets_dict[str(dependency_variant_set.get_display_text())] if data_value in var_file_variant_dict: variant_name = var_file_variant_dict[data_value] print(dependency_variant_set.get_display_text()) print(dependency_variant_set.get_variant_by_name(variant_name).get_display_text()) dependency = unreal.VariantDependency(dependency_variant_set,dependency_variant_set.get_variant_by_name(variant_name)) # Current import create actor connection instead of dependencies, cleaning before replacing by dependencies if bCleanPackageVariant: actors_to_remove = [] for index_actor in range(lvs_current_variant.get_num_actors()): actors_to_remove.append(lvs_current_variant.get_actor(index_actor).get_name()) for a in actors_to_remove: lvs_current_variant.remove_actor_binding_by_name(a) lvs_current_variant.add_dependency(dependency) ind = ind + 1 assetSubsystem.save_loaded_asset(lvs) # clean references to lvs lvs_variant_set_names.clear() lvs_variant_set = None lvs_current_variant = None lvs_current_variant_set = None dependency_variant_set = None
import unreal """ Should be used with internal UE Python API Auto generate LODs for static meshes""" asset_reg = unreal.AssetRegistryHelpers.get_asset_registry() asset_root_dir = '/project/' assets = asset_reg.get_assets_by_path(asset_root_dir, recursive=True) def generate_lods(static_mesh): number_of_vertices = unreal.EditorStaticMeshLibrary.get_number_verts(static_mesh, 0) if number_of_vertices < 10: return options = unreal.EditorScriptingMeshReductionOptions() options.reduction_settings = [ unreal.EditorScriptingMeshReductionSettings(1.0, 1.0), unreal.EditorScriptingMeshReductionSettings(0.8, 0.75), unreal.EditorScriptingMeshReductionSettings(0.6, 0.5), unreal.EditorScriptingMeshReductionSettings(0.4, 0.25) ] options.auto_compute_lod_screen_size = True unreal.EditorStaticMeshLibrary.set_lods(static_mesh, options) unreal.EditorAssetLibrary.save_loaded_asset(static_mesh) for asset in assets: if asset.asset_class == "StaticMesh": loaded_asset = unreal.EditorAssetLibrary.find_asset_data(asset.object_path).get_asset() generate_lods(loaded_asset)
#!/project/ python3 """ String Handling Test for MCP Server This script tests string handling in the MCP Server. It connects to the server, sends Python code with various string formats, and verifies they are handled correctly. """ import socket import json import sys def main(): """Connect to the MCP Server and test string handling.""" try: # Create socket print("Connecting to MCP Server on localhost:13377...") s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) s.settimeout(10) # 10 second timeout # Connect to server s.connect(("localhost", 13377)) print("✓ Connected successfully") # Python code with various string formats code = """ import unreal import json # Test 1: Basic string types test_string1 = "This is a simple string with double quotes" test_string2 = 'This is a simple string with single quotes' test_string3 = \"\"\"This is a multiline string\"\"\" test_string4 = f"This is an f-string with {'interpolation'}" test_string5 = "This string has escape sequences: \\n \\t \\\\ \\' \\"" test_string6 = r"This is a raw string with no escape processing: \n \t \\" # Test 2: Print statements print("Print statement 1: Simple string") print(f"Print statement 2: F-string with {test_string2}") print("Print statement 3: Multiple", "arguments", 123, test_string3) print("Print statement 4: With escape sequences: \\n \\t") # Test 3: Potentially problematic strings test_string7 = "String with quotes: 'single' and \\"double\\"" test_string8 = 'String with quotes: "double" and \\'single\\'' test_string9 = "String with backslashes: \\ \\\\ \\n" test_string10 = "String with special characters: 🐍 😊 🚀" # Test 4: Unterminated strings (these are properly terminated but might be misinterpreted) test_string11 = "String with a quote at the end: '" test_string12 = 'String with a quote at the end: "' test_string13 = "String with a backslash at the end: \\" test_string14 = "String with multiple backslashes at the end: \\\\" # Test 5: String concatenation test_string15 = "Part 1 " + "Part 2" test_string16 = "Multiple " + "parts " + "concatenated" test_string17 = "Mixed " + 'quote' + " types" # Collect results in a dictionary results = { "test1": test_string1, "test2": test_string2, "test3": test_string3, "test4": test_string4, "test5": test_string5, "test6": test_string6, "test7": test_string7, "test8": test_string8, "test9": test_string9, "test10": test_string10, "test11": test_string11, "test12": test_string12, "test13": test_string13, "test14": test_string14, "test15": test_string15, "test16": test_string16, "test17": test_string17 } # Log the results unreal.log("===== STRING TEST RESULTS =====") for key, value in results.items(): unreal.log(f"{key}: {value}") # Return the results as JSON return json.dumps(results, indent=2) """ # Create command with multiple formats to try to make it work command = { "command": "execute_python", "type": "execute_python", "code": code, "data": { "code": code } } # Send command print("Sending execute_python command...") command_str = json.dumps(command) + "\n" # Add newline s.sendall(command_str.encode('utf-8')) # Receive response print("Waiting for response...") response = b"" while True: data = s.recv(4096) if not data: break response += data if b"\n" in data: # Check for newline which indicates end of response break # Close connection s.close() print("✓ Connection closed properly") # Process response if response: response_str = response.decode('utf-8').strip() try: response_json = json.loads(response_str) print("\n=== RESPONSE ===") print(f"Status: {response_json.get('status', 'unknown')}") if response_json.get('status') == 'success': print("✓ String test successful") result = response_json.get('result', {}) if isinstance(result, dict) and 'output' in result: output = result['output'] print(f"Output length: {len(output)} characters") print("First 200 characters of output:") print(output[:200] + "..." if len(output) > 200 else output) return True else: print("✗ String test failed") print(f"Error: {response_json.get('message', 'Unknown error')}") return False except json.JSONDecodeError as e: print(f"✗ Error parsing JSON response: {e}") print(f"Raw response: {response_str}") return False else: print("✗ No response received from server") return False except ConnectionRefusedError: print("✗ Connection refused. Is the MCP Server running?") return False except socket.timeout: print("✗ Connection timed out. Is the MCP Server running?") return False except Exception as e: print(f"✗ Error: {e}") return False if __name__ == "__main__": print("=== MCP Server String Handling Test ===") success = main() print("\n=== TEST RESULT ===") if success: print("✓ String handling test PASSED") sys.exit(0) else: print("✗ String handling test FAILED") sys.exit(1)
import unreal import re ar_asset_lists = [] ar_asset_lists = unreal.EditorUtilityLibrary.get_selected_assets() print (ar_asset_lists[0]) str_selected_asset = '' if len(ar_asset_lists) > 0 : str_selected_asset = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(ar_asset_lists[0]) #str_selected_asset = str(ar_asset_lists[0]) print(str_selected_asset) ar_numbers = re.findall("\d+", str_selected_asset) i_number = ar_numbers[0] print(ar_numbers) print(i_number)
import unreal import os # Get the list of props from ADACA_extract props_dir = "C:/project/" props = [p.replace(".uasset", "") for p in os.listdir(props_dir) if p.startswith("Prop_") and p.endswith(".uasset")] print(f"Weapons found: {props}") package_path = "/project/" factory = unreal.BlueprintFactory() factory.set_editor_property("ParentClass", unreal.Actor) asset_tools = unreal.AssetToolsHelpers.get_asset_tools() for prop in props: print(f"Creating blueprint Actor class for {prop}...") new_asset = (asset_tools.create_asset(prop, package_path, None, factory)) # unreal.EditorAssetLibrary.save_loaded_asset(new_asset)
import unreal """ Should be used with internal UE Python API Auto generate LODs for static meshes""" asset_reg = unreal.AssetRegistryHelpers.get_asset_registry() asset_root_dir = '/project/' assets = asset_reg.get_assets_by_path(asset_root_dir, recursive=True) def generate_lods(static_mesh): number_of_vertices = unreal.EditorStaticMeshLibrary.get_number_verts(static_mesh, 0) if number_of_vertices < 10: return options = unreal.EditorScriptingMeshReductionOptions() options.reduction_settings = [ unreal.EditorScriptingMeshReductionSettings(1.0, 1.0), unreal.EditorScriptingMeshReductionSettings(0.8, 0.75), unreal.EditorScriptingMeshReductionSettings(0.6, 0.5), unreal.EditorScriptingMeshReductionSettings(0.4, 0.25) ] options.auto_compute_lod_screen_size = True unreal.EditorStaticMeshLibrary.set_lods(static_mesh, options) unreal.EditorAssetLibrary.save_loaded_asset(static_mesh) for asset in assets: if asset.asset_class == "StaticMesh": loaded_asset = unreal.EditorAssetLibrary.find_asset_data(asset.object_path).get_asset() generate_lods(loaded_asset)
import unreal cad_file_path = "c:/project/.3dxml" directory_name = "/project/" datasmith_scene = unreal.DatasmithSceneElement.construct_datasmith_scene_from_file(cad_file_path) # set CAD import options import_options = datasmith_scene.get_options() import_options.base_options.scene_handling = unreal.DatasmithImportScene.CURRENT_LEVEL tessellation_options = datasmith_scene.get_options(unreal.DatasmithCommonTessellationOptions) if tessellation_options: tessellation_options.options.chord_tolerance = 0.1 tessellation_options.options.max_edge_length = 0 tessellation_options.options.normal_tolerance = 15.0 result = datasmith_scene.import_scene(directory_name) print (result.import_succeed)
import unreal import numpy as np import ParametersClass as pc import CaptureImages as ci import pandas as pd import os import airsim import time from multiprocessing import Process TEST_MODE = 2 # SEARCH_MODE = "HIGH_FIDELITY" SEARCH_MODE = "LOW_FIDELITY" RESULTS_FILE_PATH = r"/project/" CAMERA_NAME = "bottom_forward_thermal" SCREENSHOTS_DIR = r"/project/" BATCH_SIZE = 600 #Grabs Camera Actor actors = unreal.EditorLevelLibrary.get_all_level_actors() camera_actor = None for actor in actors: if (actor.get_name() == 'CineCameraActor_1'): camera_actor = actor break unreal.EditorLevelLibrary.pilot_level_actor(camera_actor) # Grab our PP Thermal Material thermal_mat_inst = unreal.EditorAssetLibrary.load_asset("/project/") # # Initializes data management dataframe df = pd.DataFrame(columns=pc.get_cols_from_test(TEST_MODE))#.reset_index(drop=True) #Create images folder within our results folder images_dir = os.path.join(RESULTS_FILE_PATH, "images") if(not os.path.exists(images_dir)): os.mkdir(images_dir) parameter_combinations = None # if(TEST_MODE==1): # #START OF TEST MODE 1------------------------------------------------------------------------------------------------------------------ # if(SEARCH_MODE=="LOW_FIDELITY"): # #Set the parameters # blend_weight_min=30 # blend_weight_max=100 # blend_weight_step=2 # brightness_min=40 # brightness_max=100 # brightness_step=2 # contrast_min=0 # contrast_max=100 # contrast_step=5 # cold_brightness_multiplier_min=0 # cold_brightness_multiplier_max=200 # cold_brightness_multiplier_step=10 # cold_power_min=-2 # cold_power_max=2 # cold_power_step=0.2 # hot_brightness_multiplier_min=0 # hot_brightness_multiplier_max=200 # hot_brightness_multiplier_step=10 # hot_power_min=-2 # hot_power_max=2 # hot_power_step=0.2 # sky_heat_min=0 # sky_heat_max=0.2 # sky_heat_step=0.05 # fire_heat_min=0 # fire_heat_max=1 # fire_heat_step=0.05 # ground_heat_correction_strength_min=0 # ground_heat_correction_strength_max=10000 # ground_heat_correction_strength_step=1000 # ground_heat_offset_min=0 # ground_heat_offset_max=1 # ground_heat_offset_step=0.1 # person_heat_multiplier_min=0 # person_heat_multiplier_max=25 # person_heat_multiplier_step=1 # target_ground_heat_min=0 # target_ground_heat_max=1 # target_ground_heat_step=0.1 # tree_correction_strength_min=0 # tree_correction_strength_max=10000 # tree_correction_strength_step=1000 # target_tree_heat_min=0 # target_tree_heat_max=1 # target_tree_heat_step=0.1 # vehicle_heat_multiplier_min=0 # vehicle_heat_multiplier_max=25 # vehicle_heat_multiplier_step=1 # elif(SEARCH_MODE=="HIGH_FIDELITY"): # #Set the parameters # blend_weight_min=30 # blend_weight_max=100 # blend_weight_step=0.5 # brightness_min=40 # brightness_max=100 # brightness_step=1 # contrast_min=0 # contrast_max=100 # contrast_step=1 # cold_brightness_multiplier_min=0 # cold_brightness_multiplier_max=200 # cold_brightness_multiplier_step=1 # cold_power_min=-2 # cold_power_max=2 # cold_power_step=0.1 # hot_brightness_multiplier_min=0 # hot_brightness_multiplier_max=10 # hot_brightness_multiplier_step=0.2 # hot_power_min=-2 # hot_power_max=2 # hot_power_step=0.1 # sky_heat_min=0 # sky_heat_max=0.2 # sky_heat_step=0.01 # fire_heat_min=0.8 # fire_heat_max=1 # fire_heat_step=0.05 # ground_heat_correction_strength_min=0 # ground_heat_correction_strength_max=10000 # ground_heat_correction_strength_step=10 # ground_heat_offset_min=0 # ground_heat_offset_max=1 # ground_heat_offset_step=0.02 # person_heat_multiplier_min=0 # person_heat_multiplier_max=25 # person_heat_multiplier_step=0.5 # target_ground_heat_min=0 # target_ground_heat_max=1 # target_ground_heat_step=0.01 # tree_correction_strength_min=0 # tree_correction_strength_max=10000 # tree_correction_strength_step=10 # target_tree_heat_min=0 # target_tree_heat_max=1 # target_tree_heat_step=0.01 # vehicle_heat_multiplier_min=0 # vehicle_heat_multiplier_max=25 # vehicle_heat_multiplier_step=0.5 # parameter_combinations = pc.Parameters( # test_mode=TEST_MODE, # blend_weight_min=blend_weight_min, # blend_weight_max=blend_weight_max, # blend_weight_step=blend_weight_step, # brightness_min=brightness_min, # brightness_max=brightness_max, # brightness_step=brightness_step, # contrast_min=contrast_min, # contrast_max=contrast_max, # contrast_step=contrast_step, # cold_brightness_multiplier_min=cold_brightness_multiplier_min, # cold_brightness_multiplier_max=cold_brightness_multiplier_max, # cold_brightness_multiplier_step=cold_brightness_multiplier_step, # cold_power_min=cold_power_min, # cold_power_max=cold_power_max, # cold_power_step=cold_power_step, # hot_brightness_multiplier_min=hot_brightness_multiplier_min, # hot_brightness_multiplier_max=hot_brightness_multiplier_max, # hot_brightness_multiplier_step=hot_brightness_multiplier_step, # hot_power_min=hot_power_min, # hot_power_max=hot_power_max, # hot_power_step=hot_power_step, # sky_heat_min=sky_heat_min, # sky_heat_max=sky_heat_max, # sky_heat_step=sky_heat_step, # fire_heat_min=fire_heat_min, # fire_heat_max=fire_heat_max, # fire_heat_step=fire_heat_step, # ground_heat_correction_strength_min=ground_heat_correction_strength_min, # ground_heat_correction_strength_max=ground_heat_correction_strength_max, # ground_heat_correction_strength_step=ground_heat_correction_strength_step, # ground_heat_offset_min=ground_heat_offset_min, # ground_heat_offset_max=ground_heat_offset_max, # ground_heat_offset_step=ground_heat_offset_step, # person_heat_multiplier_min=person_heat_multiplier_min, # person_heat_multiplier_max=person_heat_multiplier_max, # person_heat_multiplier_step=person_heat_multiplier_step, # target_ground_heat_min=target_ground_heat_min, # target_ground_heat_max=target_ground_heat_max, # target_ground_heat_step=target_ground_heat_step, # tree_correction_strength_min=tree_correction_strength_min, # tree_correction_strength_max=tree_correction_strength_max, # tree_correction_strength_step=tree_correction_strength_step, # target_tree_heat_min=target_tree_heat_min, # target_tree_heat_max=target_tree_heat_max, # target_tree_heat_step=target_tree_heat_step, # vehicle_heat_multiplier_min=vehicle_heat_multiplier_min, # vehicle_heat_multiplier_max=vehicle_heat_multiplier_max, # vehicle_heat_multiplier_step=vehicle_heat_multiplier_step # ).all_parameter_combinations() # elif(TEST_MODE==2): # #START OF TEST MODE 2------------------------------------------------------------------------------------------------------------------ # if(SEARCH_MODE=="LOW_FIDELITY"): # #Set the parameters # blend_weight_min=0 # blend_weight_max=100 # blend_weight_step=2 # brightness_min=0 # brightness_max=100 # brightness_step=2 # contrast_min=0 # contrast_max=100 # contrast_step=5 # cold_brightness_multiplier_min=0 # cold_brightness_multiplier_max=200 # cold_brightness_multiplier_step=10 # cold_power_min=-2 # cold_power_max=2 # cold_power_step=0.2 # hot_brightness_multiplier_min=0 # hot_brightness_multiplier_max=200 # hot_brightness_multiplier_step=10 # hot_power_min=-2 # hot_power_max=2 # hot_power_step=0.2 # light_bulb_heat_multiplier_min=0 # light_bulb_heat_multiplier_max=1 # light_bulb_heat_multiplier_step=0.1 # elif(SEARCH_MODE=="HIGH_FIDELITY"): # #Set the parameters # blend_weight_min=30 # blend_weight_max=100 # blend_weight_step=0.5 # brightness_min=40 # brightness_max=100 # brightness_step=1 # contrast_min=0 # contrast_max=100 # contrast_step=1 # cold_brightness_multiplier_min=0 # cold_brightness_multiplier_max=200 # cold_brightness_multiplier_step=1 # cold_power_min=-2 # cold_power_max=2 # cold_power_step=0.1 # hot_brightness_multiplier_min=0 # hot_brightness_multiplier_max=10 # hot_brightness_multiplier_step=0.2 # hot_power_min=-2 # hot_power_max=2 # hot_power_step=0.1 # light_bulb_heat_multiplier_min=0 # light_bulb_heat_multiplier_max=1 # light_bulb_heat_multiplier_step=0.01 # parameter_combinations = pc.Parameters( # test_mode=TEST_MODE, # blend_weight_min=blend_weight_min, # blend_weight_max=blend_weight_max, # blend_weight_step=blend_weight_step, # brightness_min=brightness_min, # brightness_max=brightness_max, # brightness_step=brightness_step, # contrast_min=contrast_min, # contrast_max=contrast_max, # contrast_step=contrast_step, # cold_brightness_multiplier_min=cold_brightness_multiplier_min, # cold_brightness_multiplier_max=cold_brightness_multiplier_max, # cold_brightness_multiplier_step=cold_brightness_multiplier_step, # cold_power_min=cold_power_min, # cold_power_max=cold_power_max, # cold_power_step=cold_power_step, # hot_brightness_multiplier_min=hot_brightness_multiplier_min, # hot_brightness_multiplier_max=hot_brightness_multiplier_max, # hot_brightness_multiplier_step=hot_brightness_multiplier_step, # hot_power_min=hot_power_min, # hot_power_max=hot_power_max, # hot_power_step=hot_power_step, # light_bulb_heat_multiplier_min=light_bulb_heat_multiplier_min, # light_bulb_heat_multiplier_max=light_bulb_heat_multiplier_max, # light_bulb_heat_multiplier_step=light_bulb_heat_multiplier_step # ).all_parameter_combinations() class capture(object): def __init__(self, batch_num): unreal.EditorLevelLibrary.editor_set_game_view(True) self.parameter_combinations = parameter_combinations self.count = 0 self.batch_num = batch_num self.on_pre_tick = unreal.register_slate_pre_tick_callback(self.__pretick__) def finish_collection(self): pd.display(df) for file in df.filename: if(os.path.exists(SCREENSHOTS_DIR + "\\" + file)): os.rename(SCREENSHOTS_DIR + "\\" + file, RESULTS_FILE_PATH + "\\images\\" + file) # #Saves file information to excel file df.to_excel(RESULTS_FILE_PATH + "\\" + pc.test_name(TEST_MODE) + "_batch" + str(self.batch_num) + "raw_data.xlsx") def get_next_params(self): params = self.parameter_combinations[self.count] if(self.count >= len(self.parameter_combinations)): self.finish_collection() exit() self.count += 1 return params def __pretick__(self, deltatime): try: self.count += 1 print(self.count) # params = self.get_next_params() filename = pc.test_name(TEST_MODE) + "-" + str(self.count) + ".png" # row = pc.create_row(TEST_MODE, self.count, params, filename) # print(row) # blend_weight = row["blend"].item() # brightness = row["brightness"].item() # contrast = row["contrast"].item() # cold_brightness_multiplier = row["cold_brightness_multiplier"].item() # cold_power = row["cold_power"].item() # hot_brightness_multiplier = row["hot_brightness_multiplier"].item() # hot_power = row["hot_power"].item() # light_bulb_heat_multiplier = row["light_bulb_heat_multiplier"].item() # blend_weight = 0 # brightness = 0 # contrast = 0 # cold_brightness_multiplier = 0 # cold_power = 0 # hot_brightness_multiplier = 0 # hot_power = 0 # light_bulb_heat_multiplier = 0 # unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"blend_weight", blend_weight) # unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"Brightness", brightness) # unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"Contrast", contrast) # unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"cold_brightness_multiplier", cold_brightness_multiplier) # unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"cold_power", cold_power) # unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"hot_brightness_multiplier", hot_brightness_multiplier) # unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"hot_power", hot_power) # unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"light_bulb_heat_multiplier", light_bulb_heat_multiplier) # df.loc[len(df.index)] = row unreal.AutomationLibrary.take_high_res_screenshot(1920, 1080, filename, camera = camera_actor) unreal.register_slate_pre_tick_callback(self.on_pre_tick) print("attempted to take screenshot") if(self.count == 5): #TODO Delete later: For testing purposes print(error) print(df.to_string()) unreal.register_slate_pre_tick_callback(self.on_pre_tick) except Exception as error: print(error) print(df.to_string()) unreal.register_slate_pre_tick_callback(self.on_pre_tick) unreal.EditorLevelLibrary.pilot_level_actor(camera_actor) print("capured?") instance = capture(0) print("Yes!")
import unreal actorSubsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) gl_level_actors = actorSubsystem.get_all_level_actors() def getActor(actorName): filtered_list = unreal.EditorFilterLibrary.by_actor_label( gl_level_actors, actorName, unreal.EditorScriptingStringMatchType.EXACT_MATCH ) if len(filtered_list) == 0: unreal.log_warning('Did not find any actor with label: "{}"'.format(actorName)) if len(filtered_list) > 1: unreal.log_warning('More then one actor with label: "{}"'.format(actorName)) return filtered_list myActor = getActor('TPhotometricLight_UniforDiffuse')[0] my_light_component = myActor.light_component # Usual Python assert assert my_light_component.intensity_units.name == 'LUMENS', 'Wrong light intensity units' # or use unreal log error msgs if not my_light_component.intensity_units.name == 'LUMENS': unreal.log_error('Wrong light intensity units')
import socket import unreal # Unreal Engine Python API (requires Unreal Engine to be running) # Simulated RTX API placeholder (can be replaced with actual RTX integrations) class RTXGraphics: @staticmethod def initialize(): print("Initializing RTX Graphics...") @staticmethod def render_scene(): print("Rendering scene with RTX graphics...") # Unreal Engine Integration class UnrealEngineIntegration: @staticmethod def create_actor(actor_name, location): """ Create an actor in the Unreal Engine scene. """ world = unreal.EditorLevelLibrary.get_editor_world() actor_class = unreal.EditorAssetLibrary.load_blueprint_class("/project/") # Update the path actor_location = unreal.Vector(location[0], location[1], location[2]) actor = unreal.EditorLevelLibrary.spawn_actor_from_class(actor_class, actor_location) actor.set_actor_label(actor_name) print(f"Actor '{actor_name}' created at {location}.") # Server Code def server(): host = "127.0.0.1" # Localhost port = 65432 # Port to listen on # Initialize RTX Graphics RTXGraphics.initialize() # Create a TCP/IP socket with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as server_socket: server_socket.bind((host, port)) server_socket.listen() print(f"Server listening on {host}:{port}") while True: # Wait for a connection client_socket, client_address = server_socket.accept() with client_socket: print(f"Connected by {client_address}") # Send source data source_data = "Graphics Source Data" client_socket.sendall(source_data.encode()) # Receive response from client response = client_socket.recv(1024).decode() print(f"Received from client: {response}") if response == "run_graphics": print("Running graphics inside the game...") # Render with RTX RTXGraphics.render_scene() # Integrate with Unreal Engine UnrealEngineIntegration.create_actor("RTXActor", [0, 0, 100]) # Client Code def client(): host = "127.0.0.1" # Server's hostname or IP address port = 65432 # Server's port # Create a TCP/IP socket with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as client_socket: client_socket.connect((host, port)) # Receive source data from server source_data = client_socket.recv(1024).decode() print(f"Received from server: {source_data}") # Process the data and send a response if source_data == "Graphics Source Data": response = "run_graphics" client_socket.sendall(response.encode()) # Entry Point if __name__ == "__main__": import sys if len(sys.argv) < 2: print("Usage: python script.py [server|client]") sys.exit(1) mode = sys.argv[1] if mode == "server": server() elif mode == "client": client() else: print("Invalid mode. Use 'server' or 'client'.")
# /project/ # @CBgameDev Optimisation Script - Log Skel Mesh Missing Physics Asset # /project/ import unreal import os EditAssetLib = unreal.EditorAssetLibrary() SystemsLib = unreal.SystemLibrary workingPath = "/Game/" # Using the root directory notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseLog.txt" allAssets = EditAssetLib.list_assets(workingPath, True, False) selectedAssetsPath = workingPath LogStringsArray = [] numOfOptimisations = 0 with unreal.ScopedSlowTask(len(allAssets), selectedAssetsPath) as ST: ST.make_dialog(True) for asset in allAssets: _assetData = EditAssetLib.find_asset_data(asset) _assetName = _assetData.get_asset().get_name() _assetPathName = _assetData.get_asset().get_path_name() _assetClassName = _assetData.get_asset().get_class().get_name() if _assetClassName == "SkeletalMesh": #asset_obj = EditAssetLib.load_asset(asset) _SkeletalMeshAsset = unreal.SkeletalMesh.cast(EditAssetLib.load_asset(asset)) _PhysicsAsset = unreal.SkeletalMesh.cast(_SkeletalMeshAsset).physics_asset # unreal.log(SkelMeshLib.get_lod_count(_SkeletalMeshAsset)) # unreal.log(_SkeletalMeshAsset) # StringToCheck = _assetData.get_asset().get_editor_property("phys_material") # asset_obj.get_editor_property("phys_material") # unreal.log("Used Phys Mat = %s" % StringToCheck) if not SystemsLib.is_valid(_PhysicsAsset): LogStringsArray.append(" %s ------------> At Path: %s \n" % (_assetName, _assetPathName)) # unreal.log("Asset Name: %s Path: %s \n" % (_assetName, _assetPathName)) numOfOptimisations += 1 if ST.should_cancel(): break ST.enter_progress_frame(1, asset) # Write results into a log file # /project/ TitleOfOptimisation = "Log Skeletal Meshes Missing Physics Assets" DescOfOptimisation = "Searches the entire project for Skeletal Meshes With No Physics Asset Plugged In" SummaryMessageIntro = "-- Skeletal Meshes Without Physics Assets Plugged In --" if unreal.Paths.file_exists(notepadFilePath): # Check if txt file already exists os.remove(notepadFilePath) # if does remove it # Create new txt file and run intro text file = open(notepadFilePath, "a+") # we should only do this if have a count? file.write("OPTIMISING SCRIPT by @CBgameDev \n") file.write("==================================================================================================== \n") file.write(" SCRIPT NAME: %s \n" % TitleOfOptimisation) file.write(" DESCRIPTION: %s \n" % DescOfOptimisation) file.write("==================================================================================================== \n \n") if numOfOptimisations <= 0: file.write(" -- NONE FOUND -- \n \n") else: for i in range(len(LogStringsArray)): file.write(LogStringsArray[i]) # Run summary text file.write("\n") file.write("======================================================================================================= \n") file.write(" SUMMARY: \n") file.write(" %s \n" % SummaryMessageIntro) file.write(" Found: %s \n \n" % numOfOptimisations) file.write("======================================================================================================= \n") file.write(" Logged to %s \n" % notepadFilePath) file.write("======================================================================================================= \n") file.close() os.startfile(notepadFilePath) # Trigger the notepad file to open
# 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. from collections import namedtuple, defaultdict import copy import os import unreal import sgtk # A named tuple to store LevelSequence edits: the sequence/project/ # the edit is in. SequenceEdit = namedtuple("SequenceEdit", ["sequence", "track", "section"]) HookBaseClass = sgtk.get_hook_baseclass() class UnrealSessionCollector(HookBaseClass): """ Collector that operates on the Unreal session. Should inherit from the basic collector hook. You can read more about collectors here: http://developer.shotgunsoftware.com/tk-multi-publish2/collector.html Here's Maya's implementation for reference: https://github.com/project/-maya/project/-multi-publish2/project/.py """ @property def settings(self): """ Dictionary defining the settings that this collector expects to receive through the settings parameter in the process_current_session and process_file methods. A dictionary on the following form:: { "Settings Name": { "type": "settings_type", "default": "default_value", "description": "One line description of the setting" } The type string should be one of the data types that toolkit accepts as part of its environment configuration. """ # grab any base class settings collector_settings = super(UnrealSessionCollector, self).settings or {} # Add setting specific to this collector. work_template_setting = { "Work Template": { "type": "template", "default": None, "description": "Template path for artist work files. Should " "correspond to a template defined in " "templates.yml. If configured, is made available" "to publish plugins via the collected item's " "properties. ", }, } collector_settings.update(work_template_setting) return collector_settings def process_current_session(self, settings, parent_item): """ Analyzes the current session in Unreal and parents a subtree of items under the parent_item passed in. :param dict settings: Configured settings for this collector :param parent_item: Root item instance """ # Create an item representing the current Unreal session parent_item = self.collect_current_session(settings, parent_item) # Collect assets selected in Unreal self.collect_selected_assets(parent_item) def collect_current_session(self, settings, parent_item): """ Creates an item that represents the current Unreal session. :param dict settings: Configured settings for this collector :param parent_item: Parent Item instance :returns: Item of type unreal.session """ # Create the session item for the publish hierarchy # In Unreal, the current session can be defined as the current level/map (.umap) # Don't create a session item for now since the .umap does not need to be published session_item = parent_item # Get the icon path to display for this item icon_path = os.path.join( self.disk_location, os.pardir, "icons", "unreal.png" ) # Set the icon for the session item # Will also be used for the children items parented to the session item session_item.set_icon_from_path(icon_path) # Set the project root unreal_sg = sgtk.platform.current_engine().unreal_sg_engine project_root = unreal_sg.get_shotgun_work_dir() # Important to convert "/" in path returned by Unreal to "\" for templates to work project_root = project_root.replace("/", "\\") session_item.properties["project_root"] = project_root self.logger.info("Current Unreal project folder is: %s." % (project_root)) # If a work template is defined, add it to the item properties so # that it can be used by publish plugins work_template_setting = settings.get("Work Template") if work_template_setting: publisher = self.parent work_template = publisher.get_template_by_name(work_template_setting.value) if work_template: # Override the work template to use the project root from Unreal and not the default root for templates work_template = sgtk.TemplatePath(work_template.definition, work_template.keys, project_root) session_item.properties["work_template"] = work_template self.logger.debug("Work template defined for Unreal collection.") self.logger.info("Collected current Unreal session") return session_item def create_asset_item(self, parent_item, asset_path, asset_type, asset_name, display_name=None): """ Create an unreal item under the given parent item. :param asset_path: The unreal asset path, as a string. :param asset_type: The unreal asset type, as a string. :param asset_name: The unreal asset name, as a string. :param display_name: Optional display name for the item. :returns: The created item. """ item_type = "unreal.asset.%s" % asset_type asset_item = parent_item.create_item( item_type, # Include the asset type for the publish plugin to use asset_type, # Display type display_name or asset_name, # Display name of item instance ) # Set asset properties which can be used by publish plugins asset_item.properties["asset_path"] = asset_path asset_item.properties["asset_name"] = asset_name asset_item.properties["asset_type"] = asset_type return asset_item def collect_selected_assets(self, parent_item): """ Creates items for assets selected in Unreal. :param parent_item: Parent Item instance """ unreal_sg = sgtk.platform.current_engine().unreal_sg_engine sequence_edits = None # 선택된 에셋 로깅 추가 self.logger.debug("Selected assets: %s", unreal_sg.selected_assets) self.logger.debug("Selected assets count: %s", len(unreal_sg.selected_assets)) # Iterate through the selected assets and get their info and add them as items to be published for asset in unreal_sg.selected_assets: self.logger.debug("Asset: %s", asset) if asset.asset_class_path.asset_name == "LevelSequence": if sequence_edits is None: sequence_edits = self.retrieve_sequence_edits() self.collect_level_sequence(parent_item, asset, sequence_edits) else: self.create_asset_item( parent_item, # :class:`Name` instances, we cast them to strings otherwise # string operations fail down the line.. "%s" % unreal_sg.object_path(asset), "%s" % asset.asset_class_path.asset_name, "%s" % asset.asset_name, ) def get_all_paths_from_sequence(self, level_sequence, sequence_edits, visited=None): """ Retrieve all edit paths from the given Level Sequence to top Level Sequences. Recursively explore the sequence edits, stop the recursion when a Level Sequence which is not a sub-sequence of another is reached. Lists of Level Sequences are returned, where each list contains all the the Level Sequences to traverse to reach the top Level Sequence from the starting Level Sequence. For example if a master Level Sequence contains some `Seq_<seq number>` sequences and each of them contains shots like `Shot_<seq number>_<shot number>`, a path for Shot_001_010 would be `[Shot_001_010, Seq_001, Master sequence]`. If an alternate Cut is maintained with another master level Sequence, both paths would be detected and returned by this method, e.g. `[[Shot_001_010, Seq_001, Master sequence], [Shot_001_010, Seq_001, Master sequence 2]]` Maintain a list of visited Level Sequences to detect cycles. :param level_sequence: A :class:`unreal.LevelSequence` instance. :param sequence_edits: A dictionary with :class:`unreal.LevelSequence as keys and lists of :class:`SequenceEdit` as values. :param visited: A list of :class:`unreal.LevelSequence` instances, populated as nodes are visited. :returns: A list of lists of Level Sequences. """ if not visited: visited = [] visited.append(level_sequence) self.logger.info("Treating %s" % level_sequence.get_name()) if not sequence_edits[level_sequence]: # No parent, return a list with a single entry with the current # sequence return [[level_sequence]] all_paths = [] # Loop over parents get all paths starting from them for edit in sequence_edits[level_sequence]: if edit.sequence in visited: self.logger.warning( "Detected a cycle in edits path %s to %s" % ( "->".join(visited), edit.sequence ) ) else: # Get paths from the parent and prepend the current sequence # to them. for edit_path in self.get_all_paths_from_sequence( edit.sequence, sequence_edits, copy.copy(visited), # Each visit needs its own stack ): self.logger.info("Got %s from %s" % (edit_path, edit.sequence.get_name())) all_paths.append([level_sequence] + edit_path) return all_paths def collect_level_sequence(self, parent_item, asset, sequence_edits): """ Collect the items for the given Level Sequence asset. Multiple items can be collected for a given Level Sequence if it appears in multiple edits. :param parent_item: Parent Item instance. :param asset: An Unreal LevelSequence asset. :param sequence_edits: A dictionary with :class:`unreal.LevelSequence as keys and lists of :class:`SequenceEdit` as values. """ unreal_sg = sgtk.platform.current_engine().unreal_sg_engine level_sequence = unreal.load_asset(unreal_sg.object_path(asset)) for edits_path in self.get_all_paths_from_sequence(level_sequence, sequence_edits): # Reverse the path to have it from top master sequence to the shot. edits_path.reverse() self.logger.info("Collected %s" % [x.get_name() for x in edits_path]) if len(edits_path) > 1: display_name = "%s (%s)" % (edits_path[0].get_name(), edits_path[-1].get_name()) else: display_name = edits_path[0].get_name() item = self.create_asset_item( parent_item, edits_path[0].get_path_name(), "LevelSequence", edits_path[0].get_name(), display_name, ) # Store the edits on the item so we can leverage them later when # publishing. item.properties["edits_path"] = edits_path def retrieve_sequence_edits(self): """ Build a dictionary for all Level Sequences where keys are Level Sequences and values the list of edits they are in. :returns: A dictionary of :class:`unreal.LevelSequence` where values are lists of :class:`SequenceEdit`. """ sequence_edits = defaultdict(list) unreal_sg = sgtk.platform.current_engine().unreal_sg_engine level_sequence_class = unreal.TopLevelAssetPath("/project/", "LevelSequence") asset_helper = unreal.AssetRegistryHelpers.get_asset_registry() # Retrieve all Level Sequence assets all_level_sequences = asset_helper.get_assets_by_class(level_sequence_class) for lvseq_asset in all_level_sequences: lvseq = unreal.load_asset(unreal_sg.object_path(lvseq_asset), unreal.LevelSequence) # Check shots for track in lvseq.find_master_tracks_by_type(unreal.MovieSceneCinematicShotTrack): for section in track.get_sections(): # Not sure if you can have anything else than a MovieSceneSubSection # in a MovieSceneCinematicShotTrack, but let's be cautious here. try: # Get the Sequence attached to the section and check if # it is the one we're looking for. section_seq = section.get_sequence() sequence_edits[section_seq].append( SequenceEdit(lvseq, track, section) ) except AttributeError: pass return sequence_edits
import os import subprocess CRY_ENGINE_OUTPUT_FOLDER_ROOT = "D:/project/" LEVEL_ROOT_FOLDER = "data/levels" # Removed leading slash for consistency LEVEL_LAYERS_FOLDER = "layers" LEVEL_EDITOR_XML = "level.editor_xml" PREFAB_ROOT_FOLDER = 'prefabs' LEVEL_NAME = "rataje" def convert_meshes_from_list(file_path): """ Reads a list of mesh paths from a file and converts each using the cgf-converter tool. """ script_dir = os.path.dirname(os.path.abspath(__file__)) converter_exe = os.path.join(script_dir, "../cgf-converter.exe") with open(file_path, 'r') as file: for line in file: mesh_path = line.strip() if not mesh_path: continue full_mesh_path = os.path.join(CRY_ENGINE_OUTPUT_FOLDER_ROOT, mesh_path.replace("/", os.sep)) command = [converter_exe, full_mesh_path, "-dae", "-group"] try: print(f"Executing: {' '.join(command)}") subprocess.run(command, check=True) except subprocess.CalledProcessError as e: print(f"Error converting {mesh_path}: {e}") def import_meshes_to_unreal(file_path): import unreal import asset_import_utils import importlib importlib.reload(asset_import_utils) with open(file_path, 'r') as file: tasks = [] for line in file: mesh_path = line.strip() if not mesh_path: continue mesh_path = mesh_path.replace(".cgf", ".fbx") fbx_path = os.path.join(CRY_ENGINE_OUTPUT_FOLDER_ROOT, mesh_path.replace("/", os.sep)) package_name = f"/project/{mesh_path.replace('.fbx', '')}" package_path = package_name[:package_name.rfind("/")] name = package_name.split("/")[-1] if os.path.exists(fbx_path): option = asset_import_utils.build_staticmesh_import_options() task = asset_import_utils.build_input_task_simple(fbx_path, package_path, name, option) tasks.append(task) else: unreal.log_error("File not found: {}".format(fbx_path)) asset_import_utils.execute_import_tasks(tasks) def batch_change_mesh_build_setting(): import unreal editor_util_lib = unreal.EditorUtilityLibrary selected_assets = editor_util_lib.get_selected_asset_data() sm_edit_sub = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) with unreal.ScopedSlowTask(len(selected_assets), "Change mesh build setting..") as slow_task: # display the dialog slow_task.make_dialog(True) for selected_asset in selected_assets: if slow_task.should_cancel(): break slow_task.enter_progress_frame(1, "Change mesh build setting for {}".format(selected_asset.asset_name)) static_mesh = unreal.load_asset(selected_asset.package_name) build_setting = sm_edit_sub.get_lod_build_settings(static_mesh, 0) build_setting.set_editor_property('recompute_normals', True) sm_edit_sub.set_lod_build_settings(static_mesh, 0, build_setting) nanite_setting = sm_edit_sub.get_nanite_settings(static_mesh) nanite_setting.set_editor_property('enabled', True) sm_edit_sub.set_nanite_settings(static_mesh, nanite_setting, True) unreal.EditorAssetLibrary.save_loaded_asset(static_mesh) if __name__ == "__main__": script_dir = os.path.dirname(os.path.abspath(__file__)) mesh_list_file = os.path.join(script_dir, "convert_mesh_list.txt") # convert_meshes_from_list(mesh_list_file) # import_meshes_to_unreal(mesh_list_file) batch_change_mesh_build_setting()
import unreal # Instances of Unreal classes editor_asset_lib = unreal.EditorAssetLibrary() # Set source dir and options source_dir = "/project/" include_subfolders = True deleted = 0 # Get all assets in source dir assets = editor_asset_lib.list_assets(source_dir, recursive=include_subfolders, include_folder=True) folders = [asset for asset in assets if editor_asset_lib.does_directory_exist(asset)] for folder in folders: # Check if folder has assets has_assets = editor_asset_lib.does_directory_have_assets(folder) if not has_assets: # Delete folder editor_asset_lib.delete_directory(folder) deleted += 1 unreal.log(f"Folder {folder} without assets was deleted.") unreal.log(f"Deleted {deleted} folders without assets.")
import unreal import os import scripts.utils.popUp as popUp ######################################################################################################### # UEFileManager # ######################################################################################################### class UEFileFunctionalities: """ Class for Unreal Engine file functionalities. This class provides methods to interact with files and directories within an Unreal Engine project. Methods: - get_all_files_in_directory(self, directory): Get all files from a single directory (non-recursively). - get_project_path(self): Get the project path. - fetch_files_from_dir_in_project(self, dir, project_path): Fetch files from a directory in the project. """ def __init__(self): pass def get_all_files_in_directory(self, directory): """ Get all files from a single directory (non-recursively). Args: - directory (str): The directory path. Returns: - files_list (list): A list of file names in the directory. """ files_list = [] # Check if the directory exists if os.path.exists(directory) and os.path.isdir(directory): # List all files in the directory files_list = [ f for f in os.listdir(directory) if os.path.isfile(os.path.join(directory, f)) ] else: popUp.show_popup_message("UEFileManager", "Not a valid dir") return files_list def get_project_path(self): """ Get the project path. Returns: - project_path (str): The project path in normal Windows path form. """ project_path = unreal.Paths.project_dir().rstrip("/") return project_path.split("../")[-1] def fetch_files_from_dir_in_project(self, dir, project_path, mode="windows"): """ Fetch files from a directory in the project. Args: - dir (str): The directory path within the project. - project_path (str): The project path. Returns: - files_list (list): A list of file names in the directory. """ # Check if the UE path exists in the project if unreal.EditorAssetLibrary.does_directory_exist(dir + "/"): if "/Game" in dir: # Get the complete path in windows form complete_path = ( "C:/" + project_path + "/Content" + dir.split("/Game")[1] ) else: complete_path = "C:/" + project_path + "/Content" + dir if mode == "windows": files = [ complete_path + "/" + file for file in self.get_all_files_in_directory(complete_path) ] else: files = [ dir + file for file in self.get_all_files_in_directory(complete_path) ] return files return []
import unreal from Lib import __lib_topaz__ as topaz desired_triangle_percentage : float # UI Binded Value assets = topaz.get_selected_assets() ## execution here ## for each in assets : if each.__class__ == unreal.Blueprint : comps = topaz.get_component_by_class(each, unreal.StaticMeshComponent) for comp in comps : static_mesh = comp.static_mesh blendModes = topaz.get_materials_from_staticmesh(static_mesh, True) is_translucent_exist = topaz.is_translucent_exist(blendModes) if static_mesh is not None and not is_translucent_exist: nanite_settings : unreal.MeshNaniteSettings = static_mesh.get_editor_property('nanite_settings') nanite_settings.enabled = True nanite_settings.keep_percent_triangles = desired_triangle_percentage static_mesh.set_editor_property('nanite_settings', nanite_settings) #print(nanite_settings.keep_percent_triangles) if each.__class__ == unreal.StaticMesh : blendModes = topaz.get_materials_from_staticmesh(static_mesh, True) is_translucent_exist = topaz.is_translucent_exist(blendModes) if each is not None and not is_translucent_exist: nanite_settings : unreal.MeshNaniteSettings = each.get_editor_property('nanite_settings') nanite_settings.enabled = True nanite_settings.set_editor_property('keep_percent_triangles', desired_triangle_percentage) each.set_editor_property('nanite_settings', nanite_settings) print('OK')
import unreal from pathlib import Path import sys # import os # import shutil # sys.path.append(str(Path(__file__).parent.parent.parent.parent.parent.resolve())) # from importlib import * # reloads = [] # for k, v in sys.modules.items(): # if k.startswith("pamux_unreal_tools"): # reloads.append(v) # for module in reloads: # reload(module) from pamux_unreal_tools.generated.material_expression_wrappers import * from pamux_unreal_tools.utils.types import * from pamux_unreal_tools.builders.material_function_builder import MaterialFunctionBuilder from pamux_unreal_tools.base.material_function.material_function_outputs_base import MaterialFunctionOutputs from pamux_unreal_tools.base.material_expression.material_expression_container_builder_base import MaterialExpressionContainerBuilderBase from pamux_unreal_tools.interfaces.IHeightLerpWithTwoHeightMaps import IHeightLerpWithTwoHeightMaps from pamux_unreal_tools.examples.M_Landscape_Master.interfaces.IBlendTwoMaterialsViaHighOpacityMap import IBlendTwoMaterialsViaHighOpacityMap from pamux_unreal_tools.factories.material_function_factory import MaterialFunctionFactory class MF_BlendTwoMaterialsViaHighOpacityMap: @staticmethod def load_MF(builder): return builder.load_MF("/project/", ["Alpha", "MaterialA", "MaterialB"], ["Result"]) class Dependencies: def __init__(self, builder: MaterialExpressionContainerBuilderBase) -> None: self.heightLerpWithTwoHeightMaps = builder.load_MF( "/project/", [ "Transistion Phase", "Height Texture 1", "Height Texture 2" ], [ "Alpha" ]) class Inputs: def __init__(self, builder: MaterialExpressionContainerBuilderBase) -> None: # No Preview self.materialA = builder.build_FunctionInput("MaterialA", 0, TMaterialAttributes(), False, False) self.materialB = builder.build_FunctionInput("MaterialB", 1, TMaterialAttributes(), False, False) self.alpha = builder.build_FunctionInput("Alpha", 2, 0.0, False, False) class Builder(MaterialFunctionBuilder): def __init__(self) -> None: super().__init__( "/project/", MF_BlendTwoMaterialsViaHighOpacityMap.Dependencies, MF_BlendTwoMaterialsViaHighOpacityMap.Inputs, MaterialFunctionOutputs.Result) def build(self): breakMaterialAttributesA = BreakMaterialAttributes(self.inputs.materialA) breakMaterialAttributesA.opacity.add_rt() breakMaterialAttributesB = BreakMaterialAttributes(self.inputs.materialB) breakMaterialAttributesB.opacity.add_rt() lerp = self.dependencies.heightLerpWithTwoHeightMaps.call() lerp.inputs.transistionPhase.comesFrom(self.inputs.alpha) # Transistion is misspelled in the built in function lerp.inputs.heightTexture1.comesFrom(breakMaterialAttributesA.opacity) lerp.inputs.heightTexture2.comesFrom(breakMaterialAttributesB.opacity) blendMaterialAttributes = BlendMaterialAttributes(self.inputs.materialA, self.inputs.materialB, lerp.outputs.alpha) blendMaterialAttributes.connectTo(self.outputs.result) # MF_BlendTwoMaterialsViaHighOpacityMap.Builder().get()
# 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:'+engineVersion+') (AsExport:'+str(asExportVersion)+') (Template:'+asExportTemplate+')') utilityBase = unreal.GlobalEditorUtilityBase.get_default_object() selectedAssets = utilityBase.get_selected_assets() if len(selectedAssets)<1: raise Exception('Nothing selected, you must select a ControlRig') selectedAsset = selectedAssets[0] if selectedAsset.get_class().get_name() != 'ControlRigBlueprint': raise Exception('Selected object is not a ControlRigBlueprint, you must select a ControlRigBlueprint') ControlRigBlueprint = selectedAsset HierarchyModifier = ControlRigBlueprint.get_hierarchy_modifier() try: RigVMController = ControlRigBlueprint.get_editor_property('controller') #UE4 except: RigVMController = ControlRigBlueprint.get_controller() #UE5 PreviousArrayInfo = dict() global ASCtrlNr global PreviousEndPlug global PreviousEndPlugInv global PreviousYInv global sp global nonTransformFaceCtrlNr ASCtrlNr = 0 PreviousYInv = 0 nonTransformFaceCtrlNr = -1 sp = '/project/.RigUnit_' PreviousEndPlug = 'RigUnit_BeginExecution.ExecuteContext' PreviousEndPlugInv = 'RigUnit_InverseExecution.ExecuteContext' def asAddCtrl (name, parent, joint, type, arrayInfo, gizmoName, ws, size, offT, color): global PreviousEndPlug global PreviousEndPlugInv global PreviousArrayInfo global ctrlBoxSize global ASCtrlNr global nonTransformFaceCtrlNr endPlug = name+'_CON.ExecuteContext' RigVMGraph = ControlRigBlueprint.model numNodes = len(RigVMGraph.get_nodes()) y = ASCtrlNr*400 ASCtrlNr=ASCtrlNr+1 ASDrivenNr = int() RootScale = unreal.Vector(x=1.0, y=1.0, z=1.0) ParentRigBone = unreal.RigBone() ParentRigBoneName = parent.replace("FK", "") hasCon = True x = joint.split("_") if len(x)>1: baseName = x[0] side = '_'+x[1] x = ParentRigBoneName.split("_") if len(x)>1: ParentRigBoneBaseName = x[0] RigElementKeys = HierarchyModifier.get_elements() for key in RigElementKeys: if (key.name == 'Root_M'): RootScale = HierarchyModifier.get_bone (key).get_editor_property('global_transform').scale3d if (key.name == ParentRigBoneName): if (key.type == 1):#Bone ParentRigBone = HierarchyModifier.get_bone (key) RigControl = asAddController (name, parent, joint, type, gizmoName, ws, size, offT, color) if name=='Main': return #GT GT = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GT') RigVMController.set_node_position (GT, [-500, y]) RigVMController.set_pin_default_value(name+'_GT.Item.Type','Control') RigVMController.set_pin_default_value(name+'_GT.Item.Name',name) if name=='RootX_M': #CON CON = asAddNode (sp+'TransformConstraintPerItem','Execute',node_name=name+'_CON') RigVMController.set_node_position (CON, [100, y-90]) RigVMController.set_pin_default_value(name+'_CON.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_CON.Item.Name',joint) RigVMController.add_array_pin(name+'_CON.Targets') RigVMController.add_link(name+'_GT.Transform' , name+'_CON.Targets.0.Transform') RigVMController.add_link(PreviousEndPlug , name+'_CON.ExecuteContext') endPlug = name+'_CON.ExecuteContext' else: #ST ST = asAddNode (sp+'SetTransform','Execute',node_name=name+'_ST') RigVMController.set_node_position (ST, [100, y]) RigVMController.set_pin_default_value(name+'_ST.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_ST.Item.Name',joint) RigVMController.add_link(name+'_GT.Transform' , name+'_ST.Transform') RigVMController.set_pin_default_value(name+'_ST.bPropagateToChildren','True') RigVMController.add_link(PreviousEndPlug , name+'_ST.ExecuteContext') endPlug = name+'_ST.ExecuteContext' if type=='FK': if "twistJoints" in PreviousArrayInfo: inbetweenJoints = int (PreviousArrayInfo["twistJoints"]) key = HierarchyModifier.add_bone ('UnTwist'+ParentRigBoneName,parent_name=joint) UnTwistBone = HierarchyModifier.get_bone (key) UnTwistBone.set_editor_property('local_transform', unreal.Transform()) asParent ('UnTwist'+ParentRigBoneName,'TwistSystem') asAlign (ParentRigBoneName,'UnTwist'+ParentRigBoneName) #GTParent constraintTo = str(ParentRigBone.get_editor_property('parent_name')) x = re.search("Part", constraintTo) if x: constraintTo = ParentRigBoneName GTParent = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTParent') RigVMController.set_node_position (GTParent, [600, y]) RigVMController.set_pin_default_value(name+'_GTParent.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_GTParent.Item.Name',constraintTo) #CONUnTwist CONUnTwist = asAddNode (sp+'TransformConstraintPerItem','Execute',node_name=name+'_CONUnTwist') RigVMController.set_node_position (CONUnTwist, [1000, y]) RigVMController.set_pin_default_value(name+'_CONUnTwist.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_CONUnTwist.Item.Name','UnTwist'+ParentRigBoneName) RigVMController.add_array_pin(name+'_CONUnTwist.Targets') RigVMController.add_link(name+'_GTParent.Transform' , name+'_CONUnTwist.Targets.0.Transform') RigVMController.add_link(endPlug , name+'_CONUnTwist.ExecuteContext') Items = asAddNode (sp+'CollectionItems','Execute',node_name=name+'_Items') RigVMController.set_node_position (Items, [1450, y]) RigVMController.set_pin_default_value(name+'_Items.Items.0.Name','UnTwist'+ParentRigBoneName) for x in range(1,inbetweenJoints+3): RigVMController.add_array_pin(name+'_Items.Items') RigVMController.set_pin_default_value(name+'_Items.Items.'+str(x)+'.Name',ParentRigBoneBaseName+'Part'+str((x-1))+side) RigVMController.set_pin_default_value(name+'_Items.Items.'+str(x)+'.Type','Bone') RigVMController.set_pin_default_value(name+'_Items.Items.1.Name',ParentRigBoneName) RigVMController.set_pin_default_value(name+'_Items.Items.'+str((inbetweenJoints+2))+'.Name',joint) Twist = asAddNode (sp+'TwistBonesPerItem','Execute',node_name=name+'_Twist') RigVMController.set_node_position (Twist, [1750, y]) RigVMController.add_link(name+'_Items.Collection' , name+'_Twist.Items') RigVMController.add_link(name+'_CONUnTwist.ExecuteContext' , name+'_Twist.ExecuteContext') endPlug = name+'_Twist.ExecuteContext' if "inbetweenJoints" in arrayInfo: inbetweenJoints = int (arrayInfo["inbetweenJoints"]) Chain = asAddNode (sp+'CollectionChain','Execute',node_name=name+'_Chain') RigVMController.set_node_position (Chain, [1350, y]) RigVMController.set_pin_default_value(name+'_Chain.FirstItem.Name',baseName+'Part1'+side) RigVMController.set_pin_default_value(name+'_Chain.LastItem.Name',baseName+'Part'+str(inbetweenJoints)+side) #GTDistr GTDistr = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTDistr') RigVMController.set_node_position (GTDistr, [1700, y]) RigVMController.set_pin_default_value(name+'_GTDistr.Item.Type','Control') RigVMController.set_pin_default_value(name+'_GTDistr.Item.Name',name) RigVMController.set_pin_default_value(name+'_GTDistr.Space','LocalSpace') #Distr Distr = asAddNode (sp+'DistributeRotationForCollection','Execute',node_name=name+'_Distr') RigVMController.set_node_position (Distr, [2100, y]) weight = (1.0 / inbetweenJoints) RigVMController.set_pin_default_value(name+'_Distr.Weight',str(weight)) RigVMController.add_link(name+'_Chain.Collection' , name+'_Distr.Items') RigVMController.add_array_pin(name+'_Distr.Rotations') RigVMController.add_link(name+'_GTDistr.Transform.Rotation' , name+'_Distr.Rotations.0.Rotation') RigVMController.add_link(PreviousEndPlug , name+'_Distr.ExecuteContext') endPlug = name+'_Distr.ExecuteContext' if "inbetweenJoints" in PreviousArrayInfo: Transform = RigControl.get_editor_property('offset_transform') SpaceKey = HierarchyModifier.add_space ('Space'+joint) Space = HierarchyModifier.get_space (SpaceKey) Space.set_editor_property('initial_transform', Transform) HierarchyModifier.set_space (Space) RigControl.set_editor_property('offset_transform', unreal.Transform()) HierarchyModifier.set_control (RigControl) asParent (name,'Space'+joint) asParent ('Space'+joint,parent) #GTSpace GTSpace = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTSpace') RigVMController.set_node_position (GTSpace, [600, y]) RigVMController.set_pin_default_value(name+'_GTSpace.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_GTSpace.Item.Name',joint) #STSpace STSpace = asAddNode (sp+'SetTransform','Execute',node_name=name+'_STSpace') RigVMController.set_node_position (STSpace, [950, y]) RigVMController.set_pin_default_value(name+'_STSpace.Item.Type','Space') RigVMController.set_pin_default_value(name+'_STSpace.Item.Name','Space'+joint) RigVMController.add_link(name+'_GTSpace.Transform' , name+'_STSpace.Transform') RigVMController.set_pin_default_value(name+'_STSpace.bPropagateToChildren','True') RigVMController.add_link(PreviousEndPlug , name+'_STSpace.ExecuteContext') if not "inbetweenJoints" in arrayInfo: RigVMController.add_link(name+'_STSpace.ExecuteContext' , name+'_ST.ExecuteContext') else: RigVMController.add_link(name+'_STSpace.ExecuteContext' , name+'_Distr.ExecuteContext') if "global" in arrayInfo and float(arrayInfo["global"])==10: SpaceKey = HierarchyModifier.add_space ('Global'+name) SpaceObj = HierarchyModifier.get_space (SpaceKey) asParent ('Global'+name, parent) asAlign (name,'Global'+name) RigControl.set_editor_property('offset_transform', unreal.Transform()) HierarchyModifier.set_control (RigControl) asParent (name,'Global'+name) PNPGlobal = asAddNode (sp+'ProjectTransformToNewParent','Execute',node_name=name+'_PNPGlobal') RigVMController.set_node_position (PNPGlobal, [-1200, y]) RigVMController.set_pin_default_value(name+'_PNPGlobal.Child.Type','Control') RigVMController.set_pin_default_value(name+'_PNPGlobal.Child.Name',name) RigVMController.set_pin_default_value(name+'_PNPGlobal.OldParent.Type','Control') RigVMController.set_pin_default_value(name+'_PNPGlobal.OldParent.Name','Main') RigVMController.set_pin_default_value(name+'_PNPGlobal.NewParent.Type','Control') RigVMController.set_pin_default_value(name+'_PNPGlobal.NewParent.Name','Main') #SRGlobal SRGlobal = asAddNode (sp+'SetRotation','Execute',node_name=name+'_SRGlobal') RigVMController.set_node_position (SRGlobal, [-850, y]) RigVMController.set_pin_default_value(name+'_SRGlobal.Item.Type','Space') RigVMController.set_pin_default_value(name+'_SRGlobal.Item.Name','Global'+name) RigVMController.set_pin_default_value(name+'_SRGlobal.bPropagateToChildren','True') RigVMController.add_link(name+'_PNPGlobal.Transform.Rotation' , name+'_SRGlobal.Rotation') RigVMController.add_link(PreviousEndPlug , name+'_SRGlobal.ExecuteContext') #STGlobal STGlobal = asAddNode (sp+'SetTranslation','Execute',node_name=name+'_STGlobal') RigVMController.set_node_position (STGlobal, [-850, y+250]) RigVMController.set_pin_default_value(name+'_STGlobal.Item.Type','Space') RigVMController.set_pin_default_value(name+'_STGlobal.Item.Name','Global'+name) RigVMController.set_pin_default_value(name+'_STGlobal.Space','LocalSpace') RigVMController.set_pin_default_value(name+'_STGlobal.bPropagateToChildren','True') Transform = HierarchyModifier.get_initial_transform(SpaceKey) RigVMController.set_pin_default_value(name+'_STGlobal.Translation.X',str(Transform.translation.x)) RigVMController.set_pin_default_value(name+'_STGlobal.Translation.Y',str(Transform.translation.y)) RigVMController.set_pin_default_value(name+'_STGlobal.Translation.Z',str(Transform.translation.z)) RigVMController.add_link(name+'_SRGlobal.ExecuteContext' , name+'_STGlobal.ExecuteContext') # RigVMController.add_link(name+'_STGlobal.ExecuteContext' , endPlug) RigVMController.add_link(name+'_STGlobal.ExecuteContext' , name+'_ST.ExecuteContext') if type=='IK': RigControl = asAddController ('Pole'+name, parent, joint, type, 'Box_Solid', ws, size/5.0, offT, color) RigControl.set_editor_property('offset_transform', unreal.Transform(location=[float(arrayInfo["ppX"])*RootScale.x,float(arrayInfo["ppZ"])*RootScale.y,float(arrayInfo["ppY"])*RootScale.z],scale=RootScale)) HierarchyModifier.set_control (RigControl) #IK(Basic IK) IK = asAddNode (sp+'TwoBoneIKSimplePerItem','Execute',node_name=name+'_IK') RigVMController.set_node_position (IK, [600, y-130]) RigVMController.set_pin_default_value(name+'_IK.ItemA.Name',arrayInfo["startJoint"]) RigVMController.set_pin_default_value(name+'_IK.ItemB.Name',arrayInfo["middleJoint"]) RigVMController.set_pin_default_value(name+'_IK.EffectorItem.Name',arrayInfo["endJoint"]) RigVMController.set_pin_default_value(name+'_IK.PrimaryAxis.X',arrayInfo["paX"]) RigVMController.set_pin_default_value(name+'_IK.PrimaryAxis.Y',arrayInfo["paY"]) RigVMController.set_pin_default_value(name+'_IK.PrimaryAxis.Z',arrayInfo["paZ"]) RigVMController.set_pin_default_value(name+'_IK.SecondaryAxis.X',arrayInfo["saX"]) RigVMController.set_pin_default_value(name+'_IK.SecondaryAxis.Y',arrayInfo["paY"]) RigVMController.set_pin_default_value(name+'_IK.SecondaryAxis.Z',arrayInfo["paZ"]) RigVMController.set_pin_default_value(name+'_IK.PoleVectorKind','Location') RigVMController.set_pin_default_value(name+'_IK.PoleVectorSpace.Type','Control') RigVMController.set_pin_default_value(name+'_IK.PoleVectorSpace.Name','Pole'+name) RigVMController.set_pin_default_value(name+'_IK.bPropagateToChildren','True') RigVMController.add_link(name+'_GT.Transform' , name+'_IK.Effector') RigVMController.add_link(PreviousEndPlug , name+'_IK.ExecuteContext') endPlug = name+'_IK.ExecuteContext' #GTSpace GTSpace = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTSpace') RigVMController.set_node_position (GTSpace, [1000, y]) RigVMController.set_pin_default_value(name+'_GTSpace.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_GTSpace.Item.Name',arrayInfo["endJoint"]) #modify _GT to use a local-oriented child of ws controller key = HierarchyModifier.add_control (name+'LS',parent_name=name) RigControl = HierarchyModifier.get_control (key) RigControl.set_editor_property('gizmo_enabled',False) HierarchyModifier.set_control (RigControl) RigVMController.set_pin_default_value(name+'_GT.Item.Name',name+'LS') for key in RigElementKeys: if (key.name == arrayInfo["endJoint"]): endJointObject = HierarchyModifier.get_bone (key) EndJointTransform = endJointObject.get_editor_property('global_transform') Rotation = EndJointTransform.rotation.rotator() Transform = unreal.Transform(location=[0,0,0],rotation=Rotation,scale=[1,1,1]) RigControl.set_editor_property('offset_transform', Transform) HierarchyModifier.set_control (RigControl) #Backwards solve nodes (IK) PNPinvIK = asAddNode (sp+'ProjectTransformToNewParent','Execute',node_name=name+'_PNPinvIK') RigVMController.set_node_position (PNPinvIK, [-2900, y]) RigVMController.set_pin_default_value(name+'_PNPinvIK.Child.Type','Control') RigVMController.set_pin_default_value(name+'_PNPinvIK.Child.Name',name) RigVMController.set_pin_default_value(name+'_PNPinvIK.OldParent.Type','Control') RigVMController.set_pin_default_value(name+'_PNPinvIK.OldParent.Name',name+'LS') RigVMController.set_pin_default_value(name+'_PNPinvIK.NewParent.Type','Bone') RigVMController.set_pin_default_value(name+'_PNPinvIK.NewParent.Name',joint) #STinvIK STinvIK = asAddNode (sp+'SetTransform','Execute',node_name=name+'_STinvIK') RigVMController.set_node_position (STinvIK, [-2500, y]) RigVMController.set_pin_default_value(name+'_STinvIK.Item.Type','Control') RigVMController.set_pin_default_value(name+'_STinvIK.Item.Name',name) RigVMController.add_link(name+'_GTSpace.Transform' , name+'_STinvIK.Transform') RigVMController.set_pin_default_value(name+'_STinvIK.bPropagateToChildren','True') RigVMController.add_link(name+'_PNPinvIK.Transform' , name+'_STinvIK.Transform') RigVMController.add_link(PreviousEndPlugInv , name+'_STinvIK.ExecuteContext') #GTinvPole GTinvPole = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTinvPole') RigVMController.set_node_position (GTinvPole, [-1700, y]) RigVMController.set_pin_default_value(name+'_GTinvPole.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_GTinvPole.Item.Name',arrayInfo["middleJoint"]) #STinvPole STinvPole = asAddNode (sp+'SetTransform','Execute',node_name=name+'_STinvPole') RigVMController.set_node_position (STinvPole, [-1300, y]) RigVMController.set_pin_default_value(name+'_STinvPole.Item.Type','Control') RigVMController.set_pin_default_value(name+'_STinvPole.Item.Name','Pole'+name) RigVMController.add_link(name+'_GTSpace.Transform' , name+'_STinvPole.Transform') RigVMController.set_pin_default_value(name+'_STinvPole.bPropagateToChildren','True') RigVMController.add_link(name+'_GTinvPole.Transform' , name+'_STinvPole.Transform') RigVMController.add_link(name+'_STinvIK.ExecuteContext' , name+'_STinvPole.ExecuteContext') endPlugInv = name+'_STinvPole.ExecuteContext' PreviousEndPlugInv = endPlugInv if "twistJoints" in arrayInfo or "inbetweenJoints" in arrayInfo: PreviousArrayInfo = arrayInfo else: PreviousArrayInfo.clear() #DrivingSystem if type=='DrivingSystem' or type=='ctrlBox': if type=='DrivingSystem': RigVMController.set_pin_default_value(name+'_GT.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_GT.Item.Name',joint) RigVMController.set_pin_default_value(name+'_ST.Item.Type','Control') RigVMController.set_pin_default_value(name+'_ST.Item.Name',name) if type=='ctrlBox': Transform = RigControl.get_editor_property('gizmo_transform') if name=='ctrlBox': RigControl.offset_transform.translation = [Transform.translation.z,(Transform.translation.y*-1),Transform.translation.x] ctrlBoxSize = float (arrayInfo["ctrlBoxSize"]) Scale = [0.07,0.15,0.1] ctrlBoxScale = [ctrlBoxSize,ctrlBoxSize,ctrlBoxSize] RigControl.offset_transform.scale3d = ctrlBoxScale RigControl.gizmo_transform.scale3d = Scale RigControl.gizmo_transform.translation = [0,0,-1.5] #guestimate HierarchyModifier.set_control (RigControl) return nonTransformFaceCtrl = False if name=='ctrlEmotions_M' or name=='ctrlPhonemes_M' or name=='ctrlARKit_M' or name=='ctrlBoxRobloxHead_M': nonTransformFaceCtrl = True nonTransformFaceCtrlNr = nonTransformFaceCtrlNr+1 RigControl.set_editor_property('gizmo_enabled',False) HierarchyModifier.set_control (RigControl) if type=='ctrlBox': RigVMController.remove_node(RigVMGraph.find_node_by_name(name+'_GT')) RigVMController.remove_node(RigVMGraph.find_node_by_name(name+'_ST')) RigControl.set_editor_property('control_type',unreal.RigControlType.VECTOR2D) RigControl.set_editor_property('primary_axis',unreal.RigControlAxis.Y) RigControl.offset_transform.translation = Transform.translation * (1.0/ctrlBoxSize) RigControl.gizmo_transform.scale3d = [0.05,0.05,0.05] RigControl.limit_translation = True value = unreal.RigControlValue() RigControl.maximum_value = value RigControl.gizmo_transform.translation = [0,0,0] HierarchyModifier.set_control (RigControl) maxXform = unreal.Transform(location=[1,1,1]) minXform = unreal.Transform(location=[-1,-1,-1]) if name=='ctrlMouth_M': maxXform = unreal.Transform(location=[1,1,0]) if re.search("^ctrlCheek_", name) or re.search("^ctrlNose_", name): minXform = unreal.Transform(location=[-1,-1,0]) RigElementKeys = HierarchyModifier.get_elements() for key in RigElementKeys: if (key.name == name): RigControlKey = key HierarchyModifier.set_control_value_transform (RigControlKey, maxXform, value_type=unreal.RigControlValueType.MAXIMUM) HierarchyModifier.set_control_value_transform (RigControlKey, minXform, value_type=unreal.RigControlValueType.MINIMUM) HierarchyModifier.set_control (HierarchyModifier.get_control (RigControlKey)) endPlug = PreviousEndPlug if type=='ctrlBox': AttrGrpkey = HierarchyModifier.add_control (name+"_Attributes",parent_name=parent) else: AttrGrpkey = HierarchyModifier.add_control (name+"_Attributes",parent_name=name) AttrGrpRigControl = HierarchyModifier.get_control (AttrGrpkey) AttrGrpRigControl.set_editor_property('gizmo_transform', unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[0,0,0])) Transform = RigControl.get_editor_property('offset_transform').copy() if type=='ctrlBox': Transform.translation.x = -5.0 Transform.translation.z += 0.8 if re.search("_L", name) or re.search("_M", name): Transform.translation.x = 4.0 if nonTransformFaceCtrl: Transform.translation.z = -5.5-(nonTransformFaceCtrlNr*2) # stack rows of sliders downwards else: numAttrs = 0 for Attr in arrayInfo.keys(): if not re.search("-set", Attr): numAttrs=numAttrs+1 Transform = unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[1,1,1]) Transform.translation.x = offT[0] Transform.translation.y = numAttrs*0.5*(size/4.0)*-0.5 Transform.translation.z = size/8.0 if re.search("_L", name): Transform.translation.z *= -1 Transform.scale3d=[size/4.0,size/4.0,size/4.0] AttrGrpRigControl.set_editor_property('offset_transform', Transform) HierarchyModifier.set_control (AttrGrpRigControl) Attrs = arrayInfo.keys() attrNr = 0 for Attr in Attrs: if re.search("-set", Attr): if re.search("-setLimits", Attr): DictDrivens = arrayInfo.get(Attr) min = float(list(DictDrivens.keys())[0]) max = float(list(DictDrivens.values())[0]) minXform = unreal.Transform(location=[min,min,min]) RigElementKeys = HierarchyModifier.get_elements() for key in RigElementKeys: if key.name == name+"_"+Attr.replace("-setLimits", ""): HierarchyModifier.set_control_value_transform (key, minXform, value_type=unreal.RigControlValueType.MINIMUM) HierarchyModifier.set_control (HierarchyModifier.get_control (key)) continue transformAttrDriver = True if not re.search("translate", Attr) or re.search("rotate", Attr) or re.search("scale", Attr): key = HierarchyModifier.add_control (name+"_"+Attr,parent_name=parent) AttrRigControl = HierarchyModifier.get_control (key) AttrRigControl = asParent (name+"_"+Attr, name+"_Attributes") AttrRigControl.set_editor_property('control_type',unreal.RigControlType.FLOAT) AttrRigControl.set_editor_property('gizmo_color', unreal.LinearColor(r=1.0, g=0.0, b=0.0, a=0.0)) AttrRigControl.set_editor_property('gizmo_transform', unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[0.035,0.035,0.035])) Transform = unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[1,1,1]) Transform.translation = [0,attrNr*0.5,0] if type=='ctrlBox': Transform.translation = [0,0,attrNr*-0.5] if nonTransformFaceCtrl or re.search("_M", name): AttrRigControl.set_editor_property('primary_axis',unreal.RigControlAxis.Z) Transform.translation = [attrNr,0,0] attrNr = attrNr+1 AttrRigControl.set_editor_property('offset_transform', Transform) AttrRigControl.limit_translation = True HierarchyModifier.set_control (AttrRigControl) maxXform = unreal.Transform(location=[1,1,1]) RigElementKeys = HierarchyModifier.get_elements() for key in RigElementKeys: if (key.name == name+"_"+Attr): RigControlKey = key HierarchyModifier.set_control_value_transform (RigControlKey, maxXform, value_type=unreal.RigControlValueType.MAXIMUM) HierarchyModifier.set_control (HierarchyModifier.get_control (RigControlKey)) transformAttrDriver = False DictDrivens = arrayInfo.get(Attr) KeysDrivens = DictDrivens.keys() for Driven in KeysDrivens: Value = float(DictDrivens.get(Driven)) x2 = ASDrivenNr*1200 dNr = str(ASDrivenNr) ASDrivenNr = ASDrivenNr+1 x = Driven.split(".") obj = x[0] attr = '_'+x[1] axis = attr[-1] valueMult = 1 if re.search("rotate", attr): if axis == 'X' or axis=='Z': valueMult = -1 if re.search("translate", attr): if axis=='Y': valueMult = -1 multiplier = Value*valueMult asFaceBSDriven = False if re.search("asFaceBS[.]", Driven):#asFaceBS asFaceBSDriven = True if not (asFaceBSDriven): RigElementKeys = HierarchyModifier.get_elements() for key in RigElementKeys: if key.name == obj: objObject = HierarchyModifier.get_control(key) if not asObjExists ('Offset'+obj): SpaceKey = HierarchyModifier.add_space ('Offset'+obj) SpaceObj = HierarchyModifier.get_space (SpaceKey) objParent = str(objObject.get_editor_property('parent_name')) asParent ('Offset'+obj, objParent) asAlign (obj,'Offset'+obj) parentTo = 'Offset'+obj for x in range(1,9): sdk = 'SDK'+obj+"_"+str(x) if not asObjExists (sdk): break if x>1: parentTo = 'SDK'+obj+"_"+str(x-1) SpaceKey = HierarchyModifier.add_space (sdk) asParent (sdk,parentTo) objObject.set_editor_property('offset_transform', unreal.Transform()) HierarchyModifier.set_control (objObject) asParent (obj,sdk) #GTDriver if transformAttrDriver: GTDriver = asAddNode (sp+'GetControlVector2D','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_GTDriver') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_GTDriver.Control',name) gtPlug = name+"_"+obj+"_"+attr+dNr+'_GTDriver.Vector.'+Attr[-1]#Attr[-1] is DriverAxis else: GTDriver = asAddNode (sp+'GetControlFloat','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_GTDriver') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_GTDriver.Control',name+"_"+Attr) gtPlug = name+"_"+obj+"_"+attr+dNr+'_GTDriver.FloatValue' RigVMController.set_node_position (GTDriver, [500+x2, y]) #MFM MFM = asAddNode (sp+'MathFloatMul','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_MFM') RigVMController.set_node_position (MFM, [900+x2, y]) RigVMController.add_link(gtPlug , name+"_"+obj+"_"+attr+dNr+'_MFM.A') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_MFM.B',str(multiplier)) if asFaceBSDriven: #Clamp Clamp = asAddNode (sp+'MathFloatClamp','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_Clamp') RigVMController.set_node_position (Clamp, [900+x2, y+100]) RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_Clamp.Maximum','5.0') RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFM.Result' , name+"_"+obj+"_"+attr+dNr+'_Clamp.Value') #STDriven STDriven = asAddNode (sp+'SetCurveValue','Execute',node_name=name+"_"+Attr+"_"+attr+'_STDriven') RigVMController.set_node_position (STDriven, [1100+x2, y]) RigVMController.set_pin_default_value(name+"_"+Attr+"_"+attr+'_STDriven.Curve',Driven.split(".")[1]) RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_Clamp.Result' , name+"_"+Attr+"_"+attr+'_STDriven.Value') RigVMController.add_link(endPlug , name+"_"+Attr+"_"+attr+'_STDriven.ExecuteContext') endPlug =name+"_"+Attr+"_"+attr+'_STDriven.ExecuteContext' else: #STDriven STDriven = asAddNode (sp+'SetTransform','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_STDriven') RigVMController.set_node_position (STDriven, [1300+x2, y]) RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_STDriven.Item.Type','Space') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_STDriven.Item.Name',sdk) RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_STDriven.Space','LocalSpace') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_STDriven.bPropagateToChildren','True') RigVMController.add_link(endPlug , name+"_"+obj+"_"+attr+dNr+'_STDriven.ExecuteContext') endPlug = name+"_"+obj+"_"+attr+dNr+'_STDriven.ExecuteContext' #TFSRT TFSRT = asAddNode (sp+'MathTransformFromSRT','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_TFSRT') RigVMController.set_node_position (TFSRT, [900+x2, y+150]) if re.search("translate", attr): RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFM.Result' , name+"_"+obj+"_"+attr+dNr+'_TFSRT.Location.'+axis) if re.search("rotate", attr): RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFM.Result' , name+"_"+obj+"_"+attr+dNr+'_TFSRT.Rotation.'+axis) if re.search("scale", attr): #scale just add 1, not accurate but simplified workaround MFA = asAddNode (sp+'MathFloatAdd','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_MFA') RigVMController.set_node_position (MFA, [1100+x2, y]) RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFM.Result' , name+"_"+obj+"_"+attr+dNr+'_MFA.A') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_MFA.B','1') RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFA.Result' , name+"_"+obj+"_"+attr+dNr+'_TFSRT.Scale.'+axis) RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_TFSRT.Transform', name+"_"+obj+"_"+attr+dNr+'_STDriven.Transform') #face if re.search("Teeth_M", name): RigControl.set_editor_property('gizmo_enabled',False) HierarchyModifier.set_control (RigControl) if name=="Jaw_M": RigControl.set_editor_property('gizmo_name','HalfCircle_Thick') RigControl.set_editor_property('gizmo_name','HalfCircle_Thick') Transform = RigControl.get_editor_property('gizmo_transform') Transform.rotation=[0,0,180] RigControl.set_editor_property('gizmo_transform', Transform) HierarchyModifier.set_control (RigControl) PreviousEndPlug = endPlug def asObjExists (obj): RigElementKeys = HierarchyModifier.get_elements() LocObject = None for key in RigElementKeys: if key.name == obj: return True return False def asAddController (name, parent, joint, type, gizmoName, ws, size, offT, color): x = re.search("^Space.*", parent) if x: key = HierarchyModifier.add_control (name,space_name=parent) else: key = HierarchyModifier.add_control (name,parent_name=parent) RigControl = HierarchyModifier.get_control (key) RigElementKeys = HierarchyModifier.get_elements() LocObject = None jointIsBone = False for key in RigElementKeys: if key.name == joint: if key.type == 1: #BONE jointObject = HierarchyModifier.get_bone(key) jointIsBone = True if key.name == 'Loc'+name: LocObject = HierarchyModifier.get_bone(key) OffsetTransform = unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[1,1,1]) GizmoLocation = [offT[0],offT[2],offT[1]] GizmoRotation = [0,0,0] if ws is 0: GizmoRotation = [90,0,0] GizmoLocation = [offT[0],offT[1]*-1,offT[2]] if type=="DrivingSystem": GizmoRotation = [0,0,0] if type=="ctrlBox": GizmoRotation = [0,0,90] if re.search("^Eye_.*", name) or re.search("^Iris_.*", name) or re.search("^Pupil_.*", name): GizmoRotation = [0,90,0] RigControl.set_editor_property('gizmo_visible',False) x = re.search("^Pole.*", name) if x: GizmoLocation = [0,0,0] s = 0.01*size Scale = [s,s,s] if LocObject==None: LocKey = HierarchyModifier.add_bone ('Loc'+name,'LocBones') LocObject = HierarchyModifier.get_bone (LocKey) if jointIsBone: jointTransform = jointObject.get_editor_property('global_transform') if ws is 1: jointTransform.rotation = [0,0,0] OffsetTransform = jointTransform if name!='Main': LocObject.set_editor_property('initial_transform', jointTransform) HierarchyModifier.set_bone (LocObject) if parent!='': for key in RigElementKeys: if key.name == 'Loc'+parent: ParentLocObject = HierarchyModifier.get_bone(key) LocTransform = ParentLocObject.get_editor_property('global_transform') if jointIsBone: OffsetTransform = jointTransform.make_relative(LocTransform) RigControl.set_editor_property('offset_transform', OffsetTransform) RigControl.set_editor_property('gizmo_name',gizmoName) RigControl.set_editor_property('gizmo_transform', unreal.Transform(location=GizmoLocation,rotation=GizmoRotation,scale=Scale)) Color = unreal.Color(b=color[2]*255, g=color[1]*255, r=color[0]*255, a=0) LinearColor = unreal.LinearColor() LinearColor.set_from_srgb(Color) RigControl.set_editor_property('gizmo_color',LinearColor) HierarchyModifier.set_control (RigControl) return RigControl def asParent (child,parent): RigElementKeys = HierarchyModifier.get_elements() for key in RigElementKeys: if (key.name == child): childKey = key for key in RigElementKeys: if (key.name == parent): parentKey = key if not HierarchyModifier.reparent_element (childKey, parentKey): #bug in UE4.27: n`th Space, can not be child of n`th Ctrl, making a new space HierarchyModifier.rename_element (childKey, child+'SpaceParentX') childKey = HierarchyModifier.add_space (child) if not HierarchyModifier.reparent_element (childKey, parentKey): raise Exception('Failed to parent:'+child+' to '+parent) asParent (child+'SpaceParentX','Spaces') return asGetRigElement(child) def asGetRigElement (elementName): RigElementKeys = HierarchyModifier.get_elements() for key in RigElementKeys: if key.name == elementName: if key.type == 1: #BONE element = HierarchyModifier.get_bone(key) if key.type == 2: #SPACE element = HierarchyModifier.get_space(key) if key.type == 4: #CONTROL element = HierarchyModifier.get_control(key) return element def asAlign (source,dest): RigElementKeys = HierarchyModifier.get_elements() for key in RigElementKeys: if (key.name == source): if key.type == 1: #BONE sourceObject = HierarchyModifier.get_bone(key) sourceType = 'Bone' if key.type == 2: #SPACE sourceObject = HierarchyModifier.get_space(key) sourceType = 'Space' if key.type == 4: #CONTROL sourceObject = HierarchyModifier.get_control(key) sourceType = 'Control' if (key.name == dest): if key.type == 1: #BONE destObject = HierarchyModifier.get_bone(key) destType = 'Bone' if key.type == 2: #SPACE destObject = HierarchyModifier.get_space(key) destType = 'Space' if key.type == 4: #CONTROL destObject = HierarchyModifier.get_control(key) destType = 'Control' if sourceType != 'Bone': for key in RigElementKeys: if key.name == 'Loc'+source: source = 'Loc'+source sourceObject = HierarchyModifier.get_bone(key) sourceType = 'Bone' Transform = sourceObject.get_editor_property('global_transform') #Relative to parent LocDestParent = None DestParent = destObject.get_editor_property('parent_name') for key in RigElementKeys: if key.name == 'Loc'+str(DestParent): LocDestParent = HierarchyModifier.get_bone(key) LocDestParentTransform = LocDestParent.get_editor_property('global_transform') Transform = Transform.make_relative(LocDestParentTransform) destObject.set_editor_property('initial_transform', Transform) if destType == 'Bone': HierarchyModifier.set_bone (destObject) if destType == 'Space': HierarchyModifier.set_space (destObject) if destType == 'Control': HierarchyModifier.set_control (destObject) def asAddNode (script_struct_path, method_name, node_name): #RigVMController. #add_struct_node_from_struct_path UE4 #add_unit_node_from_struct_path UE5 try: node = RigVMController.add_struct_node_from_struct_path(script_struct_path,method_name,node_name=node_name) #UE4 except: node = RigVMController.add_unit_node_from_struct_path(script_struct_path,method_name,node_name=node_name) #UE5 return node def main (): global PreviousEndPlugInv RigElementKeys = HierarchyModifier.get_elements() RigVMGraph = ControlRigBlueprint.model #Clear out existing rig-setup nodes = RigVMGraph.get_nodes() for node in nodes: RigVMController.remove_node(node) #Clear out existing controllers for key in RigElementKeys: if key.name == 'MotionSystem': HierarchyModifier.remove_element(key) if not (key.type==1 or key.type==8): #BONE try: HierarchyModifier.remove_element(key) except: pass BeginExecutionNode = asAddNode (sp+'BeginExecution','Execute',node_name='RigUnit_BeginExecution') RigVMController.set_node_position (BeginExecutionNode, [-300, -100]) InverseExecutionNode = asAddNode (sp+'InverseExecution','Execute',node_name='RigUnit_InverseExecution') RigVMController.set_node_position (InverseExecutionNode, [-1900, -100]) #Backwards solve nodes GTinvRoot = asAddNode (sp+'GetTransform','Execute',node_name='Root_M_GTinvRoot') RigVMController.set_node_position (GTinvRoot, [-2100, 400]) RigVMController.set_pin_default_value('Root_M_GTinvRoot.Item.Type','Bone') RigVMController.set_pin_default_value('Root_M_GTinvRoot.Item.Name','Root_M') CONinvRoot = asAddNode (sp+'TransformConstraintPerItem','Execute',node_name='Root_M_CONinvRoot') RigVMController.set_node_position (CONinvRoot, [-1500, 400-90]) RigVMController.set_pin_default_value('Root_M_CONinvRoot.Item.Type','Control') RigVMController.set_pin_default_value('Root_M_CONinvRoot.Item.Name','RootX_M') RigVMController.add_array_pin('Root_M_CONinvRoot.Targets') RigVMController.add_link('Root_M_GTinvRoot.Transform' , 'Root_M_CONinvRoot.Targets.0.Transform') RigVMController.add_link('RigUnit_InverseExecution.ExecuteContext' , 'Root_M_CONinvRoot.ExecuteContext') CCinv = asAddNode (sp+'CollectionChildren','Execute',node_name='CCinv') RigVMController.set_node_position (CCinv, [-2600, 1000]) RigVMController.set_pin_default_value('CCinv.Parent.Type','Bone') RigVMController.set_pin_default_value('CCinv.Parent.Name','Root_M') RigVMController.set_pin_default_value('CCinv.bRecursive','True') RigVMController.set_pin_default_value('CCinv.TypeToSearch','Bone') CLinv = asAddNode (sp+'CollectionLoop','Execute',node_name='CLinv') RigVMController.set_node_position (CLinv, [-2150, 1000]) RigVMController.add_link('Root_M_CONinvRoot.ExecuteContext' , 'CLinv.ExecuteContext') RigVMController.add_link('CCinv.Collection' , 'CLinv.Collection') PreviousEndPlugInv = 'CLinv.Completed' NCinv = asAddNode (sp+'NameConcat','Execute',node_name='NCinv') RigVMController.set_node_position (NCinv, [-1900, 900]) RigVMController.set_pin_default_value('NCinv.A','FK') RigVMController.add_link('CLinv.Item.Name' , 'NCinv.B') GTinv = asAddNode (sp+'GetTransform','Execute',node_name='GTinv') RigVMController.set_node_position (GTinv, [-1900, 1000]) RigVMController.add_link('CLinv.Item.Name' , 'GTinv.Item.Name') IEinv = asAddNode (sp+'ItemExists','Execute',node_name='IEinv') RigVMController.set_node_position (IEinv, [-1700, 700]) RigVMController.set_pin_default_value('IEinv.Item.Type','Control') RigVMController.add_link('NCinv.Result' , 'IEinv.Item.Name') BRinv = RigVMController.add_branch_node(node_name='BRinv') RigVMController.set_node_position (BRinv, [-1650, 850]) RigVMController.add_link('IEinv.Exists' , 'BRinv.Condition') RigVMController.add_link('CLinv.ExecuteContext' , 'BRinv.ExecuteContext') STinv = asAddNode (sp+'SetTransform','Execute',node_name='STinv') RigVMController.set_node_position (STinv, [-1500, 1000]) RigVMController.set_pin_default_value('STinv.Item.Type','Control') RigVMController.add_link('NCinv.Result' , 'STinv.Item.Name') RigVMController.add_link('GTinv.Transform' , 'STinv.Transform') RigVMController.add_link('BRinv.True' , 'STinv.ExecuteContext') HierarchyModifier.add_bone ('MotionSystem') HierarchyModifier.add_bone ('TwistSystem') HierarchyModifier.add_bone ('LocBones') HierarchyModifier.add_bone ('DrivingSystem') HierarchyModifier.add_bone ('Spaces') asParent ('TwistSystem','MotionSystem') asParent ('LocBones','MotionSystem') asParent ('DrivingSystem','MotionSystem') asParent ('Spaces','MotionSystem') selectedAsset.get_class().modify(True)#tag dirty #//-- ASControllers Starts Here --// #//-- ASControllers Ends Here --// # selectedAsset.get_class().modify(True)#tag dirty # Unreal un-sets `dirty` flag upon opening of ControlRigEditor, causing non-prompt for save upon exit and loss of ControlRig, therefor just save # unreal.EditorAssetLibrary.save_asset(selectedAsset.get_path_name()) #Removed since this requires "Editor Scripting Utilities" plugin selectedAsset.get_class().modify(False) print ("ControlRig created") if __name__ == "__main__": main()
# 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 of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import math import unreal @unreal.uclass() class CurveInputExample(unreal.PlacedEditorUtilityBase): # Use a FProperty to hold the reference to the API wrapper we create in # run_curve_input_example _asset_wrapper = unreal.uproperty(unreal.HoudiniPublicAPIAssetWrapper) @unreal.ufunction(meta=dict(BlueprintCallable=True, CallInEditor=True)) def run_curve_input_example(self): # Get the API instance api = unreal.HoudiniPublicAPIBlueprintLib.get_api() # Ensure we have a running session if not api.is_session_valid(): api.create_session() # Load our HDA uasset example_hda = unreal.load_object(None, '/project/.copy_to_curve_1_0') # Create an API wrapper instance for instantiating the HDA and interacting with it wrapper = api.instantiate_asset(example_hda, instantiate_at=unreal.Transform()) if wrapper: # Pre-instantiation is the earliest point where we can set parameter values wrapper.on_pre_instantiation_delegate.add_function(self, '_set_initial_parameter_values') # Jumping ahead a bit: we also want to configure inputs, but inputs are only available after instantiation wrapper.on_post_instantiation_delegate.add_function(self, '_set_inputs') # Jumping ahead a bit: we also want to print the outputs after the node has cook and the plug-in has processed the output wrapper.on_post_processing_delegate.add_function(self, '_print_outputs') self.set_editor_property('_asset_wrapper', wrapper) @unreal.ufunction(params=[unreal.HoudiniPublicAPIAssetWrapper], meta=dict(CallInEditor=True)) def _set_initial_parameter_values(self, in_wrapper): """ Set our initial parameter values: disable upvectorstart and set the scale to 0.2. """ # Uncheck the upvectoratstart parameter in_wrapper.set_bool_parameter_value('upvectoratstart', False) # Set the scale to 0.2 in_wrapper.set_float_parameter_value('scale', 0.2) # Since we are done with setting the initial values, we can unbind from the delegate in_wrapper.on_pre_instantiation_delegate.remove_function(self, '_set_initial_parameter_values') @unreal.ufunction(params=[unreal.HoudiniPublicAPIAssetWrapper], meta=dict(CallInEditor=True)) def _set_inputs(self, in_wrapper): """ Configure our inputs: input 0 is a cube and input 1 a helix. """ # Create an empty geometry input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Load the cube static mesh asset cube = unreal.load_object(None, '/project/.Cube') # Set the input object array for our geometry input, in this case containing only the cube geo_input.set_input_objects((cube, )) # Set the input on the instantiated HDA via the wrapper in_wrapper.set_input_at_index(0, geo_input) # Create a curve input curve_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPICurveInput) # Create a curve wrapper/helper curve_object = unreal.HoudiniPublicAPICurveInputObject(curve_input) # Make it a Nurbs curve curve_object.set_curve_type(unreal.HoudiniPublicAPICurveType.NURBS) # Set the points of the curve, for this example we create a helix # consisting of 100 points curve_points = [] for i in range(100): t = i / 20.0 * math.pi * 2.0 x = 100.0 * math.cos(t) y = 100.0 * math.sin(t) z = i curve_points.append(unreal.Transform([x, y, z], [0, 0, 0], [1, 1, 1])) curve_object.set_curve_points(curve_points) # Set the curve wrapper as an input object curve_input.set_input_objects((curve_object, )) # Copy the input data to the HDA as node input 1 in_wrapper.set_input_at_index(1, curve_input) # unbind from the delegate, since we are done with setting inputs in_wrapper.on_post_instantiation_delegate.remove_function(self, '_set_inputs') @unreal.ufunction(params=[unreal.HoudiniPublicAPIAssetWrapper], meta=dict(CallInEditor=True)) def _print_outputs(self, in_wrapper): """ Print the outputs that were generated by the HDA (after a cook) """ num_outputs = in_wrapper.get_num_outputs() print('num_outputs: {}'.format(num_outputs)) if num_outputs > 0: for output_idx in range(num_outputs): identifiers = in_wrapper.get_output_identifiers_at(output_idx) print('\toutput index: {}'.format(output_idx)) print('\toutput type: {}'.format(in_wrapper.get_output_type_at(output_idx))) print('\tnum_output_objects: {}'.format(len(identifiers))) if identifiers: for identifier in identifiers: output_object = in_wrapper.get_output_object_at(output_idx, identifier) output_component = in_wrapper.get_output_component_at(output_idx, identifier) is_proxy = in_wrapper.is_output_current_proxy_at(output_idx, identifier) print('\t\tidentifier: {}'.format(identifier)) print('\t\toutput_object: {}'.format(output_object.get_name() if output_object else 'None')) print('\t\toutput_component: {}'.format(output_component.get_name() if output_component else 'None')) print('\t\tis_proxy: {}'.format(is_proxy)) print('') def run(): # Spawn CurveInputExample and call run_curve_input_example curve_input_example_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(CurveInputExample.static_class(), unreal.Vector.ZERO, unreal.Rotator()) curve_input_example_actor.run_curve_input_example() if __name__ == '__main__': run()
#! /project/ python # -*- coding: utf-8 -*- """ Initialization module for mca-package """ # mca python imports # software specific imports import unreal # mca python imports from mca.common import log from mca.ue.utils import asset_utils logger = log.MCA_LOGGER def import_asset(filename, game_path, asset_name, import_options=None, replace_existing=True, save=False): """ Imports an asset into Unreal :param str filename: full file name path to the FBX. :param str game_path: Folder path to the asset. This does not include the asset name. :param str asset_name: Name of the asset. :param unreal.FbxImportUI import_options: This sets the options on the import window. :param bool replace_existing: If True, the asset will be overwritten. :param bool save: If True, the asset will be saved. :return: Returns the unreal.Object instance :rtype: unreal.Object """ # Create an import task import_task = unreal.AssetImportTask() # Set base properties on the import task import_task.filename = filename import_task.destination_path = game_path import_task.destination_name = asset_name import_task.automated = True # Suppress UI import_task.set_editor_property('replace_existing', replace_existing) import_task.set_editor_property('save', save) if import_options: import_task.options = import_options unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([import_task]) imported_assets = import_task.get_editor_property('imported_object_paths') if not imported_assets: logger.warning(f'{asset_name}: was not imported!') return # Return the instance of the imported asset asset = imported_assets[0] asset = unreal.EditorAssetLibrary.find_asset_data(asset).get_asset() asset_utils.save_asset(asset) return unreal.load_asset(imported_assets[0]) def texture_2d_import_options(): """ Returns the import options for the texture 2d import window. :return: Returns the import options for the texture 2d import window. :rtype: unreal.FbxImportUI """ options = unreal.FbxImportUI() options.import_textures = True return options
# 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 of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ An example script that uses the API to instantiate an HDA and then set 2 geometry inputs: one node input and one object path parameter input. The inputs are set during post instantiation (before the first cook). After the first cook and output creation (post processing) the input structure is fetched and logged. """ import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.subnet_test_2_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def get_geo_asset_path(): return '/project/.Cube' def get_geo_asset(): return unreal.load_object(None, get_geo_asset_path()) def get_cylinder_asset_path(): return '/project/.Cylinder' def get_cylinder_asset(): return unreal.load_object(None, get_cylinder_asset_path()) def configure_inputs(in_wrapper): print('configure_inputs') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(configure_inputs) # Deprecated input functions # in_wrapper.set_input_type(0, unreal.HoudiniInputType.GEOMETRY) # in_wrapper.set_input_objects(0, (get_geo_asset(), )) # in_wrapper.set_input_type(1, unreal.HoudiniInputType.GEOMETRY) # in_wrapper.set_input_objects(1, (get_geo_asset(), )) # in_wrapper.set_input_import_as_reference(1, True) # Create a geometry input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_asset = get_geo_asset() geo_input.set_input_objects((geo_asset, )) # Set the transform of the input geo geo_input.set_object_transform_offset( geo_asset, unreal.Transform( (200, 0, 100), (45, 0, 45), (2, 2, 2), ) ) # copy the input data to the HDA as node input 0 in_wrapper.set_input_at_index(0, geo_input) # We can now discard the API input object geo_input = None # Create a another geometry input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input (cylinder in this case) geo_asset = get_cylinder_asset() geo_input.set_input_objects((geo_asset, )) # Set the transform of the input geo geo_input.set_object_transform_offset( geo_asset, unreal.Transform( (-200, 0, 0), (0, 0, 0), (2, 2, 2), ) ) # copy the input data to the HDA as input parameter 'objpath1' in_wrapper.set_input_parameter('objpath1', geo_input) # We can now discard the API input object geo_input = None # Set the subnet_test HDA to output its first input in_wrapper.set_int_parameter_value('enable_geo', 1) def print_api_input(in_input): print('\t\tInput type: {0}'.format(in_input.__class__)) print('\t\tbKeepWorldTransform: {0}'.format(in_input.keep_world_transform)) print('\t\tbImportAsReference: {0}'.format(in_input.import_as_reference)) if isinstance(in_input, unreal.HoudiniPublicAPIGeoInput): print('\t\tbPackBeforeMerge: {0}'.format(in_input.pack_before_merge)) print('\t\tbExportLODs: {0}'.format(in_input.export_lo_ds)) print('\t\tbExportSockets: {0}'.format(in_input.export_sockets)) print('\t\tbExportColliders: {0}'.format(in_input.export_colliders)) input_objects = in_input.get_input_objects() if not input_objects: print('\t\tEmpty input!') else: print('\t\tNumber of objects in input: {0}'.format(len(input_objects))) for idx, input_object in enumerate(input_objects): print('\t\t\tInput object #{0}: {1}'.format(idx, input_object)) if hasattr(in_input, 'get_object_transform_offset'): print('\t\t\tObject Transform Offset: {0}'.format(in_input.get_object_transform_offset(input_object))) def print_inputs(in_wrapper): print('print_inputs') # Unbind from the delegate in_wrapper.on_post_processing_delegate.remove_callable(print_inputs) # Fetch inputs, iterate over it and log node_inputs = in_wrapper.get_inputs_at_indices() parm_inputs = in_wrapper.get_input_parameters() if not node_inputs: print('No node inputs found!') else: print('Number of node inputs: {0}'.format(len(node_inputs))) for input_index, input_wrapper in node_inputs.items(): print('\tInput index: {0}'.format(input_index)) print_api_input(input_wrapper) if not parm_inputs: print('No parameter inputs found!') else: print('Number of parameter inputs: {0}'.format(len(parm_inputs))) for parm_name, input_wrapper in parm_inputs.items(): print('\tInput parameter name: {0}'.format(parm_name)) print_api_input(input_wrapper) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset with auto-cook enabled _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform()) # Configure inputs on_post_instantiation, after instantiation, but before first cook _g_wrapper.on_post_instantiation_delegate.add_callable(configure_inputs) # Bind on_post_processing, after cook + output creation _g_wrapper.on_post_processing_delegate.add_callable(print_inputs) if __name__ == '__main__': run()
import unreal from neo4j import GraphDatabase class MazePopulator: def __init__(self, uri, user, password): self.driver = GraphDatabase.driver(uri, auth=(user, password), database="world") def close(self): self.driver.close() def create_cube(self, name, location, scale): # Load the cube asset actor_class = unreal.EditorAssetLibrary.load_asset("/project/") # Ensure the actor class is valid if actor_class is None: raise RuntimeError('Failed to load cube asset.') # Set the actor location and scale actor_location = unreal.Vector(location[0], location[1], location[2]) actor_scale = unreal.Vector(scale[0], scale[1], scale[2]) # Spawn the cube in the level actor = unreal.EditorLevelLibrary.spawn_actor_from_object(actor_class, actor_location) actor.set_actor_scale3d(actor_scale) actor.set_actor_label(name) def populate_maze(self): with self.driver.session() as session: # Populate sectors sectors = session.run("MATCH (s:Sector) RETURN s") for record in sectors: sector = record["s"] if sector["center_x"] is not None and sector["center_y"] is not None: self.create_cube( f"Sector_{sector['name']}", (sector["center_x"] * 100, sector["center_y"] * 100, 0), (sector["width"], sector["height"], 100) ) else: unreal.log_error(f"Sector {sector['name']} has invalid center coordinates.") # Populate arenas arenas = session.run("MATCH (a:Arena) RETURN a") for record in arenas: arena = record["a"] if arena["center_x"] is not None and arena["center_y"] is not None: self.create_cube( f"Arena_{arena['name']}", (arena["center_x"] * 100, arena["center_y"] * 100, 100), (arena["width"], arena["height"], 100) ) else: unreal.log_error(f"Arena {arena['name']} has invalid center coordinates.") # Populate game objects game_objects = session.run("MATCH (g:GameObject) RETURN g") for record in game_objects: game_object = record["g"] if game_object["center_x"] is not None and game_object["center_y"] is not None: self.create_cube( f"GameObject_{game_object['name']}", (game_object["center_x"] * 100, game_object["center_y"] * 100, 200), (game_object["width"], game_object["height"], 100) ) else: unreal.log_error(f"GameObject {game_object['name']} has invalid center coordinates.") # Populate spawning locations spawning_locations = session.run("MATCH (sl:SpawningLocation) RETURN sl") for record in spawning_locations: spawning_location = record["sl"] if spawning_location["center_x"] is not None and spawning_location["center_y"] is not None: self.create_cube( f"SpawningLocation_{spawning_location['name']}", (spawning_location["center_x"] * 100, spawning_location["center_y"] * 100, 300), (spawning_location["width"], spawning_location["height"], 100) ) else: unreal.log_error(f"SpawningLocation {spawning_location['name']} has invalid center coordinates.") # Usage example maze_populator = MazePopulator("bolt://localhost:7687", "neo4j", "ABhijeet55") maze_populator.populate_maze() maze_populator.close()
# Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. import yaml import unreal from typing import Any from deadline.unreal_submitter.unreal_open_job.unreal_open_job import ( UnrealOpenJobParameterDefinition, ) from deadline.unreal_submitter.unreal_open_job.unreal_open_job_step import ( UnrealOpenJobStepParameterDefinition, ) from deadline.unreal_submitter.unreal_open_job.unreal_open_job_parameters_consistency import ( ParametersConsistencyChecker, ParametersConsistencyCheckResult, ) @unreal.uclass() class PythonYamlLibraryImplementation(unreal.PythonYamlLibrary): """ Implementation of the C++ PythonYamlLibrary for working with YAML template files. Do real execution of calls from C++ """ @staticmethod def job_parameter_to_u_parameter_definition( job_parameter: dict[str, Any], ) -> unreal.ParameterDefinition: """ Convert given Job Parameter definition dictionary to unreal.ParameterDefinition. :param job_parameter: Job Parameter definition dictionary. :type job_parameter: dict[str, Any] :return: unreal.ParameterDefinition """ u_parameter_definition = unreal.ParameterDefinition() u_parameter_definition.name = job_parameter["name"] u_parameter_definition.type = getattr(unreal.ValueType, job_parameter["type"]) if job_parameter.get("value") is not None: u_parameter_definition.value = str(job_parameter["value"]) elif job_parameter.get("default") is not None: u_parameter_definition.value = str(job_parameter["default"]) # Map userInterface.control to UserInterfaceControl enum if "userInterface" in job_parameter and "control" in job_parameter["userInterface"]: control_value = job_parameter["userInterface"]["control"] # Map YAML control values to Unreal enum values control_mapping = { "LINE_EDIT": unreal.UserInterfaceControl.LINE_EDIT, "MULTILINE_EDIT": unreal.UserInterfaceControl.MULTILINE_EDIT, "DROPDOWN_LIST": unreal.UserInterfaceControl.DROPDOWN_LIST, "CHECK_BOX": unreal.UserInterfaceControl.CHECK_BOX, "HIDDEN": unreal.UserInterfaceControl.HIDDEN, "CHOOSE_INPUT_FILE": unreal.UserInterfaceControl.CHOOSE_INPUT_FILE, "CHOOSE_OUTPUT_FILE": unreal.UserInterfaceControl.CHOOSE_OUTPUT_FILE, "CHOOSE_DIRECTORY": unreal.UserInterfaceControl.CHOOSE_DIRECTORY, "SPIN_BOX": unreal.UserInterfaceControl.SPIN_BOX, } if control_value in control_mapping: u_parameter_definition.user_interface_control = control_mapping[control_value] else: # Default to LINE_EDIT if unknown control type u_parameter_definition.user_interface_control = ( unreal.UserInterfaceControl.LINE_EDIT ) return u_parameter_definition @staticmethod def step_parameter_to_u_step_task_parameter( step_parameter: dict[str, str], ) -> unreal.StepTaskParameterDefinition: """ Convert given Step Parameter definition dictionary to unreal.StepTaskParameterDefinition. :param step_parameter: Step Parameter definition dictionary. :type step_parameter: dict[str, Any] :return: unreal.StepTaskParameterDefinition """ u_step_task_parameter_definition = unreal.StepTaskParameterDefinition() u_step_task_parameter_definition.name = step_parameter["name"] u_step_task_parameter_definition.type = getattr(unreal.ValueType, step_parameter["type"]) u_step_task_parameter_definition.range = [str(v) for v in step_parameter.get("range", [])] return u_step_task_parameter_definition @staticmethod def environment_to_u_environment(environment: dict[str, Any]) -> unreal.EnvironmentStruct: """ Convert given Environment dictionary to unreal.EnvironmentStruct. Use only name, descriptions and variables :param environment: Environment dictionary. :type environment: dict[str, Any] :return: unreal.EnvironmentStruct """ u_environment = unreal.EnvironmentStruct() u_environment.name = environment["name"] u_environment.description = environment.get("description", "") u_variables: list[unreal.EnvVariable] = [] for k, v in environment.get("variables", {}).items(): u_variable = unreal.EnvVariable() u_variable.name = k u_variable.value = v u_variables.append(u_variable.copy()) u_environment.variables = u_variables return u_environment @unreal.ufunction(override=True) def open_job_file(self, path: str) -> list[unreal.ParameterDefinition]: """ Open given job template file and build the list of unreal.ParameterDefinition from its data :param path: Path to the job template file. :type path: str :return: list of unreal.ParameterDefinition """ with open(path, "r") as f: job_template = yaml.safe_load(f) u_parameter_definitions: list[unreal.ParameterDefinition] = [] for parameter_definition in job_template["parameterDefinitions"]: u_param = PythonYamlLibraryImplementation.job_parameter_to_u_parameter_definition( parameter_definition ) u_parameter_definitions.append(u_param.copy()) return u_parameter_definitions @unreal.ufunction(override=True) def open_step_file(self, path: str) -> unreal.StepStruct: """ Open given step template file and build the unreal.StepStruct from its data :param path: Path to the step template file. :type path: str :return: unreal.StepStruct """ with open(path, "r") as f: step_template = yaml.safe_load(f) u_step_task_parameter_definitions: list[unreal.StepTaskParameterDefinition] = [] for param_definition in step_template["parameterSpace"]["taskParameterDefinitions"]: u_param = PythonYamlLibraryImplementation.step_parameter_to_u_step_task_parameter( param_definition ) u_step_task_parameter_definitions.append(u_param.copy()) u_step_struct = unreal.StepStruct() u_step_struct.name = step_template["name"] u_step_struct.parameters = u_step_task_parameter_definitions return u_step_struct @unreal.ufunction(override=True) def open_env_file(self, path: str) -> unreal.EnvironmentStruct: """ Open given environment template file and build the unreal.EnvironmentStruct from its data :param path: Path to the environment template file. :type path: str :return: unreal.EnvironmentStruct """ with open(path, "r") as f: environment_template = yaml.safe_load(f) u_environment = PythonYamlLibraryImplementation.environment_to_u_environment( environment_template ) return u_environment @unreal.uclass() class ParametersConsistencyCheckerImplementation(unreal.PythonParametersConsistencyChecker): """ Implementation of the C++ PythonParametersConsistencyChecker for checking/fixing parameters consistency. Do real execution of calls from C++ """ @staticmethod def check_result_to_u_check_result( consistency_check_result: ParametersConsistencyCheckResult, ) -> unreal.ParametersConsistencyCheckResult: """ Convert python's ParametersConsistencyCheckResult to unreal.ParametersConsistencyCheckResult. :param consistency_check_result: ParametersConsistencyCheckResult instance :type consistency_check_result: ParametersConsistencyCheckResult :return: unreal.ParametersConsistencyCheckResult """ result = unreal.ParametersConsistencyCheckResult() result.passed = consistency_check_result.passed result.reason = consistency_check_result.reason return result @unreal.ufunction(override=True) def check_job_parameters_consistency( self, open_job: unreal.DeadlineCloudJob ) -> unreal.ParametersConsistencyCheckResult: """ Check parameters consistency of the given job. :param open_job: unreal.DeadlineCloudJob instance :return: unreal.ParametersConsistencyCheckResult """ result = ParametersConsistencyChecker.check_job_parameters_consistency( job_template_path=open_job.path_to_template.file_path, job_parameters=[ UnrealOpenJobParameterDefinition.from_unreal_param_definition(param).to_dict() for param in open_job.get_job_parameters() ], ) return ParametersConsistencyCheckerImplementation.check_result_to_u_check_result(result) @unreal.ufunction(override=True) def fix_job_parameters_consistency(self, open_job: unreal.DeadlineCloudJob): """ Fix parameters consistency of the given job. :param open_job: unreal.DeadlineCloudJob instance """ fixed_parameters = ParametersConsistencyChecker.fix_job_parameters_consistency( job_template_path=open_job.path_to_template.file_path, job_parameters=[ UnrealOpenJobParameterDefinition.from_unreal_param_definition(param).to_dict() for param in open_job.get_job_parameters() ], ) if fixed_parameters: open_job.set_job_parameters( [ PythonYamlLibraryImplementation.job_parameter_to_u_parameter_definition(fixed) for fixed in fixed_parameters ] ) @unreal.ufunction(override=True) def check_step_parameters_consistency( self, open_job_step: unreal.DeadlineCloudStep ) -> unreal.ParametersConsistencyCheckResult: """ Check parameters consistency of the given step. :param open_job_step: unreal.DeadlineCloudStep instance :return: unreal.ParametersConsistencyCheckResult """ result = ParametersConsistencyChecker.check_step_parameters_consistency( step_template_path=open_job_step.path_to_template.file_path, step_parameters=[ UnrealOpenJobStepParameterDefinition.from_unreal_param_definition(param).to_dict() for param in open_job_step.get_step_parameters() ], ) return ParametersConsistencyCheckerImplementation.check_result_to_u_check_result(result) @unreal.ufunction(override=True) def fix_step_parameters_consistency(self, open_job_step: unreal.DeadlineCloudStep): """ Fix parameters consistency of the given step. :param open_job_step: unreal.DeadlineCloudStep instance """ fixed_parameters = ParametersConsistencyChecker.fix_step_parameters_consistency( step_template_path=open_job_step.path_to_template.file_path, step_parameters=[ UnrealOpenJobStepParameterDefinition.from_unreal_param_definition(param).to_dict() for param in open_job_step.get_step_parameters() ], ) if fixed_parameters: open_job_step.set_step_parameters( [ PythonYamlLibraryImplementation.step_parameter_to_u_step_task_parameter(fixed) for fixed in fixed_parameters ] ) @unreal.ufunction(override=True) def check_environment_variables_consistency( self, open_job_environment: unreal.DeadlineCloudEnvironment ) -> unreal.ParametersConsistencyCheckResult: """ Check variables consistency of the given environment. :param open_job_environment: unreal.DeadlineCloudEnvironment instance :return: unreal.ParametersConsistencyCheckResult """ result = ParametersConsistencyChecker.check_environment_variables_consistency( environment_template_path=open_job_environment.path_to_template.file_path, environment_variables=open_job_environment.variables.get_editor_property("variables"), ) return ParametersConsistencyCheckerImplementation.check_result_to_u_check_result(result) @unreal.ufunction(override=True) def fix_environment_variables_consistency( self, open_job_environment: unreal.DeadlineCloudEnvironment ): """ Fix variables consistency of the given environment. :param open_job_environment: unreal.DeadlineCloudEnvironment instance """ fixed_variables = ParametersConsistencyChecker.fix_environment_variables_consistency( environment_template_path=open_job_environment.path_to_template.file_path, environment_variables=open_job_environment.variables.get_editor_property("variables"), ) if fixed_variables: open_job_environment.variables.set_editor_property("variables", fixed_variables)
import unreal import json import os proj_path = os.path.dirname(__file__) with open(proj_path + r"/project/.json") as f: data = json.load(f) unreal.get_editor_subsystem(unreal.LevelEditorSubsystem).load_level("/project/") unreal.log("Headlessly Running file") for info in data["Scene_Data"]: asset_name = info["WorldName"] usd_file_path = info["FilePath"] usd_file_path = str(usd_file_path) spawn_location = unreal.Vector(0,0,0) spawn_rotation = unreal.Rotator(0,0,0) cache_name = "USDCahce" cache_path = r"/project/" if (unreal.EditorAssetLibrary.does_asset_exist(f"{cache_path}/{cache_name}") != True): usd_asset_cache = unreal.AssetToolsHelpers.get_asset_tools().create_asset( cache_name, cache_path, unreal.UsdAssetCache, unreal.UsdAssetCacheFactory() ) else: usd_asset_cache = unreal.EditorAssetLibrary.load_asset(f"{cache_path}/{cache_name}") unreal.EditorAssetLibrary.save_loaded_asset(usd_asset_cache) actor = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.UsdStageActor, spawn_location, spawn_rotation ) unreal_usd_file = unreal.FilePath(usd_file_path) actor.set_editor_property("root_layer", unreal_usd_file) actor.set_editor_property("initial_load_set", unreal.UsdInitialLoadSet.LOAD_ALL) usd_asset_cache.add_asset_reference(actor,actor) usd_asset_cache.refresh_storage() unreal.EditorAssetLibrary.save_loaded_asset(usd_asset_cache) unreal.get_editor_subsystem(unreal.LevelEditorSubsystem).save_current_level()
# 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", "leftLowerLeg", "rightLowerLeg", "leftFoot", "rightFoot", "spine", "chest", "upperChest", # 9 optional "neck", "head", "leftShoulder", "rightShoulder", "leftUpperArm", "rightUpperArm", "leftLowerArm", "rightLowerArm", "leftHand", "rightHand", "leftToes", "rightToes", "leftEye", "rightEye", "jaw", "leftThumbProximal", # 24 "leftThumbIntermediate", "leftThumbDistal", "leftIndexProximal", "leftIndexIntermediate", "leftIndexDistal", "leftMiddleProximal", "leftMiddleIntermediate", "leftMiddleDistal", "leftRingProximal", "leftRingIntermediate", "leftRingDistal", "leftLittleProximal", "leftLittleIntermediate", "leftLittleDistal", "rightThumbProximal", "rightThumbIntermediate", "rightThumbDistal", "rightIndexProximal", "rightIndexIntermediate", "rightIndexDistal", "rightMiddleProximal", "rightMiddleIntermediate", "rightMiddleDistal", "rightRingProximal", "rightRingIntermediate", "rightRingDistal", "rightLittleProximal", "rightLittleIntermediate", "rightLittleDistal", #54 ] humanoidBoneParentList = [ "", #"hips", "hips",#"leftUpperLeg", "hips",#"rightUpperLeg", "leftUpperLeg",#"leftLowerLeg", "rightUpperLeg",#"rightLowerLeg", "leftLowerLeg",#"leftFoot", "rightLowerLeg",#"rightFoot", "hips",#"spine", "spine",#"chest", "chest",#"upperChest" 9 optional "chest",#"neck", "neck",#"head", "chest",#"leftShoulder", # <-- upper.. "chest",#"rightShoulder", "leftShoulder",#"leftUpperArm", "rightShoulder",#"rightUpperArm", "leftUpperArm",#"leftLowerArm", "rightUpperArm",#"rightLowerArm", "leftLowerArm",#"leftHand", "rightLowerArm",#"rightHand", "leftFoot",#"leftToes", "rightFoot",#"rightToes", "head",#"leftEye", "head",#"rightEye", "head",#"jaw", "leftHand",#"leftThumbProximal", "leftThumbProximal",#"leftThumbIntermediate", "leftThumbIntermediate",#"leftThumbDistal", "leftHand",#"leftIndexProximal", "leftIndexProximal",#"leftIndexIntermediate", "leftIndexIntermediate",#"leftIndexDistal", "leftHand",#"leftMiddleProximal", "leftMiddleProximal",#"leftMiddleIntermediate", "leftMiddleIntermediate",#"leftMiddleDistal", "leftHand",#"leftRingProximal", "leftRingProximal",#"leftRingIntermediate", "leftRingIntermediate",#"leftRingDistal", "leftHand",#"leftLittleProximal", "leftLittleProximal",#"leftLittleIntermediate", "leftLittleIntermediate",#"leftLittleDistal", "rightHand",#"rightThumbProximal", "rightThumbProximal",#"rightThumbIntermediate", "rightThumbIntermediate",#"rightThumbDistal", "rightHand",#"rightIndexProximal", "rightIndexProximal",#"rightIndexIntermediate", "rightIndexIntermediate",#"rightIndexDistal", "rightHand",#"rightMiddleProximal", "rightMiddleProximal",#"rightMiddleIntermediate", "rightMiddleIntermediate",#"rightMiddleDistal", "rightHand",#"rightRingProximal", "rightRingProximal",#"rightRingIntermediate", "rightRingIntermediate",#"rightRingDistal", "rightHand",#"rightLittleProximal", "rightLittleProximal",#"rightLittleIntermediate", "rightLittleIntermediate",#"rightLittleDistal", ] for i in range(len(humanoidBoneList)): humanoidBoneList[i] = humanoidBoneList[i].lower() for i in range(len(humanoidBoneParentList)): humanoidBoneParentList[i] = humanoidBoneParentList[i].lower() ###### reg = unreal.AssetRegistryHelpers.get_asset_registry(); ## meta 取得 a = reg.get_all_assets(); for aa in a: if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object print(vv) meta = vv ## rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r #rig = rigs[10] h_mod = rig.get_hierarchy_modifier() #elements = h_mod.get_selection() #sk = rig.get_preview_mesh() #k = sk.skeleton #print(k) ### 全ての骨 modelBoneListAll = [] modelBoneNameList = [] for e in reversed(h_mod.get_elements()): if (e.type != unreal.RigElementType.BONE): h_mod.remove_element(e) name_to_control = {"dummy_for_table" : None} gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [0.2, 0.2, 0.2]) for e in h_mod.get_elements(): print(e.name) if (e.type != unreal.RigElementType.BONE): continue bone = h_mod.get_bone(e) parentName = "{}".format(bone.get_editor_property('parent_name')) #print("parent==") #print(parentName) cur_parentName = parentName + "_c" name_s = "{}".format(e.name) + "_s" name_c = "{}".format(e.name) + "_c" space = h_mod.add_space(name_s, parent_name=cur_parentName, space_type=unreal.RigSpaceType.CONTROL) control = h_mod.add_control(name_c, space_name=space.name, gizmo_color=[0.1, 0.1, 1.0, 1.0], ) h_mod.set_initial_global_transform(space, h_mod.get_global_transform(e)) cc = h_mod.get_control(control) cc.set_editor_property('gizmo_transform', gizmo_trans) #cc.set_editor_property('control_type', unreal.RigControlType.ROTATOR) h_mod.set_control(cc) name_to_control[name_c] = cc c = None try: i = list(name_to_control.keys()).index(cur_parentName) except: i = -1 if (i >= 0): c = name_to_control[cur_parentName] if (cc != None): if ("{}".format(e.name) in meta.humanoid_bone_table.values() ): cc.set_editor_property('gizmo_color', unreal.LinearColor(0.1, 0.1, 1.0, 1.0)) h_mod.set_control(cc) else: cc.set_editor_property('gizmo_color', unreal.LinearColor(1.0, 0.1, 0.1, 1.0)) h_mod.set_control(cc) c = rig.controller g = c.get_graph() n = g.get_nodes() # 配列ノード追加 collectionItem_forControl:unreal.RigVMStructNode = None collectionItem_forBone:unreal.RigVMStructNode = None for node in n: if (node.get_node_title() == 'Items'): #print(node.get_node_title()) #node = unreal.RigUnit_CollectionItems.cast(node) pin = node.find_pin('Items') print(pin.get_array_size()) print(pin.get_default_value()) if (pin.get_array_size() < 40): continue if 'Type=Control' in pin.get_default_value(): collectionItem_forControl = node if 'Type=Bone' in pin.get_default_value(): collectionItem_forBone = node #nn = unreal.EditorFilterLibrary.by_class(n,unreal.RigUnit_CollectionItems.static_class()) # controller array if (collectionItem_forControl == None): collectionItem_forControl = c.add_struct_node(unreal.RigUnit_CollectionItems.static_struct(), method_name='Execute') items_forControl = collectionItem_forControl.find_pin('Items') c.clear_array_pin(items_forControl.get_pin_path()) if (collectionItem_forBone != None): items_forBone = collectionItem_forBone.find_pin('Items') c.clear_array_pin(items_forBone.get_pin_path()) for bone_h in meta.humanoid_bone_table: bone_m = meta.humanoid_bone_table[bone_h] try: i = humanoidBoneList.index(bone_h.lower()) except: i = -1 if (i >= 0): tmp = '(Type=Bone,Name=' tmp += "{}".format(bone_m).lower() tmp += ')' c.add_array_pin(items_forBone.get_pin_path(), default_value=tmp) for e in h_mod.get_elements(): print(e.name) if (e.type == unreal.RigElementType.CONTROL): tmp = '(Type=Control,Name=' tmp += "{}".format(e.name) tmp += ')' c.add_array_pin(items_forControl.get_pin_path(), default_value=tmp)
# -*- coding: utf-8 -*- import os import sys import subprocess import unreal from Utilities.Utils import Singleton import random import re if sys.platform == "darwin": import webbrowser class ChameleonGallery(metaclass=Singleton): def __init__(self, jsonPath): self.jsonPath = jsonPath self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath) self.ui_scrollbox = "ScrollBox" self.ui_crumbname = "SBreadcrumbTrailA" self.ui_image = "SImageA" self.ui_image_local = "SImage_ImageFromRelativePath" self.ui_imageB = "SImage_ImageFromPath" self.ui_progressBar = "ProgressBarA" self.ui_drop_target_text_box = "DropResultBox" self.ui_python_not_ready = "IsPythonReadyImg" self.ui_python_is_ready = "IsPythonReadyImgB" self.ui_is_python_ready_text = "IsPythonReadyText" self.ui_details_view = "DetailsView" self.ui_color_block = "ColorBlock" self.ui_button_expand_color_picker = "ButtonExpandColorPicker" self.ui_color_picker = "ColorPicker" self.ui_dpi_scaler = "DPIScaler" self.imageFlagA = 0 self.imageFlagB = 0 # set data in init self.set_random_image_data() self.data.set_combo_box_items('CombBoxA', ['1', '3', '5']) self.data.set_object(self.ui_details_view, self.data) self.is_color_picker_shown = self.data.get_visibility(self.ui_color_picker) == "Visible" self.linearColor_re = re.compile(r"\(R=([-\d.]+),G=([-\d.]+),B=([-\d.]+),A=([-\d.]+)\)") self.tapython_version = dict(unreal.PythonBPLib.get_ta_python_version()) print("ChameleonGallery.Init") def mark_python_ready(self): print("mark_python_ready call") self.data.set_visibility(self.ui_python_not_ready, "Collapsed") self.data.set_visibility(self.ui_python_is_ready, "Visible") self.data.set_text(self.ui_is_python_ready_text, "Python Path Ready.") def push_breadcrumb(self): count = self.data.get_breadcrumbs_count_string(self.ui_crumbname) strs = "is breadcrumb tail from alice in wonder world" label = strs.split()[count % len(strs.split())] self.data.push_breadcrumb_string(self.ui_crumbname, label, label) def set_random_image_data(self): width = 64 height = 64 colors = [unreal.LinearColor(1, 1, 1, 1) if random.randint(0, 1) else unreal.LinearColor(0, 0, 0, 1) for _ in range(width * height)] self.data.set_image_pixels(self.ui_image, colors, width, height) def set_random_progress_bar_value(self): self.data.set_progress_bar_percent(self.ui_progressBar,random.random()) def change_local_image(self): self.data.set_image_from(self.ui_image_local, ["Images/ChameleonLogo_c.png", "Images/ChameleonLogo_b.png"][self.imageFlagA]) self.imageFlagA = (self.imageFlagA + 1) % 2 def change_image(self): self.data.set_image_from_path(self.ui_imageB, ["PythonChameleonIcon_128x.png", "Icon128.png"][self.imageFlagB]) self.imageFlagB = (self.imageFlagB + 1) % 2 def change_comboBox_items(self): offset = random.randint(1, 10) items = [str(v+offset) for v in range(random.randint(1, 10))] self.data.set_combo_box_items("CombBoxA", items) def launch_other_galleries(self): if not os.path.exists(os.path.join(os.path.dirname(__file__), 'auto_gen/border_brushes_Gallery.json')): unreal.PythonBPLib.notification("auto-generated Galleries not exists", info_level=1) return gallery_paths = ['ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json' ] bLaunch = unreal.PythonBPLib.confirm_dialog(f'Open Other {len(gallery_paths)} Galleries? You can close them with the "Close all Gallery" Button' , "Open Other Galleries", with_cancel_button=False) if bLaunch: with unreal.ScopedSlowTask(len(gallery_paths), "Spawn Actors") as slow_task: slow_task.make_dialog(True) for i, p in enumerate(gallery_paths): slow_task.enter_progress_frame(1, f"Launch Gallery: {p}") unreal.ChameleonData.launch_chameleon_tool(p) def request_close_other_galleries(self): if not os.path.exists(os.path.join(os.path.dirname(__file__), 'auto_gen/border_brushes_Gallery.json')): unreal.PythonBPLib.notification("auto-generated Galleries not exists", info_level=1) return gallery_paths = ['ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json' ] for i, p in enumerate(gallery_paths): unreal.ChameleonData.request_close(p) # unreal.ChameleonData.request_close('/project/.json') exists_tools_var = [globals()[x] for x in globals() if "Utilities.Utils.Singleton" in str(type(type(globals()[x])))] def on_drop(self, assets, assets_folders, actors): str_for_show = "" for items, name in zip([assets, assets_folders, actors], ["Assets:", "Assets Folders:", "Actors:"]): if items: str_for_show += f"{name}\n" for item in items: str_for_show += f"\t{item}\n" self.data.set_text(self.ui_drop_target_text_box, str_for_show) print(f"str_for_show: {str_for_show}") def on_drop_func(self, *args, **kwargs): print(f"args: {args}") print(f"kwargs: {kwargs}") str_for_show = "" for name, items in kwargs.items(): if items: str_for_show += f"{name}:\n" for item in items: str_for_show += f"\t{item}\n" self.data.set_text(self.ui_drop_target_text_box, str_for_show) def get_full_size_of_this_chameleon(self): current_size = unreal.ChameleonData.get_chameleon_window_size(self.jsonPath) scrollbox_offsets = self.data.get_scroll_box_offsets(self.ui_scrollbox) height_full = scrollbox_offsets["ScrollOffsetOfEnd"] / (1.0-scrollbox_offsets["viewFraction"]) height_full += 48 print(f"delta: {height_full} - {round(height_full)}") return current_size.x, round(height_full) def on_button_ChangeTabSize_click(self, offset_pixel): current_size = unreal.ChameleonData.get_chameleon_window_size(self.jsonPath) print(f"currentSize: {current_size}") offsets = self.data.get_scroll_box_offsets(self.ui_scrollbox) print(offsets) if current_size: current_size.x += offset_pixel unreal.ChameleonData.set_chameleon_window_size("ChameleonGallery/ChameleonGallery.json", current_size) def on_button_FlashWindow_click(self): unreal.ChameleonData.flash_chameleon_window("ChameleonGallery/ChameleonGallery.json") def on_button_Snapshot_click(self): full_size = self.get_full_size_of_this_chameleon() print(f"try save snapshot @ {full_size}") saved_file_path = unreal.ChameleonData.snapshot_chameleon_window(self.jsonPath, unreal.Vector2D(*full_size)) if saved_file_path: unreal.PythonBPLib.notification(f"UI Snapshot Saved:", hyperlink_text = saved_file_path , on_hyperlink_click_command = f'chameleon_gallery.explorer("{saved_file_path}")') else: unreal.PythonBPLib.notification(f"Save UI snapshot failed.", info_level = 1) def explorer(self, file_path): if sys.platform == "darwin": webbrowser.open(os.path.dirname(file_path)) else: file_path = file_path.replace("/", "\\") subprocess.call('explorer "{}" '.format(os.path.dirname(file_path))) def set_selected_actor_to_details_view(self): selected = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_selected_level_actors() if selected: self.data.set_object(self.ui_details_view, selected[0]) else: print("Selected None") def on_expand_color_picker_click(self): self.data.set_visibility(self.ui_color_picker, "Collapsed" if self.is_color_picker_shown else "Visible") self.data.set_text(self.ui_button_expand_color_picker, "Expand ColorPicker" if self.is_color_picker_shown else "Collapse ColorPicker") self.is_color_picker_shown = not self.is_color_picker_shown current_size = unreal.ChameleonData.get_chameleon_window_size(self.jsonPath) if current_size.x < 650: current_size.x = 650 unreal.ChameleonData.set_chameleon_window_size("ChameleonGallery/ChameleonGallery.json", current_size) def on_color_picker_commit(self, color_str): v = [float(a) for a in self.linearColor_re.match(color_str).groups()] self.data.set_color(self.ui_color_block, unreal.LinearColor(*v)) def change_dpi_scaler_value(self, value): if self.tapython_version["Minor"] < 2 or( self.tapython_version["Minor"] == 2 and self.tapython_version["Patch"] < 1 ): print("Need TAPython version >= 1.2.1") return self.data.set_dpi_scale(self.ui_dpi_scaler, value + 0.5)
from tqdm import tqdm import json import os import random import numpy as np import math import time import unreal import re # for name in list(globals().keys()): # if not name.startswith('_'): # del globals()[name] # import unreal def natural_sort_key(s): return [int(text) if text.isdigit() else text.lower() for text in re.split('([0-9]+)', s)] def get_candidate_blocks(bool_map, block_size): candidate_blocks = [] for i in range(bool_map.shape[0] - block_size): for j in range(bool_map.shape[1] - block_size): sub_map = bool_map[int(i - block_size / 2):int(i + block_size / 2), int(j - block_size / 2):int(j + block_size / 2)] if sub_map.shape[0] != 0 and sub_map.shape[1] != 0 and np.all(sub_map): candidate_blocks.append((i, j)) # print(f"Found empty space at ({i},{j})") return candidate_blocks def update_bool_map(bool_map, block_size, block_position, width=None, height=None): i, j = block_position assert bool_map[int(i - block_size / 2):int(i + block_size / 2), int(j - block_size / 2):int(j + block_size / 2)].all() bool_map[int(i - 2 * block_size / 2):int(i + 2 * block_size / 2), int(j - 2 * block_size / 2):int(j + 2 * block_size / 2)] = False return bool_map def main(): ''' tuple_template_scene=(camera_name,component,render_target) assume all the objects are already in the scene ''' save_path = "/project/" obj_rest_point = unreal.Vector(500, 500, 0) obj_rest_rotator = unreal.Rotator(0, 0, 0) editor_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_subsystem.get_editor_world() # 0. retrieve all the actors editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) actors = editor_actor_subsystem.get_all_level_actors() camera_location_list = [ [-165, 0, 190], [165, 0, 190], [0, -61, 220], [0, 61, 220], [-120, -60, 190], [120, 60, 190], [-120, 60, 190], [120, -60, 190] ] camera_rotation_list = [ [0, -35, 0], [0, -35, 180], [0, -60, 90], [0, -60, -90], [0, -50, 30], [0, -50, -150], [0, -50, -30], [0, -50, 150] ] camera_actors = {} apple = [] coffee_mug = [] note_book = [] iphone4s = [] RTs = [] capture_component = [] for actor in actors: if "camera" in actor.get_actor_label(): camera_actors[actor.get_actor_label()] = actor if "apple" in actor.get_actor_label(): apple.append(actor) if "coffee_mug" in actor.get_actor_label(): coffee_mug.append(actor) if "notebook" in actor.get_actor_label(): note_book.append(actor) if "iphone4s" in actor.get_actor_label(): iphone4s.append(actor) for i in range(8): this_cc = camera_actors[f'camera{i+1}'].get_component_by_class(unreal.SceneCaptureComponent2D) this_cc.set_editor_property("bCaptureEveryFrame", True) # this_cc.set_editor_property("b_enable_post_processing", True) pp_settings = this_cc.get_editor_property("post_process_settings") pp_settings.override_dynamic_global_illumination_method = True pp_settings.override_reflection_method = True # bloom pp_settings.override_bloom_method = True pp_settings.override_tone_curve_amount = True this_cc.set_editor_property("post_process_settings", pp_settings) capture_component.append(this_cc) RTs.append(capture_component[i].texture_target) import os existed_episodes = sorted(os.listdir(save_path), key=natural_sort_key) episodes = 10000 counter = 0 for episode in range(episodes): if episode < len(existed_episodes): continue if counter > 800: break # 1. initialize the camera actors camera_actors['camera1'].set_actor_location_and_rotation(unreal.Vector(*camera_location_list[0]), unreal.Rotator(*camera_rotation_list[0]), False, False) camera_actors['camera2'].set_actor_location_and_rotation(unreal.Vector(*camera_location_list[1]), unreal.Rotator(*camera_rotation_list[1]), False, False) camera_actors['camera3'].set_actor_location_and_rotation(unreal.Vector(*camera_location_list[2]), unreal.Rotator(*camera_rotation_list[2]), False, False) camera_actors['camera4'].set_actor_location_and_rotation(unreal.Vector(*camera_location_list[3]), unreal.Rotator(*camera_rotation_list[3]), False, False) camera_actors['camera5'].set_actor_location_and_rotation(unreal.Vector(*camera_location_list[4]), unreal.Rotator(*camera_rotation_list[4]), False, False) camera_actors['camera6'].set_actor_location_and_rotation(unreal.Vector(*camera_location_list[5]), unreal.Rotator(*camera_rotation_list[5]), False, False) camera_actors['camera7'].set_actor_location_and_rotation(unreal.Vector(*camera_location_list[6]), unreal.Rotator(*camera_rotation_list[6]), False, False) camera_actors['camera8'].set_actor_location_and_rotation(unreal.Vector(*camera_location_list[7]), unreal.Rotator(*camera_rotation_list[7]), False, False) # 2. initialize the scene num_apple = len(apple) num_coffee_mug = len(coffee_mug) num_note_book = len(note_book) num_iphone4s = len(iphone4s) for i in range(num_apple): apple[i].set_actor_location_and_rotation(obj_rest_point, obj_rest_rotator, False, False) # print(f"Object {i} has width {width}, length {length}, height {height}") for i in range(num_coffee_mug): coffee_mug[i].set_actor_location_and_rotation(obj_rest_point, obj_rest_rotator, False, False) # print(f"Object {i} has width {width}, length {length}, height {height}") for i in range(num_note_book): note_book[i].set_actor_location_and_rotation(obj_rest_point, obj_rest_rotator, False, False) # print(f"Object {i} has width {width}, length {length}, height {height}") for i in range(num_iphone4s): iphone4s[i].set_actor_location_and_rotation(obj_rest_point, obj_rest_rotator, False, False) # print(f"Object {i} has width {width}, length {length}, height {height}") # place the scene limits = [[-90, 90], [-40, 40]] height = 77 bool_map = np.bool_(np.ones((180, 80))) bool_map[:25, :] = False bool_map[-25:, :] = False bool_map[:, :10] = False bool_map[:, -10:] = False block_size = 15 choose_apple = np.random.choice([0, num_apple]) choose_coffee_mug = np.random.choice([0, num_coffee_mug]) choose_note_book = np.random.choice([0, num_note_book]) choose_iphone4s = np.random.choice([0, num_iphone4s]) counter_apple = 0 counter_coffee_mug = 0 counter_note_book = 0 counter_iphone4s = 0 for i in range(choose_apple): candidate_blocks = get_candidate_blocks(bool_map, block_size) if candidate_blocks: block_position = random.choice(candidate_blocks) bool_map = update_bool_map(bool_map, block_size, block_position) x = block_position[0] + limits[0][0] y = block_position[1] + limits[1][0] random_angle = np.random.randint(0, 360) apple[i].set_actor_location_and_rotation(unreal.Vector(x, y, 51), unreal.Rotator(0, 0, random_angle), False, False) counter_apple += 1 for i in range(choose_coffee_mug): candidate_blocks = get_candidate_blocks(bool_map, block_size) if candidate_blocks: block_position = random.choice(candidate_blocks) bool_map = update_bool_map(bool_map, block_size, block_position) x = block_position[0] + limits[0][0] y = block_position[1] + limits[1][0] random_angle = np.random.randint(0, 360) coffee_mug[i].set_actor_location_and_rotation(unreal.Vector(x, y, height), unreal.Rotator(0, 0, random_angle), False, False) counter_coffee_mug += 1 for i in range(choose_note_book): candidate_blocks = get_candidate_blocks(bool_map, block_size) if candidate_blocks: block_position = random.choice(candidate_blocks) bool_map = update_bool_map(bool_map, block_size, block_position) x = block_position[0] + limits[0][0] y = block_position[1] + limits[1][0] - 7 random_angle = np.random.randint(0, 360) note_book[i].set_actor_location_and_rotation(unreal.Vector(x, y, height), unreal.Rotator(0, 0, random_angle), False, False) counter_note_book += 1 for i in range(choose_iphone4s): candidate_blocks = get_candidate_blocks(bool_map, block_size) if candidate_blocks: block_position = random.choice(candidate_blocks) bool_map = update_bool_map(bool_map, block_size, block_position) x = block_position[0] + limits[0][0] y = block_position[1] + limits[1][0] random_angle = np.random.randint(0, 360) iphone4s[i].set_actor_location_and_rotation(unreal.Vector(x, y, height), unreal.Rotator(0, 90, random_angle), False, False) counter_iphone4s += 1 scene_info = { 'apple': int(counter_apple), 'coffee_mug': int(counter_coffee_mug), 'note_book': int(counter_note_book), 'iphone4s': int(counter_iphone4s), } folder_path = os.path.join(save_path, f'episode{episode}') for i, RT in enumerate(RTs): capture_component[i].capture_scene() unreal.RenderingLibrary.export_render_target(world, RT, folder_path, f'camera_{i}.png') with open(os.path.join(folder_path, 'info.json'), 'w') as f: json.dump(scene_info, f) counter += 1 main()
import unreal from Lib import __lib_topaz__ as topaz assets = unreal.EditorUtilityLibrary.get_selected_assets() ## execution here ## for each in assets : if each.__class__ == unreal.Blueprint : comps = topaz.get_component_by_class(each, unreal.StaticMeshComponent) for comp in comps : static_mesh : unreal.StaticMesh = comp.static_mesh if static_mesh is not None : __desired_triangle_percentage__ = 0.05 nanite_settings : unreal.MeshNaniteSettings = static_mesh.get_editor_property('nanite_settings') nanite_settings.enabled = True nanite_settings.keep_percent_triangles = __desired_triangle_percentage__ static_mesh.set_editor_property('nanite_settings', nanite_settings) #print(nanite_settings.keep_percent_triangles) if each.__class__ == unreal.StaticMesh : if each is not None : __desired_triangle_percentage__ = 0.05 nanite_settings : unreal.MeshNaniteSettings = each.get_editor_property('nanite_settings') nanite_settings.enabled = True nanite_settings.set_editor_property('keep_percent_triangles', __desired_triangle_percentage__) each.set_editor_property('nanite_settings', nanite_settings) print('OK')
import unreal def get_selected_assets(): """Get selected assets from the Content Browser.""" editor_utility = unreal.EditorUtilityLibrary() return editor_utility.get_selected_assets() def get_selected_actors(): """Get selected actors in the level.""" editor_level_library = unreal.EditorLevelLibrary() return editor_level_library.get_selected_level_actors() def assign_material_to_static_mesh(static_mesh, material, material_index=0): """Assign a material to a static mesh.""" static_mesh_editor_subsystem = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) static_mesh_editor_subsystem.set_material(static_mesh, material_index, material) def assign_material_to_actor(actor, material, material_index=0): """Assign a material to an actor's static mesh component.""" static_mesh_component = actor.get_component_by_class(unreal.StaticMeshComponent) if static_mesh_component: static_mesh_component.set_material(material_index, material) def run(): """Main function to assign material or material instance.""" unreal.log("Assigning Material to Selected Objects...") # Get selected assets and actors selected_assets = get_selected_assets() selected_actors = get_selected_actors() # Find the first material or material instance in the selected assets material = next((asset for asset in selected_assets if isinstance(asset, (unreal.Material, unreal.MaterialInstance))), None) if not material: unreal.log_error("No material or material instance selected.") return unreal.log(f"Selected material: {material.get_name()}") # Assign material to selected static meshes in the Content Browser for asset in selected_assets: if isinstance(asset, unreal.StaticMesh): assign_material_to_static_mesh(asset, material) unreal.log(f"Assigned material {material.get_name()} to static mesh {asset.get_name()}") # Assign material to selected actors in the level for actor in selected_actors: assign_material_to_actor(actor, material) unreal.log(f"Assigned material {material.get_name()} to actor {actor.get_name()}") unreal.log("Material assignment completed.") # Run the script run()
import unreal from Utilities.Utils import Singleton import json import os from .DataObject import DataObject, DataSubscriber class BaseWizard(DataSubscriber): def __init__(self, jsonPath, config_path): self.jsonPath = jsonPath self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath) self.asset_tools = unreal.AssetToolsHelpers.get_asset_tools() self.config = {} self.base_asset = None self.name = None self.objectDatas : dict[str, DataObject] = {} self.config_path = None self.load_config_file(config_path) content = self.create_json_content_from_data() self.data.set_content_from_json("main-content", content) self.hide_rename() self.hide_properties() def on_value_changed(self, id): try: self.data.set_text(id + "-text", self._get_asset_data(id).get_name()) self.data.set_color_and_opacity(id + "-text", self._get_asset_data(id).get_text_color()) except: pass if self.base_asset: unreal.EditorAssetLibrary.save_asset(self.base_asset, True) def load_config_file(self, config_path): path = os.path.abspath(os.path.join(os.path.dirname(__file__), config_path)) self.config_path = path try: with open(path, 'r') as f: config = json.load(f) self.CONFIG = config.get("assetRefs") self.BASE_CLASS = config.get("baseClass").get("assetPath") self.DEFAULT_DIR = config.get("baseClass").get("defaultDirectory") except FileNotFoundError: unreal.log_error(f"Config file not found: {config_path}") except json.JSONDecodeError as e: unreal.log_error(f"Invalid JSON in config: {e}") def rename_asset(self, aka): asset = self._get_asset_data(aka) new_name = self.data.get_text(aka + "new-name") result = asset.rename(new_name) if not result: self.data.set_text(aka + "new-name", "") def on_request_create_base_asset(self): name = self.data.get_text("enemy-name") print(name) if not name: unreal.EditorDialog.show_message("Error", "Name is empty!", unreal.AppMsgType.OK) return asset_tools = unreal.AssetToolsHelpers.get_asset_tools() parent_class = unreal.EditorAssetLibrary.load_blueprint_class(self.BASE_CLASS) factory = unreal.BlueprintFactory() factory.set_editor_property('parent_class', parent_class) created_asset = asset_tools.create_asset( "BP_Enemy_" + name, self.DEFAULT_DIR, unreal.Blueprint, factory ) if created_asset: asset_path = created_asset.get_path_name() unreal.EditorDialog.show_message("Error", "Created " + asset_path, unreal.AppMsgType.OK) unreal.EditorAssetLibrary.save_asset(asset_path, True) else: unreal.EditorDialog.show_message("Error", "Failed", unreal.AppMsgType.OK) self.load_base_class(created_asset.get_path_name()) def on_request_create_default_asset(self, aka): property = self._get_asset_data(aka) name = self.data.get_text("enemy-name") property.create_default_value(name) def duplicate_asset(self, name, save_path, source_asset_path): source_asset = unreal.EditorAssetLibrary.load_asset(source_asset_path) new_asset = self.asset_tools.duplicate_asset(name, save_path, source_asset) unreal.EditorAssetLibrary.save_loaded_asset(new_asset, True) return new_asset def load_base_class(self, asset_path): # DOTO: handle C++ because currently only load blueprint class if not asset_path: unreal.EditorDialog.show_message("Error", "Please provide valid base class!", unreal.AppMsgType.OK) return self.data.set_text("base-class-text", asset_path) for key in self.CONFIG: self.objectDatas[key] = DataObject(key, asset_path, self.config_path) self.objectDatas[key].register_subscriber(self) self.on_value_changed(key) self.show_properties() self.show_rename() self.update_asset_color() self.base_asset = asset_path def _get_asset_from_property(self, property_name): return unreal.load_asset(self.CONFIG.get(property_name).get("assetPath")) def on_drop_base_class(self, *args, **kwargs): assets = kwargs.get("assets", None) if assets: self.load_base_class(assets[0]) def on_asset_clicked(self, aka): asset = self._get_asset_data(aka) asset.edit_asset() def on_drop_asset(self, aka, **kwargs): assets = kwargs.get("assets", None) if assets: new_asset = unreal.load_asset(assets[0]) dataObject = self._get_asset_data(aka) if dataObject: dataObject.set_property(new_asset) def _get_asset_data(self, key) -> DataObject: if key: return self.objectDatas[key] def create_json_content_from_data(self): slots = [] for key, value in self.CONFIG.items(): slots.append( { "Aka": key, "AutoHeight": True, "SHorizontalBox": { "Slots": [ { "AutoHeight": True, "SHorizontalBox": { "Slots": [ { "AutoWidth": True, "AutoHeight": True, "SColorBlock": { "Aka": key + "-color", "Size": [10, 30], "Color": [1, 0, 0, 1], "ColorIsHSV": False } }, { "SButton": { "Content": { "SDropTarget": { "Content": { "STextBlock": { "Aka": key + "-text", "Text": key, } }, # TODO hard-coded "OnDrop": f"boss_wizard.on_drop_asset('{key}', %**kwargs)" } }, # TODO hard-coded for now "OnClick": f"boss_wizard.on_asset_clicked('{key}')" } }, { "AutoHeight": True, "AutoWidth": True, "SButton": { "ButtonColorAndOpacity": [0, 0.5, 1.5, 1], "Content": { "SImage": { "Image": { "Style": "FEditorStyle", "Brush": "SystemWideCommands.FindInContentBrowser.Small" }, "DesiredSizeOverride": [23, 10] } }, "ToolTipText": "Browse to asset", "OnClick": f"boss_wizard.sync_to_editor('{key}')" } } ] } }, { "AutoHeight": True, "SHorizontalBox": { "Slots": [ { "AutoWidth": True, "SBox": { "WidthOverride": 100, "Content": { "SButton": { "HAlign": "Center", "VAlign": "Center", "Text": "Create", "ButtonColorAndOpacity": [0, 3, 0, 1], "ToolTipText": "Create new asset based on template", "OnClick": f"boss_wizard.on_request_create_default_asset('{key}')" } } } }, { "AutoHeight": True, "SHorizontalBox": { "Aka": key + "-rename", "Slots": [ { "Padding": [10, 0, 0, 0], "VAlign": "Center", "AutoHeight": True, "SEditableText": { "Aka": key + "new-name", "HAlign": "Center", "HintText": "New name, don't add prefix" } }, { "AutoWidth": True, "SBox": { "WidthOverride": 100, "Content": { "SButton": { "AutoHeight": True, "HAlign": "Center", "VAlign": "Center", "Text": "Rename 🤓", "ButtonColorAndOpacity": [3, 2.8, 0, 1], #TODO hard-coded "OnClick": f"boss_wizard.rename_asset('{key}')", } } } }, ] } }, ] } }, ] }}) structure = { "SVerticalBox": { "Slots": slots } } json_string = json.dumps(structure, indent=4) return json_string def hide_rename(self): for key in self.CONFIG: self.data.set_visibility(key + "-rename", "Collapsed") def show_rename(self): for key in self.CONFIG: self.data.set_visibility(key + "-rename", "Visible") def hide_properties(self): for key in self.CONFIG: self.data.set_visibility(key, "Collapsed") def show_properties(self): for key in self.CONFIG: self.data.set_visibility(key, "Visible") self.data.set_visibility("browse-to-base-asset", "Visible") # for quick test random logics def sync_to_editor(self, aka): asset_path = self._get_asset_data(aka).get_path() if asset_path: unreal.EditorAssetLibrary.sync_browser_to_objects([asset_path]) def update_asset_color(self): for key in self.CONFIG: data = self._get_asset_data(key) self.data.set_color(key + "-color", data.get_asset_color()) def sync_browser_to_base(self): unreal.EditorAssetLibrary.sync_browser_to_objects([self.base_asset])
import time import unreal from Utilities.Utils import Singleton from Utilities.ChameleonTaskExecutor import ChameleonTaskExecutor class MinimalAsyncTaskExample(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonBPLib.get_chameleon_data(self.json_path) self.executor = ChameleonTaskExecutor(self) self.ui_text_block = "TextBlock" self.ui_throbber = "Throbber" def slow_async_task(self, seconds:float) -> float: # This slow asynchronous task may involve operations such as file I/O, web requests, or other time-consuming activities. # Operations involving Unreal Engine assets must be executed on the main thread, NOT within this function. Use unreal.ScopedSlowTask(seconds) and we can have a progress bar. # # DON'T modify any Slate widget in this function, as it's running in a different thread. # The Unreal Engine enforces restrictions on accessing Slate widgets from threads other than the main game thread. # Refer to SlateGlobals.h: #define SLATE_CROSS_THREAD_CHECK() checkf(IsInGameThread() || IsInSlateThread(), TEXT("Access to Slate is restricted to the GameThread or the SlateLoadingThread!")); print(f"instance_fake_task started, it will cost {seconds} second(s).") time.sleep(seconds) print(f"instance_fake_task finished., {seconds}s") return seconds def show_busy_icon(self, b_busy:bool): if b_busy: self.data.set_text(self.ui_text_block, f"Running Task.") self.data.set_visibility(self.ui_throbber, "Visible") else: self.data.set_text(self.ui_text_block, f"All tasks finished.") self.data.set_visibility(self.ui_throbber, "Collapsed") def add_slow_task(self, seconds:float): # modify Slate widget in this function, as it's running in the main thread. self.show_busy_icon(True) self.executor.submit_task(self.slow_async_task, args=[seconds], on_finish_callback=self.on_task_finish) def on_task_finish(self, future_id:int): # This function will be called in the main thread. so it's safe to modify Slate widget here. future = self.executor.get_future(future_id) if future is None: unreal.log_warning(f"Can't find future: {future_id}") else: self.data.set_text(self.ui_text_block, f"Task done, result: {future.result()}") if not self.executor.is_any_task_running(): self.show_busy_icon(False) print(f"on_task_finish. Future: {future_id}, result: {future.result()}") def some_slow_tasks(self): self.show_busy_icon(True) self.executor.submit_task(self.slow_async_task, args=[2], on_finish_callback=self.on_task_finish) self.executor.submit_task(self.slow_async_task, args=[3], on_finish_callback=self.on_task_finish)
# 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 of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import unreal """ Example for getting the API instance and starting/creating the Houdini Engine Session. """ def run(): # Get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() # Check if there is an existing valid session if not api.is_session_valid(): # Create a new session api.create_session() if __name__ == '__main__': run()
#!/project/ python3 """ Fix Script for Animations and Level Issues - Recreates corrupted flipbook animations - Fixes level lighting - Ensures character blueprint works """ import unreal import sys def log_message(message, error=False): """Print and log message""" print(message) if error: unreal.log_error(message) else: unreal.log(message) def delete_corrupted_animations(): """Delete corrupted animation assets""" log_message("=== DELETING CORRUPTED ANIMATIONS ===") animation_paths = [ "/project/", "/project/", "/project/", "/project/", "/project/", "/project/", "/project/", "/project/" ] for anim_path in animation_paths: try: if unreal.EditorAssetLibrary.does_asset_exist(anim_path): unreal.EditorAssetLibrary.delete_asset(anim_path) log_message(f"✓ Deleted corrupted animation: {anim_path}") except Exception as e: log_message(f"Error deleting {anim_path}: {str(e)}", error=True) def create_flipbook_animations(): """Create proper flipbook animations from sprites""" log_message("=== CREATING FLIPBOOK ANIMATIONS ===") # Animation definitions: [name, row, start_col, end_col, fps] animation_defs = [ ["Idle", 0, 0, 5, 8.0], ["Move", 1, 0, 5, 12.0], ["AttackUpwards", 2, 0, 5, 12.0], ["AttackDownwards", 3, 0, 5, 12.0], ["AttackSideways", 4, 0, 5, 12.0], ["AttackUpwards2", 5, 0, 5, 12.0], ["AttackDownwards2", 6, 0, 5, 12.0], ["AttackSideways2", 7, 0, 5, 12.0] ] for anim_name, row, start_col, end_col, fps in animation_defs: log_message(f"Creating animation: {anim_name}") # Collect sprites for this animation sprites = [] for col in range(start_col, end_col + 1): sprite_path = f"/project/{row}_C{col}" if unreal.EditorAssetLibrary.does_asset_exist(sprite_path): sprite = unreal.EditorAssetLibrary.load_asset(sprite_path) if sprite and isinstance(sprite, unreal.PaperSprite): sprites.append(sprite) log_message(f" Added sprite: R{row}_C{col}") else: log_message(f" ✗ Invalid sprite: {sprite_path}", error=True) else: log_message(f" ✗ Missing sprite: {sprite_path}", error=True) if sprites: try: # Create flipbook using asset tools asset_tools = unreal.AssetToolsHelpers.get_asset_tools() flipbook_factory = unreal.PaperFlipbookFactory() # Create the flipbook asset flipbook = asset_tools.create_asset( anim_name, "/project/", unreal.PaperFlipbook, flipbook_factory ) if flipbook: # Set basic properties flipbook.set_frames_per_second(fps) # Add sprites as keyframes for i, sprite in enumerate(sprites): flipbook.set_key_frame(i, unreal.PaperFlipbookKeyFrame(sprite=sprite, frame_run=1)) # Set default material default_material = unreal.EditorAssetLibrary.load_asset("/project/") if default_material: flipbook.set_default_material(default_material) # Save the asset anim_path = f"/project/{anim_name}" unreal.EditorAssetLibrary.save_asset(anim_path) log_message(f"✓ Created {anim_name} with {len(sprites)} frames at {fps} fps") else: log_message(f"✗ Failed to create flipbook for {anim_name}", error=True) except Exception as e: log_message(f"✗ Error creating {anim_name}: {str(e)}", error=True) else: log_message(f"✗ No valid sprites found for {anim_name}", error=True) def fix_character_blueprint(): """Fix character blueprint to ensure it has proper sprite component""" log_message("=== FIXING CHARACTER BLUEPRINT ===") try: bp_path = "/project/" # Load the blueprint bp_asset = unreal.EditorAssetLibrary.load_asset(bp_path) if not bp_asset: log_message(f"✗ Could not load character blueprint: {bp_path}", error=True) return False log_message(f"✓ Loaded character blueprint") # Get the blueprint's default object bp_class = bp_asset.generated_class() if bp_class: default_object = bp_class.get_default_object() if default_object: log_message("✓ Character blueprint has default object") # Try to get sprite component - this should work for PaperCharacter if hasattr(default_object, 'sprite'): sprite_comp = default_object.sprite if sprite_comp: log_message("✓ Character has sprite component") # Try to set an idle animation if available idle_anim = unreal.EditorAssetLibrary.load_asset("/project/") if idle_anim: sprite_comp.set_flipbook(idle_anim) log_message("✓ Set idle animation on sprite component") return True else: log_message("✗ Sprite component is None", error=True) else: log_message("✗ Default object has no sprite attribute", error=True) else: log_message("✗ Blueprint has no default object", error=True) else: log_message("✗ Blueprint has no generated class", error=True) return False except Exception as e: log_message(f"✗ Error fixing character blueprint: {str(e)}", error=True) return False def fix_level_lighting(): """Fix level lighting and add essential actors""" log_message("=== FIXING LEVEL LIGHTING ===") try: # Load the test level level_path = "/project/" success = unreal.EditorLevelLibrary.load_level(level_path) if not success: log_message(f"✗ Could not load level: {level_path}", error=True) return False log_message("✓ Loaded TestLevel") # Get all actors in the level all_actors = unreal.EditorLevelLibrary.get_all_level_actors() log_message(f"Found {len(all_actors)} actors in level") # Check what we have has_directional_light = False has_sky_light = False has_floor = False has_player_start = False for actor in all_actors: actor_class = actor.get_class().get_name() if "DirectionalLight" in actor_class: has_directional_light = True # Make sure it's bright enough light_comp = actor.get_component_by_class(unreal.DirectionalLightComponent) if light_comp: light_comp.set_intensity(3.0) light_comp.set_light_color(unreal.LinearColor(1.0, 0.95, 0.8, 1.0)) log_message(f"✓ Found and configured DirectionalLight") elif "SkyLight" in actor_class: has_sky_light = True # Configure sky light light_comp = actor.get_component_by_class(unreal.SkyLightComponent) if light_comp: light_comp.set_intensity(1.0) log_message(f"✓ Found and configured SkyLight") elif "StaticMeshActor" in actor_class: has_floor = True log_message(f"✓ Found StaticMeshActor (floor)") elif "PlayerStart" in actor_class: has_player_start = True log_message(f"✓ Found PlayerStart") # Create missing lighting if not has_directional_light: log_message("Creating DirectionalLight...") directional_light = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.DirectionalLight, unreal.Vector(0, 0, 300), unreal.Rotator(-45, 45, 0) ) if directional_light: light_comp = directional_light.get_component_by_class(unreal.DirectionalLightComponent) if light_comp: light_comp.set_intensity(3.0) light_comp.set_light_color(unreal.LinearColor(1.0, 0.95, 0.8, 1.0)) log_message("✓ Created DirectionalLight") if not has_sky_light: log_message("Creating SkyLight...") sky_light = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.SkyLight, unreal.Vector(0, 0, 200) ) if sky_light: light_comp = sky_light.get_component_by_class(unreal.SkyLightComponent) if light_comp: light_comp.set_intensity(1.0) log_message("✓ Created SkyLight") if not has_floor: log_message("Creating Floor...") cube_mesh = unreal.EditorAssetLibrary.load_asset("/project/") if cube_mesh: floor_actor = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.StaticMeshActor, unreal.Vector(0, 0, -100) ) if floor_actor: mesh_comp = floor_actor.get_component_by_class(unreal.StaticMeshComponent) if mesh_comp: mesh_comp.set_static_mesh(cube_mesh) floor_actor.set_actor_scale3d(unreal.Vector(50, 50, 1)) log_message("✓ Created Floor") if not has_player_start: log_message("Creating PlayerStart...") player_start = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.PlayerStart, unreal.Vector(0, 0, 50) ) if player_start: log_message("✓ Created PlayerStart") # Save level unreal.EditorLevelLibrary.save_current_level() log_message("✓ Saved level changes") return True except Exception as e: log_message(f"✗ Error fixing level: {str(e)}", error=True) return False def test_final_state(): """Test that everything works""" log_message("=== TESTING FINAL STATE ===") # Test animations animation_paths = [ "/project/", "/project/", "/project/", "/project/", "/project/" ] animations_working = 0 for anim_path in animation_paths: try: anim = unreal.EditorAssetLibrary.load_asset(anim_path) if anim and isinstance(anim, unreal.PaperFlipbook): frames = anim.get_num_frames() log_message(f"✓ {anim_path}: {frames} frames") animations_working += 1 else: log_message(f"✗ {anim_path}: Invalid or None", error=True) except Exception as e: log_message(f"✗ {anim_path}: Error - {str(e)}", error=True) # Test character blueprint try: bp = unreal.EditorAssetLibrary.load_asset("/project/") if bp: log_message("✓ Character blueprint loads") else: log_message("✗ Character blueprint failed to load", error=True) except Exception as e: log_message(f"✗ Character blueprint error: {str(e)}", error=True) log_message(f"FINAL RESULT: {animations_working}/5 animations working") return animations_working >= 3 # At least 3 basic animations should work def main(): """Main fix function""" log_message("=" * 60) log_message("COMPREHENSIVE ANIMATION AND LEVEL FIX") log_message("=" * 60) try: # Step 1: Delete corrupted animations delete_corrupted_animations() # Step 2: Create proper flipbook animations create_flipbook_animations() # Step 3: Fix character blueprint fix_character_blueprint() # Step 4: Fix level lighting fix_level_lighting() # Step 5: Test final state success = test_final_state() log_message("=" * 60) if success: log_message("✓ FIX COMPLETED SUCCESSFULLY!") log_message("The character should now have working animations and the level should be properly lit.") log_message("Test by opening TestLevel and clicking Play.") else: log_message("✗ FIX PARTIALLY COMPLETED", error=True) log_message("Some issues remain. Check the errors above.") log_message("=" * 60) except Exception as e: log_message(f"CRITICAL ERROR: {str(e)}", error=True) if __name__ == "__main__": main()
import unreal import csv def get_static_mesh_data(asset): if isinstance(asset, unreal.StaticMesh): name = asset.get_name() path = "StaticMesh\'" + asset.get_path_name() + "\'" bound = asset.get_bounding_box() box = bound.max - bound.min height = max( box.z / 100.0, 0.01 ) radius = max( max(box.x, box.y) / 100.0, 0.01) return name, path, radius, height return None, None, None, None def write_to_csv(data, path, write_mode): if len(data) == 0 : unreal.log_warning("The data is empty!") return False if not path.endswith('/') and not path.endswith('\\'): unreal.log_warning("add / at end") path += '/' file_path = path + 'foliage.csv' mode = "wb+" if write_mode == 'Replace' else "ab+" with open(file_path, mode) as f: writer = csv.writer(f) writer.writerow(["name", "path", "radius", "height"]) writer.writerows(data) f.close() return True def fill_data_list(asset, data, name): if isinstance(asset, unreal.FoliageType): f_path = "FoliageType_InstancedStaticMesh\'" + asset.get_path_name() + "\'" sm_asset = asset.get_editor_property('mesh') f_name, _, f_radius, f_height = get_static_mesh_data(sm_asset) if f_name is not None: data.append((f_name, f_path, f_radius, f_height)) name.append(f_name) elif isinstance(asset, unreal.StaticMesh): s_name, s_path, s_radius, s_height = get_static_mesh_data(asset) if s_name not in name and s_name is not None: data.append((s_name, s_path, s_radius, s_height)) name.append(s_name) assets = unreal.EditorUtilityLibrary.get_selected_assets() data = [] name = [] for asset in assets: if isinstance(asset, unreal.DataTable): columns = unreal.DataTableFunctionLibrary.get_data_table_column_as_string(asset, unreal.Name("Foliage")) for column in columns: if column is "None": continue c_asset = unreal.load_asset(column) fill_data_list(c_asset, data, name) else: fill_data_list(asset, data, name) # input parameters: filepath, write_m if write_to_csv(data, filepath, write_m) : output_log = "Export Foliage Number : " + str(len(data)) + "\nFile Path: " + filepath + 'foliage.csv' unreal.log(output_log) else: unreal.log_warning("write to csv fail!")
#!/project/ # -*- coding: utf-8 -*- import unreal file = open('/project/.txt') lines = file.readlines() locatorClass = unreal.EditorAssetLibrary.load_blueprint_class('/project/') tree = unreal.EditorAssetLibrary.load_blueprint_class('/project/') treelittle = unreal.EditorAssetLibrary.load_blueprint_class('/project/') treemidsize = unreal.EditorAssetLibrary.load_blueprint_class('/project/') treemidleaf = unreal.EditorAssetLibrary.load_blueprint_class('/project/') treetwiggy = unreal.EditorAssetLibrary.load_blueprint_class('/project/') leafyplant = unreal.EditorAssetLibrary.load_blueprint_class('/project/') treewall = unreal.EditorAssetLibrary.load_blueprint_class('/project/') for line in lines: if line.startswith('@locator'): arr = line.split(' ') locName = arr[1] c = None quatX = float(arr[2].replace(',', '.')) * -1 quatY = float(arr[3].replace(',', '.')) quatZ = float(arr[4].replace(',', '.')) * -1 quatW = float(arr[5].replace(',', '.')) posX = float(arr[6].replace(',', '.')) * 100 posY = float(arr[7].replace(',', '.')) * -100 posZ = float(arr[8].replace(',', '.')) * 100 flag = int(arr[9]) quat = unreal.Quat(quatX, quatY, quatZ, quatW).rotator() if locName.startswith("tree"): c = tree if locName.startswith("treelittle"): c = treelittle elif locName.startswith("treemidleaf"): c = treemidleaf elif locName.startswith("treemidsize"): c = treemidsize elif locName.startswith("treetwiggy"): c = treetwiggy if locName.startswith("treewall"): c = treewall elif (locName.startswith("bullrush")) or (locName.startswith("fnc")) or (locName.startswith("rockpeb")) or (locName.startswith("rock")) or (locName.startswith("busha")) or (locName.startswith("sandypeb")) or (locName.startswith("reeds")) or (locName.startswith("flwrs")): c = unreal.EditorAssetLibrary.load_blueprint_class('/project/' + locName) elif locName.startswith("leafyplant"): c = leafyplant elif (locName.startswith("mush_")): c = unreal.EditorAssetLibrary.load_blueprint_class('/project/' + locName.split("_")[0] + "_" + locName.split("_")[1]) if c == None: try: c = unreal.EditorAssetLibrary.load_blueprint_class('/project/' + locName.split("_")[0]) except: continue if c == None: continue asset = unreal.EditorLevelLibrary.spawn_actor_from_class(c, unreal.Vector(posX, posY, posZ), quat) asset.tags = [locName] asset.set_actor_label(locName) asset.set_folder_path("Locators")
# -*- coding: utf-8 -*- import unreal from Utilities.Utils import Singleton class MinimalExample(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonBPLib.get_chameleon_data(self.json_path) self.ui_output = "InfoOutput" self.click_count = 0 def on_button_click(self): self.click_count += 1 self.data.set_text(self.ui_output, "Clicked {} time(s)".format(self.click_count))
from typing import Dict, Any, Optional import unreal import json def create_object( object_class: str, object_name: str, location: Optional[Dict[str, float]] = None, rotation: Optional[Dict[str, float]] = None, scale: Optional[Dict[str, float]] = None, properties: Optional[Dict[str, Any]] = None, ) -> Dict[str, Any]: try: world = unreal.get_editor_subsystem( unreal.UnrealEditorSubsystem ).get_editor_world() if not world: return {"error": "No world loaded"} actor_class = None class_mappings = { "StaticMeshActor": unreal.StaticMeshActor, "SkeletalMeshActor": unreal.SkeletalMeshActor, "DirectionalLight": unreal.DirectionalLight, "PointLight": unreal.PointLight, "SpotLight": unreal.SpotLight, "Camera": unreal.CameraActor, "CameraActor": unreal.CameraActor, "Pawn": unreal.Pawn, "Character": unreal.Character, "PlayerStart": unreal.PlayerStart, } actor_class = class_mappings.get(object_class) # If not found, try loading as native class if not actor_class: try: actor_class = unreal.load_class(None, object_class) except Exception: pass # If still not found, try finding by name if not actor_class: try: actor_class = unreal.find_class(object_class) except Exception: pass # If still not found, try loading as blueprint class last if not actor_class: try: actor_class = unreal.EditorAssetLibrary.load_blueprint_class( object_class ) except Exception: pass if not actor_class: return {"error": f"Could not find class: {object_class}"} spawn_location = unreal.Vector( x=location.get("x", 0.0) if location else 0.0, y=location.get("y", 0.0) if location else 0.0, z=location.get("z", 0.0) if location else 0.0, ) spawn_rotation = unreal.Rotator( pitch=rotation.get("pitch", 0.0) if rotation else 0.0, yaw=rotation.get("yaw", 0.0) if rotation else 0.0, roll=rotation.get("roll", 0.0) if rotation else 0.0, ) spawn_scale = unreal.Vector( x=scale.get("x", 1.0) if scale else 1.0, y=scale.get("y", 1.0) if scale else 1.0, z=scale.get("z", 1.0) if scale else 1.0, ) actor = unreal.EditorLevelLibrary.spawn_actor_from_class( actor_class, spawn_location, spawn_rotation ) if not actor: return {"error": "Failed to spawn actor"} if object_name: actor.set_actor_label(object_name) actor.set_actor_scale3d(spawn_scale) # Apply default mesh and material for StaticMeshActor if no properties provided if actor.get_class().get_name() == "StaticMeshActor" and not properties: mesh_component = actor.get_component_by_class(unreal.StaticMeshComponent) if mesh_component: name_lower = object_name.lower() mesh_path = "/project/" # Default fallback if "sphere" in name_lower or "ball" in name_lower: mesh_path = "/project/" elif "cylinder" in name_lower: mesh_path = "/project/" elif "cone" in name_lower: mesh_path = "/project/" elif "plane" in name_lower: mesh_path = "/project/" mesh = unreal.EditorAssetLibrary.load_asset(mesh_path) if mesh: mesh_component.set_static_mesh(mesh) # Apply default material default_material = unreal.EditorAssetLibrary.load_asset( "/project/" ) if default_material: mesh_component.set_material(0, default_material) if properties: for prop_name, prop_value in properties.items(): try: if ( prop_name == "StaticMesh" and actor.get_class().get_name() == "StaticMeshActor" ): static_mesh = unreal.EditorAssetLibrary.load_asset(prop_value) if static_mesh: mesh_component = actor.get_component_by_class( unreal.StaticMeshComponent ) if mesh_component: mesh_component.set_static_mesh(static_mesh) elif ( prop_name == "Material" and actor.get_class().get_name() == "StaticMeshActor" ): material = unreal.EditorAssetLibrary.load_asset(prop_value) if material: mesh_component = actor.get_component_by_class( unreal.StaticMeshComponent ) if mesh_component: mesh_component.set_material(0, material) elif ( prop_name == "Materials" and actor.get_class().get_name() == "StaticMeshActor" and isinstance(prop_value, list) ): mesh_component = actor.get_component_by_class( unreal.StaticMeshComponent ) if mesh_component: for i, material_path in enumerate(prop_value): if material_path: material = unreal.EditorAssetLibrary.load_asset( material_path ) if material: mesh_component.set_material(i, material) elif hasattr(actor, prop_name): setattr(actor, prop_name, prop_value) except Exception as e: continue return { "success": True, "actor_name": actor.get_name(), "actor_label": actor.get_actor_label(), "class": actor.get_class().get_name(), "location": { "x": actor.get_actor_location().x, "y": actor.get_actor_location().y, "z": actor.get_actor_location().z, }, "rotation": { "pitch": actor.get_actor_rotation().pitch, "yaw": actor.get_actor_rotation().yaw, "roll": actor.get_actor_rotation().roll, }, "scale": { "x": actor.get_actor_scale3d().x, "y": actor.get_actor_scale3d().y, "z": actor.get_actor_scale3d().z, }, } except Exception as e: return {"error": f"Failed to create object: {str(e)}"} def parse_value(value_str): import json as parse_json if value_str and value_str != "null" and value_str.strip(): try: return parse_json.loads(value_str) except Exception: return None return None def main(): # These are template variables from the js side object_class = "${object_class}" object_name = "${object_name}" location_str = """${location}""" rotation_str = """${rotation}""" scale_str = """${scale}""" properties_str = """${properties}""" location = parse_value(location_str) rotation = parse_value(rotation_str) scale = parse_value(scale_str) properties = parse_value(properties_str) result = create_object( object_class=object_class, object_name=object_name, location=location, rotation=rotation, scale=scale, properties=properties, ) print(json.dumps(result, indent=2)) if __name__ == "__main__": main()
# Copyright Epic Games, Inc. All Rights Reserved. import unreal import random # # USAGE: # - Requires the "Python Editor Script Plugin" to be enabled in your project. # # Open the Python interactive console and use: # import MoviePipelineMiscExamples # MoviePipelineMiscExamples.ExampleResolveOutputPath() # or: # MoviePipelineMiscExamples.ExampleResolveVersionNumber() ''' Summary: This example shows how you can partially determine what filename or output folder a Queue may render to, ie: it lets you resolve the Output Directory into an actual filepath taking into account shot names, etc. For things not determined by the job, they are pulled from the Params struct which must be filled out. ''' def ExampleResolveOutputPath(): subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) pipelineQueue = subsystem.get_queue() if(len(pipelineQueue.get_jobs()) == 0): unreal.log_error("Open the Window > Movie Render Queue and add at least one job to use this example.") return # Get the output settings job = pipelineQueue.get_jobs()[0] outputSetting = job.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineOutputSetting) outputSetting.output_directory.set_editor_property("path", "C:/TestFolder") outputSetting.file_name_format = "{shot_name}.{frame_number}" combinedPath = unreal.Paths.combine([outputSetting.output_directory.path, outputSetting.file_name_format]) # Create the params struct params = unreal.MoviePipelineFilenameResolveParams() params.frame_number = 55 params.frame_number_shot = 23 params.frame_number_rel = 12 params.frame_number_shot_rel = 3 params.camera_name_override = job.shot_info[0].inner_name params.shot_name_override = job.shot_info[0].outer_name params.zero_pad_frame_number_count = 3 params.force_relative_frame_numbers = False params.file_name_format_overrides["ext"] = "jpg" params.initialization_time = unreal.MathLibrary.utc_now() params.initialization_version = 3 params.job = job params.shot_override = job.shot_info[0] (resolvedPath, mergedFormatArgs) = unreal.MoviePipelineLibrary.resolve_filename_format_arguments(combinedPath, params) unreal.log("Resolved Path: " + resolvedPath) ''' Summary: This example shows how you can partially determine what filename or output folder a Queue may render to, ie: it lets you resolve the Output Directory into an actual filepath taking into account shot names, etc. For things not determined by the job, they are pulled from the Params struct which must be filled out. ''' def ExampleResolveVersionNumber(): subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) pipelineQueue = subsystem.get_queue() if(len(pipelineQueue.get_jobs()) == 0): unreal.log_error("Open the Window > Movie Render Queue and add at least one job to use this example.") return # Get the output settings job = pipelineQueue.get_jobs()[0] outputSetting = job.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineOutputSetting) outputSetting.auto_version = True outputSetting.file_name_format = "{version}/{shot_name}.{frame_number}" combinedPath = unreal.Paths.combine([outputSetting.output_directory.path, outputSetting.file_name_format]) # Create the params struct params = unreal.MoviePipelineFilenameResolveParams() params.frame_number = 55 params.frame_number_shot = 23 params.frame_number_rel = 12 params.frame_number_shot_rel = 3 params.camera_name_override = job.shot_info[0].inner_name # Only need these if shot_override isn't specified, but listed here for examples sake params.shot_name_override = job.shot_info[0].outer_name params.zero_pad_frame_number_count = 3 params.force_relative_frame_numbers = False params.file_name_format_overrides["ext"] = "jpg" params.initialization_time = unreal.MathLibrary.utc_now() params.job = job params.shot_override = job.shot_info[0] unreal.log("Looking for a folder with version formatting (vXXX) at path: " + combinedPath) versionNumberFoundOnDisk = unreal.MoviePipelineLibrary.resolve_version_number(params) if versionNumberFoundOnDisk == 0: unreal.log("Either didn't find a folder with pattern 'v000' or no folder found on disk, version number is 0.") else: unreal.log("Found a version folder, new version would be: " + str(versionNumberFoundOnDisk))
import unreal accepted_classes = [] exclude_folders = [] combo_box = unreal.ComboBoxString() file_paths = [] def FillCombo(combo_box, excluded_folders, excluded_classes, excluded_names) -> list[str]: combo_box.clear_options() assetReg = unreal.AssetRegistryHelpers.get_asset_registry() allAssetsData = assetReg.get_assets_by_path("/Game/", True) for asset in allAssetsData: assetString = unreal.AssetRegistryHelpers.get_full_name(asset) filepathStartPos = assetString.index(' ') + 1 filepathEndPos = assetString.index('.', filepathStartPos) filepath = assetString[filepathStartPos : filepathEndPos] assetClassStartPos = assetString.index('.') + 1 assetClassEndPos = assetString.index(' ') assetClass = assetString[assetClassStartPos : assetClassEndPos] assetName = assetString[assetString.index('.', assetClassEndPos + 1) + 1 : ] flag = False for folderName in excluded_folders: if "/" + folderName + "/" in filepath: flag = True if not flag: for classFilter in excluded_classes: if classFilter in assetClass: flag = True if not flag: for nameFilter in excluded_names: if nameFilter in assetName: flag = True if not flag: combo_box.add_option(assetName) file_paths.append(filepath) return file_paths