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import unreal
import os
from collections import defaultdict
# actors = unreal.EditorLevelLibrary.get_all_level_actors()
# for actor in actors:
# if isinstance(actor,unreal.StaticMeshActor):
# comp = actor.static_mesh_component
# mesh = comp.static_mesh
# path = mesh.get_path_name()
# ... |
import unreal
from ayon_core.pipeline import InventoryAction
from ayon_unreal.api.pipeline import imprint
def find_content_plugin_asset(container_dir):
"""Search if the asset exists in the content plugin
Args:
container_dir (str): directory of the container
Returns:
str: asset, asset pa... |
from foundation.mcp_app import UnrealMCP
from mcp.server.fastmcp.server import FastMCP
import unreal
from foundation.utility import like_str_parameter
def register_common_tools(mcp : UnrealMCP):
@mcp.tool()
def test_tool():
return "Hello from first tool!"
@mcp.game_thread_tool()
def run_p... |
# Do not run this from visual studio or the command prompt!
# This can only be run from within the unreal editor.
#
# To run, first ensure that the following plugins are enabled:
# Editor Scripting Utilities
# Python Editor Script Plugin
# Sequencer Scripting
#
# Then, from the output log, run this script with th... |
# -*- coding: utf-8 -*-
from pathlib import Path
import unreal
from ayon_core.hosts.unreal.api.pipeline import (
UNREAL_VERSION,
create_folder,
get_subsequences,
)
from ayon_core.hosts.unreal.api.plugin import (
UnrealAssetCreator
)
from ayon_core.lib import (
UILabelDef,
UISeparatorDef,
B... |
# Copyright 2018 Epic Games, Inc.
import unreal
import os
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... |
# -*- coding: utf-8 -*-
import unreal
import sys
import pydoc
import inspect
import os
import json
from enum import IntFlag
class Singleton(type):
_instances = {}
def __call__(cls, *args, **kwargs):
if cls not in cls._instances:
cls._instances[cls] = super(Singleton, cls).__call__(*args, *... |
import os
import unreal
def main():
path = unreal.EditorUtilityLibrary.get_current_content_browser_path()
subfolders = unreal.EditorAssetLibrary.list_assets(path, False, True)
for subfolder in subfolders:
print(subfolder)
main() |
import sys
from qtpy import QtWidgets, QtCore, QtGui
from ayon_core import (
resources,
style
)
from ayon_core.pipeline import (
get_current_folder_path,
get_current_task_name,
)
import ayon_api
from ayon_core.pipeline.context_tools import change_current_context
from ayon_core.tools.utils import hos... |
# Copyright (C) 2024 Louis Vottero user@example.com All rights reserved.
from vtool import util, unreal_lib
from vtool import util_math
from vtool import util_file
if util.in_unreal:
import unreal
current_control_rig = None
undo_open = False
import re
import functools
def decorator_undo(title=''):
de... |
import shutil
import socket
from pathlib import Path
from typing import Any, Dict, List, Optional, Tuple
from loguru import logger
from ..data_structure.constants import PathLike, RenderOutputEnumUnreal
from ..rpc import remote_unreal
from ..utils import ConverterUnreal
from ..utils.functions import unreal_functions
... |
import unreal
import json
import os
import sys
import csv
def create_tabledatas():
project_name = unreal.Paths.get_base_filename(unreal.Paths.get_project_file_path())
#LoadJson
json_file_path = unreal.SystemLibrary.get_project_directory() + "/project/.json"
print(project_name)
print(json_file_path... |
# Nguyen Phi Hung @ 2020
# user@example.com
import hashlib
import unreal
import subprocess
class AssetRegistryPostLoad:
_callbacks = {}
@classmethod
def register_callback(cls, func, *args, **kws):
cls._callbacks[hashlib.md5(str((func, args, kws)).encode()).hexdigest()] = (
func,
... |
# -*- 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.da... |
import pandas as pd
import unreal
"""Creates Blueprint Classes for accessoires
"""
# Change me!
ASSET_DIR = "/project/"
TABLE_PATH = "C:/project/ Projects/project/" \
"lsm_weapon_mods.csv"
GENERAL_TABLE_PATH = "C:/project/ Projects/project/" \
"lsm.csv"
BFL = unreal.SubobjectDataB... |
import unreal
import scripts.UEFileManagerScript as UEFileManager
import scripts.popUp as popUp
import os
import scripts.state.stateManagerScript as stateManagerScript
import scripts.export.exportAndSend as exportAndSend
class TakeRecorder:
"""
Class for recording functionality in Unreal Engine.
This clas... |
from src.OSCListener import OSCListener
from src.OSCToSequencer import OSCToSequencerBridge
from src.tickHook import tickHooker
from src.sequencer.sequencerControls import SequencerControls, get_actor_by_name
import unreal
def load_in_animation():
seq = unreal.EditorAssetLibrary.load_asset("/project/.empty")
c... |
# -*- 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.da... |
#from typing_extensions import Self
from typing_extensions import Self
import unreal
class wrapped_sb_bp :
dir :str
bp_class :object
loaded_bp :object
name :str
def get_selected_asset_dir() -> str :
selected_asset = unreal.EditorUtilityLibrary.get_selected_assets()[0]... |
# UE 5.6中启动崩溃
import unreal
import pypinyin
import pandas as pd
import json
import io
import os
import openpyxl
from openpyxl import load_workbook
import traceback
@unreal.uclass()
class PythonBridgeImplementation(unreal.PythonBridge):
@unreal.ufunction(override=True)
def function_implemented_in_python(self):... |
# -*- coding: utf-8 -*-
"""
Wrapper for unreal asset SkeletalMesh.
"""
# mca python imports
import random
# software specific imports
import unreal
# mca python imports
from mca.common import log
from mca.ue.assettypes import py_base_mesh, py_material_instance
from mca.ue.utils import asset_utils, asset_import
logg... |
import unreal
from Utilities.Utils import Singleton
import math
try:
import numpy as np
b_use_numpy = True
except:
b_use_numpy = False
class ImageCompare(metaclass=Singleton):
def __init__(self, json_path:str):
self.json_path = json_path
self.data:unreal.ChameleonData = unreal.PythonB... |
# /project/
# @CBgameDev Optimisation Script - Log Particles With No LODs
# /project/
import unreal
import os
EditAssetLib = unreal.EditorAssetLibrary()
SystemsLib = unreal.SystemLibrary
StringLib = unreal.StringLibrary()
workingPath = "/Game/" # Using the root directory
notepadFilePath = os.path.dirname(__file__) + ... |
# AdvancedSkeleton To ControlRig
# Copyright (C) Animation Studios
# email: user@example.com
# exported using AdvancedSkeleton version:x.xx
import unreal
import re
engineVersion = unreal.SystemLibrary.get_engine_version()
asExportVersion = x.xx
asExportTemplate = '4x'
print ('AdvancedSkeleton To ControlRig (Unreal:'+e... |
##################################################################################################
# File Name: loadHeightmapTiles.py
# Author: Wilson Lee
#
# Purpose:
# This script will create a new level (.umap) for every heightmap tile from the given directory
#
# Arguments:
# arg 1 Heightmap Tile Directory (... |
"""
Unreal Engine 5 Scene Builder
Headless script to build UE5 scenes from JSON scene graphs.
"""
import json
import os
import sys
import unreal
from typing import Dict, Any, List, Tuple
def load_env_vars():
"""Load environment variables from .env file"""
env_path = os.path.join(os.path.dirname(os.path.dirnam... |
"""
AutoMatty Material Builder - SMART SPACING VERSION
No more hardcoded coordinates - everything auto-calculated
"""
import unreal
from automatty_config import AutoMattyConfig
from automatty_utils import AutoMattyUtils
# ========================================
# SMART SPACING SYSTEM
# ===============================... |
import unreal
import sys
import os
from dotenv import load_dotenv
# Add the script directories to sys.path
script_dir = os.path.dirname(__file__)
sys.path.append(script_dir)
sys.path.append(os.path.join(script_dir, ".."))
sys.path.append(os.path.join(script_dir, "..", "carla_scripts"))
sys.path.append(os.path.join(scri... |
import unreal
def set_mi_texture(mi_asset, param_name, tex_path):
if not unreal.EditorAssetLibrary.does_asset_exist(tex_path):
unreal.log_warning("Can't find texture: " + tex_path)
return False
tex_asset = unreal.EditorAssetLibrary.find_asset_data(tex_path).get_asset()
return unreal.Materi... |
import unreal
import os
#Get the classes
editor_util_lib = unreal.EditorUtilityLibrary()
editor_asset_lib = unreal.EditorAssetLibrary()
#Get selected assets
selected_assets = editor_util_lib.get_selected_assets()
num_assets = len(selected_assets)
not_used = 0
#Instantly delete assets or move to Trash folder
instant... |
# 导出所有static mesh actor 的transform和材质base color到json文件中
import unreal
import json
def get_static_mesh_actors_transforms_with_color():
actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors()
static_mesh_actors = [actor for actor in actors if isinstance(actor, unreal.StaticMeshA... |
import unreal
from pathlib import Path
from meta_human_dna_utilities.ingest import import_texture
from meta_human_dna_utilities.constants import MATERIAL_INSTANCE_PARAMETERS
def update_material_instance_params(
material_instance: unreal.MaterialInstanceConstant,
maps_folder: Path,
content_fold... |
import json
import os
import re
import time
from collections.abc import Iterable
from pathlib import Path
from subprocess import run
import unreal
SELECTIVE_OBJECTS = []
projectpath = unreal.Paths.project_plugins_dir()
newpath = projectpath + 'Uiana/project/.json'
f = open(newpath)
JsonMapTypeData = json.load(f)
FILE... |
import unreal
current_world : object = unreal.EditorLevelLibrary.get_editor_world() #get current world
day_light_level_path : str = "/project/" #prepared light level
unreal.EditorLevelUtils.add_level_to_world(current_world,day_light_level_path,unreal.LevelStreamingAlwaysLoaded)
|
import os
import sys
import json
import unreal
def get_asset_tools():
return unreal.AssetToolsHelpers.get_asset_tools()
def get_assets(*args, **kwargs):
return unreal.AssetRegistryHelpers.get_asset_registry().get_assets(unreal.ARFilter(*args, **kwargs))
def get_assets_by_class(class_name):
return unre... |
import unreal
import re
import os
def create_control_rig_from_asset(asset_path):
asset = unreal.load_asset(asset_path)
if not asset or not isinstance(asset, (unreal.SkeletalMesh, unreal.Skeleton)):
raise RuntimeError("Asset must be a SkeletalMesh or Skeleton.")
control_rig_bp = unreal.ControlRigB... |
import unreal
import os
import json
# Set your folder where the JSON files are located
JSON_FOLDER = r"/project/"
# Helper: Load a material by its short name
def load_material_by_name(name, slot_index=0):
assets = unreal.EditorAssetLibrary.list_assets('/Game', recursive=True, include_folder=False)
for asset_p... |
"""This is just a scratch area for simple class and function designs, before being refactored into a proper location."""
import unreal
import ueGear.sequencer as sequencer
import ueGear.sequencer.bindings
import ueGear.assets as assets
import ueGear.commands as ueCommands
import ueGear.mayaio as mayaio
import importl... |
# coding: utf-8
import unreal
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-meta")
args = parser.parse_args()
print(args.vrm)
#print(dummy[3])
humanoidBoneList = [
"hips",
"leftUpperLeg",
"rightUpperLeg",
"leftLowerLeg",
"rightL... |
# Copyright 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_unrea... |
# #Generated for: Mr. Gary
# By: Juniper (ChatGPT) April 7, 2025 v4
# run in UE python (REPL) bash: exec(open("E:/UNREAL ENGINE/TEMPLATE PROJECTS/project/.py").read())
# filename: generate_wall_collision.py
import unreal
# Settings for Auto Convex Collision
accuracy = 6
max_hull_verts = 8
max_hulls_per_mesh = 2
# Ge... |
# Copyright Epic Games, Inc. All Rights Reserved.
""" Test (and demo) UE Python stub type hinting/syntax highlighting.
This module checks if Python stub type hinting works properly. The file can
be executed, but it is also meant to be loaded in a third party Python editor
that support type checking (VSCode/PyCharm) a... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
import unreal
def show_popup_message(title, message):
"""
Display a pop-up message in the Unreal Engine editor.
Args:
title (str): The title of the pop-up window.
message (str): The text to display in the pop-up.
"""
unreal.EditorDialog.show_message(
title=title,
me... |
import unreal
from pathlib import Path
class Mtl:
def __init__(self):
self.name = ""
self.textureMap = ""
self.alphaMap = ""
self.diffuse = [0.7, 0.7, 0.7]
self.specular = [0.0, 0.0, 0.0]
self.ambient = [0.0, 0.0, 0.0]
self.trans = 1.0
self.power = 0... |
import unreal
"""
Script will add menus each time the Project starts
"""
@unreal.uclass()
class PyScript(unreal.ToolMenuEntryScript): # Class for all scripts
menu_section_name = "Python Tools"
script_name = "ScriptName"
tool_name = "ToolName"
tool_tip = "tip"
icon = "BreadcrumbTrail.Delimiter"
... |
import unreal
import json
import os
def save_lights_to_json(filename):
actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
actors = actor_subsystem.get_all_level_actors()
lights_data = []
for actor in actors:
if isinstance(actor, unreal.Light):
transform = ac... |
# coding: utf-8
import unreal
import time
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-debugeachsave")
args = parser.parse_args()
#print(args.vrm)
######
with unreal.ScopedSlowTask(1, "Convert MorphTarget") as slow_task_root:
s... |
import unreal
def rename_assets(search_pattern, replace_pattern):
system_lib = unreal.SystemLibrary()
editor_util = unreal.EditorUtilityLibrary()
string_library = unreal.StringLibrary()
#Get assets
selected_assests = editor_util.get_selected_assets()
num_assets = len(selected_assests)
repla... |
import unreal
import random
import unreal_engine.utils as utils
from math import pi
class PointLight:
def __init__(self):
self.object = unreal.PointLight(name='pointLight')
self.actor = unreal.EditorLevelLibrary.spawn_actor_from_object(self.object, [0., 0., 0.])
self.binding = None
de... |
import unreal
# Step 1: Load all assets into memory
def load_assets_in_memory(asset_paths):
loaded_assets = []
for path in asset_paths:
asset = unreal.EditorAssetLibrary.load_asset(path)
if asset:
loaded_assets.append(asset)
print(f'Loaded asset: {asset.get_name()}')
... |
import unreal
import tkinter as tk
import pprint
class wrUESceneCopyPaste():
def __init__(self) -> None:
r = tk.Tk()
r.withdraw()
self.clip = r.clipboard_get()
def parse_clipboard(self,clip):
"""クリップボードをパースしてアセット名、トランスフォームの辞書型のリストを出力
args:
clip(str):クリップボードの... |
import unreal
import math
def get_viewport_camera() -> tuple[unreal.Vector, unreal.Rotator]:
viewport_cam_info = unreal.EditorLevelLibrary.get_level_viewport_camera_info()
return viewport_cam_info
viewport_camera_info = get_viewport_camera()
if viewport_camera_info:
# 카메라의 위치 정보를 가져옴
camera_positio... |
import unreal
import utils_sequencer
from GLOBAL_VARS import PLUGIN_ROOT
from data.config import CfgNode
from utils import loader_func, log_msg_with_socket
from custom_movie_pipeline import CustomMoviePipeline
@loader_func
def main(render_config_path: str = str(PLUGIN_ROOT / 'misc/render_config_common.yaml')):
... |
#
# Copyright(c) 2025 The SPEAR Development Team. Licensed under the MIT License <http://opensource.org/project/>.
# Copyright(c) 2022 Intel. Licensed under the MIT License <http://opensource.org/project/>.
#
import argparse
import json
import os
import pandas as pd
import posixpath
import spear
import spear.utils.edi... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
import unreal
selected = unreal.EditorLevelLibrary.get_selected_level_actors()
for sel in selected:
if type(sel) is unreal.StaticMeshActor:
break
mesh = unreal.EditableMeshFactory.make_editable_mesh(sel,0)
print(mesh)
# NOTE 获取 StaticMeshComponent
component = sel.get_component_by_class(unreal.StaticMesh... |
import unreal
from .char_asset_common import *
WIDGET_BP_PATH = '/project/.EUW_NpcBpAssembler'
skeletal_meshes = []
tab_id = None
eus = unreal.get_editor_subsystem(unreal.EditorUtilitySubsystem)
widget_inst = None
msg = ""
### WIDGET ###
def check_if_bp_exists(
folder_path : str,
asset_name : str
... |
# Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
import unreal
from typing import Optional, Callable
from dataclasses import dataclass, asdict
from deadline.unreal_submitter import common
from deadline.unreal_logger import get_logger
logger = get_logger()
asset_registry = unreal.AssetRegistryHe... |
# This script describes the different ways of setting variant thumbnails via the Python API
import unreal
def import_texture(filename, contentpath):
task = unreal.AssetImportTask()
task.set_editor_property('filename', filename)
task.set_editor_property('destination_path', contentpath)
task.automated =... |
import sgtk
import unreal
from tank_vendor import six
import copy
import datetime
import os
import pprint
import subprocess
import sys
import tempfile
import re
from sgtk.platform.qt import QtGui
_OS_LOCAL_STORAGE_PATH_FIELD = {
"darwin": "mac_path",
"win32": "windows_path",
"linux": "linux_path",
"li... |
# -*- coding: utf-8 -*-
import time
import unreal
from Utilities.Utils import Singleton
import random
import os
import json
class ChameleonSketch(metaclass=Singleton):
def __init__(self, jsonPath):
self.jsonPath = jsonPath
self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath)
se... |
import unreal
def isGame() -> bool:
# pkg
if (unreal.SystemLibrary.is_packaged_for_distribution()):
return True
command_line = unreal.SystemLibrary.get_command_line()
if "-game" in command_line:
return True
elif "-server" in command_line:
return True
# editor
# is... |
import unreal
def rename_assets(search_pattern, replace_pattern, use_case):
# instances of unreal classes
system_lib = unreal.SystemLibrary()
editor_util = unreal.EditorUtilityLibrary()
string_lib = unreal.StringLibrary()
# get the selected assets
selected_assets = editor_util.get_selected_ass... |
import unreal
import importlib
from Lib import __lib_topaz__ as topaz
from Lib import __lib_stelle__ as stelle
importlib.reload(topaz)
csv_to_read = '/project/.csv'
asset_paths = stelle.read_csv_to_list(csv_to_read)
asset = unreal.load_asset(asset_paths[0])
print(asset)
for asset in asset_paths :
actor :... |
import unreal
from ueGear.controlrig.paths import CONTROL_RIG_FUNCTION_PATH
from ueGear.controlrig.components import base_component, EPIC_control_01
from ueGear.controlrig.helpers import controls
class Component(base_component.UEComponent):
name = "test_Arm"
mgear_component = "EPIC_arm_01"
def __init__(... |
import unreal
def create_material(path:str, bco_path:str, es_path:str, mra_path:str, n_path:str, udmi:bool, material_type:str, emissive_type:bool)->unreal.Material:
asset_library:unreal.EditorAssetLibrary = unreal.EditorAssetLibrary()
if asset_library.do_assets_exist([path]):
return asset_library.load_... |
import unreal
import utils.utils as utils
from utils.taskrender import TaskRender
from actor.background import Background
PATH_MAIN = "/project/"
background = Background()
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
length_animation = 0
on_finished_callback = unreal.OnRend... |
# This script describes a generic use case for the variant manager
import unreal
# Create all assets and objects we'll use
lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset("LVS", "/Game/")
lvs_actor = unreal.VariantManagerLibrary.create_level_variant_sets_actor(lvs)
if lvs is None or lvs_actor is No... |
# -*- coding: utf-8 -*-
"""
Paint Qt Image into UMG and keep response
"""
# Import future modules
from __future__ import absolute_import
from __future__ import division
from __future__ import print_function
# Import built-in modules
import os
import posixpath
import tempfile
from dayu_widgets import dayu_theme
from f... |
from os import listdir
import os
from os.path import isfile, join
import unreal
import csv
import string
import unicodedata
import argparse
##Command line to run without editor open
## /project/-Cmd.exe /project/.uproject -run=pythonscript -script="/project/.py"
class USendToUnreal:
#csv filepaths
'''
... |
import unreal
subsystem_level = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
subsystem_actor = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
subsystem_editor = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
all_actors = subsystem_actor.get_all_level_actors()
current_level_name = unreal... |
"""
Module that sets up the environment variables for MAT
"""
# mca python imports
import os
# software specific imports
import unreal
# mca python imports
from mca.ue.rigging.controlrig import cr_base
class UEFRAGNode(cr_base.ControlRigBase):
def __init__(self, control_rig, fnode):
super().__init__(co... |
#
# Copyright(c) 2025 The SPEAR Development Team. Licensed under the MIT License <http://opensource.org/project/>.
# Copyright(c) 2022 Intel. Licensed under the MIT License <http://opensource.org/project/>.
#
import glob
import numpy as np
import os
import pathlib
import posixpath
import unreal
asset_tools = unreal.... |
"""
Test script to import a model into Unreal Engine.
"""
import unreal
import os
import json
# This script assumes that the export_from_blender.py script has been run
# and the export_path is passed as a parameter to this script
# Get the import path from the provided data string (if any)
# The data parameter shoul... |
import unreal
def on_asset_post_import(asset):
"""在资源导入完成后触发"""
if isinstance(asset, unreal.StaticMesh): # 只处理 StaticMesh
unreal.log(f"[自动回调] Reimport 完成: {asset.get_name()}")
# 在这里调用你的后续脚本
# 例如:修改材质、生成LOD、触发其他工具等
your_custom_script(asset)
def your_custom_script(static_mesh):
... |
# coding: utf-8
import unreal
import argparse
print("VRM4U python begin")
print (__file__)
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-meta")
args = parser.parse_args()
print(args.vrm)
#print(dummy[3])
humanoidBoneList = [
"hips",
"leftUpperLeg... |
# This scripts describes the process of capturing an managing properties with a little more
# detail than test_variant_manager.py
import unreal
# Create all assets and objects we'll use
lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset("LVS", "/Game/")
lvs_actor = unreal.VariantManagerLibrary.create_... |
import unreal
def replace_specific_base_material():
selected_assets = unreal.EditorUtilityLibrary.get_selected_assets()
target_material_path = "/project/"
source_material_path = "/project/.M_Masked"
target_material = unreal.load_asset(target_material_path)
if not target_material:
... |
#!/project/ python3
"""Scene building automation for Unreal Engine 5.6."""
import json
import logging
import pathlib
import sys
from typing import Any, Dict, List, Optional, Type, Union
import unreal
# Configure logging
logging.basicConfig(level=logging.INFO, format='%(levelname)s: %(message)s')
logger = logging.get... |
'''
File: 01-main-Weld_ImagePipeline.py
Author: John Smutny
Date: 05/project/
Description:
This is the main python script that is executed from a Unreal Engine (UE)
Editor window to collect screenshots of points on a rectangular mesh with a
specific texture applied.
In order for this script to com... |
import unreal
import csv
def GetCSV(csvPath):
file = open(csvPath, "r")
csvReader = csv.reader(file)
csvList = list(csvReader)
file.close()
return csvList
def LoadAssets(assetPath):
# Based on:
# https://docs.unrealengine.com/en-us/project/-and-Automating-the-Editor/Editor-Scripting-How-Tos/Setting-up-Collisi... |
"""AutoMatty Plugin Scripts Package"""
import automatty_utils
import unreal
import os
import sys
import automatty_config
from automatty_config import AutoMattyConfig
from automatty_utils import AutoMattyUtils
|
# coding: utf-8
from asyncio.windows_events import NULL
from platform import java_ver
import unreal
import time
import argparse
print("VRM4U python begin")
print (__file__)
parser = argparse.ArgumentParser()
parser.add_argument("-vrm")
parser.add_argument("-rig")
parser.add_argument("-meta")
args = parser.parse_args... |
# Copyright (c) <2021> Side Effects Software Inc.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list ... |
import unreal
menu_owner = "questToolViewerOwner"
tool_menus = unreal.ToolMenus.get()
@unreal.uclass()
class createEntry_QuestToolViewer(unreal.ToolMenuEntryScript):
@unreal.ufunction(override=True)
def execute(self, context):
pass
registry = unreal.AssetRegistryHelpers.get_asset_registry()
... |
# -*- coding: utf-8 -*-
import unreal
from ayon_core.pipeline import CreatorError
from ayon_core.hosts.unreal.api.pipeline import UNREAL_VERSION
from ayon_core.hosts.unreal.api.plugin import (
UnrealAssetCreator,
)
class CreateCamera(UnrealAssetCreator):
"""Create Camera."""
identifier = "io.ayon.creato... |
import unreal
import unreallibrary
from PySide6.QtCore import Qt, QPointF, QRectF, QPoint, QRect
from PySide6.QtGui import QPen, QPainter, QFont, QIntValidator
from PySide6.QtWidgets import QWidget, QPushButton, QVBoxLayout, QHBoxLayout, QFileDialog, QLineEdit
from unreallibrary import UnrealLibrary
class AssetPicker... |
'''
File:
Author:
Date:
Description:
A narrow proof-of-concept script that will rotate a UE4 CineCamera actor
around an object then take screenshots. Rotation will occur in orbit
around a particular environment object. Changes will be in distance,
azimuth, and aspect dimensions
Rotation con... |
import os
import sys
import constants
import utils
import unreal
utils.validate_args_count(6)
working_dir = sys.argv[1]
plugin_branch = sys.argv[2]
engine_version = sys.argv[3]
build_platform = sys.argv[4]
is_platform_browser = sys.argv[5]
project_dir = os.path.join(working_dir, "_WORK_")
source_dir = os.path.join(p... |
import unreal
# Helper function to filter and gather possessable and spawnable actors
def gather_actors(editor_actor_subsystem, light_actor_classes):
all_actors = editor_actor_subsystem.get_all_level_actors()
possessable_actors = []
spawnable_actors = []
for cls in light_actor_classes:
filtere... |
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import sys
import shutil
import unreal
import unrealcmd
import unreal.cmdline
import unreal.zencmd
import http.client
import json
import hashlib
#-------------------------------------------------------------------------------
class Dashboard(unreal.zencmd.Ze... |
# This script describes a generic use case for the variant manager
import unreal
# Create all assets and objects we'll use
lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset("LVS", "/Game/")
lvs_actor = unreal.VariantManagerLibrary.create_level_variant_sets_actor(lvs)
if lvs is None or lvs_actor is No... |
# /project/
# @CBgameDev Optimisation Script - Log Unused Project Assets
# /project/
import unreal
import os
EditAssetLib = unreal.EditorAssetLibrary()
workingPath = "/Game/" # Using the root directory
notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseLog.txt"
allAssets = EditAssetLib.list_assets(working... |
# -*- coding: utf-8 -*-
"""
"""
from __future__ import division, unicode_literals
from __future__ import print_function
from __future__ import absolute_import
__author__ = 'timmyliang'
__email__ = 'user@example.com'
__date__ = '2021-08-11 22:48:59'
import unreal
@unreal.uclass()
class PyBPFunctionLibrary(unreal.Bl... |
import unreal
from unreal import ToolMenuContext
from CommonFunctions import run_widget
tool_menus = unreal.ToolMenus.get()
WIDGET_PATH = "/project/"
def add_menu():
"""添加菜单"""
main_menu = tool_menus.find_menu("LevelEditor.MainMenu")
main_menu.add_sub_menu(
owner="CustomTools",
... |
#!/project/ python3
"""
Script to recreate the WarriorCharacter Blueprint from scratch
"""
import unreal
def log_message(message):
"""Print and log message"""
print(message)
unreal.log(message)
def recreate_character_blueprint():
"""Recreate the WarriorCharacter Blueprint based on C++ class"""
l... |
# This file is based on templates provided and copyrighted by Autodesk, Inc.
# This file has been modified by Epic Games, Inc. and is subject to the license
# file included in this repository.
import unreal
import sgtk.platform
from . import config
import sys
import os
unreal.log("Loading SG Engine for Unreal from {}... |
import unreal
from unreal import ToolMenus, ToolMenu, ToolMenuEntry, ToolMenuEntryScript, ToolMenuEntryScriptData, ToolMenuInsertType, UserInterfaceActionType, AppReturnType, EditorDialog
# class MenuCommand:
# """菜单命令基类"""
# def __init__(self, name, label, tooltip, section="CustomSection"):
# ... |
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