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import unreal selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() asset_tools = unreal.AssetToolsHelpers.get_asset_tools() loaded_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) for asset in selected_assets: # Get the asset's package path package_path = asset.get_path_name() # Get the asset's references references = loaded_subsystem.find_package_referencers_for_asset(package_path) for reference in references: path_to_check = "/project/" if reference.startswith(path_to_check): print(f"Asset: {package_path}") print(f"Reference found in {path_to_check}: {reference}")
from pathlib import Path import shutil import unreal from ayon_core.pipeline import publish class ExtractUAsset(publish.Extractor): """Extract a UAsset.""" label = "Extract UAsset" hosts = ["unreal"] families = ["uasset", "umap"] optional = True def process(self, instance): extension = ( "umap" if "umap" in instance.data.get("families") else "uasset") ar = unreal.AssetRegistryHelpers.get_asset_registry() self.log.debug("Performing extraction..") staging_dir = self.staging_dir(instance) members = instance.data.get("members", []) if not members: raise RuntimeError("No members found in instance.") # UAsset publishing supports only one member obj = members[0] asset = ar.get_asset_by_object_path(obj).get_asset() sys_path = unreal.SystemLibrary.get_system_path(asset) filename = Path(sys_path).name shutil.copy(sys_path, staging_dir) self.log.info(f"instance.data: {instance.data}") if "representations" not in instance.data: instance.data["representations"] = [] representation = { "name": extension, "ext": extension, "files": filename, "stagingDir": staging_dir, } instance.data["representations"].append(representation)
import pyvfx_boilerplate.boilerplate_ui as bpui try: import maya.cmds as cmds import maya.mel as mel MAYA = True except ImportError: MAYA = False try: import nuke NUKE = True except ImportError: NUKE = False try: import hou # noqa HOUDINI = True except ImportError: HOUDINI = False try: import MaxPlus THREEDSMAX = True except ImportError: THREEDSMAX = False try: import bpy BLENDER = True except ImportError: BLENDER = False try: import unreal # noqa UNREAL = True except ImportError: UNREAL = False rootMenuName = "pyvfx" def activate(dockable=False): bpr = bpui.BoilerplateRunner(bpui.Boilerplate) kwargs = {} kwargs["dockable"] = dockable bpr.run_main(**kwargs) mcmd = "import pyvfx_boilerplate.menu\npyvfx_boilerplate.menu.activate({})" if NUKE: m = nuke.menu("Nuke") menuname = "{}/boilerplate UI".format(rootMenuName) m.addCommand("{}/boilerplate UI".format(rootMenuName), mcmd.format("")) m.addCommand("{} dockable".format(menuname), mcmd.format("True")) elif MAYA: MainMayaWindow = mel.eval("$temp = $gMainWindow") if not cmds.menu("pyvfxMenuItemRoot", exists=True): cmds.menu( "pyvfxMenuItemRoot", label=rootMenuName, parent=MainMayaWindow, tearOff=True, allowOptionBoxes=True, ) cmds.menuItem( label="boilerplate UI", parent="pyvfxMenuItemRoot", ec=True, command=mcmd.format(""), ) cmds.menuItem( label="boilerplate UI dockable", parent="pyvfxMenuItemRoot", ec=True, command=mcmd.format("True"), ) elif HOUDINI: print("add menu code here for Houdini") activate() elif UNREAL: # http://golaem.com/project/-crowd-documentation/rendering-unreal-engine # https://github.com/project/ print("add menu code here for Unreal") activate() elif THREEDSMAX: def activate_dockable(): activate(True) MaxPlus.MenuManager.UnregisterMenu(rootMenuName) mb = MaxPlus.MenuBuilder(rootMenuName) menuitem = "boilerplate UI" menuitemD = "{} dockable".format(menuitem) menulist = [ (menuitem, menuitem, activate), (menuitemD, menuitemD, activate_dockable), ] for item in menulist: action = MaxPlus.ActionFactory.Create(item[0], item[1], item[2]) mb.AddItem(action) menu = mb.Create(MaxPlus.MenuManager.GetMainMenu()) elif BLENDER: # a little of This # https://blender.stackexchange.com/project/-ht-upper-bar-append-add-menus-in-two-places # and a little of this # https://blenderartists.org/project/-a-custom-menu-option/project/ class PyvfxBoilerplateActivateOperator(bpy.types.Operator): """ start the pyvfx_boilerplate ui""" bl_idname = "pyvfx_boilerplate_activate" bl_label = "boilerplate UI" def execute(self, context): activate() return {"FINISHED"} class TOPBAR_MT_pyvfx_menu(bpy.types.Menu): """ create the pyvfx top menu and pyvfx menu item""" bl_label = rootMenuName def draw(self, context): """ create the pyvfx menu item""" layout = self.layout layout.operator("pyvfx_boilerplate_activate") def menu_draw(self, context): """ create the pyvfx top menu""" self.layout.menu("TOPBAR_MT_pyvfx_menu") def register(): bpy.utils.register_class(PyvfxBoilerplateActivateOperator) bpy.utils.register_class(TOPBAR_MT_pyvfx_menu) bpy.types.TOPBAR_MT_editor_menus.append(TOPBAR_MT_pyvfx_menu.menu_draw) def unregister(): bpy.utils.unregister_class(PyvfxBoilerplateActivateOperator) bpy.types.TOPBAR_MT_editor_menus.remove(TOPBAR_MT_pyvfx_menu.menu_draw) bpy.utils.unregister_class(TOPBAR_MT_pyvfx_menu) register() else: activate()
# 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 two HDAs. The first HDA will be used as an input to the second HDA. For the second HDA we set 2 inputs: an asset input (the first instantiated HDA) and a curve input (a helix). 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 math import unreal _g_wrapper1 = None _g_wrapper2 = None def get_copy_curve_hda_path(): return '/project/.copy_to_curve_1_0' def get_copy_curve_hda(): return unreal.load_object(None, get_copy_curve_hda_path()) def get_pig_head_hda_path(): return '/project/.pig_head_subdivider_v01' def get_pig_head_hda(): return unreal.load_object(None, get_pig_head_hda_path()) def configure_inputs(in_wrapper): print('configure_inputs') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(configure_inputs) # Create a geo input asset_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIAssetInput) # Set the input objects/assets for this input # asset_input.set_input_objects((_g_wrapper1.get_houdini_asset_actor().houdini_asset_component, )) asset_input.set_input_objects((_g_wrapper1, )) # copy the input data to the HDA as node input 0 in_wrapper.set_input_at_index(0, asset_input) # We can now discard the API input object asset_input = None # 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(10): t = i / 10.0 * math.pi * 2.0 x = 100.0 * math.cos(t) y = 100.0 * math.sin(t) z = i * 10.0 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) # We can now discard the API input object curve_input = None 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.HoudiniPublicAPICurveInput): print('\t\tbCookOnCurveChanged: {0}'.format(in_input.cook_on_curve_changed)) print('\t\tbAddRotAndScaleAttributesOnCurves: {0}'.format(in_input.add_rot_and_scale_attributes_on_curves)) 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 isinstance(input_object, unreal.HoudiniPublicAPICurveInputObject): print('\t\t\tbClosed: {0}'.format(input_object.is_closed())) print('\t\t\tCurveMethod: {0}'.format(input_object.get_curve_method())) print('\t\t\tCurveType: {0}'.format(input_object.get_curve_type())) print('\t\t\tReversed: {0}'.format(input_object.is_reversed())) print('\t\t\tCurvePoints: {0}'.format(input_object.get_curve_points())) 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_wrapper1, _g_wrapper2 # instantiate the input HDA with auto-cook enabled _g_wrapper1 = api.instantiate_asset(get_pig_head_hda(), unreal.Transform()) # instantiate the copy curve HDA _g_wrapper2 = api.instantiate_asset(get_copy_curve_hda(), unreal.Transform()) # Configure inputs on_post_instantiation, after instantiation, but before first cook _g_wrapper2.on_post_instantiation_delegate.add_callable(configure_inputs) # Print the input state after the cook and output creation. _g_wrapper2.on_post_processing_delegate.add_callable(print_inputs) if __name__ == '__main__': run()
import json import unreal with open("C:/project/ Projects/project/" "MaterialAutoAssign/project/.json", "r") as f: material_references_data = json.load(f) with open("C:/project/ Projects/project/" "MaterialAutoAssign/project/.json", "r") as f: material_rename_data = json.load(f) missing_material_paths = [] for mesh_path, mesh_material_data in material_references_data.items(): for slot_name, material_path in mesh_material_data.items(): material_path = material_rename_data.get(material_path, material_path) if not unreal.EditorAssetLibrary.does_asset_exist( material_path) and material_path not in missing_material_paths: missing_material_paths.append(material_path) for missing_material_path in missing_material_paths: print(missing_material_path)
import unreal # import os # plugin_path = r"/project/-5.6.2-vc9hc26998b_12\Library\plugins\platforms" # os.environ['QT_QPA_PLATFORM_PLUGIN_PATH'] = plugin_path import sys sys.path.append('/project/-packages') # from PySide2 import QtGui # from PySide2 import QtCore # from PySide2 import QtWidgets # from PySide2 import QtUiTools from PyQt5 import QtGui from PyQt5 import QtCore from PyQt5 import QtWidgets from PyQt5 import uic # This function will receive the tick from Unreal def __QtAppTick__(delta_seconds): for window in opened_windows: window.eventTick(delta_seconds) # This function will be called when the application is closing. def __QtAppQuit__(): unreal.unregister_slate_post_tick_callback(tick_handle) # This function is called by the windows when they are closing. (Only if the connection is properly made.) def __QtWindowClosed__(window=None): if window in opened_windows: opened_windows.remove(window) # This part is for the initial setup. Need to run once to spawn the application. unreal_app = QtWidgets.QApplication.instance() if not unreal_app: unreal_app = QtWidgets.QApplication(sys.argv) tick_handle = unreal.register_slate_post_tick_callback(__QtAppTick__) unreal_app.aboutToQuit.connect(__QtAppQuit__) existing_windows = {} opened_windows = [] # desired_window_class: class QtGui.QWidget : The window class you want to spawn # return: The new or existing window def spawnQtWindow(desired_window_class=None): window = existing_windows.get(desired_window_class, None) if not window: window = desired_window_class() existing_windows[desired_window_class] = window window.aboutToClose = __QtWindowClosed__ if window not in opened_windows: opened_windows.append(window) window.show() window.activateWindow() return window def run(): spawnQtWindow(QtWindowOne) WINDOW_NAME = 'Qt Window One' UI_FILE_FULLNAME = __file__.replace('.py', '.ui') class QtWindowOne(QtGui.QWidget): def __init__(self, parent=None): super(QtWindowOne, 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 = uic.loadUi(UI_FILE_FULLNAME) self.widget.setParent(self) self.setWindowTitle(WINDOW_NAME) self.setGeometry(100, 100, self.widget.width(), self.widget.height()) self.initialiseWidget() def closeEvent(self, event): if self.aboutToClose: self.aboutToClose(self) event.accept() def eventTick(self, delta_seconds): self.myTick(delta_seconds) ########################################## def initialiseWidget(self): self.time_while_this_window_is_open = 0.0 self.random_actor = None self.random_actor_is_going_up = True self.widget.button_MoveRandom.clicked.connect(self.moveRandomActorInScene) def moveRandomActorInScene(self): import random import WorldFunctions all_actors = WorldFunctions.getAllActors(use_selection = False, actor_class = unreal.StaticMeshActor, actor_tag = None) rand = random.randrange(0, len(all_actors)) self.random_actor = all_actors[rand] def myTick(self, delta_seconds): # Set Time self.time_while_this_window_is_open += delta_seconds self.widget.lbl_Seconds.setText("%.1f Seconds" % self.time_while_this_window_is_open) # Affect Actor if self.random_actor: actor_location = self.random_actor.get_actor_location() speed = 300.0 * delta_seconds if self.random_actor_is_going_up: if actor_location.z > 1000.0: self.random_actor_is_going_up = False else: speed = -speed if actor_location.z < 0.0: self.random_actor_is_going_up = True self.random_actor.add_actor_world_offset(unreal.Vector(0.0, 0.0, speed), False, False) if __name__ == '__main__': run() # import sys # PATH = r"/project/" # if PATH not in sys.path: # sys.path.append(PATH) # import qtWindow # reload(qtWindow)
# 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 instantiates an HDA that contains a TOP network. After the HDA itself has cooked (in on_post_process) we iterate over all TOP networks in the HDA and print their paths. Auto-bake is then enabled for PDG and the TOP networks are cooked. """ import os import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.pdg_pighead_grid_2_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def get_hda_directory(): """ Attempt to get the directory containing the .hda files. This is /project/. In newer versions of UE we can use ``unreal.SystemLibrary.get_system_path(asset)``, in older versions we manually construct the path to the plugin. Returns: (str): the path to the example hda directory or ``None``. """ if hasattr(unreal.SystemLibrary, 'get_system_path'): return os.path.dirname(os.path.normpath( unreal.SystemLibrary.get_system_path(get_test_hda()))) else: plugin_dir = os.path.join( os.path.normpath(unreal.Paths.project_plugins_dir()), 'Runtime', 'HoudiniEngine', 'Content', 'Examples', 'hda' ) if not os.path.exists(plugin_dir): plugin_dir = os.path.join( os.path.normpath(unreal.Paths.engine_plugins_dir()), 'Runtime', 'HoudiniEngine', 'Content', 'Examples', 'hda' ) if not os.path.exists(plugin_dir): return None return plugin_dir def delete_instantiated_asset(): global _g_wrapper if _g_wrapper: result = _g_wrapper.delete_instantiated_asset() _g_wrapper = None return result else: return False def on_pre_instantiation(in_wrapper): print('on_pre_instantiation') # Set the hda_directory parameter to the directory that contains the # example .hda files hda_directory = get_hda_directory() print('Setting "hda_directory" to {0}'.format(hda_directory)) in_wrapper.set_string_parameter_value('hda_directory', hda_directory) # Cook the HDA (not PDG yet) 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')) def on_post_process(in_wrapper): print('on_post_process') # in_wrapper.on_post_processing_delegate.remove_callable(on_post_process) # Iterate over all PDG/TOP networks and nodes and log them print('TOP networks:') for network_path in in_wrapper.get_pdgtop_network_paths(): print('\t{}'.format(network_path)) for node_path in in_wrapper.get_pdgtop_node_paths(network_path): print('\t\t{}'.format(node_path)) # Enable PDG auto-bake (auto bake TOP nodes after they are cooked) in_wrapper.set_pdg_auto_bake_enabled(True) # Bind to PDG post bake delegate (called after all baking is complete) in_wrapper.on_post_pdg_bake_delegate.add_callable(on_post_bake) # Cook the specified TOP node in_wrapper.pdg_cook_node('topnet1', 'HE_OUT_PIGHEAD_GRID') def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset, disabling auto-cook of the asset _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform(), enable_auto_cook=False) # Bind to the on pre instantiation delegate (before the first cook) and # set parameters _g_wrapper.on_pre_instantiation_delegate.add_callable(on_pre_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 sys sys.path.append('C:/project/-packages') from PySide import QtGui, QtUiTools WINDOW_NAME = 'Qt Window One' UI_FILE_FULLNAME = __file__.replace('.py', '.ui') class QtWindowOne(QtGui.QWidget): def __init__(self, parent=None): super(QtWindowOne, 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.initialiseWidget() def closeEvent(self, event): if self.aboutToClose: self.aboutToClose(self) event.accept() def eventTick(self, delta_seconds): self.myTick(delta_seconds) ########################################## def initialiseWidget(self): self.time_while_this_window_is_open = 0.0 self.random_actor = None self.random_actor_is_going_up = True self.widget.button_MoveRandom.clicked.connect(self.moveRandomActorInScene) def moveRandomActorInScene(self): import random import WorldFunctions all_actors = WorldFunctions.getAllActors(use_selection = False, actor_class = unreal.StaticMeshActor, actor_tag = None) rand = random.randrange(0, len(all_actors)) self.random_actor = all_actors[rand] def myTick(self, delta_seconds): # Set Time self.time_while_this_window_is_open += delta_seconds self.widget.lbl_Seconds.setText("%.1f Seconds" % self.time_while_this_window_is_open) # Affect Actor if self.random_actor: actor_location = self.random_actor.get_actor_location() speed = 300.0 * delta_seconds if self.random_actor_is_going_up: if actor_location.z > 1000.0: self.random_actor_is_going_up = False else: speed = -speed if actor_location.z < 0.0: self.random_actor_is_going_up = True self.random_actor.add_actor_world_offset(unreal.Vector(0.0, 0.0, speed), False, False)
import unreal import glob import os class fbxImport(): def __init__(self, relative_fbx_path="../DCC"): # Unreal Engineใƒ—ใƒญใ‚ธใ‚งใ‚ฏใƒˆใฎใƒ‡ใ‚ฃใƒฌใ‚ฏใƒˆใƒชใ‚’ๅ–ๅพ— self.proj_dir = unreal.SystemLibrary.get_project_directory() # FBXใƒ•ใ‚กใ‚คใƒซใŒๆ ผ็ดใ•ใ‚Œใฆใ„ใ‚‹็›ธๅฏพใƒ‘ใ‚น self.relative_fbx_path = relative_fbx_path # FBXใƒ•ใ‚กใ‚คใƒซใฎใƒซใƒผใƒˆใƒ‡ใ‚ฃใƒฌใ‚ฏใƒˆใƒชใฎใƒ•ใƒซใƒ‘ใ‚นใ‚’็”Ÿๆˆ self.fbx_root_dir = os.path.join(self.proj_dir, self.relative_fbx_path) def get_fbx_paths(self): # FBXใƒ•ใ‚กใ‚คใƒซใ‚’ๆคœ็ดขใ™ใ‚‹ใŸใ‚ใฎใƒ‘ใ‚นใ‚’็”Ÿๆˆ match_path = os.path.join(self.fbx_root_dir, "**/*.fbx") # ๆŒ‡ๅฎšใ•ใ‚ŒใŸใƒ‘ใ‚นไปฅไธ‹ใฎFBXใƒ•ใ‚กใ‚คใƒซใ‚’ๅ…จใฆๅ–ๅพ— self.fbx_paths = glob.glob(match_path, recursive=True) # ใƒ‘ใ‚นๅ†…ใฎใƒใƒƒใ‚ฏใ‚นใƒฉใƒƒใ‚ทใƒฅใ‚’ใ‚นใƒฉใƒƒใ‚ทใƒฅใซ็ฝฎๆ›ใ—ใ€็‰นๅฎšใฎๆกไปถใซๅˆ่‡ดใ™ใ‚‹ใƒ•ใ‚กใ‚คใƒซใฎใฟใ‚’ใƒชใ‚นใƒˆใซ่ฟฝๅŠ  self.fbx_paths = [ s.replace('\\', '/') for s in self.fbx_paths if "_high" not in s ] def debug_fbx_info(self): # FBXใƒ•ใ‚กใ‚คใƒซใฎใƒ‘ใ‚นๆƒ…ๅ ฑใ‚’ๅ–ๅพ—ใ—ใ€ใƒ‡ใƒใƒƒใ‚ฐๆƒ…ๅ ฑใจใ—ใฆๅ‡บๅŠ› self.get_fbx_paths() print(self.fbx_paths) for file_path in self.fbx_paths: # ๆœ€ๅˆใฎFBXใƒ•ใ‚กใ‚คใƒซใฎใƒ‘ใ‚นใ‚’ๅ–ๅพ—ใ—ใฆใƒ‡ใƒใƒƒใ‚ฐๅ‡บๅŠ› file_path = self.fbx_paths[0] dir = file_path.split("../DCC/")[1] name = file_path.split('/')[-1].split('.')[0] dir = os.path.join("/Game", dir.split(name)[0], "Mesh") print(dir) print(name) print(file_path) def make_option(self): # FBXใ‚คใƒณใƒใƒผใƒˆใ‚ชใƒ—ใ‚ทใƒงใƒณใฎ่จญๅฎš op = unreal.FbxImportUI() # ใƒžใƒ†ใƒชใ‚ขใƒซใฎใ‚คใƒณใƒใƒผใƒˆใ‚’็„กๅŠนๅŒ– op.import_materials = False # ่‡ชๅ‹•็”Ÿๆˆใฎ่ก็ชๅ‡ฆ็†ใ‚’็„กๅŠนๅŒ– op.static_mesh_import_data.auto_generate_collision = False # ใƒกใƒƒใ‚ทใƒฅใฎ็ตๅˆใ‚’ๆœ‰ๅŠนๅŒ– op.static_mesh_import_data.combine_meshes = True self.op = op def make_task(self, fbx_path, destination_path, object_name): # FBXใƒ•ใ‚กใ‚คใƒซใฎใ‚คใƒณใƒใƒผใƒˆใ‚ฟใ‚นใ‚ฏใ‚’ไฝœๆˆ # ใ‚คใƒณใƒใƒผใƒˆใ‚ฟใ‚นใ‚ฏใฎ่จญๅฎš task = unreal.AssetImportTask() task.automated = True task.destination_name = object_name task.destination_path = destination_path task.filename = fbx_path task.replace_existing = True return task def execute_tasks(self): """ ๆŒ‡ๅฎšใ—ใŸใƒ‘ใ‚นไปฅไธ‹ใฎfbxใƒ•ใ‚กใ‚คใƒซใƒ‘ใ‚นใ‚’ๅŽ้›†ใ—ใใ‚Œใžใ‚Œใซๅฏพใ—ใฆๅฏพๅฟœใ—ใŸContentsใƒ•ใ‚ฉใƒซใƒ€ๅ†…ใƒ‘ใ‚นใ‚’ไฝœๆˆใ™ใ‚‹ใ€‚ๆ–ฐ่ฆไฝœๆˆใฎใ‚ขใ‚ปใƒƒใƒˆใซๅฏพใ—ใฆใ‚คใƒณใƒใƒผใƒˆใ‚’่กŒใ† """ self.get_fbx_paths() self.make_option() tasks = [] import_list = [] # ใƒ•ใ‚กใ‚คใƒซใ”ใจใซๅฎ›ๅ…ˆใƒ‘ใ‚นใ‚’ไฝœๆˆใ—FBXใ‚คใƒณใƒใƒผใƒˆใ‚ฟใ‚นใ‚ฏใ‚’่ฟฝๅŠ  for fbx_path in self.fbx_paths: #fbx_pathใ‚’Environment/project/ใ€ๆ‹กๅผตๅญใชใ—ใฎใƒ•ใ‚กใ‚คใƒซๅใซๅˆ†่งฃใ—ใฆContentsใƒ•ใ‚ฉใƒซใƒ€็”จใซๅ†็ตๅˆใ™ใ‚‹ name = fbx_path.split('/')[-1].split('.')[0] dir = fbx_path.split("../DCC/")[1] destination_path = os.path.join("/Game", dir.split(name)[0], "Mesh") # destination_pathใŒ้ธๆŠžใ•ใ‚Œใฆใ„ใ‚‹ใƒ•ใ‚ฉใƒซใƒ€ไปฅไธ‹ใงใ‚ใ‚‹ๅ ดๅˆใฎใฟใ‚ฟใ‚นใ‚ฏใ‚’ไฝœๆˆ destination_asset = os.path.join(destination_path,name) if not unreal.EditorAssetLibrary.does_asset_exist(destination_asset): # if selected_folder in destination_path: task = self.make_task(fbx_path,destination_path,name) tasks.append(task) import_list.append(destination_asset) print(f"{destination_asset}is creating...") else: print(f"{destination_asset} is already created. skip") confirmation=unreal.EditorDialog.show_message( "ไปฅไธ‹ใฎใƒ‘ใ‚นใซFBXใ‚’ใ‚คใƒณใƒใƒผใƒˆใ—ใพใ™ใ€‚็ถš่กŒใ—ใพใ™ใ‹๏ผŸ", "\n".join(import_list), unreal.AppMsgType.YES_NO ) # ใƒฆใƒผใ‚ถใƒผใŒYESใ‚’้ธๆŠžใ—ใŸๅ ดๅˆใฎใฟใ‚ฟใ‚นใ‚ฏใ‚’ๅฎŸ่กŒ if confirmation == unreal.AppReturnType.YES: # Unreal Engineใฎใ‚ขใ‚ปใƒƒใƒˆใƒ„ใƒผใƒซใ‚’ไฝฟ็”จใ—ใฆใ‚ฟใ‚นใ‚ฏใ‚’ๅฎŸ่กŒ atool = unreal.AssetToolsHelpers.get_asset_tools() atool.import_asset_tasks(tasks) def main(): # ใ‚คใƒณใƒใƒผใƒˆๅ‡ฆ็†ใฎๅฎŸ่กŒ fbx = fbxImport("../project/") fbx.execute_tasks() main()
import unreal from CommonFunctions import get_asset_dir selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() editor_lib = unreal.EditorAssetLibrary asset_subsys = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) new_dir_path = "/project/" def replace_ref(assets): for asset in assets: if isinstance(asset,unreal.Object): asset_path = asset.get_path_name() asset_old = editor_lib.load_asset(asset_path) asset_name = asset.get_name() print("Asset") print([asset_old]) asset_new_path = new_dir_path + asset_name + "." + asset_name if editor_lib.does_asset_exist(asset_new_path): print("Asset exists in the new directory") asset_new = editor_lib.load_asset(asset_new_path) print("New Asset") print(asset_new) # replace=asset_subsys.consolidate_assets(assets_to_consolidate=[asset_new],asset_to_consolidate_to=asset) replace = editor_lib.consolidate_assets(asset_to_consolidate_to=asset_new,assets_to_consolidate=[asset_old]) print("done") print(replace) else: print("no target asset") def check_ref(asset): if isinstance(asset,unreal.Object): asset_path = asset.get_path_name() asset_ref = editor_lib.find_package_referencers_for_asset(asset_path) print("Asset_Reference") print(asset_ref)
๏ปฟ# 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 ๅ–ๅพ— 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) ### ๅ…จใฆใฎ้ชจ 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() # ้…ๅˆ—ใƒŽใƒผใƒ‰่ฟฝๅŠ  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)
import unreal actors = unreal.EditorLevelLibrary.get_all_level_actors() for actor in actors: if not isinstance(actor,unreal.StaticMeshActor): continue comp = actor.static_mesh_component mesh = comp.static_mesh path = mesh.get_path_name() if path.startswith("/project/"): path = path.replace("/project/","/project/") comp.set_editor_property("static_mesh",unreal.load_asset(path)) material_list = [] print(comp.get_editor_property("override_materials")) for material in comp.get_editor_property("override_materials"): print(unicode(actor)) path = material.get_path_name() path = path.replace("/project/","/project/") material_list.append(unreal.load_asset(path)) if material_list: comp.set_editor_property("override_materials",material_list)
import unreal MEL = unreal.MaterialEditingLibrary MP = unreal.MaterialProperty MST = unreal.MaterialSamplerType BM = unreal.BlendMode M = unreal.Material T = unreal.Texture ATH = unreal.AssetToolsHelpers EAL = unreal.EditorAssetLibrary EUL = unreal.EditorUtilityLibrary ## # Actions to be performed on a per-texture basis ## # A base class for actions class Action: def execute(self, material, expression): pass # Adds a sampler and connects the desired output to the desired material property pin class CreateConnection(Action): def __init__(self, output_name, material_property): self.output_name = output_name self.material_property = material_property def execute(self, material, expression, y_pos): MEL.connect_material_property(expression, self.output_name, self.material_property) # Same as CreateConnection, but a Multiply node is also generated so the color value is scaled by the given factor class CreateConnectionScaled(CreateConnection): def __init__(self, output_name, material_property, scale): self.output_name = output_name self.material_property = material_property self.scale = scale def execute(self, material, expression, y_pos): multiply_node = MEL.create_material_expression(material, unreal.MaterialExpressionMultiply, -250, y_pos) multiply_node.set_editor_property('ConstB', self.scale) MEL.connect_material_expressions(expression, self.output_name, multiply_node, 'A') MEL.connect_material_property(multiply_node, '', self.material_property) # Sets any available property on the material asset class SetProperty(Action): def __init__(self, properti, value): self.property = properti self.value = value def execute(self, material, expression, y_pos): material.set_editor_property(self.property, self.value) # Sets the sampler type for the texture sample class SetSamplerType(Action): def __init__(self, sampler_type): self.sampler_type = sampler_type def execute(self, material, expression, y_pos): expression.set_editor_property('sampler_type', self.sampler_type) ## # This dictionary assigns the given texture type names (found in suffixes, for ex. T_TextureName_D - D means it's a # Diffuse texture) to the different actions that should be performed to properly set it up in the material. ## actions = { 'DA': [ CreateConnection('RGB', MP.MP_BASE_COLOR), CreateConnection('A', MP.MP_OPACITY), SetProperty('blend_mode', BM.BLEND_TRANSLUCENT) ], 'D': [ CreateConnection('RGB', MP.MP_BASE_COLOR) ], 'AO': [ CreateConnection('R', MP.MP_AMBIENT_OCCLUSION), SetSamplerType(MST.SAMPLERTYPE_MASKS) ], 'A': [ CreateConnection('R', MP.MP_OPACITY), SetSamplerType(MST.SAMPLERTYPE_GRAYSCALE), SetProperty('blend_mode', BM.BLEND_TRANSLUCENT) ], 'N': [ CreateConnection('RGB', MP.MP_NORMAL), SetSamplerType(MST.SAMPLERTYPE_NORMAL) ], 'M': [ CreateConnection('R', MP.MP_METALLIC), SetSamplerType(MST.SAMPLERTYPE_MASKS) ], 'R': [ CreateConnection('G', MP.MP_ROUGHNESS), SetSamplerType(MST.SAMPLERTYPE_MASKS) ], 'S': [ CreateConnection('B', MP.MP_SPECULAR), SetSamplerType(MST.SAMPLERTYPE_MASKS) ], 'E': [ CreateConnectionScaled('RGB', MP.MP_EMISSIVE_COLOR, 15) ], } ## # Helper functions ## # Create a material at a given path def create_empty_material(name) -> M: asset_tools = ATH.get_asset_tools() package_name, asset_name = asset_tools.create_unique_asset_name(name, '') if not EAL.does_asset_exist(package_name): path = package_name.rsplit('/', 1)[0] name = package_name.rsplit('/', 1)[1] return asset_tools.create_asset(name, path, M, unreal.MaterialFactoryNew()) return unreal.load_asset(package_name) # Perform actions defined in the 'actions' dictionary. This should result in textures being added properly with respect # for required or desired settings for certain texture types def apply_texture(material, texture_name, y_pos): sampler = MEL.create_material_expression(material, unreal.MaterialExpressionTextureSample, -500, y_pos) sampler.texture = unreal.load_asset(texture_name) texture_suffix = texture_name.rsplit('_', 1)[1] for key in actions: if key in texture_suffix: texture_suffix = texture_suffix.replace(key, '') for action in actions[key]: action.execute(material, sampler, y_pos) ## # Create material from selected textures ## def create_material_from_textures(name): material = create_empty_material(name) selected_assets = EUL.get_selected_assets() y_pos = 0 for asset in selected_assets: if isinstance(asset, T): apply_texture(material, asset.get_path_name(), y_pos) y_pos += 250 MEL.recompile_material(material) EAL.save_asset(material.get_path_name(), only_if_is_dirty=True) asset_tools = ATH.get_asset_tools() asset_tools.open_editor_for_assets([material])
import unreal def get_component_handles(blueprint_asset_path): ## ์‚ฌ์šฉ์•ˆํ•ด๋„๋จ, ๋‹ค์Œ ํ•จ์ˆ˜์—์„œ ํ˜ธ์ถœํ•ด์„œ ์‚ฌ์šฉํ•˜๋Š” ํ•จ์ˆ˜, ํ•ธ๋“ค๋Ÿฌ ์ง์ ‘ ๋ฌผ๊ณ ์‹ถ์œผ๋ฉด ์“ฐ์…ˆ subsystem = unreal.get_engine_subsystem(unreal.SubobjectDataSubsystem) blueprint_asset = unreal.load_asset(blueprint_asset_path) subobject_data_handles = subsystem.k2_gather_subobject_data_for_blueprint(blueprint_asset) return subobject_data_handles def get_component_objects(blueprint_asset_path : str): ## ์ปดํฌ๋„ŒํŠธ ๋ฌด์‹ํ•˜๊ฒŒ ๋‹ค ๊ธ์–ด์คŒ objects = [] handles = get_component_handles(blueprint_asset_path) for handle in handles: data = unreal.SubobjectDataBlueprintFunctionLibrary.get_data(handle) object = unreal.SubobjectDataBlueprintFunctionLibrary.get_object(data) objects.append(object) return objects def get_component_by_class(blueprint_to_find_components : unreal.Blueprint, component_class_to_find : unreal.Class): ## ์ปดํฌ๋„ŒํŠธ์ค‘์— ํด๋ž˜์Šค ๋งž๋Š”๊ฒƒ๋งŒ ๋ฆฌํ„ดํ•ด์คŒ components = [] asset_path = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(blueprint_to_find_components) component_objects = get_component_objects(asset_path) for each in component_objects: compare_class = (each.__class__ == component_class_to_find) if compare_class : components.append(each) return components def get_component_by_var_name(blueprint_to_find_components : unreal.Blueprint, component_name_to_find : str) : ##์ปดํฌ๋„ŒํŠธ ์ด๋ฆ„์œผ๋กœ ์ฐพ์Œ components = [] asset_path = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(blueprint_to_find_components) component_objects = get_component_objects(asset_path) for each in component_objects: compare_name = (each.get_name()) == ( component_name_to_find + '_GEN_VARIABLE' ) if compare_name : components.append(each) return components assets = unreal.EditorUtilityLibrary.get_selected_assets() for each in assets : comps = get_component_by_class(each, unreal.StaticMeshComponent) for comp in comps : if not comp.visible : comp.visible = True
# Copyright Epic Games, Inc. All Rights Reserved. import unreal import flow.cmd import unrealcmd #------------------------------------------------------------------------------- def _write(key, value): value = str(value) if value.startswith("?"): value = flow.cmd.text.light_yellow(value[1:]) elif value.startswith("!"): value = flow.cmd.text.light_red(value[1:]) dots = max(23 - len(str(key)), 3) dots = flow.cmd.text.grey(("." * dots) if dots > 0 else "") print(key, dots, value) #------------------------------------------------------------------------------- class InfoBase(unrealcmd.Cmd): json = unrealcmd.Opt(False, "Print the output as JSON") def _print_pretty(self, info): def print_dict(name, subject): if isinstance(subject, dict): it = subject.items() elif isinstance(subject, list): it = enumerate(subject) for key, value in it: if isinstance(value, dict|list): print_dict(key, value) continue if name and name != "env": print(end=self._end) self._end = "\n" self.print_info(name.title().replace("_", " ")) name = None _write(key, value) print_dict("", info) def _print_json(self, info): import sys import json def represent(subject): if hasattr(subject, "get_inner"): return subject.get_inner() return repr(subject) json.dump(info, sys.stdout, indent=2, default=represent) def main(self): self._end = "" info = self._get_info() if self.args.json: self._print_json(info) else: self._print_pretty(info) #------------------------------------------------------------------------------- class Info(InfoBase): """ Displays info about the current session. """ def _get_engine_info(self): context = self.get_unreal_context() engine = context.get_engine() info = { "path" : str(engine.get_dir()), "version" : "", "version_full" : "", "branch" : "", "changelist" : "0", } version = engine.get_info() if version: info["branch"] = version["BranchName"] info["changelist"] = str(version["Changelist"]) info["version"] = str(engine.get_version_major()) info["version_full"] = "{}.{}.{}".format( version["MajorVersion"], version["MinorVersion"], version["PatchVersion"]) return info def _get_project_info(self): context = self.get_unreal_context() project = context.get_project() info = { "name" : "?no active project" } if not project: return info info["name"] = project.get_name() info["path"] = str(project.get_path()) info["dir"] = str(project.get_dir()) targets_info = {} known_targets = ( ("editor", unreal.TargetType.EDITOR), ("game", unreal.TargetType.GAME), ("client", unreal.TargetType.CLIENT), ("server", unreal.TargetType.SERVER), ) for target_name, target_type in known_targets: target = context.get_target_by_type(target_type) output = target.get_name() if target else "!unknown" targets_info[target_name] = output info["targets"] = targets_info return info def _get_platforms_info(self): info = {} for platform_name in sorted(self.read_platforms()): inner = info.setdefault(platform_name.lower(), {}) platform = self.get_platform(platform_name) inner["name"] = platform.get_name() inner["version"] = platform.get_version() or "!unknown" inner["env"] = {} for item in platform.read_env(): try: value = item.validate() except EnvironmentError: value = "!" + item.get() inner["env"][item.key] = value return info def _get_info(self): return { "engine" : self._get_engine_info(), "project" : self._get_project_info(), "platforms" : self._get_platforms_info(), } #------------------------------------------------------------------------------- class Projects(InfoBase): """ Displays the branch's synced .uprojects """ def _get_info(self): context = self.get_unreal_context() branch = context.get_branch(must_exist=True) return { "branch_projects" : list(str(x) for x in branch.read_projects()) } #------------------------------------------------------------------------------- class Config(InfoBase): """ Evaluates currect context's config for a particular category. The 'override' option can be used to enumerate platform-specific config sets.""" category = unrealcmd.Arg(str, "The ini category to load") override = unrealcmd.Opt("", "Alternative config set to enumerate (e.g. 'WinGDK')") def complete_category(self, prefix): return ("Engine", "Game", "Input", "DeviceProfiles", "GameUserSettings", "Scalability", "RuntimeOptions", "InstallBundle", "Hardware", "GameplayTags") def _get_info(self): context = self.get_unreal_context() config = context.get_config() ini = config.get(self.args.category, override=self.args.override) ret = {} for s_name, section in ini: ret[s_name] = {k:v for k,v in section} return ret
# 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 and HoudiniEngineV2.asyncprocessor.ProcessHDA. ProcessHDA is configured with the asset to instantiate, as well as 2 inputs: a geometry input (a cube) and a curve input (a helix). ProcessHDA is then activiated upon which the asset will be instantiated, inputs set, and cooked. The ProcessHDA class's on_post_processing() function is overridden to fetch the input structure and logged. The other state/phase functions (on_pre_instantiate(), on_post_instantiate() etc) are overridden to simply log the function name, in order to observe progress in the log. """ import math import unreal from HoudiniEngineV2.asyncprocessor import ProcessHDA _g_processor = None class ProcessHDAExample(ProcessHDA): @staticmethod 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)) elif isinstance(in_input, unreal.HoudiniPublicAPICurveInput): print('\t\tbCookOnCurveChanged: {0}'.format(in_input.cook_on_curve_changed)) print('\t\tbAddRotAndScaleAttributesOnCurves: {0}'.format(in_input.add_rot_and_scale_attributes_on_curves)) 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, 'supports_transform_offset') and in_input.supports_transform_offset(): print('\t\t\tObject Transform Offset: {0}'.format(in_input.get_input_object_transform_offset(idx))) if isinstance(input_object, unreal.HoudiniPublicAPICurveInputObject): print('\t\t\tbClosed: {0}'.format(input_object.is_closed())) print('\t\t\tCurveMethod: {0}'.format(input_object.get_curve_method())) print('\t\t\tCurveType: {0}'.format(input_object.get_curve_type())) print('\t\t\tReversed: {0}'.format(input_object.is_reversed())) print('\t\t\tCurvePoints: {0}'.format(input_object.get_curve_points())) def on_failure(self): print('on_failure') global _g_processor _g_processor = None def on_complete(self): print('on_complete') global _g_processor _g_processor = None def on_pre_instantiation(self): print('on_pre_instantiation') def on_post_instantiation(self): print('on_post_instantiation') def on_post_auto_cook(self, cook_success): print('on_post_auto_cook, success = {0}'.format(cook_success)) def on_pre_process(self): print('on_pre_process') def on_post_processing(self): print('on_post_processing') # Fetch inputs, iterate over it and log node_inputs = self.asset_wrapper.get_inputs_at_indices() parm_inputs = self.asset_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)) self._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)) self._print_api_input(input_wrapper) def on_post_auto_bake(self, bake_success): print('on_post_auto_bake, succes = {0}'.format(bake_success)) def get_test_hda_path(): return '/project/.copy_to_curve_1_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 build_inputs(): print('configure_inputs') # get the API singleton houdini_api = unreal.HoudiniPublicAPIBlueprintLib.get_api() node_inputs = {} # Create a geo input geo_input = houdini_api.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_object = get_geo_asset() geo_input.set_input_objects((geo_object, )) # store the input data to the HDA as node input 0 node_inputs[0] = geo_input # Create a curve input curve_input = houdini_api.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, )) # Store the input data to the HDA as node input 1 node_inputs[1] = curve_input return node_inputs def run(): # Create the processor with preconfigured inputs global _g_processor _g_processor = ProcessHDAExample( get_test_hda(), node_inputs=build_inputs()) # Activate the processor, this will starts instantiation, and then cook if not _g_processor.activate(): unreal.log_warning('Activation failed.') else: unreal.log('Activated!') if __name__ == '__main__': run()
import unreal # define actor location actorLocation = unreal.Vector(0, 0, 0) actorRotation = unreal.Rotator(0, 0, 0) levelSubsys = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) # create new atmospheric actors dirLight = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.DirectionalLight, actorLocation, actorRotation, False) skyLight = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.SkyLight, actorLocation, actorRotation, False) sky = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.SkyAtmosphere, actorLocation, actorRotation, False) fog = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.ExponentialHeightFog, actorLocation, actorRotation, False) clouds = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.VolumetricCloud, actorLocation, actorRotation, False) # save level levelSubsys.save_current_level()
import unreal import os def add_camera_position_to_txt(name, all_cams): t, r = unreal.EditorLevelLibrary.get_level_viewport_camera_info() path = unreal.Paths.project_config_dir() abs_path = unreal.Paths.convert_relative_path_to_full(path) + "ViewportTransform/" filename = abs_path + name + '.txt' if not os.path.exists(abs_path): os.makedirs(abs_path) tf = str(t.x) + ',' + str(t.y) + ',' + str(t.z) + ',' + str(r.roll) + ',' + str(r.pitch) + ',' + str(r.yaw) + '\n' unreal.log(all_cams) unreal.log(tf) if tf not in all_cams: with open(filename, 'a+') as txt: txt.writelines(tf) txt.close() def read_camera_position_from_txt(name): path = unreal.Paths.project_config_dir() + "ViewportTransform/" filename = path + name + '.txt' with open(filename, "r") as txt: readline = txt.readlines() txt.close() return readline def set_camera(index, all_cams): tf = all_cams[index].split(',') t = unreal.Vector(float(tf[0]), float(tf[1]), float(tf[2])) r = unreal.Rotator(float(tf[3]), float(tf[4]), float(tf[5])) unreal.EditorLevelLibrary.set_level_viewport_camera_info(t, r) def process_camera(mode, all_cams, current): if mode == 1: current += 1 else: current -= 1 now = current % len(all_cams) set_camera(now, all_cams) return now def remove_current_camera(name, all_cams, current): if len(all_cams) == 0: return current path = unreal.Paths.project_config_dir() + "ViewportTransform/" filename = path + name + '.txt' with open(filename, "w") as txt_w: for line_no, line in enumerate(all_cams, 0): if line_no == current: continue txt_w.write(line) txt_w.close() if current > 1: return current - 1 else: return current def load_viewport(): path = unreal.Paths.project_config_dir() + "ViewportTransform/" abs_path = unreal.Paths.convert_relative_path_to_full(path) if not os.path.exists(abs_path): return ['default'] files = os.listdir(abs_path) if len(files) == 0: return ['default'] filename = [] for f in files: filename.append(os.path.splitext(f)[0]) return filename def create_seq(): path = unreal.Paths.project_config_dir() + "ViewportTransform/" abs_path = unreal.Paths.convert_relative_path_to_full(path) filename = 'viewport_default.txt' if not os.path.exists(abs_path): os.makedirs(abs_path) txt_path = abs_path + filename f = open(txt_path, "w+") f.close() elif not os.path.exists(abs_path+filename): txt_path = abs_path + filename f = open(txt_path, "w+") f.close() else: files = os.listdir(abs_path) num = [] for f in files: fn = os.path.splitext(f)[0] # unreal.log(fn[-2:]) try: num.append(int(fn[-2:])) except Exception: pass new_one = 1 while new_one in num: new_one += 1 b = len(str(new_one)) if b > 3: filename = 'viewport_seq%05d.txt' % new_one filename = 'viewport_seq%02d.txt' % new_one txt_path = abs_path + filename f = open(txt_path, "w+") f.close() return filename.replace(".txt","") def remove_seq(name): if name == 'viewport_default': return path = unreal.Paths.project_config_dir() + "ViewportTransform/" filename = name+".txt" file_path = path + filename if not os.path.exists(file_path): return os.remove(file_path) def screen_snapshot(seq_name, camera_index): image_index = 1 file_name = "{}_{:d}_{:d}".format(seq_name, camera_index, image_index) path = unreal.Paths().screen_shot_dir() + file_name + ".png" while os.path.exists(path): image_index += 1 file_name = "{}_{:d}_{:d}".format(seq_name, camera_index, image_index) path = unreal.Paths().screen_shot_dir() + file_name + ".png" unreal.AutomationLibrary().take_high_res_screenshot(1920, 1080, file_name) def screen_stats_save(seq_name,camera_index,export_path): image_index = 1 file_name = "{}_{:d}_{:d}.csv".format(seq_name, camera_index, image_index) save_path = unreal.Paths().convert_relative_path_to_full(export_path) + "/" path = save_path + file_name unreal.log_warning("csv file path : {}".format(path)) while os.path.exists(path): image_index += 1 file_name = "{}_{:d}_{:d}.csv".format(seq_name, camera_index, image_index) path = save_path + file_name out = file_name
# 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 class ProcessHDA(object): """ An object that wraps async processing of an HDA (instantiating, cooking/project/ an HDA), with functions that are called at the various stages of the process, that can be overridden by subclasses for custom funtionality: - on_failure() - on_complete(): upon successful completion (could be PostInstantiation if auto cook is disabled, PostProcessing if auto bake is disabled, or after PostAutoBake if auto bake is enabled. - on_pre_instantiation(): before the HDA is instantiated, a good place to set parameter values before the first cook. - on_post_instantiation(): after the HDA is instantiated, a good place to set/configure inputs before the first cook. - on_post_auto_cook(): right after a cook - on_pre_process(): after a cook but before output objects have been created/processed - on_post_processing(): after output objects have been created - on_post_auto_bake(): after outputs have been baked Instantiate the processor via the constructor and then call the activate() function to start the asynchronous process. """ def __init__( self, houdini_asset, instantiate_at=unreal.Transform(), parameters=None, node_inputs=None, parameter_inputs=None, world_context_object=None, spawn_in_level_override=None, enable_auto_cook=True, enable_auto_bake=False, bake_directory_path="", bake_method=unreal.HoudiniEngineBakeOption.TO_ACTOR, remove_output_after_bake=False, recenter_baked_actors=False, replace_previous_bake=False, delete_instantiated_asset_on_completion_or_failure=False): """ Instantiates an HDA in the specified world/level. Sets parameters and inputs supplied in InParameters, InNodeInputs and parameter_inputs. If bInEnableAutoCook is true, cooks the HDA. If bInEnableAutoBake is true, bakes the cooked outputs according to the supplied baking parameters. This all happens asynchronously, with the various output pins firing at the various points in the process: - PreInstantiation: before the HDA is instantiated, a good place to set parameter values before the first cook (parameter values from ``parameters`` are automatically applied at this point) - PostInstantiation: after the HDA is instantiated, a good place to set/configure inputs before the first cook (inputs from ``node_inputs`` and ``parameter_inputs`` are automatically applied at this point) - PostAutoCook: right after a cook - PreProcess: after a cook but before output objects have been created/processed - PostProcessing: after output objects have been created - PostAutoBake: after outputs have been baked - Completed: upon successful completion (could be PostInstantiation if auto cook is disabled, PostProcessing if auto bake is disabled, or after PostAutoBake if auto bake is enabled). - Failed: If the process failed at any point. Args: houdini_asset (HoudiniAsset): The HDA to instantiate. instantiate_at (Transform): The Transform to instantiate the HDA with. parameters (Map(Name, HoudiniParameterTuple)): The parameters to set before cooking the instantiated HDA. node_inputs (Map(int32, HoudiniPublicAPIInput)): The node inputs to set before cooking the instantiated HDA. parameter_inputs (Map(Name, HoudiniPublicAPIInput)): The parameter-based inputs to set before cooking the instantiated HDA. world_context_object (Object): A world context object for identifying the world to spawn in, if spawn_in_level_override is null. spawn_in_level_override (Level): If not nullptr, then the HoudiniAssetActor is spawned in that level. If both spawn_in_level_override and world_context_object are null, then the actor is spawned in the current editor context world's current level. enable_auto_cook (bool): If true (the default) the HDA will cook automatically after instantiation and after parameter, transform and input changes. enable_auto_bake (bool): If true, the HDA output is automatically baked after a cook. Defaults to false. bake_directory_path (str): The directory to bake to if the bake path is not set via attributes on the HDA output. bake_method (HoudiniEngineBakeOption): The bake target (to actor vs blueprint). @see HoudiniEngineBakeOption. remove_output_after_bake (bool): If true, HDA temporary outputs are removed after a bake. Defaults to false. recenter_baked_actors (bool): Recenter the baked actors to their bounding box center. Defaults to false. replace_previous_bake (bool): If true, on every bake replace the previous bake's output (assets + actors) with the new bake's output. Defaults to false. delete_instantiated_asset_on_completion_or_failure (bool): If true, deletes the instantiated asset actor on completion or failure. Defaults to false. """ super(ProcessHDA, self).__init__() self._houdini_asset = houdini_asset self._instantiate_at = instantiate_at self._parameters = parameters self._node_inputs = node_inputs self._parameter_inputs = parameter_inputs self._world_context_object = world_context_object self._spawn_in_level_override = spawn_in_level_override self._enable_auto_cook = enable_auto_cook self._enable_auto_bake = enable_auto_bake self._bake_directory_path = bake_directory_path self._bake_method = bake_method self._remove_output_after_bake = remove_output_after_bake self._recenter_baked_actors = recenter_baked_actors self._replace_previous_bake = replace_previous_bake self._delete_instantiated_asset_on_completion_or_failure = delete_instantiated_asset_on_completion_or_failure self._asset_wrapper = None self._cook_success = False self._bake_success = False @property def asset_wrapper(self): """ The asset wrapper for the instantiated HDA processed by this node. """ return self._asset_wrapper @property def cook_success(self): """ True if the last cook was successful. """ return self._cook_success @property def bake_success(self): """ True if the last bake was successful. """ return self._bake_success @property def houdini_asset(self): """ The HDA to instantiate. """ return self._houdini_asset @property def instantiate_at(self): """ The transform the instantiate the asset with. """ return self._instantiate_at @property def parameters(self): """ The parameters to set on on_pre_instantiation """ return self._parameters @property def node_inputs(self): """ The node inputs to set on on_post_instantiation """ return self._node_inputs @property def parameter_inputs(self): """ The object path parameter inputs to set on on_post_instantiation """ return self._parameter_inputs @property def world_context_object(self): """ The world context object: spawn in this world if spawn_in_level_override is not set. """ return self._world_context_object @property def spawn_in_level_override(self): """ The level to spawn in. If both this and world_context_object is not set, spawn in the editor context's level. """ return self._spawn_in_level_override @property def enable_auto_cook(self): """ Whether to set the instantiated asset to auto cook. """ return self._enable_auto_cook @property def enable_auto_bake(self): """ Whether to set the instantiated asset to auto bake after a cook. """ return self._enable_auto_bake @property def bake_directory_path(self): """ Set the fallback bake directory, for if output attributes do not specify it. """ return self._bake_directory_path @property def bake_method(self): """ The bake method/target: for example, to actors vs to blueprints. """ return self._bake_method @property def remove_output_after_bake(self): """ Remove temporary HDA output after a bake. """ return self._remove_output_after_bake @property def recenter_baked_actors(self): """ Recenter the baked actors at their bounding box center. """ return self._recenter_baked_actors @property def replace_previous_bake(self): """ Replace previous bake output on each bake. For the purposes of this node, this would mostly apply to .uassets and not actors. """ return self._replace_previous_bake @property def delete_instantiated_asset_on_completion_or_failure(self): """ Whether or not to delete the instantiated asset after Complete is called. """ return self._delete_instantiated_asset_on_completion_or_failure def activate(self): """ Activate the process. This will: - instantiate houdini_asset and wrap it as asset_wrapper - call on_failure() for any immediate failures - otherwise bind to delegates from asset_wrapper so that the various self.on_*() functions are called as appropriate Returns immediately (does not block until cooking/processing is complete). Returns: (bool): False if activation failed. """ # Get the API instance houdini_api = unreal.HoudiniPublicAPIBlueprintLib.get_api() if not houdini_api: # Handle failures: this will unbind delegates and call on_failure() self._handle_on_failure() return False # Create an empty API asset wrapper self._asset_wrapper = unreal.HoudiniPublicAPIAssetWrapper.create_empty_wrapper(houdini_api) if not self._asset_wrapper: # Handle failures: this will unbind delegates and call on_failure() self._handle_on_failure() return False # Bind to the wrapper's delegates for instantiation, cooking, baking # etc events self._asset_wrapper.on_pre_instantiation_delegate.add_callable( self._handle_on_pre_instantiation) self._asset_wrapper.on_post_instantiation_delegate.add_callable( self._handle_on_post_instantiation) self._asset_wrapper.on_post_cook_delegate.add_callable( self._handle_on_post_auto_cook) self._asset_wrapper.on_pre_process_state_exited_delegate.add_callable( self._handle_on_pre_process) self._asset_wrapper.on_post_processing_delegate.add_callable( self._handle_on_post_processing) self._asset_wrapper.on_post_bake_delegate.add_callable( self._handle_on_post_auto_bake) # Begin the instantiation process of houdini_asset and wrap it with # self.asset_wrapper if not houdini_api.instantiate_asset_with_existing_wrapper( self.asset_wrapper, self.houdini_asset, self.instantiate_at, self.world_context_object, self.spawn_in_level_override, self.enable_auto_cook, self.enable_auto_bake, self.bake_directory_path, self.bake_method, self.remove_output_after_bake, self.recenter_baked_actors, self.replace_previous_bake): # Handle failures: this will unbind delegates and call on_failure() self._handle_on_failure() return False return True def _unbind_delegates(self): """ Unbinds from self.asset_wrapper's delegates (if valid). """ if not self._asset_wrapper: return self._asset_wrapper.on_pre_instantiation_delegate.add_callable( self._handle_on_pre_instantiation) self._asset_wrapper.on_post_instantiation_delegate.add_callable( self._handle_on_post_instantiation) self._asset_wrapper.on_post_cook_delegate.add_callable( self._handle_on_post_auto_cook) self._asset_wrapper.on_pre_process_state_exited_delegate.add_callable( self._handle_on_pre_process) self._asset_wrapper.on_post_processing_delegate.add_callable( self._handle_on_post_processing) self._asset_wrapper.on_post_bake_delegate.add_callable( self._handle_on_post_auto_bake) def _check_wrapper(self, wrapper): """ Checks that wrapper matches self.asset_wrapper. Logs a warning if it does not. Args: wrapper (HoudiniPublicAPIAssetWrapper): the wrapper to check against self.asset_wrapper Returns: (bool): True if the wrappers match. """ if wrapper != self._asset_wrapper: unreal.log_warning( '[UHoudiniPublicAPIProcessHDANode] Received delegate event ' 'from unexpected asset wrapper ({0} vs {1})!'.format( self._asset_wrapper.get_name() if self._asset_wrapper else '', wrapper.get_name() if wrapper else '' ) ) return False return True def _handle_on_failure(self): """ Handle any failures during the lifecycle of the process. Calls self.on_failure() and then unbinds from self.asset_wrapper and optionally deletes the instantiated asset. """ self.on_failure() self._unbind_delegates() if self.delete_instantiated_asset_on_completion_or_failure and self.asset_wrapper: self.asset_wrapper.delete_instantiated_asset() def _handle_on_complete(self): """ Handles completion of the process. This can happen at one of three stages: - After on_post_instantiate(), if enable_auto_cook is False. - After on_post_auto_cook(), if enable_auto_cook is True but enable_auto_bake is False. - After on_post_auto_bake(), if both enable_auto_cook and enable_auto_bake are True. Calls self.on_complete() and then unbinds from self.asset_wrapper's delegates and optionally deletes the instantiated asset. """ self.on_complete() self._unbind_delegates() if self.delete_instantiated_asset_on_completion_or_failure and self.asset_wrapper: self.asset_wrapper.delete_instantiated_asset() def _handle_on_pre_instantiation(self, wrapper): """ Called during pre_instantiation. Sets ``parameters`` on the HDA and calls self.on_pre_instantiation(). """ if not self._check_wrapper(wrapper): return # Set any parameters specified for the HDA if self.asset_wrapper and self.parameters: self.asset_wrapper.set_parameter_tuples(self.parameters) self.on_pre_instantiation() def _handle_on_post_instantiation(self, wrapper): """ Called during post_instantiation. Sets inputs (``node_inputs`` and ``parameter_inputs``) on the HDA and calls self.on_post_instantiation(). Completes execution if enable_auto_cook is False. """ if not self._check_wrapper(wrapper): return # Set any inputs specified when the node was created if self.asset_wrapper: if self.node_inputs: self.asset_wrapper.set_inputs_at_indices(self.node_inputs) if self.parameter_inputs: self.asset_wrapper.set_input_parameters(self.parameter_inputs) self.on_post_instantiation() # If not set to auto cook, complete execution now if not self.enable_auto_cook: self._handle_on_complete() def _handle_on_post_auto_cook(self, wrapper, cook_success): """ Called during post_cook. Sets self.cook_success and calls self.on_post_auto_cook(). Args: cook_success (bool): True if the cook was successful. """ if not self._check_wrapper(wrapper): return self._cook_success = cook_success self.on_post_auto_cook(cook_success) def _handle_on_pre_process(self, wrapper): """ Called during pre_process. Calls self.on_pre_process(). """ if not self._check_wrapper(wrapper): return self.on_pre_process() def _handle_on_post_processing(self, wrapper): """ Called during post_processing. Calls self.on_post_processing(). Completes execution if enable_auto_bake is False. """ if not self._check_wrapper(wrapper): return self.on_post_processing() # If not set to auto bake, complete execution now if not self.enable_auto_bake: self._handle_on_complete() def _handle_on_post_auto_bake(self, wrapper, bake_success): """ Called during post_bake. Sets self.bake_success and calls self.on_post_auto_bake(). Args: bake_success (bool): True if the bake was successful. """ if not self._check_wrapper(wrapper): return self._bake_success = bake_success self.on_post_auto_bake(bake_success) self._handle_on_complete() def on_failure(self): """ Called if the process fails to instantiate or fails to start a cook. Subclasses can override this function implement custom functionality. """ pass def on_complete(self): """ Called if the process completes instantiation, cook and/or baking, depending on enable_auto_cook and enable_auto_bake. Subclasses can override this function implement custom functionality. """ pass def on_pre_instantiation(self): """ Called during pre_instantiation. Subclasses can override this function implement custom functionality. """ pass def on_post_instantiation(self): """ Called during post_instantiation. Subclasses can override this function implement custom functionality. """ pass def on_post_auto_cook(self, cook_success): """ Called during post_cook. Subclasses can override this function implement custom functionality. Args: cook_success (bool): True if the cook was successful. """ pass def on_pre_process(self): """ Called during pre_process. Subclasses can override this function implement custom functionality. """ pass def on_post_processing(self): """ Called during post_processing. Subclasses can override this function implement custom functionality. """ pass def on_post_auto_bake(self, bake_success): """ Called during post_bake. Subclasses can override this function implement custom functionality. Args: bake_success (bool): True if the bake was successful. """ pass
#Discription ##Python 3.7 with UE4.26 Python Module by Minomi ###ํ•จ์ˆ˜ ์‚ฌ์šฉ์‹œ import ๋ฐฉ์‹์ด ์•„๋‹Œ ๋ณต์‚ฌํ•ด์„œ ์‚ฌ์šฉํ•˜๋Š”๊ฒŒ ๋” ์ •์‹ ๊ฑด๊ฐ•์— ์ด๋กญ์Šต๋‹ˆ๋‹ค. #######################################import modules from here####################################### import unreal #######################################import modules end####################################### #######################################functions from here####################################### def get_selected_asset_dir() -> str : ar_asset_lists = unreal.EditorUtilityLibrary.get_selected_assets() if len(ar_asset_lists) > 0 : str_selected_asset = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(ar_asset_lists[0]) path = str_selected_asset.rsplit('/', 1)[0] else : path = '' return path def get_anim_list (__path: str) -> list : seq_list = unreal.EditorAssetLibrary.list_assets(__path, True, False) return seq_list def check_animseq_by_name_in_list (__anim_name: str, __list: list ) -> str : for each in __list : name = each.rsplit('.', 1)[1] found_name = name.find(__anim_name) if found_name != -1 : break return each def set_bs_sample (__animation, __axis_x: float, __axis_y: float) : # returns [BlendSample] unreal native type bs_sample = unreal.BlendSample() vec_sample = unreal.Vector(__axis_x, __axis_y, 0.0) #do not use 3D BlendSampleVector bs_sample.set_editor_property('animation', __animation) bs_sample.set_editor_property('sample_value', vec_sample) bs_sample.set_editor_property('rate_scale', 1.0) bs_sample.set_editor_property('snap_to_grid', True) return bs_sample def set_blendSample_to_bs (__blendspace, __blendsample) : #returns [BlendSpace] unreal loaded asset __blendspace.set_editor_property('sample_data', __blendsample) return 0 def get_bp_c_by_name(__bp_dir:str): __bp_c = __bp_dir + '_C' return __bp_c def get_bp_mesh_comp_by_name (__bp_c:str, __seek_comp_name:str) : 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(__seek_comp_name) return loaded_comp #์ธํ’‹์œผ๋กœ ๋ฐ›๋Š” __bp_c ์•„๊ทœ๋จผํŠธ '/direc/*_Bluperint.*_Blueprint_c' << ์™€ ๊ฐ™์€ ํฌ๋งท์œผ๋กœ ๋ฐ›์•„์•ผํ•จ ##asset_path๋ฅผ str๋กœ ๋Œ์–ด์™”์„ ๊ฒฝ์šฐ ์ƒ๋‹จ์˜ get_bp_c_by_name ํ•จ์ˆ˜ ์ด์šฉํ•˜์—ฌ class๋กœ ํ•œ๋ฒˆ ๋” ๋ž˜ํ•‘ํ•ด์ฃผ์„ธ์š”. ###__seek_comp_name ์•„๊ทœ๋จผํŠธ ๋™์ž‘ ์•ˆํ•˜๋ฉด ์•„๋ž˜์˜ ํ•จ์ˆ˜๋ฅผ ์‚ฌ์šฉํ•˜์„ธ์š”. def get_bp_instance (__bp_c:str) : loaded_bp_c = unreal.EditorAssetLibrary.load_blueprint_class(__bp_c) bp_c_obj = unreal.get_default_object(loaded_bp_c) return bp_c_obj #Objectํ™”๋œ Blueprint instance๋ฅผ ๋ฐ˜ํ™˜ #์ปดํฌ๋„ŒํŠธ๋Š” ๋ฐ˜ํ™˜๋œ bp_c_obj.get_editor_property('์ฐพ๊ณ ์ž ํ•˜๋Š” ์ปดํฌ๋„ŒํŠธ ์ด๋ฆ„')์œผ๋กœ ๋Œ์–ด๋‹ค ์“ฐ์„ธ์š”. # BP ์ปดํฌ๋„ŒํŠธ ์ ‘๊ทผ ์ˆœ์„œ ## ๋ธ”๋ฃจํ”„๋ฆฐํŠธ ํด๋ž˜์Šค ๋กœ๋“œ ### ๋””ํดํŠธ ์˜ค๋ธŒ์ ํŠธ ๋กœ๋“œ #### ์ปดํฌ๋„ŒํŠธ ๋กœ๋“œ (get_editor_property) #######################################functions end####################################### #######################################class from here###################################### class wrapedBlendSpaceSetting: bs_dir: str = '/project/' #blend space relative path post_fix: str = '' #edit this if variation pre_fix: str = '' #edit this if variation custom_input: str = pre_fix + '/Animation' + post_fix bs_names: list = [ "IdleRun_BS_Peaceful", "IdleRun_BS_Battle", "Down_BS", "Groggy_BS", "Airborne_BS", "LockOn_BS" ] seq_names: list = [ '_Idle01', '_Walk_L', '_BattleIdle01', '_Run_L', '_KnockDown_L', '_Groggy_L', '_Airborne_L', '_Caution_Cw', '_Caution_Fw', '_Caution_Bw', '_Caution_Lw', '_Caution_Rw' ]
# 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 an individual output object. """ _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_process(in_wrapper): print('on_post_process') # Print details about the outputs and record the first static mesh we find sm_index = None sm_identifier = None # in_wrapper.on_post_processing_delegate.remove_callable(on_post_process) 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) output_type = in_wrapper.get_output_type_at(output_idx) print('\toutput index: {}'.format(output_idx)) print('\toutput type: {}'.format(output_type)) 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('') if (output_type == unreal.HoudiniOutputType.MESH and isinstance(output_object, unreal.StaticMesh)): sm_index = output_idx sm_identifier = identifier # Bake the first static mesh we found to the CB if sm_index is not None and sm_identifier is not None: print('baking {}'.format(sm_identifier)) success = in_wrapper.bake_output_object_at(sm_index, sm_identifier) print('success' if success else 'failed') # Delete the instantiated asset in_wrapper.delete_instantiated_asset() global _g_wrapper _g_wrapper = None 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 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()
from Tkinter import * import unreal class UnrealApp: def __init__(self): self.root = Tk() # Example text area textarea = Text(self.root) textarea.pack(expand=True, fill="both") textarea.insert(END, "Heya!") def run(max_tick_time=0.16): # Don't use this; it'll block the UE4's Slate UI ticks # root.mainloop() # Instead, do the below: self.tick_handle = None self.tick_time = 0 def tick(delta_seconds): self.tick_time += delta_seconds # TODO: Use FPS instead of a hardcoded number to delay ticks if self.tick_time > max_tick_time: try: self.root.update_idletasks() self.root.update() except Exception: pass self.tick_time = 0 # Setup our app to handle Unreal ticks to update the UI self.tick_handle = unreal.register_slate_post_tick_callback(tick) if __name__ == "__main__": app = UnrealApp() app.run()
# -*- 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.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
""" this startup code is used to add a script editor button to the unreal tool bar. ignore this file when using this script editor widget outside Unreal """ import os import sys import unreal MODULE_PATH = os.path.dirname(os.path.abspath(__file__)) UPPER_PATH = os.path.join(MODULE_PATH, '..') sys.path.append(UPPER_PATH) def create_script_editor_button(): """ Start up script to add script editor button to tool bar """ section_name = 'Plugins' se_command = ( 'from unreal_script_editor import main;' 'global editor;' 'editor = main.show()' ) menus = unreal.ToolMenus.get() level_menu_bar = menus.find_menu('LevelEditor.LevelEditorToolBar.PlayToolBar') level_menu_bar.add_section(section_name=section_name, label=section_name) entry = unreal.ToolMenuEntry(type=unreal.MultiBlockType.TOOL_BAR_BUTTON) entry.set_label('Script Editor') entry.set_tool_tip('Unreal Python Script Editor') entry.set_icon('EditorStyle', 'DebugConsole.Icon') entry.set_string_command( type=unreal.ToolMenuStringCommandType.PYTHON, custom_type=unreal.Name(''), string=se_command ) level_menu_bar.add_menu_entry(section_name, entry) menus.refresh_all_widgets() if __name__ == "__main__": create_script_editor_button()
import unreal import argparse import sys import os import json import tkinter as tk from tkinter import filedialog def create_performance_asset(path_to_identity : str, path_to_capture_data : str, save_performance_location : str) -> unreal.MetaHumanPerformance: capture_data_asset = unreal.load_asset(path_to_capture_data) identity_asset = unreal.load_asset(path_to_identity) performance_asset_name = "{0}_Performance".format(capture_data_asset.get_name()) asset_tools = unreal.AssetToolsHelpers.get_asset_tools() performance_asset = asset_tools.create_asset(asset_name=performance_asset_name, package_path=save_performance_location, asset_class=unreal.MetaHumanPerformance, factory=unreal.MetaHumanPerformanceFactoryNew()) performance_asset.set_editor_property("identity", identity_asset)# load into the identity setting performance_asset.set_editor_property("footage_capture_data", capture_data_asset)# load into the capture footage setting return performance_asset def run_animation_export(output_order, performance_asset : unreal.MetaHumanPerformance): performance_asset_name = "AS"+str(output_order)# this is the name of the animation sequence, can be changed unreal.log("Exporting animation sequence for Performance '{0}'".format(performance_asset_name)) export_settings = unreal.MetaHumanPerformanceExportAnimationSettings() export_settings.enable_head_movement = False# Enable or disable to export the head rotation export_settings.show_export_dialog = False export_settings.export_range = unreal.PerformanceExportRange.PROCESSING_RANGE anim_sequence: unreal.AnimSequence = unreal.MetaHumanPerformanceExportUtils.export_animation_sequence(performance_asset, export_settings) unreal.log("Exported Anim Sequence {0}".format(performance_asset_name)) def process_shot(output_order, performance_asset : unreal.MetaHumanPerformance, export_level_sequence : bool, export_sequence_location : str, path_to_meta_human_target : str, start_frame : int = None, end_frame : int = None): performance_asset_name = "AS"+str(output_order)# this is the name of the animation sequence, can be changed if start_frame is not None: performance_asset.set_editor_property("start_frame_to_process", start_frame) if end_frame is not None: performance_asset.set_editor_property("end_frame_to_process", end_frame) #Setting process to blocking will make sure the action is executed on the main thread, blocking it until processing is finished process_blocking = True performance_asset.set_blocking_processing(process_blocking) unreal.log("Starting MH pipeline for '{0}'".format(performance_asset_name)) startPipelineError = performance_asset.start_pipeline() if startPipelineError is unreal.StartPipelineErrorType.NONE: unreal.log("Finished MH pipeline for '{0}'".format(performance_asset_name)) elif startPipelineError is unreal.StartPipelineErrorType.TOO_MANY_FRAMES: unreal.log("Too many frames when starting MH pipeline for '{0}'".format(performance_asset_name)) else: unreal.log("Unknown error starting MH pipeline for '{0}'".format(performance_asset_name)) #export the animation sequence run_animation_export(output_order, performance_asset) def run(output_order, number, end_frame): #load into the metahuman identity and capture footage, then output a metahuman performance performance_asset = create_performance_asset( path_to_identity="/project/", # can be changed path_to_capture_data="/project/"+str(number)+"_Ingested/006Vasilisa_"+str(number), # can be changed save_performance_location="/project/") # can be changed #process the metahuman performance and export the animation sequence process_shot( output_order=output_order, performance_asset=performance_asset, export_level_sequence=True, export_sequence_location="/project/", # can be changed path_to_meta_human_target="/project/", # can be changed start_frame=0, end_frame=end_frame) # function to get the current level sequence and the sequencer objects def get_sequencer_objects(level_sequence): world = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_editor_world() #sequence_asset = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence() sequence_asset = level_sequence range = sequence_asset.get_playback_range() sequencer_objects_list = [] sequencer_names_list = [] bound_objects = [] sequencer_objects_list_temp = unreal.SequencerTools.get_bound_objects(world, sequence_asset, sequence_asset.get_bindings(), range) for obj in sequencer_objects_list_temp: bound_objects = obj.bound_objects if len(bound_objects)>0: if type(bound_objects[0]) == unreal.Actor: sequencer_objects_list.append(bound_objects[0]) sequencer_names_list.append(bound_objects[0].get_actor_label()) return sequence_asset, sequencer_objects_list, sequencer_names_list # function to export the face animation keys to a json file def mgMetaHuman_face_keys_export(level_sequence, output_path): system_lib = unreal.SystemLibrary() root = tk.Tk() root.withdraw() face_anim = {} world = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_editor_world() sequence_asset, sequencer_objects_list,sequencer_names_list = get_sequencer_objects(level_sequence) face_possessable = None editor_asset_name = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(sequence_asset).split('.')[-1] for num in range(0, len(sequencer_names_list)): actor = sequencer_objects_list[num] asset_name = actor.get_actor_label() bp_possessable = sequence_asset.add_possessable(actor) child_possessable_list = bp_possessable.get_child_possessables() character_name = '' for current_child in child_possessable_list: if 'Face' in current_child.get_name(): face_possessable = current_child if face_possessable: character_name = (face_possessable.get_parent().get_display_name()) face_possessable_track_list = face_possessable.get_tracks() face_control_rig_track = face_possessable_track_list[len(face_possessable_track_list)-1] face_control_channel_list = unreal.MovieSceneSectionExtensions.get_all_channels(face_control_rig_track.get_sections()[0]) face_control_name_list = [] for channel in face_control_channel_list: channel_name = str(channel.get_name()) channel_string_list = channel_name.split('_') channel_name = channel_name.replace('_' + channel_string_list[-1], '') face_control_name_list.append(channel_name) for ctrl_num in range(0, len(face_control_channel_list)): control_name = face_control_name_list[ctrl_num] try: numKeys = face_control_channel_list[ctrl_num].get_num_keys() key_list = [None] * numKeys keys = face_control_channel_list[ctrl_num].get_keys() for key in range(0, numKeys): key_value = keys[key].get_value() key_time = keys[key].get_time(time_unit=unreal.SequenceTimeUnit.DISPLAY_RATE).frame_number.value key_list[key]=([key_value, key_time]) face_anim[control_name] = key_list except: face_anim[control_name] = [] character_name = str(character_name) if 'BP_' in character_name: character_name = character_name.replace('BP_', '') if 'BP ' in character_name: character_name = character_name.replace('BP ', '') character_name = character_name.lower() print('character_name is ' + character_name) folder_path = output_path os.makedirs(folder_path, exist_ok=True) file_path = os.path.join(folder_path, f'{editor_asset_name}_face_anim.json') with open(file_path, 'w') as keys_file: keys_file.write('anim_keys_dict = ') keys_file.write(json.dumps(face_anim)) print('Face Animation Keys output to: ' + str(keys_file.name)) else: print(editor_asset_name) print('is not a level sequence. Skipping.') #path that contains video data, start to process performance path = "/project/" #can be changed output_order = 1 for i in os.listdir(path): set_path = os.path.join(path, i) if os.path.isdir(set_path): #get the current folder number folder_number = int(i.split("_")[-1]) json_file_path = os.path.join(set_path, "take.json") if os.path.isfile(json_file_path): with open(json_file_path, "r") as file: data = json.load(file) end_frame = data["frames"] end_frame = end_frame // 2 + 1 run(output_order, folder_number, end_frame) print("The performance process is done!") output_order += 1 # The start the second part: create the level sequence and export the sequence # add a new actor into the world actor_path = "/project/" # the path of the actor, can be changed actor_class = unreal.EditorAssetLibrary.load_blueprint_class(actor_path) coordinate = unreal.Vector(-25200.0, -25200.0, 100.0) # randomly put it on a coordinate of the world editor_subsystem = unreal.EditorActorSubsystem() new_actor = editor_subsystem.spawn_actor_from_class(actor_class, coordinate) animation_sequence = dict() #assume the dataset is only 50 folders !!! Important, need to be changed base on real dataset number!! And number order should be 1, 2, 3, 4, ... ... for i in range(1,50): animation_sequence[i] = False path = "/project/" #folder that contain all the character folders, need to be changed base on the real path, can be changed #for every character folder, start to do the work: for i in os.listdir(path): set_path = os.path.join(path, i) #the path of each specific character folder if os.path.isdir(set_path): #if it is indeed a directory json_file_path = os.path.join(set_path, "take.json") if os.path.isfile(json_file_path): #if the json file exists -> create a new level sequence -> set the playback range with open(json_file_path) as file: data = json.load(file) frames_value = data["frames"] value = frames_value // 2 + 1 #this is the upper bound of the frame range #create a new level sequence asset_tools = unreal.AssetToolsHelpers.get_asset_tools() asset_name = set_path.split("\\")[-1] #get the last part of the path level_sequence = unreal.AssetTools.create_asset(asset_tools, asset_name, package_path = "/Game/", asset_class = unreal.LevelSequence, factory = unreal.LevelSequenceFactoryNew()) level_sequence.set_playback_start(0) #starting frame will always be 0 level_sequence.set_playback_end(value) #end #start to load into the animation to the current face track: #Need to be changed base on the real name face_anim_path = "/project/" #then from low to high to load the animation sequence into the current face track (if the sequenced is loaded before, it will not be loaded again, then go the next) for i in range(26,50):#And number order of the animation file should be continueing!!! final_face_anim_path = face_anim_path + str(i) + "_Performance" if final_face_anim_path:#if the path exists if animation_sequence[i] == False:#if the animation sequence is not used before animation_sequence[i] = True anim_asset = unreal.EditorAssetLibrary.load_asset(final_face_anim_path) print("animation sequence:" + str(anim_asset)) break else: continue anim_asset = unreal.AnimSequence.cast(anim_asset) params = unreal.MovieSceneSkeletalAnimationParams() params.set_editor_property("Animation", anim_asset) #add the actor into the level sequence actor_binding = level_sequence.add_possessable(new_actor) transform_track = actor_binding.add_track(unreal.MovieScene3DTransformTrack) anim_track = actor_binding.add_track(unreal.MovieSceneSkeletalAnimationTrack) # Add section to track to be able to manipulate range, parameters, or properties transform_section = transform_track.add_section() anim_section = anim_track.add_section() # Get level sequence start and end frame start_frame = level_sequence.get_playback_start() end_frame = level_sequence.get_playback_end() # Set section range to level sequence start and end frame transform_section.set_range(start_frame, end_frame) anim_section.set_range(start_frame, end_frame) #add face animation track components = new_actor.get_components_by_class(unreal.SkeletalMeshComponent) print("Components of Cooper: ") print(components) face_component = None for component in components: if component.get_name() == "Face": face_component = component break print(face_component) #get the face track (same technique as above): face_binding = level_sequence.add_possessable(face_component) print(face_binding) transform_track2 = face_binding.add_track(unreal.MovieScene3DTransformTrack) anim_track2 = face_binding.add_track(unreal.MovieSceneSkeletalAnimationTrack) transform_section2 = transform_track2.add_section() anim_section2 = anim_track2.add_section() anim_section2.set_editor_property("Params", params)#add animation transform_section2.set_range(start_frame, end_frame) anim_section2.set_range(start_frame, end_frame) # bake to control rig to the face print("level sequence: " + str(level_sequence)) editor_subsystem = unreal.UnrealEditorSubsystem() world = editor_subsystem.get_editor_world() print("world: " + str(world)) anim_seq_export_options = unreal.AnimSeqExportOption() print("anim_seq_export_options: " + str(anim_seq_export_options)) control_rig = unreal.load_object(name = '/project/', outer = None)# can be changed control_rig_class = control_rig.get_control_rig_class()# use class type in the under argument print("control rig class: " + str(control_rig_class)) unreal.ControlRigSequencerLibrary.bake_to_control_rig(world, level_sequence, control_rig_class = control_rig_class, export_options = anim_seq_export_options, tolerance = 0.01, reduce_keys = False, binding = face_binding) # Refresh to visually see the new level sequence unreal.LevelSequenceEditorBlueprintLibrary.refresh_current_level_sequence() # Export the current face animation keys to a json file output_path = "/project/" # can be changed mgMetaHuman_face_keys_export(level_sequence, output_path) unreal.LevelSequenceEditorBlueprintLibrary.refresh_current_level_sequence() print("Well Done! Jerry!")
# 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 instantiates an HDA that contains a TOP network. After the HDA itself has cooked (in on_post_process) we iterate over all TOP networks in the HDA and print their paths. Auto-bake is then enabled for PDG and the TOP networks are cooked. """ import os import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.pdg_pighead_grid_2_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def get_hda_directory(): """ Attempt to get the directory containing the .hda files. This is /project/. In newer versions of UE we can use ``unreal.SystemLibrary.get_system_path(asset)``, in older versions we manually construct the path to the plugin. Returns: (str): the path to the example hda directory or ``None``. """ if hasattr(unreal.SystemLibrary, 'get_system_path'): return os.path.dirname(os.path.normpath( unreal.SystemLibrary.get_system_path(get_test_hda()))) else: plugin_dir = os.path.join( os.path.normpath(unreal.Paths.project_plugins_dir()), 'Runtime', 'HoudiniEngine', 'Content', 'Examples', 'hda' ) if not os.path.exists(plugin_dir): plugin_dir = os.path.join( os.path.normpath(unreal.Paths.engine_plugins_dir()), 'Runtime', 'HoudiniEngine', 'Content', 'Examples', 'hda' ) if not os.path.exists(plugin_dir): return None return plugin_dir def delete_instantiated_asset(): global _g_wrapper if _g_wrapper: result = _g_wrapper.delete_instantiated_asset() _g_wrapper = None return result else: return False def on_pre_instantiation(in_wrapper): print('on_pre_instantiation') # Set the hda_directory parameter to the directory that contains the # example .hda files hda_directory = get_hda_directory() print('Setting "hda_directory" to {0}'.format(hda_directory)) in_wrapper.set_string_parameter_value('hda_directory', hda_directory) # Cook the HDA (not PDG yet) 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')) def on_post_process(in_wrapper): print('on_post_process') # in_wrapper.on_post_processing_delegate.remove_callable(on_post_process) # Iterate over all PDG/TOP networks and nodes and log them print('TOP networks:') for network_path in in_wrapper.get_pdgtop_network_paths(): print('\t{}'.format(network_path)) for node_path in in_wrapper.get_pdgtop_node_paths(network_path): print('\t\t{}'.format(node_path)) # Enable PDG auto-bake (auto bake TOP nodes after they are cooked) in_wrapper.set_pdg_auto_bake_enabled(True) # Bind to PDG post bake delegate (called after all baking is complete) in_wrapper.on_post_pdg_bake_delegate.add_callable(on_post_bake) # Cook the specified TOP node in_wrapper.pdg_cook_node('topnet1', 'HE_OUT_PIGHEAD_GRID') def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset, disabling auto-cook of the asset _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform(), enable_auto_cook=False) # Bind to the on pre instantiation delegate (before the first cook) and # set parameters _g_wrapper.on_pre_instantiation_delegate.add_callable(on_pre_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()
# 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 inputs: a geometry input (a cube) and a curve input (a helix). 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 math import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.copy_to_curve_1_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 configure_inputs(in_wrapper): print('configure_inputs') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(configure_inputs) # Create a geo input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_object = get_geo_asset() if not geo_input.set_input_objects((geo_object, )): # If any errors occurred, get the last error message print('Error on geo_input: {0}'.format(geo_input.get_last_error_message())) # 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 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) # Error handling/message example: try to set geo_object on curve input if not curve_input.set_input_objects((geo_object, )): print('Error (example) while setting \'{0}\' on curve input: {1}'.format( geo_object.get_name(), curve_input.get_last_error_message() )) # 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) # We can now discard the API input object curve_input = None # Check for errors on the wrapper last_error = in_wrapper.get_last_error_message() if last_error: print('Error on wrapper during input configuration: {0}'.format(last_error)) 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)) elif isinstance(in_input, unreal.HoudiniPublicAPICurveInput): print('\t\tbCookOnCurveChanged: {0}'.format(in_input.cook_on_curve_changed)) print('\t\tbAddRotAndScaleAttributesOnCurves: {0}'.format(in_input.add_rot_and_scale_attributes_on_curves)) 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 isinstance(input_object, unreal.HoudiniPublicAPICurveInputObject): print('\t\t\tbClosed: {0}'.format(input_object.is_closed())) print('\t\t\tCurveMethod: {0}'.format(input_object.get_curve_method())) print('\t\t\tCurveType: {0}'.format(input_object.get_curve_type())) print('\t\t\tReversed: {0}'.format(input_object.is_reversed())) print('\t\t\tCurvePoints: {0}'.format(input_object.get_curve_points())) 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) # Print the input state after the cook and output creation. _g_wrapper.on_post_processing_delegate.add_callable(print_inputs) if __name__ == '__main__': run()
import os import re import subprocess import time from pathlib import Path import unreal import winsound from mods.liana.helpers import * from mods.liana.valorant import * # BigSets all_textures = [] all_blueprints = {} object_types = [] all_level_paths = [] AssetTools = unreal.AssetToolsHelpers.get_asset_tools() ## Returns a array with all OverrideMaterials def create_override_material(data): material_array = [] for mat in data["Properties"]["OverrideMaterials"]: if not mat: material_array.append(None) continue object_name = return_object_name(mat["ObjectName"]) if object_name == "Stone_M2_Steps_MI1": object_name = "Stone_M2_Steps_MI" if "MaterialInstanceDynamic" in object_name: material_array.append(None) continue material_array.append(unreal.load_asset( f'/project/{object_name}')) return material_array def extract_assets(settings: Settings): ## Extracting Assets on umodel asset_objects = settings.selected_map.folder_path.joinpath("all_assets.txt") args = [settings.umodel.__str__(), f"-path={settings.paks_path.__str__()}", f"-game=valorant", f"-aes={settings.aes}", f"-files={asset_objects}", "-export", f"-{settings.texture_format.replace('.', '')}", f"-out={settings.assets_path.__str__()}"] subprocess.call(args, stderr=subprocess.DEVNULL) def extract_data( settings: Settings, export_directory: str, asset_list_txt: str = ""): ## Extracts the data from CUE4Parse (Json's) args = [settings.cue4extractor.__str__(), "--game-directory", settings.paks_path.__str__(), "--aes-key", settings.aes, "--export-directory", export_directory.__str__(), "--map-name", settings.selected_map.name, "--file-list", asset_list_txt, "--game-umaps", settings.umap_list_path.__str__() ] subprocess.call(args) def get_map_assets(settings: Settings): ## Handles the extraction of the assets and filters them by type umaps = [] if check_export(settings): extract_data( settings, export_directory=settings.selected_map.umaps_path) extract_assets(settings) umaps = get_files( path=settings.selected_map.umaps_path.__str__(), extension=".json") umap: Path object_list = list() actor_list = list() materials_ovr_list = list() materials_list = list() for umap in umaps: umap_json, asd = filter_umap(read_json(umap)) object_types.append(asd) # save json save_json(umap.__str__(), umap_json) # get objects umap_objects, umap_materials, umap_actors = get_objects(umap_json, umap) actor_list.append(umap_actors) object_list.append(umap_objects) materials_ovr_list.append(umap_materials) # ACTORS actor_txt = save_list(filepath=settings.selected_map.folder_path.joinpath( f"_assets_actors.txt"), lines=actor_list) extract_data( settings, export_directory=settings.selected_map.actors_path, asset_list_txt=actor_txt) actors = get_files( path=settings.selected_map.actors_path.__str__(), extension=".json") for ac in actors: actor_json = read_json(ac) actor_objects, actor_materials, local4list = get_objects(actor_json, umap) object_list.append(actor_objects) materials_ovr_list.append(actor_materials) # next object_txt = save_list(filepath=settings.selected_map.folder_path.joinpath( f"_assets_objects.txt"), lines=object_list) mats_ovr_txt = save_list(filepath=settings.selected_map.folder_path.joinpath( f"_assets_materials_ovr.txt"), lines=materials_ovr_list) extract_data( settings, export_directory=settings.selected_map.objects_path, asset_list_txt=object_txt) extract_data( settings, export_directory=settings.selected_map.materials_ovr_path, asset_list_txt=mats_ovr_txt) # --------------------------------------------------------------------------------------- models = get_files( path=settings.selected_map.objects_path.__str__(), extension=".json") model: Path for model in models: model_json = read_json(model) # save json save_json(model.__str__(), model_json) # get object materials model_materials = get_object_materials(model_json) # get object textures # ... materials_list.append(model_materials) save_list(filepath=settings.selected_map.folder_path.joinpath("all_assets.txt"), lines=[ [ path_convert(path) for path in _list ] for _list in object_list + materials_list + materials_ovr_list ]) mats_txt = save_list(filepath=settings.selected_map.folder_path.joinpath( f"_assets_materials.txt"), lines=materials_list) extract_data( settings, export_directory=settings.selected_map.materials_path, asset_list_txt=mats_txt) extract_assets(settings) with open(settings.selected_map.folder_path.joinpath('exported.yo').__str__(), 'w') as out_file: out_file.write(write_export_file()) with open(settings.assets_path.joinpath('exported.yo').__str__(), 'w') as out_file: out_file.write(write_export_file()) else: umaps = get_files( path=settings.selected_map.umaps_path.__str__(), extension=".json") return umaps def set_material( ue_material, settings: Settings, mat_data: actor_defs, ): ## Sets the material parameters to the material if not mat_data.props: return mat_props = mat_data.props set_textures(mat_props, ue_material, settings=settings) set_all_settings(mat_props, ue_material) # fix this if "BasePropertyOverrides" in mat_props: base_prop_override = set_all_settings(mat_props["BasePropertyOverrides"], unreal.MaterialInstanceBasePropertyOverrides()) set_unreal_prop(ue_material, "BasePropertyOverrides", base_prop_override) unreal.MaterialEditingLibrary.update_material_instance(ue_material) if "StaticParameters" in mat_props: if "StaticSwitchParameters" in mat_props["StaticParameters"]: for param in mat_props["StaticParameters"]["StaticSwitchParameters"]: param_name = param["ParameterInfo"]["Name"].lower() param_value = param["Value"] unreal.MaterialEditingLibrary.set_material_instance_static_switch_parameter_value( ue_material, param_name, bool(param_value)) ## Unreal doesn't support mask parameters switch lolz so have to do this if "StaticComponentMaskParameters" in mat_props["StaticParameters"]: for param in mat_props["StaticParameters"]["StaticComponentMaskParameters"]: mask_list = ["R", "G", "B"] for mask in mask_list: value = param[mask] unreal.MaterialEditingLibrary.set_material_instance_static_switch_parameter_value( ue_material, mask, bool(value)) if "ScalarParameterValues" in mat_props: for param in mat_props["ScalarParameterValues"]: param_name = param['ParameterInfo']['Name'].lower() param_value = param["ParameterValue"] set_material_scalar_value(ue_material, param_name, param_value) if "VectorParameterValues" in mat_props: for param in mat_props["VectorParameterValues"]: param_name = param['ParameterInfo']['Name'].lower() param_value = param["ParameterValue"] set_material_vector_value(ue_material, param_name, get_rgb(param_value)) def set_textures(mat_props: dict, material_reference, settings: Settings): ## Sets the textures to the material set_texture_param = unreal.MaterialEditingLibrary.set_material_instance_texture_parameter_value if not has_key("TextureParameterValues", mat_props): return for tex_param in mat_props["TextureParameterValues"]: tex_game_path = get_texture_path(s=tex_param, f=settings.texture_format) if not tex_game_path: continue tex_local_path = settings.assets_path.joinpath(tex_game_path).__str__() param_name = tex_param['ParameterInfo']['Name'].lower() tex_name = Path(tex_local_path).stem if Path(tex_local_path).exists(): loaded_texture = unreal.load_asset( f'/project/{tex_name}') if not loaded_texture: continue set_texture_param(material_reference, param_name, loaded_texture) unreal.MaterialEditingLibrary.update_material_instance(material_reference) def settings_create_ovr_material(mat_dict: list): ## No clue (?) but not gonna bother rn no idea why i didnt use the first ovr material func material_array = [] loaded = None for mat in mat_dict: if not mat: material_array.append(None) continue object_name = return_object_name(mat["ObjectName"]) if "MaterialInstanceDynamic" in object_name: material_array.append(None) continue loaded = unreal.load_asset(f'/project/{object_name}') if loaded == None: loaded = unreal.load_asset(f'/project/{object_name}') material_array.append(loaded) return material_array def set_all_settings(asset_props: dict, component_reference): ## Sets all the settings to the component (material, mesh, etc) from "Properties" using some weird black magic if not asset_props: return for setting in asset_props: value_setting = asset_props[setting] try: editor_property = component_reference.get_editor_property(setting) except: continue class_name = type(editor_property).__name__ type_value = type(value_setting).__name__ if type_value == "int" or type_value == "float" or type_value == "bool": if setting == "InfluenceRadius" and value_setting == 0: set_unreal_prop(component_reference, setting, 14680) continue set_unreal_prop(component_reference, setting, value_setting) continue if "::" in value_setting: value_setting = value_setting.split("::")[1] # Try to make these automatic? with 'unreal.classname.value"? if class_name == "LinearColor": set_unreal_prop(component_reference, setting, unreal.LinearColor(r=value_setting['R'], g=value_setting['G'], b=value_setting['B'])) continue if class_name == "Vector4": set_unreal_prop(component_reference, setting, unreal.Vector4(x=value_setting['X'], y=value_setting['Y'], z=value_setting['Z'], w=value_setting['W'])) continue if "Color" in class_name: set_unreal_prop(component_reference, setting, unreal.Color(r=value_setting['R'], g=value_setting['G'], b=value_setting['B'], a=value_setting['A'])) continue if type_value == "dict": if setting == "IESTexture": set_unreal_prop(component_reference, setting, get_ies_texture(value_setting)) continue if setting == "Cubemap": set_unreal_prop(component_reference, setting, get_cubemap_texture(value_setting)) continue if setting == "DecalMaterial": component_reference.set_decal_material(get_mat(value_setting)) continue if setting == "DecalSize": set_unreal_prop(component_reference, setting, unreal.Vector(value_setting["X"], value_setting["Y"], value_setting["Z"])) continue if setting == "StaticMesh": ##mesh_loaded = unreal.BPFL.set_mesh_reference(value_setting["ObjectName"],"Meshes") mesh_loaded = mesh_to_asset(value_setting, "StaticMesh ", "Meshes") set_unreal_prop(component_reference, setting, mesh_loaded) continue if setting == "BoxExtent": set_unreal_prop(component_reference, 'box_extent', unreal.Vector(x=value_setting['X'], y=value_setting['Y'], z=value_setting['Z'])), continue if setting == "LightmassSettings": set_unreal_prop(component_reference, 'lightmass_settings', get_light_mass(value_setting, component_reference.get_editor_property( 'lightmass_settings'))) continue continue if type_value == "list": if setting == "OverrideMaterials": mat_override = settings_create_ovr_material(value_setting) set_unreal_prop(component_reference, setting, mat_override) continue continue python_unreal_value = return_python_unreal_enum(value_setting) try: value = eval(f'unreal.{class_name}.{python_unreal_value}') except: continue set_unreal_prop(component_reference, setting, value) return component_reference def get_light_mass(light_mass: dict, light_mass_reference): blacklist_lmass = ['bLightAsBackFace', 'bUseTwoSidedLighting'] ## Sets the lightmass settings to the component for l_mass in light_mass: if l_mass in blacklist_lmass: continue value_setting = light_mass[l_mass] first_name = l_mass if l_mass[0] == "b": l_mass = l_mass[1:] value = re.sub(r'(?<!^)(?=[A-Z])', '_', l_mass) set_unreal_prop(light_mass_reference, value, value_setting) return light_mass_reference def import_light(light_data: actor_defs, all_objs: list): ## Imports the light actors to the World light_type_replace = light_data.type.replace("Component", "") if not light_data.transform: light_data.transform = get_scene_transform(light_data.scene_props) # light_data.transform = get_scene_parent(light_data.data,light_data.outer,all_objs) if not light_data.transform: return light = unreal.EditorLevelLibrary.spawn_actor_from_class(eval(f'unreal.{light_type_replace}'), light_data.transform.translation, light_data.transform.rotation.rotator()) light.set_folder_path(f'Lights/{light_type_replace}') light.set_actor_label(light_data.name) light.set_actor_scale3d(light_data.transform.scale3d) light_component = unreal.BPFL.get_component(light) if type(light_component) == unreal.BrushComponent: light_component = light if hasattr(light_component, "settings"): set_unreal_prop(light_component, "Unbound", True) set_unreal_prop(light_component, "Priority", 1.0) set_all_settings(light_data.props["Settings"], light_component.settings) set_all_settings(light_data.props, light_component) def import_decal(decal_data: actor_defs): ## Imports the decal actors to the World if not decal_data.transform or has_key("Template", decal_data.data): return decal = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.DecalActor, decal_data.transform.translation, decal_data.transform.rotation.rotator()) decal.set_folder_path(f'Decals') decal.set_actor_label(decal_data.name) decal.set_actor_scale3d(decal_data.transform.scale3d) decal_component = decal.decal if type(decal_data) == dict: decal_component.set_decal_material(get_mat(actor_def=decal_data["DecalMaterial"])) set_all_settings(decal_data.props, decal_component) ## fix this so it stops returning #some bps are not spawning because of attachparent ig fix it later def fix_actor_bp(actor_data: actor_defs, settings: Settings): ## Fixes spawned blueprints with runtime-changed components try: component = unreal.BPFL.get_component_by_name(all_blueprints[actor_data.outer], actor_data.name) except: return if not component: return if has_key("StaticMesh", actor_data.props): loaded = mesh_to_asset(actor_data.props["StaticMesh"], "StaticMesh ", "Meshes") #loaded = unreal.BPFL.set_mesh_reference(actor_data.props["StaticMesh"]["Name"],"Meshes") component.set_editor_property('static_mesh', loaded) if has_key("OverrideMaterials", actor_data.props): if settings.import_materials: mat_override = create_override_material(actor_data.data) if mat_override and "Barrier" not in actor_data.name: unreal.BPFL.set_override_material(all_blueprints[actor_data.outer], actor_data.name, mat_override) if not has_key("AttachParent", actor_data.props): return transform = has_transform(actor_data.props) if type(transform) != bool: if has_key("RelativeScale3D", actor_data.props): component = unreal.BPFL.get_component_by_name(all_blueprints[actor_data.outer], actor_data.name) set_unreal_prop(component, "relative_scale3d", transform.scale3d) if has_key("RelativeLocation", actor_data.props): component = unreal.BPFL.get_component_by_name(all_blueprints[actor_data.outer], actor_data.name) set_unreal_prop(component, "relative_location", transform.translation) if has_key("RelativeRotation", actor_data.props): component = unreal.BPFL.get_component_by_name(all_blueprints[actor_data.outer], actor_data.name) set_unreal_prop(component, "relative_rotation", transform.rotation.rotator()) def import_mesh(mesh_data: actor_defs, settings: Settings, map_obj: MapObject): ## Imports the mesh actor to the world override_vertex_colors = [] if has_key("Template", mesh_data.data): fix_actor_bp(mesh_data, settings) return if not has_key("StaticMesh", mesh_data.props): return transform = get_transform(mesh_data.props) if not transform: return unreal_mesh_type = unreal.StaticMeshActor if map_obj.is_instanced(): unreal_mesh_type = unreal.HismActor mesh_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal_mesh_type, location=unreal.Vector(), rotation=unreal.Rotator()) mesh_actor.set_actor_label(mesh_data.outer) if has_key("LODData", mesh_data.data): override_vertex_colors = get_override_vertex_color(mesh_data.data) if map_obj.is_instanced(): component = mesh_actor.hism_component mesh_actor.set_folder_path('Meshes/Instanced') for inst_index in mesh_data.data["PerInstanceSMData"]: component.add_instance(get_transform(inst_index)) else: component = mesh_actor.static_mesh_component folder_name = 'Meshes/Static' if map_obj.umap.endswith('_VFX'): folder_name = 'Meshes/VFX' mesh_actor.set_folder_path(folder_name) set_all_settings(mesh_data.props, component) component.set_world_transform(transform, False, False) if len(override_vertex_colors) > 0: unreal.BPFL.paint_sm_vertices(component, override_vertex_colors, map_obj.model_path) if has_key("OverrideMaterials", mesh_data.props): if not settings.import_materials: return mat_override = create_override_material(mesh_data.data) if mat_override: set_unreal_prop(component, "override_materials", mat_override) def set_mesh_build_settings(settings: Settings): ## Sets the build settings for the mesh since umodel exports it with wrong LMapCoordinateIndex and LMapResolution and Collision obviously light_res_multiplier = settings.manual_lmres_mult objects_path = settings.selected_map.objects_path list_objects = objects_path for m_object in os.listdir(list_objects): object_json = read_json(objects_path.joinpath(m_object)) for o_object in object_json: key = actor_defs(o_object) if key.type == "StaticMesh": light_map_res = round(256 * light_res_multiplier / 4) * 4 light_map_coord = 1 if has_key("LightMapCoordinateIndex", key.props): light_map_coord = key.props["LightMapCoordinateIndex"] if has_key("LightMapResolution", key.props): light_map_res = round(key.props["LightMapResolution"] * light_res_multiplier / 4) * 4 mesh_load = unreal.load_asset(f"/project/{key.name}") if mesh_load: cast_mesh = unreal.StaticMesh.cast(mesh_load) actual_coord = cast_mesh.get_editor_property("light_map_coordinate_index") actual_resolution = cast_mesh.get_editor_property("light_map_resolution") if actual_coord != light_map_coord: set_unreal_prop(cast_mesh, "light_map_coordinate_index", light_map_coord) if actual_resolution != light_map_res: set_unreal_prop(cast_mesh, "light_map_resolution", light_map_res) if key.type == "BodySetup": if has_key("CollisionTraceFlag", key.props): col_trace = re.sub('([A-Z])', r'_\1', key.props["CollisionTraceFlag"]) mesh_load = unreal.load_asset(f"/project/{key.outer}") if mesh_load: cast_mesh = unreal.StaticMesh.cast(mesh_load) body_setup = cast_mesh.get_editor_property("body_setup") str_collision = 'CTF_' + col_trace[8:len(col_trace)].upper() set_unreal_prop(body_setup, "collision_trace_flag", eval(f'unreal.CollisionTraceFlag.{str_collision}')) set_unreal_prop(cast_mesh, "body_setup", body_setup) def import_umap(settings: Settings, umap_data: dict, umap_name: str): ## Imports a umap according to filters and settings selected // at the moment i don't like it since ## it's a bit messy and i don't like the way i'm doing it but it works ## Looping before the main_import just for blueprints to be spawned first, no idea how to fix it lets stay like this atm objects_to_import = filter_objects(umap_data, umap_name) if settings.import_blueprints: for objectIndex, object_data in enumerate(objects_to_import): object_type = get_object_type(object_data) if object_type == "blueprint": import_blueprint(actor_defs(object_data), objects_to_import) for objectIndex, object_data in enumerate(objects_to_import): object_type = get_object_type(object_data) actor_data_definition = actor_defs(object_data) if object_type == "mesh" and settings.import_Mesh: map_object = MapObject(settings=settings, data=object_data, umap_name=umap_name, umap_data=umap_data) import_mesh(mesh_data=actor_data_definition, settings=settings, map_obj=map_object) if object_type == "decal" and settings.import_decals: import_decal(actor_data_definition) if object_type == "light" and settings.import_lights: import_light(actor_data_definition, objects_to_import) def level_streaming_setup(): ## Sets up the level streaming for the map if using the streaming option world = unreal.EditorLevelLibrary.get_editor_world() for level_path in all_level_paths: unreal.EditorLevelUtils.add_level_to_world(world, level_path, unreal.LevelStreamingAlwaysLoaded) def import_blueprint(bp_actor: actor_defs, umap_data: list): ## Imports a blueprint actor from the umap transform = bp_actor.transform if not transform: transform = get_scene_transform(bp_actor.scene_props) if type(transform) == bool: transform = get_transform(bp_actor.props) if not transform: return bp_name = bp_actor.type[0:len(bp_actor.type) - 2] loaded_bp = unreal.load_asset(f"/project/{bp_name}.{bp_name}") actor = unreal.EditorLevelLibrary.spawn_actor_from_object(loaded_bp, transform.translation, transform.rotation.rotator()) if not actor: return all_blueprints[bp_actor.name] = actor actor.set_actor_label(bp_actor.name) actor.set_actor_scale3d(transform.scale3d) def create_new_level(map_name): ## Creates a new level with the map name new_map = map_name.split('_')[0] map_path = (f"/project/{new_map}/{map_name}") loaded_map = unreal.load_asset(map_path) sub_system_editor = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) unreal.LevelEditorSubsystem.new_level(sub_system_editor, map_path) all_level_paths.append(map_path) def get_override_vertex_color(mesh_data: dict): ## Gets the override vertex color from the mesh data lod_data = mesh_data["LODData"] vtx_array = [] for lod in lod_data: if has_key("OverrideVertexColors", lod): vertex_to_convert = lod["OverrideVertexColors"]["Data"] for rgba_hex in vertex_to_convert: vtx_array.append(unreal.BPFL.return_from_hex(rgba_hex)) return vtx_array def import_all_textures_from_material(material_data: dict, settings: Settings): ## Imports all the textures from a material json first mat_info = actor_defs(material_data[0]) if mat_info.props: if has_key("TextureParameterValues", mat_info.props): tx_parameters = mat_info.props["TextureParameterValues"] for tx_param in tx_parameters: tex_game_path = get_texture_path(s=tx_param, f=settings.texture_format) if not tex_game_path: continue tex_local_path = settings.assets_path.joinpath(tex_game_path).__str__() if tex_local_path not in all_textures: all_textures.append(tex_local_path) def create_material(material_data: list, settings: Settings): ## Creates a material from the material data mat_data = material_data[0] mat_data = actor_defs(mat_data) parent = "BaseEnv_MAT_V4" if "Blend" in mat_data.name and "BaseEnv_Blend_MAT_V4_V3Compatibility" not in mat_data.name: parent = "BaseEnv_Blend_MAT_V4" if not mat_data.props: return loaded_material = unreal.load_asset(f"/project/{mat_data.name}.{mat_data.name}") if not loaded_material: loaded_material = AssetTools.create_asset(mat_data.name, '/project/', unreal.MaterialInstanceConstant, unreal.MaterialInstanceConstantFactoryNew()) if has_key("Parent", mat_data.props): parent = return_parent(mat_data.props["Parent"]["ObjectName"]) material_instance = unreal.MaterialInstanceConstant.cast(loaded_material) set_unreal_prop(material_instance, "parent", import_shader(parent)) set_material(settings=settings, mat_data=mat_data, ue_material=loaded_material) def import_all_meshes(settings: Settings): ## Imports all the meshes from the map first accordingly. all_meshes = [] obj_path = settings.selected_map.folder_path.joinpath("_assets_objects.txt") with open(obj_path, 'r') as file: lines = file.read().splitlines() exp_path = str(settings.assets_path) for line in lines: if is_blacklisted(line.split('\\')[-1]): continue line_arr = line.split('\\') if line_arr[0] == "Engine": continue else: line_arr.pop(0) line_arr.pop(0) joined_lines_back = "\\".join(line_arr) full_path = exp_path + '\\Game\\' + joined_lines_back + ".pskx" if full_path not in all_meshes: all_meshes.append(full_path) # import unreal.BPFL.import_meshes(all_meshes, str(settings.selected_map.objects_path)) def imports_all_textures(settings: Settings): ## Imports all the texture from materials. mat_path = settings.selected_map.materials_path mat_ovr_path = settings.selected_map.materials_ovr_path for path_mat in os.listdir(mat_path): mat_json = read_json(mat_path.joinpath(path_mat)) import_all_textures_from_material(mat_json, settings) for path_ovr_mat in os.listdir(mat_ovr_path): mat_ovr_json = read_json(mat_ovr_path.joinpath(path_ovr_mat)) import_all_textures_from_material(mat_ovr_json, settings) unreal.BPFL.import_textures(all_textures) def create_bp(full_data: dict, bp_name: str, settings: Settings): ## Creates a blueprint from the json data BlacklistBP = ["SoundBarrier", "SpawnBarrierProjectile", "BP_UnwalkableBlockingVolumeCylinder", 'BP_StuckPickupVolume', "BP_BlockingVolume", "TargetingBlockingVolume_Box", "directional_look_up"] # BlacklistBP = ['SpawnBarrier','SoundBarrier','SpawnBarrierProjectile','Gumshoe_CameraBlockingVolumeParent_Box','DomeBuyMarker','BP_StuckPickupVolume','BP_LevelBlockingVolume','BP_TargetingLandmark','BombSpawnLocation'] bp_name = bp_name.split('.')[0] bp_actor = unreal.load_asset(f'/project/{bp_name}') if not bp_actor and bp_name not in BlacklistBP: bp_actor = AssetTools.create_asset(bp_name, '/project/', unreal.Blueprint, unreal.BlueprintFactory()) else: return data = full_data["Nodes"] if len(data) == 0: return root_scene = full_data["SceneRoot"] default_scene_root = root_scene[0].split('.')[-1] game_objects = full_data["GameObjects"] nodes_root = full_data["ChildNodes"] for idx, bpc in enumerate(data): if bpc["Name"] == default_scene_root: del data[idx] data.insert(len(data), bpc) break data.reverse() nodes_array = [] for bp_node in data: if bp_node["Name"] in nodes_root: continue component_name = bp_node["Properties"]["ComponentClass"]["ObjectName"].replace( "Class ", "") try: unreal_class = eval(f'unreal.{component_name}') except: continue properties = bp_node["Properties"] if has_key("ChildNodes", properties): nodes_array = handle_child_nodes(properties["ChildNodes"], data, bp_actor) comp_internal_name = properties["InternalVariableName"] component = unreal.BPFL.create_bp_comp( bp_actor, unreal_class, comp_internal_name, nodes_array) if has_key("CompProps", properties): properties = properties["CompProps"] set_mesh_settings(properties, component) set_all_settings(properties, component) for game_object in game_objects: if bp_name == "SpawnBarrier": continue component = unreal.BPFL.create_bp_comp(bp_actor, unreal.StaticMeshComponent, "GameObjectMesh", nodes_array) set_all_settings(game_object["Properties"], component) set_mesh_settings(game_object["Properties"], component) def set_mesh_settings(mesh_properties: dict, component): set_all_settings(mesh_properties, component) transform = get_transform(mesh_properties) if has_key("RelativeRotation", mesh_properties): set_unreal_prop(component, "relative_rotation", transform.rotation.rotator()) if has_key("RelativeLocation", mesh_properties): set_unreal_prop(component, "relative_location", transform.translation) if has_key("RelativeScale3D", mesh_properties): set_unreal_prop(component, "relative_scale3d", transform.scale3d) def handle_child_nodes(child_nodes_array: dict, entire_data: list, bp_actor): ## Handles the child nodes of the blueprint since they are not in order. local_child_array = [] for child_node in child_nodes_array: child_obj_name = child_node["ObjectName"] child_name = child_obj_name.split('.')[-1] for c_node in entire_data: component_name = c_node["Properties"]["ComponentClass"]["ObjectName"].replace( "Class ", "") try: unreal_class = eval(f'unreal.{component_name}') except: continue internal_name = c_node["Properties"]["InternalVariableName"] if "TargetViewMode" in internal_name or "Decal1" in internal_name or "SM_Barrier_Back_VisionBlocker" in internal_name: continue if c_node["Name"] == child_name: u_node, comp_node = unreal.BPFL.create_node( bp_actor, unreal_class, internal_name) local_child_array.append(u_node) set_all_settings(c_node["Properties"]["CompProps"], comp_node) transform = has_transform(c_node["Properties"]["CompProps"]) if type(transform) != bool: comp_node.set_editor_property("relative_location", transform.translation) comp_node.set_editor_property("relative_rotation", transform.rotation.rotator()) comp_node.set_editor_property("relative_scale3d", transform.scale3d) break return local_child_array def import_all_blueprints(settings: Settings): ## Imports all the blueprints from the actors folder. bp_path = settings.selected_map.actors_path for bp in os.listdir(bp_path): bp_json = reduce_bp_json(read_json(settings.selected_map.actors_path.joinpath(bp))) create_bp(bp_json, bp, settings) def import_all_materials(settings: Settings): ## Imports all the materials from the materials folder. mat_path = settings.selected_map.materials_path mat_ovr_path = settings.selected_map.materials_ovr_path for path_mat in os.listdir(mat_path): mat_json = read_json(mat_path.joinpath(path_mat)) create_material(mat_json, settings) for path_ovr_mat in os.listdir(mat_ovr_path): mat_ovr_json = read_json(mat_ovr_path.joinpath(path_ovr_mat)) create_material(mat_ovr_json, settings) def import_map(setting): ## Main function first it sets some lighting settings ( have to revisit it for people who don't want the script to change their lighting settings) ## then it imports all meshes / textures / blueprints first and create materials from them. ## then each umap from the /maps folder is imported and the actors spawned accordingly. unreal.BPFL.change_project_settings() unreal.BPFL.execute_console_command('r.DefaultFeature.LightUnits 0') unreal.BPFL.execute_console_command('r.DynamicGlobalIlluminationMethod 0') all_level_paths.clear() settings = Settings(setting) umap_json_paths = get_map_assets(settings) if not settings.import_sublevel: create_new_level(settings.selected_map.name) clear_level() if settings.import_materials: txt_time = time.time() imports_all_textures(settings) print(f'Exported all textures in {time.time() - txt_time} seconds') mat_time = time.time() import_all_materials(settings) print(f'Exported all materials in {time.time() - mat_time} seconds') m_start_time = time.time() if settings.import_Mesh: import_all_meshes(settings) print(f'Exported all meshes in {time.time() - m_start_time} seconds') bp_start_time = time.time() if settings.import_blueprints: import_all_blueprints(settings) print(f'Exported all blueprints in {time.time() - bp_start_time} seconds') umap_json_path: Path actor_start_time = time.time() with unreal.ScopedSlowTask(len(umap_json_paths), "Importing levels") as slow_task: slow_task.make_dialog(True) idx = 0 for index, umap_json_path in reversed( list(enumerate(umap_json_paths))): umap_data = read_json(umap_json_path) umap_name = umap_json_path.stem slow_task.enter_progress_frame( work=1, desc=f"Importing level:{umap_name} {idx}/{len(umap_json_paths)} ") if settings.import_sublevel: create_new_level(umap_name) import_umap(settings=settings, umap_data=umap_data, umap_name=umap_name) if settings.import_sublevel: unreal.EditorLevelLibrary.save_current_level() idx = idx + 1 print("--- %s seconds to spawn actors ---" % (time.time() - actor_start_time)) if settings.import_sublevel: level_streaming_setup() if settings.import_Mesh: set_mesh_build_settings(settings=settings) # winsound.Beep(7500, 983)
import unreal import sys import os import socket import magic EAL = unreal.EditorAssetLibrary # EUL = unreal.EditorUtilityLibrary EAS = unreal.EditorActorSubsystem # ESML = unreal.EditorStaticMeshLibrary PML = unreal.ProceduralMeshLibrary world = unreal.World hostname = socket.gethostname() ipaddress = socket.gethostbyname(hostname) # Description: This function is used to print a warning in unreal log def warning(text): return unreal.log_warning(text) # Description: This function is used to print an error in unreal log def error(text): return unreal.log_error(text) # Description: This function is used to print in unreal log def log(text): return unreal.log(text) # Description: This function is used to process all unreal paths def process_paths(): unrealpaths = [] for p in sys.path: unrealpaths.append(p) return unrealpaths gamePaths = process_paths() # Description: This function is used to print any list (mainly paths) def show(x): for path in range(len(x)): print(x[path]) # Description: Returns the paths of all assets under project root directory def process_asset_paths(): assets = [] gamepath = '/Game' assetpaths = EAL.list_assets(gamepath) for assetpath in assetpaths: assets.append(assetpath) return assets assetPaths = process_asset_paths() # Description: Returns a list of all game actors def get_all_actors(): actors = [] allactors = unreal.get_editor_subsystem(EAS).get_all_level_actors() for actor in allactors: actors.append(actor) return actors allActorsPath = get_all_actors() # Description: Returns the class of the asset def get_asset_class(classtype): assets = [] gamepath = '/Game' assetpaths = EAL.list_assets(gamepath) for assetpath in assetpaths: assetdata = EAL.find_asset_data(assetpath) assetclass = assetdata.asset_class if classtype == assetclass: assets.append(assetdata.get_asset()) return assets # assetClasses = ["SoundWave", "Material", "MaterialInstanceConstant", "MaterialFunction", "Texture2D", "StaticMesh", # "SkeletalMesh", "ObjectRedirector", "PhysicsAsset", "Skeleton", "UserDefinedEnum", "TextureRenderTarget2D", # "Blueprint", "SoundCue", "WidgetBlueprint", "HapticFeedbackEffect_Curve", "MapBuildDataRegistry", # "NiagaraParameterCollection", "NiagaraSystem"] soundWaveActors = get_asset_class("SoundWave") materialActors = get_asset_class("Material") materialInstanceConstantActors = get_asset_class("MaterialInstanceConstant") materialFunctionActors = get_asset_class("MaterialFunction") texture2DActors = get_asset_class("Texture2D") skeletalMeshActors = get_asset_class("SkeletalMesh") objectRedirectorActors = get_asset_class("ObjectRedirector") physicsAssetActors = get_asset_class("PhysicsAsset") skeletonActors = get_asset_class("Skeleton") userDefinedEnumActors = get_asset_class("UserDefinedEnum") textureRenderTarget2DActors = get_asset_class("TextureRenderTarget2D") blueprintActors = get_asset_class("Blueprint") soundCueActors = get_asset_class("SoundCue") widgetBlueprintActors = get_asset_class("WidgetBlueprint") hapticFeedbackEffect_CurveActors = get_asset_class("HapticFeedbackEffect_Curve") mapBuildDataRegistryActors = get_asset_class("MapBuildDataRegistry") niagaraParameterCollectionActors = get_asset_class("NiagaraParameterCollection") niagaraSystemActors = get_asset_class("NiagaraSystem") staticMeshActors = get_asset_class("StaticMesh") # Description: Returns asset import data of the staticMesh actors def get_staticmesh_data(): assetsimportdata = [] for staticMesh in staticMeshActors: assetimportdata = staticMesh.get_editor_property("asset_import_data") assetsimportdata.append(assetimportdata) return assetsimportdata staticMeshData = get_staticmesh_data() # Level Of Detail (LOD) lod_groups = ["LevelArchitecture", "SmallProp", "LargeProp", "Deco", "Vista", "Foliage", "HighDetail"] # Description: This function is used to print the LOD (Level of Detail) of the staticMesh actors def check_staticmesh_lod(): for staticMesh in staticMeshActors: assetimportdata = staticMesh.get_editor_property("asset_import_data") lodgroupinfo = staticMesh.get_editor_property("lod_group") if lodgroupinfo == "None": warning("No LOD group (" + str(staticMesh.get_num_lods()) + ") assigned to " + str(staticMesh.get_name())) log("PAT/project/" + str(assetimportdata)) # Description: Returns the LOD (Level of Detail) of the staticMesh actors def get_staticmesh_lod_data(): for staticMesh in staticMeshActors: staticmeshtricount = [] numlods = staticMesh.get_num_lods() staticmeshlod = [] for i in range(numlods): lodtricount = 0 numsections = staticMesh.get_num_sections(i) for j in range(numsections): sectiondata = PML.get_section_from_static_mesh(staticMesh, i, j) # print(str(staticMesh.get_name()) + " has " + str(len(sectiondata[0])) + " vertices, ", # str(int(len(sectiondata[1])/3)) + " triangles in LOD (" + str(i) + ")" ) lodtricount += len(sectiondata[1])/3 staticmeshtricount.append(int(lodtricount)) staticmeshreductions = [100] for k in range(1, len(staticmeshtricount)): staticmeshreductions.append(int(staticmeshtricount[k] / staticmeshtricount[0] * 100)) # Level of Detail 1 try: loddata = staticMesh.get_name(), staticmeshtricount[1] except: warning("No LOD assigned to " + str(staticMesh.get_name()) + " using LOD 0") loddata = staticMesh.get_name(), staticmeshtricount[0] staticmeshlod.append(loddata) # print(str(staticMesh.get_name()) + " LOD triangle/project/" + str(staticmeshtricount), # " with " + str(staticmeshreductions) + "% reductions") return staticmeshlod lodsdata = get_staticmesh_lod_data() # Description: Returns the number of repetitions of staticMesh actors def get_staticmesh_instance_counts(): staticmeshinstanceactors = [] staticmeshactorcounts = [] for levelActor in allActorsPath: if levelActor.get_class().get_name() == "StaticMeshActor": staticmeshcomponent = levelActor.static_mesh_component staticmesh = staticmeshcomponent.static_mesh staticmeshinstanceactors.append(staticmesh.get_name()) processedactors = [] for staticmeshactor in staticmeshinstanceactors: if staticmeshactor not in processedactors: actorcounts = staticmeshactor, staticmeshinstanceactors.count(staticmeshactor) staticmeshactorcounts.append(actorcounts) processedactors.append(staticmeshactor) staticmeshactorcounts.sort(key=lambda a: a[1], reverse=True) aggregatetricounts = [] for i in range(len(staticmeshactorcounts)): for j in range(len(lodsdata)): if staticmeshactorcounts[i][0] == lodsdata[j][0]: aggregatetricount = staticmeshactorcounts[i][0], staticmeshactorcounts[i][0] * lodsdata[j][1] aggregatetricounts.append(aggregatetricount) aggregatetricounts.sort(key=lambda a: a[1], reverse=True) return aggregatetricounts staticMeshInstanceCounts = get_staticmesh_instance_counts() # Description: This function is used to print the materials and textures associated to the staticMesh actors def check_material_information_smc(): for levelActor in allActorsPath: if levelActor.get_class().get_name() == "StaticMeshActor": staticmeshcomponent = levelActor.static_mesh_component print("Acto/project/" + levelActor.get_name()) materials = staticmeshcomponent.get_materials() for material in materials: print(material.get_name()) try: for item in material.texture_parameter_values: print(item) except: pass print("_____") # Description: This function is used to print the materials and textures associated to the staticMesh actors def get_all_properties(unrealclass=None): return unreal.get_all_properties(unrealclass) # Description: Returns a list with all staticMesh components def show_staticmesh_components(): staticmeshcomponents = [] for component in dir(unreal.StaticMeshComponent): staticmeshcomponents.append(component) return staticmeshcomponents allComponentsStaticMesh = show_staticmesh_components() # Description: Returns a list with all fbx def process_fbx_paths(): fbxfilepaths = [] for staticMesh in staticMeshActors: assetimportdata = staticMesh.get_editor_property("asset_import_data") if assetimportdata.extract_filenames(): fbxfilepaths.append(assetimportdata.extract_filenames()) return fbxfilepaths fbxPaths = process_fbx_paths() # Description: Is used to cast objects into a certain class # object_to_cast: obj unreal.Object : The object you want to cast # object_class: obj unreal.Class : The class you want to cast the object into def cast(objecttocast=None, objectclass=None): try: return objectclass.cast(objecttocast) except: return None # For mimetypes we use python-magic-bin mime = magic.Magic(mime=True) def build_import_task(filename, destination_path, destination_name, options=None): task = unreal.AssetImportTask() task.set_editor_property('automated', False) task.set_editor_property('destination_name', destination_name) task.set_editor_property('destination_path', destination_path) task.set_editor_property('filename', filename) task.set_editor_property('replace_existing', False) task.set_editor_property('save', False) task.set_editor_property('options', options) return task def build_staticmesh_import_options(): options = unreal.FbxImportUI() options.set_editor_property("import_mesh", True) options.set_editor_property("import_textures", False) options.set_editor_property("import_materials", True) options.set_editor_property("import_as_skeletal", False) # StaticMesh options.static_mesh_import_data.set_editor_property("import_translation", unreal.Vector(0.0, 0.0, 0.0)) options.static_mesh_import_data.set_editor_property("import_rotation", unreal.Rotator(0.0, 0.0, 0.0)) options.static_mesh_import_data.set_editor_property("import_uniform_scale", 1.0) options.static_mesh_import_data.set_editor_property("combine_meshes", True) options.static_mesh_import_data.set_editor_property("generate_lightmap_u_vs", True) options.static_mesh_import_data.set_editor_property("auto_generate_collision", True) return options def build_skeletalmesh_import_options(): options = unreal.FbxImportUI() options.set_editor_property("import_mesh", True) options.set_editor_property("import_textures", True) options.set_editor_property("import_materials", True) options.set_editor_property("import_as_skeletal", True) # SkeletalMesh options.skeletal_mesh_import_data.set_editor_property("import_translation", unreal.Vector(0.0, 0.0, 0.0)) options.skeletal_mesh_import_data.set_editor_property("import_rotation", unreal.Rotator(0.0, 0.0, 0.0)) options.skeletal_mesh_import_data.set_editor_property("import_uniform_scale", 1.0) options.skeletal_mesh_import_data.set_editor_property("import_morph_targets", True) options.skeletal_mesh_import_data.set_editor_property("update_skeleton_reference_pose", False) return options def build_animation_import_options(skeletonpath): options = unreal.FbxImportUI() options.set_editor_property("import_animations", True) options.skeleton = unreal.load_asset(skeletonpath) options.anim_sequence_import_data.set_editor_property("import_translation", unreal.Vector(0.0, 0.0, 0.0)) options.anim_sequence_import_data.set_editor_property("import_rotation", unreal.Rotator(0.0, 0.0, 0.0)) options.anim_sequence_import_data.set_editor_property("import_uniform_scale", 1.0) options.anim_sequence_import_data.set_editor_property("animation_length", unreal.FBXAnimationLengthImportType.FBXALIT_EXPORTED_TIME) options.anim_sequence_import_data.set_editor_property("remove_redundant_keys", False) return options def execute_import_tasks(tasks): unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks(tasks) for task in tasks: for path in task.get_editor_property("imported_object_paths"): print("Importe/project/" + str(path)) currentGameImportsDir = unreal.Paths.game_source_dir().replace("../../../../../../", "/project/").replace("Source", "Content/Imports") fontsPath = unreal.Paths.game_source_dir().replace("../../../../../../", "/project/").replace("Source", "Content/Fonts") soundPath = unreal.Paths.game_source_dir().replace("../../../../../../", "/project/").replace("Source", "Content/Sound") texturesPath = unreal.Paths.game_source_dir().replace("../../../../../../", "/project/").replace("Source", "Content/Textures") videosPath = unreal.Paths.game_source_dir().replace("../../../../../../", "/project/").replace("Source", "Content/Videos") wordsPath = unreal.Paths.game_source_dir().replace("../../../../../../", "/project/").replace("Source", "Content/Words") skeletalmeshPath = unreal.Paths.game_source_dir().replace("../../../../../../", "/project/").replace("Source", "Content/SkeletalMeshes") staticmeshPath = unreal.Paths.game_source_dir().replace("../../../../../../", "/project/").replace("Source", "Content/StaticMeshes") animationsPath = unreal.Paths.game_source_dir().replace("../../../../../../", "/project/").replace("Source", "Content/Animations") def import_animation(skeleton): mytask = [] for file in os.listdir(currentGameImportsDir): fileextension = file.split(".")[1] filepath = (currentGameImportsDir + file).replace("\\\\", "/") if fileextension == "fbx": prefix = file.split("_")[0] if prefix == "AN": # Input a path to a skeleton to import the animation mytask.append(build_import_task(filepath, soundPath, file, build_animation_import_options(skeleton))) execute_import_tasks(mytask) def import_assets(): mytasks = [] for file in os.listdir(currentGameImportsDir): fileextension = file.split(".")[1] filepath = (currentGameImportsDir + file).replace("\\\\", "/") mimefile = mime.from_file(filepath) mimetype = mimefile.split("/")[0] prefix = file.split("_")[0] # We assume files are correctly named as SK_ or SM_ (SkeletalMesh or StaticMesh) inside Imports if fileextension == "fbx": if prefix == "SK": mytasks.append(build_import_task(filepath, soundPath, file, build_skeletalmesh_import_options())) elif prefix == "SM": mytasks.append(build_import_task(filepath, soundPath, file, build_staticmesh_import_options())) else: if mimetype == "audio": mytasks.append(build_import_task(filepath, soundPath, file)) elif mimetype == "font": mytasks.append(build_import_task(filepath, fontsPath, file)) elif mimetype == "image": mytasks.append(build_import_task(filepath, texturesPath, file)) elif mimetype == "text": mytasks.append(build_import_task(filepath, wordsPath, file)) elif mimetype == "video": mytasks.append(build_import_task(filepath, videosPath, file)) execute_import_tasks(mytasks) # unreal.Package def get_package_from_path(packagepath): return unreal.load_asset(packagepath) def get_all_dirty_packages(): packages = unreal.Array(unreal.Package) for x in unreal.EditorLoadingAndSavingUtils.get_dirty_content_packages(): packages.append(x) for x in unreal.EditorLoadingAndSavingUtils.get_dirty_map_packages(): packages.append(x) return packages def save_all_dirty_packages(showdialog=False): if showdialog: unreal.EditorLoadingAndSavingUtils.save_dirty_packages_with_dialog(save_map_packages=True, save_content_packages=True) else: unreal.EditorLoadingAndSavingUtils.save_dirty_packages(save_map_packages=True, save_content_packages=True) def save_packages(packages=[], showdialog=False): if showdialog: unreal.EditorLoadingAndSavingUtils.save_dirty_packages_with_dialog(packages, only_dirty=False) # May not work. else: unreal.EditorLoadingAndSavingUtils.save_packages(packages, only_dirty=False) def save_asset(assetpath): EAL.save_asset(assetpath, only_if_is_dirty=False) def save_directory(directorypath): EAL.save_directory(directorypath, only_if_is_dirty=False, recursive=True) def create_directory(directorypath): EAL.make_directory(directorypath) def duplicate_directory(directorypath, duplicateddirectorypath): return EAL.duplicate_directory(directorypath, duplicateddirectorypath) def delete_directory(directorypath): EAL.delete_directory(directorypath) def directory_exists(directorypath): return EAL.does_directory_exist(directorypath) def rename_directory(directorypath, renameddirectorypath): EAL.rename_directory(directorypath, renameddirectorypath) def duplicate_asset(assetpath, duplicatedassetpath): return EAL.duplicate_asset(assetpath, duplicatedassetpath) def delete_asset(assetpath): EAL.delete_asset(assetpath) def asset_exists(assetpath): return EAL.does_asset_exist(assetpath) def rename_asset(assetpath, renamedassetpath): EAL.rename_asset(assetpath, renamedassetpath) def main(): # showPaths(gamePaths) pass main()
# -*- 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.getfullargspec(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 == '' or paramStr == 'self')): # 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__ ็ญ‰ 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
import unreal class tickHooker: def __init__(self): self._delegate_handle = None self._bound_func = None def hook(self, func): if self._delegate_handle is not None: print("Already hooked, unhooking first.") self.unhook() if not callable(func): raise ValueError("Provided func must be callable") # Wrap to accept delta_seconds and call your function def tick_wrapper(delta_seconds): func(delta_seconds) self._bound_func = tick_wrapper self._delegate_handle = unreal.register_slate_post_tick_callback(self._bound_func) print("Tick hooked.") def unhook(self): if self._delegate_handle is not None: unreal.unregister_slate_post_tick_callback(self._delegate_handle) print("Tick unhooked.") self._delegate_handle = None self._bound_func = None else: print("No tick hook to unhook.") def hook_for_x_ticks(self, func, x, final_func=None): if not isinstance(x, int) or x <= 0: raise ValueError("x must be a positive integer") def tick_wrapper(delta_seconds): nonlocal x if x > 0: func() x -= 1 if x == 0: if final_func: final_func(delta_seconds) self.unhook() self.hook(tick_wrapper) def wait_x_ticks_then_execute(self, func, x): if not isinstance(x, int) or x <= 0: raise ValueError("x must be a positive integer") def tick_wrapper(delta_seconds): nonlocal x if x > 0: x -= 1 if x == 0: func(delta_seconds) self.unhook() self.hook(tick_wrapper)
import unreal import sys args = sys.argv def focus_on_component(component_name): unreal.log(f"{component_name} ใซใƒ•ใ‚ฉใƒผใ‚ซใ‚นใ—ใพใ™ใ€‚") world = unreal.UnrealEditorSubsystem().get_game_world() if(world == None): # ้žPIEๆ™‚ # Editor Actor Subsystem ใ‚’ๅ–ๅพ— editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) # ็พๅœจใฎใƒฌใƒ™ใƒซใซใ‚ใ‚‹ใ™ในใฆใฎใ‚ขใ‚ฏใ‚ฟใƒผใ‚’ๅ–ๅพ— all_actors = editor_actor_subsystem.get_all_level_actors() else: # PIEๆ™‚ unreal.log(f"World: {world.get_name()}") all_actors = unreal.GameplayStatics.get_all_actors_of_class(world, unreal.Actor) # ๆŒ‡ๅฎšใ•ใ‚ŒใŸใ‚ณใƒณใƒใƒผใƒใƒณใƒˆใ‚’ๆŒใคใ‚ขใ‚ฏใ‚ฟใƒผใ‚’ๆคœ็ดข target_component = None for actor in all_actors: # unreal.log(actor.get_name()) # ใ‚ขใ‚ฏใ‚ฟใƒผใฎใ™ในใฆใฎใ‚ณใƒณใƒใƒผใƒใƒณใƒˆใ‚’ๅ–ๅพ— components = actor.get_components_by_class(unreal.SceneComponent) for component in components: if component.get_name() == component_name: target_component = component break if target_component: break if not target_component: unreal.log_error(f"ใ‚ณใƒณใƒใƒผใƒใƒณใƒˆ '{component_name}' ใŒ่ฆ‹ใคใ‹ใ‚Šใพใ›ใ‚“ใงใ—ใŸใ€‚") return # ใ‚ฟใƒผใ‚ฒใƒƒใƒˆใ‚ณใƒณใƒใƒผใƒใƒณใƒˆใฎใƒฏใƒผใƒซใƒ‰ไฝ็ฝฎใ‚’ๅ–ๅพ— target_location = target_component.get_world_location() # Editor Scripting Subsystem ใ‚’ๅ–ๅพ— editor_scripting_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) # ็พๅœจใฎใ‚ซใƒกใƒฉไฝ็ฝฎใจๅ›ž่ปขใ‚’ๅ–ๅพ— camera_location, camera_rotation = editor_scripting_subsystem.get_level_viewport_camera_info() # ใƒ“ใƒฅใƒผใƒใƒผใƒˆใ‚’ใ‚ฟใƒผใ‚ฒใƒƒใƒˆใซใƒ•ใ‚ฉใƒผใ‚ซใ‚น editor_scripting_subsystem.set_level_viewport_camera_info(target_location, camera_rotation) unreal.log(f"่ฆ–็‚นใ‚’ใ‚ณใƒณใƒใƒผใƒใƒณใƒˆ '{component_name}' ใซใƒ•ใ‚ฉใƒผใ‚ซใ‚นใ—ใพใ—ใŸใ€‚") # ๅฎŸ่กŒไพ‹: "MyUniqTrigger" ใจใ„ใ†ๅๅ‰ใฎใ‚ณใƒณใƒใƒผใƒใƒณใƒˆใซใƒ•ใ‚ฉใƒผใ‚ซใ‚น focus_on_component(args[1])
import unreal class ControlRigExtension(object): """ The primary rig object that we operate on. """ @classmethod def load_rig_from_path(cls, rig_path): """ Loads in a ControlRigBlueprint based on its path. Returns the resultant rig object :param rig_path: The relative Game path to the rig, obtained by right click->Copy Reference :type rig_path: str :return: The valid ControlRigBlueprint object :rtype: unreal.ControlRigBlueprint """ loaded_rig = unreal.load_asset(rig_path) if type(loaded_rig) == unreal.ControlRigBlueprint: return loaded_rig return None @staticmethod def cast_key_to_type(rig_key, rig): """ Given an element key and its parent hierarchy modifier, returns the object of the correct type :param rig_key: The key to query :type rig_key: unreal.RigElementKey :param rig: The rig we are looking at :type rig: unreal.ControlRigBlueprint :return: The casted type for the key :rtype: unreal.RigBone | unreal.RigControl | unreal.RigSpace """ 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 __init__(self): """ Creates a ControlRigExtension object. Through this object we can manipulate the loaded object """ self._rig = None @property def rig(self): return self._rig @rig.setter def rig(self, value): self._rig = value def get_selected_controls(self): """ Returns the controls that are selected in the hierarchy panel. These return in a first-in/last-out manner :return: A list of the selected object :rtype: list[unreal.RigElementKey] """ return self.rig.get_hierarchy_modifier().get_selection() def get_index_by_name(self, controller_name): """ Given a name, returns the associated RigElementKey. :param controller_name: The path of the key to query :type controller_name: str :return: The RigElementKeys with the given name, if any :rtype: unreal.RigElementKey """ hierarchy_mod = self.rig.get_hierarchy_modifier() indexes = hierarchy_mod.get_elements() for ind in indexes: if ind.name == controller_name: return ind return None def paste_global_xform(self): """ Given a selection, copy the global transform from the first control into the initial transform of the second control :return: Nothing :rtype: None """ hierarchy_mod = self.rig.get_hierarchy_modifier() selection = self.get_selected_controls() if not len(selection) == 2: return global_xform = hierarchy_mod.get_global_transform(selection[1]) hierarchy_mod.set_initial_global_transform(selection[0], global_xform)
import unreal import unreal_uiutils from unreal_global import * from unreal_utils import AssetRegistryPostLoad unreal.log("""@ #################### Init Start up Script #################### """) assetregistry_pretickhandle = None def assetregistry_postload_handle(deltaTime): """ Run callback method after registry run to prevent crashed when create new asset at startupS """ unreal.log_warning("..Checking Asset Registy Status...") if AssetRegistry.is_loading_assets(): unreal.log_warning("..Asset registy still loading...") else: unreal.log_warning("Asset registy ready!") unreal.unregister_slate_post_tick_callback(assetregistry_pretickhandle) AssetRegistryPostLoad.run_callbacks() assetregistry_pretickhandle = unreal.register_slate_post_tick_callback(assetregistry_postload_handle) import BlueprintLibrary import UserInterfaces def reload(): import importlib importlib.reload(BlueprintLibrary) importlib.reload(UserInterfaces) unreal_uiutils.refresh()
"""Remote functions for unreal.""" import json from functools import lru_cache from typing import List, Optional, Tuple, Union from ...data_structure.constants import Vector, color_type from ...rpc import remote_unreal try: import unreal from unreal_factory import XRFeitoriaUnrealFactory # defined in src/project/ except ImportError: pass # Constants mask_colors: List[color_type] = [] @remote_unreal() def get_mask_color_file() -> str: """Returns the path of the mask color file. Returns: str: The path of the mask color file. """ return XRFeitoriaUnrealFactory.constants.MASK_COLOR_FILE.as_posix() @lru_cache def get_mask_color(stencil_value: int) -> 'Tuple[int, int, int]': """Retrieves the RGB color value associated with the given stencil value. Args: stencil_value (int): The stencil value for which to retrieve the color. Returns: Tuple[int, int, int]: The RGB color value associated with the stencil value. """ global mask_colors if len(mask_colors) == 0: with open(get_mask_color_file(), 'r') as f: mask_colors = json.load(f) return mask_colors[stencil_value]['rgb'] @lru_cache @remote_unreal() def get_skeleton_names(actor_asset_path: str) -> 'List[str]': """Retrieves the names of the bones in the skeleton of a SkeletalMeshActor (also can be child class of it). Args: actor_asset_path (str): The asset path of the SkeletalMeshActor. Returns: List[str]: The names of the bones in the skeleton. """ return XRFeitoriaUnrealFactory.utils_actor.get_skeleton_names(actor_asset_path) @remote_unreal() def check_asset_in_engine(path: str, raise_error: bool = False) -> bool: """Check if an asset exists in the engine. Args: path (str): asset path in unreal, e.g. "/project/" raise_error (bool): raise error if the asset does not exist Returns: bool: True if the asset exists, False otherwise Raises: ValueError: if the asset does not exist and raise_error is True """ is_exist = unreal.EditorAssetLibrary.does_asset_exist(path) if not is_exist and raise_error: raise ValueError(f'Asset `{path}` does not exist') return is_exist @remote_unreal() def open_level(asset_path: str) -> None: """Open a level. Args: asset_path (str): asset path in unreal, e.g. "/project/" """ check_asset_in_engine(asset_path, raise_error=True) XRFeitoriaUnrealFactory.SubSystem.EditorLevelSub.load_level(asset_path) @remote_unreal() def save_current_level(asset_path: 'Optional[str]' = None) -> None: """Save the current opened level.""" if asset_path is not None: # BUG: save_map to a new path does not work world = XRFeitoriaUnrealFactory.SubSystem.EditorLevelSub.get_world() unreal.EditorLoadingAndSavingUtils.save_map(world, asset_path) else: XRFeitoriaUnrealFactory.SubSystem.EditorLevelSub.save_current_level() @remote_unreal() def import_asset( path: 'Union[str, List[str]]', dst_dir_in_engine: 'Optional[str]' = None, replace: bool = True, with_parent_dir: bool = True, ) -> 'Union[str, List[str]]': """Import assets to the default asset path. Args: path (Union[str, List[str]]): a file path or a list of file paths to import, e.g. "D:/project/.fbx" dst_dir_in_engine (Optional[str], optional): destination directory in the engine. Defaults to None falls back to '/project/' replace (bool, optional): whether to replace the existing asset. Defaults to True. with_parent_dir (bool, optional): whether to create a parent directory that contains the imported asset. If False, the imported asset will be in `dst_dir_in_engine` directly. Defaults to True. Returns: Union[str, List[str]]: a path or a list of paths to the imported assets, e.g. "/project/" """ paths = XRFeitoriaUnrealFactory.utils.import_asset( path, dst_dir_in_engine, replace=replace, with_parent_dir=with_parent_dir ) if len(paths) == 1: return paths[0] return paths @remote_unreal() def import_anim(path: str, skeleton_path: str, dest_path: 'Optional[str]' = None, replace: bool = True) -> 'List[str]': """Import animation to the default asset path. Args: path (str): The file path to import, e.g. "D:/project/-Animation.fbx". skeleton_path (str): The path to the skeleton, e.g. "/project/". dest_path (str, optional): The destination directory in the engine. Defaults to None, falls back to {skeleton_path.parent}/Animation. replace (bool, optional): whether to replace the existing asset. Defaults to True. Returns: List[str]: A list of paths to the imported animations, e.g. ["/project/-Animation"]. """ return XRFeitoriaUnrealFactory.utils.import_anim(path, skeleton_path, dest_path, replace=replace) @remote_unreal() def duplicate_asset(src_path: str, dst_path: str, replace: bool = False) -> None: """Duplicate asset in unreal. Args: src_path (str): source asset path in unreal, e.g. "/project/" dst_path (str): destination asset path in unreal, e.g. "/project/" """ check_asset_in_engine(src_path, raise_error=True) if check_asset_in_engine(dst_path) and replace: delete_asset(dst_path) unreal.EditorAssetLibrary.duplicate_asset( source_asset_path=src_path, destination_asset_path=dst_path, ) check_asset_in_engine(dst_path, raise_error=True) unreal.EditorAssetLibrary.save_asset(dst_path) @remote_unreal() def new_seq_data(asset_path: str, sequence_path: str, map_path: str) -> None: """Create a new data asset of sequence data. Args: asset_path (str): path of the data asset. sequence_path (str): path of the sequence asset. map_path (str): path of the map asset. Returns: unreal.DataAsset: the created data asset. Notes: SequenceData Properties: - "SequencePath": str - "MapPath": str """ XRFeitoriaUnrealFactory.sequence_data_asset( asset_path=asset_path, sequence_path=sequence_path, map_path=map_path, ) @remote_unreal() def delete_asset(asset_path: str) -> None: """Delete asset. Args: asset_path (str): asset path in unreal, e.g. "/project/" """ XRFeitoriaUnrealFactory.utils.delete_asset(asset_path) @remote_unreal() def open_asset(asset_path: str) -> None: """Open asset. Args: asset_path (str): asset path in unreal, e.g. "/project/" """ XRFeitoriaUnrealFactory.utils.open_asset(asset_path) @remote_unreal() def get_rotation_to_look_at(location: 'Vector', target: 'Vector') -> 'Vector': """Get the rotation of an object to look at another object. Args: location (Vector): Location of the object. target (Vector): Location of the target object. Returns: Vector: Rotation of the object. """ target = unreal.Vector(x=target[0], y=target[1], z=target[2]) forward = target - location z = unreal.Vector(0, 0, -1) right = forward.cross(z) up = forward.cross(right) rotation = unreal.MathLibrary.make_rotation_from_axes(forward, right, up) return rotation.to_tuple()
import unreal recompile_targets = [ '/project/' ] material_editor = unreal.MaterialEditingLibrary editor_asset = unreal.EditorAssetLibrary for target in recompile_targets: loaded_material = editor_asset.load_asset(target) material_editor.recompile_material(loaded_material) unreal.EditorDialog.show_message("Recompile Material", "Successfully recompiled.", unreal.AppMsgType.OK)
# 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 instantiates an HDA that contains a TOP network. After the HDA itself has cooked (in on_post_process) we iterate over all TOP networks in the HDA and print their paths. Auto-bake is then enabled for PDG and the TOP networks are cooked. """ import os import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.pdg_pighead_grid_2_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def get_hda_directory(): """ Attempt to get the directory containing the .hda files. This is /project/. In newer versions of UE we can use ``unreal.SystemLibrary.get_system_path(asset)``, in older versions we manually construct the path to the plugin. Returns: (str): the path to the example hda directory or ``None``. """ if hasattr(unreal.SystemLibrary, 'get_system_path'): return os.path.dirname(os.path.normpath( unreal.SystemLibrary.get_system_path(get_test_hda()))) else: plugin_dir = os.path.join( os.path.normpath(unreal.Paths.project_plugins_dir()), 'Runtime', 'HoudiniEngine', 'Content', 'Examples', 'hda' ) if not os.path.exists(plugin_dir): plugin_dir = os.path.join( os.path.normpath(unreal.Paths.engine_plugins_dir()), 'Runtime', 'HoudiniEngine', 'Content', 'Examples', 'hda' ) if not os.path.exists(plugin_dir): return None return plugin_dir def delete_instantiated_asset(): global _g_wrapper if _g_wrapper: result = _g_wrapper.delete_instantiated_asset() _g_wrapper = None return result else: return False def on_pre_instantiation(in_wrapper): print('on_pre_instantiation') # Set the hda_directory parameter to the directory that contains the # example .hda files hda_directory = get_hda_directory() print('Setting "hda_directory" to {0}'.format(hda_directory)) in_wrapper.set_string_parameter_value('hda_directory', hda_directory) # Cook the HDA (not PDG yet) 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')) def on_post_process(in_wrapper): print('on_post_process') # in_wrapper.on_post_processing_delegate.remove_callable(on_post_process) # Iterate over all PDG/TOP networks and nodes and log them print('TOP networks:') for network_path in in_wrapper.get_pdgtop_network_paths(): print('\t{}'.format(network_path)) for node_path in in_wrapper.get_pdgtop_node_paths(network_path): print('\t\t{}'.format(node_path)) # Enable PDG auto-bake (auto bake TOP nodes after they are cooked) in_wrapper.set_pdg_auto_bake_enabled(True) # Bind to PDG post bake delegate (called after all baking is complete) in_wrapper.on_post_pdg_bake_delegate.add_callable(on_post_bake) # Cook the specified TOP node in_wrapper.pdg_cook_node('topnet1', 'HE_OUT_PIGHEAD_GRID') def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset, disabling auto-cook of the asset _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform(), enable_auto_cook=False) # Bind to the on pre instantiation delegate (before the first cook) and # set parameters _g_wrapper.on_pre_instantiation_delegate.add_callable(on_pre_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()
# 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 Epic Games, Inc. All Rights Reserved """ This script handles processing jobs and shots in the current loaded queue """ import unreal from .utils import ( movie_pipeline_queue, execute_render, setup_remote_render_jobs, update_render_output ) def setup_render_parser(subparser): """ This method adds a custom execution function and args to a render subparser :param subparser: Subparser for processing custom sequences """ # Function to process arguments subparser.set_defaults(func=_process_args) def render_jobs( is_remote=False, is_cmdline=False, executor_instance=None, remote_batch_name=None, remote_job_preset=None, output_dir_override=None, output_filename_override=None ): """ This renders the current state of the queue :param bool is_remote: Is this a remote render :param bool is_cmdline: Is this a commandline render :param executor_instance: Movie Pipeline Executor instance :param str remote_batch_name: Batch name for remote renders :param str remote_job_preset: Remote render job preset :param str output_dir_override: Movie Pipeline output directory override :param str output_filename_override: Movie Pipeline filename format override :return: MRQ executor """ 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!!") # Update the job for job in movie_pipeline_queue.get_jobs(): # If we have output job overrides and filename overrides, update it on # the job if output_dir_override or output_filename_override: update_render_output( job, output_dir=output_dir_override, output_filename=output_filename_override ) # Get the job output settings output_setting = job.get_configuration().find_setting_by_class( unreal.MoviePipelineOutputSetting ) # Allow flushing flies to disk per shot. # Required for the OnIndividualShotFinishedCallback to get called. output_setting.flush_disk_writes_per_shot = True if is_remote: setup_remote_render_jobs( remote_batch_name, remote_job_preset, movie_pipeline_queue.get_jobs(), ) try: # Execute the render. # This will execute the render based on whether its remote or local executor = execute_render( is_remote, executor_instance=executor_instance, is_cmdline=is_cmdline, ) except Exception as err: unreal.log_error( f"An error occurred executing the render.\n\tError: {err}" ) raise return executor def _process_args(args): """ Function to process the arguments for the sequence subcommand :param args: Parsed Arguments from parser """ return render_jobs( is_remote=args.remote, is_cmdline=args.cmdline, 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 os import re import subprocess import time from pathlib import Path import unreal import winsound from mods.liana.helpers import * from mods.liana.valorant import * # BigSets all_textures = [] all_blueprints = {} object_types = [] all_level_paths = [] AssetTools = unreal.AssetToolsHelpers.get_asset_tools() ## Returns a array with all OverrideMaterials def create_override_material(data): material_array = [] for mat in data["Properties"]["OverrideMaterials"]: if not mat: material_array.append(None) continue object_name = return_object_name(mat["ObjectName"]) if object_name == "Stone_M2_Steps_MI1": object_name = "Stone_M2_Steps_MI" if "MaterialInstanceDynamic" in object_name: material_array.append(None) continue material_array.append(unreal.load_asset( f'/project/{object_name}')) return material_array def extract_assets(settings: Settings): ## Extracting Assets on umodel asset_objects = settings.selected_map.folder_path.joinpath("all_assets.txt") args = [settings.umodel.__str__(), f"-path={settings.paks_path.__str__()}", f"-game=valorant", f"-aes={settings.aes}", f"-files={asset_objects}", "-export", f"-{settings.texture_format.replace('.', '')}", f"-out={settings.assets_path.__str__()}"] subprocess.call(args, stderr=subprocess.DEVNULL) def extract_data( settings: Settings, export_directory: str, asset_list_txt: str = ""): ## Extracts the data from CUE4Parse (Json's) args = [settings.cue4extractor.__str__(), "--game-directory", settings.paks_path.__str__(), "--aes-key", settings.aes, "--export-directory", export_directory.__str__(), "--map-name", settings.selected_map.name, "--file-list", asset_list_txt, "--game-umaps", settings.umap_list_path.__str__() ] subprocess.call(args) def get_map_assets(settings: Settings): ## Handles the extraction of the assets and filters them by type umaps = [] if check_export(settings): extract_data( settings, export_directory=settings.selected_map.umaps_path) extract_assets(settings) umaps = get_files( path=settings.selected_map.umaps_path.__str__(), extension=".json") umap: Path object_list = list() actor_list = list() materials_ovr_list = list() materials_list = list() for umap in umaps: umap_json, asd = filter_umap(read_json(umap)) object_types.append(asd) # save json save_json(umap.__str__(), umap_json) # get objects umap_objects, umap_materials, umap_actors = get_objects(umap_json, umap) actor_list.append(umap_actors) object_list.append(umap_objects) materials_ovr_list.append(umap_materials) # ACTORS actor_txt = save_list(filepath=settings.selected_map.folder_path.joinpath( f"_assets_actors.txt"), lines=actor_list) extract_data( settings, export_directory=settings.selected_map.actors_path, asset_list_txt=actor_txt) actors = get_files( path=settings.selected_map.actors_path.__str__(), extension=".json") for ac in actors: actor_json = read_json(ac) actor_objects, actor_materials, local4list = get_objects(actor_json, umap) object_list.append(actor_objects) materials_ovr_list.append(actor_materials) # next object_txt = save_list(filepath=settings.selected_map.folder_path.joinpath( f"_assets_objects.txt"), lines=object_list) mats_ovr_txt = save_list(filepath=settings.selected_map.folder_path.joinpath( f"_assets_materials_ovr.txt"), lines=materials_ovr_list) extract_data( settings, export_directory=settings.selected_map.objects_path, asset_list_txt=object_txt) extract_data( settings, export_directory=settings.selected_map.materials_ovr_path, asset_list_txt=mats_ovr_txt) # --------------------------------------------------------------------------------------- models = get_files( path=settings.selected_map.objects_path.__str__(), extension=".json") model: Path for model in models: model_json = read_json(model) # save json save_json(model.__str__(), model_json) # get object materials model_materials = get_object_materials(model_json) # get object textures # ... materials_list.append(model_materials) save_list(filepath=settings.selected_map.folder_path.joinpath("all_assets.txt"), lines=[ [ path_convert(path) for path in _list ] for _list in object_list + materials_list + materials_ovr_list ]) mats_txt = save_list(filepath=settings.selected_map.folder_path.joinpath( f"_assets_materials.txt"), lines=materials_list) extract_data( settings, export_directory=settings.selected_map.materials_path, asset_list_txt=mats_txt) extract_assets(settings) with open(settings.selected_map.folder_path.joinpath('exported.yo').__str__(), 'w') as out_file: out_file.write(write_export_file()) with open(settings.assets_path.joinpath('exported.yo').__str__(), 'w') as out_file: out_file.write(write_export_file()) else: umaps = get_files( path=settings.selected_map.umaps_path.__str__(), extension=".json") return umaps def set_material( ue_material, settings: Settings, mat_data: actor_defs, ): ## Sets the material parameters to the material if not mat_data.props: return mat_props = mat_data.props set_textures(mat_props, ue_material, settings=settings) set_all_settings(mat_props, ue_material) # fix this if "BasePropertyOverrides" in mat_props: base_prop_override = set_all_settings(mat_props["BasePropertyOverrides"], unreal.MaterialInstanceBasePropertyOverrides()) set_unreal_prop(ue_material, "BasePropertyOverrides", base_prop_override) unreal.MaterialEditingLibrary.update_material_instance(ue_material) if "StaticParameters" in mat_props: if "StaticSwitchParameters" in mat_props["StaticParameters"]: for param in mat_props["StaticParameters"]["StaticSwitchParameters"]: param_name = param["ParameterInfo"]["Name"].lower() param_value = param["Value"] unreal.MaterialEditingLibrary.set_material_instance_static_switch_parameter_value( ue_material, param_name, bool(param_value)) ## Unreal doesn't support mask parameters switch lolz so have to do this if "StaticComponentMaskParameters" in mat_props["StaticParameters"]: for param in mat_props["StaticParameters"]["StaticComponentMaskParameters"]: mask_list = ["R", "G", "B"] for mask in mask_list: value = param[mask] unreal.MaterialEditingLibrary.set_material_instance_static_switch_parameter_value( ue_material, mask, bool(value)) if "ScalarParameterValues" in mat_props: for param in mat_props["ScalarParameterValues"]: param_name = param['ParameterInfo']['Name'].lower() param_value = param["ParameterValue"] set_material_scalar_value(ue_material, param_name, param_value) if "VectorParameterValues" in mat_props: for param in mat_props["VectorParameterValues"]: param_name = param['ParameterInfo']['Name'].lower() param_value = param["ParameterValue"] set_material_vector_value(ue_material, param_name, get_rgb(param_value)) def set_textures(mat_props: dict, material_reference, settings: Settings): ## Sets the textures to the material set_texture_param = unreal.MaterialEditingLibrary.set_material_instance_texture_parameter_value if not has_key("TextureParameterValues", mat_props): return for tex_param in mat_props["TextureParameterValues"]: tex_game_path = get_texture_path(s=tex_param, f=settings.texture_format) if not tex_game_path: continue tex_local_path = settings.assets_path.joinpath(tex_game_path).__str__() param_name = tex_param['ParameterInfo']['Name'].lower() tex_name = Path(tex_local_path).stem if Path(tex_local_path).exists(): loaded_texture = unreal.load_asset( f'/project/{tex_name}') if not loaded_texture: continue set_texture_param(material_reference, param_name, loaded_texture) unreal.MaterialEditingLibrary.update_material_instance(material_reference) def settings_create_ovr_material(mat_dict: list): ## No clue (?) but not gonna bother rn no idea why i didnt use the first ovr material func material_array = [] loaded = None for mat in mat_dict: if not mat: material_array.append(None) continue object_name = return_object_name(mat["ObjectName"]) if "MaterialInstanceDynamic" in object_name: material_array.append(None) continue loaded = unreal.load_asset(f'/project/{object_name}') if loaded == None: loaded = unreal.load_asset(f'/project/{object_name}') material_array.append(loaded) return material_array def set_all_settings(asset_props: dict, component_reference): ## Sets all the settings to the component (material, mesh, etc) from "Properties" using some weird black magic if not asset_props: return for setting in asset_props: value_setting = asset_props[setting] try: editor_property = component_reference.get_editor_property(setting) except: continue class_name = type(editor_property).__name__ type_value = type(value_setting).__name__ if type_value == "int" or type_value == "float" or type_value == "bool": if setting == "InfluenceRadius" and value_setting == 0: set_unreal_prop(component_reference, setting, 14680) continue set_unreal_prop(component_reference, setting, value_setting) continue if "::" in value_setting: value_setting = value_setting.split("::")[1] # Try to make these automatic? with 'unreal.classname.value"? if class_name == "LinearColor": set_unreal_prop(component_reference, setting, unreal.LinearColor(r=value_setting['R'], g=value_setting['G'], b=value_setting['B'])) continue if class_name == "Vector4": set_unreal_prop(component_reference, setting, unreal.Vector4(x=value_setting['X'], y=value_setting['Y'], z=value_setting['Z'], w=value_setting['W'])) continue if "Color" in class_name: set_unreal_prop(component_reference, setting, unreal.Color(r=value_setting['R'], g=value_setting['G'], b=value_setting['B'], a=value_setting['A'])) continue if type_value == "dict": if setting == "IESTexture": set_unreal_prop(component_reference, setting, get_ies_texture(value_setting)) continue if setting == "Cubemap": set_unreal_prop(component_reference, setting, get_cubemap_texture(value_setting)) continue if setting == "DecalMaterial": component_reference.set_decal_material(get_mat(value_setting)) continue if setting == "DecalSize": set_unreal_prop(component_reference, setting, unreal.Vector(value_setting["X"], value_setting["Y"], value_setting["Z"])) continue if setting == "StaticMesh": ##mesh_loaded = unreal.BPFL.set_mesh_reference(value_setting["ObjectName"],"Meshes") mesh_loaded = mesh_to_asset(value_setting, "StaticMesh ", "Meshes") set_unreal_prop(component_reference, setting, mesh_loaded) continue if setting == "BoxExtent": set_unreal_prop(component_reference, 'box_extent', unreal.Vector(x=value_setting['X'], y=value_setting['Y'], z=value_setting['Z'])), continue if setting == "LightmassSettings": set_unreal_prop(component_reference, 'lightmass_settings', get_light_mass(value_setting, component_reference.get_editor_property( 'lightmass_settings'))) continue continue if type_value == "list": if setting == "OverrideMaterials": mat_override = settings_create_ovr_material(value_setting) set_unreal_prop(component_reference, setting, mat_override) continue continue python_unreal_value = return_python_unreal_enum(value_setting) try: value = eval(f'unreal.{class_name}.{python_unreal_value}') except: continue set_unreal_prop(component_reference, setting, value) return component_reference def get_light_mass(light_mass: dict, light_mass_reference): blacklist_lmass = ['bLightAsBackFace', 'bUseTwoSidedLighting'] ## Sets the lightmass settings to the component for l_mass in light_mass: if l_mass in blacklist_lmass: continue value_setting = light_mass[l_mass] first_name = l_mass if l_mass[0] == "b": l_mass = l_mass[1:] value = re.sub(r'(?<!^)(?=[A-Z])', '_', l_mass) set_unreal_prop(light_mass_reference, value, value_setting) return light_mass_reference def import_light(light_data: actor_defs, all_objs: list): ## Imports the light actors to the World light_type_replace = light_data.type.replace("Component", "") if not light_data.transform: light_data.transform = get_scene_transform(light_data.scene_props) # light_data.transform = get_scene_parent(light_data.data,light_data.outer,all_objs) if not light_data.transform: return light = unreal.EditorLevelLibrary.spawn_actor_from_class(eval(f'unreal.{light_type_replace}'), light_data.transform.translation, light_data.transform.rotation.rotator()) light.set_folder_path(f'Lights/{light_type_replace}') light.set_actor_label(light_data.name) light.set_actor_scale3d(light_data.transform.scale3d) light_component = unreal.BPFL.get_component(light) if type(light_component) == unreal.BrushComponent: light_component = light if hasattr(light_component, "settings"): set_unreal_prop(light_component, "Unbound", True) set_unreal_prop(light_component, "Priority", 1.0) set_all_settings(light_data.props["Settings"], light_component.settings) set_all_settings(light_data.props, light_component) def import_decal(decal_data: actor_defs): ## Imports the decal actors to the World if not decal_data.transform or has_key("Template", decal_data.data): return decal = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.DecalActor, decal_data.transform.translation, decal_data.transform.rotation.rotator()) decal.set_folder_path(f'Decals') decal.set_actor_label(decal_data.name) decal.set_actor_scale3d(decal_data.transform.scale3d) decal_component = decal.decal if type(decal_data) == dict: decal_component.set_decal_material(get_mat(actor_def=decal_data["DecalMaterial"])) set_all_settings(decal_data.props, decal_component) ## fix this so it stops returning #some bps are not spawning because of attachparent ig fix it later def fix_actor_bp(actor_data: actor_defs, settings: Settings): ## Fixes spawned blueprints with runtime-changed components try: component = unreal.BPFL.get_component_by_name(all_blueprints[actor_data.outer], actor_data.name) except: return if not component: return if has_key("StaticMesh", actor_data.props): loaded = mesh_to_asset(actor_data.props["StaticMesh"], "StaticMesh ", "Meshes") #loaded = unreal.BPFL.set_mesh_reference(actor_data.props["StaticMesh"]["Name"],"Meshes") component.set_editor_property('static_mesh', loaded) if has_key("OverrideMaterials", actor_data.props): if settings.import_materials: mat_override = create_override_material(actor_data.data) if mat_override and "Barrier" not in actor_data.name: unreal.BPFL.set_override_material(all_blueprints[actor_data.outer], actor_data.name, mat_override) if not has_key("AttachParent", actor_data.props): return transform = has_transform(actor_data.props) if type(transform) != bool: if has_key("RelativeScale3D", actor_data.props): component = unreal.BPFL.get_component_by_name(all_blueprints[actor_data.outer], actor_data.name) set_unreal_prop(component, "relative_scale3d", transform.scale3d) if has_key("RelativeLocation", actor_data.props): component = unreal.BPFL.get_component_by_name(all_blueprints[actor_data.outer], actor_data.name) set_unreal_prop(component, "relative_location", transform.translation) if has_key("RelativeRotation", actor_data.props): component = unreal.BPFL.get_component_by_name(all_blueprints[actor_data.outer], actor_data.name) set_unreal_prop(component, "relative_rotation", transform.rotation.rotator()) def import_mesh(mesh_data: actor_defs, settings: Settings, map_obj: MapObject): ## Imports the mesh actor to the world override_vertex_colors = [] if has_key("Template", mesh_data.data): fix_actor_bp(mesh_data, settings) return if not has_key("StaticMesh", mesh_data.props): return transform = get_transform(mesh_data.props) if not transform: return unreal_mesh_type = unreal.StaticMeshActor if map_obj.is_instanced(): unreal_mesh_type = unreal.HismActor mesh_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal_mesh_type, location=unreal.Vector(), rotation=unreal.Rotator()) mesh_actor.set_actor_label(mesh_data.outer) if has_key("LODData", mesh_data.data): override_vertex_colors = get_override_vertex_color(mesh_data.data) if map_obj.is_instanced(): component = mesh_actor.hism_component mesh_actor.set_folder_path('Meshes/Instanced') for inst_index in mesh_data.data["PerInstanceSMData"]: component.add_instance(get_transform(inst_index)) else: component = mesh_actor.static_mesh_component folder_name = 'Meshes/Static' if map_obj.umap.endswith('_VFX'): folder_name = 'Meshes/VFX' mesh_actor.set_folder_path(folder_name) set_all_settings(mesh_data.props, component) component.set_world_transform(transform, False, False) if len(override_vertex_colors) > 0: unreal.BPFL.paint_sm_vertices(component, override_vertex_colors, map_obj.model_path) if has_key("OverrideMaterials", mesh_data.props): if not settings.import_materials: return mat_override = create_override_material(mesh_data.data) if mat_override: set_unreal_prop(component, "override_materials", mat_override) def set_mesh_build_settings(settings: Settings): ## Sets the build settings for the mesh since umodel exports it with wrong LMapCoordinateIndex and LMapResolution and Collision obviously light_res_multiplier = settings.manual_lmres_mult objects_path = settings.selected_map.objects_path list_objects = objects_path for m_object in os.listdir(list_objects): object_json = read_json(objects_path.joinpath(m_object)) for o_object in object_json: key = actor_defs(o_object) if key.type == "StaticMesh": light_map_res = round(256 * light_res_multiplier / 4) * 4 light_map_coord = 1 if has_key("LightMapCoordinateIndex", key.props): light_map_coord = key.props["LightMapCoordinateIndex"] if has_key("LightMapResolution", key.props): light_map_res = round(key.props["LightMapResolution"] * light_res_multiplier / 4) * 4 mesh_load = unreal.load_asset(f"/project/{key.name}") if mesh_load: cast_mesh = unreal.StaticMesh.cast(mesh_load) actual_coord = cast_mesh.get_editor_property("light_map_coordinate_index") actual_resolution = cast_mesh.get_editor_property("light_map_resolution") if actual_coord != light_map_coord: set_unreal_prop(cast_mesh, "light_map_coordinate_index", light_map_coord) if actual_resolution != light_map_res: set_unreal_prop(cast_mesh, "light_map_resolution", light_map_res) if key.type == "BodySetup": if has_key("CollisionTraceFlag", key.props): col_trace = re.sub('([A-Z])', r'_\1', key.props["CollisionTraceFlag"]) mesh_load = unreal.load_asset(f"/project/{key.outer}") if mesh_load: cast_mesh = unreal.StaticMesh.cast(mesh_load) body_setup = cast_mesh.get_editor_property("body_setup") str_collision = 'CTF_' + col_trace[8:len(col_trace)].upper() set_unreal_prop(body_setup, "collision_trace_flag", eval(f'unreal.CollisionTraceFlag.{str_collision}')) set_unreal_prop(cast_mesh, "body_setup", body_setup) def import_umap(settings: Settings, umap_data: dict, umap_name: str): ## Imports a umap according to filters and settings selected // at the moment i don't like it since ## it's a bit messy and i don't like the way i'm doing it but it works ## Looping before the main_import just for blueprints to be spawned first, no idea how to fix it lets stay like this atm objects_to_import = filter_objects(umap_data, umap_name) if settings.import_blueprints: for objectIndex, object_data in enumerate(objects_to_import): object_type = get_object_type(object_data) if object_type == "blueprint": import_blueprint(actor_defs(object_data), objects_to_import) for objectIndex, object_data in enumerate(objects_to_import): object_type = get_object_type(object_data) actor_data_definition = actor_defs(object_data) if object_type == "mesh" and settings.import_Mesh: map_object = MapObject(settings=settings, data=object_data, umap_name=umap_name, umap_data=umap_data) import_mesh(mesh_data=actor_data_definition, settings=settings, map_obj=map_object) if object_type == "decal" and settings.import_decals: import_decal(actor_data_definition) if object_type == "light" and settings.import_lights: import_light(actor_data_definition, objects_to_import) def level_streaming_setup(): ## Sets up the level streaming for the map if using the streaming option world = unreal.EditorLevelLibrary.get_editor_world() for level_path in all_level_paths: unreal.EditorLevelUtils.add_level_to_world(world, level_path, unreal.LevelStreamingAlwaysLoaded) def import_blueprint(bp_actor: actor_defs, umap_data: list): ## Imports a blueprint actor from the umap transform = bp_actor.transform if not transform: transform = get_scene_transform(bp_actor.scene_props) if type(transform) == bool: transform = get_transform(bp_actor.props) if not transform: return bp_name = bp_actor.type[0:len(bp_actor.type) - 2] loaded_bp = unreal.load_asset(f"/project/{bp_name}.{bp_name}") actor = unreal.EditorLevelLibrary.spawn_actor_from_object(loaded_bp, transform.translation, transform.rotation.rotator()) if not actor: return all_blueprints[bp_actor.name] = actor actor.set_actor_label(bp_actor.name) actor.set_actor_scale3d(transform.scale3d) def create_new_level(map_name): ## Creates a new level with the map name new_map = map_name.split('_')[0] map_path = (f"/project/{new_map}/{map_name}") loaded_map = unreal.load_asset(map_path) sub_system_editor = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) unreal.LevelEditorSubsystem.new_level(sub_system_editor, map_path) all_level_paths.append(map_path) def get_override_vertex_color(mesh_data: dict): ## Gets the override vertex color from the mesh data lod_data = mesh_data["LODData"] vtx_array = [] for lod in lod_data: if has_key("OverrideVertexColors", lod): vertex_to_convert = lod["OverrideVertexColors"]["Data"] for rgba_hex in vertex_to_convert: vtx_array.append(unreal.BPFL.return_from_hex(rgba_hex)) return vtx_array def import_all_textures_from_material(material_data: dict, settings: Settings): ## Imports all the textures from a material json first mat_info = actor_defs(material_data[0]) if mat_info.props: if has_key("TextureParameterValues", mat_info.props): tx_parameters = mat_info.props["TextureParameterValues"] for tx_param in tx_parameters: tex_game_path = get_texture_path(s=tx_param, f=settings.texture_format) if not tex_game_path: continue tex_local_path = settings.assets_path.joinpath(tex_game_path).__str__() if tex_local_path not in all_textures: all_textures.append(tex_local_path) def create_material(material_data: list, settings: Settings): ## Creates a material from the material data mat_data = material_data[0] mat_data = actor_defs(mat_data) parent = "BaseEnv_MAT_V4" if "Blend" in mat_data.name and "BaseEnv_Blend_MAT_V4_V3Compatibility" not in mat_data.name: parent = "BaseEnv_Blend_MAT_V4" if not mat_data.props: return loaded_material = unreal.load_asset(f"/project/{mat_data.name}.{mat_data.name}") if not loaded_material: loaded_material = AssetTools.create_asset(mat_data.name, '/project/', unreal.MaterialInstanceConstant, unreal.MaterialInstanceConstantFactoryNew()) if has_key("Parent", mat_data.props): parent = return_parent(mat_data.props["Parent"]["ObjectName"]) material_instance = unreal.MaterialInstanceConstant.cast(loaded_material) set_unreal_prop(material_instance, "parent", import_shader(parent)) set_material(settings=settings, mat_data=mat_data, ue_material=loaded_material) def import_all_meshes(settings: Settings): ## Imports all the meshes from the map first accordingly. all_meshes = [] obj_path = settings.selected_map.folder_path.joinpath("_assets_objects.txt") with open(obj_path, 'r') as file: lines = file.read().splitlines() exp_path = str(settings.assets_path) for line in lines: if is_blacklisted(line.split('\\')[-1]): continue line_arr = line.split('\\') if line_arr[0] == "Engine": continue else: line_arr.pop(0) line_arr.pop(0) joined_lines_back = "\\".join(line_arr) full_path = exp_path + '\\Game\\' + joined_lines_back + ".pskx" if full_path not in all_meshes: all_meshes.append(full_path) # import unreal.BPFL.import_meshes(all_meshes, str(settings.selected_map.objects_path)) def imports_all_textures(settings: Settings): ## Imports all the texture from materials. mat_path = settings.selected_map.materials_path mat_ovr_path = settings.selected_map.materials_ovr_path for path_mat in os.listdir(mat_path): mat_json = read_json(mat_path.joinpath(path_mat)) import_all_textures_from_material(mat_json, settings) for path_ovr_mat in os.listdir(mat_ovr_path): mat_ovr_json = read_json(mat_ovr_path.joinpath(path_ovr_mat)) import_all_textures_from_material(mat_ovr_json, settings) unreal.BPFL.import_textures(all_textures) def create_bp(full_data: dict, bp_name: str, settings: Settings): ## Creates a blueprint from the json data BlacklistBP = ["SoundBarrier", "SpawnBarrierProjectile", "BP_UnwalkableBlockingVolumeCylinder", 'BP_StuckPickupVolume', "BP_BlockingVolume", "TargetingBlockingVolume_Box", "directional_look_up"] # BlacklistBP = ['SpawnBarrier','SoundBarrier','SpawnBarrierProjectile','Gumshoe_CameraBlockingVolumeParent_Box','DomeBuyMarker','BP_StuckPickupVolume','BP_LevelBlockingVolume','BP_TargetingLandmark','BombSpawnLocation'] bp_name = bp_name.split('.')[0] bp_actor = unreal.load_asset(f'/project/{bp_name}') if not bp_actor and bp_name not in BlacklistBP: bp_actor = AssetTools.create_asset(bp_name, '/project/', unreal.Blueprint, unreal.BlueprintFactory()) else: return data = full_data["Nodes"] if len(data) == 0: return root_scene = full_data["SceneRoot"] default_scene_root = root_scene[0].split('.')[-1] game_objects = full_data["GameObjects"] nodes_root = full_data["ChildNodes"] for idx, bpc in enumerate(data): if bpc["Name"] == default_scene_root: del data[idx] data.insert(len(data), bpc) break data.reverse() nodes_array = [] for bp_node in data: if bp_node["Name"] in nodes_root: continue component_name = bp_node["Properties"]["ComponentClass"]["ObjectName"].replace( "Class ", "") try: unreal_class = eval(f'unreal.{component_name}') except: continue properties = bp_node["Properties"] if has_key("ChildNodes", properties): nodes_array = handle_child_nodes(properties["ChildNodes"], data, bp_actor) comp_internal_name = properties["InternalVariableName"] component = unreal.BPFL.create_bp_comp( bp_actor, unreal_class, comp_internal_name, nodes_array) if has_key("CompProps", properties): properties = properties["CompProps"] set_mesh_settings(properties, component) set_all_settings(properties, component) for game_object in game_objects: if bp_name == "SpawnBarrier": continue component = unreal.BPFL.create_bp_comp(bp_actor, unreal.StaticMeshComponent, "GameObjectMesh", nodes_array) set_all_settings(game_object["Properties"], component) set_mesh_settings(game_object["Properties"], component) def set_mesh_settings(mesh_properties: dict, component): set_all_settings(mesh_properties, component) transform = get_transform(mesh_properties) if has_key("RelativeRotation", mesh_properties): set_unreal_prop(component, "relative_rotation", transform.rotation.rotator()) if has_key("RelativeLocation", mesh_properties): set_unreal_prop(component, "relative_location", transform.translation) if has_key("RelativeScale3D", mesh_properties): set_unreal_prop(component, "relative_scale3d", transform.scale3d) def handle_child_nodes(child_nodes_array: dict, entire_data: list, bp_actor): ## Handles the child nodes of the blueprint since they are not in order. local_child_array = [] for child_node in child_nodes_array: child_obj_name = child_node["ObjectName"] child_name = child_obj_name.split('.')[-1] for c_node in entire_data: component_name = c_node["Properties"]["ComponentClass"]["ObjectName"].replace( "Class ", "") try: unreal_class = eval(f'unreal.{component_name}') except: continue internal_name = c_node["Properties"]["InternalVariableName"] if "TargetViewMode" in internal_name or "Decal1" in internal_name or "SM_Barrier_Back_VisionBlocker" in internal_name: continue if c_node["Name"] == child_name: u_node, comp_node = unreal.BPFL.create_node( bp_actor, unreal_class, internal_name) local_child_array.append(u_node) set_all_settings(c_node["Properties"]["CompProps"], comp_node) transform = has_transform(c_node["Properties"]["CompProps"]) if type(transform) != bool: comp_node.set_editor_property("relative_location", transform.translation) comp_node.set_editor_property("relative_rotation", transform.rotation.rotator()) comp_node.set_editor_property("relative_scale3d", transform.scale3d) break return local_child_array def import_all_blueprints(settings: Settings): ## Imports all the blueprints from the actors folder. bp_path = settings.selected_map.actors_path for bp in os.listdir(bp_path): bp_json = reduce_bp_json(read_json(settings.selected_map.actors_path.joinpath(bp))) create_bp(bp_json, bp, settings) def import_all_materials(settings: Settings): ## Imports all the materials from the materials folder. mat_path = settings.selected_map.materials_path mat_ovr_path = settings.selected_map.materials_ovr_path for path_mat in os.listdir(mat_path): mat_json = read_json(mat_path.joinpath(path_mat)) create_material(mat_json, settings) for path_ovr_mat in os.listdir(mat_ovr_path): mat_ovr_json = read_json(mat_ovr_path.joinpath(path_ovr_mat)) create_material(mat_ovr_json, settings) def import_map(setting): ## Main function first it sets some lighting settings ( have to revisit it for people who don't want the script to change their lighting settings) ## then it imports all meshes / textures / blueprints first and create materials from them. ## then each umap from the /maps folder is imported and the actors spawned accordingly. unreal.BPFL.change_project_settings() unreal.BPFL.execute_console_command('r.DefaultFeature.LightUnits 0') unreal.BPFL.execute_console_command('r.DynamicGlobalIlluminationMethod 0') all_level_paths.clear() settings = Settings(setting) umap_json_paths = get_map_assets(settings) if not settings.import_sublevel: create_new_level(settings.selected_map.name) clear_level() if settings.import_materials: txt_time = time.time() imports_all_textures(settings) print(f'Exported all textures in {time.time() - txt_time} seconds') mat_time = time.time() import_all_materials(settings) print(f'Exported all materials in {time.time() - mat_time} seconds') m_start_time = time.time() if settings.import_Mesh: import_all_meshes(settings) print(f'Exported all meshes in {time.time() - m_start_time} seconds') bp_start_time = time.time() if settings.import_blueprints: import_all_blueprints(settings) print(f'Exported all blueprints in {time.time() - bp_start_time} seconds') umap_json_path: Path actor_start_time = time.time() with unreal.ScopedSlowTask(len(umap_json_paths), "Importing levels") as slow_task: slow_task.make_dialog(True) idx = 0 for index, umap_json_path in reversed( list(enumerate(umap_json_paths))): umap_data = read_json(umap_json_path) umap_name = umap_json_path.stem slow_task.enter_progress_frame( work=1, desc=f"Importing level:{umap_name} {idx}/{len(umap_json_paths)} ") if settings.import_sublevel: create_new_level(umap_name) import_umap(settings=settings, umap_data=umap_data, umap_name=umap_name) if settings.import_sublevel: unreal.EditorLevelLibrary.save_current_level() idx = idx + 1 print("--- %s seconds to spawn actors ---" % (time.time() - actor_start_time)) if settings.import_sublevel: level_streaming_setup() if settings.import_Mesh: set_mesh_build_settings(settings=settings) # winsound.Beep(7500, 983)
import os import unreal def export_static_mesh_to_obj(static_mesh, export_dir): static_mesh_name = static_mesh.get_name() file_name = export_dir + static_mesh_name + ".obj" print("Exporting static mesh to: {}".format(file_name)) # exportTask exportTask = unreal.AssetExportTask() exportTask.object = static_mesh exportTask.filename = file_name exportTask.automated = True exportTask.replace_identical = True exportTask.prompt = False objExporter = unreal.StaticMeshExporterOBJ() exportTask.exporter = objExporter objExporter.run_asset_export_task(exportTask) static_mesh_dir = "/project/" export_dir = "/project/" # iterate all static meshes in the directory - class should be StaticMesh for asset_path in unreal.EditorAssetLibrary.list_assets(static_mesh_dir): static_mesh = unreal.EditorAssetLibrary.load_asset(asset_path) if isinstance(static_mesh, unreal.StaticMesh): # print(asset_path) export_static_mesh_to_obj(static_mesh, export_dir) # delete all files with UV1 and Internal in the name for file in os.listdir(export_dir): if "UV1" in file or "Internal" in file: os.remove(export_dir + file) print("Deleted: {}".format(file))
import unreal import sys MODULE = r'/project/-packages' if MODULE not in sys.path: sys.path.append(MODULE) from PySide import QtGui, QtUiTools from Qt.QtCompat import loadUi import os WINDOW_NAME = 'Qt Window One' # DIR = os.path.dirname(__file__) UI_FILE_FULLNAME = __file__.replace(".py",".ui") # This function will receive the tick from Unreal def __QtAppTick__(delta_seconds): for window in opened_windows: window.eventTick(delta_seconds) # This function will be called when the application is closing. def __QtAppQuit__(): unreal.unregister_slate_post_tick_callback(tick_handle) # This function is called by the windows when they are closing. (Only if the connection is properly made.) def __QtWindowClosed__(window=None): if window in opened_windows: opened_windows.remove(window) # This part is for the initial setup. Need to run once to spawn the application. unreal_app = QtGui.QApplication.instance() if not unreal_app: unreal_app = QtGui.QApplication(sys.argv) # tick_handle = unreal.register_slate_post_tick_callback(__QtAppTick__) # unreal_app.aboutToQuit.connect(__QtAppQuit__) existing_windows = {} opened_windows = [] # desired_window_class: class QtGui.QWidget : The window class you want to spawn # return: The new or existing window def spawnQtWindow(desired_window_class=None): window = existing_windows.get(desired_window_class, None) if not window: window = desired_window_class() existing_windows[desired_window_class] = window # window.aboutToClose = __QtWindowClosed__ if window not in opened_windows: opened_windows.append(window) window.show() window.activateWindow() return window def run(): spawnQtWindow(QtWindowOne) class QtWindowOne(QtGui.QWidget): def __init__(self, parent=None): super(QtWindowOne, self).__init__(parent) layout = QtGui.QVBoxLayout() self.setLayout(layout) self.label = QtGui.QLabel("Test") layout.addWidget(self.label) self.button = QtGui.QPushButton("click") self.button.clicked.connect(self.clickEvent) layout.addWidget(self.label) layout.addWidget(self.button) self.setWindowTitle(WINDOW_NAME) self.setGeometry(100, 100, self.width(), self.height()) unreal.parent_external_window_to_slate(self.winId()) def clickEvent(self): print "click" # import sys # PATH = r"/project/" # if PATH not in sys.path: # sys.path.append(PATH) # import qtWindow2 # reload(qtWindow2) # qtWindow2.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. 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()
# 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()
import os import time import unreal if __name__ == "__main__": case_dir = "/project/" cnt = 0 pose_file = os.path.join(case_dir, f"uc_placement{cnt}.txt") while os.path.exists(pose_file): case_type = f"Uc{cnt}Marker" prefix = f"tag{case_type}" holder_prefix = f"holder{case_type}" print(f"Marker prefix: {prefix}") # marker poses from IMP f_stream = open(pose_file, "r") imp_data = f_stream.readlines() tag_num = len(imp_data) - 1 print(f"Marker number {tag_num}") height = 175 decal_scale = [.01, 0.13208, 0.102] cube_scale = [.01, .67, .52] player_x, player_y = -272.0, 64.999985 cube_mesh = unreal.EditorAssetLibrary.find_asset_data('/project/').get_asset() for i in range(tag_num): line = imp_data[i+1].strip() print(line) line = line.split() # scale 100 converting meters to centimeters x, y, theta = float(line[1]) * 100 + player_x, -float(line[2]) * 100 + player_y, -float(line[3]) * 180 / 3.14 # get texture file if i<9: tex_path = f"/project/-00{i+1}_mat" else: tex_path = f"/project/-0{i+1}_mat" if unreal.EditorAssetLibrary.does_asset_exist(tex_path): my_tex = unreal.EditorAssetLibrary.find_asset_data(tex_path).get_asset() my_decal = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.DecalActor,[0,0,0]) my_decal.set_actor_label(f"xxx{prefix}{i}") my_decal.set_decal_material(my_tex) my_decal.set_actor_location_and_rotation([x, y, height], unreal.Rotator(-90, 180, theta), False, True) my_decal.set_actor_scale3d(decal_scale) my_decal.set_folder_path(f"/{case_type}") time.sleep(.1) my_decal.set_actor_label(f"{prefix}{i}") my_cube = unreal.EditorLevelLibrary.spawn_actor_from_object(cube_mesh, [0, 0, 0]) my_cube.set_actor_label(f"xxx{holder_prefix}{i}") my_cube.set_actor_location_and_rotation([x, y, height], unreal.Rotator(-90, 180, theta), False, True) my_cube.set_actor_scale3d(cube_scale) my_cube.set_folder_path(f"/{case_type}") my_cube.set_mobility(unreal.ComponentMobility.MOVABLE) time.sleep(.1) my_cube.set_actor_label(f"{holder_prefix}{i}") else: print(f"cannot find tex {tex_path}") f_stream.close() cnt += 1 pose_file = os.path.join(case_dir, f"uc_placement{cnt}.txt")
# 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 the ramp points of a float ramp and a color ramp. """ import math import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.ramp_example_1_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def set_parameters(in_wrapper): print('set_parameters') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(set_parameters) # There are two ramps: heightramp and colorramp. The height ramp is a float # ramp. As an example we'll set the number of ramp points and then set # each point individually in_wrapper.set_ramp_parameter_num_points('heightramp', 6) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 0, 0.0, 0.1) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 1, 0.2, 0.6) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 2, 0.4, 1.0) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 3, 0.6, 1.4) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 4, 0.8, 1.8) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 5, 1.0, 2.2) # For the color ramp, as an example, we can set the all the points via an # array. in_wrapper.set_color_ramp_parameter_points('colorramp', ( unreal.HoudiniPublicAPIColorRampPoint(position=0.0, value=unreal.LinearColor.GRAY), unreal.HoudiniPublicAPIColorRampPoint(position=0.5, value=unreal.LinearColor.GREEN), unreal.HoudiniPublicAPIColorRampPoint(position=1.0, value=unreal.LinearColor.RED), )) def print_parameters(in_wrapper): print('print_parameters') in_wrapper.on_post_processing_delegate.remove_callable(print_parameters) # Print the ramp points directly print('heightramp: num points {0}:'.format(in_wrapper.get_ramp_parameter_num_points('heightramp'))) heightramp_data = in_wrapper.get_float_ramp_parameter_points('heightramp') if not heightramp_data: print('\tNone') else: for idx, point_data in enumerate(heightramp_data): print('\t\t{0}: position={1:.6f}; value={2:.6f}; interpoloation={3}'.format( idx, point_data.position, point_data.value, point_data.interpolation )) print('colorramp: num points {0}:'.format(in_wrapper.get_ramp_parameter_num_points('colorramp'))) colorramp_data = in_wrapper.get_color_ramp_parameter_points('colorramp') if not colorramp_data: print('\tNone') else: for idx, point_data in enumerate(colorramp_data): print('\t\t{0}: position={1:.6f}; value={2}; interpoloation={3}'.format( idx, point_data.position, point_data.value, point_data.interpolation )) # 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)) if not param_tuple.float_ramp_points: print('\tfloat_ramp_points: None') else: print('\tfloat_ramp_points:') for idx, point_data in enumerate(param_tuple.float_ramp_points): print('\t\t{0}: position={1:.6f}; value={2:.6f}; interpoloation={3}'.format( idx, point_data.position, point_data.value, point_data.interpolation )) if not param_tuple.color_ramp_points: print('\tcolor_ramp_points: None') else: print('\tcolor_ramp_points:') for idx, point_data in enumerate(param_tuple.color_ramp_points): print('\t\t{0}: position={1:.6f}; value={2}; interpoloation={3}'.format( idx, point_data.position, point_data.value, point_data.interpolation )) 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()) # Set the float and color ramps on post instantiation, before the first # cook. _g_wrapper.on_post_instantiation_delegate.add_callable(set_parameters) # Print the parameter state after the cook and output creation. _g_wrapper.on_post_processing_delegate.add_callable(print_parameters) if __name__ == '__main__': run()
import unreal def create_menu(): entry_names = [] entry_labels = [] entry_tooltips = [] entry_commands = [] # --------- entry_names.append( "create_levels") entry_tooltips.append( "houdini filemarks should be here: Q:/project/") entry_labels.append( "create levels") entry_commands.append( "import ue_level; import importlib; importlib.reload(ue_level); ue_level.find_filemarks_to_create_levels()") # --------- entry_names.append( "camera_settings") entry_tooltips.append( "select in outliner: _CAM (Camera) (applies settings from Houdini file)") entry_labels.append( "update camera settings") entry_commands.append( "import ue_camera; import importlib; importlib.reload(ue_camera); ue_camera.update_camera_settings('MENU')") # --------- entry_names.append( "render_job_settings") entry_tooltips.append( "select in outliner: _CONFIG (RenderQueueConfig) (applies to: all items in RenderQueue") entry_labels.append( "apply render job settings") entry_commands.append( "import ue_render_job; import importlib; importlib.reload(ue_render_job); ue_render_job.apply_selected_RenderQueueConfig()") # ------------- backup # custom_menu = ue_main_menu.add_sub_menu("My.Menu", "Python", "My Menu", "This is a IKOON") # insert_position = unreal.ToolMenuInsert("", unreal.ToolMenuInsertType.FIRST) # https://docs.unrealengine.com/4.26/en-US/project/.html ue_menus = unreal.ToolMenus.get() ue_main_menu = ue_menus.find_menu("LevelEditor.MainMenu") if not ue_main_menu: print("Failed to find the 'Main' menu. Something is wrong in the force!") custom_menu = ue_main_menu.add_sub_menu(ue_main_menu.get_name(), section_name = "ikoon_menu_section_name", name = "ikoon_menu_name", label = "ikoon.py", tool_tip = "Scripts by ikoon") # --------------- entries ---------------------- for i in range(len(entry_names)): entry = unreal.ToolMenuEntry( name = entry_names[i], type = unreal.MultiBlockType.MENU_ENTRY, insert_position = unreal.ToolMenuInsert("", unreal.ToolMenuInsertType.FIRST) # insert_position = [None, unreal.ToolMenuInsertType.DEFAULT], ) entry.set_label(entry_labels[i]) entry.set_tool_tip(entry_tooltips[i]) entry.set_string_command( type = unreal.ToolMenuStringCommandType.PYTHON, custom_type = entry_names[i], string = entry_commands[i] ) custom_menu.add_menu_entry(entry_names[i], entry) # --------------- entries ---------------------- # refresh the UI ue_menus.refresh_all_widgets()
import cv2 import argparse import tempfile import os import numpy as np import unreal import pathlib SCRIPT_PATH = os.path.dirname(__file__) def parse_arguments(): parser = argparse.ArgumentParser(description='Crop Input Image to square face') parser.add_argument('--inputImage', required=True, help='Path to the input image') parser.add_argument('--outputFolderName', required=True, help='Path to the input image') return parser.parse_args() def main(): args = parse_arguments() current_directory = os.path.dirname(SCRIPT_PATH) contentPath = unreal.Paths.project_content_dir() pluginsPath = unreal.Paths.make_standard_filename(unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_plugins_dir())) message = f"Content is at {contentPath}" image = cv2.imread(args.inputImage) # Get the path to the temporary directory temp_dir = tempfile.gettempdir() file_path = pathlib.Path(args.inputImage) # Get the filename (stem) name = file_path.stem # Get the file extension extension = file_path.suffix output_path = os.path.join(temp_dir, f'{name}_crop{extension}') unreal.log(output_path) # Save the black and white image to the temporary directory face = detectFace(image) cv2.imwrite(output_path, face) importAssets(output_path, args.outputFolderName+f"/{name}_crop", name) def detectFace(image, padding = 50): gray = cv2.cvtColor(image, cv2.COLOR_BGR2GRAY) face_cascade = cv2.CascadeClassifier(cv2.data.haarcascades + 'haarcascade_frontalface_alt2.xml') # faces = face_cascade.detectMultiScale(gray, 1.1, 4) # face = np.zeros(image.shape) for (x, y, w, h) in faces: face = image[y - padding:y + h + padding, x - padding:x + w + padding] return face def importAssets(fileNames, destinationName , fileName): if isinstance(fileNames, str): fileNames = [fileNames] assetTools = unreal.AssetToolsHelpers.get_asset_tools() assetImportData = unreal.AutomatedAssetImportData() assetImportData.destination_path = os.path.join("/Game/", destinationName, "Source") assetImportData.filenames = fileNames assetTools.import_assets_automated(assetImportData) main()
import unreal from Lib import __lib_topaz__ as topaz import importlib importlib.reload(topaz) selectedAssets = unreal.EditorUtilityLibrary.get_selected_assets() # print(selectedAssets[0]) for asset in selectedAssets: staticMeshsInBP = topaz.get_component_by_class(asset, unreal.StaticMeshComponent) directoryPath = asset.get_path_name() part = directoryPath.split('/') staticMeshesDirectory = '/'.join(part[:6]) + '/StaticMesh' print(staticMeshesDirectory) for staticMesh in staticMeshsInBP: isStaticMesh = staticMesh.static_mesh if not isStaticMesh: continue arr = staticMesh.static_mesh.get_path_name().split('/') length = len(arr) staticMeshFilesName = arr[length-1] targetPath = staticMeshesDirectory + '/' + staticMeshFilesName sourcePath = staticMesh.static_mesh.get_path_name() print(sourcePath, "sourcePath") print(targetPath, "targetPath") if(targetPath != sourcePath): result = unreal.EditorAssetLibrary.rename_asset(sourcePath, targetPath) print(result)
# editor_actions.py import unreal import json import traceback from typing import List, Dict, Optional, Any # Modified import def ue_get_selected_assets() -> str: """Gets the set of currently selected assets.""" try: selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() serialized_assets = [] for asset in selected_assets: serialized_assets.append({ "asset_name": asset.get_name(), "asset_path": asset.get_path_name(), "asset_class": asset.get_class().get_name(), }) return json.dumps({"success": True, "selected_assets": serialized_assets}) except Exception as e: return json.dumps({"success": False, "message": str(e)}) # Helper function to load MaterialInterface assets (can be Material or MaterialInstance) def _load_material_interface(material_path: str): # Helper implementation (ensure this is robust or use existing if available) material = unreal.EditorAssetLibrary.load_asset(material_path) if not material: raise FileNotFoundError(f"Material asset not found at path: {material_path}") if not isinstance(material, unreal.MaterialInterface): # Allows Material or MaterialInstance raise TypeError(f"Asset at {material_path} is not a MaterialInterface, but {type(material).__name__}") return material # Helper function to load StaticMesh assets def _load_static_mesh(mesh_path: str): # Helper implementation (ensure this is robust or use existing if available) mesh = unreal.EditorAssetLibrary.load_asset(mesh_path) if not mesh: raise FileNotFoundError(f"StaticMesh asset not found at path: {mesh_path}") if not isinstance(mesh, unreal.StaticMesh): raise TypeError(f"Asset at {mesh_path} is not a StaticMesh, but {type(mesh).__name__}") return mesh # Helper function to get material paths from a mesh component def _get_component_material_paths(component: unreal.MeshComponent) -> List[str]: material_paths = [] if component: for i in range(component.get_num_materials()): material = component.get_material(i) if material: material_paths.append(material.get_path_name()) else: material_paths.append("") # Represent empty slot return material_paths # Helper function to get actors by their paths def _get_actors_by_paths(actor_paths: List[str]) -> List[unreal.Actor]: actors = [] all_level_actors = unreal.EditorLevelLibrary.get_all_level_actors() for path in actor_paths: actor = next((a for a in all_level_actors if a.get_path_name() == path), None) if actor: actors.append(actor) else: unreal.log_warning(f"MCP: Actor not found at path: {path}") return actors # Helper to create a map of actor paths to their unique material asset paths def _get_materials_map_for_actors(actors_list: List[unreal.Actor]) -> Dict[str, List[str]]: materials_map = {} if not actors_list: return materials_map for actor in actors_list: if not actor: continue actor_path_name = actor.get_path_name() actor_material_paths = set() mesh_components = actor.get_components_by_class(unreal.MeshComponent.static_class()) for comp in mesh_components: if comp: for i in range(comp.get_num_materials()): material = comp.get_material(i) if material: actor_material_paths.add(material.get_path_name()) materials_map[actor_path_name] = sorted(list(actor_material_paths)) return materials_map # Helper to get static mesh path from a static mesh component def _get_component_mesh_path(component: unreal.StaticMeshComponent) -> str: if component and hasattr(component, 'static_mesh') and component.static_mesh: return component.static_mesh.get_path_name() return "" # Helper to create a map of actor paths to their unique static mesh asset paths def _get_meshes_map_for_actors(actors_list: List[unreal.Actor]) -> Dict[str, List[str]]: meshes_map = {} if not actors_list: return meshes_map for actor in actors_list: if not actor: continue actor_path_name = actor.get_path_name() actor_mesh_paths = set() sm_components = actor.get_components_by_class(unreal.StaticMeshComponent.static_class()) for comp in sm_components: mesh_path = _get_component_mesh_path(comp) if mesh_path: actor_mesh_paths.add(mesh_path) meshes_map[actor_path_name] = sorted(list(actor_mesh_paths)) return meshes_map # Helper to create a map of actor paths to their unique skeletal mesh asset paths def _get_skeletal_meshes_map_for_actors(actors_list: List[unreal.Actor]) -> Dict[str, List[str]]: skeletal_meshes_map = {} if not actors_list: return skeletal_meshes_map for actor in actors_list: if not actor: continue actor_path_name = actor.get_path_name() actor_skel_mesh_paths = set() skel_components = actor.get_components_by_class(unreal.SkeletalMeshComponent.static_class()) for comp in skel_components: if hasattr(comp, 'skeletal_mesh') and comp.skeletal_mesh: actor_skel_mesh_paths.add(comp.skeletal_mesh.get_path_name()) skeletal_meshes_map[actor_path_name] = sorted(list(actor_skel_mesh_paths)) return skeletal_meshes_map # Base helper for replacing meshes def _replace_meshes_on_actors_components_base( actors: List[unreal.Actor], mesh_to_be_replaced_path: str, # Can be empty/None to replace any mesh new_mesh_path: str ) -> Dict[str, Any]: """Base logic for replacing static meshes on components of given actors.""" mesh_to_replace = None # Only load if a specific mesh is targeted for replacement if mesh_to_be_replaced_path and mesh_to_be_replaced_path.lower() not in ["", "none", "any"]: mesh_to_replace = _load_static_mesh(mesh_to_be_replaced_path) # Uses existing helper # If _load_static_mesh raises, it will be caught by the calling ue_ function's try-except new_mesh = _load_static_mesh(new_mesh_path) # Uses existing helper # If _load_static_mesh raises, it will be caught by the calling ue_ function's try-except if mesh_to_replace and new_mesh and mesh_to_replace.get_path_name() == new_mesh.get_path_name(): return {"success": True, "message": "Mesh to be replaced is the same as the new mesh. No changes made.", "changed_actors_count": 0, "changed_components_count": 0} changed_actors_count = 0 changed_components_count = 0 details = {"actors_affected": []} with unreal.ScopedEditorTransaction("Replace Static Meshes on Components") as trans: for actor in actors: if not actor: continue actor_path = actor.get_path_name() actor_changed_this_iteration = False actor_details = {"actor_path": actor_path, "components_changed": []} static_mesh_components = actor.get_components_by_class(unreal.StaticMeshComponent.static_class()) for component in static_mesh_components: if not component or component.get_owner() != actor: continue component_path = component.get_path_name() current_mesh = component.static_mesh should_replace = False # Case 1: Replace any mesh (mesh_to_be_replaced_path is empty/project/) if not mesh_to_be_replaced_path or mesh_to_be_replaced_path.lower() in ["", "none", "any"]: if current_mesh != new_mesh : # Avoid replacing with itself if no specific mesh to replace should_replace = True # Case 2: Replace a specific mesh elif mesh_to_replace and current_mesh and current_mesh.get_path_name() == mesh_to_replace.get_path_name(): if current_mesh.get_path_name() != new_mesh.get_path_name(): # Don't replace if it's already the new mesh should_replace = True # Case 3: Component has no mesh, and we want to set one (mesh_to_be_replaced_path is empty/project/) elif (not mesh_to_be_replaced_path or mesh_to_be_replaced_path.lower() in ["", "none", "any"]) and not current_mesh: should_replace = True if should_replace: if component.set_static_mesh(new_mesh): changed_components_count += 1 actor_changed_this_iteration = True actor_details["components_changed"].append({"component_path": component_path, "previous_mesh": current_mesh.get_path_name() if current_mesh else None}) else: unreal.log_warning(f"MCP: Failed to set static mesh on component {component_path} for actor {actor_path}") if actor_changed_this_iteration: changed_actors_count += 1 details["actors_affected"].append(actor_details) if changed_actors_count > 0: unreal.EditorLevelLibrary.refresh_all_level_editors() return { "success": True, "message": f"Mesh replacement processed. Actors processed: {len(actors)}.", "changed_actors_count": changed_actors_count, "changed_components_count": changed_components_count, "details": details } def ue_replace_materials_on_selected_actors_components(material_to_be_replaced_path: str, new_material_path: str) -> str: try: material_to_replace = _load_material_interface(material_to_be_replaced_path) new_material = _load_material_interface(new_material_path) selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors() if not selected_actors: return json.dumps({"success": False, "message": "No actors selected."}) mesh_components = [] for actor in selected_actors: components = actor.get_components_by_class(unreal.MeshComponent.static_class()) mesh_components.extend(c for c in components if c) if not mesh_components: return json.dumps({"success": False, "message": "No mesh components found on selected actors."}) initial_materials_map = {} for comp in mesh_components: initial_materials_map[comp.get_path_name()] = _get_component_material_paths(comp) unreal.EditorLevelLibrary.replace_mesh_components_materials( mesh_components, material_to_replace, new_material ) num_components_affected = 0 affected_component_paths = [] for comp in mesh_components: current_materials = _get_component_material_paths(comp) original_materials = initial_materials_map.get(comp.get_path_name(), []) component_changed_here = False for slot_idx, original_mat_path in enumerate(original_materials): if original_mat_path == material_to_replace.get_path_name(): if slot_idx < len(current_materials) and current_materials[slot_idx] == new_material.get_path_name(): component_changed_here = True break if component_changed_here: num_components_affected += 1 affected_component_paths.append(comp.get_path_name()) if num_components_affected > 0: return json.dumps({ "success": True, "message": f"Successfully replaced material '{material_to_be_replaced_path}' with '{new_material_path}' on {num_components_affected} mesh component(s) across {len(selected_actors)} selected actor(s).", "affected_actors_count": len(selected_actors), "affected_components_count": num_components_affected, "affected_component_paths": affected_component_paths }) else: return json.dumps({ "success": False, "message": f"Failed to replace material. Target material '{material_to_be_replaced_path}' not found or not replaced on any mesh components of selected actors." }) except Exception as e: return json.dumps({"success": False, "message": str(e), "traceback": traceback.format_exc()}) def ue_replace_materials_on_specified_actors_components(actor_paths: List[str], material_to_be_replaced_path: str, new_material_path: str) -> str: try: material_to_replace = _load_material_interface(material_to_be_replaced_path) new_material = _load_material_interface(new_material_path) actors_to_process = _get_actors_by_paths(actor_paths) if not actors_to_process: return json.dumps({"success": False, "message": "No valid actors found from the provided paths."}) all_mesh_components_in_actors = [] for actor in actors_to_process: components = actor.get_components_by_class(unreal.MeshComponent.static_class()) all_mesh_components_in_actors.extend(c for c in components if c) if not all_mesh_components_in_actors: return json.dumps({"success": False, "message": "No mesh components found on the specified actors."}) initial_materials_map = {} for comp in all_mesh_components_in_actors: initial_materials_map[comp.get_path_name()] = _get_component_material_paths(comp) unreal.EditorLevelLibrary.replace_mesh_components_materials_on_actors( actors_to_process, material_to_replace, new_material ) num_components_affected = 0 affected_component_paths = [] for comp in all_mesh_components_in_actors: current_materials = _get_component_material_paths(comp) original_materials = initial_materials_map.get(comp.get_path_name(), []) component_changed_here = False for slot_idx, original_mat_path in enumerate(original_materials): if original_mat_path == material_to_replace.get_path_name(): if slot_idx < len(current_materials) and current_materials[slot_idx] == new_material.get_path_name(): component_changed_here = True break if component_changed_here: num_components_affected += 1 affected_component_paths.append(comp.get_path_name()) if num_components_affected > 0: return json.dumps({ "success": True, "message": f"Successfully replaced material '{material_to_be_replaced_path}' with '{new_material_path}' on {num_components_affected} mesh component(s) across {len(actors_to_process)} specified actor(s).", "affected_actors_count": len(actors_to_process), "affected_components_count": num_components_affected, "affected_component_paths": affected_component_paths }) else: return json.dumps({ "success": False, "message": f"Failed to replace material. Target material '{material_to_be_replaced_path}' not found or not replaced on any mesh components of specified actors." }) except Exception as e: return json.dumps({"success": False, "message": str(e), "traceback": traceback.format_exc()}) def ue_replace_meshes_on_selected_actors_components(mesh_to_be_replaced_path: str, new_mesh_path: str) -> str: """Replaces static meshes on components of selected actors using Unreal's batch API if available.""" try: # Check if mesh_to_be_replaced_path exists (if specified) if mesh_to_be_replaced_path and mesh_to_be_replaced_path.lower() not in ["", "none", "any"]: try: _ = _load_static_mesh(mesh_to_be_replaced_path) except FileNotFoundError: return json.dumps({ "success": False, "message": f"The mesh_to_be_replaced_path '{mesh_to_be_replaced_path}' does not exist as a StaticMesh asset.", "error_type": "MeshToReplaceNotFound" }) selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors() if not selected_actors: return json.dumps({"success": True, "message": "No actors selected.", "changed_actors_count": 0, "changed_components_count": 0}) mesh_to_replace = None if mesh_to_be_replaced_path and mesh_to_be_replaced_path.lower() not in ["", "none", "any"]: mesh_to_replace = _load_static_mesh(mesh_to_be_replaced_path) new_mesh = _load_static_mesh(new_mesh_path) # Gather all static mesh components from selected actors all_mesh_components = [] for actor in selected_actors: comps = actor.get_components_by_class(unreal.StaticMeshComponent.static_class()) all_mesh_components.extend(c for c in comps if c) if not all_mesh_components: return json.dumps({"success": False, "message": "No static mesh components found on selected actors."}) # Save initial mesh paths for change detection initial_meshes_map = {comp.get_path_name(): comp.static_mesh.get_path_name() if comp.static_mesh else "" for comp in all_mesh_components} # Use Unreal's batch API if available if hasattr(unreal.EditorLevelLibrary, "replace_mesh_components_meshes_on_actors"): unreal.EditorLevelLibrary.replace_mesh_components_meshes_on_actors( selected_actors, mesh_to_replace, new_mesh ) else: # Fallback to manual replacement if batch API is not available for comp in all_mesh_components: current_mesh = comp.static_mesh should_replace = False if not mesh_to_replace: if current_mesh != new_mesh: should_replace = True elif current_mesh and current_mesh.get_path_name() == mesh_to_replace.get_path_name(): if current_mesh.get_path_name() != new_mesh.get_path_name(): should_replace = True elif not current_mesh and not mesh_to_replace: should_replace = True if should_replace: comp.set_static_mesh(new_mesh) # Detect changes changed_components_count = 0 affected_component_paths = [] for comp in all_mesh_components: before = initial_meshes_map.get(comp.get_path_name(), "") after = comp.static_mesh.get_path_name() if comp.static_mesh else "" if mesh_to_replace: if before == mesh_to_replace.get_path_name() and after == new_mesh.get_path_name(): changed_components_count += 1 affected_component_paths.append(comp.get_path_name()) else: if before != after and after == new_mesh.get_path_name(): changed_components_count += 1 affected_component_paths.append(comp.get_path_name()) if changed_components_count > 0: return json.dumps({ "success": True, "message": f"Successfully replaced mesh on {changed_components_count} static mesh component(s) across {len(selected_actors)} selected actor(s).", "affected_actors_count": len(selected_actors), "affected_components_count": changed_components_count, "affected_component_paths": affected_component_paths }) else: return json.dumps({ "success": False, "message": f"Failed to replace mesh. Target mesh '{mesh_to_be_replaced_path}' not found or not replaced on any static mesh components of selected actors." }) except FileNotFoundError as e: unreal.log_error(f"MCP: Asset loading error in ue_replace_meshes_on_selected_actors_components: {e}") return json.dumps({"success": False, "message": str(e), "traceback": traceback.format_exc()}) except TypeError as e: unreal.log_error(f"MCP: Asset type error in ue_replace_meshes_on_selected_actors_components: {e}") return json.dumps({"success": False, "message": str(e), "traceback": traceback.format_exc()}) except Exception as e: unreal.log_error(f"MCP: Error in ue_replace_meshes_on_selected_actors_components: {e}\n{traceback.format_exc()}") return json.dumps({"success": False, "message": str(e), "traceback": traceback.format_exc()}) def ue_replace_meshes_on_specified_actors_components(actor_paths: List[str], mesh_to_be_replaced_path: str, new_mesh_path: str) -> str: """Replaces static meshes on components of specified actors using Unreal's batch API if available.""" try: # Check if mesh_to_be_replaced_path exists (if specified) if mesh_to_be_replaced_path and mesh_to_be_replaced_path.lower() not in ["", "none", "any"]: try: _ = _load_static_mesh(mesh_to_be_replaced_path) except FileNotFoundError: return json.dumps({ "success": False, "message": f"The mesh_to_be_replaced_path '{mesh_to_be_replaced_path}' does not exist as a StaticMesh asset.", "error_type": "MeshToReplaceNotFound" }) actors_to_process = _get_actors_by_paths(actor_paths) if not actors_to_process: return json.dumps({"success": False, "message": "No valid actors found from the provided paths."}) mesh_to_replace = None if mesh_to_be_replaced_path and mesh_to_be_replaced_path.lower() not in ["", "none", "any"]: mesh_to_replace = _load_static_mesh(mesh_to_be_replaced_path) new_mesh = _load_static_mesh(new_mesh_path) # Gather all static mesh components from specified actors all_mesh_components = [] for actor in actors_to_process: comps = actor.get_components_by_class(unreal.StaticMeshComponent.static_class()) all_mesh_components.extend(c for c in comps if c) if not all_mesh_components: # Get the actual actor types and names for better diagnosis actor_info = [{"name": actor.get_name(), "class": actor.get_class().get_name()} for actor in actors_to_process] actors_materials_info = _get_materials_map_for_actors(actors_to_process) actors_meshes_info = _get_meshes_map_for_actors(actors_to_process) actors_skel_meshes_info = _get_skeletal_meshes_map_for_actors(actors_to_process) return json.dumps({ "success": False, "message": "No static mesh components found on specified actors.", "specified_actors_info": actor_info, "current_materials": actors_materials_info, "current_meshes": actors_meshes_info, "current_skeletal_meshes": actors_skel_meshes_info }) # Save initial mesh paths for change detection initial_meshes_map = {comp.get_path_name(): comp.static_mesh.get_path_name() if comp.static_mesh else "" for comp in all_mesh_components} # Use Unreal's batch API if available if hasattr(unreal.EditorLevelLibrary, "replace_mesh_components_meshes_on_actors"): unreal.EditorLevelLibrary.replace_mesh_components_meshes_on_actors( actors_to_process, mesh_to_replace, new_mesh ) else: # Fallback to manual replacement if batch API is not available for comp in all_mesh_components: current_mesh = comp.static_mesh should_replace = False if not mesh_to_replace: if current_mesh != new_mesh: should_replace = True elif current_mesh and current_mesh.get_path_name() == mesh_to_replace.get_path_name(): if current_mesh.get_path_name() != new_mesh.get_path_name(): should_replace = True elif not current_mesh and not mesh_to_replace: should_replace = True if should_replace: comp.set_static_mesh(new_mesh) # Detect changes changed_components_count = 0 affected_component_paths = [] unchanged_components_info = [] for comp in all_mesh_components: before = initial_meshes_map.get(comp.get_path_name(), "") after = comp.static_mesh.get_path_name() if comp.static_mesh else "" owner_actor = comp.get_owner() owner_name = owner_actor.get_name() if owner_actor else "Unknown" if mesh_to_replace: if before == mesh_to_replace.get_path_name() and after == new_mesh.get_path_name(): changed_components_count += 1 affected_component_paths.append(comp.get_path_name()) else: is_candidate = before == mesh_to_replace.get_path_name() unchanged_components_info.append({ "component_path": comp.get_path_name(), "component_name": comp.get_name(), "actor_name": owner_name, "current_mesh": before, "is_candidate": is_candidate, "reason": ( "Component is a candidate for replacement (matches mesh_to_be_replaced_path) but was not changed" if is_candidate else ("Current mesh doesn't match the mesh to be replaced" if before != mesh_to_replace.get_path_name() else "Failed to set new mesh") ) }) else: if before != after and after == new_mesh.get_path_name(): changed_components_count += 1 affected_component_paths.append(comp.get_path_name()) else: unchanged_components_info.append({ "component_path": comp.get_path_name(), "component_name": comp.get_name(), "actor_name": owner_name, "current_mesh": before, "is_candidate": False, "reason": "Component already has the target mesh" if before == new_mesh.get_path_name() else "Failed to set new mesh" }) unchanged_components_info = unchanged_components_info if 'unchanged_components_info' in locals() else [] if changed_components_count > 0: return json.dumps({ "success": True, "message": f"Successfully replaced mesh on {changed_components_count} static mesh component(s) across {len(actors_to_process)} specified actor(s).", "affected_actors_count": len(actors_to_process), "affected_components_count": changed_components_count, "affected_component_paths": affected_component_paths, "unchanged_components": unchanged_components_info }) else: actors_materials_info = _get_materials_map_for_actors(actors_to_process) actors_meshes_info = _get_meshes_map_for_actors(actors_to_process) actors_skel_meshes_info = _get_skeletal_meshes_map_for_actors(actors_to_process) unchanged_components_info = unchanged_components_info if 'unchanged_components_info' in locals() else [] return json.dumps({ "success": False, "message": f"Failed to replace mesh. Target mesh '{mesh_to_be_replaced_path}' not found or not replaced on any static mesh components of specified actors.", "current_materials": actors_materials_info, "current_meshes": actors_meshes_info, "current_skeletal_meshes": actors_skel_meshes_info, "unchanged_components": unchanged_components_info }) except FileNotFoundError as e: unreal.log_error(f"MCP: Asset loading error in ue_replace_meshes_on_specified_actors_components: {e}") return json.dumps({"success": False, "message": str(e), "traceback": traceback.format_exc()}) except TypeError as e: unreal.log_error(f"MCP: Asset type error in ue_replace_meshes_on_specified_actors_components: {e}") return json.dumps({"success": False, "message": str(e), "traceback": traceback.format_exc()}) except Exception as e: unreal.log_error(f"MCP: Error in ue_replace_meshes_on_specified_actors_components: {e}\n{traceback.format_exc()}") return json.dumps({"success": False, "message": str(e), "traceback": traceback.format_exc()}) def ue_replace_selected_actors_with_blueprint(blueprint_asset_path: str) -> str: """Replaces the currently selected actors with new actors spawned from a specified Blueprint asset path using Unreal's official API.""" import unreal import json import traceback try: selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors() if not selected_actors: return json.dumps({"success": False, "message": "No actors selected."}) # Check if the blueprint asset exists blueprint = unreal.EditorAssetLibrary.load_asset(blueprint_asset_path) if not blueprint: return json.dumps({"success": False, "message": f"Blueprint asset not found at path: {blueprint_asset_path}"}) # Use the official API unreal.EditorLevelLibrary.replace_selected_actors(blueprint_asset_path) return json.dumps({ "success": True, "message": f"Replaced {len(selected_actors)} actors with Blueprint '{blueprint_asset_path}' using official API.", "replaced_actors_count": len(selected_actors) }) except Exception as e: return json.dumps({"success": False, "message": str(e), "traceback": traceback.format_exc()})
# Nanite On ์‹œํ‚ค๋Š” ์ฝ”๋“œ import unreal selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() # For๋ฌธ ์“ฐ๋Š” ์ด์œ  : ์œ„์˜ selected_asset๋“ค์€ array๋กœ ๋ฐ˜ํ™˜๋˜๊ธฐ ๋•Œ๋ฌธ์— for๋ฌธ์„ ์‚ฌ์šฉํ•˜์—ฌ ๊ฐ๊ฐ์˜ asset์˜ list๋ฅผ ๊ฐ€์ ธ์™€์•ผ ํ•œ๋‹ค. # ๋ฆฌ์ŠคํŠธ์˜ ํ”ผ์ฒ˜๋ฅผ ๊ฐ€์ ธ์˜ค๊ธฐ ์œ„ํ•ด์„œ๋Š” ํ•˜๋‚˜์”ฉ ๊ฐ€์ ธ์™€์•ผ ํ•œ๋‹ค. array๋กœ ๊ฐ€์ ธ์˜ค๋ฉด ์—๋Ÿฌ๊ฐ€ ๋ฐœ์ƒํ•œ๋‹ค. for nanitemesh in selected_assets : meshNaniteSettings : bool = nanitemesh.get_editor_property('nanite_settings') meshNaniteSettings.enabled = False print(meshNaniteSettings.enabled)
import unreal file_a = "/project/.fbx" file_b = "/project/.fbx" imported_scenes_path = "/project/" print 'Preparing import options...' advanced_mesh_options = unreal.DatasmithStaticMeshImportOptions() advanced_mesh_options.set_editor_property('max_lightmap_resolution', unreal.DatasmithImportLightmapMax.LIGHTMAP_512) advanced_mesh_options.set_editor_property('min_lightmap_resolution', unreal.DatasmithImportLightmapMin.LIGHTMAP_64) advanced_mesh_options.set_editor_property('generate_lightmap_u_vs', True) advanced_mesh_options.set_editor_property('remove_degenerates', True) base_options = unreal.DatasmithImportBaseOptions() base_options.set_editor_property('include_geometry', True) base_options.set_editor_property('include_material', True) base_options.set_editor_property('include_light', True) base_options.set_editor_property('include_camera', True) base_options.set_editor_property('include_animation', True) base_options.set_editor_property('static_mesh_options', advanced_mesh_options) base_options.set_editor_property('scene_handling', unreal.DatasmithImportScene.CURRENT_LEVEL) base_options.set_editor_property('asset_options', []) # Not used dg_options = unreal.DatasmithDeltaGenImportOptions() dg_options.set_editor_property('merge_nodes', False) dg_options.set_editor_property('optimize_duplicated_nodes', False) dg_options.set_editor_property('remove_invisible_nodes', False) dg_options.set_editor_property('simplify_node_hierarchy', False) dg_options.set_editor_property('import_var', True) dg_options.set_editor_property('var_path', "") dg_options.set_editor_property('import_pos', True) dg_options.set_editor_property('pos_path', "") dg_options.set_editor_property('import_tml', True) dg_options.set_editor_property('tml_path', "") dg_options.set_editor_property('textures_dir', "") dg_options.set_editor_property('intermediate_serialization', unreal.DatasmithDeltaGenIntermediateSerializationType.DISABLED) dg_options.set_editor_property('colorize_materials', False) dg_options.set_editor_property('generate_lightmap_u_vs', False) dg_options.set_editor_property('import_animations', True) # Direct import to scene and assets: print 'Importing directly to scene...' unreal.DeltaGenLibrary.import_(file_a, imported_scenes_path, base_options, None, False) #2-stage import step 1: print 'Parsing to scene object...' scene = unreal.DatasmithDeltaGenSceneElement.construct_datasmith_scene_from_file(file_b, imported_scenes_path, base_options, dg_options) print 'Resulting datasmith scene: ' + str(scene) print '\tProduct name: ' + str(scene.get_product_name()) print '\tMesh actor count: ' + str(len(scene.get_all_mesh_actors())) print '\tLight actor count: ' + str(len(scene.get_all_light_actors())) print '\tCamera actor count: ' + str(len(scene.get_all_camera_actors())) print '\tCustom actor count: ' + str(len(scene.get_all_custom_actors())) print '\tMaterial count: ' + str(len(scene.get_all_materials())) print '\tAnimationTimeline count: ' + str(len(scene.get_all_animation_timelines())) print '\tVariant count: ' + str(len(scene.get_all_variants())) # Modify one of the Timelines # Warning: The Animation nested structure is all USTRUCTs, which are value types, and the Array accessor returns # a copy. Meaning something like timeline[0].name = 'new_name' will set the name on the COPY of anim_nodes[0] timelines = scene.get_all_animation_timelines() if len(timelines) > 0: tim_0 = timelines[0] old_name = tim_0.name print 'Timeline old name: ' + old_name tim_0.name += '_MODIFIED' modified_name = tim_0.name print 'Anim node modified name: ' + modified_name timelines[0] = tim_0 scene.set_all_animation_timelines(timelines) # Check modification new_timelines = scene.get_all_animation_timelines() print 'Anim node retrieved modified name: ' + new_timelines[0].name assert new_timelines[0].name == modified_name, "Node modification didn't work!" # Restore to previous state tim_0 = new_timelines[0] tim_0.name = old_name new_timelines[0] = tim_0 scene.set_all_animation_timelines(new_timelines) # 2-stage import step 2: print 'Importing assets and actors...' result = scene.import_scene() print 'Import results: ' print '\tImported actor count: ' + str(len(result.imported_actors)) print '\tImported mesh count: ' + str(len(result.imported_meshes)) print '\tImported level sequences: ' + str([a.get_name() for a in result.animations]) print '\tImported level variant sets asset: ' + str(result.level_variant_sets.get_name()) if result.import_succeed: print 'Import succeeded!' else: print 'Import failed!'
import unreal import os def duplicate_assets(): # instances of unreal classes editor_util = unreal.EditorUtilityLibrary() editor_asset_lib = unreal.EditorAssetLibrary() # get the selected assets selected_assets = editor_util.get_selected_assets() num_assets = len(selected_assets) # hard coded value num_copies = 5 total_num_copies = num_copies * num_copies progress_text_label = "Duplicating Assets..." running = True with unreal.ScopedSlowTask(total_num_copies, progress_text_label) as slow_tasks: # display dialog slow_tasks.make_dialog(True) for asset in selected_assets: # get the asset name and the path to be duplicated asset_name = asset.get_fname() asset_path = editor_asset_lib.get_path_name_for_loaded_asset(asset) source_path = os.path.dirname(asset_path) for i in range(num_copies): # if cancel btn is pressed if slow_tasks.should_cancel(): running = False break new_name = "{}_{}".format(asset_name, i) dest_path = os.path.join(source_path, new_name) duplicate = editor_asset_lib.duplicate_asset(asset_path, dest_path) slow_tasks.enter_progress_frame(1) if duplicate is None: unreal.log_warning("Duplicate from {} at {} already exists".format(source_path, dest_path)) if not running: break unreal.log("{} assets duplicated".format(num_assets))
import pyvfx_boilerplate.boilerplate_ui as bpui try: import maya.cmds as cmds import maya.mel as mel MAYA = True except ImportError: MAYA = False try: import nuke NUKE = True except ImportError: NUKE = False try: import hou # noqa HOUDINI = True except ImportError: HOUDINI = False try: import MaxPlus THREEDSMAX = True except ImportError: THREEDSMAX = False try: import bpy BLENDER = True except ImportError: BLENDER = False try: import unreal # noqa UNREAL = True except ImportError: UNREAL = False rootMenuName = "pyvfx" def activate(dockable=False): bpr = bpui.BoilerplateRunner(bpui.Boilerplate) kwargs = {} kwargs["dockable"] = dockable bpr.run_main(**kwargs) mcmd = "import pyvfx_boilerplate.menu\npyvfx_boilerplate.menu.activate({})" if NUKE: m = nuke.menu("Nuke") menuname = "{}/boilerplate UI".format(rootMenuName) m.addCommand("{}/boilerplate UI".format(rootMenuName), mcmd.format("")) m.addCommand("{} dockable".format(menuname), mcmd.format("True")) elif MAYA: MainMayaWindow = mel.eval("$temp = $gMainWindow") if not cmds.menu("pyvfxMenuItemRoot", exists=True): cmds.menu( "pyvfxMenuItemRoot", label=rootMenuName, parent=MainMayaWindow, tearOff=True, allowOptionBoxes=True, ) cmds.menuItem( label="boilerplate UI", parent="pyvfxMenuItemRoot", ec=True, command=mcmd.format(""), ) cmds.menuItem( label="boilerplate UI dockable", parent="pyvfxMenuItemRoot", ec=True, command=mcmd.format("True"), ) elif HOUDINI: print("add menu code here for Houdini") activate() elif UNREAL: # http://golaem.com/project/-crowd-documentation/rendering-unreal-engine # https://github.com/project/ print("add menu code here for Unreal") activate() elif THREEDSMAX: def activate_dockable(): activate(True) MaxPlus.MenuManager.UnregisterMenu(rootMenuName) mb = MaxPlus.MenuBuilder(rootMenuName) menuitem = "boilerplate UI" menuitemD = "{} dockable".format(menuitem) menulist = [ (menuitem, menuitem, activate), (menuitemD, menuitemD, activate_dockable), ] for item in menulist: action = MaxPlus.ActionFactory.Create(item[0], item[1], item[2]) mb.AddItem(action) menu = mb.Create(MaxPlus.MenuManager.GetMainMenu()) elif BLENDER: # a little of This # https://blender.stackexchange.com/project/-ht-upper-bar-append-add-menus-in-two-places # and a little of this # https://blenderartists.org/project/-a-custom-menu-option/project/ class PyvfxBoilerplateActivateOperator(bpy.types.Operator): """ start the pyvfx_boilerplate ui""" bl_idname = "pyvfx_boilerplate_activate" bl_label = "boilerplate UI" def execute(self, context): activate() return {"FINISHED"} class TOPBAR_MT_pyvfx_menu(bpy.types.Menu): """ create the pyvfx top menu and pyvfx menu item""" bl_label = rootMenuName def draw(self, context): """ create the pyvfx menu item""" layout = self.layout layout.operator("pyvfx_boilerplate_activate") def menu_draw(self, context): """ create the pyvfx top menu""" self.layout.menu("TOPBAR_MT_pyvfx_menu") def register(): bpy.utils.register_class(PyvfxBoilerplateActivateOperator) bpy.utils.register_class(TOPBAR_MT_pyvfx_menu) bpy.types.TOPBAR_MT_editor_menus.append(TOPBAR_MT_pyvfx_menu.menu_draw) def unregister(): bpy.utils.unregister_class(PyvfxBoilerplateActivateOperator) bpy.types.TOPBAR_MT_editor_menus.remove(TOPBAR_MT_pyvfx_menu.menu_draw) bpy.utils.unregister_class(TOPBAR_MT_pyvfx_menu) register() else: activate()
import unreal from .char_asset_common import * HEAD_BONE = "Bip001-Head" ROOT_BONE = "Root" BONES_TO_CHECK = [HEAD_BONE] LOOK_AT_AXIS_BS = unreal.Vector(0, -1, 0) # the vector in bone space ORIENTATION_COS_THRESHOLD = 0.8 skeletal_meshes = [] ref_pose : unreal.AnimPose = None check_res = True msg = "" bone_names : [unreal.Name] = [] # check root bone def check_root_bone( asset : unreal.SkeletalMesh, ref_pose : unreal.AnimPose): global ROOT_BONE global check_res, msg, bone_names if bone_names[0] != ROOT_BONE: msg += f"[SKM Asset Checker] ้ชจ้ชผ็ฝ‘ๆ ผ '{asset.get_name()}' ็š„ๆ น้ชจ้ชผๅ‘ฝๅๅฟ…้กปไธบ '{ROOT_BONE}'\n" check_res = False return # check head bone and root bone def check_bones_existence( asset : unreal.SkeletalMesh, ref_pose : unreal.AnimPose): global BONES_TO_CHECK global check_res, msg, bone_names for bone in BONES_TO_CHECK: if bone not in bone_names: msg += f"[SKM Asset Checker] ้ชจ้ชผ '{bone}' ๅœจ้ชจ้ชผ็ฝ‘ๆ ผ '{asset.get_name()}' ไธญไธๅญ˜ๅœจใ€‚\n" check_res = False return # Head bone's look at axis need to # align with the forward vector in object space def check_head_bone_orientation( asset : unreal.SkeletalMesh, ref_pose : unreal.AnimPose): global HEAD_BONE, LOOK_AT_AXIS_BS global check_res, msg, bone_names head_bone_transform : unreal.Transform = ref_pose.get_bone_pose(HEAD_BONE, space=unreal.AnimPoseSpaces.WORLD) look_at_axis_ws : unreal.Vector = (head_bone_transform.transform_direction(LOOK_AT_AXIS_BS)) look_at_axis_ws.normalize() fwd_vector_ws : unreal.Vector = unreal.Vector(1, 0, 0) cos = fwd_vector_ws.dot(look_at_axis_ws) unreal.log(f'[SKM Asset Checker] look_at_axis_ws: {look_at_axis_ws}') unreal.log(f'[SKM Asset Checker] dot product: {cos}') if cos < ORIENTATION_COS_THRESHOLD: msg += f"[SKM Asset Checker] ้ชจ้ชผ็ฝ‘ๆ ผ '{asset.get_name()}' ็š„้ชจ้ชผ '{HEAD_BONE}' ็š„ๆณจ่ง†่ฝดๅ‘({LOOK_AT_AXIS_BS.x}, {LOOK_AT_AXIS_BS.y}, {LOOK_AT_AXIS_BS.z}) ไธŽ่ง’่‰ฒๆจกๅž‹็ฉบ้—ด็š„ๅ‰ๅ‘้‡็›ธๅทฎ่ฟ‡ๅคง๏ผŒไธๆปก่ถณ่ง„่Œƒใ€‚\n" check_res = False return def main(jump_out_pass_window : bool = False) -> bool: global skeletal_meshes global msg global bone_names ### CHECK IF SKELETAL MESH ### skeletal_meshes = filter_out_skeletal_mesh() ### CHECK SKM ASSET ### with unreal.ScopedEditorTransaction("SKM Check") as trans: try: for asset in skeletal_meshes: skeleton : unreal.Skeleton = asset.get_editor_property('skeleton') ref_pose : unreal.AnimPose = skeleton.get_reference_pose() bone_names = ref_pose.get_bone_names() check_bones_existence(asset, ref_pose) check_root_bone(asset, ref_pose) check_head_bone_orientation(asset, ref_pose) msg += "\n" if check_res: if jump_out_pass_window: unreal.EditorDialog.show_message( title="Success", message=f"[SKM Asset Checker] ้ชจ้ชผ็ฝ‘ๆ ผ '{asset.get_name()}' ๆฃ€ๆŸฅ้€š่ฟ‡ใ€‚", message_type=unreal.AppMsgType.OK ) return True else: raise Exception(f"้ชจ้ชผๆฃ€ๆŸฅๅคฑ่ดฅ๏ผš\n{msg}") trans.cancel() return False except Exception as e: unreal.EditorDialog.show_message( title="Error", message=str(e), message_type=unreal.AppMsgType.OK ) trans.cancel() return False
# -*- coding: utf-8 -*- import unreal def do_some_things(*args, **kwargs): unreal.log("do_some_things start:") for arg in args: unreal.log(arg) unreal.log("do_some_things end.")
# AdvancedSkeleton To ModularRig # Copyright (C) Animation Studios # email: [email protected] # exported using AdvancedSkeleton version:x.xx import unreal import os import re engineVersion = unreal.SystemLibrary.get_engine_version() asExportVersion = 'x.xx' asExportTemplate = '4x' asVariables = True print ('AdvancedSkeleton To ModularControlRig (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') blueprint = selectedAsset RigGraphDisplaySettings = blueprint.get_editor_property('rig_graph_display_settings') RigGraphDisplaySettings.set_editor_property('node_run_limit',256) library = blueprint.get_local_function_library() library_controller = blueprint.get_controller(library) hierarchy = blueprint.hierarchy hierarchy_controller = hierarchy.get_controller() ModularRigController = blueprint.get_modular_rig_controller() PreviousEndPlug = 'RigUnit_BeginExecution.ExecuteContext' def asObjExists (obj): RigElementKeys = hierarchy.get_all_keys() LocObject = None for key in RigElementKeys: if key.name == obj: return True return False def asGetKeyFromName (name): all_keys = hierarchy.get_all_keys(traverse = True) for key in all_keys: if key.name == name: return key return '' def asConnect (target_key_name, connector_key_name): connector_key = asGetKeyFromName (connector_key_name) target_key = asGetKeyFromName (target_key_name) ModularRigController.connect_connector_to_element (connector_key, target_key) def asAddFace (): global PreviousEndPlug pathName = selectedAsset.get_path_name() dirName = os.path.dirname(pathName) asFace = unreal.ControlRigBlueprintFactory.create_new_control_rig_asset(dirName+'/asFace') asFace.set_auto_vm_recompile(False) hierarchy2 = asFace.hierarchy hierarchy2_controller = hierarchy2.get_controller() rigVMModel = asFace.get_controller_by_name('RigVMModel') rigVMModel.add_unit_node_from_struct_path('/project/.RigUnit_BeginExecution', 'Execute', unreal.Vector2D(0, 0), 'RigUnit_BeginExecution') # Create FacePanel hierarchy2_controller.add_null('ctrlBoxOffset', '', unreal.Transform(location=[0,0,9],rotation=[0,0,0],scale=[1,1,1])) control_settings_ctrl_box = unreal.RigControlSettings() control_settings_ctrl_box.animation_type = unreal.RigControlAnimationType.ANIMATION_CONTROL control_settings_ctrl_box.control_type = unreal.RigControlType.VECTOR2D control_settings_ctrl_box.display_name = 'None' control_settings_ctrl_box.draw_limits = True control_settings_ctrl_box.shape_color = unreal.LinearColor(1, 1, 0, 1) control_settings_ctrl_box.shape_name = 'Square_Thick' control_settings_ctrl_box.shape_visible = True control_settings_ctrl_box.is_transient_control = False control_settings_ctrl_box.limit_enabled = [unreal.RigControlLimitEnabled(False, False), unreal.RigControlLimitEnabled(False, False)] control_settings_ctrl_box.minimum_value = unreal.RigHierarchy.make_control_value_from_vector2d(unreal.Vector2D(0, 0)) control_settings_ctrl_box.maximum_value = unreal.RigHierarchy.make_control_value_from_vector2d(unreal.Vector2D(0, 0)) control_settings_ctrl_box.primary_axis = unreal.RigControlAxis.Y hierarchy2_controller.add_control('ctrlBox', unreal.RigElementKey(type=unreal.RigElementType.NULL, name='ctrlBoxOffset'), control_settings_ctrl_box, unreal.RigHierarchy.make_control_value_from_vector2d(unreal.Vector2D(0, 0))) hierarchy2.set_control_shape_transform(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name='ctrlBox'), unreal.Transform(location=[0,0,0],rotation=[0,0,90],scale=[0.6,2,1]), True) # Place FacePanel rigVMModel.add_unit_node_from_struct_path('/project/.RigUnit_Item', 'Execute', unreal.Vector2D(-848, 384), 'Item') rigVMModel.set_pin_default_value('Item.Item', '(Type=Connector,Name="Root")') rigVMModel.set_pin_expansion('Item.Item', True) rigVMModel.add_unit_node_from_struct_path('/project/.RigUnit_GetTransform', 'Execute', unreal.Vector2D(-496, 368), 'GetTransform') rigVMModel.set_pin_default_value('GetTransform.Item', '(Type=Bone,Name="None")') rigVMModel.set_pin_expansion('GetTransform.Item', True) rigVMModel.set_pin_default_value('GetTransform.Space', 'GlobalSpace') rigVMModel.set_pin_default_value('GetTransform.bInitial', 'False') rigVMModel.add_template_node('Set Transform::Execute(in Item,in Space,in bInitial,in Value,in Weight,in bPropagateToChildren)', unreal.Vector2D(256, -32), 'Set Transform') rigVMModel.resolve_wild_card_pin('Set Transform.Value', 'FTransform', '/project/.Transform') rigVMModel.set_pin_default_value('Set Transform.Item', '(Type=Null,Name="ctrlBoxOffset")') rigVMModel.set_pin_expansion('Set Transform.Item', True) rigVMModel.set_pin_default_value('Set Transform.Space', 'GlobalSpace') rigVMModel.set_pin_default_value('Set Transform.bInitial', 'False') rigVMModel.set_pin_default_value('Set Transform.Value', '(Rotation=(X=0,Y=0,Z=0,W=1),Translation=(X=0,Y=0,Z=0),Scale3D=(X=1,Y=1,Z=1))') rigVMModel.set_pin_expansion('Set Transform.Value', True) rigVMModel.set_pin_expansion('Set Transform.Value.Rotation', False) rigVMModel.set_pin_expansion('Set Transform.Value.Translation', False) rigVMModel.set_pin_expansion('Set Transform.Value.Scale3D', False) rigVMModel.set_pin_default_value('Set Transform.Weight', '1') rigVMModel.set_pin_default_value('Set Transform.bPropagateToChildren', 'True') rigVMModel.add_unit_node_from_struct_path('/project/.RigVMFunction_MathTransformMake', 'Execute', unreal.Vector2D(-480, 32), 'RigVMFunction_MathTransformMake') rigVMModel.set_pin_default_value('RigVMFunction_MathTransformMake.Translation', '(X=0,Y=0,Z=-30)') rigVMModel.set_pin_expansion('RigVMFunction_MathTransformMake.Translation', True) rigVMModel.set_pin_default_value('RigVMFunction_MathTransformMake.Rotation', '(X=-0,Y=0.707107,Z=0,W=0.707107)') rigVMModel.set_pin_expansion('RigVMFunction_MathTransformMake.Rotation', False) rigVMModel.set_pin_default_value('RigVMFunction_MathTransformMake.Scale', '(X=2.000000,Y=2.000000,Z=2.000000)') rigVMModel.set_pin_expansion('RigVMFunction_MathTransformMake.Scale', True) rigVMModel.add_template_node('Multiply::Execute(in A,in B,out Result)', unreal.Vector2D(-176, 128), 'Multiply') rigVMModel.resolve_wild_card_pin('Multiply.A', 'FTransform', '/project/.Transform') rigVMModel.set_pin_default_value('Multiply.A', '(Rotation=(X=0,Y=0,Z=0,W=1),Translation=(X=0,Y=0,Z=0),Scale3D=(X=1,Y=1,Z=1))') rigVMModel.set_pin_expansion('Multiply.A', False) rigVMModel.set_pin_expansion('Multiply.A.Rotation', False) rigVMModel.set_pin_expansion('Multiply.A.Translation', False) rigVMModel.set_pin_expansion('Multiply.A.Scale3D', False) rigVMModel.set_pin_default_value('Multiply.B', '(Rotation=(X=0,Y=0,Z=0,W=1),Translation=(X=0,Y=0,Z=0),Scale3D=(X=1,Y=1,Z=1))') rigVMModel.set_pin_expansion('Multiply.B', False) rigVMModel.set_pin_expansion('Multiply.B.Rotation', False) rigVMModel.set_pin_expansion('Multiply.B.Translation', False) rigVMModel.set_pin_expansion('Multiply.B.Scale3D', False) rigVMModel.add_link('Item.Item', 'GetTransform.Item') rigVMModel.add_link(PreviousEndPlug, 'Set Transform.ExecuteContext') PreviousEndPlug='Set Transform.ExecuteContext' rigVMModel.add_link('RigVMFunction_MathTransformMake.Result', 'Multiply.A') rigVMModel.add_link('GetTransform.Transform', 'Multiply.B') rigVMModel.add_link('Multiply.Result', 'Set Transform.Value') ctrls=["ctrlBrow_R","ctrlBrow_L","ctrlEye_R","ctrlEye_L","ctrlCheek_R","ctrlCheek_L","ctrlNose_R","ctrlNose_L","ctrlLips_M","ctrlMouth_M","ctrlMouthCorner_R","ctrlMouthCorner_L","ctrlPhonemes_M","ctrlEmotions_M"] ctrlXs=[-1.5,1.5, -1.5,1.5, -1.5,1.5, -1.5,1.5, 0,0, -1.5,1.5, -1.5,1.5, -1.5,1.5] ctrlYs=[8.0,8.0, 5.5,5.5, 3,3, 1.5,1.5, 0.0, -1.5, -4.0,-4.0, -6.5,-6.5] bsXps=["brow_innerRaiser_R","brow_innerRaiser_L","eye_left_R","eye_left_L","cheek_out_R","cheek_out_L","nose_wide_R","nose_wide_L","lip_left_M","mouth_wide_M","mouth_wide_R","mouth_wide_L","",""] bsXns=["brow_innerlower_R","brow_innerlower_L","eye_right_R","eye_right_L","cheek_in_R","cheek_in_L","nose_narrow_R","nose_narrow_L","lip_right_M","mouth_narrow_M","mouth_narrow_R","mouth_narrow_L","",""] bsYps=["brow_raiser_R","brow_raiser_L","eye_up_R","eye_up_L","cheek_raiser_R","cheek_raiser_L","nose_raiser_R","nose_raiser_L","lip_up_M","mouth_close","mouth_raiser_R","mouth_raiser_L","",""] bsYns=["brow_lower_R","brow_lower_L","eye_down_R","eye_down_L","","","","","lip_down_M","mouth_open_M","mouth_lower_R","mouth_lower_L","",""] # bss=["brow_innerRaiser_R","brow_innerlower_R","brow_raiser_R","brow_lower_R","brow_squeeze_R","brow_outerUpDown_R","brow_innerRaiser_L","brow_innerlower_L","brow_raiser_L","brow_lower_L","brow_squeeze_L","brow_outerUpDown_L","eye_left_R","eye_right_R","eye_up_R","eye_down_R","blink_R","squint_R","eye_left_L","eye_right_L","eye_up_L","eye_down_L","blink_L","squint_L","cheek_out_R","cheek_in_R","cheek_raiser_R","cheek_out_L","cheek_in_L","cheek_raiser_L","nose_wide_R","nose_narrow_R","nose_raiser_R","nose_wide_L","nose_narrow_L","nose_raiser_L","lip_left_M","lip_right_M","lip_up_M","lip_down_M","lip_upperPressPos_M","lip_upperPressNeg_M","lip_lowerPressPos_M","lip_lowerPressNeg_M","lip_upperSqueezePos_M","lip_upperSqueezeNeg_M","lip_lowerSqueezePos_M","lip_lowerSqueezeNeg_M","lip_upperRollPos_M","lip_upperRollNeg_M","lip_lowerRollPos_M","lip_lowerRollNeg_M","lip_upperPuckerPos_M","lip_upperPuckerNeg_M","lip_lowerPuckerPos_M","lip_lowerPuckerNeg_M", #"mouth_wide_M","mouth_narrow_M","mouth_close_M","mouth_open_M","mouth_jawForwardIn_M","mouth_jawForwardOut_M","mouth_jawSideIn_M","mouth_jawSideOut_M","mouth_wide_R","mouth_narrow_R","mouth_raiser_R","mouth_lower_R","mouth_wide_L","mouth_narrow_L","mouth_raiser_L","mouth_lower_L","aaa_M","eh_M","ahh_M","ohh_M","uuu_M","iee_M","rrr_M","www_M","sss_M","fff_M","tth_M","mbp_M","ssh_M","schwa_M","gk_M","lntd_M","happy_M","angry_M","sad_M","surprise_M","fear_M","disgust_M","contempt_M"] yPos=600 #PreviousEndPlug = 'RigUnit_BeginExecution.ExecuteContext' for i in range(len(ctrls)): ctrl = ctrls[i] maxX = float (1) minX = float (-1) maxY = float (1) minY = float (-1) limitEnabled = True if re.search("ctrlCheek_", ctrl) or re.search("ctrlNose_", ctrl): minY = 0 if ctrl=="ctrlMouth_M": maxY = 0 if ctrl=="ctrlPhonemes_M" or ctrl=="ctrlEmotions_M": limitEnabled = False minX = 0 minY = 0 x = ctrl.split("_") if len(x)>1: baseName = x[0] side = '_'+x[1] attrExtras=[] bsExtras=[] if re.search("ctrlBrow_", ctrl): attrExtras=["squeeze"+side,"outerUpDown"+side] #Unreal seems to not work well with Left & Righ ctrl using same named ctrl bsExtras=["brow_squeeze"+side,"brow_outerUpDown"+side] if re.search("ctrlEye_", ctrl): attrExtras=["blink"+side,"squint"+side] bsExtras=["blink"+side,"squint"+side] if ctrl=="ctrlLips_M": attrExtras=["upperPress"+side,"lowerPress"+side,"upperSqueeze"+side,"lowerSqueeze"+side,"upperRoll"+side,"lowerRoll"+side,"upperPucker"+side,"lowerPucker"+side] bsExtras=["lip_upperPressPos_M","lip_lowerPressPos_M","lip_upperSqueezePos_M","lip_lowerSqueezePos_M","lip_upperRollPos_M","lip_lowerRollPos_M","lip_upperPuckerPos_M","lip_lowerPuckerPos_M"] if ctrl=="ctrlMouth_M": attrExtras=["jawForward"+side,"jawSide"+side] bsExtras=["mouth_jawForwardIn_M","mouth_jawSideIn_M"] if ctrl=="ctrlEmotions_M": attrExtras=["happy"+side,"angry"+side,"sad"+side,"surprise"+side,"fear"+side,"disgust"+side,"contempt"+side] bsExtras=["happy_M","angry_M","sad_M","surprise_M","fear_M","disgust_M","contempt_M"] xForm = unreal.Transform(location=[ctrlXs[i],0,ctrlYs[i]],rotation=[0,0,0],scale=[1,1,1]) settings = unreal.RigControlSettings() settings.animation_type = unreal.RigControlAnimationType.ANIMATION_CONTROL settings.control_type = unreal.RigControlType.VECTOR2D settings.display_name = 'None' settings.draw_limits = limitEnabled settings.shape_color = unreal.LinearColor(1, 1, 0, 1) settings.shape_name = 'Default' settings.shape_visible = True settings.is_transient_control = False settings.limit_enabled = [unreal.RigControlLimitEnabled(limitEnabled, limitEnabled), unreal.RigControlLimitEnabled(limitEnabled, limitEnabled)] settings.minimum_value = unreal.RigHierarchy.make_control_value_from_vector2d(unreal.Vector2D(minX, minY)) settings.maximum_value = unreal.RigHierarchy.make_control_value_from_vector2d(unreal.Vector2D(maxX, maxY)) settings.primary_axis = unreal.RigControlAxis.Y hierarchy2_controller.add_control(ctrl, unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name='ctrlBox'), settings, unreal.RigHierarchy.make_control_value_from_vector2d(unreal.Vector2D(0, 0))) hierarchy2.set_control_shape_transform(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=ctrl), unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[0.050000,0.050000,0.050000]), True) hierarchy2.set_control_offset_transform(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=ctrl), xForm, True, True) hierarchy2.set_control_value(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=ctrl), unreal.RigHierarchy.make_control_value_from_vector2d(unreal.Vector2D(0, 0)), unreal.RigControlValueType.CURRENT) #addAttr for y in range(len(attrExtras)): settings = unreal.RigControlSettings() settings.animation_type = unreal.RigControlAnimationType.ANIMATION_CHANNEL settings.control_type = unreal.RigControlType.FLOAT settings.display_name = attrExtras[y] settings.draw_limits = True settings.shape_color = unreal.LinearColor(1.000000, 0.000000, 0.000000, 1.000000) settings.shape_name = 'Default' settings.shape_visible = True settings.is_transient_control = False settings.limit_enabled = [unreal.RigControlLimitEnabled(False, False)] settings.minimum_value = unreal.RigHierarchy.make_control_value_from_float(0.000000) settings.maximum_value = unreal.RigHierarchy.make_control_value_from_float(1.000000) settings.primary_axis = unreal.RigControlAxis.X hierarchy2_controller.add_control(attrExtras[y], unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=ctrl), settings, unreal.RigHierarchy.make_control_value_from_float(0.000000)) #attr loop for x in range(4+len(bsExtras)): if x==0: bs = bsXps[i] mult = '1' axis = 'X' if x==1: bs = bsXns[i] mult = '-1' axis = 'X' if x==2: bs = bsYps[i] mult = '1' axis = 'Y' if x==3: bs = bsYns[i] mult = '-1' axis = 'Y' if x>3: bs = bsExtras[x-4] mult = '1' axis = attrExtras[x-4] if bs=='': continue hierarchy2_controller.add_curve(bs, 0) scv = rigVMModel.add_unit_node_from_struct_path('/project/.RigUnit_SetCurveValue', 'Execute', unreal.Vector2D(200, yPos), 'SetCurveValue').get_name() rigVMModel.set_pin_default_value(scv+'.Curve', bs) # rigVMModel.add_link(c+'.Result', scv+'.Value') rigVMModel.add_link(PreviousEndPlug, scv+'.ExecuteContext') PreviousEndPlug = scv+'.ExecuteContext' if x>3: gac = rigVMModel.add_template_node('GetAnimationChannel::Execute(out Value,in Control,in Channel,in bInitial)', unreal.Vector2D(-550, yPos), 'RigUnit_GetFloatAnimationChannel').get_name() rigVMModel.set_pin_default_value(gac+'.Control', ctrl) rigVMModel.set_pin_default_value(gac+'.Channel', axis) rigVMModel.resolve_wild_card_pin(gac+'.Value', 'float', 'None') rigVMModel.add_link(gac+'.Value', scv+'.Value') else: gcv = rigVMModel.add_unit_node_from_struct_path('/project/.RigUnit_GetControlVector2D', 'Execute', unreal.Vector2D(-550, yPos), 'GetControlVector2D').get_name() rigVMModel.set_pin_default_value(gcv+'.Control', ctrl) m = rigVMModel.add_template_node('Multiply::Execute(in A,in B,out Result)', unreal.Vector2D(-200, yPos), 'Multiply').get_name() c = rigVMModel.add_template_node('Clamp::Execute(in Value,in Minimum,in Maximum,out Result)', unreal.Vector2D(0, yPos), 'Clamp').get_name() rigVMModel.add_link(gcv+'.Vector.'+axis, m+'.A') rigVMModel.add_link(m+'.Result', c+'.Value') rigVMModel.set_pin_default_value(c+'.Maximum', '100') rigVMModel.add_link(c+'.Result', scv+'.Value') rigVMModel.set_pin_default_value(m+'.B', mult) #eyeRot if re.search("ctrlEye_", ctrl) and x==2: eyeMultX = rigVMModel.add_template_node('Multiply::Execute(in A,in B,out Result)', unreal.Vector2D(512, yPos ), 'MultiplyX').get_name() eyeMultY = rigVMModel.add_template_node('Multiply::Execute(in A,in B,out Result)', unreal.Vector2D(512, yPos+100), 'MultiplyY').get_name() rigVMModel.resolve_wild_card_pin(eyeMultX+'.A', 'double', 'None') rigVMModel.resolve_wild_card_pin(eyeMultY+'.A', 'double', 'None') rigVMModel.set_pin_default_value(eyeMultX+'.A', '1.000000') rigVMModel.set_pin_default_value(eyeMultY+'.A', '1.000000') rigVMModel.set_pin_default_value(eyeMultX+'.B', '30.000000') rigVMModel.set_pin_default_value(eyeMultY+'.B', '30.000000') qfu = rigVMModel.add_unit_node_from_struct_path('/project/.RigVMFunction_MathQuaternionFromEuler', 'Execute', unreal.Vector2D(705, yPos), 'RigVMFunction_MathQuaternionFromEuler').get_name() rigVMModel.set_pin_default_value(qfu+'.Euler', '(X=0.000000,Y=0.000000,Z=0.000000)') rigVMModel.set_pin_expansion(qfu+'.Euler', True) rigVMModel.set_pin_default_value(qfu+'.RotationOrder', 'ZYX') rigVMModel.add_link(gcv+'.Vector.X', eyeMultX+'.A') rigVMModel.add_link(gcv+'.Vector.Y', eyeMultY+'.A') rigVMModel.add_link(eyeMultX+'.Result', qfu+'.Euler.Y') rigVMModel.add_link(eyeMultY+'.Result', qfu+'.Euler.X') srt = rigVMModel.add_template_node('Set Relative Transform::Execute(in Child,in Parent,in bParentInitial,in Value,in Weight,in bPropagateToChildren)', unreal.Vector2D(1056, yPos), 'RigUnit_SetRelativeTransformForItem').get_name() rigVMModel.set_pin_default_value(srt+'.Child', '(Type=Bone,Name="unrealEyeJoint'+side+'")') rigVMModel.set_pin_default_value(srt+'.Parent', '(Type=Bone,Name="unrealEyeJoint'+side+'")') rigVMModel.resolve_wild_card_pin(srt+'.Value', 'FTransform', '/project/.Transform') rigVMModel.add_link(qfu+'.Result', srt+'.Value.Rotation') rigVMModel.add_link(PreviousEndPlug, srt+'.ExecuteContext') PreviousEndPlug = srt+'.ExecuteContext' yPos = yPos+200 # asFace.recompile_modular_rig() all_keys2 = hierarchy2.get_all_keys(traverse = True) asFace.convert_hierarchy_elements_to_spawner_nodes(hierarchy2,all_keys2) asFace.turn_into_control_rig_module() unreal.BlueprintEditorLibrary.compile_blueprint(asFace) #blueprint.recompile_modular_rig() unreal.EditorAssetLibrary.save_asset(dirName+'/asFace', only_if_is_dirty=False) module_class = unreal.load_class(None, (dirName+'/asFace.asFace_C')) ModularRigController.add_module (module_name='asFace', class_= module_class , parent_module_path='Root:Spine:Neck') unreal.BlueprintEditorLibrary.compile_blueprint(blueprint) def main (): RigElementKeys = hierarchy.get_all_keys() target_key = asGetKeyFromName ('spine_01_socket') if not (target_key): #remove old sockets for key in RigElementKeys: x = re.search("_socket", str(key.name)) if x: hierarchy_controller.remove_element(key) hierarchy_controller.add_socket('spine_01_socket', unreal.RigElementKey(type=unreal.RigElementType.BONE, name='spine_01'), unreal.Transform(location=[0,0,0],rotation=[-0,0,-0],scale=[1,1,1]), False, unreal.LinearColor(1, 1, 1, 1), '') hierarchy_controller.add_socket('neck_socket', unreal.RigElementKey(type=unreal.RigElementType.BONE, name='neck'), unreal.Transform(location=[0,0,0],rotation=[-0,0,-0],scale=[1,1,1]), False, unreal.LinearColor(1, 1, 1, 1), '') for side in ['_r','_l']: hierarchy_controller.add_socket('shoulder'+side+'_socket', unreal.RigElementKey(type=unreal.RigElementType.BONE, name='upperArm'+side), unreal.Transform(location=[0,0,0],rotation=[-0,0,-0],scale=[1,1,1]), False, unreal.LinearColor(1, 1, 1, 1), '') hierarchy_controller.add_socket('hand'+side+'_socket', unreal.RigElementKey(type=unreal.RigElementType.BONE, name='hand'+side), unreal.Transform(location=[0,0,0],rotation=[-0,0,-0],scale=[1,1,1]), False, unreal.LinearColor(1, 1, 1, 1), '') module_class = unreal.load_class(None, '/project/.Spine_C') ModularRigController.add_module (module_name='Spine', class_= module_class , parent_module_path='Root') # ModularRigController.set_config_value_in_module('Root','Scale Root Controls Override','2') # ModularRigController.set_config_value_in_module('Root:Spine','Module Settings','Control Size=3') #blueprint.add_member_variable('test6','ModuleSettings') #vars = blueprint.get_member_variables () #x = getattr(vars[0], 'default_value') #ModularRigController.bind_module_variable('Root:Spine','Module Settings','test3') module_class = unreal.load_class(None, '/project/.Neck_C') ModularRigController.add_module (module_name='Neck', class_= module_class , parent_module_path='Root:Spine') for side in ['_r','_l']: module_class = unreal.load_class(None, '/project/.Shoulder_C') ModularRigController.add_module (module_name='Shoulder'+side, class_= module_class , parent_module_path='Root:Spine') module_class = unreal.load_class(None, '/project/.Arm_C') ModularRigController.add_module (module_name='Arm'+side, class_= module_class , parent_module_path='Root:Spine:Shoulder'+side) module_class = unreal.load_class(None, '/project/.Leg_C') ModularRigController.add_module (module_name='Leg'+side, class_= module_class , parent_module_path='Root') for finger in ['index','middle','ring','pinky','thumb']: module_class = unreal.load_class(None, '/project/.Finger_C') ModularRigController.add_module (module_name='Finger'+finger+side, class_= module_class , parent_module_path='Root:Spine:Shoulder'+side+':Arm'+side) if includeFaceRig: asAddFace () print ('First run Complete, Now open the ControlRig, then run the python-script again.') return asConnect ('root' , 'Root:Root') asConnect ('spine_01_socket' , 'Root:Spine:Spine Primary') asConnect ('spine_05' , 'Root:Spine:Spine End Bone') asConnect ('neck_socket' , 'Root:Spine:Neck:Neck Primary') asConnect ('neck_01' , 'Root:Spine:Neck:Neck Start Bone') asConnect ('head' , 'Root:Spine:Neck:Head Bone') for side in ['_r','_l']: asConnect ('shoulder'+side+'_socket' , 'Root:Spine:Shoulder'+side+':Shoulder Primary') asConnect ('spine_05' , 'Root:Spine:Shoulder'+side+':Chest Bone') asConnect ('hand'+side+'_socket' , 'Root:Spine:Shoulder'+side+':Arm'+side+':Arm Primary') asConnect ('spine_01_socket' , 'Root:Leg'+side+':Leg Primary') asConnect ('thigh'+side , 'Root:Leg'+side+':Thigh Bone') asConnect ('foot'+side , 'Root:Leg'+side+':Foot Bone') for finger in ['index','middle','ring','pinky','thumb']: asConnect ('hand'+side+'_socket' , 'Root:Spine:Shoulder'+side+':Arm'+side+':Finger'+finger+side+':Finger Primary') if finger == 'thumb': asConnect (finger+'_01'+side , 'Root:Spine:Shoulder'+side+':Arm'+side+':Finger'+finger+side+':Start Bone') else: asConnect (finger+'_metacarpal'+side , 'Root:Spine:Shoulder'+side+':Arm'+side+':Finger'+finger+side+':Start Bone') asConnect (finger+'_03'+side , 'Root:Spine:Shoulder'+side+':Arm'+side+':Finger'+finger+side+':End Bone') if includeFaceRig: asConnect ('head' , 'Root:Spine:Neck:asFace:Root') print ('Second run complete.') if __name__ == "__main__": main()
import unreal import re from typing import List, Literal 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) -> object : #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[object] = 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) ar_numbers = re.findall("\d+", str_selected_asset) i_number = ar_numbers[0] print(ar_numbers) print(i_number) num = int(i_number) BaseBP :str = '/project/' BaseAnimBP :str = '/project/' Basepath :str = '/project/' + str(num) + '/' assetPath :str = Basepath + '/project/' bsNames :List[str] = ["IdleRun_BS_Peaceful", "IdleRun_BS_Battle", "Down_BS", "Groggy_BS", "LockOn_BS", "Airborne_BS"] Base1D :str = Basepath + "Base_BS_1D" Base2D :str = Basepath + "Base_BS_2D" defaultSamplingVector :object = unreal.Vector(0.0, 0.0, 0.0) defaultSampler :object = unreal.BlendSample() defaultSampler.set_editor_property("sample_value",defaultSamplingVector) for i in bsNames: bsDir = assetPath + i #2D BS๋กœ ์ œ์ž‘ํ•ด์•ผํ•  ๊ฒฝ์šฐ / LockOn_BS if i == "LockOn_BS": unreal.EditorAssetLibrary.duplicate_asset(Base2D,bsDir) else: BSLoaded = unreal.EditorAssetLibrary.duplicate_asset(Base1D,bsDir) '''BP setting start''' BPPath = Basepath + '/Blueprints/' + "CH_M_NA_" + str(num) + "_Blueprint" AnimBPPath = Basepath + '/Blueprints/' + "CH_M_NA_" + str(num) + "_AnimBP" SkeletonPath = Basepath + "CH_M_NA_" + str(num) + "_Skeleton" Skeleton = unreal.EditorAssetLibrary.load_asset(SkeletonPath) 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)
๏ปฟ""" Fixes the environment lighting in the scene by spawning and setting up the required light actors. This script searches for any existing environment light actors in the level and removes them. It then spawns and configures new light actors such as SkySphere, Directional Light, Post Process Volume, Skylight, Atmospheric Fog, and Sphere Reflection Capture to set up the environment lighting. Parameters: - location: A tuple of three floats representing the initial location for spawning the light actors. - shift: A tuple of three floats representing the shift to apply to the location for each spawned light actor. - sun_brightness: The brightness of the sun in the SkySphere. - sun_height: The height of the sun in the SkySphere. - cloud_speed: The speed of the clouds in the SkySphere. - cloud_opacity: The opacity of the clouds in the SkySphere. - color_saturation: The saturation for PostProcessVolume - direction_light_intensity: The intensity of the Directional Light. - direction_light_rotation: A tuple of three floats representing the rotation of the Directional Light. - direction_light_color: A tuple of four floats representing the color of the Directional Light in RGBA format. - sky_light_scale: The intensity scale of the Skylight. - folder: The folder path where the spawned actors will be placed in the editor. Example: To fix the environment lighting, call the `fix_environment_light` function without any arguments. fix_environment_light() """ from typing import Tuple import unreal from Common import spawn_actor_from_class def fix_environment_light( location: Tuple[float, float, float] = (0.0, 0.0, 0.0), shift: Tuple[float, float, float] = (-200.0, 0.0, 0.0), sun_brightness: float = 75.0, sun_height: float = 0.736771, cloud_speed: float = 2.0, cloud_opacity: float = 1.0, color_saturation: float = 1.5, direction_light_intensity: float = 2.0, direction_light_rotation: Tuple[float, float, float] = (0, -55.0, -45.0), direction_light_color: Tuple[float, float, float, float] = (1.0, 1.0, 0.760525, 1.0), sky_light_scale: float = 3.5, folder: str = "Lighting" ): location = unreal.Vector(*location) shift = unreal.Vector(*shift) folder = unreal.Name(folder) direction_light_rotation = unreal.Rotator(*direction_light_rotation) color_saturation = unreal.Vector4(1.0, 1.0, 1.0, color_saturation) for actor in unreal.EditorLevelLibrary.get_all_level_actors(): name: str = actor.get_name() if not name.startswith("light_environment"): continue print(f"Setup destroy bad environment light: {actor}") path = actor.get_path_name() actor.destroy_actor() unreal.EditorAssetLibrary.delete_asset(path) bp_sky_sphere = unreal.EditorAssetLibrary.load_blueprint_class("/project/") sky_sphere = spawn_actor_from_class(bp_sky_sphere, location) sky_sphere.set_folder_path(folder) sky_sphere.set_actor_label("SkySphere") sky_sphere.set_editor_property("Sun Brightness", sun_brightness) sky_sphere.set_editor_property("Cloud Speed", cloud_speed) sky_sphere.set_editor_property("Cloud Opacity", cloud_opacity) sky_sphere.set_editor_property("Cloud Opacity", cloud_opacity) sky_sphere.set_editor_property("Sun Height", sun_height) location += shift directional_light = spawn_actor_from_class(unreal.DirectionalLight, location) directional_light.set_folder_path(folder) directional_light.set_actor_rotation(direction_light_rotation, True) directional_light.light_component.set_intensity(direction_light_intensity) directional_light.light_component.set_atmosphere_sun_light(True) directional_light.light_component.set_light_color(unreal.LinearColor(*direction_light_color)) location += shift post_process_volume = spawn_actor_from_class(unreal.PostProcessVolume, location) post_process_volume.set_folder_path(folder) post_process_volume.unbound = True settings = post_process_volume.settings settings.override_auto_exposure_bias = True settings.override_auto_exposure_min_brightness = True settings.override_auto_exposure_max_brightness = True settings.override_color_saturation = True settings.auto_exposure_bias = 0.0 settings.auto_exposure_min_brightness = 1.0 settings.auto_exposure_max_brightness = 1.0 settings.color_saturation = color_saturation location += shift sky_light = spawn_actor_from_class(unreal.SkyLight, location) sky_light.set_folder_path(folder) sky_light.light_component.set_intensity(sky_light_scale) location += shift atmospheric_fog = spawn_actor_from_class(unreal.AtmosphericFog, location) atmospheric_fog.set_folder_path(folder) atmospheric_fog.atmospheric_fog_component.set_precompute_params( density_height=0.5, max_scattering_order=4, inscatter_altitude_sample_num=32) location += shift sphere_reflection_capture = spawn_actor_from_class(unreal.SphereReflectionCapture, location) sphere_reflection_capture.set_folder_path(folder) location += shift if __name__ == '__main__': fix_environment_light()
# 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_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") var1 = unreal.Variant() var1.set_display_text("Variant 1") # Adds the objects to the correct parents lvs.add_variant_set(var_set1) var_set1.add_variant(var1) # Spawn a simple cube static mesh actor cube = unreal.EditorAssetLibrary.load_asset("StaticMesh'/project/.Cube'") spawned_actor = None if cube: location = unreal.Vector() rotation = unreal.Rotator() spawned_actor = unreal.EditorLevelLibrary.spawn_actor_from_object(cube, location, rotation) spawned_actor.set_actor_label("Cube Actor") else: print ("Failed to find Cube asset!") if spawned_actor is None: print ("Failed to spawn an actor for the Cube asset!") quit() # Bind spawned_actor to all our variants var1.add_actor_binding(spawned_actor) # See which properties can be captured from any StaticMeshActor capturable_by_class = unreal.VariantManagerLibrary.get_capturable_properties(unreal.StaticMeshActor.static_class()) # See which properties can be captured from our specific spawned_actor # This will also return the properties for any custom component structure we might have setup on the actor capturable_props = unreal.VariantManagerLibrary.get_capturable_properties(spawned_actor) print ("Capturable properties for actor '" + spawned_actor.get_actor_label() + "':") for prop in capturable_props: print ("\t" + prop) print ("Capturable properties for its class:") for prop in capturable_by_class: print ("\t" + prop) # Returns nullptr for invalid paths. This will also show an error in the Output Log prop1 = var1.capture_property(spawned_actor, "False property path") assert prop1 is None # Comparison is case insensitive: The property is named "Can be Damaged", but this still works prop2 = var1.capture_property(spawned_actor, "cAn Be DAMAged") assert prop2 is not None and prop2.get_full_display_string() == "Can be Damaged" # Attempts to capture the same property more than once are ignored, and None is returned prop2attempt2 = var1.capture_property(spawned_actor, "Can Be Damaged") assert prop2attempt2 is None # Check which properties have been captured for some actor in a variant print ("Captured properties for '" + spawned_actor.get_actor_label() + "' so far:") captured_props = var1.get_captured_properties(spawned_actor) for captured_prop in captured_props: print ("\t" + captured_prop.get_full_display_string()) # Capture property in a component prop3 = var1.capture_property(spawned_actor, "Static Mesh Component / Relative Location") assert prop3 is not None and prop3.get_full_display_string() == "Static Mesh Component / Relative Location" # Can't capture the component itself. This will also show an error in the Output Log prop4 = var1.capture_property(spawned_actor, "Static Mesh Component") assert prop4 is None # Capture material property prop5 = var1.capture_property(spawned_actor, "Static Mesh Component / Material[0]") assert prop5 is not None # Removing property captures var1.remove_captured_property(spawned_actor, prop2) var1.remove_captured_property_by_name(spawned_actor, "Static Mesh Component / Relative Location") print ("Captured properties for '" + spawned_actor.get_actor_label() + "' at the end:") captured_props = var1.get_captured_properties(spawned_actor) for captured_prop in captured_props: print ("\t" + captured_prop.get_full_display_string()) # Should only have the material property left assert len(captured_props) == 1 and captured_props[0].get_full_display_string() == "Static Mesh Component / Material[0]"
import unreal mat_mi_clear = "/project/.uasset" loaded_mat_clear = unreal.load_asset(mat_mi_clear) loaded_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) selected_assets: list[unreal.Object] = unreal.EditorUtilityLibrary.get_selected_assets() selected_sm:unreal.SkeletalMesh = selected_assets[0] target_diffuse_display_name: str sm_materials = selected_sm.materials sm_mats_length = len(selected_sm.materials) sm_path = selected_sm.get_path_name() sm_folder = '/'.join(sm_path.split('/')[:-1]) outline_folder_path = sm_folder + '/project/' duplicate_this_outline = outline_folder_path + '/' + selected_sm.get_name() + '_Outline_Vrm4u' does_main_outline_exist = loaded_subsystem.does_asset_exist(duplicate_this_outline) if does_main_outline_exist == False: print('Character main vrm4u outline does not exist') exit() loaded_be_duplicated = unreal.load_asset(duplicate_this_outline) ## duplicate outline materials outline_materials = [] for sm_material in sm_materials: sm_material: unreal.SkeletalMaterial loaded_sm_mat = sm_material.material_interface # .get_path_name().split('/')[0] + '_Outline' outline_mat_name = loaded_sm_mat.get_name() + '_Outline_Vrm4u' outline_path_name = outline_folder_path + '/' + outline_mat_name check = loaded_subsystem.does_asset_exist(outline_path_name) if check == True: outline_materials.append(unreal.load_asset(outline_path_name)) else: outline_materials.append(loaded_mat_clear) # find data asset destination_path_array = selected_sm.get_path_name().split('/') new_da_path = '/'.join(destination_path_array[:-1]) + '/DA_' + selected_sm.get_name() blueprint_asset = unreal.EditorAssetLibrary.load_asset(new_da_path) # set outline materials to data asset property_info = {'Outline_Materials': outline_materials} blueprint_asset.set_editor_properties(property_info) loaded_subsystem.save_asset(new_da_path)
import unreal @unreal.uclass() class PythonBridgeImplementation(unreal.PythonBridge): @unreal.ufunction(override=True) def function_implemented_in_python(self): unreal.log_warning("Wow! This is the BEST")
import unreal unreal.log("123131231232") # ๅปบ่ฎฎdatasmithๅฏผๅ…ฅ็›ดๆŽฅ็œ‹github็š„repo: https://github.com/arash-sh/project/.py def import_3dxml(file_path, destination_path="/project/"): """ ๅฏผๅ…ฅ 3DXML ๆ–‡ไปถๅˆฐ Unreal Engine ไธญใ€‚ ๅ‚ๆ•ฐ: file_path (str): 3DXML ๆ–‡ไปถ็š„ๅฎŒๆ•ด่ทฏๅพ„ใ€‚ destination_path (str): ๅฏผๅ…ฅๅŽ่ต„ไบงๅœจ Unreal Engine ไธญ็š„ๅญ˜ๅ‚จ่ทฏๅพ„ใ€‚ """ # ่Žทๅ– Datasmith ๅฏผๅ…ฅๅ™จ datasmith_factory = unreal.DatasmithImportFactory() # ่ฎพ็ฝฎๅฏผๅ…ฅ้€‰้กน import_options = unreal.DatasmithImportOptions() import_options.base_options.import_type = unreal.DatasmithImportType.ASSETS # import_options.base_options.asset_options = import_options.base_options.include_animation = False import_options.base_options.include_camera = False import_options.base_options.include_geometry = True import_options.base_options.include_light = False import_options.base_options.include_material = False import_options.base_options.scene_handling = unreal.DatasmithImportScene.ASSETS_ONLY import_options.base_options.static_mesh_options.max_lightmap_resolution = 64 import_options.base_options.static_mesh_options.min_lightmap_resolution = 16 import_options.base_options.static_mesh_options.generate_lightmap_u_vs = False # import_options.file_path = file_path # import_options.file_name = file_name datasmith_factory = unreal.DatasmithImportFactory() # ๅˆ›ๅปบๅฏผๅ…ฅไปปๅŠก import_task = unreal.AssetImportTask() import_task.set_editor_property("async_",True) # Perform the import asynchronously for file formats where async import is available import_task.set_editor_property("automated", True) # avoid dialog box import_task.set_editor_property("destination_path", destination_path) import_task.set_editor_property("factory", datasmith_factory) import_task.set_editor_property("filename", file_name) # Filename to import import_task.set_editor_property("options", import_options) import_task.set_editor_property("replace_existing ", True) import_task.set_editor_property("save",False) # use GetObject() to get the object that was imported if (is_async_import_complete(import_task)): imported_object = import_task.get_editor_property("imported_object") if imported_object: unreal.log(f"Successfully imported: {imported_object.get_name()}") else: unreal.log_warning("Import failed. Please check the file path or file format.") # ๆ‰ง่กŒๅฏผๅ…ฅไปปๅŠก unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([import_task]) # ๆ‰“ๅฐๅฏผๅ…ฅ็ป“ๆžœ if import_task.imported_object_paths: for imported_object in import_task.imported_object_paths: unreal.log(f"ๆˆๅŠŸๅฏผๅ…ฅ: {imported_object}") else: unreal.log_warning("ๅฏผๅ…ฅๅคฑ่ดฅ๏ผŒ่ฏทๆฃ€ๆŸฅๆ–‡ไปถ่ทฏๅพ„ๆˆ–ๆ–‡ไปถๆ ผๅผๆ˜ฏๅฆๆญฃ็กฎใ€‚") # ไฝฟ็”จ็คบไพ‹ # ๆ›ฟๆขไธบไฝ ็š„ 3DXML ๆ–‡ไปถ่ทฏๅพ„ file_path = r"D:/project/.3dxml" import_3dxml(file_path) # TODO:datasmithๅœบๆ™ฏ
๏ปฟ# coding: utf-8 import unreal import argparse parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") parser.add_argument("-debugeachsave") args = parser.parse_args() #print(args.vrm) ###### rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r h_mod = rig.get_hierarchy_modifier() elements = h_mod.get_selection() print(unreal.SystemLibrary.get_engine_version()) if (unreal.SystemLibrary.get_engine_version()[0] == '5'): c = rig.get_controller() else: c = rig.controller g = c.get_graph() n = g.get_nodes() mesh = rig.get_preview_mesh() morphList = mesh.get_all_morph_target_names() morphListWithNo = morphList[:] morphListRenamed = [] morphListRenamed.clear() for i in range(len(morphList)): morphListWithNo[i] = '{}'.format(morphList[i]) print(morphListWithNo) ###### root key = unreal.RigElementKey(unreal.RigElementType.SPACE, 'MorphControlRoot_s') space = h_mod.get_space(key) if (space.get_editor_property('index') < 0): space = h_mod.add_space('MorphControlRoot_s', space_type=unreal.RigSpaceType.SPACE) else: space = key a:unreal.RigUnit_CollectionItems = unreal.RigUnit_CollectionItems() print(a) # ้…ๅˆ—ใƒŽใƒผใƒ‰่ฟฝๅŠ  values_forCurve:unreal.RigVMStructNode = [] items_forControl:unreal.RigVMStructNode = [] items_forCurve:unreal.RigVMStructNode = [] for node in n: print(node) print(node.get_node_title()) # set curve num if (node.get_node_title() == 'For Loop'): print(node) pin = node.find_pin('Count') print(pin) c.set_pin_default_value(pin.get_pin_path(), str(len(morphList))) # curve name array pin if (node.get_node_title() == 'Select'): print(node) pin = node.find_pin('Values') #print(pin) #print(pin.get_array_size()) #print(pin.get_default_value()) values_forCurve.append(pin) # items if (node.get_node_title() == 'Items'): if ("Type=Curve," in c.get_pin_default_value(node.find_pin('Items').get_pin_path())): items_forCurve.append(node.find_pin('Items')) else: items_forControl.append(node.find_pin('Items')) print(values_forCurve) # reset controller for e in reversed(h_mod.get_elements()): if (e.type!= unreal.RigElementType.CONTROL): continue tmp = h_mod.get_control(e) if (tmp.space_name == 'MorphControlRoot_s'): #if (str(e.name).rstrip('_c') in morphList): # continue print('delete') #print(str(e.name)) h_mod.remove_element(e) # curve array for v in values_forCurve: c.clear_array_pin(v.get_pin_path()) for morph in morphList: tmp = "{}".format(morph) c.add_array_pin(v.get_pin_path(), default_value=tmp) # curve controller for morph in morphListWithNo: name_c = "{}_c".format(morph) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) try: control = h_mod.get_control(key) if (control.get_editor_property('index') < 0): k = h_mod.add_control(name_c, control_type=unreal.RigControlType.FLOAT, space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) control = h_mod.get_control(k) except: k = h_mod.add_control(name_c, control_type=unreal.RigControlType.FLOAT, space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) control = h_mod.get_control(k) control.set_editor_property('gizmo_visible', False) control.set_editor_property('gizmo_enabled', False) h_mod.set_control(control) morphListRenamed.append(control.get_editor_property('name')) if (args.debugeachsave == '1'): try: unreal.EditorAssetLibrary.save_loaded_asset(rig) except: print('save error') #unreal.SystemLibrary.collect_garbage() # curve Control array for v in items_forControl: c.clear_array_pin(v.get_pin_path()) for morph in morphListRenamed: tmp = '(Type=Control,Name=' tmp += "{}".format(morph) tmp += ')' c.add_array_pin(v.get_pin_path(), default_value=tmp) # curve Float array for v in items_forCurve: c.clear_array_pin(v.get_pin_path()) for morph in morphList: tmp = '(Type=Curve,Name=' tmp += "{}".format(morph) tmp += ')' c.add_array_pin(v.get_pin_path(), default_value=tmp)
import unreal import argparse import DTUControlRigHelpers import importlib importlib.reload(DTUControlRigHelpers) # Info about Python with IKRigs here: # https://docs.unrealengine.com/5.2/en-US/using-python-to-create-and-edit-ik-rigs-in-unreal-engine/ # https://docs.unrealengine.com/5.2/en-US/using-python-to-create-and-edit-ik-retargeter-assets-in-unreal-engine/ # Figure out the forward axis for a child bone def get_bone_forward_axis(child_bone_relative_pos): forward = "X+" if abs(child_bone_relative_pos.x) > max(abs(child_bone_relative_pos.y), abs(child_bone_relative_pos.z)): forward = 'X' + forward[1] if abs(child_bone_relative_pos.y) > max(abs(child_bone_relative_pos.x), abs(child_bone_relative_pos.z)): forward = 'Y' + forward[1] if abs(child_bone_relative_pos.z) > max(abs(child_bone_relative_pos.x), abs(child_bone_relative_pos.y)): forward = 'Z' + forward[1] if forward[0] == 'X' and child_bone_relative_pos.x > 0: forward = forward[0] + '+' if forward[0] == 'X' and child_bone_relative_pos.x < 0: forward = forward[0] + '-' if forward[0] == 'Y' and child_bone_relative_pos.y > 0: forward = forward[0] + '+' if forward[0] == 'Y' and child_bone_relative_pos.y < 0: forward = forward[0] + '-' if forward[0] == 'Z' and child_bone_relative_pos.z > 0: forward = forward[0] + '+' if forward[0] == 'Z' and child_bone_relative_pos.z < 0: forward = forward[0] + '-' return forward parser = argparse.ArgumentParser(description = 'Creates an IKRetargetter between two control rigs') parser.add_argument('--sourceIKRig', help='Source IKRig to Use') parser.add_argument('--targetIKRig', help='Target IKRig to Use') args = parser.parse_args() # Retageter name is Source_to_Target asset_tools = unreal.AssetToolsHelpers.get_asset_tools() source_rig_name = args.sourceIKRig.split('.')[-1] target_rig_name = args.targetIKRig.split('.')[-1] # Check if it exists package_path = args.targetIKRig.rsplit('/', 1)[0] + '/' asset_name = source_rig_name.replace('_IKRig', '') + '_to_' + target_rig_name.replace('_IKRig', '') + '_IKRetargeter' rtg = skel_mesh = unreal.load_asset(name = package_path + asset_name ) # If not, create a new one if not rtg: rtg = asset_tools.create_asset( asset_name=asset_name, package_path=package_path, asset_class=unreal.IKRetargeter, factory=unreal.IKRetargetFactory()) # Get the IK Retargeter controller rtg_controller = unreal.IKRetargeterController.get_controller(rtg) # Load the Source and Target IK Rigs source_ik_rig = unreal.load_asset(name = args.sourceIKRig) target_ik_rig = unreal.load_asset(name = args.targetIKRig) source_ikr_controller = unreal.IKRigController.get_controller(source_ik_rig) target_ikr_controller = unreal.IKRigController.get_controller(target_ik_rig) # Load the Source and Target Skeletal Meshes source_ik_mesh = unreal.IKRigController.get_controller(source_ik_rig).get_skeletal_mesh() target_ik_mesh = unreal.IKRigController.get_controller(target_ik_rig).get_skeletal_mesh() # Assign the Source and Target IK Rigs rtg_controller.set_ik_rig(unreal.RetargetSourceOrTarget.SOURCE, source_ik_rig) rtg_controller.set_ik_rig(unreal.RetargetSourceOrTarget.TARGET, target_ik_rig) rtg_controller.auto_map_chains(unreal.AutoMapChainType.EXACT, True) # Get the root rotation source_asset_import_data = source_ik_mesh.get_editor_property('asset_import_data') target_asset_import_data = target_ik_mesh.get_editor_property('asset_import_data') source_force_front_x = source_asset_import_data.get_editor_property('force_front_x_axis') target_force_front_x = target_asset_import_data.get_editor_property('force_front_x_axis') # Rotate the root if needed so the character faces forward if source_force_front_x == False and target_force_front_x == True: rotation_offset = unreal.Rotator() rotation_offset.yaw = 90 rtg_controller.set_rotation_offset_for_retarget_pose_bone("root", rotation_offset.quaternion(), unreal.RetargetSourceOrTarget.TARGET) # Setup the root translation root_chain_settings = rtg_controller.get_retarget_chain_settings('Root') root_chain_fk_settings = root_chain_settings.get_editor_property('fk') root_chain_fk_settings.set_editor_property('translation_mode', unreal.RetargetTranslationMode.ABSOLUTE) rtg_controller.set_retarget_chain_settings('Root', root_chain_settings) # Set the root Settings (not the root chain settings) root_settings = rtg_controller.get_root_settings() root_settings.blend_to_source = 1.0 # Fixes a hitch in the MM_Run_Fwd conversion rtg_controller.set_root_settings(root_settings) # Get the bone limit data bone_limits = DTUControlRigHelpers.get_bone_limits_from_skeletalmesh(target_ik_mesh) # Align chains source_skeleton = source_ik_mesh.get_editor_property('skeleton') target_skeleton = target_ik_mesh.get_editor_property('skeleton') source_reference_pose = source_skeleton.get_reference_pose() target_reference_pose = target_skeleton.get_reference_pose() def single_axis_bend(target_bone, source_bone): axis_x, axis_y, axis_z = bone_limits[str(target_bone)].get_preferred_angle() source_bone_transform = source_reference_pose.get_ref_bone_pose(source_bone, space=unreal.AnimPoseSpaces.LOCAL) source_bone_rotation = source_bone_transform.get_editor_property('rotation').rotator() source_angle = abs(max(source_bone_rotation.get_editor_property("pitch"), source_bone_rotation.get_editor_property("yaw"), source_bone_rotation.get_editor_property("roll"), key=lambda x: abs(x))) new_rot = unreal.Rotator() if axis_x > 0.01: new_rot.set_editor_property('roll', source_angle) #X if axis_x < -0.01: new_rot.set_editor_property('roll', source_angle * -1.0) #X if axis_y > 0.01: new_rot.set_editor_property('pitch', source_angle) #Y if axis_y < -0.01: new_rot.set_editor_property('pitch', source_angle * -1.0) #Y if axis_z > 0.01: new_rot.set_editor_property('yaw', source_angle) #Z if axis_z < -0.01: new_rot.set_editor_property('yaw', source_angle * -1.0) #Z rtg_controller.set_rotation_offset_for_retarget_pose_bone(target_bone, new_rot.quaternion(), unreal.RetargetSourceOrTarget.TARGET) def dual_axis_target_bend(target_bone, source_bone, target_end_bone, source_end_bone): source_bone_transform = source_reference_pose.get_ref_bone_pose(source_bone, space=unreal.AnimPoseSpaces.WORLD) source_end_bone_transform = source_reference_pose.get_ref_bone_pose(source_end_bone, space=unreal.AnimPoseSpaces.WORLD) source_relative_position = source_end_bone_transform.get_editor_property('translation') - source_bone_transform.get_editor_property('translation') # Fix the axis if the target character is facing right if source_force_front_x == False and target_force_front_x == True: new_relative_position = unreal.Vector() new_relative_position.x = source_relative_position.y * -1.0 new_relative_position.y = source_relative_position.x * -1.0 new_relative_position.z = source_relative_position.z source_relative_position = new_relative_position target_bone_transform_world = target_reference_pose.get_ref_bone_pose(target_bone, space=unreal.AnimPoseSpaces.WORLD) target_end_bone_transform_world = target_reference_pose.get_ref_bone_pose(target_end_bone, space=unreal.AnimPoseSpaces.WORLD) target_relative_position = target_end_bone_transform_world.get_editor_property('translation') - target_bone_transform_world.get_editor_property('translation') target_position = target_bone_transform_world.get_editor_property('translation') + source_relative_position #- (target_relative_position - source_relative_position) new_pos = target_bone_transform_world.inverse_transform_location(target_position) target_child_bone = unreal.DazToUnrealBlueprintUtils.get_next_bone(target_skeleton, target_bone, target_end_bone) target_child_bone_transform_local = target_reference_pose.get_ref_bone_pose(target_child_bone, space=unreal.AnimPoseSpaces.LOCAL) forward_direction = get_bone_forward_axis(target_child_bone_transform_local.get_editor_property('translation')) # Make a rotator to point the joints at the new new_rot = unreal.Rotator() if forward_direction[0] == 'X': y_rot = unreal.MathLibrary.deg_atan(new_pos.z / new_pos.x) * -1.0 z_rot = unreal.MathLibrary.deg_atan(new_pos.y / new_pos.x) new_rot.set_editor_property('pitch', y_rot) #Y new_rot.set_editor_property('yaw', z_rot) #Z if forward_direction == 'Y+': x_rot = unreal.MathLibrary.deg_atan(new_pos.z / new_pos.y) #* -1.0 z_rot = unreal.MathLibrary.deg_atan(new_pos.x / new_pos.y) * -1.0 new_rot.set_editor_property('yaw', z_rot) #Z new_rot.set_editor_property('roll', x_rot) #X if forward_direction == 'Y-': x_rot = unreal.MathLibrary.deg_atan(new_pos.z / new_pos.y) * -1.0 z_rot = unreal.MathLibrary.deg_atan(new_pos.x / new_pos.y) * -1.0 new_rot.set_editor_property('yaw', z_rot) #Z new_rot.set_editor_property('roll', x_rot) #X if forward_direction[0] == 'Z': x_rot = unreal.MathLibrary.deg_atan(new_pos.y / new_pos.z) y_rot = unreal.MathLibrary.deg_atan(new_pos.x / new_pos.z) * -1.0 new_rot.set_editor_property('roll', x_rot) #X new_rot.set_editor_property('pitch', y_rot) #Y # Set the new rotation on the joint rtg_controller.set_rotation_offset_for_retarget_pose_bone(target_bone, new_rot.quaternion(), unreal.RetargetSourceOrTarget.TARGET) # Single Axis Bends (Elbow, Knee, etc) for chain in ['LeftArm', 'RightArm', 'LeftLeg', 'RightLeg']: source_start_bone = source_ikr_controller.get_retarget_chain_start_bone(chain) source_end_bone = source_ikr_controller.get_retarget_chain_end_bone(chain) target_start_bone = target_ikr_controller.get_retarget_chain_start_bone(chain) target_end_bone = target_ikr_controller.get_retarget_chain_end_bone(chain) target_bone = unreal.DazToUnrealBlueprintUtils.get_next_bone(target_skeleton, target_start_bone, target_end_bone) source_bone = unreal.DazToUnrealBlueprintUtils.get_next_bone(source_skeleton, source_start_bone, source_end_bone) single_axis_bend(target_bone, source_bone) # Dual Axis Bends (Elbow, Knee, etc) for chain in ['LeftArm', 'RightArm', 'LeftLeg', 'RightLeg']: source_start_bone = source_ikr_controller.get_retarget_chain_start_bone(chain) source_end_bone = source_ikr_controller.get_retarget_chain_end_bone(chain) target_start_bone = target_ikr_controller.get_retarget_chain_start_bone(chain) target_end_bone = target_ikr_controller.get_retarget_chain_end_bone(chain) # Get the joint (elbow, knee) target_joint_bone = unreal.DazToUnrealBlueprintUtils.get_next_bone(target_skeleton, target_start_bone, target_end_bone) source_joint_bone = unreal.DazToUnrealBlueprintUtils.get_next_bone(source_skeleton, source_start_bone, source_end_bone) # Got one deeper (hand, foot) target_end_bone = unreal.DazToUnrealBlueprintUtils.get_next_bone(target_skeleton, target_joint_bone, target_end_bone) source_end_bone = unreal.DazToUnrealBlueprintUtils.get_next_bone(source_skeleton, source_joint_bone, source_end_bone) dual_axis_target_bend(target_start_bone, source_start_bone, target_end_bone, source_end_bone) # Single Axis Chains (fingers) for chain in ['RightThumb', 'RightIndex', 'RightMiddle', 'RightRing', 'RightPinky', 'LeftThumb', 'LeftIndex', 'LeftMiddle', 'LeftRing', 'LeftPinky']: source_start_bone = source_ikr_controller.get_retarget_chain_start_bone(chain) source_end_bone = source_ikr_controller.get_retarget_chain_end_bone(chain) target_start_bone = target_ikr_controller.get_retarget_chain_start_bone(chain) target_end_bone = target_ikr_controller.get_retarget_chain_end_bone(chain) while target_start_bone and source_start_bone and target_start_bone != target_end_bone and source_start_bone != source_end_bone: target_bone = unreal.DazToUnrealBlueprintUtils.get_next_bone(target_skeleton, target_start_bone, target_end_bone) source_bone = unreal.DazToUnrealBlueprintUtils.get_next_bone(source_skeleton, source_start_bone, source_end_bone) single_axis_bend(target_bone, source_bone) target_start_bone = target_bone source_start_bone = source_bone
# Copyright (C) 2024 Louis Vottero [email protected] All rights reserved. from . import graph as unreal_graph from .. import util if util.in_unreal: import unreal def get_bones(control_rig=None, return_names=False): rig = None if control_rig: rig = control_rig else: rig = unreal_graph.get_current_control_rig() if not rig: util.warning('No control rig found') return elements = rig.hierarchy.get_all_keys() found = [] for element in elements: if element.type == unreal.RigElementType.BONE: if return_names: element = str(element.name) found.append(element) else: found.append(element) return found
import unreal lst_actors = unreal.EditorLevelLibrary.get_all_level_actors() for act in lst_actors: act_label = act.get_actor_label() print(act_label)
import unreal from PIL import Image import os def process_images(input_files, output_file): img1 = Image.open(input_files[0]) img2 = Image.open(input_files[1]) img3 = Image.open(input_files[2]) width1, height1 = img1.size width2, height2 = img2.size width3, height3 = img3.size gap_width = 12 result_img = Image.new('RGB', (width1 + width2 + width3 + 2 * gap_width, max(height1, height2, height3)), color='#aeaeae') result_img.paste(img1, (0, 0)) result_img.paste(img2, (width1 + gap_width, 0)) result_img.paste(img3, (width1 + width2 + 2 * gap_width, 0)) result_img.save(output_file) # Remove input images for file in input_files: os.remove(file) saveDataDir = unreal.Paths.project_saved_dir() screenshotsDir = saveDataDir + "/project/" input_directory = screenshotsDir + "/Process/" output_directory = screenshotsDir # Create the input and output directories if they do not exist os.makedirs(input_directory, exist_ok=True) os.makedirs(output_directory, exist_ok=True) png_files = sorted([f for f in os.listdir(input_directory) if f.endswith('.png')]) for i in range(0, len(png_files), 3): input_files = [os.path.join(input_directory, png_files[i+j]) for j in range(3)] output_file_name = f'{os.path.splitext(png_files[i])[0].replace("_1", "")}_All.png' output_file = os.path.join(output_directory, output_file_name) print(f'Processing {output_file_name}') process_images(input_files, output_file)
import unreal actors = unreal.GameplayStatics.get_all_actors_with_tag(unreal.EditorLevelLibrary.get_editor_world(), unreal.Name('roadsys_decal')) count = 0 for actor in actors: comp = actor.get_component_by_class(unreal.HierarchicalInstancedStaticMeshComponent) level = actor.get_outer() unreal.EditorLevelLibrary.set_current_level_by_name(level.get_path_name().split('.')[-1].split(':')[0]) levelStreaming = unreal.GameplayStatics.get_streaming_level(unreal.EditorLevelLibrary.get_editor_world(), level.get_full_name().split(":")[0]) unreal.log(level.get_full_name()) unreal.log(levelStreaming) static_mesh = comp.static_mesh instance_num = comp.get_instance_count() create_list = [] for i in range(instance_num): trans = comp.get_instance_transform(i, True) new_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.StaticMeshActor, trans.translation) new_actor.set_actor_label('xPCG_Roadsys_decals_{}'.format(count)) new_actor.static_mesh_component.set_static_mesh(static_mesh) new_actor.set_actor_transform(trans, False, False) new_actor.tags = ['roadsys', 'roadsys_decal', static_mesh.get_name()] create_list.append(new_actor) count += 1 # delete bp unreal.EditorLevelLibrary.destroy_actor(actor)
# 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 and HoudiniEngineV2.asyncprocessor.ProcessHDA. ProcessHDA is configured with the asset to instantiate, as well as 2 inputs: a geometry input (a cube) and a curve input (a helix). ProcessHDA is then activiated upon which the asset will be instantiated, inputs set, and cooked. The ProcessHDA class's on_post_processing() function is overridden to fetch the input structure and logged. The other state/phase functions (on_pre_instantiate(), on_post_instantiate() etc) are overridden to simply log the function name, in order to observe progress in the log. """ import math import unreal from HoudiniEngineV2.asyncprocessor import ProcessHDA _g_processor = None class ProcessHDAExample(ProcessHDA): @staticmethod 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)) elif isinstance(in_input, unreal.HoudiniPublicAPICurveInput): print('\t\tbCookOnCurveChanged: {0}'.format(in_input.cook_on_curve_changed)) print('\t\tbAddRotAndScaleAttributesOnCurves: {0}'.format(in_input.add_rot_and_scale_attributes_on_curves)) 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, 'supports_transform_offset') and in_input.supports_transform_offset(): print('\t\t\tObject Transform Offset: {0}'.format(in_input.get_input_object_transform_offset(idx))) if isinstance(input_object, unreal.HoudiniPublicAPICurveInputObject): print('\t\t\tbClosed: {0}'.format(input_object.is_closed())) print('\t\t\tCurveMethod: {0}'.format(input_object.get_curve_method())) print('\t\t\tCurveType: {0}'.format(input_object.get_curve_type())) print('\t\t\tReversed: {0}'.format(input_object.is_reversed())) print('\t\t\tCurvePoints: {0}'.format(input_object.get_curve_points())) def on_failure(self): print('on_failure') global _g_processor _g_processor = None def on_complete(self): print('on_complete') global _g_processor _g_processor = None def on_pre_instantiation(self): print('on_pre_instantiation') def on_post_instantiation(self): print('on_post_instantiation') def on_post_auto_cook(self, cook_success): print('on_post_auto_cook, success = {0}'.format(cook_success)) def on_pre_process(self): print('on_pre_process') def on_post_processing(self): print('on_post_processing') # Fetch inputs, iterate over it and log node_inputs = self.asset_wrapper.get_inputs_at_indices() parm_inputs = self.asset_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)) self._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)) self._print_api_input(input_wrapper) def on_post_auto_bake(self, bake_success): print('on_post_auto_bake, succes = {0}'.format(bake_success)) def get_test_hda_path(): return '/project/.copy_to_curve_1_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 build_inputs(): print('configure_inputs') # get the API singleton houdini_api = unreal.HoudiniPublicAPIBlueprintLib.get_api() node_inputs = {} # Create a geo input geo_input = houdini_api.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_object = get_geo_asset() geo_input.set_input_objects((geo_object, )) # store the input data to the HDA as node input 0 node_inputs[0] = geo_input # Create a curve input curve_input = houdini_api.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, )) # Store the input data to the HDA as node input 1 node_inputs[1] = curve_input return node_inputs def run(): # Create the processor with preconfigured inputs global _g_processor _g_processor = ProcessHDAExample( get_test_hda(), node_inputs=build_inputs()) # Activate the processor, this will starts instantiation, and then cook if not _g_processor.activate(): unreal.log_warning('Activation failed.') else: unreal.log('Activated!') if __name__ == '__main__': run()
import unreal from ueGear.controlrig.paths import CONTROL_RIG_FUNCTION_PATH import ueGear.controlrig.manager as ueMan from ueGear.controlrig.components import base_component, EPIC_control_01 from ueGear.controlrig.helpers import controls # TODO: # [ ] Multiple joints can be generated by the component # [ ] The start of each bone should have its own fk control. # [ ] The end joint should be driven the "head" fk control class Component(base_component.UEComponent): name = "neck" mgear_component = "EPIC_neck_01" def __init__(self): super().__init__() self.functions = {'construction_functions': ['construct_neck'], 'forward_functions': ['forward_neck'], 'backwards_functions': ['backwards_neck'], } self.cr_variables = {} # Control Rig Inputs self.cr_inputs = {'construction_functions': ['parent'], 'forward_functions': [], 'backwards_functions': [], } # Control Rig Outputs self.cr_output = {'construction_functions': ['root'], 'forward_functions': [], 'backwards_functions': [], } # mGear self.inputs = [] self.outputs = [] def create_functions(self, controller: unreal.RigVMController = None): if controller is None: return # calls the super method super().create_functions(controller) # Generate Function Nodes for evaluation_path in self.functions.keys(): # Skip the forward function creation if no joints are needed to be driven if evaluation_path == 'forward_functions' and self.metadata.joints is None: continue # Skip the backwards function creation if no joints are needed to be driven if evaluation_path == 'backwards_functions' and self.metadata.joints is None: continue for cr_func in self.functions[evaluation_path]: new_node_name = f"{self.name}_{cr_func}" ue_cr_node = controller.get_graph().find_node_by_name(new_node_name) # Create Component if doesn't exist if ue_cr_node is None: ue_cr_ref_node = controller.add_external_function_reference_node(CONTROL_RIG_FUNCTION_PATH, cr_func, unreal.Vector2D(0.0, 0.0), node_name=new_node_name) # In Unreal, Ref Node inherits from Node ue_cr_node = ue_cr_ref_node else: # if exists, add it to the nodes self.nodes[evaluation_path].append(ue_cr_node) unreal.log_error(f" Cannot create function {new_node_name}, it already exists") continue self.nodes[evaluation_path].append(ue_cr_node) # Gets the Construction Function Node and sets the control name func_name = self.functions['construction_functions'][0] construct_func = base_component.get_construction_node(self, f"{self.name}_{func_name}") if construct_func is None: unreal.log_error(" Create Functions Error - Cannot find construct singleton node") def populate_bones(self, bones: list[unreal.RigBoneElement] = None, controller: unreal.RigVMController = None): """ populates the bone shoulder joint node """ if bones is None or len(bones) < 3: unreal.log_error(f"[Bone Populate] Failed no Bones found: Found {len(bones)} bones") return if controller is None: unreal.log_error("[Bone Populate] Failed no Controller found") return for bone in bones: bone_name = bone.key.name # Unique name for this skeleton node array array_node_name = f"{self.metadata.fullname}_RigUnit_ItemArray" # node doesn't exists, create the joint node if not controller.get_graph().find_node_by_name(array_node_name): self._init_master_joint_node(controller, array_node_name, bones) node = controller.get_graph().find_node_by_name(array_node_name) self.add_misc_function(node) def init_input_data(self, controller: unreal.RigVMController): self._connect_bones(controller) def _connect_bones(self, controller: unreal.RigVMController): """Connects the bone array list to the construction node""" bone_node_name = f"{self.metadata.fullname}_RigUnit_ItemArray" construction_node_name = self.nodes["construction_functions"][0].get_name() forward_node_name = self.nodes["forward_functions"][0].get_name() backwards_node_name = self.nodes["backwards_functions"][0].get_name() controller.add_link(f'{bone_node_name}.Items', f'{construction_node_name}.fk_joints') controller.add_link(f'{bone_node_name}.Items', f'{forward_node_name}.Array') controller.add_link(f'{bone_node_name}.Items', f'{backwards_node_name}.fk_joints') def populate_control_scale(self, controller: unreal.RigVMController): """ Generates a scale value per a control """ import ueGear.controlrig.manager as ueMan # Generates the array node array_name = ueMan.create_array_node(f"{self.metadata.fullname}_control_scales", controller) array_node = controller.get_graph().find_node_by_name(array_name) self.add_misc_function(array_node) # connects the node of scales to the construction node construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{array_name}.Array', f'{construction_func_name}.control_sizes') pins_exist = ueMan.array_node_has_pins(array_name, controller) reduce_ratio = 4.0 """Magic number to try and get the maya control scale to be similar to that of unreal. As the mGear uses a square and ueGear uses a cirlce. """ pin_index = 0 # Calculates the unreal scale for the control and populates it into the array node. for control_name in self.metadata.controls: aabb = self.metadata.controls_aabb[control_name] unreal_size = [round(element / reduce_ratio, 4) for element in aabb[1]] # todo: this is a test implementation for the spine, for a more robust validation, each axis should be checked. # rudementary way to check if the bounding box might be flat, if it is then # the first value if applied onto the axis if unreal_size[0] == unreal_size[1] and unreal_size[2] < 1.0: unreal_size[2] = unreal_size[0] if not pins_exist: existing_pin_count = len(array_node.get_pins()[0].get_sub_pins()) if existing_pin_count < len(self.metadata.controls_aabb): controller.insert_array_pin(f'{array_name}.Values', -1, '') controller.set_pin_default_value(f'{array_name}.Values.{pin_index}', f'(X={unreal_size[0]},Y={unreal_size[1]},Z={unreal_size[2]})', False) pin_index += 1 def populate_control_names(self, controller: unreal.RigVMController): import ueGear.controlrig.manager as ueMan names_node = ueMan.create_array_node(f"{self.metadata.fullname}_control_names", controller) node_names = controller.get_graph().find_node_by_name(names_node) self.add_misc_function(node_names) # Connecting nodes needs to occur first, else the array node does not know the type and will not accept default # values construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{names_node}.Array', f'{construction_func_name}.fk_names') # Checks the pins name_pins_exist = ueMan.array_node_has_pins(names_node, controller) pin_index = 0 for control_name in self.metadata.controls: if not name_pins_exist: found_node = controller.get_graph().find_node_by_name(names_node) existing_pin_count = len(found_node.get_pins()[0].get_sub_pins()) if existing_pin_count < len(self.metadata.controls): controller.insert_array_pin(f'{names_node}.Values', -1, '') controller.set_pin_default_value(f'{names_node}.Values.{pin_index}', control_name, False) pin_index += 1 def populate_control_transforms(self, controller: unreal.RigVMController = None): """Updates the transform data for the controls generated, with the data from the mgear json file. """ import ueGear.controlrig.manager as ueMan trans_node = ueMan.create_array_node(f"{self.metadata.fullname}_control_transforms", controller) node_trans = controller.get_graph().find_node_by_name(trans_node) self.add_misc_function(node_trans) # Connecting nodes needs to occur first, else the array node does not know the type and will not accept default # values construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{trans_node}.Array', f'{construction_func_name}.control_transforms') # Checks the pins trans_pins_exist = ueMan.array_node_has_pins(trans_node, controller) pin_index = 0 for control_name in self.metadata.controls: control_transform = self.metadata.control_transforms[control_name] if not trans_pins_exist: found_node = controller.get_graph().find_node_by_name(trans_node) existing_pin_count = len(found_node.get_pins()[0].get_sub_pins()) if existing_pin_count < len(self.metadata.controls): controller.insert_array_pin(f'{trans_node}.Values', -1, '') quat = control_transform.rotation pos = control_transform.translation controller.set_pin_default_value(f"{trans_node}.Values.{pin_index}", f"(Rotation=(X={quat.x},Y={quat.y},Z={quat.z},W={quat.w}), " f"Translation=(X={pos.x},Y={pos.y},Z={pos.z})," f"Scale3D=(X=1.000000,Y=1.000000,Z=1.000000))", True) pin_index += 1 # TODO: setup an init_controls method and move this method and the populate controls method into it self.populate_control_names(controller) self.populate_control_scale(controller) self.populate_control_shape_offset(controller) self.populate_control_colour(controller) def populate_control_colour(self, controller): cr_func = self.functions["construction_functions"][0] construction_node = f"{self.name}_{cr_func}" for i, control_name in enumerate(self.metadata.controls): colour = self.metadata.controls_colour[control_name] controller.insert_array_pin(f'{construction_node}.control_colours', -1, '') controller.set_pin_default_value(f'{construction_node}.control_colours.{i}.R', f"{colour[0]}", False) controller.set_pin_default_value(f'{construction_node}.control_colours.{i}.G', f"{colour[1]}", False) controller.set_pin_default_value(f'{construction_node}.control_colours.{i}.B', f"{colour[2]}", False) controller.set_pin_default_value(f'{construction_node}.control_colours.{i}.A', "1", False) def populate_control_shape_offset(self, controller: unreal.RigVMController): """ As some controls have there pivot at the same position as the transform, but the control is actually moved away from that pivot point. We use the bounding box position as an offset for the control shape. """ import ueGear.controlrig.manager as ueMan # Generates the array node array_name = ueMan.create_array_node(f"{self.metadata.fullname}_control_offset", controller) array_node = controller.get_graph().find_node_by_name(array_name) self.add_misc_function(array_node) # connects the node of scales to the construction node construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{array_name}.Array', f'{construction_func_name}.control_offsets') pins_exist = ueMan.array_node_has_pins(array_name, controller) pin_index = 0 for control_name in self.metadata.controls: aabb = self.metadata.controls_aabb[control_name] bb_center = aabb[0] if not pins_exist: existing_pin_count = len(array_node.get_pins()[0].get_sub_pins()) if existing_pin_count < len(self.metadata.controls_aabb): controller.insert_array_pin(f'{array_name}.Values', -1, '') controller.set_pin_default_value(f'{array_name}.Values.{pin_index}', f'(X={bb_center[0]},Y={bb_center[1]},Z={bb_center[2]})', False) pin_index += 1 class ManualComponent(Component): name = "EPIC_neck_01" def __init__(self): super().__init__() self.functions = {'construction_functions': ['manual_construct_neck'], 'forward_functions': ['forward_neck'], 'backwards_functions': ['backwards_neck'], } self.is_manual = True # These are the roles that will be parented directly under the parent component. self.root_control_children = ["ik", "fk0"] self.hierarchy_schematic_roles = {} # Default to fall back onto self.default_shape = "Box_Thick" self.control_shape = { "ik": "Box_Thick", "head": "Box_Thick" } # ignores building the controls with the specific role self.skip_roles = ["ik"] def create_functions(self, controller: unreal.RigVMController): EPIC_control_01.ManualComponent.create_functions(self, controller) self.setup_dynamic_hierarchy_roles(self.metadata.settings['division'], end_control_role="head") def setup_dynamic_hierarchy_roles(self, fk_count, end_control_role=None): """Manual controls have some dynamic control creation. This function sets up the control relationship for the dynamic control hierarchy.""" # Calculate the amount of fk's based on the division amount for i in range(fk_count): parent_role = f"fk{i}" child_index = i+1 child_role = f"fk{child_index}" # end of the fk chain, parent the end control if one specified if child_index >= fk_count: if end_control_role: self.hierarchy_schematic_roles[parent_role] = [end_control_role] continue self.hierarchy_schematic_roles[parent_role] = [child_role] def initialize_hierarchy(self, hierarchy_controller: unreal.RigHierarchyController): """Performs the hierarchical restructuring of the internal components controls""" # Parent control hierarchy using roles for parent_role in self.hierarchy_schematic_roles.keys(): child_roles = self.hierarchy_schematic_roles[parent_role] parent_ctrl = self.control_by_role[parent_role] for child_role in child_roles: child_ctrl = self.control_by_role[child_role] hierarchy_controller.set_parent(child_ctrl.rig_key, parent_ctrl.rig_key) def generate_manual_controls(self, hierarchy_controller: unreal.RigHierarchyController): """Creates all the manual controls for the Spine""" # Stores the controls by Name control_table = dict() for control_name in self.metadata.controls: new_control = controls.CR_Control(name=control_name) role = self.metadata.controls_role[control_name] # Skip a control that contains a role that has any of the keywords to skip if any([skip in role for skip in self.skip_roles]): continue # stored metadata values control_transform = self.metadata.control_transforms[control_name] control_colour = self.metadata.controls_colour[control_name] control_aabb = self.metadata.controls_aabb[control_name] control_offset = control_aabb[0] control_scale = [control_aabb[1][0] / 4.0, control_aabb[1][1] / 4.0, control_aabb[1][2] / 4.0] # Set the colour, required before build new_control.colour = control_colour if role not in self.control_shape.keys(): new_control.shape_name = self.default_shape else: new_control.shape_name = self.control_shape[role] # Generate the Control new_control.build(hierarchy_controller) # Sets the controls position, and offset translation and scale of the shape new_control.set_transform(quat_transform=control_transform) new_control.shape_transform_global(pos=control_offset, scale=control_scale, rotation=[90,0,0]) control_table[control_name] = new_control # Stores the control by role, for loopup purposes later self.control_by_role[role] = new_control self.initialize_hierarchy(hierarchy_controller) def populate_control_transforms(self, controller: unreal.RigVMController = None): construction_func_name = self.nodes["construction_functions"][0].get_name() fk_controls = [] ik_controls = [] for role_key in self.control_by_role.keys(): # Generates the list of fk controls if 'fk' in role_key or "head" in role_key: control = self.control_by_role[role_key] fk_controls.append(control) else: control = self.control_by_role[role_key] ik_controls.append(control) def update_input_plug(plug_name, control_list): """ Simple helper function making the plug population reusable for ik and fk """ control_metadata = [] for entry in control_list: if entry.rig_key.type == unreal.RigElementType.CONTROL: t = "Control" if entry.rig_key.type == unreal.RigElementType.NULL: t = "Null" n = entry.rig_key.name entry = f'(Type={t}, Name="{n}")' control_metadata.append(entry) concatinated_controls = ",".join(control_metadata) controller.set_pin_default_value( f'{construction_func_name}.{plug_name}', f"({concatinated_controls})", True, setup_undo_redo=True, merge_undo_action=True) update_input_plug("ik_controls", ik_controls) update_input_plug("fk_controls", fk_controls)
๏ปฟ# coding: utf-8 from asyncio.windows_events import NULL from platform import java_ver 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) 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] hierarchy = unreal.ControlRigBlueprintLibrary.get_hierarchy(rig) h_con = hierarchy.get_controller() r_con = rig.get_controller() graph = r_con.get_graph() node = graph.get_nodes() def checkAndSwapPinBoneToContorl(pin): subpins = pin.get_sub_pins() #print(subpins) if (len(subpins) != 2): return; typePin = pin.find_sub_pin('Type') namePin = pin.find_sub_pin('Name') #if (typePin==None or namePin==None): if (typePin==None): return; #if (typePin.get_default_value() == '' or namePin.get_default_value() == ''): if (typePin.get_default_value() == ''): return; if (typePin.get_default_value() != 'Bone'): return; print(typePin.get_default_value() + ' : ' + namePin.get_default_value()) r_con.set_pin_default_value(typePin.get_pin_path(), 'Control', True, False) print('swap end') #end check pin bonePin = None controlPin = None while(len(hierarchy.get_bones()) > 0): e = hierarchy.get_bones()[-1] h_con.remove_all_parents(e) h_con.remove_element(e) h_con.import_bones(unreal.ControlRigBlueprintLibrary.get_preview_mesh(rig).skeleton) ## for n in node: pins = n.get_pins() for pin in pins: if (pin.is_array()): if (pin.get_array_size() > 40): # long bone list typePin = pin.get_sub_pins()[0].find_sub_pin('Type') if (typePin != None): if (typePin.get_default_value() == 'Bone'): bonePin = pin continue if (typePin.get_default_value() == 'Control'): if ('Name="pelvis"' in r_con.get_pin_default_value(n.find_pin('Items').get_pin_path())): controlPin = pin continue for item in pin.get_sub_pins(): checkAndSwapPinBoneToContorl(item) else: checkAndSwapPinBoneToContorl(pin) for e in hierarchy.get_controls(): tmp = "{}".format(e.name) if (tmp.endswith('_ctrl') == False): continue if (tmp.startswith('thumb_0') or tmp.startswith('index_0') or tmp.startswith('middle_0') or tmp.startswith('ring_0') or tmp.startswith('pinky_0')): print('') else: continue c = hierarchy.find_control(e) print(e.name) #ttt = unreal.RigComputedTransform(transform=[[0.0, 0.0, 2.0], [90.0, 0.0, 0.0], [0.03, 0.03, 0.25]]) #ttt = unreal.RigComputedTransform(transform=[[0.0, 0.0, 2.0], [90.0, 0.0, 0.0], [0.03, 0.03, 0.25]]) ttt = unreal.Transform(location=[0.0, 0.0, 2.0], rotation=[0.0, 0.0, 90.0], scale=[0.03, 0.03, 0.25]) hierarchy.set_control_shape_transform(e, ttt, True) ''' shape = c.get_editor_property('shape') init = shape.get_editor_property('initial') #init = shape.get_editor_property('current') local = init.get_editor_property('local') local = ttt init.set_editor_property('local', local) gl = init.get_editor_property('global_') gl = ttt init.set_editor_property('global_', gl) shape.set_editor_property('initial', init) shape.set_editor_property('current', init) c.set_editor_property('shape', shape) ''' ### swapBoneTable = [ ["Root",""], ["Pelvis","hips"], ["spine_01","spine"], ["spine_02","chest"], ["spine_03","upperChest"], ["clavicle_l","leftShoulder"], ["UpperArm_L","leftUpperArm"], ["lowerarm_l","leftLowerArm"], ["Hand_L","leftHand"], ["index_01_l","leftIndexProximal"], ["index_02_l","leftIndexIntermediate"], ["index_03_l","leftIndexDistal"], ["middle_01_l","leftMiddleProximal"], ["middle_02_l","leftMiddleIntermediate"], ["middle_03_l","leftMiddleDistal"], ["pinky_01_l","leftLittleProximal"], ["pinky_02_l","leftLittleIntermediate"], ["pinky_03_l","leftLittleDistal"], ["ring_01_l","leftRingProximal"], ["ring_02_l","leftRingIntermediate"], ["ring_03_l","leftRingDistal"], ["thumb_01_l","leftThumbProximal"], ["thumb_02_l","leftThumbIntermediate"], ["thumb_03_l","leftThumbDistal"], ["lowerarm_twist_01_l",""], ["upperarm_twist_01_l",""], ["clavicle_r","rightShoulder"], ["UpperArm_R","rightUpperArm"], ["lowerarm_r","rightLowerArm"], ["Hand_R","rightHand"], ["index_01_r","rightIndexProximal"], ["index_02_r","rightIndexIntermediate"], ["index_03_r","rightIndexDistal"], ["middle_01_r","rightMiddleProximal"], ["middle_02_r","rightMiddleIntermediate"], ["middle_03_r","rightMiddleDistal"], ["pinky_01_r","rightLittleProximal"], ["pinky_02_r","rightLittleIntermediate"], ["pinky_03_r","rightLittleDistal"], ["ring_01_r","rightRingProximal"], ["ring_02_r","rightRingIntermediate"], ["ring_03_r","rightRingDistal"], ["thumb_01_r","rightThumbProximal"], ["thumb_02_r","rightThumbIntermediate"], ["thumb_03_r","rightThumbDistal"], ["lowerarm_twist_01_r",""], ["upperarm_twist_01_r",""], ["neck_01","neck"], ["head","head"], ["Thigh_L","leftUpperLeg"], ["calf_l","leftLowerLeg"], ["calf_twist_01_l",""], ["Foot_L","leftFoot"], ["ball_l","leftToes"], ["thigh_twist_01_l",""], ["Thigh_R","rightUpperLeg"], ["calf_r","rightLowerLeg"], ["calf_twist_01_r",""], ["Foot_R","rightFoot"], ["ball_r","rightToes"], ["thigh_twist_01_r",""], ["index_metacarpal_l",""], ["index_metacarpal_r",""], ["middle_metacarpal_l",""], ["middle_metacarpal_r",""], ["ring_metacarpal_l",""], ["ring_metacarpal_r",""], ["pinky_metacarpal_l",""], ["pinky_metacarpal_r",""], #custom ["eye_l", "leftEye"], ["eye_r", "rightEye"], ] 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 ] for i in range(len(humanoidBoneList)): humanoidBoneList[i] = humanoidBoneList[i].lower() for i in range(len(swapBoneTable)): swapBoneTable[i][0] = swapBoneTable[i][0].lower() swapBoneTable[i][1] = swapBoneTable[i][1].lower() ### ๅ…จใฆใฎ้ชจ modelBoneElementList = [] modelBoneNameList = [] for e in hierarchy.get_bones(): if (e.type == unreal.RigElementType.BONE): modelBoneElementList.append(e) modelBoneNameList.append("{}".format(e.name)) ## meta ๅ–ๅพ— reg = unreal.AssetRegistryHelpers.get_asset_registry(); a = reg.get_all_assets(); if (args.meta): for aa in a: print(aa.get_editor_property("package_name")) print(aa.get_editor_property("asset_name")) if ((unreal.StringLibrary.conv_name_to_string(aa.get_editor_property("package_name"))+"."+unreal.StringLibrary.conv_name_to_string(aa.get_editor_property("asset_name"))) == unreal.StringLibrary.conv_name_to_string(args.meta)): #if (aa.get_editor_property("object_path") == args.meta): v:unreal.VrmMetaObject = aa vv = aa.get_asset() break if (vv == None): for aa in a: if ((unreal.StringLibrary.conv_name_to_string(aa.get_editor_property("package_name"))+"."+unreal.StringLibrary.conv_name_to_string(aa.get_editor_property("asset_name"))) == unreal.StringLibrary.conv_name_to_string(args.meta)): #if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object break meta = vv # Backwards Bone Names allBackwardsNode = [] def r_nodes(node): b = False try: allBackwardsNode.index(node) except: b = True if (b == True): allBackwardsNode.append(node) linknode = node.get_linked_source_nodes() for n in linknode: r_nodes(n) linknode = node.get_linked_target_nodes() for n in linknode: r_nodes(n) for n in node: if (n.get_node_title() == 'Backwards Solve'): r_nodes(n) print(len(allBackwardsNode)) print(len(node)) def boneOverride(pin): subpins = pin.get_sub_pins() if (len(subpins) != 2): return typePin = pin.find_sub_pin('Type') namePin = pin.find_sub_pin('Name') if (typePin==None): return if (namePin==None): return controlName = namePin.get_default_value() if (controlName==''): return if (controlName.endswith('_ctrl')): return if (controlName.endswith('_space')): return r_con.set_pin_default_value(typePin.get_pin_path(), 'Bone', True, False) table = [i for i in swapBoneTable if i[0]==controlName] if (len(table) == 0): # use node or no control return if (table[0][0] == 'root'): metaTable = "{}".format(hierarchy.get_bones()[0].name) else: metaTable = meta.humanoid_bone_table.get(table[0][1]) if (metaTable == None): metaTable = 'None' #print(table[0][1]) #print('<<') #print(controlName) #print('<<<') #print(metaTable) r_con.set_pin_default_value(namePin.get_pin_path(), metaTable, True, False) #for e in meta.humanoid_bone_table: for n in allBackwardsNode: pins = n.get_pins() for pin in pins: if (pin.is_array()): # finger ็„กๅค‰ๆ›ใƒใ‚งใƒƒใ‚ฏ linknode = n.get_linked_target_nodes() if (len(linknode) == 1): if (linknode[0].get_node_title()=='At'): continue for p in pin.get_sub_pins(): boneOverride(p) else: boneOverride(pin) #sfsdjfkasjk ### ้ชจๅๅฏพๅฟœ่กจใ€‚Humanoidๅ -> Modelๅ humanoidBoneToModel = {"" : ""} humanoidBoneToModel.clear() humanoidBoneToMannequin = {"" : ""} humanoidBoneToMannequin.clear() # humanoidBone -> modelBone ใฎใƒ†ใƒผใƒ–ใƒซไฝœใ‚‹ for searchHumanoidBone in humanoidBoneList: bone_h = None for e in meta.humanoid_bone_table: if ("{}".format(e).lower() == searchHumanoidBone): bone_h = e; break; if (bone_h==None): # not found continue bone_m = meta.humanoid_bone_table[bone_h] try: i = modelBoneNameList.index(bone_m) except: i = -1 if (i < 0): # no bone continue humanoidBoneToModel["{}".format(bone_h).lower()] = "{}".format(bone_m) #humanoidBoneToMannequin["{}".format(bone_h).lower()] = "{}".format(bone_m).lower(bone_h) #print(humanoidBoneToModel) #print(bonePin) #print(controlPin) if (bonePin != None and controlPin !=None): r_con.clear_array_pin(bonePin.get_pin_path()) r_con.clear_array_pin(controlPin.get_pin_path()) #c.clear_array_pin(v.get_pin_path()) #tmp = '(Type=Control,Name=' #tmp += "{}".format('aaaaa') #tmp += ')' #r_con.add_array_pin(bonePin.get_pin_path(), default_value=tmp) for e in swapBoneTable: try: i = 0 humanoidBoneToModel[e[1]] except: i = -1 if (i < 0): # no bone continue #e[0] -> grayman #e[1] -> humanoid #humanoidBoneToModel[e[1]] -> modelBone bone = unreal.RigElementKey(unreal.RigElementType.BONE, humanoidBoneToModel[e[1]]) space = unreal.RigElementKey(unreal.RigElementType.NULL, "{}_s".format(e[0])) #print('aaa') #print(bone) #print(space) #p = hierarchy.get_first_parent(humanoidBoneToModel[result[0][1]]) t = hierarchy.get_global_transform(bone) #print(t) hierarchy.set_global_transform(space, t, True) if (bonePin != None and controlPin !=None): tmp = '(Type=Control,Name=' tmp += "{}".format(e[0]) tmp += ')' r_con.add_array_pin(controlPin.get_pin_path(), default_value=tmp, setup_undo_redo=False) tmp = '(Type=Bone,Name=' tmp += "\"{}\"".format(humanoidBoneToModel[e[1]]) tmp += ')' r_con.add_array_pin(bonePin.get_pin_path(), default_value=tmp, setup_undo_redo=False) # for bone name space namePin = bonePin.get_sub_pins()[-1].find_sub_pin('Name') r_con.set_pin_default_value(namePin.get_pin_path(), "{}".format(humanoidBoneToModel[e[1]]), True, False) # skip invalid bone, controller # disable node def disableNode(toNoneNode): print(toNoneNode) print("gfgf") pins = toNoneNode.get_pins() for pin in pins: typePin = pin.find_sub_pin('Type') namePin = pin.find_sub_pin('Name') if (typePin==None or namePin==None): continue print(f'DisablePin {typePin.get_default_value()} : {namePin.get_default_value()}') # control key = unreal.RigElementKey(unreal.RigElementType.CONTROL, "{}".format(namePin.get_default_value())) # disable node r_con.set_pin_default_value(namePin.get_pin_path(), 'None', True, False) if (typePin.get_default_value() == 'Control'): #disable control if (hierarchy.contains(key) == True): settings = h_con.get_control_settings(key) if ("5.1." in unreal.SystemLibrary.get_engine_version()): settings.set_editor_property('shape_visible', False) else: settings.set_editor_property('shape_enabled', False) ttt = hierarchy.get_global_control_shape_transform(key, True) ttt.scale3d.set(0.001, 0.001, 0.001) hierarchy.set_control_shape_transform(key, ttt, True) h_con.set_control_settings(key, settings) for n in node: pins = n.get_pins() for pin in pins: if (pin.is_array()): continue else: typePin = pin.find_sub_pin('Type') namePin = pin.find_sub_pin('Name') if (typePin==None or namePin==None): continue if (typePin.get_default_value() != 'Bone'): continue if (namePin.is_u_object() == True): continue if (len(n.get_linked_source_nodes()) > 0): continue key = unreal.RigElementKey(unreal.RigElementType.BONE, namePin.get_default_value()) if (hierarchy.contains(key) == True): continue print(f'disable linked node from {typePin.get_default_value()} : {namePin.get_default_value()}') for toNoneNode in n.get_linked_target_nodes(): disableNode(toNoneNode) ## morph # -vrm vrm -rig rig -debugeachsave 0 #args.vrm #args.rig command = 'VRM4U_CreateMorphTargetControllerUE5.py ' + '-vrm ' + args.vrm + ' -rig ' + args.rig + ' -debugeachsave 0' print(command) unreal.PythonScriptLibrary.execute_python_command(command) unreal.ControlRigBlueprintLibrary.recompile_vm(rig)
# 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 and HoudiniEngineV2.asyncprocessor.ProcessHDA. ProcessHDA is configured with the asset to instantiate, as well as 2 inputs: a geometry input (a cube) and a curve input (a helix). ProcessHDA is then activiated upon which the asset will be instantiated, inputs set, and cooked. The ProcessHDA class's on_post_processing() function is overridden to fetch the input structure and logged. The other state/phase functions (on_pre_instantiate(), on_post_instantiate() etc) are overridden to simply log the function name, in order to observe progress in the log. """ import math import unreal from HoudiniEngineV2.asyncprocessor import ProcessHDA _g_processor = None class ProcessHDAExample(ProcessHDA): @staticmethod 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)) elif isinstance(in_input, unreal.HoudiniPublicAPICurveInput): print('\t\tbCookOnCurveChanged: {0}'.format(in_input.cook_on_curve_changed)) print('\t\tbAddRotAndScaleAttributesOnCurves: {0}'.format(in_input.add_rot_and_scale_attributes_on_curves)) 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, 'supports_transform_offset') and in_input.supports_transform_offset(): print('\t\t\tObject Transform Offset: {0}'.format(in_input.get_input_object_transform_offset(idx))) if isinstance(input_object, unreal.HoudiniPublicAPICurveInputObject): print('\t\t\tbClosed: {0}'.format(input_object.is_closed())) print('\t\t\tCurveMethod: {0}'.format(input_object.get_curve_method())) print('\t\t\tCurveType: {0}'.format(input_object.get_curve_type())) print('\t\t\tReversed: {0}'.format(input_object.is_reversed())) print('\t\t\tCurvePoints: {0}'.format(input_object.get_curve_points())) def on_failure(self): print('on_failure') global _g_processor _g_processor = None def on_complete(self): print('on_complete') global _g_processor _g_processor = None def on_pre_instantiation(self): print('on_pre_instantiation') def on_post_instantiation(self): print('on_post_instantiation') def on_post_auto_cook(self, cook_success): print('on_post_auto_cook, success = {0}'.format(cook_success)) def on_pre_process(self): print('on_pre_process') def on_post_processing(self): print('on_post_processing') # Fetch inputs, iterate over it and log node_inputs = self.asset_wrapper.get_inputs_at_indices() parm_inputs = self.asset_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)) self._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)) self._print_api_input(input_wrapper) def on_post_auto_bake(self, bake_success): print('on_post_auto_bake, succes = {0}'.format(bake_success)) def get_test_hda_path(): return '/project/.copy_to_curve_1_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 build_inputs(): print('configure_inputs') # get the API singleton houdini_api = unreal.HoudiniPublicAPIBlueprintLib.get_api() node_inputs = {} # Create a geo input geo_input = houdini_api.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_object = get_geo_asset() geo_input.set_input_objects((geo_object, )) # store the input data to the HDA as node input 0 node_inputs[0] = geo_input # Create a curve input curve_input = houdini_api.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, )) # Store the input data to the HDA as node input 1 node_inputs[1] = curve_input return node_inputs def run(): # Create the processor with preconfigured inputs global _g_processor _g_processor = ProcessHDAExample( get_test_hda(), node_inputs=build_inputs()) # Activate the processor, this will starts instantiation, and then cook if not _g_processor.activate(): unreal.log_warning('Activation failed.') else: unreal.log('Activated!') if __name__ == '__main__': run()
import unreal ground_truth_input = "ASplineCar1:car,SM_Ramp2:ramp,SM_Cube4:cube" args = unreal.SystemLibrary.get_command_line() tokens, switches, params = unreal.SystemLibrary.parse_command_line(args); if "ground_truth" in params: ground_truth_input = str(params["ground_truth"]) #separate ground_truth_input by coma gt_requests = ground_truth_input.split(',') actor_names = [] for gt in gt_requests: actor_names.append(gt.split(':')[0]) # Get the editor actor subsystem actor_subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) lst_actors = unreal.EditorLevelLibrary.get_all_level_actors() non_gt_index = len(actor_names) for act in lst_actors: if act.root_component == None: continue actor_in_ground_truth = False act_label = act.get_actor_label() ground_truth_index = non_gt_index for target_actor in actor_names: if target_actor == act_label: #find the index of the ground truth actor in actor_names ground_truth_index = actor_names.index(target_actor) print("Ground truth actor found: " + act_label) print("With Ground Truth Index: " + str(ground_truth_index)) print(actor_names) break children = act.get_components_by_class(unreal.PrimitiveComponent) #find all PrimitiveComponents for child in children: child.set_render_custom_depth(True) child.set_custom_depth_stencil_value(ground_truth_index)
# Copyright Epic Games, Inc. All Rights Reserved. import os import re import unreal import tempfile import flow.cmd import unrealcmd import prettyprinter #------------------------------------------------------------------------------- def _fuzzy_find_code(prompt): import fzf import subprocess as sp rg_args = ( "rg", "--files", "--path-separator=/", "--no-ignore", "-g*.cpp", "-g*.Build.cs", "--ignore-file=" + os.path.abspath(__file__ + "/../../dirs.rgignore"), ) rg = sp.Popen(rg_args, stdout=sp.PIPE, stderr=sp.DEVNULL, stdin=sp.DEVNULL) ret = None for reply in fzf.run(None, prompt=prompt, ext_stdin=rg.stdout): ret = reply break rg.stdout.close() rg.terminate() return ret #------------------------------------------------------------------------------- class _Builder(object): def __init__(self, ue_context): self._args = [] self._ue_context = ue_context self._targets = () self._projected = False self.set_platform(unreal.Platform.get_host()) self.set_variant("development") def set_targets(self, *targets): self._targets = targets def set_platform(self, platform): self._platform = platform def set_variant(self, variant): self._variant = variant def set_projected(self, value=True):self._projected = value def add_args(self, *args): self._args += list(args) def read_actions(self): platform = self._platform variant = self._variant targets = (x.get_name() for x in self._targets) args = self._args projected = any(x.is_project_target() for x in self._targets) if self._projected or projected: if project := self._ue_context.get_project(): args = ("-Project=" + str(project.get_path()), *args) ubt = self._ue_context.get_engine().get_ubt() yield from ubt.read_actions(*targets, platform, variant, *args) #------------------------------------------------------------------------------- class _PrettyPrinter(prettyprinter.Printer): def __init__(self, logger): self._source_re = re.compile(r"^(\s+\[[0-9/]+\]\s+|)([^ ]+\.[a-z]+)") self._error_re = re.compile("([Ee]rror:|ERROR|Exception: |error LNK|error C)") self._warning_re = re.compile("(warning C|[Ww]arning: |note:)") self._progress_re = re.compile(r"^\s*@progress\s+('([^']+)'|\w+)(\s+(\d+))?") self._for_target_re = re.compile(r"^\*\* For ([^\s]+) \*\*") self._percent = 0 self._for_target = "" self._section = None self._logger = logger self._error_file = tempfile.TemporaryFile(mode="w+t") def print_error_summary(self): import textwrap import shutil msg_width = shutil.get_terminal_size(fallback=(9999,0))[0] error_file = self._error_file error_file.seek(0); files = {} for line in error_file: m = re.search(r"\s*(.+\.[a-z]+)[(:](\d+)[,:)0-9]+\s*(.+)$", line[1:]) if not m: continue line_no = int(m.group(2), 0) lines = files.setdefault(m.group(1), {}) msgs = lines.setdefault(line_no, set()) msgs.add((line[0] != "W", m.group(3))) if not files: return print() print(flow.cmd.text.light_yellow("Errors and warnings:")) print() msg_width -= 6 for file_path, lines in files.items(): print(flow.cmd.text.white(file_path)) for line in sorted(lines.keys()): msgs = lines[line] print( " Line", flow.cmd.text.white(line), flow.cmd.text.grey("/ " + os.path.basename(file_path)) ) for is_error, msg in msgs: decorator = flow.cmd.text.light_red if is_error else flow.cmd.text.light_yellow with decorator: for msg_line in textwrap.wrap(msg, width=msg_width): print(" ", msg_line) def _print(self, line): if " Creating library " in line: return progress = self._progress_re.search(line) if progress: next_section = progress.group(2) if next_section: self._percent = min(int(progress.group(3)), 100) if next_section != self._section: self._section = next_section self._logger.print_info(self._section) return if self._error_re.search(line): line = line.lstrip() print("E", line, sep="", file=self._error_file) print(flow.cmd.text.light_red(line)) return if self._warning_re.search(line): line = line.lstrip() if "note:" not in line: print("W", line, sep="", file=self._error_file) print(flow.cmd.text.light_yellow(line)) return for_target = self._for_target_re.search(line) if for_target: for_target = for_target.group(1) self._for_target = for_target[:5] return out = "" if self._section != None: out = flow.cmd.text.grey("%3d%%" % self._percent) + " " source = self._source_re.search(line) if source: spos, epos = source.span(2) if self._for_target: out += flow.cmd.text.grey(self._for_target) out += " " out += line[:spos] out += flow.cmd.text.white(line[spos:epos]) out += line[epos:] else: out += line print(out) #------------------------------------------------------------------------------- class _BuildCmd(unrealcmd.Cmd): """ The 'fileormod' argument allows the build to be constrained to a specific module or source file to. It accepts one of the following forms as input; CoreTest - builds the target's "CoreTest" module CoreTest/SourceFile.cpp - compiles CoreTest/Private/**/SourceFile.cpp path/project/.cpp - absolute or relative single file to compile - - fuzzy find the file/modules to build (single dash) """ _variant = unrealcmd.Arg("development", "The build variant to have the build build") fileormod = unrealcmd.Arg("", "Constrain build to a single file or module") ubtargs = unrealcmd.Arg([str], "Arguments to pass to UnrealBuildTool") clean = unrealcmd.Opt(False, "Cleans the current build") nouht = unrealcmd.Opt(False, "Skips building UnrealHeaderTool") noxge = unrealcmd.Opt(False, "Disables IncrediBuild") analyze = unrealcmd.Opt(("", "visualcpp"), "Run static analysis (add =pvsstudio for PVS)") projected = unrealcmd.Opt(False, "Add the -Project= argument when running UnrealBuildTool") complete_analyze = ("visualcpp", "pvsstudio") #complete_ubtargs = ...see end of file def complete_fileormod(self, prefix): search_roots = ( "Source/Runtime/*", "Source/Developer/*", "Source/Editor/*", ) ue_context = self.get_unreal_context() if prefix: from pathlib import Path for root in search_roots: for suffix in ("./Private/", "./Internal/"): haystack = root[:-1] + prefix + suffix yield from (x.name for x in ue_context.glob(haystack + "**/*.cpp")) else: seen = set() for root in search_roots: for item in (x for x in ue_context.glob(root) if x.is_dir()): if item.name not in seen: seen.add(item.name) yield item.name yield item.name + "/" def _add_file_or_module(self, builder): file_or_module = self.args.fileormod self._constrained_build = bool(file_or_module) if not file_or_module: return if file_or_module == "-": print("Select .cpp/.Build.cs...", end="") file_or_module = _fuzzy_find_code(".build [...] ") if not file_or_module: raise SystemExit if file_or_module.endswith(".Build.cs"): file_or_module = os.path.basename(file_or_module)[:-9] ue_context = self.get_unreal_context() all_modules = True if project := ue_context.get_project(): project_path_str = str(project.get_dir()) all_modules = any(x in project_path_str for x in ("EngineTest", "Samples")) if all_modules: builder.add_args("-AllModules") # If there's no ./\ in the argument then it is deemed to be a module if not any((x in ".\\/") for x in file_or_module): builder.add_args("-Module=" + file_or_module) return # We're expecting a file if os.path.isfile(file_or_module): file_or_module = os.path.abspath(file_or_module) # (...N.B. an elif follows) # Perhaps this is in module/file shorthand? elif shorthand := file_or_module.split("/"): rglob_pattern = "/".join(shorthand[1:]) search_roots = ( "Source/Runtime/", "Source/Developer/", "Source/Editor/", ) for root in search_roots: for item in ue_context.glob(root + shorthand[0]): if file := next(item.rglob(rglob_pattern), None): file_or_module = str(file.resolve()) break builder.add_args("-SingleFile=" + file_or_module) def is_constrained_build(self): return getattr(self, "_constrained_build", False) def get_builder(self): ue_context = self.get_unreal_context() builder = _Builder(ue_context) if self.args.clean: builder.add_args("-Clean") if self.args.nouht: builder.add_args("-NoBuildUHT") if self.args.noxge: builder.add_args("-NoXGE") if self.args.analyze: builder.add_args("-StaticAnalyzer=" + self.args.analyze) if self.args.ubtargs: builder.add_args(*self.args.ubtargs) if self.args.projected: builder.set_projected() # forces -Project= builder.add_args("-Progress") # Handle shortcut to compile a specific module or individual file. self._add_file_or_module(builder) return builder def run_build(self, builder): try: exec_context = self._exec_context except AttributeError: self._exec_context = self.get_exec_context() exec_context = self._exec_context # Inform the user of the current build configuration self.print_info("Build configuration") ue_context = self.get_unreal_context() ubt = ue_context.get_engine().get_ubt() for config in (x for x in ubt.read_configurations() if x.exists()): level = config.get_level() try: for category, name, value in config.read_values(): name = flow.cmd.text.white(name) print(category, ".", name, " = ", value, " (", level.name.title(), ")", sep="") except IOError as e: self.print_warning(f"Failed loading '{config.get_path()}'") self.print_warning(str(e)) continue self.print_info("Running UnrealBuildTool") printer = _PrettyPrinter(self) try: for cmd, args in builder.read_actions(): cmd = exec_context.create_runnable(cmd, *args) printer.run(cmd) if ret := cmd.get_return_code(): break else: return except KeyboardInterrupt: raise KeyboardInterrupt("Waiting for UBT...") finally: printer.print_error_summary() return ret #------------------------------------------------------------------------------- class Build(_BuildCmd, unrealcmd.MultiPlatformCmd): """ Direct access to running UBT """ target = unrealcmd.Arg(str, "Name of the target to build") platform = unrealcmd.Arg("", "Platform to build (default = host)") variant = _BuildCmd._variant def complete_target(self, prefix): ue_context = self.get_unreal_context() yield from (x.name[:-10] for x in ue_context.glob("Source/*.Target.cs")) yield from (x.name[:-10] for x in ue_context.glob("Source/Programs/**/*.Target.cs")) @unrealcmd.Cmd.summarise def main(self): self.use_all_platforms() ue_context = self.get_unreal_context() targets = self.args.target.split() targets = map(ue_context.get_target_by_name, targets) builder = self.get_builder() builder.set_targets(*targets) builder.set_variant(self.args.variant) if self.args.platform: try: platform = self.get_platform(self.args.platform).get_name() except ValueError: platform = self.args.platform builder.set_platform(platform) return self.run_build(builder) #------------------------------------------------------------------------------- class Editor(_BuildCmd, unrealcmd.MultiPlatformCmd): """ Builds the editor. By default the current host platform is targeted. This can be overridden using the '--platform' option to cross-compile the editor.""" variant = _BuildCmd._variant noscw = unrealcmd.Opt(False, "Skip building ShaderCompileWorker") nopak = unrealcmd.Opt(False, "Do not build UnrealPak") nointworker = unrealcmd.Opt(False, "Exclude the implicit InterchangeWorker dependency") platform = unrealcmd.Opt("", "Platform to build the editor for") @unrealcmd.Cmd.summarise def main(self): self.use_all_platforms() builder = self.get_builder() builder.set_variant(self.args.variant) if self.args.platform: platform = self.get_platform(self.args.platform).get_name() builder.set_platform(platform) ue_context = self.get_unreal_context() editor_target = ue_context.get_target_by_type(unreal.TargetType.EDITOR) targets = (editor_target,) editor_only = self.is_constrained_build() # i.e. single file or module editor_only |= bool(self.args.analyze) editor_only |= self.args.variant != "development" if not editor_only: if not self.args.noscw: targets = (*targets, ue_context.get_target_by_name("ShaderCompileWorker")) if not self.args.nopak: targets = (*targets, ue_context.get_target_by_name("UnrealPak")) if not self.args.nointworker: prog_target = ue_context.get_target_by_name("InterchangeWorker") if prog_target.get_type() == unreal.TargetType.PROGRAM: targets = (*targets, prog_target) builder.set_targets(*targets) return self.run_build(builder) #------------------------------------------------------------------------------- class Program(_BuildCmd, unrealcmd.MultiPlatformCmd): """ Builds a program for the current host platform (unless the --platform argument is provided) """ program = unrealcmd.Arg(str, "Target name of the program to build") variant = _BuildCmd._variant platform = unrealcmd.Opt("", "Platform to build the program for") def complete_program(self, prefix): ue_context = self.get_unreal_context() for depth in ("*", "*/*"): for target_cs in ue_context.glob(f"Source/Programs/{depth}/*.Target.cs"): yield target_cs.name[:-10] @unrealcmd.Cmd.summarise def main(self): ue_context = self.get_unreal_context() target = ue_context.get_target_by_name(self.args.program) builder = self.get_builder() builder.set_targets(target) builder.set_variant(self.args.variant) self.use_all_platforms() if self.args.platform: platform = self.get_platform(self.args.platform).get_name() builder.set_platform(platform) return self.run_build(builder) #------------------------------------------------------------------------------- class Server(_BuildCmd, unrealcmd.MultiPlatformCmd): """ Builds the server target for the host platform """ platform = unrealcmd.Arg("", "Platform to build the server for") variant = _BuildCmd._variant complete_platform = ("win64", "linux") @unrealcmd.Cmd.summarise def main(self): # Set up the platform, defaulting to the host if none was given. platform = self.args.platform if not platform: platform = unreal.Platform.get_host() self.use_platform(self.args.platform) ue_context = self.get_unreal_context() target = ue_context.get_target_by_type(unreal.TargetType.SERVER) builder = self.get_builder() builder.set_targets(target) builder.set_variant(self.args.variant) if self.args.platform: platform = self.get_platform(self.args.platform).get_name() builder.set_platform(platform) return self.run_build(builder) #------------------------------------------------------------------------------- class _Runtime(_BuildCmd, unrealcmd.MultiPlatformCmd): platform = unrealcmd.Arg("", "Build the runtime for this platform") variant = _BuildCmd._variant @unrealcmd.Cmd.summarise def _main_impl(self, target): platform = self.args.platform if not platform: platform = unreal.Platform.get_host().lower() self.use_platform(platform) platform = self.get_platform(platform).get_name() builder = self.get_builder() builder.set_platform(platform) builder.set_targets(target) builder.set_variant(self.args.variant) return self.run_build(builder) #------------------------------------------------------------------------------- class Client(_Runtime): """ Builds the client runtime """ def main(self): ue_context = self.get_unreal_context() target = ue_context.get_target_by_type(unreal.TargetType.CLIENT) return super()._main_impl(target) #------------------------------------------------------------------------------- class Game(_Runtime): """ Builds the game runtime target binary executable """ def main(self): ue_context = self.get_unreal_context() target = ue_context.get_target_by_type(unreal.TargetType.GAME) return super()._main_impl(target) #------------------------------------------------------------------------------- class _CleanImpl(object): def main(self): self.args.clean = True return super().main() def _make_clean_command(base): return type("CleanImpl", (_CleanImpl, base), {}) CleanEditor = _make_clean_command(Editor) CleanProgram = _make_clean_command(Program) CleanServer = _make_clean_command(Server) CleanClient = _make_clean_command(Client) CleanGame = _make_clean_command(Game) #------------------------------------------------------------------------------- _BuildCmd.complete_ubtargs = ( "-2015", "-2017", "-2019", "-AllModules", "-alwaysgeneratedsym", "-Architectures", "-build-as-framework", "-BuildPlugin", "-BuildVersion", "-BundleVersion", "-Clean", "-CLion", "-CMakefile", "-CodeliteFiles", "-CompileAsDll", "-CompileChaos", "-CompilerArguments", "-CompilerVersion", "-CppStd", "-CreateStub", "-Define:", "-DependencyList", "-Deploy", "-DisableAdaptiveUnity", "-DisablePlugin", "-DisableUnity", "-distribution", "-dSYM", "-EdditProjectFiles", "-EnableASan", "-EnableMSan", "-EnablePlugin", "-EnableTSan", "-EnableUBSan", "-FailIfGeneratedCodeChanges", "-FastMonoCalls", "-FastPDB", "-FlushMac", "-ForceDebugInfo", "-ForceHeaderGeneration", "-ForceHotReload", "-ForceUnity", "-Formal", "-FromMsBuild", "-generatedsymbundle", "-generatedsymfile", "-GPUArchitectures", "-IgnoreJunk", "-ImportCertificate", "-ImportCertificatePassword", "-ImportProvision", "-IncrementalLinking", "-Input", "-IWYU", "-KDevelopfile", "-LinkerArguments", "-LiveCoding", "-LiveCodingLimit", "-LiveCodingManifest", "-LiveCodingModules", "-Log", "-LTCG", "-Makefile", "-Manifest", "-MapFile", "-MaxParallelActions", "-Modular", "-Module", "-Monolithic", "-NoBuildUHT", "-NoCompileChaos", "-NoDebugInfo", "-NoDSYM", "-NoEngineChanges", "-NoFASTBuild", "-NoFastMonoCalls", "-NoHotReload", "-NoHotReloadFromIDE", "-NoIncrementalLinking", "-NoLink", "-NoManifestChanges", "-NoMutex", "-NoPCH", "-NoPDB", "-NoSharedPCH", "-NoUBTMakefiles", "-NoUseChaos", "-NoXGE", "-ObjSrcMap", "-Output", "-OverrideBuildEnvironment", "-PGOOptimize", "-PGOProfile", "-Plugin", "-Precompile", "-Preprocess", "-PrintDebugInfo", "-Progress", "-ProjectDefine:", "-ProjectFileFormat", "-ProjectFiles", "-PublicSymbolsByDefault", "-QMakefile", "-Quiet", "-RemoteIni", "-Rider", "-rtti", "-ShadowVariableErrors", "-SharedBuildEnvironment", "-ShowIncludes", "-SingleFile", "-SkipBuild", "-skipcrashlytics", "-SkipDeploy", "-SkipPreBuildTargets", "-SkipRulesCompile", "-StaticAnalyzer", "-StressTestUnity", "-Strict", "-stripsymbols", "-ThinLTO", "-Timestamps", "-Timing", "-ToolChain", "-Tracing", "-UniqueBuildEnvironment", "-UseChaos", "-UsePrecompiled", "-Verbose", "-VeryVerbose", "-VSCode", "-VSMac", "-WaitMutex", "-WarningsAsErrors", "-WriteOutdatedActions", "-XCodeProjectFiles", "-XGEExport", )
# Copyright Epic Games, Inc. All Rights Reserved # Third-party import unreal @unreal.uclass() class BaseActionMenuEntry(unreal.ToolMenuEntryScript): """ This is a custom Unreal Class that adds executable python menus to the Editor """ def __init__(self, callable_method, parent=None): """ Constructor :param callable_method: Callable method to execute """ super(BaseActionMenuEntry, self).__init__() self._callable = callable_method self.parent = parent @unreal.ufunction(override=True) def execute(self, context): """ Executes the callable method :param context: :return: """ self._callable() @unreal.ufunction(override=True) def can_execute(self, context): """ Determines if a menu can be executed :param context: :return: """ return True @unreal.ufunction(override=True) def get_tool_tip(self, context): """ Returns the tool tip for the menu :param context: :return: """ return self.data.tool_tip @unreal.ufunction(override=True) def get_label(self, context): """ Returns the label of the menu :param context: :return: """ return self.data.name
import unreal selected_asset = unreal.EditorUtilityLibrary.get_selected_assets()[0] print(selected_asset) new_length = unreal.FrameNumber(50) new_t0 = unreal.FrameNumber(0) new_t1 = unreal.FrameNumber(50) controller = unreal.AnimSequencerController(selected_asset)
# Copyright (C) 2024 Louis Vottero [email protected] All rights reserved. import sys import unreal from .. import qt from ..process_manager import ui_process_manager app = None if not qt.QApplication.instance(): app = qt.QApplication(sys.argv) def process_manager(): window = ui_process_manager.ProcessManagerWindow() window.show() unreal.parent_external_window_to_slate(window.winId(), unreal.SlateParentWindowSearchMethod.MAIN_WINDOW)
import unreal # from .SceneCapture2DActor import SceneCapture2DActor import random import time import numpy as np class TaskScene: def __init__(self,original_objects_label=None): if original_objects_label: self.original_objects_label = original_objects_label else: self.original_objects_label = ['Floor', 'ExponentialHeightFog', 'StarSkySphere', 'SunSky', 'GeoReferencingSystem', 'GlobalPostProcessVolume'] def initialize(self): unreal.EditorLevelLibrary.load_level('/project/.SimBlank') actors=unreal.EditorLevelLibrary.get_all_level_actors() for actor in actors: if actor.get_actor_label() not in self.original_objects_label: print(f"destroyed {actor.get_actor_label()}") actor.destroy_actor() def add_object(self,asset_path, label, translation, rotation, scale=None): ''' translation: (x,y,z) tuple rotation: (pitch,yaw,roll) tuple ''' # Load the asset into memory asset = unreal.EditorAssetLibrary.load_asset(asset_path) # Check if the asset is valid if asset: # Specify the location and rotation where you want to spawn the asset spawn_location = unreal.Vector(*translation) # X, Y, Z coordinates spawn_rotation = unreal.Rotator(*rotation) # Pitch, Yaw, Roll rotation # Spawn the asset at the specified location and rotation spawned_actor = unreal.EditorLevelLibrary.spawn_actor_from_object(asset, spawn_location, spawn_rotation) spawned_actor.set_actor_label(label) if scale: spawned_actor.set_actor_scale3d(unreal.Vector(scale, scale, scale)) if spawned_actor: print(f"Successfully spawned asset at {spawn_location}.") else: print("Failed to spawn asset.") else: print(f"Failed to load asset from path: {asset_path}.") pass def template_scene(self): ''' 1. load and clean the scene 2. add objects ''' # wood_table = "/project/.table_wood" coffee_mug = "/project/.coffee_mug" wine = "/project/.3d_wine_bottle_model" 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[i:i + block_size, j:j + block_size] if sub_map.all(): 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): i, j = block_position assert bool_map[i:i + block_size, j:j + block_size].all() bool_map[i:i + block_size, j:j + block_size] = False return bool_map self.initialize() num_coffee_mug = random.choice(range(1, 3)) num_wine = random.choice(range(1, 3)) limits = [[-90, 90], [-40, 40]] height = 77 bool_map = np.bool_(np.ones((180, 80))) num_coffee_mug = 3 num_wine = 3 block_size = 30 self.add_object(wood_table, "table_wood", (0, 0, 0), (0, 0, 0)) time.sleep(3) for i in range(num_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] self.add_object(coffee_mug, f"coffee_mug_{i}", (x, y, height), (0, 0, 0)) time.sleep(0.2) else: print("No empty space found for coffee mug.") break for i in range(num_wine): 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] self.add_object(wine, f"wine_{i}", (x, y, height), (0, 0, 0), scale=0.1) time.sleep(0.2) else: print("No empty space found for wine.") break test=TaskScene() test.template_scene()
# Should be used with internal UE API in later versions of UE """ Automatically create material instances based on mesh names (as they are similar to material names and texture names) """ import unreal import os OVERWRITE_EXISTING = False def set_material_instance_texture(material_instance_asset, material_parameter, texture_path): if not unreal.editor_asset_library.does_asset_exist(texture_path): unreal.log_warning("Can't find texture: " + texture_path) return False tex_asset = unreal.editor_asset_library.find_asset_data(texture_path).get_asset() return unreal.material_editing_library.set_material_instance_texture_parameter_value(material_instance_asset, material_parameter, tex_asset) base_material = unreal.editor_asset_library.find_asset_data("/project/") AssetTools = unreal.AssetToolsHelpers.get_asset_tools() MaterialEditingLibrary = unreal.material_editing_library EditorAssetLibrary = unreal.editor_asset_library # noinspection DuplicatedCode def create_material_instance(material_instance_folder, mesh_name): material_instance_name = "MI_" + mesh_name.replace("RT", "").replace("LT", "") material_instance_path = os.path.join(material_instance_folder, material_instance_name) if EditorAssetLibrary.does_asset_exist(material_instance_path): # material_instance_asset = EditorAssetLibrary.find_asset_data(material_instance_path).get_asset() unreal.log("Asset already exists") if OVERWRITE_EXISTING: EditorAssetLibrary.delete_asset(material_instance_path) else: return material_instance_asset = AssetTools.create_asset(material_instance_name, material_instance_folder, unreal.MaterialInstanceConstant, unreal.MaterialInstanceConstantFactoryNew()) # Set parent material MaterialEditingLibrary.set_material_instance_parent(material_instance_asset, base_material.get_asset()) base_color_texture = os.path.join(material_instance_folder, "T_" + mesh_name.replace("RT", "").replace("LT", "") + "_BC") if EditorAssetLibrary.does_asset_exist(base_color_texture): set_material_instance_texture(material_instance_asset, "Base Color", base_color_texture) mask_texture = os.path.join(material_instance_folder, "T_" + mesh_name.replace("RT", "").replace("LT", "") + "_Mk") if EditorAssetLibrary.does_asset_exist(mask_texture): set_material_instance_texture(material_instance_asset, "Mask", mask_texture) normal_texture = os.path.join(material_instance_folder, "T_" + mesh_name.replace("RT", "").replace("LT", "") + "_N") if EditorAssetLibrary.does_asset_exist(normal_texture): set_material_instance_texture(material_instance_asset, "Normal", normal_texture) roughness_texture = os.path.join(material_instance_folder, "T_" + mesh_name.replace("RT", "").replace("LT", "") + "_R") if EditorAssetLibrary.does_asset_exist(roughness_texture): set_material_instance_texture(material_instance_asset, "Roughness", roughness_texture) metal_texture = os.path.join(material_instance_folder, "T_" + mesh_name.replace("RT", "").replace("LT", "") + "_M") if EditorAssetLibrary.does_asset_exist(metal_texture): set_material_instance_texture(material_instance_asset, "Metal", metal_texture) EditorAssetLibrary.save_asset(material_instance_path) asset_reg = unreal.AssetRegistryHelpers.get_asset_registry() asset_root_dir = '/project/' assets = asset_reg.get_assets_by_path(asset_root_dir, recursive=True) for asset in assets: if asset.asset_class == "SkeletalMesh": create_material_instance(str(asset.package_path), str(asset.asset_name))
๏ปฟ# 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()) ### ๅ…จใฆใฎ้ชจ 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 ๅ–ๅพ— 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) ### ใƒขใƒ‡ใƒซ้ชจใฎใ†ใกใ€ใƒ’ใƒฅใƒผใƒžใƒŽใ‚คใƒ‰ใจๅŒใ˜ใ‚‚ใฎ ### ไธŠใฎๅค‰ๆ›ใƒ†ใƒผใƒ–ใƒซ humanoidBoneToModel = {"" : ""} humanoidBoneToModel.clear() ### modelBoneใงใƒซใƒผใƒ— #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"): #upperchestใŒใ‚ใ‚Œใฐใ€ใ“ใ‚Œใฎๆฌกใซ่ฟฝๅŠ  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 ### ้ชจๅใ‹ใ‚‰Controlใธใฎใƒ†ใƒผใƒ–ใƒซ 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 # ๅฏพ่ฑกใฎ้ชจ #modelBoneNameSmall = "{}".format(element.name).lower() #humanoidBone = modelBoneToHumanoid[modelBoneNameSmall]; boneNo = humanoidBoneList.index(humanoidBone) print("{}_{}_{}__parent={}".format(modelBoneNameSmall, humanoidBone, boneNo,humanoidBoneParentList[boneNo])) # ่ฆช if count != 0: parent = name_to_control[humanoidBoneParentList[boneNo]] # ้šŽๅฑคไฝœๆˆ 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) # ใƒ†ใƒผใƒ–ใƒซ็™ป้Œฒ name_to_control[humanoidBone] = control print(humanoidBone) # ใƒญใ‚ฑใƒผใ‚ฟ ๅบงๆจ™ๆ›ดๆ–ฐ # ไธ่ฆใชไธŠๅฑค้šŽๅฑคใ‚’่€ƒๆ…ฎ 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 # ้šŽๅฑคไฟฎๆญฃ h_mod.reparent_element(space, parent) count += 1 if (count >= 500): break
import unreal asset_path:str key:str value:str loaded_asset = unreal.EditorAssetLibrary.load_asset(asset_path) unreal.EditorAssetLibrary.set_metadata_tag(loaded_asset, key, value)
# -*- coding: utf-8 -*- import os import re import json import clique import copy import logging from typing import List, Any from contextlib import contextmanager import time import semver import pyblish.api import ayon_api from ayon_core.pipeline import ( register_loader_plugin_path, register_creator_plugin_path, register_inventory_action_path, deregister_loader_plugin_path, deregister_creator_plugin_path, deregister_inventory_action_path, AYON_CONTAINER_ID, get_current_project_name, ) from ayon_core.lib import StringTemplate from ayon_core.pipeline.context_tools import ( get_current_folder_entity ) from ayon_core.tools.utils import host_tools from ayon_core.host import HostBase, ILoadHost, IPublishHost from ayon_unreal import UNREAL_ADDON_ROOT import unreal # noqa # Rename to Ayon once parent module renames logger = logging.getLogger("ayon_core.hosts.unreal") AYON_CONTAINERS = "AyonContainers" AYON_ROOT_DIR = "/project/" AYON_ASSET_DIR = "/project/" CONTEXT_CONTAINER = "Ayon/context.json" UNREAL_VERSION = semver.VersionInfo( *os.getenv("AYON_UNREAL_VERSION").split(".") ) PLUGINS_DIR = os.path.join(UNREAL_ADDON_ROOT, "plugins") PUBLISH_PATH = os.path.join(PLUGINS_DIR, "publish") LOAD_PATH = os.path.join(PLUGINS_DIR, "load") CREATE_PATH = os.path.join(PLUGINS_DIR, "create") INVENTORY_PATH = os.path.join(PLUGINS_DIR, "inventory") class UnrealHost(HostBase, ILoadHost, IPublishHost): """Unreal host implementation. For some time this class will re-use functions from module based implementation for backwards compatibility of older unreal projects. """ name = "unreal" def install(self): install() def get_containers(self): return ls() @staticmethod def show_tools_popup(): """Show tools popup with actions leading to show other tools.""" show_tools_popup() @staticmethod def show_tools_dialog(): """Show tools dialog with actions leading to show other tools.""" show_tools_dialog() def update_context_data(self, data, changes): content_path = unreal.Paths.project_content_dir() op_ctx = content_path + CONTEXT_CONTAINER attempts = 3 for i in range(attempts): try: with open(op_ctx, "w+") as f: json.dump(data, f) break except IOError as e: if i == attempts - 1: raise Exception( "Failed to write context data. Aborting.") from e unreal.log_warning("Failed to write context data. Retrying...") i += 1 time.sleep(3) continue def get_context_data(self): content_path = unreal.Paths.project_content_dir() op_ctx = content_path + CONTEXT_CONTAINER if not os.path.isfile(op_ctx): return {} with open(op_ctx, "r") as fp: data = json.load(fp) return data def install(): """Install Unreal configuration for AYON.""" print("-=" * 40) logo = '''. . ยท โ”‚ ยทโˆ™/ ยท-โˆ™โ€ขโˆ™-ยท / \\ /โˆ™ยท / \\ โˆ™ \\ โ”‚ / โˆ™ \\ \\ ยท / / \\\\ โˆ™ โˆ™ // \\\\/ \\// ___ โ”‚ โ”‚ โ”‚ โ”‚ โ”‚ โ”‚ โ”‚___โ”‚ -ยท ยท-โ”€โ•โ”€-โˆ™ A Y O N โˆ™-โ”€โ•โ”€-ยท by YNPUT . ''' print(logo) print("installing Ayon for Unreal ...") print("-=" * 40) logger.info("installing Ayon for Unreal") pyblish.api.register_host("unreal") pyblish.api.register_plugin_path(str(PUBLISH_PATH)) register_loader_plugin_path(str(LOAD_PATH)) register_creator_plugin_path(str(CREATE_PATH)) register_inventory_action_path(str(INVENTORY_PATH)) _register_callbacks() _register_events() def uninstall(): """Uninstall Unreal configuration for Ayon.""" pyblish.api.deregister_plugin_path(str(PUBLISH_PATH)) deregister_loader_plugin_path(str(LOAD_PATH)) deregister_creator_plugin_path(str(CREATE_PATH)) deregister_inventory_action_path(str(INVENTORY_PATH)) def _register_callbacks(): """ TODO: Implement callbacks if supported by UE """ pass def _register_events(): """ TODO: Implement callbacks if supported by UE """ pass def ls(): """List all containers. List all found in *Content Manager* of Unreal and return metadata from them. Adding `objectName` to set. """ ar = unreal.AssetRegistryHelpers.get_asset_registry() # UE 5.1 changed how class name is specified class_name = ["/project/", "AyonAssetContainer"] if UNREAL_VERSION.major == 5 and UNREAL_VERSION.minor > 0 else "AyonAssetContainer" # noqa ayon_containers = ar.get_assets_by_class(class_name, True) # get_asset_by_class returns AssetData. To get all metadata we need to # load asset. get_tag_values() work only on metadata registered in # Asset Registry Project settings (and there is no way to set it with # python short of editing ini configuration file). for asset_data in ayon_containers: asset = asset_data.get_asset() data = unreal.EditorAssetLibrary.get_metadata_tag_values(asset) data["objectName"] = asset_data.asset_name yield cast_map_to_str_dict(data) def ls_inst(): ar = unreal.AssetRegistryHelpers.get_asset_registry() # UE 5.1 changed how class name is specified class_name = [ "/project/", "AyonPublishInstance" ] if ( UNREAL_VERSION.major == 5 and UNREAL_VERSION.minor > 0 ) else "AyonPublishInstance" # noqa instances = ar.get_assets_by_class(class_name, True) # get_asset_by_class returns AssetData. To get all metadata we need to # load asset. get_tag_values() work only on metadata registered in # Asset Registry Project settings (and there is no way to set it with # python short of editing ini configuration file). for asset_data in instances: asset = asset_data.get_asset() data = unreal.EditorAssetLibrary.get_metadata_tag_values(asset) data["objectName"] = asset_data.asset_name yield cast_map_to_str_dict(data) def parse_container(container): """To get data from container, AyonAssetContainer must be loaded. Args: container(str): path to container Returns: dict: metadata stored on container """ asset = unreal.EditorAssetLibrary.load_asset(container) data = unreal.EditorAssetLibrary.get_metadata_tag_values(asset) data["objectName"] = asset.get_name() data = cast_map_to_str_dict(data) return data def publish(): """Shorthand to publish from within host.""" import pyblish.util return pyblish.util.publish() def containerise(name, namespace, nodes, context, loader=None, suffix="_CON"): """Bundles *nodes* (assets) into a *container* and add metadata to it. Unreal doesn't support *groups* of assets that you can add metadata to. But it does support folders that helps to organize asset. Unfortunately those folders are just that - you cannot add any additional information to them. Ayon Integration Plugin is providing way out - Implementing `AssetContainer` Blueprint class. This class when added to folder can handle metadata on it using standard :func:`unreal.EditorAssetLibrary.set_metadata_tag()` and :func:`unreal.EditorAssetLibrary.get_metadata_tag_values()`. It also stores and monitor all changes in assets in path where it resides. List of those assets is available as `assets` property. This is list of strings starting with asset type and ending with its path: `Material /project/.TestMaterial` """ # 1 - create directory for container root = "/Game" container_name = f"{name}{suffix}" new_name = move_assets_to_path(root, container_name, nodes) # 2 - create Asset Container there path = f"{root}/{new_name}" create_container(container=container_name, path=path) namespace = path data = { "schema": "ayon:container-2.0", "id": AYON_CONTAINER_ID, "name": new_name, "namespace": namespace, "loader": str(loader), "representation": context["representation"]["id"], } # 3 - imprint data imprint(f"{path}/{container_name}", data) return path def instantiate(root, name, data, assets=None, suffix="_INS"): """Bundles *nodes* into *container*. Marking it with metadata as publishable instance. If assets are provided, they are moved to new path where `AyonPublishInstance` class asset is created and imprinted with metadata. This can then be collected for publishing by Pyblish for example. Args: root (str): root path where to create instance container name (str): name of the container data (dict): data to imprint on container assets (list of str): list of asset paths to include in publish instance suffix (str): suffix string to append to instance name """ container_name = f"{name}{suffix}" # if we specify assets, create new folder and move them there. If not, # just create empty folder if assets: new_name = move_assets_to_path(root, container_name, assets) else: new_name = create_folder(root, name) path = f"{root}/{new_name}" create_publish_instance(instance=container_name, path=path) imprint(f"{path}/{container_name}", data) def imprint(node, data): loaded_asset = unreal.EditorAssetLibrary.load_asset(node) for key, value in data.items(): # Support values evaluated at imprint if callable(value): value = value() # Unreal doesn't support NoneType in metadata values if value is None: value = "" unreal.EditorAssetLibrary.set_metadata_tag( loaded_asset, key, str(value) ) with unreal.ScopedEditorTransaction("Ayon containerising"): unreal.EditorAssetLibrary.save_asset(node) def show_tools_popup(): """Show popup with tools. Popup will disappear on click or losing focus. """ from ayon_unreal.api import tools_ui tools_ui.show_tools_popup() def show_tools_dialog(): """Show dialog with tools. Dialog will stay visible. """ from ayon_unreal.api import tools_ui tools_ui.show_tools_dialog() def show_creator(): host_tools.show_creator() def show_loader(): host_tools.show_loader(use_context=True) def show_publisher(): host_tools.show_publish() def show_manager(): host_tools.show_scene_inventory() def show_experimental_tools(): host_tools.show_experimental_tools_dialog() def create_folder(root: str, name: str) -> str: """Create new folder. If folder exists, append number at the end and try again, incrementing if needed. Args: root (str): path root name (str): folder name Returns: str: folder name Example: >>> create_folder("/project/") /project/ >>> create_folder("/project/") /project/ """ eal = unreal.EditorAssetLibrary index = 1 while True: if eal.does_directory_exist(f"{root}/{name}"): name = f"{name}{index}" index += 1 else: eal.make_directory(f"{root}/{name}") break return name def move_assets_to_path(root: str, name: str, assets: List[str]) -> str: """Moving (renaming) list of asset paths to new destination. Args: root (str): root of the path (eg. `/Game`) name (str): name of destination directory (eg. `Foo` ) assets (list of str): list of asset paths Returns: str: folder name Example: This will get paths of all assets under `/project/` and move them to `/project/`. If `/project/` already exists, then resulting path will be `/project/` >>> assets = unreal.EditorAssetLibrary.list_assets("/project/") >>> move_assets_to_path("/Game", "NewTest", assets) NewTest """ eal = unreal.EditorAssetLibrary name = create_folder(root, name) unreal.log(assets) for asset in assets: loaded = eal.load_asset(asset) eal.rename_asset(asset, f"{root}/{name}/{loaded.get_name()}") return name def create_container(container: str, path: str) -> unreal.Object: """Helper function to create Asset Container class on given path. This Asset Class helps to mark given path as Container and enable asset version control on it. Args: container (str): Asset Container name path (str): Path where to create Asset Container. This path should point into container folder Returns: :class:`unreal.Object`: instance of created asset Example: create_container( "/project/", "modelingFooCharacter_CON" ) """ factory = unreal.AyonAssetContainerFactory() tools = unreal.AssetToolsHelpers().get_asset_tools() return tools.create_asset(container, path, None, factory) def create_publish_instance(instance: str, path: str) -> unreal.Object: """Helper function to create Ayon Publish Instance on given path. This behaves similarly as :func:`create_ayon_container`. Args: path (str): Path where to create Publish Instance. This path should point into container folder instance (str): Publish Instance name Returns: :class:`unreal.Object`: instance of created asset Example: create_publish_instance( "/project/", "modelingFooCharacter_INST" ) """ factory = unreal.AyonPublishInstanceFactory() tools = unreal.AssetToolsHelpers().get_asset_tools() return tools.create_asset(instance, path, None, factory) def cast_map_to_str_dict(umap) -> dict: """Cast Unreal Map to dict. Helper function to cast Unreal Map object to plain old python dict. This will also cast values and keys to str. Useful for metadata dicts. Args: umap: Unreal Map object Returns: dict """ return {str(key): str(value) for (key, value) in umap.items()} def get_subsequences(sequence: unreal.LevelSequence): """Get list of subsequences from sequence. Args: sequence (unreal.LevelSequence): Sequence Returns: list(unreal.LevelSequence): List of subsequences """ tracks = get_tracks(sequence) subscene_track = next( ( t for t in tracks if t.get_class() == unreal.MovieSceneSubTrack.static_class() ), None, ) if subscene_track is not None and subscene_track.get_sections(): return subscene_track.get_sections() return [] def set_sequence_hierarchy( seq_i, seq_j, max_frame_i, min_frame_j, max_frame_j, map_paths ): # Get existing sequencer tracks or create them if they don't exist tracks = get_tracks(seq_i) subscene_track = None visibility_track = None for t in tracks: if t.get_class() == unreal.MovieSceneSubTrack.static_class(): subscene_track = t if (t.get_class() == unreal.MovieSceneLevelVisibilityTrack.static_class()): visibility_track = t if not subscene_track: subscene_track = add_track(seq_i, unreal.MovieSceneSubTrack) if not visibility_track: visibility_track = add_track( seq_i, unreal.MovieSceneLevelVisibilityTrack) # Create the sub-scene section subscenes = subscene_track.get_sections() subscene = None for s in subscenes: if s.get_editor_property('sub_sequence') == seq_j: subscene = s break if not subscene: subscene = subscene_track.add_section() subscene.set_row_index(len(subscene_track.get_sections())) subscene.set_editor_property('sub_sequence', seq_j) subscene.set_range( min_frame_j, max_frame_j + 1) # Create the visibility section ar = unreal.AssetRegistryHelpers.get_asset_registry() maps = [] for m in map_paths: # Unreal requires to load the level to get the map name unreal.EditorLevelLibrary.save_all_dirty_levels() unreal.EditorLevelLibrary.load_level(m) maps.append(str(ar.get_asset_by_object_path(m).asset_name)) vis_section = visibility_track.add_section() index = len(visibility_track.get_sections()) vis_section.set_range( min_frame_j, max_frame_j + 1) vis_section.set_visibility(unreal.LevelVisibility.VISIBLE) vis_section.set_row_index(index) vis_section.set_level_names(maps) if min_frame_j > 1: hid_section = visibility_track.add_section() hid_section.set_range( 1, min_frame_j) hid_section.set_visibility(unreal.LevelVisibility.HIDDEN) hid_section.set_row_index(index) hid_section.set_level_names(maps) if max_frame_j < max_frame_i: hid_section = visibility_track.add_section() hid_section.set_range( max_frame_j + 1, max_frame_i + 1) hid_section.set_visibility(unreal.LevelVisibility.HIDDEN) hid_section.set_row_index(index) hid_section.set_level_names(maps) def generate_sequence(h, h_dir): tools = unreal.AssetToolsHelpers().get_asset_tools() sequence = tools.create_asset( asset_name=h, package_path=h_dir, asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) project_name = get_current_project_name() filtered_dir = "/project/" folder_path = h_dir.replace(filtered_dir, "") folder_entity = ayon_api.get_folder_by_path( project_name, folder_path, fields={ "id", "attrib.fps", "attrib.clipIn", "attrib.clipOut" } ) # unreal default frame range value fps = 60.0 min_frame = sequence.get_playback_start() max_frame = sequence.get_playback_end() if folder_entity: min_frame = folder_entity["attrib"]["clipIn"] max_frame = folder_entity["attrib"]["clipOut"] fps = folder_entity["attrib"]["fps"] else: unreal.log_warning( "Folder Entity not found. Using default Unreal frame range value." ) sequence.set_display_rate( unreal.FrameRate(fps, 1.0)) sequence.set_playback_start(min_frame) sequence.set_playback_end(max_frame) sequence.set_work_range_start(min_frame / fps) sequence.set_work_range_end(max_frame / fps) sequence.set_view_range_start(min_frame / fps) sequence.set_view_range_end(max_frame / fps) tracks = get_tracks(sequence) track = None for t in tracks: if (t.get_class() == unreal.MovieSceneCameraCutTrack.static_class()): track = t break if not track: track = add_track(sequence, unreal.MovieSceneCameraCutTrack) return sequence, (min_frame, max_frame) def find_common_name(asset_name): # Find the common prefix prefix_match = re.match(r"(.*?)([_]{1,2}v\d+)(.*?)$", asset_name) if not prefix_match: return name, _, ext = prefix_match.groups() return f"{name}_{ext}" def _get_comps_and_assets( component_class, asset_class, old_assets, new_assets, selected ): eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) components = [] if selected: sel_actors = eas.get_selected_level_actors() for actor in sel_actors: comps = actor.get_components_by_class(component_class) components.extend(comps) else: comps = eas.get_all_level_actors_components() components = [ c for c in comps if isinstance(c, component_class) ] # Get all the static meshes among the old assets in a dictionary with # the name as key selected_old_assets = {} for a in old_assets: asset = unreal.EditorAssetLibrary.load_asset(a) if isinstance(asset, asset_class): asset_name = find_common_name(asset.get_name()) selected_old_assets[asset_name] = asset # Get all the static meshes among the new assets in a dictionary with # the name as key selected_new_assets = {} for a in new_assets: asset = unreal.EditorAssetLibrary.load_asset(a) if isinstance(asset, asset_class): asset_name = find_common_name(asset.get_name()) selected_new_assets[asset_name] = asset return components, selected_old_assets, selected_new_assets def replace_static_mesh_actors(old_assets, new_assets, selected): smes = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) static_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( unreal.StaticMeshComponent, unreal.StaticMesh, old_assets, new_assets, selected ) for old_name, old_mesh in old_meshes.items(): new_mesh = new_meshes.get(old_name) if not new_mesh: continue smes.replace_mesh_components_meshes( static_mesh_comps, old_mesh, new_mesh) def replace_skeletal_mesh_actors(old_assets, new_assets, selected): skeletal_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( unreal.SkeletalMeshComponent, unreal.SkeletalMesh, old_assets, new_assets, selected ) for old_name, old_mesh in old_meshes.items(): new_mesh = new_meshes.get(old_name) if not new_mesh: continue for comp in skeletal_mesh_comps: if comp.get_skeletal_mesh_asset() == old_mesh: comp.set_skeletal_mesh_asset(new_mesh) comp.set_animation_mode(unreal.AnimationMode.ANIMATION_SINGLE_NODE) animation_sequence = get_animation_sequence(new_mesh) print( "Discovering target animation sequence for " f"replacing: {animation_sequence}" ) if animation_sequence: comp.override_animation_data( animation_sequence, is_looping=True, is_playing=True, position=0.000000, play_rate=1.000000 ) def replace_fbx_skeletal_mesh_actors(old_assets, new_assets, selected): skeletal_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( unreal.SkeletalMeshComponent, unreal.AnimSequence, old_assets, new_assets, selected ) for old_name, old_mesh in old_meshes.items(): new_mesh = new_meshes.get(old_name) if not new_mesh: continue for comp in skeletal_mesh_comps: if comp.animation_data.anim_to_play == old_mesh: print( "Discovering target animation sequence for " f"replacing: {new_mesh}" ) comp.override_animation_data( new_mesh, is_looping=True, is_playing=True, position=0.000000, play_rate=1.000000 ) def get_animation_sequence(new_mesh): """Get the animation sequence associated with a new skeletal mesh. Args: new_mesh (unreal.SkeletalMesh): The new skeletal mesh. Returns: unreal.AnimSequence: The animation sequence associated with the new mesh, or None if not found. """ mesh_path = new_mesh.get_path_name() directory = unreal.Paths.split(mesh_path)[0] asset_content = unreal.EditorAssetLibrary.list_assets( directory, recursive=False, include_folder=True) for asset in asset_content: anim_asset_obj = unreal.EditorAssetLibrary.load_asset(asset) if anim_asset_obj.get_class().get_name() == "AnimSequence": return anim_asset_obj return None def replace_geometry_cache_actors(old_assets, new_assets, selected): geometry_cache_comps, old_caches, new_caches = _get_comps_and_assets( unreal.GeometryCacheComponent, unreal.GeometryCache, old_assets, new_assets, selected ) for old_name, old_mesh in old_caches.items(): new_mesh = new_caches.get(old_name) print(f"Discovering target geometry cache for replacing : {new_mesh}") if not new_mesh: continue for comp in geometry_cache_comps: if comp.geometry_cache == old_mesh: comp.set_geometry_cache(new_mesh) def delete_asset_if_unused(container, asset_content): ar = unreal.AssetRegistryHelpers.get_asset_registry() references = set() for asset_path in asset_content: asset = ar.get_asset_by_object_path(asset_path) refs = ar.get_referencers( asset.package_name, unreal.AssetRegistryDependencyOptions( include_soft_package_references=False, include_hard_package_references=True, include_searchable_names=False, include_soft_management_references=False, include_hard_management_references=False )) if not refs: continue references = references.union(set(refs)) # Filter out references that are in the Temp folder cleaned_references = { ref for ref in references if not str(ref).startswith("/Temp/")} # Check which of the references are Levels for ref in cleaned_references: loaded_asset = unreal.EditorAssetLibrary.load_asset(ref) if isinstance(loaded_asset, unreal.World): # If there is at least a level, we can stop, we don't want to # delete the container return unreal.log("Previous version unused, deleting...") # No levels, delete the asset unreal.EditorAssetLibrary.delete_directory(container["namespace"]) @contextmanager def maintained_selection(): """Stub to be either implemented or replaced. This is needed for old publisher implementation, but it is not supported (yet) in UE. """ try: yield finally: pass @contextmanager def select_camera(sequence): """Select camera during context Args: sequence (Objects): Level Sequence Object """ camera_actors = find_camera_actors_in_camera_tracks(sequence) actor_subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) selected_actors = actor_subsys.get_selected_level_actors() actor_subsys.select_nothing() for actor in camera_actors: actor_subsys.set_actor_selection_state(actor, True) try: yield finally: for actor in camera_actors: if actor in selected_actors: actor_subsys.set_actor_selection_state(actor, True) else: actor_subsys.set_actor_selection_state(actor, False) def format_asset_directory(context, directory_template, asset_name_template): """Setting up the asset directory path and name. Args: context (dict): context directory_template (str): directory template path asset_name_template (str): asset name template Returns: tuple[str, str]: asset directory, asset name """ data = copy.deepcopy(context) if "{product[type]}" in directory_template: unreal.warning( "Deprecated settings: AYON is using settings " "that won't work in future releases. " "Details: {product[type]} in the template should " "be replaced with {product[productType]}." ) directory_template = directory_template.replace( "{product[type]}", "{product[productType]}") if "{folder[type]}" in directory_template: unreal.warning( "Deprecated settings: AYON is using settings " "that won't work in future releases. " "Details: {folder[type]} in the template should " "be replaced with {folder[folderType]}." ) directory_template = directory_template.replace( "{folder[type]}", "{folder[folderType]}") version = data["version"]["version"] # if user set {version[version]}, # the copied data from data["version"]["version"] convert # to set the version of the exclusive version folder if version < 0: data["version"]["version"] = "hero" else: data["version"]["version"] = f"v{version:03d}" asset_name_with_version = StringTemplate(asset_name_template).format_strict(data) asset_dir = StringTemplate(directory_template).format_strict(data) return f"{AYON_ROOT_DIR}/{asset_dir}", asset_name_with_version def show_audit_dialog(missing_asset): """ Show a dialog to inform the user about missing assets. """ message = "The following asset was missing in the content plugi/project/" message += f"{missing_asset}.\n" message += "Loading the asset into Game Content instead." unreal.EditorDialog.show_message( "Missing Assets", message, unreal.AppMsgType.OK ) def get_sequence(files): """Get sequence from filename. This will only return files if they exist on disk as it tries to collect the sequence using the filename pattern and searching for them on disk. Supports negative frame ranges like -001, 0000, 0001 and -0001, 0000, 0001. Arguments: files (str): List of files Returns: Optional[list[str]]: file sequence. """ collections, _remainder = clique.assemble( files, patterns=[clique.PATTERNS["frames"]], minimum_items=1) if len(collections) > 1: raise ValueError( f"Multiple collections found for {collections}. " "This is a bug.") return [os.path.basename(filename) for filename in collections[0]] def find_camera_actors_in_camera_tracks(sequence) -> list[Any]: """Find the camera actors in the tracks from the Level Sequence Args: tracks (Object): Level Seqence Asset Returns: Object: Camera Actor """ camera_tracks = [] camera_objects = [] camera_tracks = get_camera_tracks(sequence) if camera_tracks: for camera_track in camera_tracks: sections = camera_track.get_sections() for section in sections: binding_id = section.get_camera_binding_id() bound_objects = unreal.LevelSequenceEditorBlueprintLibrary.get_bound_objects( binding_id) for camera_object in bound_objects: camera_objects.append(camera_object.get_path_name()) world = unreal.EditorLevelLibrary.get_editor_world() sel_actors = unreal.GameplayStatics().get_all_actors_of_class( world, unreal.CameraActor) actors = [a for a in sel_actors if a.get_path_name() in camera_objects] return actors def get_frame_range(sequence): """Get the Clip in/out value from the camera tracks located inside the level sequence Args: sequence (Object): Level Sequence Returns: int32, int32 : Start Frame, End Frame """ camera_tracks = get_camera_tracks(sequence) if not camera_tracks: return sequence.get_playback_start(), sequence.get_playback_end() for camera_track in camera_tracks: sections = camera_track.get_sections() for section in sections: return section.get_start_frame(), section.get_end_frame() def get_camera_tracks(sequence): """Get the list of movie scene camera cut tracks in the level sequence Args: sequence (Object): Level Sequence Returns: list: list of movie scene camera cut tracks """ camera_tracks = [] tracks = get_tracks(sequence) for track in tracks: if str(track).count("MovieSceneCameraCutTrack"): camera_tracks.append(track) return camera_tracks def get_frame_range_from_folder_attributes(folder_entity=None): """Get the current clip In/Out value Args: folder_entity (dict): folder Entity. Returns: int, int: clipIn, clipOut. """ if folder_entity is None: folder_entity = get_current_folder_entity(fields={"attrib"}) folder_attributes = folder_entity["attrib"] frame_start = ( int(folder_attributes.get("frameStart")) if folder_attributes.get("frameStart") else 1 ) frame_end = ( int(folder_attributes.get("frameEnd")) if folder_attributes.get("frameEnd") else 1 ) return frame_start, frame_end def get_dir_from_existing_asset(asset_dir, asset_name): """Get asset dir if the asset already existed Args: asset_dir (str): asset dir Returns: str: asset dir """ if unreal.EditorAssetLibrary.does_asset_exist( f"{asset_dir}/{asset_name}" ): return asset_dir asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() asset_template = asset_dir.replace("/Game", "") for package in asset_registry.get_all_assets(): package_dir = str(package.package_path) if asset_template in package_dir and \ unreal.EditorAssetLibrary.does_asset_exist( f"{package_dir}/{asset_name}" ): return package_dir return None def get_top_hierarchy_folder(path): """Get top hierarchy of the path Args: path (str): path Returns: str: top hierarchy directory """ # Split the path by the directory separator '/' path = path.replace(f"{AYON_ROOT_DIR}/", "") # Return the first part parts = [part for part in path.split('/') if part] return parts[0] def generate_hierarchy_path(name, folder_name, asset_root, master_dir_name, suffix=""): asset_name = f"{folder_name}_{name}" if folder_name else name hierarchy_dir = f"{AYON_ROOT_DIR}/{master_dir_name}" tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name(asset_root, suffix=suffix) suffix = "_CON" container_name += suffix if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): unreal.EditorAssetLibrary.make_directory(asset_dir) return asset_dir, hierarchy_dir, container_name, asset_name def remove_map_and_sequence(container): asset_dir = container.get('namespace') # Create a temporary level to delete the layout level. unreal.EditorLevelLibrary.save_all_dirty_levels() unreal.EditorAssetLibrary.make_directory(f"{AYON_ROOT_DIR}/tmp") tmp_level = f"{AYON_ROOT_DIR}/project/" if not unreal.EditorAssetLibrary.does_asset_exist(f"{tmp_level}.temp_map"): unreal.EditorLevelLibrary.new_level(tmp_level) else: unreal.EditorLevelLibrary.load_level(tmp_level) unreal.EditorLevelLibrary.save_all_dirty_levels() # Delete the camera directory. if unreal.EditorAssetLibrary.does_directory_exist(asset_dir): unreal.EditorAssetLibrary.delete_directory(asset_dir) # Load the default level default_level_path = "/project/" unreal.EditorLevelLibrary.load_level(default_level_path) unreal.EditorAssetLibrary.delete_directory(f"{AYON_ROOT_DIR}/tmp") def update_container(container, project_name, repre_entity, loaded_assets=None): asset_dir = container.get('namespace') data = { "representation": repre_entity["id"], "parent": repre_entity["versionId"], "project_name": project_name } if loaded_assets is not None: data["loaded_assets"] = loaded_assets imprint( "{}/{}".format( asset_dir, container.get('container_name')), data ) def generate_master_level_sequence(tools, asset_dir, asset_name, hierarchy_dir, master_dir_name, suffix=""): # Create map for the shot, and create hierarchy of map. If the maps # already exist, we will use them. master_level = f"{hierarchy_dir}/{master_dir_name}_map.{master_dir_name}_map" if not unreal.EditorAssetLibrary.does_asset_exist(master_level): unreal.EditorLevelLibrary.new_level(f"{hierarchy_dir}/{master_dir_name}_map") asset_level = f"{asset_dir}/{asset_name}_map.{asset_name}_map" if suffix: asset_level = ( f"{asset_dir}/{asset_name}_map_{suffix}.{asset_name}_map_{suffix}" ) if not unreal.EditorAssetLibrary.does_asset_exist(asset_level): unreal.EditorLevelLibrary.new_level(asset_level) unreal.EditorLevelLibrary.load_level(master_level) unreal.EditorLevelUtils.add_level_to_world( unreal.EditorLevelLibrary.get_editor_world(), asset_level, unreal.LevelStreamingDynamic ) sequences = [] frame_ranges = [] root_content = unreal.EditorAssetLibrary.list_assets( hierarchy_dir, recursive=False, include_folder=False) existing_sequences = [ unreal.EditorAssetLibrary.find_asset_data(asset) for asset in root_content if unreal.EditorAssetLibrary.find_asset_data( asset).get_class().get_name() == 'LevelSequence' ] if not existing_sequences: sequence, frame_range = generate_sequence(master_dir_name, hierarchy_dir) sequences.append(sequence) frame_ranges.append(frame_range) else: for e in existing_sequences: sequences.append(e.get_asset()) frame_ranges.append(( e.get_asset().get_playback_start(), e.get_asset().get_playback_end())) shot_name = f"{asset_dir}/{asset_name}.{asset_name}" if suffix: shot_name = ( f"{asset_dir}/{asset_name}_{suffix}.{asset_name}_{suffix}" ) shot = None if not unreal.EditorAssetLibrary.does_asset_exist(shot_name): shot = tools.create_asset( asset_name=asset_name if not suffix else f"{asset_name}_{suffix}", package_path=asset_dir, asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) else: shot = unreal.load_asset(shot_name) # sequences and frame_ranges have the same length for i in range(0, len(sequences) - 1): set_sequence_hierarchy( sequences[i], sequences[i + 1], frame_ranges[i][1], frame_ranges[i + 1][0], frame_ranges[i + 1][1], [asset_level]) return shot, master_level, asset_level, sequences, frame_ranges def get_tracks(sequence): """Backward compatibility for deprecated function of get_master_tracks() in UE 5.5 Args: sequence (unreal.LevelSequence): Level Sequence Returns: Array(MovieSceneTracks): Movie scene tracks """ if ( UNREAL_VERSION.major == 5 and UNREAL_VERSION.minor > 4 ): return sequence.get_tracks() else: return sequence.get_master_tracks() def add_track(sequence, track): """Backward compatibility for deprecated function of add_master_track() in UE 5.5 Args: sequence (unreal.LevelSequence): Level Sequence Returns: MovieSceneTrack: Any tracks inherited from unreal.MovieSceneTrack """ if ( UNREAL_VERSION.major == 5 and UNREAL_VERSION.minor > 4 ): return sequence.add_track(track) else: return sequence.add_master_track(track)
import unreal def log(): print('Hello World') unreal.log("Logging Info") unreal.log_warning("Logging Warning") unreal.log_error("Logging Error") def error(): print('Exception:') Test = 1/0 def non_ascii(): print('ไฝ ๅฅฝไธ–็•Œ') def large_output(): engine_content = unreal.EditorAssetLibrary.list_assets('/Engine') for item in engine_content[:1000]: print(item) print('Done.') def message_box(): result = unreal.EditorDialog().show_message("Title", "Hello World", unreal.AppMsgType.YES_NO_CANCEL, unreal.AppReturnType.YES) print(f"{result = }") def workspace_import(): import other_module other_module.hello_world() log()
# Copyright Epic Games, Inc. All Rights Reserved. import os import re import shutil import unreal #------------------------------------------------------------------------------- class Platform(unreal.Platform): name = "Android" def _read_env(self): version = self.get_version() prefix = f"Android/{version}/" env_vars = {} # sdk env_vars["ANDROID_HOME"] = "android-sdk-windows/" if version == "-22" else "" # jdk if version <= "-22": env_vars["JAVA_HOME"] = "jdk1.8.0_77/" elif version <= "-25": env_vars["JAVA_HOME"] = "jre/" else: env_vars["JAVA_HOME"] = "jbr/" # ndk if version <= "-22": env_vars["NDKROOT"] = "android-ndk-r14b/" else: if sdks_root := os.getenv("UE_SDKS_ROOT"): from pathlib import Path ndk_dir = Path(sdks_root) ndk_dir /= "Host" + unreal.Platform.get_host() ndk_dir /= prefix ndk_dir /= "ndk" if ndk_dir.is_dir(): ndk_ver = max(x.name for x in ndk_dir.glob("*") if x.is_dir()) env_vars["NDKROOT"] = "ndk/" + ndk_ver env_vars.setdefault("NDKROOT", "ndk/") # dispatch for env_var, template in env_vars.items(): value = os.getenv(env_var) if not value: value = prefix + template yield env_var, value def _get_version_ue4(self): dot_cs = self.get_unreal_context().get_engine().get_dir() dot_cs /= "Source/project/.cs" try: import re with open(dot_cs, "rt") as cs_in: cs_in.read(8192) lines = iter(cs_in) next(x for x in lines if "override string GetRequiredSDKString()" in x) next(lines) # { for i in range(5): line = next(lines) if m := re.search(r'return "(-\d+)"', line): return m.group(1) except (StopIteration, FileNotFoundError): pass def _get_version_ue5(self): func = "GetAutoSDKDirectoryForMainVersion" dot_cs = "Source/project/" version = self._get_version_helper_ue5(dot_cs + ".Versions.cs", func) return version or self._get_version_helper_ue5(dot_cs + ".cs", func) def _get_android_home(self): out = next((v for k,v in self._read_env() if k == "ANDROID_HOME"), None) if not out: return for prefix in ("", unreal.Platform.get_sdks_dir()): if os.path.isdir(prefix + out): return prefix + out def _get_adb(self): home_dir = self._get_android_home() return home_dir + "/platform-tools/adb" if home_dir else "adb" def _get_aapt(self): home_dir = self._get_android_home() if not home_dir: return "aapt" try: build_tools_dir = home_dir + "/build-tools/" latest = "" for item in os.scandir(build_tools_dir): latest = max(latest, item.name) if latest and os.path.isdir(build_tools_dir): return build_tools_dir + latest + "/aapt" except FileNotFoundError: return def _get_cook_form(self, target): if target == "game": return "Android_ASTC" if target == "client": return "Android_ASTCClient"
# -*- coding: utf-8 -*- import unreal def do_some_things(*args, **kwargs): unreal.log("do_some_things start:") for arg in args: unreal.log(arg) unreal.log("do_some_things end.")
import unreal from pathlib import Path from meta_human_dna_utilities.material import update_material_instance_params from meta_human_dna_utilities.content_browser import copy_asset_to_folder from meta_human_dna_utilities.blueprint import create_child_anim_blueprint from meta_human_dna_utilities.constants import ( RecomputeTangentsVertexMaskChannel, SKELETAL_MESH_LOD_INFO_PROPERTIES ) def get_skeletal_mesh_materials(skeletal_mesh: unreal.SkeletalMesh) -> dict: materials = {} for index, material in enumerate(skeletal_mesh.materials): materials[str(material.get_editor_property('imported_material_slot_name'))] = index return materials def set_material_slots(skeletal_mesh: unreal.SkeletalMesh, material_instances: dict): new_materials = unreal.Array(unreal.SkeletalMaterial) for material in skeletal_mesh.materials: slot_name = material.get_editor_property('imported_material_slot_name') material_instance = material_instances.get(str(slot_name)) if material_instance: new_materials.append(unreal.SkeletalMaterial( material_interface=material_instance, material_slot_name=slot_name, )) else: new_materials.append(material) skeletal_mesh.set_editor_property('materials', new_materials) def set_head_mesh_settings( skeletal_mesh: unreal.SkeletalMesh, head_material_name: str, face_control_rig_asset: unreal.ControlRig, face_anim_bp_asset: unreal.Blueprint, material_instances: dict, texture_disk_folder: Path, texture_content_folder: str ) -> unreal.SkeletalMesh: skeletal_mesh_subsystem = unreal.get_editor_subsystem( unreal.SkeletalMeshEditorSubsystem ) if head_material_name: section_index = get_skeletal_mesh_materials(skeletal_mesh).get(head_material_name) if section_index is None: raise ValueError( f"Head material {head_material_name} was not found in {skeletal_mesh.get_path_name()}" ) # first turn on recompute tangents for the section skeletal_mesh_subsystem.set_section_recompute_tangent( # type: ignore skeletal_mesh=skeletal_mesh, lod_index=0, section_index=section_index, recompute_tangent=True ) # then set the recompute tangents vertex mask channel to green skeletal_mesh_subsystem.set_section_recompute_tangents_vertex_mask_channel( # type: ignore skeletal_mesh=skeletal_mesh, lod_index=0, section_index=section_index, recompute_tangents_vertex_mask_channel=RecomputeTangentsVertexMaskChannel.GREEN ) # set the skin cache usage to enabled lods_info = skeletal_mesh.get_editor_property('lod_info').copy() # type: ignore lod0_info = unreal.SkeletalMeshLODInfo() # transfer the values from the original lod0_info to the new lod0_info if len(lods_info) >= 1: for property_name in SKELETAL_MESH_LOD_INFO_PROPERTIES: lod0_info.set_editor_property( property_name, lods_info[0].get_editor_property(property_name) ) # make sure to set the skin cache usage to enabled lod0_info.set_editor_property('skin_cache_usage', unreal.SkinCacheUsage.ENABLED) lod_info_array = unreal.Array(unreal.SkeletalMeshLODInfo) lod_info_array.append(lod0_info) # transfer the values from the original lod_info array to the new lod_info array # if there are more than one lod_info elements if len(lods_info) > 1: for i in range(1, len(lods_info)): lod_info_array.append(lods_info[i]) # re-assign the lod_info array to the skeletal mesh skeletal_mesh.set_editor_property('lod_info', lod_info_array) # set the control rig skeletal_mesh.set_editor_property('default_animating_rig', face_control_rig_asset) # set the post process anim blueprint animation_blueprint = unreal.EditorAssetLibrary.load_blueprint_class(face_anim_bp_asset.get_path_name()) skeletal_mesh.set_editor_property( 'post_process_anim_blueprint', animation_blueprint ) # set the user asset data asset_user_data = unreal.Array(unreal.AssetUserData) asset_user_data.append(unreal.DNAAsset()) # type: ignore asset_user_data.append(unreal.AssetGuideline()) skeletal_mesh.set_editor_property('asset_user_data', asset_user_data) # set the material slots on the skeletal mesh set_material_slots(skeletal_mesh, material_instances) # set the material instance params for material_instance in material_instances.values(): update_material_instance_params( material_instance=material_instance, maps_folder=texture_disk_folder, content_folder=texture_content_folder ) return skeletal_mesh def get_head_mesh_assets( content_folder: str, skeletal_mesh: unreal.SkeletalMesh, face_control_rig_asset_path: str, face_anim_bp_asset_path: str, material_slot_to_instance_mapping: dict, copy_assets: bool = False, post_fix: str = '' ) -> tuple[unreal.ControlRig, unreal.Blueprint, dict]: # copy the needed assets to the content folder if copy_assets is True if copy_assets: face_control_rig_asset = copy_asset_to_folder( asset_path=face_control_rig_asset_path, content_folder=content_folder, overwrite=False, post_fix=post_fix ) # Todo: https://dev.epicgames.com/project/-us/unreal-engine/python-api/project/?application_version=5.4#unreal.ControlRigBlueprint.set_preview_mesh face_anim_bp_asset = copy_asset_to_folder( asset_path=face_anim_bp_asset_path, content_folder=content_folder, overwrite=False, post_fix=post_fix ) # face_anim_bp_asset = create_child_anim_blueprint( # parent_anim_blueprint=unreal.load_asset(face_anim_bp_asset_path), # target_skeleton=skeletal_mesh.skeleton, # asset_path=f"{content_folder}/ABP_{skeletal_mesh.get_name()}_FaceMesh_PostProcess" # ) material_instances = {} for material_slot, material_asset_path in material_slot_to_instance_mapping.items(): if material_asset_path: material_instances[material_slot] = copy_asset_to_folder( asset_path=material_asset_path, content_folder=content_folder + '/Materials', overwrite=False, post_fix=post_fix ) else: face_control_rig_asset = unreal.load_asset(face_control_rig_asset_path) face_anim_bp_asset = unreal.load_asset(face_anim_bp_asset_path) material_instances = {} for material_slot, material_asset_path in material_slot_to_instance_mapping.items(): if material_asset_path: material_instances[material_slot] = unreal.load_asset(material_asset_path) hierarchy_controller = face_control_rig_asset.get_hierarchy_controller() # type: ignore # remove all the bones from the hierarchy controller for key in face_control_rig_asset.hierarchy.get_all_keys(): # type: ignore if key.type == unreal.RigElementType.BONE: hierarchy_controller.remove_element(key) # then import the bones from the skeletal mesh hierarchy_controller.import_bones( skeletal_mesh.skeleton, replace_existing_bones=True ) # type: ignore # set the target skeleton for the face anim blueprint face_anim_bp_asset.set_editor_property('target_skeleton', skeletal_mesh.skeleton) # type: ignore return face_control_rig_asset, face_anim_bp_asset, material_instances # type: ignore
import unreal import sys sys.path.append('C:/project/-packages') from PySide import QtGui # This function will receive the tick from Unreal def __QtAppTick__(delta_seconds): for window in opened_windows: window.eventTick(delta_seconds) # This function will be called when the application is closing. def __QtAppQuit__(): unreal.unregister_slate_post_tick_callback(tick_handle) # This function is called by the windows when they are closing. (Only if the connection is properly made.) def __QtWindowClosed__(window=None): if window in opened_windows: opened_windows.remove(window) # This part is for the initial setup. Need to run once to spawn the application. unreal_app = QtGui.QApplication.instance() if not unreal_app: unreal_app = QtGui.QApplication(sys.argv) tick_handle = unreal.register_slate_post_tick_callback(__QtAppTick__) unreal_app.aboutToQuit.connect(__QtAppQuit__) existing_windows = {} opened_windows = [] # desired_window_class: class QtGui.QWidget : The window class you want to spawn # return: The new or existing window def spawnQtWindow(desired_window_class=None): window = existing_windows.get(desired_window_class, None) if not window: window = desired_window_class() existing_windows[desired_window_class] = window window.aboutToClose = __QtWindowClosed__ if window not in opened_windows: opened_windows.append(window) window.show() window.activateWindow() return window
๏ปฟ# coding: utf-8 import unreal import argparse parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") parser.add_argument("-meta") args = parser.parse_args() #print(args.vrm) humanoidBoneList = [ "hips", "leftUpperLeg", "rightUpperLeg", "leftLowerLeg", "rightLowerLeg", "leftFoot", "rightFoot", "spine", "chest", "upperChest", "neck", "head", "leftShoulder", "rightShoulder", "leftUpperArm", "rightUpperArm", "leftLowerArm", "rightLowerArm", "leftHand", "rightHand", "leftToes", "rightToes", "leftEye", "rightEye", "jaw", "leftThumbProximal", "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", ] for i in range(len(humanoidBoneList)): humanoidBoneList[i] = humanoidBoneList[i].lower() ###### 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 print(unreal.SystemLibrary.get_engine_version()) if (unreal.SystemLibrary.get_engine_version()[0] == '5'): c = rig.get_controller()#rig.controller else: c = rig.controller g = c.get_graph() n = g.get_nodes() print(n) #c.add_branch_node() #c.add_array_pin() a:unreal.RigUnit_CollectionItems = unreal.RigUnit_CollectionItems() # print(a) # ้…ๅˆ—ใƒŽใƒผใƒ‰่ฟฝๅŠ  collectionItem_forControl:unreal.RigVMStructNode = None collectionItem_forBone:unreal.RigVMStructNode = None for node in n: if (node.get_node_title() == 'Items' or node.get_node_title() == 'Collection from 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=Bone' in pin.get_default_value(): collectionItem_forBone= node if 'Type=Control' in pin.get_default_value(): collectionItem_forControl = node #nn = unreal.EditorFilterLibrary.by_class(n,unreal.RigUnit_CollectionItems.static_class()) ## meta ๅ–ๅพ— 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 # 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()) # bone array if (collectionItem_forBone == None): collectionItem_forBone = c.add_struct_node(unreal.RigUnit_CollectionItems.static_struct(), method_name='Execute') items_forBone = collectionItem_forBone.find_pin('Items') c.clear_array_pin(items_forBone.get_pin_path()) ## h_mod rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() rig = rigs[0] print(items_forControl) print(items_forBone) humanoidBoneTable = {"dummy" : "dummy"} humanoidBoneTable.clear() for h in meta.humanoid_bone_table: bone_h = "{}".format(h).lower() bone_m = "{}".format(meta.humanoid_bone_table[h]).lower() try: i = list(humanoidBoneTable.values()).index(bone_m) except: i = -1 if (bone_h!="" and bone_m!="" and i==-1): humanoidBoneTable[bone_h] = bone_m for bone_h in humanoidBoneList: bone_m = humanoidBoneTable.get(bone_h, None) if bone_m == None: continue #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): if (True): tmp = '(Type=Bone,Name=' #tmp += "{}".format(bone_m).lower() tmp += bone_m tmp += ')' c.add_array_pin(items_forBone.get_pin_path(), default_value=tmp) #print(bone_m) tmp = '(Type=Control,Name=' #tmp += "{}".format(bone_h).lower() + '_c' tmp += bone_h + '_c' tmp += ')' #print(c) c.add_array_pin(items_forControl.get_pin_path(), default_value=tmp) #print(bone_h) #for e in h_mod.get_elements(): # 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) # print(e.name) # if (e.type == unreal.RigElementType.BONE): # tmp = '(Type=Bone,Name=' # tmp += "{}".format(e.name) # tmp += ')' # c.add_array_pin(items_forBone.get_pin_path(), default_value=tmp) # print(e.name) #print(i.get_all_pins_recursively()) #ii:unreal.RigUnit_CollectionItems = n[1] #pp = ii.get_editor_property('Items') #print(pp) #print(collectionItem.get_all_pins_recursively()[0]) #i.get_editor_property("Items") #c.add_array_pin("Execute") # arrayใ‚’ไผธใฐใ™ #i.get_all_pins_recursively()[0].get_pin_path() #c.add_array_pin(i.get_all_pins_recursively()[0].get_pin_path(), default_value='(Type=Bone,Name=Global)') #rig = rigs[10]
import unreal import pyblish.api class CollectInstanceMembers(pyblish.api.InstancePlugin): """ Collect members of instance. This collector will collect the assets for the families that support to have them included as External Data, and will add them to the instance as members. """ order = pyblish.api.CollectorOrder + 0.1 hosts = ["unreal"] families = ["camera", "look", "unrealStaticMesh", "uasset"] label = "Collect Instance Members" def process(self, instance): """Collect members of instance.""" self.log.info("Collecting instance members") ar = unreal.AssetRegistryHelpers.get_asset_registry() inst_path = instance.data.get('instance_path') inst_name = inst_path.split('/')[-1] pub_instance = ar.get_asset_by_object_path( f"{inst_path}.{inst_name}").get_asset() if not pub_instance: self.log.error(f"{inst_path}.{inst_name}") raise RuntimeError(f"Instance {instance} not found.") if not pub_instance.get_editor_property("add_external_assets"): # No external assets in the instance return assets = pub_instance.get_editor_property('asset_data_external') members = [asset.get_path_name() for asset in assets] self.log.debug(f"Members: {members}") instance.data["members"] = members
import unreal # --- ์™ธ๋ถ€ ์ฃผ์ž… ๋ณ€์ˆ˜ ์•ˆ๋‚ด --- # ๋ธ”๋ฃจํ”„๋ฆฐํŠธ ๋˜๋Š” ๋‹ค๋ฅธ ์Šคํฌ๋ฆฝํŠธ์—์„œ ์ด ์Šคํฌ๋ฆฝํŠธ๋ฅผ ์‹คํ–‰ํ•˜๊ธฐ ์ „์— ์•„๋ž˜ ๋ณ€์ˆ˜๋“ค์„ ๋ฐ˜๋“œ์‹œ ์ •์˜ํ•ด์•ผ ํ•ฉ๋‹ˆ๋‹ค. # ์˜ˆ์‹œ (๋ธ”๋ฃจํ”„๋ฆฐํŠธ์˜ Execute Python Script ๋…ธ๋“œ์˜ 'Python Script' ํ•€์— ์ž…๋ ฅ): # # output_path = "/project/" # master_path = "/project/" # source_parent_prefix = "Basic_Master_Mat" # suffix = "_CN" # parameters_str = "emissive_color_mult:0.1; Tint:1,0,0,1" # do_reparent = True # do_parameter_edit = True # do_apply_to_actor = True # do_process_static_meshes = True # ์Šคํƒœํ‹ฑ ๋ฉ”์‹œ ์ปดํฌ๋„ŒํŠธ๋„ ์ฒ˜๋ฆฌํ• ์ง€ ์—ฌ๋ถ€ # do_check_source_prefix = True # ๋ถ€๋ชจ ๋จธํ‹ฐ๋ฆฌ์–ผ์˜ ์ด๋ฆ„ ์ ‘๋‘์‚ฌ๋ฅผ ๊ฒ€์‚ฌํ• ์ง€ ์—ฌ๋ถ€ # do_overwrite_existing = False # ์ด๋ฏธ ์กด์žฌํ•˜๋Š” ์—์…‹์„ ๊ฐ•์ œ๋กœ ๋ฎ์–ด์“ธ์ง€ ์—ฌ๋ถ€ def parse_parameters_string(params_string): """ ์„ธ๋ฏธ์ฝœ๋ก (;)์œผ๋กœ ๊ตฌ๋ถ„๋œ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฌธ์ž์—ด์„ ํŒŒ์‹ฑํ•ฉ๋‹ˆ๋‹ค. - ์Šค์นผ๋ผ: param_name:0.5 - ๋ฒกํ„ฐ: param_name:1,0,0,1 (R,G,B) ๋˜๋Š” (R,G,B,A) - ํ…์Šค์ฒ˜: param_name:/project/.MyTexture ์˜ˆ์‹œ: "scalar_param:0.5; vector_param:1,0,0,1; texture_param:/project/" """ unreal.log("ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฌธ์ž์—ด ํŒŒ์‹ฑ ์‹œ์ž‘...") parsed_params = [] if not params_string or not isinstance(params_string, str): return parsed_params asset_lib = unreal.EditorAssetLibrary # ํŒŒ๋ผ๋ฏธํ„ฐ ์Œ์„ ์„ธ๋ฏธ์ฝœ๋ก ์œผ๋กœ ๋ถ„๋ฆฌํ•ฉ๋‹ˆ๋‹ค. pairs = [pair.strip() for pair in params_string.split(';') if pair.strip()] for pair in pairs: if ':' not in pair: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ์ž˜๋ชป๋œ ํ˜•์‹์˜ ์Œ์„ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค -> '{pair}'") continue key, value_str = pair.split(':', 1) key = key.strip() value_str = value_str.strip() if not key or not value_str: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ๋น„์–ด์žˆ๋Š” ํ‚ค ๋˜๋Š” ๊ฐ’์„ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค -> '{pair}'") continue # ๊ฐ’์˜ ์œ ํ˜•์„ ํŒ๋ณ„ํ•ฉ๋‹ˆ๋‹ค. # 1. ํ…์Šค์ฒ˜ ํŒŒ๋ผ๋ฏธํ„ฐ (์ฝ˜ํ…์ธ  ๋ธŒ๋ผ์šฐ์ € ๊ฒฝ๋กœ) if value_str.startswith('/Game/') or value_str.startswith('/Engine/'): texture_asset = asset_lib.load_asset(value_str) if isinstance(texture_asset, unreal.Texture): parsed_params.append({'name': key, 'type': 'texture', 'value': texture_asset}) unreal.log(f" - ํ…์Šค์ฒ˜ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฐœ๊ฒฌ: '{key}' -> '{value_str}'") else: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ํ…์Šค์ฒ˜๋ฅผ ์ฐพ์„ ์ˆ˜ ์—†๊ฑฐ๋‚˜ ์œ ํšจํ•˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค -> '{value_str}'") # 2. ๋ฒกํ„ฐ ํŒŒ๋ผ๋ฏธํ„ฐ (r,g,b,a) elif ',' in value_str: try: color_parts = [float(c.strip()) for c in value_str.split(',')] if len(color_parts) == 3: color = unreal.LinearColor(color_parts[0], color_parts[1], color_parts[2], 1.0) parsed_params.append({'name': key, 'type': 'vector', 'value': color}) unreal.log(f" - ๋ฒกํ„ฐ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฐœ๊ฒฌ: '{key}' -> {color}") elif len(color_parts) == 4: color = unreal.LinearColor(color_parts[0], color_parts[1], color_parts[2], color_parts[3]) parsed_params.append({'name': key, 'type': 'vector', 'value': color}) unreal.log(f" - ๋ฒกํ„ฐ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฐœ๊ฒฌ: '{key}' -> {color}") else: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ๋ฒกํ„ฐ ๊ฐ’์€ 3๊ฐœ ๋˜๋Š” 4๊ฐœ์˜ ์ˆซ์ž์—ฌ์•ผ ํ•ฉ๋‹ˆ๋‹ค -> '{value_str}'") except ValueError: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ๋ฒกํ„ฐ์˜ ์ผ๋ถ€๋ฅผ ์ˆซ์ž๋กœ ๋ณ€ํ™˜ํ•  ์ˆ˜ ์—†์Šต๋‹ˆ๋‹ค -> '{value_str}'") # 3. ์Šค์นผ๋ผ ํŒŒ๋ผ๋ฏธํ„ฐ else: try: scalar_value = float(value_str) parsed_params.append({'name': key, 'type': 'scalar', 'value': scalar_value}) unreal.log(f" - ์Šค์นผ๋ผ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฐœ๊ฒฌ: '{key}' -> {scalar_value}") except ValueError: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ์Šค์นผ๋ผ ๊ฐ’์„ ์ˆซ์ž๋กœ ๋ณ€ํ™˜ํ•  ์ˆ˜ ์—†์Šต๋‹ˆ๋‹ค -> '{value_str}'") return parsed_params def run_actor_material_conditional_reparent_logic(): unreal.log("์กฐ๊ฑด๋ถ€ ๋จธํ‹ฐ๋ฆฌ์–ผ ๋ณต์‚ฌ ๋ฐ ๋ถ€๋ชจ ๊ต์ฒด ๋กœ์ง์„ ์‹œ์ž‘ํ•ฉ๋‹ˆ๋‹ค.") # --- ๋‚ด๋ถ€ ๋ณ€์ˆ˜ ์žฌ์ง€์ • (๊ฐ€๋…์„ฑ์„ ์œ„ํ•ด ์™ธ๋ถ€ ๋ณ€์ˆ˜๋ฅผ ๋‚ด๋ถ€ ๋ณ€์ˆ˜๋กœ ํ• ๋‹น) --- DESTINATION_FOLDER = output_path NEW_PARENT_MATERIAL_PATH = master_path SOURCE_PARENT_MATERIAL_PREFIX = source_parent_prefix SUFFIX = suffix PARAMETERS_TO_SET = parse_parameters_string(parameters_str) DO_REPARENT = do_reparent DO_PARAMETER_EDIT = do_parameter_edit DO_APPLY_TO_ACTOR = do_apply_to_actor DO_PROCESS_STATIC_MESHES = do_process_static_meshes DO_CHECK_SOURCE_PREFIX = do_check_source_prefix DO_OVERWRITE_EXISTING = do_overwrite_existing unreal.log(f"ํŒŒ์‹ฑ๋œ ํŒŒ๋ผ๋ฏธํ„ฐ: {PARAMETERS_TO_SET}") asset_lib = unreal.EditorAssetLibrary editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) # ๊ต์ฒดํ•  ๋ถ€๋ชจ ๋จธํ‹ฐ๋ฆฌ์–ผ ์—์…‹ ๋กœ๋“œ new_parent_material = asset_lib.load_asset(NEW_PARENT_MATERIAL_PATH) if DO_REPARENT and (not new_parent_material or not isinstance(new_parent_material, unreal.Material)): unreal.log_error(f"์˜ค๋ฅ˜: ์ƒˆ ๋งˆ์Šคํ„ฐ ๋จธํ‹ฐ๋ฆฌ์–ผ์„ ์ฐพ์„ ์ˆ˜ ์—†๊ฑฐ๋‚˜ ์œ ํšจํ•˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค: {NEW_PARENT_MATERIAL_PATH}") return # ์„ ํƒ๋œ ์•กํ„ฐ ๊ฐ€์ ธ์˜ค๊ธฐ selected_actors = editor_actor_subsystem.get_selected_level_actors() if not selected_actors: unreal.log_warning("์˜ค๋ฅ˜: ๋ ˆ๋ฒจ ๋ทฐํฌํŠธ์—์„œ ์•กํ„ฐ๋ฅผ ๋จผ์ € ์„ ํƒํ•ด์ฃผ์„ธ์š”.") return unreal.log(f"์ด {len(selected_actors)}๊ฐœ์˜ ์„ ํƒ๋œ ์•กํ„ฐ์— ๋Œ€ํ•œ ์ž‘์—…์„ ์‹œ์ž‘ํ•ฉ๋‹ˆ๋‹ค.") total_materials_processed_across_actors = 0 with unreal.ScopedEditorTransaction("Configurable Multi-Actor Material Processor") as transaction: for selected_actor in selected_actors: unreal.log(f"========== ์•กํ„ฐ ์ฒ˜๋ฆฌ ์‹œ์ž‘: '{selected_actor.get_actor_label()}' ==========") selected_actor.modify() # ์ฒ˜๋ฆฌํ•  ์ปดํฌ๋„ŒํŠธ ๋ชฉ๋ก์„ ์ค€๋น„ํ•ฉ๋‹ˆ๋‹ค. components_to_process = [] # ์Šค์ผˆ๋ ˆํƒˆ ๋ฉ”์‹œ ์ปดํฌ๋„ŒํŠธ๋ฅผ ๋ชฉ๋ก์— ์ถ”๊ฐ€ํ•ฉ๋‹ˆ๋‹ค. skeletal_mesh_components = selected_actor.get_components_by_class(unreal.SkeletalMeshComponent) components_to_process.extend(skeletal_mesh_components) # ์Šคํƒœํ‹ฑ ๋ฉ”์‹œ ์ปดํฌ๋„ŒํŠธ๋„ ์ฒ˜๋ฆฌํ•˜๋„๋ก ์„ค์ •๋œ ๊ฒฝ์šฐ, ๋ชฉ๋ก์— ์ถ”๊ฐ€ํ•ฉ๋‹ˆ๋‹ค. if DO_PROCESS_STATIC_MESHES: static_mesh_components = selected_actor.get_components_by_class(unreal.StaticMeshComponent) components_to_process.extend(static_mesh_components) if not components_to_process: unreal.log_warning(f" - ๊ฒฝ๊ณ : ์ฒ˜๋ฆฌํ•  ์Šค์ผˆ๋ ˆํƒˆ ๋˜๋Š” ์Šคํƒœํ‹ฑ ๋ฉ”์‹œ ์ปดํฌ๋„ŒํŠธ๊ฐ€ ์—†์–ด ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") continue # --- ํด๋” ์ด๋ฆ„ ๊ฒฐ์ •์„ ์œ„ํ•œ ๊ธฐ์ค€ ์—์…‹ ์ด๋ฆ„ ์ฐพ๊ธฐ --- base_name_for_folder = "" # 1. ์Šค์ผˆ๋ ˆํƒˆ ๋ฉ”์‹œ์—์„œ ๊ธฐ์ค€ ์ด๋ฆ„ ์ฐพ๊ธฐ for comp in skeletal_mesh_components: if comp.skeletal_mesh: base_name_for_folder = comp.skeletal_mesh.get_name() unreal.log(f" - ํด๋” ๊ธฐ์ค€ ์—์…‹: ์Šค์ผˆ๋ ˆํƒˆ ๋ฉ”์‹œ '{base_name_for_folder}'") break # 2. ์Šคํƒœํ‹ฑ ๋ฉ”์‹œ์—์„œ ๊ธฐ์ค€ ์ด๋ฆ„ ์ฐพ๊ธฐ (์œ„์—์„œ ๋ชป ์ฐพ์•˜์„ ๊ฒฝ์šฐ) if not base_name_for_folder and DO_PROCESS_STATIC_MESHES: if "static_mesh_components" in locals() and static_mesh_components: for comp in static_mesh_components: if comp.static_mesh: base_name_for_folder = comp.static_mesh.get_name() unreal.log(f" - ํด๋” ๊ธฐ์ค€ ์—์…‹: ์Šคํƒœํ‹ฑ ๋ฉ”์‹œ '{base_name_for_folder}'") break # 3. ํด๋ฐฑ: ์•กํ„ฐ ์ด๋ฆ„ ์‚ฌ์šฉ if not base_name_for_folder: base_name_for_folder = selected_actor.get_actor_label() unreal.log(f" - ๊ฒฝ๊ณ : ๊ธฐ์ค€ ๋ฉ”์‹œ ์—์…‹์„ ์ฐพ์ง€ ๋ชปํ•ด ์•กํ„ฐ ์ด๋ฆ„ '{base_name_for_folder}'์„(๋ฅผ) ์‚ฌ์šฉํ•ฉ๋‹ˆ๋‹ค.") # ๊ธฐ์ค€ ์ด๋ฆ„์„ ๊ธฐ๋ฐ˜์œผ๋กœ ๋Œ€์ƒ ํด๋” ๊ฒฝ๋กœ ์ƒ์„ฑ clean_base_name = base_name_for_folder.replace(' ', '_') actor_destination_folder = f"{DESTINATION_FOLDER.rstrip('/')}/{clean_base_name}" # ๊ฒฝ๋กœ ์ƒ์„ฑ if not asset_lib.does_directory_exist(actor_destination_folder): asset_lib.make_directory(actor_destination_folder) unreal.log(f" - ๋ฐœ๊ฒฌ๋œ ์ด ์ปดํฌ๋„ŒํŠธ ์ˆ˜: {len(components_to_process)}๊ฐœ. ๋Œ€์ƒ ํด๋”: '{actor_destination_folder}'") materials_processed_on_actor = 0 for mesh_comp in components_to_process: component_name = mesh_comp.get_name() num_materials = mesh_comp.get_num_materials() unreal.log(f"--- ์ปดํฌ๋„ŒํŠธ ์ฒ˜๋ฆฌ ์‹œ์ž‘: '{component_name}' (๋จธํ‹ฐ๋ฆฌ์–ผ ์Šฌ๋กฏ: {num_materials}๊ฐœ) ---") if num_materials == 0: continue mesh_comp.modify() materials_to_apply_on_comp = {} for index in range(num_materials): material_instance = mesh_comp.get_material(index) if not isinstance(material_instance, unreal.MaterialInstanceConstant): continue material_to_process = None is_newly_created = False if material_instance.get_name().endswith(SUFFIX): unreal.log(f" [{index}๋ฒˆ ์Šฌ๋กฏ] ์ด๋ฏธ {SUFFIX} ๋จธํ‹ฐ๋ฆฌ์–ผ์ด ์ ์šฉ๋˜์–ด ์žˆ์Šต๋‹ˆ๋‹ค. ์žฌ์ฒ˜๋ฆฌํ•ฉ๋‹ˆ๋‹ค: {material_instance.get_name()}") material_to_process = material_instance else: parent_material = material_instance.get_editor_property('parent') if not parent_material: unreal.log(f" [{index}๋ฒˆ ์Šฌ๋กฏ] ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค. ์ด์œ : ๋ถ€๋ชจ ๋จธํ‹ฐ๋ฆฌ์–ผ์ด ์—†์Šต๋‹ˆ๋‹ค.") continue if DO_REPARENT and parent_material == new_parent_material: unreal.log(f" [{index}๋ฒˆ ์Šฌ๋กฏ] ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค. ์ด์œ : ๋ถ€๋ชจ๊ฐ€ ์ด๋ฏธ ๋ชฉํ‘œ ๋จธํ‹ฐ๋ฆฌ์–ผ์ž…๋‹ˆ๋‹ค.") continue if DO_CHECK_SOURCE_PREFIX and not parent_material.get_name().startswith(SOURCE_PARENT_MATERIAL_PREFIX): unreal.log(f" [{index}๋ฒˆ ์Šฌ๋กฏ] ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค. ์ด์œ : ๋ถ€๋ชจ ์ด๋ฆ„์ด '{SOURCE_PARENT_MATERIAL_PREFIX}'(์œผ)๋กœ ์‹œ์ž‘ํ•˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค: {parent_material.get_name()}") continue unreal.log(f" [{index}๋ฒˆ ์Šฌ๋กฏ] ์กฐ๊ฑด ์ผ์น˜. ์ฒ˜๋ฆฌ๋ฅผ ์‹œ์ž‘ํ•ฉ๋‹ˆ๋‹ค: {material_instance.get_name()}") original_path = material_instance.get_path_name() original_name = material_instance.get_name() new_name = f"{original_name}{SUFFIX}" new_path = f"{actor_destination_folder.rstrip('/')}/{new_name}" if DO_OVERWRITE_EXISTING: unreal.log(f" ๋ฎ์–ด์“ฐ๊ธฐ ์˜ต์…˜ ํ™œ์„ฑํ™”. '{new_name}'์„(๋ฅผ) ๊ฐ•์ œ๋กœ ๋ณต์ œํ•ฉ๋‹ˆ๋‹ค.") material_to_process = asset_lib.duplicate_asset(original_path, new_path) else: if asset_lib.does_asset_exist(new_path): unreal.log(f" ์—์…‹์ด ์ด๋ฏธ ์กด์žฌํ•˜์—ฌ ๋กœ๋“œํ•ฉ๋‹ˆ๋‹ค: {new_path}") material_to_process = asset_lib.load_asset(new_path) else: material_to_process = asset_lib.duplicate_asset(original_path, new_path) is_newly_created = True if not material_to_process: if is_newly_created: unreal.log_error(f" ์‹คํŒจ: {SUFFIX} ์—์…‹์„ ์ƒ์„ฑํ•˜๊ฑฐ๋‚˜ ๋กœ๋“œํ•  ์ˆ˜ ์—†์–ด ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") continue material_to_process.modify() if DO_REPARENT: current_parent = material_to_process.get_editor_property('parent') if current_parent != new_parent_material: unreal.log(f" > ๋ถ€๋ชจ ๋ณ€๊ฒฝ ์‹œ๋„: '{material_to_process.get_name()}'") unreal.MaterialEditingLibrary.set_material_instance_parent(material_to_process, new_parent_material) parent_after_change = material_to_process.get_editor_property('parent') if parent_after_change == new_parent_material: unreal.log(" + ํ™•์ธ: ๋ถ€๋ชจ ๋ณ€๊ฒฝ์ด ์—์…‹์— ์„ฑ๊ณต์ ์œผ๋กœ ์ ์šฉ๋˜์—ˆ์Šต๋‹ˆ๋‹ค.") else: unreal.log_warning(f" ์‹คํŒจ ํ™•์ธ: ๋ถ€๋ชจ ๋ณ€๊ฒฝ์ด ์‹ค์ œ๋กœ ์ ์šฉ๋˜์ง€ ์•Š์•˜์Šต๋‹ˆ๋‹ค. ์ด ๋จธํ‹ฐ๋ฆฌ์–ผ์˜ ๋‚˜๋จธ์ง€ ์ฒ˜๋ฆฌ๋ฅผ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") continue else: unreal.log(f" > ๋ถ€๋ชจ๊ฐ€ ์ด๋ฏธ ๋ชฉํ‘œ ๋จธํ‹ฐ๋ฆฌ์–ผ์ด๋ฏ€๋กœ ๋ณ€๊ฒฝ์„ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") if DO_PARAMETER_EDIT and PARAMETERS_TO_SET: unreal.log(f" - '{material_to_process.get_name()}'์˜ ํŒŒ๋ผ๋ฏธํ„ฐ ๊ฐ’์„ ์ˆ˜์ •ํ•ฉ๋‹ˆ๋‹ค.") for param_info in PARAMETERS_TO_SET: param_name = param_info['name'] param_type = param_info['type'] param_value = param_info['value'] success = False if param_type == 'scalar': success = unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(material_to_process, param_name, param_value) elif param_type == 'vector': success = unreal.MaterialEditingLibrary.set_material_instance_vector_parameter_value(material_to_process, param_name, param_value) elif param_type == 'texture': if param_value: success = unreal.MaterialEditingLibrary.set_material_instance_texture_parameter_value(material_to_process, param_name, param_value) if success: unreal.log(f" - '{param_type}' ํŒŒ๋ผ๋ฏธํ„ฐ '{param_name}' ๊ฐ’์„ ์„ฑ๊ณต์ ์œผ๋กœ ์„ค์ •ํ–ˆ์Šต๋‹ˆ๋‹ค.") else: unreal.log(f" - ์ •๋ณด: '{param_name}' ํŒŒ๋ผ๋ฏธํ„ฐ๊ฐ€ ์—†๊ฑฐ๋‚˜ ํƒ€์ž…์ด ์ผ์น˜ํ•˜์ง€ ์•Š์•„ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") asset_lib.save_loaded_asset(material_to_process) if is_newly_created: materials_to_apply_on_comp[index] = material_to_process if materials_to_apply_on_comp: materials_processed_on_actor += len(materials_to_apply_on_comp) if DO_APPLY_TO_ACTOR: if not materials_to_apply_on_comp: unreal.log(f" '{component_name}' ์ปดํฌ๋„ŒํŠธ์— ์ƒˆ๋กœ ์ ์šฉํ•  ๋จธํ‹ฐ๋ฆฌ์–ผ์ด ์—†์–ด ์ ์šฉ ๋‹จ๊ณ„๋ฅผ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") else: unreal.log(f" -> '{component_name}' ์ปดํฌ๋„ŒํŠธ์— {len(materials_to_apply_on_comp)}๊ฐœ์˜ ์ƒˆ ๋จธํ‹ฐ๋ฆฌ์–ผ์„ ์ ์šฉํ•ฉ๋‹ˆ๋‹ค.") for index, new_mat in materials_to_apply_on_comp.items(): mesh_comp.set_material(index, new_mat) material_after_set = mesh_comp.get_material(index) if material_after_set != new_mat: current_mat_path = material_after_set.get_path_name() if material_after_set else "None" unreal.log_error(f" - ์ ์šฉ ์‹คํŒจ ํ™•์ธ! ์Šฌ๋กฏ์˜ ๋จธํ‹ฐ๋ฆฌ์–ผ์ด ๋ณ€๊ฒฝ๋˜์ง€ ์•Š์•˜์Šต๋‹ˆ๋‹ค.") unreal.log_error(f" (ํ˜„์žฌ ์Šฌ๋กฏ์˜ ๋จธํ‹ฐ๋ฆฌ์–ผ: {current_mat_path})") unreal.log_error(f" - ์›์ธ ์ถ”์ •: Sequencer์˜ Material Track์ด ์ด ์Šฌ๋กฏ์„ ์ œ์–ดํ•˜๊ณ  ์žˆ์„ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.") else: if materials_to_apply_on_comp: unreal.log(f" - ์•กํ„ฐ์— ๋จธํ‹ฐ๋ฆฌ์–ผ ์ ์šฉ ๋‹จ๊ณ„(do_apply_to_actor=False)๋Š” ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") total_materials_processed_across_actors += materials_processed_on_actor if total_materials_processed_across_actors == 0: unreal.log_warning("์ฒ˜๋ฆฌ๋œ ๋จธํ‹ฐ๋ฆฌ์–ผ์ด ์—†์–ด ์ „์ฒด ์ž‘์—…์„ ์ทจ์†Œํ•ฉ๋‹ˆ๋‹ค.") transaction.cancel() return unreal.log(f"๋ชจ๋“  ์•กํ„ฐ์˜ ๋จธํ‹ฐ๋ฆฌ์–ผ ์ฒ˜๋ฆฌ๊ฐ€ ์™„๋ฃŒ๋˜์—ˆ์Šต๋‹ˆ๋‹ค. (์ด {total_materials_processed_across_actors}๊ฐœ ์ฒ˜๋ฆฌ)") # ์Šคํฌ๋ฆฝํŠธ ์‹คํ–‰ run_actor_material_conditional_reparent_logic()
# /project/ # @CBgameDev Optimisation Script - Log Blueprints With Tick Enabled # /project/ import unreal import os EditAssetLib = unreal.EditorAssetLibrary() # SkeletalMeshLib = unreal.BlueprintFunctionLibrary() #dont think need TickFunctionality = unreal.TickFunction() 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 == "Blueprint": _BlueprintAsset = unreal.Blueprint.cast(_assetData.get_asset()) unreal.TickFunction. unreal.log(_assetData.get_asset().get_editor_property("allow_tick_before_begin_play")) # _assetData.get_editor_property("allow_tick_before_begin_play") # unreal.Actor.cast(_BlueprintAsset.get_default_object()) # unreal.log(_assetData.get_asset().get_default_object()) # unreal.log(unreal.Actor.cast(_assetData.get_asset())) # EditAssetLib.load_blueprint_class(_BlueprintAsset) # _BlueprintAsset.TickFunctionality.get_editor_property("start_with_tick_enabled") # .get_editor_property("allow_tick_before_begin_play ") # _BlueprintAsset.get_default_object(_assetData.get_asset()).TickFunctionality unreal.log("is a blueprint") LogStringsArray.append(" %s ------------> At Path: %s \n" % (_assetName, _assetPathName)) # unreal.log("Asset Name: %s Path: %s \n" % (_assetName, _assetPathName)) numOfOptimisations += 1 # new way asset_obj = EditAssetLib.load_asset(asset) # isTickOn = asset_obj.get_editor_property(unreal.TickFunction.get_editor_property) # important documentation: https://docs.unrealengine.com/4.26/en-US/project/.html if ST.should_cancel(): break ST.enter_progress_frame(1, asset) # Write results into a log file # /project/ TitleOfOptimisation = "Log Blueprints With Tick Enabled" DescOfOptimisation = "Searches the entire project for blueprints which have tick enabled and that we could consider turning off" SummaryMessageIntro = "-- Assets With 0 References That We Could Consider Deleting --" 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 import sys sys.path.append("/project/-packages") from PySide import QtCore, QtGui, QtUiTools 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_assets() num_assets = len(selected_assets) replaced = 0 unreal.log("Selected {} assets".format(num_assets)) # loop over each asset and rename for asset in selected_assets: asset_name = system_lib.get_object_name(asset) unreal.log(asset_name) # check if the asset name contains the to be replaced text if string_lib.contains(asset_name, search_pattern, use_case = use_case): search_case = unreal.SearchCase.CASE_SENSITIVE if use_case else unreal.SearchCase.IGNORE_CASE replaced_name = string_lib.replace(asset_name, search_pattern, replace_pattern, search_case = search_case) editor_util.rename_asset(asset, replaced_name) replaced += 1 unreal.log("Replaced {} with {}".format(asset_name, replaced_name)) else: unreal.log("{} did not match the search pattern, was skipped".format(asset_name)) unreal.log("Replaced {} of {} assets".format(replaced, num_assets)) class RenameGUI(QtGui.QWidget): def __init__(self, parent=None): super(RenameGUI, self).__init__(parent) # load the created GUI self.widget = QtUiTools.QUiLoader().load("/project/.ui") self.widget.setParent(self) # set the size of widget self.widget.setGeometry(0, 0, self.widget.width(), self.widget.height()) # find the interaction elements self.search = self.widget.findChild(QtGui.QLineEdit, "searchPattern") self.replace = self.widget.findChild(QtGui.QLineEdit, "replacePattern") self.use_case = self.widget.findChild(QtGui.QCheckBox, "checkBox") # find and assign trigger to pushButton self.rename_button = self.widget.findChild(QtGui.QPushButton, "pushButton") self.rename_button.clicked.connect(self.rename_handler) def rename_handler(self): search_pattern = self.search.text() replace_pattern = self.replace.text() use_case = self.use_case.isChecked() rename_assets(search_pattern, replace_pattern, use_case) # only create an instance when it is not already running app = None if not QtGui.QApplication.instance(): app = QtGui.QApplication(sys.argv) # start the GUI window = RenameGUI() window.show()
# Copyright Epic Games, Inc. All Rights Reserved """ Deadline Job object used to submit jobs to the render farm """ # Built-In import logging # Third-party import unreal # Internal from deadline_utils import merge_dictionaries, get_deadline_info_from_preset from deadline_enums import DeadlineJobStatus logger = logging.getLogger("DeadlineJob") class DeadlineJob: """ Unreal Deadline Job object """ # ------------------------------------------------------------------------------------------------------------------ # Magic Methods def __init__(self, job_info=None, plugin_info=None, job_preset: unreal.DeadlineJobPreset=None): """ Constructor """ self._job_id = None self._job_info = {} self._plugin_info = {} self._aux_files = [] self._job_status: DeadlineJobStatus = DeadlineJobStatus.UNKNOWN self._job_progress = 0.0 # Jobs details updated by server after submission self._job_details = None # Update the job, plugin and aux file info from the data asset if job_info and plugin_info: self.job_info = job_info self.plugin_info = plugin_info if job_preset: self.job_info, self.plugin_info = get_deadline_info_from_preset(job_preset=job_preset) def __repr__(self): return f"{self.__class__.__name__}({self.job_name}, {self.job_id})" # ------------------------------------------------------------------------------------------------------------------ # Public Properties @property def job_info(self): """ Returns the Deadline job info :return: Deadline job Info as a dictionary :rtype: dict """ return self._job_info @job_info.setter def job_info(self, value: dict): """ Sets the Deadline Job Info :param value: Value to set on the job info. """ if not isinstance(value, dict): raise TypeError(f"Expected `dict` found {type(value)}") self._job_info = merge_dictionaries(self.job_info, value) if "AuxFiles" in self._job_info: # Set the auxiliary files for this instance self._aux_files = self._job_info.get("AuxFiles", []) # Remove the aux files array from the dictionary, doesn't belong there self._job_info.pop("AuxFiles") @property def plugin_info(self): """ Returns the Deadline plugin info :return: Deadline plugin Info as a dictionary :rtype: dict """ return self._plugin_info @plugin_info.setter def plugin_info(self, value: dict): """ Sets the Deadline Plugin Info :param value: Value to set on plugin info. """ if not isinstance(value, dict): raise TypeError(f"Expected `dict` found {type(value)}") self._plugin_info = merge_dictionaries(self.plugin_info, value) @property def job_id(self): """ Return the deadline job ID. This is the ID returned by the service after the job has been submitted """ return self._job_id @property def job_name(self): """ Return the deadline job name. """ return self.job_info.get("Name", "Unnamed Job") @job_name.setter def job_name(self, value): """ Updates the job name on the instance. This also updates the job name in the job info dictionary :param str value: job name """ self.job_info.update({"Name": value}) @property def aux_files(self): """ Returns the Auxiliary files for this job :return: List of Auxiliary files """ return self._aux_files @property def job_status(self): """ Return the current job status :return: Deadline status """ if not self.job_details: return DeadlineJobStatus.UNKNOWN if "Job" not in self.job_details and "Status" not in self.job_details["Job"]: return DeadlineJobStatus.UNKNOWN # Some Job statuses are represented as "Rendering (1)" to indicate the # current status of the job and the number of tasks performing the # current status. We only care about the job status so strip out the # extra information. Task details are returned to the job details # object which can be queried in a different implementation return self.get_job_status_enum(self.job_details["Job"]["Status"].split()[0]) @job_status.setter def job_status(self, value): """ Return the current job status :param DeadlineJobStatus value: Job status to set on the object. :return: Deadline status """ # Statuses are expected to live in the job details object. Usually this # property is only explicitly set if the status of a job is unknown. # for example if the service detects a queried job is non-existent on # the farm # NOTE: If the structure of how job status are represented in the job # details changes, this implementation will need to be updated. # Currently job statuses are represented in the jobs details as # {"Job": {"Status": "Unknown"}} # "value" is expected to be an Enum so get the name of the Enum and set # it on the job details. When the status property is called, # this will be re-translated back into an enum. The reason for this is, # the native job details object returned from the service has no # concept of the job status enum. This is an internal # representation which allows for more robust comparison operator logic if self.job_details and isinstance(self.job_details, dict): self.job_details.update({"Job": {"Status": value.name}}) @property def job_progress(self): """ Returns the current job progress :return: Deadline job progress as a float value """ if not self.job_details: return 0.0 if "Job" in self.job_details and "Progress" in self.job_details["Job"]: progress_str = self._job_details["Job"]["Progress"] progress_str = progress_str.split()[0] return float(progress_str) / 100 # 0-1 progress @property def job_details(self): """ Returns the job details from the deadline service. :return: Deadline Job details """ return self._job_details @job_details.setter def job_details(self, value): """ Sets the job details from the deadline service. This is typically set by the service, but can be used as a general container for job information. """ self._job_details = value # ------------------------------------------------------------------------------------------------------------------ # Public Methods def get_submission_data(self): """ Returns the submission data used by the Deadline service to submit a job :return: Dictionary with job, plugin, auxiliary info :rtype: dict """ return { "JobInfo": self.job_info, "PluginInfo": self.plugin_info, "AuxFiles": self.aux_files } # ------------------------------------------------------------------------------------------------------------------ # Protected Methods @staticmethod def get_job_status_enum(job_status): """ This method returns an enum representing the job status from the server :param job_status: Deadline job status :return: Returns the job_status as an enum :rtype DeadlineJobStatus """ # Convert this job status returned by the server into the job status # enum representation # Check if the job status name has an enum representation, if not check # the value of the job_status. # Reference: https://docs.thinkboxsoftware.com/project/.1/1_User%20Manual/project/-jobs.html#job-property-values try: status = DeadlineJobStatus(job_status) except ValueError: try: status = getattr(DeadlineJobStatus, job_status) except Exception as exp: raise RuntimeError(f"An error occurred getting the Enum status type of {job_status}. Error: \n\t{exp}") return status
""" # Unreal Editor Pipeline Plugin Manager * Description: Autoloads pipeline friendly plugins. """ import json from pathlib import Path from lucid.unreal import editor import lucid.unreal.paths import unreal PLUGIN_NAME_K = 'plugin_name' PLUGIN_CMD_K = 'startup_cmd' SHELF_ICON = unreal.Name('EditorViewport.ShaderComplexityMode') BUTTON_ICON = unreal.Name('WidgetDesigner.LayoutTransform') def load_toolbar_plugins() -> None: menu = editor.create_toolbar_submenu(section_name='Lucid', dropdown_name='Plugins', section_label='plugins', small_style_name=SHELF_ICON) for p in lucid.unreal.paths.PLUGINS_DIR.glob('*'): ctx_file = Path(p, 'context.json') if not ctx_file.exists(): continue # Not a pipeline friendly plugin with open(ctx_file) as file: ctx_data = json.load(file) label = ctx_data[PLUGIN_NAME_K] command = ctx_data[PLUGIN_CMD_K] editor.add_dropdown_button( menu_id=menu, label=label, command=command, section_label='plugins', small_style_name=BUTTON_ICON )
# 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 using the API to instantiate an HDA and set a landscape input. """ import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.hilly_landscape_erode_1_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def load_map(): return unreal.EditorLoadingAndSavingUtils.load_map('/project/.LandscapeInputExample') def get_landscape(): return unreal.EditorLevelLibrary.get_actor_reference('PersistentLevel.Landscape_0') def configure_inputs(in_wrapper): print('configure_inputs') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(configure_inputs) # Create a landscape input landscape_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPILandscapeInput) # Send landscapes as heightfields landscape_input.landscape_export_type = unreal.HoudiniLandscapeExportType.HEIGHTFIELD # Keep world transform landscape_input.keep_world_transform = True # Set the input objects/assets for this input landscape_object = get_landscape() landscape_input.set_input_objects((landscape_object, )) # copy the input data to the HDA as node input 0 in_wrapper.set_input_at_index(0, landscape_input) # We can now discard the API input object landscape_input = None 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)) if isinstance(in_input, unreal.HoudiniPublicAPILandscapeInput): print('\t\tbLandscapeAutoSelectComponent: {0}'.format(in_input.landscape_auto_select_component)) print('\t\tbLandscapeExportLighting: {0}'.format(in_input.landscape_export_lighting)) print('\t\tbLandscapeExportMaterials: {0}'.format(in_input.landscape_export_materials)) print('\t\tbLandscapeExportNormalizedUVs: {0}'.format(in_input.landscape_export_normalized_u_vs)) print('\t\tbLandscapeExportSelectionOnly: {0}'.format(in_input.landscape_export_selection_only)) print('\t\tbLandscapeExportTileUVs: {0}'.format(in_input.landscape_export_tile_u_vs)) print('\t\tbLandscapeExportType: {0}'.format(in_input.landscape_export_type)) 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)) 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(): # Load the example map load_map() # 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) # Print the input state after the cook and output creation. _g_wrapper.on_post_processing_delegate.add_callable(print_inputs) if __name__ == '__main__': run()
# -*- coding: utf-8 -*- import unreal import Utilities.Utils def print_refs(packagePath): print("-" * 70) results, parentsIndex = unreal.PythonBPLib.get_all_refs(packagePath, True) print ("resultsCount: {}".format(len(results))) assert len(results) == len(parentsIndex), "results count not equal parentIndex count" print("{} Referencers Count: {}".format(packagePath, len(results))) def _print_self_and_children(results, parentsIndex, index, gen): if parentsIndex[index] < -1: return print ("{}{}".format("\t" * (gen +1), results[index])) parentsIndex[index] = -2 for j in range(index + 1, len(parentsIndex), 1): if parentsIndex[j] == index: _print_self_and_children(results, parentsIndex, j, gen + 1) for i in range(len(results)): if parentsIndex[i] >= -1: _print_self_and_children(results, parentsIndex, i, 0) def print_deps(packagePath): print("-" * 70) results, parentsIndex = unreal.PythonBPLib.get_all_deps(packagePath, True) print ("resultsCount: {}".format(len(results))) assert len(results) == len(parentsIndex), "results count not equal parentIndex count" print("{} Dependencies Count: {}".format(packagePath, len(results))) def _print_self_and_children(results, parentsIndex, index, gen): if parentsIndex[index] < -1: return print ("{}{}".format("\t" * (gen +1), results[index])) parentsIndex[index] = -2 for j in range(index + 1, len(parentsIndex), 1): if parentsIndex[j] == index: _print_self_and_children(results, parentsIndex, j, gen + 1) for i in range(len(results)): if parentsIndex[i] >= -1: _print_self_and_children(results, parentsIndex, i, 0) def print_related(packagePath): print_deps(packagePath) print_refs(packagePath) def print_selected_assets_refs(): assets = Utilities.Utils.get_selected_assets() for asset in assets: print_refs(asset.get_outermost().get_path_name()) def print_selected_assets_deps(): assets = Utilities.Utils.get_selected_assets() for asset in assets: print_deps(asset.get_outermost().get_path_name()) def print_selected_assets_related(): assets = Utilities.Utils.get_selected_assets() for asset in assets: print_related(asset.get_outermost().get_path_name()) def print_who_used_custom_depth(): world = unreal.EditorLevelLibrary.get_editor_world() allActors = unreal.GameplayStatics.get_all_actors_of_class(world, unreal.Actor) print(len(allActors)) errorCount = 0 for actor in allActors: comps = actor.get_components_by_class(unreal.PrimitiveComponent) for comp in comps: if comp.render_custom_depth: errorCount += 1 # v = comp.get_editor_property("custom_depth_stencil_value") # m = comp.get_editor_property("custom_depth_stencil_write_mask") print("actor: {} comp: {} enabled Custom depth ".format(actor.get_name(), comp.get_name())) # errorCount += 1 print("Custom Depth comps: {}".format(errorCount))
# -*- coding utf-8 -*- import unreal """ using import TPS_Modules.generate_skeletalmesh_lod as generate_skeletalmesh_lod import importlib importlib.reload(generate_skeletalmesh_lod) generate_skeletalmesh_lod.generate_skeletalmesh_lod() """ def generate_skeletalmesh_lod(): # ้ธๆŠžใ—ใฆใ„ใ‚‹ใ‚ขใ‚ปใƒƒใƒˆใ‚’ๅ–ๅพ— util = unreal.EditorUtilityLibrary.get_default_object() asset_list = util.get_selected_asset_data() unreal.log("Start generate_skeletalmesh_lod") for asset in asset_list: skeletal_mesh = asset.get_asset() # LOD้…ๅˆ— lod_info = [] # Baseใฎใƒขใƒ‡ใƒซใฏๅค‰ๆ›ดใ—ใŸใใชใ„ใŸใ‚BaseใฎLODใ‚’ๅ–ๅพ—ใ—ใ€่จญๅฎš base_lod_info = skeletal_mesh.get_editor_property("lod_info") lod_info.append(base_lod_info[0]) unreal.log(len(base_lod_info)) # ScreenSizeใฎ่จญๅฎš screen_size_array = [0.8, 0.6, 0.4, 0.3] # BaseLODใ‹ใ‚‰ใฎ้ ‚็‚นใฎๅ‰ฒๅˆใ‚’่จญๅฎš vert_parcentage_array = [0.06, 0.03, 0.02, 0.01] # ใƒชใƒ€ใ‚ฏใ‚ทใƒงใƒณใฎๆ–นๆณ•ใ‚’่จญๅฎš termination_array = [1, 1, 1, 1] # Fixed ScreenSize for screen_size in screen_size_array: per_platform_float = unreal.PerPlatformFloat() per_platform_float.set_editor_property("default", screen_size) info = unreal.SkeletalMeshLODInfo() info.set_editor_property("screen_size", per_platform_float) lod_info.append(info) # BaseLodใฎๆฌกใ‹ใ‚‰้–‹ๅง‹ใ™ใ‚‹ใŸใ‚ใซcountๅค‰ๆ•ฐใ‚’1ใซ่จญๅฎš count = 1 for i in range(len(screen_size_array)): optimization_setting = unreal.SkeletalMeshOptimizationSettings() optimization_setting.set_editor_property("num_of_vert_percentage", vert_parcentage_array[i]) # ้ ‚็‚นใฎ%็އใงๅ‰Šๆธ›็އใ‚’ๆฑบๅฎš optimization_setting.set_editor_property("termination_criterion", unreal.SkeletalMeshTerminationCriterion.cast(termination_array[i])) lod_info[count].set_editor_property("reduction_settings", optimization_setting) count += 1 # LODInfoใ‚’่จญๅฎš skeletal_mesh.set_editor_property("lod_info", lod_info) # LODใ‚’ๅ†็”Ÿๆˆ skeletal_mesh.regenerate_lod(len(lod_info), True) # MinLodใฎ่จญๅฎš min_lod = [1] for setting_val in min_lod: per_platform_int = unreal.PerPlatformInt() per_platform_int.set_editor_property("default", setting_val) skeletal_mesh.set_editor_property("min_lod", per_platform_int) # Save SkeletalMesh LOD unreal.EditorAssetLibrary.save_asset(asset.get_full_name(), only_if_is_dirty=False) unreal.log("End generate_skeletalmesh_lod")
import os import time import unreal if __name__ == "__main__": case_dir = "/project/" cnt = 0 pose_file = os.path.join(case_dir, f"rd_placement{cnt}.txt") while os.path.exists(pose_file): case_type = f"Rd{cnt}Marker" prefix = f"tag{case_type}" holder_prefix = f"holder{case_type}" print(f"Marker prefix: {prefix}") # marker poses from IMP f_stream = open(pose_file, "r") imp_data = f_stream.readlines() tag_num = len(imp_data) - 1 print(f"Marker number {tag_num}") height = 175 decal_scale = [.01, 0.13208, 0.102] cube_scale = [.01, .67, .52] player_x, player_y = -272.0, 64.999985 cube_mesh = unreal.EditorAssetLibrary.find_asset_data('/project/').get_asset() for i in range(tag_num): line = imp_data[i+1].strip() print(line) line = line.split() # scale 100 converting meters to centimeters x, y, theta = float(line[1]) * 100 + player_x, -float(line[2]) * 100 + player_y, -float(line[3]) * 180 / 3.14 # get texture file if i<9: tex_path = f"/project/-00{i+1}_mat" else: tex_path = f"/project/-0{i+1}_mat" if unreal.EditorAssetLibrary.does_asset_exist(tex_path): my_tex = unreal.EditorAssetLibrary.find_asset_data(tex_path).get_asset() my_decal = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.DecalActor,[0,0,0]) my_decal.set_actor_label(f"xxx{prefix}{i}") my_decal.set_decal_material(my_tex) my_decal.set_actor_location_and_rotation([x, y, height], unreal.Rotator(-90, 180, theta), False, True) my_decal.set_actor_scale3d(decal_scale) my_decal.set_folder_path(f"/{case_type}") time.sleep(.1) my_decal.set_actor_label(f"{prefix}{i}") my_cube = unreal.EditorLevelLibrary.spawn_actor_from_object(cube_mesh, [0, 0, 0]) my_cube.set_actor_label(f"xxx{holder_prefix}{i}") my_cube.set_actor_location_and_rotation([x, y, height], unreal.Rotator(-90, 180, theta), False, True) my_cube.set_actor_scale3d(cube_scale) my_cube.set_folder_path(f"/{case_type}") my_cube.set_mobility(unreal.ComponentMobility.MOVABLE) time.sleep(.1) my_cube.set_actor_label(f"{holder_prefix}{i}") else: print(f"cannot find tex {tex_path}") f_stream.close() cnt += 1 pose_file = os.path.join(case_dir, f"rd_placement{cnt}.txt")
# -*- coding: utf-8 -*- """ """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = 'timmyliang' __email__ = '[email protected]' __date__ = '2021-08-18 19:44:01' import re import unreal import inspect import builtins bp, = unreal.EditorUtilityLibrary.get_selected_assets() bp_path = bp.get_path_name() gc = unreal.load_object(None, "%s_C" % bp_path) cdo = unreal.get_default_object(gc) # cdo.call_method("TestCall",args=(unreal.World(),)) @unreal.uclass() class TempObj(unreal.Object): pass map = { "IntProperty":int, "StrProperty":str, "ArrayProperty":list, "Object":TempObj } def guess_call(obj, name, num=999): # obj.call_method(name, (unreal.World(),'')) # return regx = r"takes at most (\d+) argument" try: obj.call_method(name, tuple([i for i in range(num)])) except Exception as e: error = str(e) print(error) match = re.search(regx, error) assert match,u"ๆ‰พไธๅˆฐๅ‡ฝๆ•ฐ" count = int(match.group(1)) print("count",count) regx = re.compile(r"allowed Class type: '(\D+?)'") regx2 = re.compile(r"NativizeProperty: Cannot nativize '(\D+)' as '(\D+)' \((\D+)\)") args = tuple() for i in reversed(range(count)): try: print(args) obj.call_method(name, args + tuple([None for j in range(i + 1)])) args += (1,) except Exception as e: error = str(e) # print(error) match = regx.search(error) typ_string = match.group(1) if match else regx2.search(error).group(3) typ = getattr(unreal,typ_string,None) # print(typ_string) # print(map.get(typ_string)) typ = map.get(typ_string,getattr(builtins,typ_string,getattr(unreal,typ_string,lambda:[]))) args += (typ(),) print('call',args) obj.call_method(name, args=tuple(reversed(args))) guess_call(cdo, "MyCall")