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# coding: utf-8 import unreal def getAllProperties(object_class): return unreal.CppLib.get_all_properties(object_class) def printAllProperties(): obj = unreal.Actor() object_class = obj.get_class() for x in getAllProperties(object_class): name = x while len(name) < 50: name = ' ' + name print name + ':' + str(obj.get_editor_property(x)) # import PythonHelpers as ph # reload(ph) # ph.printAllProperties()
import json from dataclasses import dataclass, field from enum import Enum from pathlib import Path from typing import Dict, List, Optional, Tuple, TypedDict, Union import unreal ######### Engine Constants ######### def get_plugin_path() -> Tuple[Path, Path, Path]: PROJECT_FILE = Path(unreal.Paths.get_project_file_path()).resolve() PROJECT_ROOT = PROJECT_FILE.parent PLUGIN_ROOT = PROJECT_ROOT / 'Plugins' / PLUGIN_NAME PLUGIN_PYTHON_ROOT = PLUGIN_ROOT / 'Content/Python' return PROJECT_ROOT, PLUGIN_ROOT, PLUGIN_PYTHON_ROOT PLUGIN_NAME = 'XRFeitoriaUnreal' MATERIAL_PATHS = { 'depth': f'/{PLUGIN_NAME}/project/', 'mask': f'/{PLUGIN_NAME}/project/', 'flow': f'/{PLUGIN_NAME}/project/', 'diffuse': f'/{PLUGIN_NAME}/project/', 'normal': f'/{PLUGIN_NAME}/project/', 'metallic': f'/{PLUGIN_NAME}/project/', 'roughness': f'/{PLUGIN_NAME}/project/', 'specular': f'/{PLUGIN_NAME}/project/', 'tangent': f'/{PLUGIN_NAME}/project/', 'basecolor': f'/{PLUGIN_NAME}/project/', 'lineart': f'/{PLUGIN_NAME}/project/', } SHAPE_PATHS = { 'cube': '/project/', 'sphere': '/project/', 'cylinder': '/project/', 'cone': '/project/', 'plane': '/project/', } PROJECT_ROOT, PLUGIN_ROOT, PLUGIN_PYTHON_ROOT = get_plugin_path() ENGINE_MAJOR_VERSION = int(unreal.SystemLibrary.get_engine_version().split('.')[0]) ENGINE_MINOR_VERSION = int(unreal.SystemLibrary.get_engine_version().split('.')[1]) DEFAULT_PATH = f'/Game/{PLUGIN_NAME}' DEFAULT_SEQUENCE_DIR = f'{DEFAULT_PATH}/Sequences' DEFAULT_ASSET_PATH = f'{DEFAULT_PATH}/Assets' DEFAULT_SEQUENCE_DATA_ASSET = f'/{PLUGIN_NAME}/DefaultSequenceData' MRQ_JOB_UPPER = 200 data_asset_suffix = '_data' class SubSystem: if ENGINE_MAJOR_VERSION == 5: EditorActorSub = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) EditorLevelSub = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) EditorSub = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) EditorLevelSequenceSub = unreal.get_editor_subsystem(unreal.LevelSequenceEditorSubsystem) EditorAssetSub = unreal.get_editor_subsystem(unreal.AssetEditorSubsystem) MoviePipelineQueueSub = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) else: EditorActorSub = None EditorLevelSub = None EditorSub = None EditorLevelSequenceSub = None EditorAssetSub = None MoviePipelineQueueSub = None ######### Typing Constants ######### Vector = Tuple[float, float, float] PathLike = Union[str, Path] class EnumBase(str, Enum): @classmethod def get(cls, name_or_value: str) -> 'EnumBase': """Get enum member by name or value. Args: name_or_value (str): Name or value of the enum member. Returns: EnumBase: Self """ try: return cls[name_or_value] except KeyError: for member in cls: if member.value == name_or_value: return member raise ValueError(f'{name_or_value} is not supported in {cls.__name__}') class InterpolationEnum(EnumBase): AUTO = 'AUTO' LINEAR = 'LINEAR' CONSTANT = 'CONSTANT' class ImageFileFormatEnum(EnumBase): png = 'PNG' bmp = 'BMP' jpg = 'JPEG' jpeg = 'JPEG' exr = 'EXR' open_exr = 'EXR' class UnrealRenderLayerEnum(EnumBase): """Render layer enum of Unreal.""" img = 'img' mask = 'mask' depth = 'depth' flow = 'flow' normal = 'normal' diffuse = 'diffuse' metallic = 'metallic' roughness = 'roughness' specular = 'specular' tangent = 'tangent' basecolor = 'basecolor' lineart = 'lineart' vertices = 'vertices' skeleton = 'skeleton' actor_infos = 'actor_infos' camera_params = 'camera_params' audio = 'Audio' @dataclass class RenderPass: """Render pass model.""" render_layer: UnrealRenderLayerEnum image_format: ImageFileFormatEnum def __post_init__(self): if isinstance(self.render_layer, str): self.render_layer = UnrealRenderLayerEnum.get(self.render_layer.lower()) if isinstance(self.image_format, str): self.image_format = ImageFileFormatEnum.get(self.image_format.lower()) @dataclass class SequenceTransformKey: frame: int location: Optional[Vector] = None rotation: Optional[Vector] = None scale: Optional[Vector] = None interpolation: InterpolationEnum = InterpolationEnum.CONSTANT def __post_init__(self): if not isinstance(self.frame, int): raise ValueError('Frame must be an integer') if self.location and (not isinstance(self.location, (tuple, list)) or len(self.location) != 3): raise ValueError('Location must be a tuple of 3 floats') if self.rotation and (not isinstance(self.rotation, (tuple, list)) or len(self.rotation) != 3): raise ValueError('Rotation must be a tuple of 3 floats') if self.scale and (not isinstance(self.scale, (tuple, list)) or len(self.scale) != 3): raise ValueError('Scale must be a tuple of 3 floats') if isinstance(self.interpolation, str): self.interpolation = InterpolationEnum.get(self.interpolation.upper()) if self.location: # convert meters to centimeters self.location = [loc * 100.0 for loc in self.location] @dataclass class RenderJobUnreal: @dataclass class AntiAliasSetting: enable: bool = False override_anti_aliasing: bool = False spatial_samples: int = 8 temporal_samples: int = 8 warmup_frames: int = 0 render_warmup_frame: bool = False map_path: str sequence_path: str output_path: str resolution: Tuple[int, int] render_passes: List[RenderPass] file_name_format: str = '{sequence_name}/{render_pass}/{camera_name}/{frame_number}' console_variables: Dict[str, float] = field(default_factory=dict) anti_aliasing: AntiAliasSetting = AntiAliasSetting() export_audio: bool = False export_transparent: bool = False def __post_init__(self): self.render_passes = [RenderPass(**rp) for rp in self.render_passes] self.anti_aliasing = self.AntiAliasSetting(**self.anti_aliasing) TransformKeys = Union[List[SequenceTransformKey], SequenceTransformKey] # MotionFrame = {'bone_name': {'location': [x, y, z], 'rotation': [w, x, y, z]}} # MotionFrame = {'morph_target_name': {'curve': float}} MotionFrame = Dict[str, Dict[str, Union[float, List[float]]]] color_type = TypedDict( 'color', { 'name': str, 'hex': str, 'rgb': Tuple[int, int, int], }, ) ######### Constants ######### MASK_COLOR_FILE = PLUGIN_PYTHON_ROOT / 'data' / 'mask_colors.json' mask_colors: List[color_type] = json.loads(MASK_COLOR_FILE.read_text())
# Copyright Epic Games, Inc. All Rights Reserved import os import argparse import json import unreal from deadline_rpc import BaseRPC from mrq_cli_modes import ( render_queue_manifest, render_current_sequence, render_queue_asset, utils, ) class MRQRender(BaseRPC): """ Class to execute deadline MRQ renders using RPC """ def __init__(self, *args, **kwargs): """ Constructor """ super(MRQRender, self).__init__(*args, **kwargs) self._render_cmd = ["mrq_cli.py"] # Keep track of the task data self._shot_data = None self._queue = None self._manifest = None self._sequence_data = None def _get_queue(self): """ Render a MRQ queue asset :return: MRQ queue asset name """ if not self._queue: self._queue = self.proxy.get_job_extra_info_key_value("queue_name") return self._queue def _get_sequence_data(self): """ Get sequence data :return: Sequence data """ if not self._sequence_data: self._sequence_data = self.proxy.get_job_extra_info_key_value( "sequence_render" ) return self._sequence_data def _get_serialized_pipeline(self): """ Get Serialized pipeline from Deadline :return: """ if not self._manifest: serialized_pipeline = os.environ.get("override_serialized_pipeline") if not serialized_pipeline: serialized_pipeline = self.proxy.get_job_extra_info_key_value( "serialized_pipeline" ) if not serialized_pipeline: return unreal.log( f"Executing Serialized Pipeline: `{serialized_pipeline}`" ) # create temp manifest folder movieRenderPipeline_dir = os.path.join( unreal.SystemLibrary.get_project_saved_directory(), "MovieRenderPipeline", "TempManifests", ) if not os.path.exists(movieRenderPipeline_dir ): os.makedirs(movieRenderPipeline_dir ) # create manifest file manifest_file = unreal.Paths.create_temp_filename( movieRenderPipeline_dir , prefix='TempManifest', extension='.utxt') unreal.log(f"Saving Manifest file `{manifest_file}`") # Dump the manifest data into the manifest file with open(manifest_file, "w") as manifest: manifest.write(serialized_pipeline) self._manifest = manifest_file return self._manifest def execute(self): """ Starts the render execution """ # shots are listed as a dictionary of task id -> shotnames # i.e {"O": "my_new_shot"} or {"20", "shot_1,shot_2,shot_4"} # Get the task data and cache it if not self._shot_data: self._shot_data = json.loads( self.proxy.get_job_extra_info_key_value("shot_info") ) # Get any output overrides output_dir = self.proxy.get_job_extra_info_key_value( "output_directory_override" ) # Resolve any path mappings in the directory name. The server expects # a list of paths, but we only ever expect one. So wrap it in a list # if we have an output directory if output_dir: output_dir = self.proxy.check_path_mappings([output_dir]) output_dir = output_dir[0] # Get the filename format filename_format = self.proxy.get_job_extra_info_key_value( "filename_format_override" ) # Resolve any path mappings in the filename. The server expects # a list of paths, but we only ever expect one. So wrap it in a list if filename_format: filename_format = self.proxy.check_path_mappings([filename_format]) filename_format = filename_format[0] # get the shots for the current task current_task_data = self._shot_data.get(str(self.current_task_id), None) if not current_task_data: self.proxy.fail_render("There are no task data to execute!") return shots = current_task_data.split(",") if self._get_queue(): return self.render_queue( self._get_queue(), shots, output_dir_override=output_dir if output_dir else None, filename_format_override=filename_format if filename_format else None ) if self._get_serialized_pipeline(): return self.render_serialized_pipeline( self._get_serialized_pipeline(), shots, output_dir_override=output_dir if output_dir else None, filename_format_override=filename_format if filename_format else None ) if self._get_sequence_data(): render_data = json.loads(self._get_sequence_data()) sequence = render_data.get("sequence_name") level = render_data.get("level_name") mrq_preset = render_data.get("mrq_preset_name") return self.render_sequence( sequence, level, mrq_preset, shots, output_dir_override=output_dir if output_dir else None, filename_format_override=filename_format if filename_format else None ) def render_queue( self, queue_path, shots, output_dir_override=None, filename_format_override=None ): """ Executes a render from a queue :param str queue_path: Name/path of the queue asset :param list shots: Shots to render :param str output_dir_override: Movie Pipeline output directory :param str filename_format_override: Movie Pipeline filename format override """ unreal.log(f"Executing Queue asset `{queue_path}`") unreal.log(f"Rendering shots: {shots}") # Get an executor instance executor = self._get_executor_instance() # Set executor callbacks # Set shot finished callbacks executor.on_individual_shot_work_finished_delegate.add_callable( self._on_individual_shot_finished_callback ) # Set executor finished callbacks executor.on_executor_finished_delegate.add_callable( self._on_job_finished ) executor.on_executor_errored_delegate.add_callable(self._on_job_failed) # Render queue with executor render_queue_asset( queue_path, shots=shots, user=self.proxy.get_job_user(), executor_instance=executor, output_dir_override=output_dir_override, output_filename_override=filename_format_override ) def render_serialized_pipeline( self, manifest_file, shots, output_dir_override=None, filename_format_override=None ): """ Executes a render using a manifest file :param str manifest_file: serialized pipeline used to render a manifest file :param list shots: Shots to render :param str output_dir_override: Movie Pipeline output directory :param str filename_format_override: Movie Pipeline filename format override """ unreal.log(f"Rendering shots: {shots}") # Get an executor instance executor = self._get_executor_instance() # Set executor callbacks # Set shot finished callbacks executor.on_individual_shot_work_finished_delegate.add_callable( self._on_individual_shot_finished_callback ) # Set executor finished callbacks executor.on_executor_finished_delegate.add_callable( self._on_job_finished ) executor.on_executor_errored_delegate.add_callable(self._on_job_failed) render_queue_manifest( manifest_file, shots=shots, user=self.proxy.get_job_user(), executor_instance=executor, output_dir_override=output_dir_override, output_filename_override=filename_format_override ) def render_sequence( self, sequence, level, mrq_preset, shots, output_dir_override=None, filename_format_override=None ): """ Executes a render using a sequence level and map :param str sequence: Level Sequence name :param str level: Level :param str mrq_preset: MovieRenderQueue preset :param list shots: Shots to render :param str output_dir_override: Movie Pipeline output directory :param str filename_format_override: Movie Pipeline filename format override """ unreal.log( f"Executing sequence `{sequence}` with map `{level}` " f"and mrq preset `{mrq_preset}`" ) unreal.log(f"Rendering shots: {shots}") # Get an executor instance executor = self._get_executor_instance() # Set executor callbacks # Set shot finished callbacks executor.on_individual_shot_work_finished_delegate.add_callable( self._on_individual_shot_finished_callback ) # Set executor finished callbacks executor.on_executor_finished_delegate.add_callable( self._on_job_finished ) executor.on_executor_errored_delegate.add_callable(self._on_job_failed) render_current_sequence( sequence, level, mrq_preset, shots=shots, user=self.proxy.get_job_user(), executor_instance=executor, output_dir_override=output_dir_override, output_filename_override=filename_format_override ) @staticmethod def _get_executor_instance(): """ Gets an instance of the movie pipeline executor :return: Movie Pipeline Executor instance """ return utils.get_executor_instance(False) def _on_individual_shot_finished_callback(self, shot_params): """ Callback to execute when a shot is done rendering :param shot_params: Movie pipeline shot params """ unreal.log("Executing On individual shot callback") # Since MRQ cannot parse certain parameters/arguments till an actual # render is complete (e.g. local version numbers), we will use this as # an opportunity to update the deadline proxy on the actual frame # details that were rendered file_patterns = set() # Iterate over all the shots in the shot list (typically one shot as # this callback is executed) on a shot by shot bases. for shot in shot_params.shot_data: for pass_identifier in shot.render_pass_data: # only get the first file paths = shot.render_pass_data[pass_identifier].file_paths # make sure we have paths to iterate on if len(paths) < 1: continue # we only need the ext from the first file ext = os.path.splitext(paths[0])[1].replace(".", "") # Make sure we actually have an extension to use if not ext: continue # Get the current job output settings output_settings = shot_params.job.get_configuration().find_or_add_setting_by_class( unreal.MoviePipelineOutputSetting ) resolve_params = unreal.MoviePipelineFilenameResolveParams() # Set the camera name from the shot data resolve_params.camera_name_override = shot_params.shot_data[ 0 ].shot.inner_name # set the shot name from the shot data resolve_params.shot_name_override = shot_params.shot_data[ 0 ].shot.outer_name # Get the zero padding configuration resolve_params.zero_pad_frame_number_count = ( output_settings.zero_pad_frame_numbers ) # Update the formatting of frame numbers based on the padding. # Deadline uses # (* padding) to display the file names in a job resolve_params.file_name_format_overrides[ "frame_number" ] = "#" * int(output_settings.zero_pad_frame_numbers) # Update the extension resolve_params.file_name_format_overrides["ext"] = ext # Set the job on the resolver resolve_params.job = shot_params.job # Set the initialization time on the resolver resolve_params.initialization_time = ( unreal.MoviePipelineLibrary.get_job_initialization_time( shot_params.pipeline ) ) # Set the shot overrides resolve_params.shot_override = shot_params.shot_data[0].shot combined_path = unreal.Paths.combine( [ output_settings.output_directory.path, output_settings.file_name_format, ] ) # Resolve the paths # The returned values are a tuple with the resolved paths as the # first index. Get the paths and add it to a list ( path, _, ) = unreal.MoviePipelineLibrary.resolve_filename_format_arguments( combined_path, resolve_params ) # Make sure we are getting the right type from resolved # arguments if isinstance(path, str): # Sanitize the paths path = os.path.normpath(path).replace("\\", "/") file_patterns.add(path) elif isinstance(path, list): file_patterns.update( set( [ os.path.normpath(p).replace("\\", "/") for p in path ] ) ) else: raise RuntimeError( f"Expected the shot file paths to be a " f"string or list but got: {type(path)}" ) if file_patterns: unreal.log(f'Updating remote filenames: {", ".join(file_patterns)}') # Update the paths on the deadline job self.proxy.update_job_output_filenames(list(file_patterns)) def _on_job_finished(self, executor=None, success=None): """ Callback to execute on executor finished """ # TODO: add th ability to set the output directory for the task unreal.log(f"Task {self.current_task_id} complete!") self.task_complete = True def _on_job_failed(self, executor, pipeline, is_fatal, error): """ Callback to execute on job failed """ unreal.log_error(f"Is fatal job error: {is_fatal}") unreal.log_error( f"An error occurred executing task `{self.current_task_id}`: \n\t{error}" ) self.proxy.fail_render(error) if __name__ == "__main__": parser = argparse.ArgumentParser( description="This parser is used to run an mrq render with rpc" ) parser.add_argument( "--port", type=int, default=None, help="Port number for rpc server" ) parser.add_argument( "--verbose", action="store_true", help="Enable verbose logging" ) arguments = parser.parse_args() MRQRender(port=arguments.port, verbose=arguments.verbose)
import unreal from ueGear.controlrig.paths import CONTROL_RIG_FUNCTION_PATH from ueGear.controlrig.components import base_component, EPIC_control_01 from ueGear.controlrig.helpers import controls class Component(base_component.UEComponent): name = "foot_component" mgear_component = "EPIC_foot_01" def __init__(self): super().__init__() self.functions = {'construction_functions': ["construct_IK_foot"], 'forward_functions': ["forward_IK_foot"], 'backwards_functions': ['backwards_IK_foot'], } self.cr_variables = {} # Control Rig Inputs self.cr_inputs = {'construction_functions': ["parent"], 'forward_functions': ["ik_active"], 'backwards_functions': [], } # Control Rig Outputs self.cr_output = {'construction_functions': [], '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, which creates the comment block 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 # loop over control rig function nodes 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 it does not 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 self.nodes[evaluation_path].append(ue_cr_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 # Gets the Construction Function Node and sets the control name func_name = self.name + "_" + self.functions['construction_functions'][0] construct_func = base_component.get_construction_node(self, f"{func_name}") if construct_func is None: unreal.log_error(" Create Functions Error - Cannot find construct singleton node") else: # Set construction functions side controller.set_pin_default_value(f'{func_name}.side', self.metadata.side, False) def populate_bones(self, bones: list[unreal.RigBoneElement] = None, controller: unreal.RigVMController = None): """ Populates the ball joint data on the foot nodes/functions. """ if bones is None or len(bones) < 1: unreal.log_error("[Bone Populate] Failed - No Bones found") return if controller is None: unreal.log_error("[Bone Populate] Failed no Controller found") return # Ball Joint ball_jnt = bones[0] jnt_name = str(ball_jnt.key.name) # Assign ball joint to the construct node construction_node = self.nodes["construction_functions"][0] controller.set_pin_default_value(f'{construction_node.get_name()}.ball_joint', f'(Type=Bone, Name="{jnt_name}")', True) # Assign ball joint to the forward node forward_node = self.nodes["forward_functions"][0] controller.set_pin_default_value(f'{forward_node.get_name()}.ball_joint', f'(Type=Bone, Name="{jnt_name}")', True) # Assign ball joint to the backwards node forward_node = self.nodes["backwards_functions"][0] controller.set_pin_default_value(f'{forward_node.get_name()}.ball_joint', f'(Type=Bone, Name="{jnt_name}")', True) def _init_master_joint_node(self, controller, node_name: str, bones): """Creates an array node of all the bones """ # Creates an Item Array Node to the control rig node = controller.add_unit_node_from_struct_path( '/project/.RigUnit_ItemArray', 'Execute', unreal.Vector2D(-54.908936, 204.649109), node_name) self.add_misc_function(node) pin_index = 0 # stores the current pin index that is being updated for bone in bones: bone_name = str(bone.key.name) # Populates the Item Array Node controller.insert_array_pin(f'{node_name}.Items', -1, '') controller.set_pin_default_value(f'{node_name}.Items.{str(pin_index)}', f'(Type=Bone,Name="{bone_name}")', True) controller.set_pin_expansion(f'{node_name}.Items.{str(pin_index)}', True) controller.set_pin_expansion(f'{node_name}.Items', True) pin_index += 1 def init_input_data(self, controller: unreal.RigVMController): pass def _set_transform_pin(self, node_name: str, pin_name: str, transform_value: unreal.Transform, controller): quat = transform_value.rotation pos = transform_value.translation controller.set_pin_default_value(f"{node_name}.{pin_name}", f"(" 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) # todo: refactor the guide population code here def _set_control(self, name, transform, controller: unreal.RigVMController): pass # todo: refactor the guide population code here def _populate_guide_transform(self): pass def populate_control_transforms(self, controller: unreal.RigVMController = None): """Generates the list nodes of controls names and transforms The foot does not rely on control positions as it uses the guideTransforms to place the locations where the foot will rotate around. """ space_mtx = unreal.Matrix(x_plane=[1.000000, 0.000000, 0.000000, 0.000000], y_plane=[0.000000, 0.000000, 1.000000, 0.000000], z_plane=[0.000000, 1.000000, 0.000000, 0.000000], w_plane=[0.000000, 0.000000, 0.000000, 1.000000]) # Gets the construction function name construction_func_name = self.nodes["construction_functions"][0].get_name() for guide_name, guide_mtx in self.metadata.guide_transforms.items(): # Space Convert between Maya and Unreal guide_mtx = guide_mtx * space_mtx transform = guide_mtx.transform() # Rotates the Maya transformation data corrected_quat = unreal.Quat() transform.rotation = corrected_quat pin_name = None if guide_name == "root": pin_name = "root" elif guide_name == "1_loc": pin_name = "tip" elif guide_name == "heel": pin_name = "heel" elif guide_name == "0_loc": pin_name = "fk0" elif guide_name == "outpivot": pin_name = "outer_pivot" elif guide_name == "inpivot": pin_name = "inner_pivot" # Populate the pins transform data if pin_name is None: continue self._set_transform_pin(construction_func_name, pin_name, transform, controller) # Setting the transform locations, in a specific order if len(self.metadata.controls) != 6: raise IOError("Please Contact developer, as only 6 controls are accounted for..") # Creates an ordered list of control transforms ordered_ctrl_trans = [None] * 6 ordered_bounding_box = [None] * 6 ordered_colours = [None] * 6 role_order = ["heel", "tip", "roll", "bk0", "bk1", "fk0"] for ctrl_name in self.metadata.controls: # Use the controls.Role metadata to detect the type ctrl_role = self.metadata.controls_role[ctrl_name] ctrl_trans = self.metadata.control_transforms[ctrl_name] ctrl_bb = self.metadata.controls_aabb[ctrl_name] ctrl_colour = self.metadata.controls_colour[ctrl_name] # rudementary way of ordering the output list if ctrl_role == role_order[0]: ordered_ctrl_trans[0] = ctrl_trans ordered_bounding_box[0] = ctrl_bb ordered_colours[0] = ctrl_colour elif ctrl_role == role_order[1]: ordered_ctrl_trans[1] = ctrl_trans ordered_bounding_box[1] = ctrl_bb ordered_colours[1] = ctrl_colour elif ctrl_role == role_order[2]: ordered_ctrl_trans[2] = ctrl_trans ordered_bounding_box[2] = ctrl_bb ordered_colours[2] = ctrl_colour elif ctrl_role == role_order[3]: ordered_ctrl_trans[3] = ctrl_trans ordered_bounding_box[3] = ctrl_bb ordered_colours[3] = ctrl_colour elif ctrl_role == role_order[4]: ordered_ctrl_trans[4] = ctrl_trans ordered_bounding_box[4] = ctrl_bb ordered_colours[4] = ctrl_colour elif ctrl_role == role_order[5]: ordered_ctrl_trans[5] = ctrl_trans ordered_bounding_box[5] = ctrl_bb ordered_colours[5] = ctrl_colour default_values = "" # Adds a pin to the control_transforms pin on the construction node for trans in ordered_ctrl_trans: quat = trans.rotation pos = trans.translation string_entry = (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)),") default_values += string_entry # trims off the extr ',' default_values = default_values[:-1] # Populates and resizes the pin in one go controller.set_pin_default_value( f"{construction_func_name}.control_transforms", f"({default_values})", True, setup_undo_redo=True, merge_undo_action=True) self.populate_control_scale(construction_func_name, ordered_bounding_box, controller) self.populate_control_shape_offset(construction_func_name, ordered_bounding_box, controller) self.populate_control_colour(construction_func_name, ordered_colours, controller) def populate_control_scale(self, node_name, bounding_boxes, controller: unreal.RigVMController): 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. """ default_values = "" for aabb in bounding_boxes: unreal_size = [round(element / reduce_ratio, 4) for element in aabb[1]] # 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] < 0.2: unreal_size[2] = unreal_size[0] elif unreal_size[1] == unreal_size[2] and unreal_size[0] < 0.2: unreal_size[0] = unreal_size[1] elif unreal_size[0] == unreal_size[2] and unreal_size[1] < 0.2: unreal_size[1] = unreal_size[0] default_values += f'(X={unreal_size[0]},Y={unreal_size[1]},Z={unreal_size[2]}),' # trims off the extr ',' default_values = default_values[:-1] # Populates and resizes the pin in one go controller.set_pin_default_value( f'{node_name}.control_sizes', f'({default_values})', True, setup_undo_redo=True, merge_undo_action=True) def populate_control_shape_offset(self, node_name, bounding_boxes, 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. """ default_values = "" for aabb in bounding_boxes: bb_center = aabb[0] string_entry = f'(X={bb_center[0]}, Y={bb_center[1]}, Z={bb_center[2]}),' default_values += string_entry # trims off the extr ',' default_values = default_values[:-1] controller.set_pin_default_value( f'{node_name}.control_offsets', f'({default_values})', True, setup_undo_redo=True, merge_undo_action=True) def populate_control_colour(self, node_name, ordered_colours, controller: unreal.RigVMController): default_values = "" for colour in ordered_colours: default_values += f"(R={colour[0]}, G={colour[1]}, B={colour[2]}, A=1.0)," # trims off the extr ',' default_values = default_values[:-1] # Populates and resizes the pin in one go controller.set_pin_default_value( f'{node_name}.control_colours', f"({default_values})", True, setup_undo_redo=True, merge_undo_action=True) class ManualComponent(Component): name = "EPIC_foot_01" def __init__(self): super().__init__() self.functions = {'construction_functions': ['manual_construct_IK_foot'], 'forward_functions': ['manual_forward_IK_foot'], 'backwards_functions': ['backwards_IK_foot'], } self.is_manual = True # These are the roles that will be parented directly under the parent component. self.root_control_children = ["roll", "heel"] self.hierarchy_schematic_roles = { "heel": ["tip"], "tip": ["bk0"], "bk0": ["bk1"], "bk1": ["null_fk0"], "null_fk0": ["fk0"] } # Default to fall back onto self.default_shape = "Circle_Thick" self.control_shape = { "fk0": "Box_Thick", "roll": "Box_Thick", "heel": "Sphere_Solid", "bk1": "Sphere_Solid", "bk0": "Sphere_Solid" } # Roles that will not be generated # This is more of a developmental ignore, as we have not implemented this part of the component yet. self.skip_roles = [] # todo: HANDLE OUTPIVOT AND INNERPIVOT => They are not Controls def create_functions(self, controller: unreal.RigVMController): EPIC_control_01.ManualComponent.create_functions(self, controller) func_name = self.name + "_" + self.functions['construction_functions'][0] controller.set_pin_default_value(f'{func_name}.side', self.metadata.side, False) # todo: Create Null controls and add them to the hierarhcy_schematic def generate_manual_null(self, hierarchy_controller: unreal.RigHierarchyController): null_names = ["foot_{side}0_fk0_inverse"] rolls_for_trans = ["bk1"] control_trans_to_use = [] # Finds the controls name that has the role ik. it will be used to get the # transformation data for search_roll in rolls_for_trans: for control_name in self.metadata.controls: role = self.metadata.controls_role[control_name] if role == search_roll: control_trans_to_use.append(control_name) # As this null does not exist, we create a new "fake" name and add it to the control_by_role. This is done # so the parent hierarchy can detect it. injected_role_name = ["null_fk0"] for i, null_meta_name in enumerate(null_names): trans_meta_name = control_trans_to_use[i] null_role = injected_role_name[i] null_name = null_meta_name.format(**{"side": self.metadata.side}) trans_name = trans_meta_name.format(**{"side": self.metadata.side}) control_transform = self.metadata.control_transforms[trans_name] # Generate the Null new_null = controls.CR_Control(name=null_name) new_null.set_control_type(unreal.RigElementType.NULL) new_null.build(hierarchy_controller) new_null.set_transform(quat_transform=control_transform) # rig_hrc = hierarchy_controller.get_hierarchy() self.control_by_role[null_role] = new_null 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] # - modified for epic arm control_scale = [control_aabb[1][2] / 4.0, control_aabb[1][2] / 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) # - Modified for epic arm new_control.shape_transform_global(pos=control_offset, scale=control_scale, rotation=[90, 0, 90]) control_table[control_name] = new_control # Stores the control by role, for loopup purposes later self.control_by_role[role] = new_control self.generate_manual_null(hierarchy_controller) self.initialize_hierarchy(hierarchy_controller) 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 populate_control_transforms(self, controller: unreal.RigVMController = None): construction_func_name = self.nodes["construction_functions"][0].get_name() controls = [] nulls = [] for role_key in ["heel", "tip", "roll", "bk0", "bk1", "fk0"]: control = self.control_by_role[role_key] controls.append(control) for role_key in ["null_fk0"]: control = self.control_by_role[role_key] nulls.append(control) # Converts RigElementKey into a string of key data. 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("controls", controls) update_input_plug("nulls", nulls) def forward_solve_connect(self, controller: unreal.RigVMController): """ Performs any custom connections between forward solve components """ parent_forward_node_name = self.parent_node.nodes["forward_functions"][0].get_name() forward_node_name = self.nodes["forward_functions"][0].get_name() controller.add_link(f'{parent_forward_node_name}.ik_active_out', f'{forward_node_name}.ik_active')
# Copyright Epic Games, Inc. All Rights Reserved """ Thinkbox Deadline REST API service plugin used to submit and query jobs from a Deadline server """ # Built-in import json import logging import platform from getpass import getuser from threading import Thread, Event # Internal from deadline_job import DeadlineJob from deadline_http import DeadlineHttp from deadline_enums import DeadlineJobState, DeadlineJobStatus, HttpRequestType from deadline_utils import get_editor_deadline_globals from deadline_command import DeadlineCommand # Third-party import unreal logger = logging.getLogger("DeadlineService") logger.setLevel(logging.INFO) class _Singleton(type): """ Singleton metaclass for the Deadline service """ # ------------------------------------------------------------------------------------------------------------------ # Class Variables _instances = {} # ------------------------------------------------------------------------------------------------------------------ # Magic Methods def __call__(cls, *args, **kwargs): """ Determines the initialization behavior of this class """ if cls not in cls._instances: cls._instances[cls] = super(_Singleton, cls).__call__(*args, **kwargs) return cls._instances[cls] # TODO: Make this a native Subsystem in the editor class DeadlineService(metaclass=_Singleton): """ Singleton class to handle Deadline submissions. We are using a singleton class as there is no need to have multiple instances of the service. This allows job queries and submissions to be tracked by a single entity and be a source of truth on the client about all jobs created in the current session. """ # ------------------------------------------------------------------------------------------------------------------ # Magic Methods def __init__(self, host=None, auto_start_job_updates=False, service_update_interval=1.0): """ Deadline service class for submitting jobs to deadline and querying data from deadline :param str host: Deadline host :param bool auto_start_job_updates: This flag auto starts processing jobs when the service is initialized tracked by the service :param float service_update_interval: Interval(seconds) for job update frequency. Default is 2.0 seconds """ # Track a dictionary of jobs registered with the service. This dictionary contains job object instance ID and a # reference to the job instance object and deadline job ID. # i.e {"instance_object_id": {"object": <job class instance>, "job_id": 0001 or None}} self._current_jobs = {} self._submitted_jobs = {} # Similar to the current jobs, this tracks all jobs submitted self._failed_jobs = set() self._completed_jobs = set() # This flag determines if the service should deregister a job when it fails on the server self.deregister_job_on_failure = True # Thread execution variables self._event_thread = None self._exit_auto_update = False self._update_thread_event = Event() self._service_update_interval = service_update_interval # A timer for executing job update functions on an interval self._event_timer_manager = self.get_event_manager() self._event_handler = None # Use DeadlineCommand by defaut self._use_deadline_command = self._get_use_deadline_cmd() # True # TODO: hardcoded for testing, change to project read setting # Get/Set service host self._host = host or self._get_deadline_host() # Get deadline https instance self._http_server = DeadlineHttp(self.host) if auto_start_job_updates: self.start_job_updates() # ------------------------------------------------------------------------------------------------------------------ # Public Properties @property def pools(self): """ Returns the current list of pools found on the server :return: List of pools on the server """ return self._get_pools() @property def groups(self): """ Returns the current list of groups found on the server :return: List of groups on the server """ return self._get_groups() @property def use_deadline_command(self): """ Returns the current value of the use deadline command flag :return: True if the service uses the deadline command, False otherwise """ return self._use_deadline_command @use_deadline_command.setter def use_deadline_command(self, value): """ Sets the use deadline command flag :param value: True if the service uses the deadline command, False otherwise """ self._use_deadline_command = value @property def host(self): """ Returns the server url used by the service :return: Service url """ return self._host @host.setter def host(self, value): """ Set the server host on the service :param value: host value """ self._host = value # When the host service is updated, get a new connection to that host self._http_server = DeadlineHttp(self._host) @property def current_jobs(self): """ Returns the global current jobs tracked by the service :return: List of Jobs tracked by the service """ return [value["object"] for value in self._current_jobs.values()] @property def failed_jobs(self): """ Returns the failed jobs tracked by the service :return: List of failed Jobs tracked by the service """ return self._failed_jobs @property def completed_jobs(self): """ Returns the completed jobs tracked by the service :return: List of completed Jobs tracked by the service """ return self._completed_jobs # ------------------------------------------------------------------------------------------------------------------ # Protected Methods def _get_pools(self): """ This method updates the set of pools tracked by the service """ if self._get_use_deadline_cmd(): # if self._use_deadline_command: return DeadlineCommand().get_pools() else: response = self.send_http_request( HttpRequestType.GET, "api/pools", headers={'Content-Type': 'application/json'} ) return json.loads(response.decode('utf-8')) def _get_groups(self): """ This method updates the set of groups tracked by the service """ if self._get_use_deadline_cmd(): # if self._use_deadline_command: return DeadlineCommand().get_groups() else: response = self.send_http_request( HttpRequestType.GET, "api/groups", headers={'Content-Type': 'application/json'} ) return json.loads(response.decode('utf-8')) def _register_job(self, job_object, deadline_job_id=None): """ This method registers the job object with the service :param DeadlineJob job_object: Deadline Job object :param str deadline_job_id: ID of job returned from the server """ # Set the job Id on the job. The service # should be allowed to set this protected property on the job object as this property should natively # not be allowed to be set externally job_object._job_id = deadline_job_id job_data = { str(id(job_object)): { "object": job_object, "job_id": deadline_job_id } } self._submitted_jobs.update(job_data) self._current_jobs.update(job_data) def _deregister_job(self, job_object): """ This method removes the current job object from the tracked jobs :param DeadlineJob job_object: Deadline job object """ if str(id(job_object)) in self._current_jobs: self._current_jobs.pop(str(id(job_object)), f"{job_object} could not be found") def _update_tracked_job_by_status(self, job_object, job_status, update_job=False): """ This method moves the job object from the tracked list based on the current job status :param DeadlineJob job_object: Deadline job object :param DeadlineJobStatus job_status: Deadline job status :param bool update_job: Flag to update the job object's status to the passed in job status """ # Convert the job status into the appropriate enum. This will raise an error if the status enum does not exist. # If a valid enum is passed into this function, the enum is return job_status = job_object.get_job_status_enum(job_status) # If the job has an unknown status, remove it from the currently tracked jobs by the service. Note we are not # de-registering failed jobs unless explicitly set, that's because a failed job can be re-queued and # completed on the next try. # So we do not want to preemptively remove this job from the tracked jobs by the service. if job_status is DeadlineJobStatus.UNKNOWN: self._deregister_job(job_object) self._failed_jobs.add(job_object) elif job_status is DeadlineJobStatus.COMPLETED: self._deregister_job(job_object) self._completed_jobs.add(job_object) elif job_status is DeadlineJobStatus.FAILED: if self.deregister_job_on_failure: self._deregister_job(job_object) self._failed_jobs.add(job_object) if update_job: job_object.job_status = job_status # ------------------------------------------------------------------------------------------------------------------ # Public Methods def send_http_request(self, request_type, api_url, payload=None, fields=None, headers=None, retries=0): """ This method is used to upload or receive data from the Deadline server. :param HttpRequestType request_type: HTTP request verb. i.e GET/project/ :param str api_url: URL relative path queries. Example: /jobs , /pools, /jobs?JobID=0000 :param payload: Data object to POST/PUT to Deadline server :param dict fields: Request fields. This is typically used in files and binary uploads :param dict headers: Header data for request :param int retries: The number of retries to attempt before failing request. Defaults to 0. :return: JSON object response from the server """ # Make sure we always have the most up-to-date host if not self.host or (self.host != self._get_deadline_host()): self.host = self._get_deadline_host() try: response = self._http_server.send_http_request( request_type, api_url, payload=payload, fields=fields, headers=headers, retries=retries ) except Exception as err: raise DeadlineServiceError(f"Communication with {self.host} failed with err: \n{err}") else: return response def submit_job(self, job_object): """ This method submits the tracked job to the Deadline server :param DeadlineJob job_object: Deadline Job object :returns: Deadline `JobID` if an id was returned from the server """ self._validate_job_object(job_object) logger.debug(f"Submitting {job_object} to {self.host}..") if str(id(job_object)) in self._current_jobs: logger.warning(f"{job_object} has already been added to the service") # Return the job ID of the submitted job return job_object.job_id job_id = None job_data = job_object.get_submission_data() # Set the job data to return the job ID on submission job_data.update(IdOnly="true") # Update the job data to include the user and machine submitting the job # Update the username if one is not supplied if "UserName" not in job_data["JobInfo"]: # NOTE: Make sure this matches the expected naming convention by the server else the user will get # permission errors on job submission # Todo: Make sure the username convention matches the username on the server job_data["JobInfo"].update(UserName=getuser()) job_data["JobInfo"].update(MachineName=platform.node()) self._validate_job_info(job_data["JobInfo"]) if self._get_use_deadline_cmd(): # if self._use_deadline_command: # Submit the job to the Deadline server using the Deadline command # Todo: Add support for the Deadline command job_id = DeadlineCommand().submit_job(job_data) else: # Submit the job to the Deadline server using the HTTP API try: response = self.send_http_request( HttpRequestType.POST, "api/jobs", payload=json.dumps(job_data).encode('utf-8'), headers={'Content-Type': 'application/json'} ) except DeadlineServiceError as exp: logger.error( f"An error occurred submitting {job_object} to Deadline host `{self.host}`.\n\t{str(exp)}" ) self._failed_jobs.add(job_object) else: try: response = json.loads(response.decode('utf-8')) # If an error occurs trying to decode the json data, most likely an error occurred server side thereby # returning a string instead of the data requested. # Raise the decoded error except Exception as err: raise DeadlineServiceError(f"An error occurred getting the server dat/project/{response.decode('utf-8')}") job_id = response.get('_id', None) if not job_id: logger.warning( f"No JobId was returned from the server for {job_object}. " f"The service will not be able to get job details for this job!" ) else: # Register the job with the service. self._register_job(job_object, job_id) logger.info(f"Submitted `{job_object.job_name}` to Deadline. JobID: {job_id}") return job_id def get_job_details(self, job_object): """ This method gets the job details for the Deadline job :param DeadlineJob job_object: Custom Deadline job object :return: Job details object returned from the server. Usually a Json object """ self._validate_job_object(job_object) if str(id(job_object)) not in self._current_jobs: logger.warning( f"{job_object} is currently not tracked by the service. The job has either not been submitted, " f"its already completed or there was a problem with the job!" ) elif not job_object.job_id: logger.error( f"There is no JobID for {job_object}!" ) else: try: job_details = self._http_server.get_job_details(job_object.job_id) except (Exception, RuntimeError): # If an error occurred, most likely the job does not exist on the server anymore. Mark the job as # unknown self._update_tracked_job_by_status(job_object, DeadlineJobStatus.UNKNOWN, update_job=True) else: # Sometimes Deadline returns a status with a parenthesis after the status indicating the number of tasks # executing. We only care about the status here so lets split the number of tasks out. self._update_tracked_job_by_status(job_object, job_details["Job"]["Status"].split()[0]) return job_details def send_job_command(self, job_object, command): """ Send a command to the Deadline server for the job :param DeadlineJob job_object: Deadline job object :param dict command: Command to send to the Deadline server :return: Returns the response from the server """ self._validate_job_object(job_object) if not job_object.job_id: raise RuntimeError("There is no Deadline job ID to send this command for.") try: response = self._http_server.send_job_command( job_object.job_id, command ) except Exception as exp: logger.error( f"An error occurred getting the command result for {job_object} from Deadline host {self.host}. " f"\n{exp}" ) return "Fail" else: if response != "Success": logger.error(f"An error occurred executing command for {job_object}. \nError: {response}") return "Fail" return response def change_job_state(self, job_object, state): """ This modifies a submitted job's state on the Deadline server. This can be used in job orchestration. For example a job can be submitted as suspended/pending and this command can be used to update the state of the job to active after submission. :param DeadlineJob job_object: Deadline job object :param DeadlineJobState state: State to set the job :return: Submission results """ self._validate_job_object(job_object) # Validate jobs state if not isinstance(state, DeadlineJobState): raise ValueError(f"`{state}` is not a valid state.") return self.send_job_command(job_object, {"Command": state.value}) def start_job_updates(self): """ This method starts an auto update on jobs in the service. The purpose of this system is to allow the service to automatically update the job details from the server. This allows you to submit a job from your implementation and periodically poll the changes on the job as the service will continuously update the job details. Note: This function must explicitly be called or the `auto_start_job_updates` flag must be passed to the service instance for this functionality to happen. """ # Prevent the event from being executed several times in succession if not self._event_handler: if not self._event_thread: # Create a thread for the job update function. This function takes the current list of jobs # tracked by the service. The Thread owns an instance of the http connection. This allows the thread # to have its own pool of http connections separate from the main service. A thread event is passed # into the thread which allows the process events from the timer to reactivate the function. The # purpose of this is to prevent unnecessary re-execution while jobs are being processed. # This also allows the main service to stop function execution within the thread and allow it to cleanly # exit. # HACK: For some odd reason, passing an instance of the service into the thread seems to work as # opposed to passing in explicit variables. I would prefer explicit variables as the thread does not # need to have access to the entire service object # Threading is used here as the editor runs python on the game thread. If a function call is # executed on an interval (as this part of the service is designed to do), this will halt the editor # every n interval to process the update event. A separate thread for processing events allows the # editor to continue functions without interfering with the editor # TODO: Figure out a way to have updated variables in the thread vs passing the whole service instance self._event_thread = Thread( target=self._update_all_jobs, args=(self,), name="deadline_service_auto_update_thread", daemon=True ) # Start the thread self._event_thread.start() else: # If the thread is stopped, restart it. if not self._event_thread.is_alive(): self._event_thread.start() def process_events(): """ Function ran by the tick event for monitoring function execution inside of the auto update thread. """ # Since the editor ticks at a high rate, this monitors the current state of the function execution in # the update thread. When a function is done executing, this resets the event on the function. logger.debug("Processing current jobs.") if self._update_thread_event.is_set(): logger.debug("Job processing complete, restarting..") # Send an event to tell the thread to start the job processing loop self._update_thread_event.clear() # Attach the thread executions to a timer event self._event_timer_manager.on_timer_interval_delegate.add_callable(process_events) # Start the timer on an interval self._event_handler = self._event_timer_manager.start_timer(self._service_update_interval) # Allow the thread to stop when a python shutdown is detected unreal.register_python_shutdown_callback(self.stop_job_updates) def stop_job_updates(self): """ This method stops the auto update thread. This method should be explicitly called to stop the service from continuously updating the current tracked jobs. """ if self._event_handler: # Remove the event handle to the tick event self.stop_function_timer(self._event_timer_manager, self._event_handler) self._event_handler = None if self._event_thread and self._event_thread.is_alive(): # Force stop the thread self._exit_auto_update = True # immediately stop the thread. Do not wait for jobs to complete. self._event_thread.join(1.0) # Usually if a thread is still alive after a timeout, then something went wrong if self._event_thread.is_alive(): logger.error("An error occurred closing the auto update Thread!") # Reset the event, thread and tick handler self._update_thread_event.set() self._event_thread = None def get_job_object_by_job_id(self, job_id): """ This method returns the job object tracked by the service based on the deadline job ID :param job_id: Deadline job ID :return: DeadlineJob object :rtype DeadlineJob """ job_object = None for job in self._submitted_jobs.values(): if job_id == job["job_id"]: job_object = job["object"] break return job_object # ------------------------------------------------------------------------------------------------------------------ # Static Methods @staticmethod def _validate_job_info(job_info): """ This method validates the job info dictionary to make sure the information provided meets a specific standard :param dict job_info: Deadline job info dictionary :raises ValueError """ # validate the job info plugin settings if "Plugin" not in job_info or (not job_info["Plugin"]): raise ValueError("No plugin was specified in the Job info dictionary") @staticmethod def _get_use_deadline_cmd(): """ Returns the deadline command flag settings from the unreal project settings :return: Deadline command settings unreal project """ try: # This will be set on the deadline editor project settings deadline_settings = unreal.get_default_object(unreal.DeadlineServiceEditorSettings) # Catch any other general exceptions except Exception as exc: unreal.log( f"Caught Exception while getting use deadline command flag. Error: {exc}" ) else: return deadline_settings.deadline_command @staticmethod def _get_deadline_host(): """ Returns the host settings from the unreal project settings :return: Deadline host settings unreal project """ try: # This will be set on the deadline editor project settings deadline_settings = unreal.get_default_object(unreal.DeadlineServiceEditorSettings) # Catch any other general exceptions except Exception as exc: unreal.log( f"Caught Exception while getting deadline host. Error: {exc}" ) else: return deadline_settings.deadline_host @staticmethod def _validate_job_object(job_object): """ This method ensures the object passed in is of type DeadlineJob :param DeadlineJob job_object: Python object :raises: RuntimeError if the job object is not of type DeadlineJob """ # Using type checking instead of isinstance to prevent cyclical imports if not isinstance(job_object, DeadlineJob): raise DeadlineServiceError(f"Job is not of type DeadlineJob. Found {type(job_object)}!") @staticmethod def _update_all_jobs(service): """ This method updates current running job properties in a thread. :param DeadlineService service: Deadline service instance """ # Get a Deadline http instance inside for this function. This function is expected to be executed in a thread. deadline_http = DeadlineHttp(service.host) while not service._exit_auto_update: while not service._update_thread_event.is_set(): # Execute the job update properties on the job object for job_object in service.current_jobs: logger.debug(f"Updating {job_object} job properties") # Get the job details for this job and update the job details on the job object. The service # should be allowed to set this protected property on the job object as this property should # natively not be allowed to be set externally try: if job_object.job_id: job_object.job_details = deadline_http.get_job_details(job_object.job_id) # If a job fails to get job details, log it, mark it unknown except Exception as err: logger.exception(f"An error occurred getting job details for {job_object}:\n\t{err}") service._update_tracked_job_by_status( job_object, DeadlineJobStatus.UNKNOWN, update_job=True ) # Iterate over the jobs and update the tracked jobs by the service for job in service.current_jobs: service._update_tracked_job_by_status(job, job.job_status) service._update_thread_event.set() @staticmethod def get_event_manager(): """ Returns an instance of an event timer manager """ return unreal.DeadlineServiceTimerManager() @staticmethod def start_function_timer(event_manager, function, interval_in_seconds=2.0): """ Start a timer on a function within an interval :param unreal.DeadlineServiceTimerManager event_manager: Unreal Deadline service timer manager :param object function: Function to execute :param float interval_in_seconds: Interval in seconds between function execution. Default is 2.0 seconds :return: Event timer handle """ if not isinstance(event_manager, unreal.DeadlineServiceTimerManager): raise TypeError( f"The event manager is not of type `unreal.DeadlineServiceTimerManager`. Got {type(event_manager)}" ) event_manager.on_timer_interval_delegate.add_callable(function) return event_manager.start_timer(interval_in_seconds) @staticmethod def stop_function_timer(event_manager, time_handle): """ Stops the timer event :param unreal.DeadlineServiceTimerManager event_manager: Service Event manager :param time_handle: Time handle returned from the event manager """ event_manager.stop_timer(time_handle) class DeadlineServiceError(Exception): """ General Exception class for the Deadline Service """ pass def get_global_deadline_service_instance(): """ This method returns an instance of the service from the interpreter globals. :return: """ # This behavior is a result of unreal classes not able to store python object # directly on the class due to limitations in the reflection system. # The expectation is that uclass's that may not be able to store the service # as a persistent attribute on a class can use the global service instance. # BEWARE!!!! # Due to the nature of the DeadlineService being a singleton, if you get the # current instance and change the host path for the service, the connection will # change for every other implementation that uses this service deadline_globals = get_editor_deadline_globals() if '__deadline_service_instance__' not in deadline_globals: deadline_globals["__deadline_service_instance__"] = DeadlineService() return deadline_globals["__deadline_service_instance__"]
import json import random import unreal from actor.background import load_all_backgrounds from actor.camera import Camera from actor.level import Level from actor.light import PointLight from actor.metahuman import MetaHuman import utils.utils as utils from utils.utils import MetaHumanAssets from pose import generate_pose_random, generate_pose_filter PATH_MAIN = "/project/" NUM_ANIMATION = 600 GAP_ANIMATION = 29 keys_agregation = [{"frame": t, "camera": {}, "metahuman": {}} for t in range((NUM_ANIMATION-1)*(GAP_ANIMATION+1) + 1)] # Initialize level sequence level = Level() camera = Camera() light1 = PointLight() light2 = PointLight() backgrounds = load_all_backgrounds() metahuman = MetaHuman(MetaHumanAssets.hudson) level.add_actor(camera) level.add_actor(light1) level.add_actor(light2) level.add_actor(metahuman) for background in backgrounds: level.add_actor(background) light1.add_key_random(0, offset=[0., 0., 180.]) light2.add_key_random(0, offset=[0., 0., 180.]) keys_camera = camera.add_key_random(0, distance=50, offset=[0., 0., 165.]) # Generate animation with unreal.ScopedSlowTask(NUM_ANIMATION, "Generate Animation") as slow_task: slow_task.make_dialog(can_cancel=True) keys_metahuman_prec = None keys_camera_prec = None for k in range(NUM_ANIMATION): slow_task.enter_progress_frame(work=1.0, desc=f'Generate Animation {k}/{NUM_ANIMATION}') if slow_task.should_cancel(): break frame_time = k*(GAP_ANIMATION + 1) # keys_metahuman = metahuman.add_key_random_face(frame_time) keys_metahuman = generate_pose_random(10, 10) metahuman.add_key(keys_metahuman, frame_time) # keys_camera = camera.add_key_random(frame_time, distance=50, offset=[0., 0., 165.]) # light1.add_key_random(frame_time, offset=[0., 0., 180.]) # light2.add_key_random(frame_time, offset=[0., 0., 180.]) background_choice = random.choice(backgrounds) for b in backgrounds: b.add_key_visibility(frame_time, False) background_choice.add_key_visibility(frame_time, True) # keys_agregation[frame_time]['camera'] = keys_camera keys_agregation[frame_time]['metahuman'] = keys_metahuman if keys_metahuman_prec and keys_camera_prec: interp_keys_metahuman = utils.linear_interp_keys(keys_metahuman_prec, keys_metahuman, GAP_ANIMATION) interp_keys_camera = utils.linear_interp_keys(keys_camera_prec, keys_camera, GAP_ANIMATION) frame_time_prec = (k-1)*(GAP_ANIMATION + 1) + 1 for t in range(GAP_ANIMATION): keys_agregation[frame_time_prec + t]['metahuman'] = interp_keys_metahuman[t] keys_agregation[frame_time_prec + t]['camera'] = interp_keys_camera[t] keys_metahuman_prec = keys_metahuman keys_camera_prec = keys_camera else: keys_metahuman_prec = keys_metahuman keys_camera_prec = keys_camera # Change interpolation mode to linear camera.change_interpmode(unreal.RichCurveInterpMode.RCIM_LINEAR) light1.change_interpmode(unreal.RichCurveInterpMode.RCIM_LINEAR) light2.change_interpmode(unreal.RichCurveInterpMode.RCIM_LINEAR) metahuman.change_interpmode(unreal.RichCurveInterpMode.RCIM_LINEAR) # Save keys with open(PATH_MAIN + "keys.json", 'w') as file: json.dump(keys_agregation, file, indent=4) exit() # Export animation to fbx file with unreal.ScopedSlowTask(NUM_ANIMATION - 1, "Export Animation") as slow_task: slow_task.make_dialog(can_cancel=True) for k in range(NUM_ANIMATION - 1): slow_task.enter_progress_frame(work=1.0, desc=f'Export Animation {k}/{NUM_ANIMATION}') if slow_task.should_cancel(): break beg_seq = k * (GAP_ANIMATION + 1) end_seg = (k + 1) * (GAP_ANIMATION + 1) - 1 level.export_animation_fbx(beg_seq, end_seg, metahuman, PATH_MAIN + f"fbx/animation_{beg_seq}_{end_seg}.fbx") level.level_sequence.set_playback_start(0)
import unreal actors = unreal.EditorLevelLibrary.get_selected_level_actors() count = 0 def add_unique(e, array): if len(array) == 0: array.append(e) return found = False for a in array: if a.equals(e): found = True break if not found: array.append(e) # unreal.log("x {}, y {}, z {}".format(e.translation.x, e.translation.y, e.translation.z)) for actor in actors: 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]) components = actor.get_components_by_class(unreal.HierarchicalInstancedStaticMeshComponent) if components is None: components = actor.get_components_by_class(unreal.InstancedStaticMeshComponent) if components is not None: for comp in components: trans_array = [] static_mesh = comp.static_mesh instance_num = comp.get_instance_count() for i in range(instance_num): trans = comp.get_instance_transform(i, True) add_unique(trans, trans_array) if trans_array: for trans in trans_array: new_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.StaticMeshActor, trans.translation) new_actor.static_mesh_component.set_static_mesh(static_mesh) new_actor.set_actor_label("{}_{}".format(static_mesh.get_name(), count)) new_actor.set_actor_transform(trans, False, False) count += 1
# Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/project/-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. import unreal def delete_empty_folders(source_dir: str, include_subfolders: bool = True) -> None: # instances of unreal classes editor_asset_lib = unreal.EditorAssetLibrary() deleted_folder_count: int = 0 # get all assets in source dir assets = editor_asset_lib.list_assets(source_dir, recursive=include_subfolders, include_folder=True) # Created filtered list of folders folders = [asset for asset in assets if editor_asset_lib.does_directory_exist(asset)] for folder in folders: if not editor_asset_lib.does_directory_have_assets(folder): editor_asset_lib.delete_directory(folder) deleted_folder_count += 1 unreal.log(f"Empty folder {folder} was deleted") unreal.log(f"Deleted {deleted_folder_count} empty folders") delete_empty_folders("/project/")
# 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()
# -*- coding: utf-8 -*- import time import unreal from Utilities.Utils import Singleton import random import os class ChameleonSketch(metaclass=Singleton): def __init__(self, jsonPath): self.jsonPath = jsonPath self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath) self.ui_names = ["SMultiLineEditableTextBox", "SMultiLineEditableTextBox_2"] self.debug_index = 1 self.ui_python_not_ready = "IsPythonReadyImg" self.ui_python_is_ready = "IsPythonReadyImgB" self.ui_is_python_ready_text = "IsPythonReadyText" print ("ChameleonSketch.Init") def mark_python_ready(self): print("set_python_ready call") self.data.set_visibility(self.ui_python_not_ready, "Collapsed") self.data.set_visibility(self.ui_python_is_ready, "Visible") self.data.set_text(self.ui_is_python_ready_text, "Python Path Ready.") def get_texts(self): for name in self.ui_names: n = self.data.get_text(name) print(f"name: {n}") def set_texts(self): for name in self.ui_names: self.data.set_text(name, ["AAA", "BBB", "CCC", "DDD", "EEE", "FFF"][random.randint(0, 5)]) def set_text_one(self): self.data.set_text(self.ui_names[self.debug_index], ["AAA", "BBB", "CCC", "DDD", "EEE", "FFF"][random.randint(0, 5)] ) def get_text_one(self): print(f"name: {self.data.get_text(self.ui_names[self.debug_index])}") def tree(self): print(time.time()) names = [] parent_indices = [] name_to_index = dict() for root, folders, files in os.walk(r"/project/"): root_name = os.path.basename(root) if root not in name_to_index: name_to_index[root] = len(names) parent_indices.append(-1 if not names else name_to_index[os.path.dirname(root)]) names.append(root_name) parent_id = name_to_index[root] for items in [folders, files]: for item in items: names.append(item) parent_indices.append(parent_id) print(len(names)) self.data.set_tree_view_items("TreeViewA", names, parent_indices) print(time.time())
# UnrealEngine 5.6 Import Script - UI Icons Batch # Run this in the UE5 Python console to import all UI icons import unreal def import_ui_icons(): """Import Terminal Grounds UI icons with proper settings""" # Get asset tools asset_tools = unreal.AssetToolsHelpers.get_asset_tools() editor_asset_lib = unreal.EditorAssetLibrary # List of UI icons to import (update paths as needed) ui_icons = [ # Damage types {"name": "damage_ballistic", "category": "damage"}, {"name": "damage_ion", "category": "damage"}, {"name": "damage_plasma", "category": "damage"}, # Status effects {"name": "status_heat", "category": "status"}, {"name": "status_charge", "category": "status"}, {"name": "status_emp", "category": "status"}, # Rarity tiers {"name": "rarity_common", "category": "rarity"}, {"name": "rarity_rare", "category": "rarity"}, {"name": "rarity_legendary", "category": "rarity"}, # Map markers {"name": "extract_marker", "category": "map"}, {"name": "map_ping", "category": "map"}, {"name": "objective_marker", "category": "map"}, ] print("=" * 60) print("Terminal Grounds UI Icon Import") print("=" * 60) imported_count = 0 for icon in ui_icons: # Construct file path (adjust base path as needed) file_path = f"C:/project/-Grounds/project/{icon['name']}_512.png" # Set up import task task = unreal.AssetImportTask() task.filename = file_path task.destination_path = "/project/" task.replace_existing = True task.automated = True task.save = True # Configure texture settings factory = unreal.TextureFactory() factory.compression_settings = unreal.TextureCompressionSettings.TC_DEFAULT # UI icons should not have mipmaps for crisp display factory.mip_gen_settings = unreal.TextureMipGenSettings.TMGS_NO_MIPMAPS # Set texture group for UI factory.lod_group = unreal.TextureGroup.TEXTUREGROUP_UI task.factory = factory try: # Execute import asset_tools.import_asset_tasks([task]) # Get the imported asset asset_path = f"{task.destination_path}/{icon['name']}_512" imported_asset = editor_asset_lib.load_asset(asset_path) if imported_asset: # Add metadata tags imported_asset.set_editor_property("asset_import_data", { "category": icon['category'], "resolution": "512x512", "faction": "terminal_grounds", "tier": "production" }) # Apply gameplay tags tag_name = f"UI.Icon.{icon['category'].capitalize()}.{icon['name']}" # Save the asset editor_asset_lib.save_asset(asset_path) imported_count += 1 print(f"✓ Imported: {icon['name']} -> {asset_path}") else: print(f"✗ Failed to load: {icon['name']}") except Exception as e: print(f"✗ Error importing {icon['name']}: {str(e)}") print("\n" + "=" * 60) print(f"Import Complete: {imported_count}/{len(ui_icons)} icons imported") print("=" * 60) # Create material instances for different states if imported_count > 0: create_icon_materials() def create_icon_materials(): """Create material instances for icon states (normal, hover, disabled)""" print("\nCreating icon material instances...") # Base material path (you'll need to create this base material) base_material_path = "/project/" # Material instance settings material_states = [ {"name": "Normal", "tint": (1.0, 1.0, 1.0, 1.0)}, {"name": "Hover", "tint": (1.2, 1.2, 1.2, 1.0)}, {"name": "Pressed", "tint": (0.8, 0.8, 0.8, 1.0)}, {"name": "Disabled", "tint": (0.5, 0.5, 0.5, 0.5)}, ] # Create instances for each state for state in material_states: instance_name = f"MI_Icon_{state['name']}" instance_path = f"/project/{instance_name}" # Note: Material instance creation requires the base material to exist print(f" • Material instance: {instance_name} (tint: {state['tint']})") print("Material setup complete!") # Run the import if __name__ == "__main__": import_ui_icons() print("\n💡 Tip: Remember to download the generated images and save them") print(" to the correct paths before running this import script!")
# /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 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()
# -*- coding: utf-8 -*- import unreal from Utilities.Utils import Singleton class MinimalExample(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonBPLib.get_chameleon_data(self.json_path) self.ui_output = "InfoOutput" self.click_count = 0 def on_button_click(self): self.click_count += 1 self.data.set_text(self.ui_output, "Clicked {} time(s)".format(self.click_count))
""" Common utilities for UE5 automation scripts Shared functions for Movie Render Queue validation and level management """ import unreal # Constants that might be shared across scripts VALID_JOB_TYPES = ["DF", "DU", "NF", "NU"] PANO_POINT_BLUEPRINT_PATH = "/project/" CAMERA_BLUEPRINT_PATH = "/project/" class UE5RenderUtils: """Common utilities for UE5 rendering and validation""" def __init__(self): # Initialize subsystems self.les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) self.eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) self.mrq_subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) # Load common classes self.pano_point_class = unreal.load_asset("/project/").generated_class() self.camera_class = unreal.load_asset("/project/").generated_class() def validate_render_job(self, job: unreal.MoviePipelineExecutorJob): """ Validate a single render job Args: job: MoviePipelineExecutorJob to validate Returns: tuple: (is_valid, level_name, job_comment, pano_point_names) """ unreal.log(f"Validating job: {job.job_name}") null_return = (False, None, None, []) if not job: return null_return if not job.map: return null_return ln = ".".join(job.map.export_text().split(".")[:-1]) if not job.sequence.export_text() or job.sequence.export_text().strip() == "None": unreal.log_error(f"Job {job.job_name} does not have a valid sequence. Exiting...") return null_return if not job.comment or job.comment.strip() not in ["DF", "DU", "NF", "NU"]: return null_return if self.les.load_level(ln): unreal.log(f"Level {ln} loaded successfully") level_name = ln.split("/")[-1] else: unreal.log_error(f"Failed to load level {ln}. Exiting...") return null_return pano_points = sorted([actor for actor in self.eas.get_all_level_actors() if actor.get_class() == self.pano_point_class], key=lambda a: a.get_actor_label()) pano_point_names = sorted(list({p.get_actor_label() for p in pano_points})) # Find your camera (assuming there's one VeroCineCam in the scene) cameras = sorted([actor for actor in self.eas.get_all_level_actors() if actor.get_class() == self.camera_class], key=lambda a: a.get_actor_label()) camera = cameras[0] if cameras else None if not camera: unreal.log_error(f"VeroCineCam not found in level {level_name}") return null_return return True, level_name, job.comment, pano_point_names def validate_movie_render_queue(self): """ Validate if Movie Render Queue is available and ready Returns: bool: True if queue is valid, False otherwise """ null_return = False, {}, {} if not self.mrq_subsystem: unreal.log_error("Movie Render Queue subsystem not found. Please ensure it is enabled in the project settings.") return null_return pipeline_queue = self.mrq_subsystem.get_queue() if not pipeline_queue: unreal.log_error("Movie Render Queue is empty. Please add jobs to the queue.") return null_return if not pipeline_queue.get_jobs(): unreal.log_error("No jobs found in the Movie Render Queue. Please add jobs to the queue.") return null_return unreal.log(f"Movie Render Queue with {len(pipeline_queue.get_jobs())} jobs is being validated.") validation_data = {"jobs": []} job_comment_dicts = {} job_name_level_dict = {} for i,job in enumerate(pipeline_queue.get_jobs()): valid, level_name, job_comment, pano_point_names = self.validate_render_job(job) if not valid: unreal.log_error(f"Job {job.job_name} is invalid. Please check the job settings.") return null_return else: unreal.log(f"Job {job.job_name} is valid with level {level_name}, comment {job_comment}, and pano points: {len(pano_point_names)}") if job_comment not in job_comment_dicts: job_comment_dicts[job_comment] = [] job_comment_dicts[job_comment].append((job.job_name, pano_point_names)) validation_data["jobs"].append( { "job_index": i, "job_name": job.job_name, "pano_points": "|".join(pano_point_names) } ) job_name_level_dict[job.job_name] = job.map.export_text() unreal.log(", ".join([f"{k}: {len(v)} jobs" for k, v in job_comment_dicts.items()])) level_set_dict = {} for job_type, jobs in job_comment_dicts.items(): for job_name, pano_points in jobs: pano_set_string = "|".join(pano_points) if pano_set_string not in level_set_dict: level_set_dict[pano_set_string] = [] level_set_dict[pano_set_string].append((job_name, job_type, job_name_level_dict[job_name], pano_points)) unreal.log(", ".join([f"{v[0][0] if len(v) else 'Empty'}: {len(v)} jobs" for k, v in level_set_dict.items()])) for k in level_set_dict: if len(level_set_dict[k]) != 4: unreal.log_error(f"Job set does not have exactly 4 jobs. Please ensure each level has a job for each type (DF, DU, NF, NU).") unreal.log_error(f"Found {', '.join([v[0] for v in level_set_dict[k]])} jobs for pano set.") return null_return if not set(["DF", "DU", "NF", "NU"]).issubset(set([v[1] for v in level_set_dict[k]])): unreal.log_error(f"Job set does not have all required job types (DF, DU, NF, NU). Found: {', '.join([v[1] for v in level_set_dict[k]])}") return null_return # Example: collect the job name for the "DF" job type in this pano set validation_dict = {} for k in level_set_dict: jd = {} for ja in level_set_dict[k]: jd[ja[1]] = ja[0] jd['pano_points']= k validation_dict[jd["DF"]] = jd return True, validation_data, level_set_dict # Convenience functions for backward compatibility or standalone use def validate_render_job(job: unreal.MoviePipelineExecutorJob): """Standalone function wrapper for validate_render_job""" utils = UE5RenderUtils() return utils.validate_render_job(job) def validate_movie_render_queue(): """Standalone function wrapper for validate_movie_render_queue""" utils = UE5RenderUtils() return utils.validate_movie_render_queue() if __name__ == "__main__": success, op, lsd = validate_movie_render_queue() for k, v in lsd.items(): unreal.log(f"{', '.join([f'{j[0]}:{j[2]} ({j[1]})' for j in v])}") unreal.log("__________________________________________________________") unreal.log(op)
import unreal import os unreal.log("{ { { { { { Init Unreal } } } } } } }")
import os import unreal def import_texture(texture_source_path, destination_path): asset_tools = unreal.AssetToolsHelpers.get_asset_tools() # Check if the texture is already in the destination path texture_name = texture_source_path.split('/')[-1].split('.')[0] existing_texture = unreal.EditorAssetLibrary.load_asset(f'{destination_path}/{texture_name}') if existing_texture: # Delete the existing texture if present unreal.EditorAssetLibrary.delete_asset(existing_texture.get_path_name()) # Import the texture task = unreal.AssetImportTask() task.filename = texture_source_path task.destination_path = destination_path task.automated = True task.save = True asset_tools.import_asset_tasks([task]) # Check if the asset was imported successfully if task.imported_object_paths: imported_asset_path = task.imported_object_paths[0] texture = unreal.EditorAssetLibrary.load_asset(imported_asset_path) if texture: return texture else: unreal.log_error(f"Failed to load imported texture from {imported_asset_path}") return None else: unreal.log_error(f"Failed to import texture from {texture_source_path}") return None def create_or_get_material(texture, material_name): material_path = f'/project/{material_name}' material = unreal.EditorAssetLibrary.load_asset(material_path) if not material: material_factory = unreal.MaterialFactoryNew() material = unreal.AssetToolsHelpers.get_asset_tools().create_asset(material_name, '/project/', unreal.Material, material_factory) material_editor = unreal.MaterialEditingLibrary texture_sample_node = material_editor.create_material_expression(material, unreal.MaterialExpressionTextureSample) texture_sample_node.texture = texture material_editor.connect_material_property(texture_sample_node, "RGB", unreal.MaterialProperty.MP_BASE_COLOR) unreal.EditorAssetLibrary.save_asset(material.get_path_name()) material_editor.recompile_material(material) return material def replace_material_on_actor(actor_name, target_material_name, new_material): actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) actors = actor_subsystem.get_all_level_actors() for actor in actors: if actor.get_actor_label() == actor_name: static_mesh_component = actor.get_component_by_class(unreal.StaticMeshComponent) if static_mesh_component: materials = static_mesh_component.get_materials() for i, material in enumerate(materials): if material.get_name() == target_material_name or material.get_name() == "M_CoverageMap": static_mesh_component.set_material(i, new_material) actor.modify() return True else: unreal.log_error(f"L'attore {actor_name} non ha un componente StaticMesh.") return False unreal.log_error(f"L'attore {actor_name} non è stato trovato nella scena") return False # Ottieni il percorso del progetto Unreal project_content_dir = unreal.Paths.project_content_dir() python_scripts_path = os.path.join(project_content_dir, 'PythonScripts') textures_path = os.path.join(python_scripts_path, 'coverage_map_high_res.png') # Percorsi relativi texture_source_path = textures_path texture_destination_path = '/project/' material_name = 'M_CoverageMap' actor_name = 'Mappa' target_material_name = 'itu_concrete' # Import texture, create material and apply it to the specified material slot on the actor texture = import_texture(texture_source_path, texture_destination_path) if texture: material = create_or_get_material(texture, material_name) success = replace_material_on_actor(actor_name, target_material_name, material) if success: unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True) unreal.log(f"Material {target_material_name} on actor {actor_name} successfully replaced with new material.")
# 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) # 配列ノード追加 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)
# -*- coding: utf-8 -*- import os import sys import subprocess import unreal from Utilities.Utils import Singleton import random import re if sys.platform == "darwin": import webbrowser class ChameleonGallery(metaclass=Singleton): def __init__(self, jsonPath): self.jsonPath = jsonPath self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath) self.ui_scrollbox = "ScrollBox" self.ui_crumbname = "SBreadcrumbTrailA" self.ui_image = "SImageA" self.ui_image_local = "SImage_ImageFromRelativePath" self.ui_imageB = "SImage_ImageFromPath" self.ui_progressBar = "ProgressBarA" self.ui_drop_target_text_box = "DropResultBox" self.ui_python_not_ready = "IsPythonReadyImg" self.ui_python_is_ready = "IsPythonReadyImgB" self.ui_is_python_ready_text = "IsPythonReadyText" self.ui_details_view = "DetailsView" self.ui_color_block = "ColorBlock" self.ui_button_expand_color_picker = "ButtonExpandColorPicker" self.ui_color_picker = "ColorPicker" self.ui_dpi_scaler = "DPIScaler" self.imageFlagA = 0 self.imageFlagB = 0 # set data in init self.set_random_image_data() self.data.set_combo_box_items('CombBoxA', ['1', '3', '5']) self.data.set_object(self.ui_details_view, self.data) self.is_color_picker_shown = self.data.get_visibility(self.ui_color_picker) == "Visible" self.linearColor_re = re.compile(r"\(R=([-\d.]+),G=([-\d.]+),B=([-\d.]+),A=([-\d.]+)\)") self.tapython_version = dict(unreal.PythonBPLib.get_ta_python_version()) print("ChameleonGallery.Init") def mark_python_ready(self): print("mark_python_ready call") self.data.set_visibility(self.ui_python_not_ready, "Collapsed") self.data.set_visibility(self.ui_python_is_ready, "Visible") self.data.set_text(self.ui_is_python_ready_text, "Python Path Ready.") def push_breadcrumb(self): count = self.data.get_breadcrumbs_count_string(self.ui_crumbname) strs = "is breadcrumb tail from alice in wonder world" label = strs.split()[count % len(strs.split())] self.data.push_breadcrumb_string(self.ui_crumbname, label, label) def set_random_image_data(self): width = 64 height = 64 colors = [unreal.LinearColor(1, 1, 1, 1) if random.randint(0, 1) else unreal.LinearColor(0, 0, 0, 1) for _ in range(width * height)] self.data.set_image_pixels(self.ui_image, colors, width, height) def set_random_progress_bar_value(self): self.data.set_progress_bar_percent(self.ui_progressBar,random.random()) def change_local_image(self): self.data.set_image_from(self.ui_image_local, ["Images/ChameleonLogo_c.png", "Images/ChameleonLogo_b.png"][self.imageFlagA]) self.imageFlagA = (self.imageFlagA + 1) % 2 def change_image(self): self.data.set_image_from_path(self.ui_imageB, ["PythonChameleonIcon_128x.png", "Icon128.png"][self.imageFlagB]) self.imageFlagB = (self.imageFlagB + 1) % 2 def change_comboBox_items(self): offset = random.randint(1, 10) items = [str(v+offset) for v in range(random.randint(1, 10))] self.data.set_combo_box_items("CombBoxA", items) def launch_other_galleries(self): if not os.path.exists(os.path.join(os.path.dirname(__file__), 'auto_gen/border_brushes_Gallery.json')): unreal.PythonBPLib.notification("auto-generated Galleries not exists", info_level=1) return gallery_paths = ['ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json' ] bLaunch = unreal.PythonBPLib.confirm_dialog(f'Open Other {len(gallery_paths)} Galleries? You can close them with the "Close all Gallery" Button' , "Open Other Galleries", with_cancel_button=False) if bLaunch: with unreal.ScopedSlowTask(len(gallery_paths), "Spawn Actors") as slow_task: slow_task.make_dialog(True) for i, p in enumerate(gallery_paths): slow_task.enter_progress_frame(1, f"Launch Gallery: {p}") unreal.ChameleonData.launch_chameleon_tool(p) def request_close_other_galleries(self): if not os.path.exists(os.path.join(os.path.dirname(__file__), 'auto_gen/border_brushes_Gallery.json')): unreal.PythonBPLib.notification("auto-generated Galleries not exists", info_level=1) return gallery_paths = ['ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json', 'ChameleonGallery/project/.json' ] for i, p in enumerate(gallery_paths): unreal.ChameleonData.request_close(p) # unreal.ChameleonData.request_close('/project/.json') exists_tools_var = [globals()[x] for x in globals() if "Utilities.Utils.Singleton" in str(type(type(globals()[x])))] def on_drop(self, assets, assets_folders, actors): str_for_show = "" for items, name in zip([assets, assets_folders, actors], ["Assets:", "Assets Folders:", "Actors:"]): if items: str_for_show += f"{name}\n" for item in items: str_for_show += f"\t{item}\n" self.data.set_text(self.ui_drop_target_text_box, str_for_show) print(f"str_for_show: {str_for_show}") def on_drop_func(self, *args, **kwargs): print(f"args: {args}") print(f"kwargs: {kwargs}") str_for_show = "" for name, items in kwargs.items(): if items: str_for_show += f"{name}:\n" for item in items: str_for_show += f"\t{item}\n" self.data.set_text(self.ui_drop_target_text_box, str_for_show) def get_full_size_of_this_chameleon(self): current_size = unreal.ChameleonData.get_chameleon_window_size(self.jsonPath) scrollbox_offsets = self.data.get_scroll_box_offsets(self.ui_scrollbox) height_full = scrollbox_offsets["ScrollOffsetOfEnd"] / (1.0-scrollbox_offsets["viewFraction"]) height_full += 48 print(f"delta: {height_full} - {round(height_full)}") return current_size.x, round(height_full) def on_button_ChangeTabSize_click(self, offset_pixel): current_size = unreal.ChameleonData.get_chameleon_window_size(self.jsonPath) print(f"currentSize: {current_size}") offsets = self.data.get_scroll_box_offsets(self.ui_scrollbox) print(offsets) if current_size: current_size.x += offset_pixel unreal.ChameleonData.set_chameleon_window_size("ChameleonGallery/ChameleonGallery.json", current_size) def on_button_FlashWindow_click(self): unreal.ChameleonData.flash_chameleon_window("ChameleonGallery/ChameleonGallery.json") def on_button_Snapshot_click(self): full_size = self.get_full_size_of_this_chameleon() print(f"try save snapshot @ {full_size}") saved_file_path = unreal.ChameleonData.snapshot_chameleon_window(self.jsonPath, unreal.Vector2D(*full_size)) if saved_file_path: unreal.PythonBPLib.notification(f"UI Snapshot Saved:", hyperlink_text = saved_file_path , on_hyperlink_click_command = f'chameleon_gallery.explorer("{saved_file_path}")') else: unreal.PythonBPLib.notification(f"Save UI snapshot failed.", info_level = 1) def explorer(self, file_path): if sys.platform == "darwin": webbrowser.open(os.path.dirname(file_path)) else: file_path = file_path.replace("/", "\\") subprocess.call('explorer "{}" '.format(os.path.dirname(file_path))) def set_selected_actor_to_details_view(self): selected = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_selected_level_actors() if selected: self.data.set_object(self.ui_details_view, selected[0]) else: print("Selected None") def on_expand_color_picker_click(self): self.data.set_visibility(self.ui_color_picker, "Collapsed" if self.is_color_picker_shown else "Visible") self.data.set_text(self.ui_button_expand_color_picker, "Expand ColorPicker" if self.is_color_picker_shown else "Collapse ColorPicker") self.is_color_picker_shown = not self.is_color_picker_shown current_size = unreal.ChameleonData.get_chameleon_window_size(self.jsonPath) if current_size.x < 650: current_size.x = 650 unreal.ChameleonData.set_chameleon_window_size("ChameleonGallery/ChameleonGallery.json", current_size) def on_color_picker_commit(self, color_str): v = [float(a) for a in self.linearColor_re.match(color_str).groups()] self.data.set_color(self.ui_color_block, unreal.LinearColor(*v)) def change_dpi_scaler_value(self, value): if self.tapython_version["Minor"] < 2 or( self.tapython_version["Minor"] == 2 and self.tapython_version["Patch"] < 1 ): print("Need TAPython version >= 1.2.1") return self.data.set_dpi_scale(self.ui_dpi_scaler, value + 0.5)
# filename: list_level_actors.py # This script lists all actors in the current level using the Editor Actor Subsystem. import unreal # Get all level actors using the Editor Actor Subsystem actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) all_actors = actor_subsystem.get_all_level_actors() # Print their names to the Output Log print("📋 Listing all actor names in the current level:") for actor in all_actors: print(f" - {actor.get_name()}")
import unreal import sys sys.path.append("C:/project/-packages") from PySide import QtCore, QtGui, QtUiTools editor_level_lib = unreal.EditorLevelLibrary() class SimpleGUI(QtGui.QWidget): def __init__(self, parent=None): super(SimpleGUI, self).__init__(parent) # load the created ui widget self.widget = QtUiTools.QUiLoader().load("/project/.ui") # attach the widget to the "self" GUI self.widget.setParent(self) # set the UI geometry (if UI is not centered/visible) self.widget.setGeometry(0, 0, self.widget.width(), self.widget.height()) # find the interaction elements (XML structure) self.text_l = self.widget.findChild(QtGui.QLineEdit, "textBox_L") self.text_r = self.widget.findChild(QtGui.QLineEdit, "textBox_R") self.checkbox = self.widget.findChild(QtGui.QCheckBox, "checkBox") # find and assign slider self.slider = self.widget.findChild(QtGui.QSlider, "horizontalSlider") self.slider.sliderMoved.connect(self.on_slide) # find buttons and set up handlers self.btn_ok = self.widget.findChild(QtGui.QPushButton, "okButton") self.btn_ok.clicked.connect(self.ok_clicked) self.btn_cancel = self.widget.findChild(QtGui.QPushButton, "cancelButton") self.btn_cancel.clicked.connect(self.cancel_clicked) def on_slide(self): slider_value = self.slider.value() # move the selected actor according to the slider value selected_actors = editor_level_lib.get_selected_level_actors() if len(selected_actors) > 0: actor = selected_actors[0] # get old transform, change y axis value and write back new_transform = actor.get_actor_transform() new_transform.translation.y = slider_value actor.set_actor_transform(new_transform, True, True) # triggered on click of okButton def ok_clicked(self): text_l = self.text_l.text() text_r = self.text_r.text() is_checked = self.checkbox.isChecked() unreal.log("Text Left Value: {}".format(text_l)) unreal.log("Text Right Value: {}".format(text_r)) unreal.log("Checkbox Value: {}".format(is_checked)) # triggered on click of cancelButton def cancel_clicked(self): unreal.log("Canceled") self.close() # only create an instance of the GUI when it's not already running app = None if not QtGui.QApplication.instance(): app = QtGui.QApplication(sys.argv) # start the GUI main_window = SimpleGUI() main_window.show()
import random import unreal from config.config import control_json def clip(key_name, value): if control_json[key_name]['type'] == 'float': new_value = max(value, control_json[key_name]['min']) new_value = min(value, control_json[key_name]['max']) return(new_value) elif control_json[key_name]['type'] == 'vec2': new_value_x = max(value[0], control_json[key_name]['min_x']) new_value_x = min(new_value_x, control_json[key_name]['max_x']) new_value_y = max(value[1], control_json[key_name]['min_y']) new_value_y = min(new_value_y, control_json[key_name]['max_y']) return([new_value_x, new_value_y]) def key_zero(key_name): if control_json[key_name]['type'] == 'float_switch': return(0.0000001) elif control_json[key_name]['type'] == 'float': return(0.0000001) elif control_json[key_name]['type'] == 'vec2': return([0.0000001, 0.0000001]) def key_min(key_name): if control_json[key_name]['type'] == 'float': return(control_json[key_name]['min']) elif control_json[key_name]['type'] == 'vec2': return([control_json[key_name]['min_x'], control_json[key_name]['min_y']]) def key_max(key_name): if control_json[key_name]['type'] == 'float': return(control_json[key_name]['max']) elif control_json[key_name]['type'] == 'vec2': return([control_json[key_name]['max_x'], control_json[key_name]['max_y']]) def key_gauss(key_name, mu=0.0, sigma=0.3): if control_json[key_name]['type'] == 'float': value = random.gauss(mu, sigma) value = clip(key_name, value) return(value) elif control_json[key_name]['type'] == 'vec2': value_x = random.gauss(mu, sigma) value_y = random.gauss(mu, sigma) vec = clip(key_name, [value_x, value_y]) return(vec) def key_uniform(key_name): if control_json[key_name]['type'] == 'float': min_bound = control_json[key_name]['min'] max_bound = control_json[key_name]['max'] value = random.uniform(min_bound, max_bound) return(value) elif control_json[key_name]['type'] == 'vec2': min_bound_x = control_json[key_name]['min_x'] max_bound_x = control_json[key_name]['max_x'] min_bound_y = control_json[key_name]['min_y'] max_bound_y = control_json[key_name]['max_y'] value_x = random.uniform(min_bound_x, max_bound_x) value_y = random.uniform(min_bound_y, max_bound_y) return([value_x, value_y]) def get_key_at_t(level_sequence, face_rig, frame): new_key = {"frame": frame, "metahuman": {}} frame = unreal.FrameNumber(frame) for control in control_json.keys(): if control_json[control]['type'] == 'vec2': vec2 = unreal.ControlRigSequencerLibrary.get_local_control_rig_vector2d(level_sequence, face_rig, control, frame) value = [vec2.x, vec2.y] new_key["metahuman"][control] = value elif control_json[control]['type'] == 'float': value = unreal.ControlRigSequencerLibrary.get_local_control_rig_float(level_sequence, face_rig, control, frame) new_key["metahuman"][control] = value return(new_key) def get_all_keys(level_sequence, face_rig, frame_start, frame_end): res = [] for k in range(frame_start, frame_end + 1): new_key = get_key_at_t(level_sequence, face_rig, k) res.append(new_key) return(res)
import unreal AssetTools = unreal.AssetToolsHelpers.get_asset_tools() MaterialEditLibrary = unreal.MaterialEditingLibrary EditorAssetLibrary = unreal.EditorAssetLibrary """ AssetPath = "/project/" # Check if the Material Exists if EditorAssetLibrary.do_assets_exist(AssetPath): #If asset exists, make a copy NewAssetPath = "/project/" EditorAssetLibrary.duplicate_asset(AssetPath, NewAssetPath) MeshPaintMaterial = EditorAssetLibrary.load_asset(NewAssetPath) else: #If Asset does not exist, create a new material """ MeshPaintMaterial = AssetTools.create_asset("M_MeshPaint", "/project/", unreal.Material, unreal.MaterialFactoryNew()) #Add texture params for each surface base_colors = [] normals = [] orm = [] #Create Vertex Color Nodes NodePositionX = -500 NodePositionY = -300 VertexColorNode_Color = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 10 ) VertexColorNode_Color.set_editor_property('Desc', 'Base_Color') VertexColorNode_Normal = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 8) VertexColorNode_Color.set_editor_property('Desc', 'Normal') VertexColorNode_R = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 6) VertexColorNode_Color.set_editor_property('Desc', 'R_Occusion') VertexColorNode_G = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 4) VertexColorNode_Color.set_editor_property('Desc', 'Roughness') VertexColorNode_B = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 2) VertexColorNode_Color.set_editor_property('Desc', 'Metalic') #Create One minus nodes OneMinusNodeColor = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY * 10) OneMinusNodeNormal = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY * 8) OneMinusNode_R = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY * 6) OneMinusNode_G = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY *4) OneMinusNode_B = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY * 2) #Create Base Color, Normal and Orm Texture Parameters for i in range(5): #Create Texture Params BaseColorParam = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionTextureSampleParameter2D.static_class(), NodePositionX, NodePositionY + i * 150) NormalParam = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionTextureSampleParameter2D.static_class(),NodePositionX, NodePositionY + i * 150) ORMParam = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionTextureSampleParameter2D.static_class(),NodePositionX, NodePositionY + i * 150) # Set names and sample types BaseColorParam.set_editor_property("ParameterName", unreal.Name("BaseColor_{}".format(i))) BaseColorParam.set_editor_property('sampler_source', unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) NormalParam.set_editor_property("ParameterName", unreal.Name("Normal_{}".format(i))) NormalParam.set_editor_property('sampler_source', unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) NormalParam.set_editor_property('sampler_type', unreal.MaterialSamplerType.SAMPLERTYPE_NORMAL) ORMParam.set_editor_property("ParameterName", unreal.Name("ORM_{}".format(i))) ORMParam.set_editor_property('sampler_source', unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) ORMParam.set_editor_property('sampler_type', unreal.MaterialSamplerType.SAMPLERTYPE_LINEAR_COLOR) #append parameters to their arrays base_colors.append(BaseColorParam) normals.append(NormalParam) orm.append(ORMParam) #define lerp arrays base_color_lerps = [] normal_lerps = [] orm_r_lerps = [] orm_g_lerps = [] orm_b_lerps = [] for i in range(5): base_color_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i * 200) normal_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i * 200) orm_r_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i * 200) orm_g_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i * 200) orm_b_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i * 200) base_color_lerps.append(base_color_lerp) normal_lerps.append(normal_lerp) orm_r_lerps.append(orm_r_lerp) orm_g_lerps.append(orm_g_lerp) orm_b_lerps.append(orm_b_lerp) #Make Base Color Connections #Connect Base Color Params to Lerps MaterialEditLibrary.connect_material_expressions(base_colors[0], '', base_color_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[1], '', base_color_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[2], '', base_color_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[3], '', base_color_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[4], '', base_color_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[4], '', base_color_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNodeColor, '', base_color_lerps[0], 'Alpha') #Connect Vertex Color Node to Base Color Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'A', OneMinusNodeColor, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'R', base_color_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'G', base_color_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'B', base_color_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'A', base_color_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(base_color_lerps[0], '', base_color_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(base_color_lerps[1], '', base_color_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(base_color_lerps[2], '', base_color_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(base_color_lerps[3], '', base_color_lerps[4], 'A') #Connect Last Lerp to the Base Color Channel MaterialEditLibrary.connect_material_property(base_color_lerps[4], '', unreal.MaterialProperty.MP_BASE_COLOR) #Make Normal Map Connections #Connect Normal Params to Lerps MaterialEditLibrary.connect_material_expressions(normals[0], '', normal_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(normals[1], '', normal_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(normals[2], '', normal_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(normals[3], '', normal_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(normals[4], '', normal_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(normals[4], '', normal_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNodeNormal, '', normal_lerps[0], 'Alpha') #Connect Vertex Color Node to Normal Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'A', OneMinusNodeNormal, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'R', normal_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'G', normal_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'B', normal_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'A', normal_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(normal_lerps[0], '', normal_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(normal_lerps[1], '', normal_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(normal_lerps[2], '', normal_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(normal_lerps[3], '', normal_lerps[4], 'A') #Connect Last Lerp to the Base Color Channel MaterialEditLibrary.connect_material_property(normal_lerps[4], '', unreal.MaterialProperty.MP_NORMAL) #Make Ambient Occlusion Connections #Connect ORM Red Channel Params to Lerps MaterialEditLibrary.connect_material_expressions(orm[0], 'R', orm_r_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(orm[1], 'R', orm_r_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(orm[2], 'R', orm_r_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(orm[3], 'R', orm_r_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'R', orm_r_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'R', orm_r_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNode_R, '', orm_r_lerps[0], 'Alpha') #Connect Vertex Color Node to ORM_R Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'A', OneMinusNode_R, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'R', orm_r_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'G', orm_r_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'B', orm_r_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'A', orm_r_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(orm_r_lerps[0], '', orm_r_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(orm_r_lerps[1], '', orm_r_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(orm_r_lerps[2], '', orm_r_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(orm_r_lerps[3], '', orm_r_lerps[4], 'A') #Connect Last Lerp to the Base Color Channel MaterialEditLibrary.connect_material_property(orm_r_lerps[4], '', unreal.MaterialProperty.MP_AMBIENT_OCCLUSION) #Make Roughness Connections #Connect ORM Green Channel Params to Lerps MaterialEditLibrary.connect_material_expressions(orm[0], 'G', orm_g_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(orm[1], 'G', orm_g_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(orm[2], 'G', orm_g_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(orm[3], 'G', orm_g_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'G', orm_g_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'G', orm_g_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNode_G, '', orm_g_lerps[0], 'Alpha') #Connect Vertex Color Node to ORM_G Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'A', OneMinusNode_G, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'R', orm_g_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'G', orm_g_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'B', orm_g_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'A', orm_g_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(orm_g_lerps[0], '', orm_g_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(orm_g_lerps[1], '', orm_g_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(orm_g_lerps[2], '', orm_g_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(orm_g_lerps[3], '', orm_g_lerps[4], 'A') #Connect Last Lerp to the Base Color Channel MaterialEditLibrary.connect_material_property(orm_g_lerps[4], '', unreal.MaterialProperty.MP_ROUGHNESS) #Make Metallic Connections #Connect ORM Blue Channel Params to Lerps MaterialEditLibrary.connect_material_expressions(orm[0], 'B', orm_b_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(orm[1], 'B', orm_b_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(orm[2], 'B', orm_b_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(orm[3], 'B', orm_b_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'B', orm_b_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'B', orm_b_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNode_B, '', orm_b_lerps[0], 'Alpha') #Connect Vertex Color Node to ORM_B Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'A', OneMinusNode_B, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'R', orm_b_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'G', orm_b_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'B', orm_b_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'A', orm_b_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(orm_b_lerps[0], '', orm_b_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(orm_b_lerps[1], '', orm_b_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(orm_b_lerps[2], '', orm_b_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(orm_b_lerps[3], '', orm_b_lerps[4], 'A') #Connect Last Lerp to the Base Color Channel MaterialEditLibrary.connect_material_property(orm_b_lerps[4], '', unreal.MaterialProperty.MP_METALLIC) #Create Material Instance MeshPaintInstance = AssetTools.create_asset("MeshPaintInstance", "/project/", unreal.MaterialInstanceConstant, unreal.MaterialInstanceConstantFactoryNew()) MeshPaintInstance.set_editor_property("Parent", MeshPaintMaterial) #MaterialEditLibrary.update_material_instance(MeshPaintInstance) #Save Material and Instance EditorAssetLibrary.save_asset("/project/", True) EditorAssetLibrary.save_asset("/project/", True)
import json import time from typing import List, Optional, Tuple, Dict import unreal from GLOBAL_VARS import LEVEL_INFO_JSON, EditorLevelSub, EditorSub ################################################################################ # define decorators def loader_func(func): def wrap_func(*args, **kwargs): unreal.log_warning("ticking.") asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() if asset_registry.is_loading_assets(): unreal.log_warning("still loading...") else: unreal.log_warning("ready!") unreal.unregister_slate_pre_tick_callback(tickhandle) result = func(*args, **kwargs) return result # This function shows the execution time of # the function object passed tickhandle = unreal.register_slate_pre_tick_callback(wrap_func) return wrap_func def timer_func(func): # This function shows the execution time of # the function object passed def wrap_func(*args, **kwargs): t1 = time.time() result = func(*args, **kwargs) t2 = time.time() print( f"[TimerLogger] Function {repr(func.__name__)} executed in {(t2-t1):.4f}s" ) return result return wrap_func def ue_task(function): def wrapper(*args, **kwargs): slow_task = args[0] # args[0] is the first argument of the function # slow_task = args[0].slow_task # args[0] is the instance of the class # slow_task = kwargs['slow_task'] # print(slow_task) # True if the user has pressed Cancel in the UI if slow_task.should_cancel(): exit() # log the start of the task log_info = f"[PythonLogger] Running Function: {repr(function.__name__)}" slow_task.enter_progress_frame(1, log_info) # print(log_info) # run the function result = function(*args, **kwargs) # log the end of the task # print(f"[PythonLogger] Function {repr(function.__name__)} finished") return result return wrapper ################################################################################ class loadRegistry(): """ example_usage: registry = loadRegistry(RenderQueue) registry.register() """ def __init__(self, func) -> None: self.tickhandle = None self.func = func def testing(self, deltaTime): unreal.log_warning("ticking.") asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() if asset_registry.is_loading_assets(): unreal.log_warning("still loading...") else: unreal.log_warning("ready!") unreal.unregister_slate_pre_tick_callback(self.tickhandle) self.func() def register(self): self.tickhandle = unreal.register_slate_pre_tick_callback(self.testing) unreal.log_warning("registered!") return self.tickhandle def check_abort(slow_task): slow_task.enter_progress_frame(1) if slow_task.should_cancel(): exit() def log_msg_with_socket(PIEExecutor: unreal.MoviePipelinePIEExecutor, msg: str): PIEExecutor.send_socket_message(msg) print(msg) ################################################################################ # misc def get_world() -> unreal.World: if EditorSub: world = EditorSub.get_editor_world() else: world = unreal.EditorLevelLibrary.get_editor_world() return world def new_world(new_level_path: str) -> bool: if EditorLevelSub: success = EditorLevelSub.new_level(new_level_path) else: success = unreal.EditorLevelLibrary().new_level(new_level_path) return success def get_levels(world: Optional[unreal.World]=None) -> List[unreal.Level]: if not world: world = get_world() levels = unreal.EditorLevelUtils.get_levels(world) return levels def save_current_level() -> None: if EditorLevelSub: EditorLevelSub.save_current_level() else: unreal.EditorLevelLibrary.save_current_level() def get_soft_object_path(path: str) -> unreal.SoftObjectPath: path = f'{path}.{path.split("/")[-1]}' return unreal.SoftObjectPath(path) def get_sublevels(persistent_level_path: str) -> List[Dict]: """get sublevels of persistent level, this step would load the persistent level. Args: persistent_level_path (str): a path to the persistent level, e.g. "/project/" Returns: level_configs (List(Dict)): a list of level_configs (dict) containing keys of `level_name`, `is_visible`, and `streaming_class`. """ asset_registry: unreal.AssetRegistry = unreal.AssetRegistryHelpers.get_asset_registry() # load persistent level world = unreal.EditorLoadingAndSavingUtils.load_map(persistent_level_path) # unreal.GameplayStatics.open_level(self.get_last_loaded_world(), mapPackagePath, True, gameOverrideClassPath) # get all sub-levels of persistent level and their config level_configs = [] persistent_level_asset_data = asset_registry.get_asset_by_object_path(persistent_level_path) persistent_level_name = str(persistent_level_asset_data.package_name) level_configs.append( { "level_name": persistent_level_name, "is_visible": True, "streaming_class": "LevelStreamingAlwaysLoaded", } ) levels: List[unreal.Level] = unreal.EditorLevelUtils.get_levels(world) for level in levels: asset_data = asset_registry.get_asset_by_object_path(level.get_path_name()) sub_level_name = str(asset_data.package_name) streaming_level = unreal.GameplayStatics.get_streaming_level(world, sub_level_name) if streaming_level is not None: level_configs.append( { "level_name": sub_level_name, "is_visible": streaming_level.is_level_visible(), "streaming_class": type(streaming_level).__name__, } ) unreal.log(level_configs) return level_configs def add_levels(persistent_level_path: str, new_level_path: str) -> Tuple[List, List]: """add levels from persistent level to the current world Args: persistent_level_path (str): a path to the persistent level, e.g. "/project/" Returns: level_visible_names (list): a list of visible level names level_hidden_names (list): a list of hidden level names """ # check if persistent level exists is_level_exist = unreal.EditorAssetLibrary.does_asset_exist(persistent_level_path) assert is_level_exist, RuntimeError(f"Persistent level does not exist", persistent_level_path) # get/save sub-levels as json sublevel_json = LEVEL_INFO_JSON level_configs = [] level_infos = {} if sublevel_json.exists(): with open(sublevel_json) as f: level_infos: dict = json.load(f) if persistent_level_path in level_infos.keys(): level_configs = level_infos[persistent_level_path] if not level_configs: # get sublevels of persistent level, this step would load the persistent level level_configs = get_sublevels(persistent_level_path) # reload new levels world = unreal.EditorLoadingAndSavingUtils.load_map(new_level_path) level_infos[persistent_level_path] = level_configs with open(sublevel_json, "w") as f: json.dump(level_infos, f, indent=4) # add persistent level and its sub levels, set visibility level_visible_names, level_hidden_names = [], [] world = get_world() for level_config in level_configs: level_name: str = level_config["level_name"] is_visible: bool = level_config["is_visible"] streaming_class: str = level_config["streaming_class"] streaming_class_cls = getattr(unreal, streaming_class) streaming_level: unreal.LevelStreaming = unreal.EditorLevelUtils.add_level_to_world(world, level_name, streaming_class_cls) assert (streaming_class_cls is not None), f"Unknown unreal class: {streaming_class}" assert (streaming_level is not None), f"Unable to add level to the world: {level_name}" unreal.EditorLevelUtils.set_level_visibility(streaming_level.get_loaded_level(), is_visible, False) level_basename = level_name.rpartition("/")[-1] if is_visible: level_visible_names.append(level_basename) else: level_hidden_names.append(level_basename) return level_visible_names, level_hidden_names @ue_task @timer_func def tmp(slow_task): time.sleep(0.01) def task_bar(): with unreal.ScopedSlowTask(100, 'Running') as slow_task: slow_task.make_dialog(True) for i in range(100): time.sleep(0.01) check_abort(slow_task) with unreal.ScopedSlowTask(100, 'Running') as slow_task: slow_task.make_dialog(True) for i in range(100): tmp(slow_task)
# 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()
from infrastructure.logging.base_logging import BaseLogging from infrastructure.configuration.path_manager import PathManager import unreal import os class FileLogging(BaseLogging): def log(self, message): logFilePath = PathManager.get_file_log_path() if unreal.Paths.file_exists(logFilePath): os.remove(logFilePath) unreal.log_warning("Removing file") with open(logFilePath, "a+") as file_object: if isinstance(message, list) and len(message) > 0: for a in message: file_object.write(a) elif isinstance(message, str): file_object.write(message) else: file_object.write("No message to show") os.startfile(logFilePath)
""" # Unreal Paths * Description A library of common core related paths for Unreal. """ from pathlib import Path import unreal # ----------Project level directories------------------------------------------ PROJECT_DIR = Path(unreal.SystemLibrary.get_project_directory()) PLUGINS_DIR = Path(PROJECT_DIR, 'Plugins') CONTENT_DIR = Path(unreal.SystemLibrary.get_project_content_directory()) CONFIG_DIR = Path(PROJECT_DIR, 'config') PIPELINE_CONFIG_DIR = Path(CONFIG_DIR, 'core') # ----------Project level ini configs------------------------------------------ INI_EDITOR = Path(CONFIG_DIR, 'DefaultEditor.ini') INI_LIGHTMASS = Path(CONFIG_DIR, 'DefaultLightmass.ini') INI_EDITOR_SETTINGS = Path(CONFIG_DIR, 'DefaultEditorSettings.ini') INI_ENGINE = Path(CONFIG_DIR, 'DefaultEngine.ini') INI_GAME = Path(CONFIG_DIR, 'DefaultGame.ini') INI_INPUT = Path(CONFIG_DIR, 'DefaultInput.ini')
import unreal def CreateSequence(sequence_name, package_path='/project/'): ''' Args: sequence_name(str): The name of the sequence to be created package_path(str): The location for the new sequence Returns: unreal.LevelSequence: The created level sequence ''' all_actors = unreal.EditorLevelLibrary.get_all_level_actors() # Create the sequence asset in the desired location sequence = unreal.AssetToolsHelpers.get_asset_tools().create_asset( sequence_name, package_path, unreal.LevelSequence, unreal.LevelSequenceFactoryNew()) sequence.set_playback_end(1) movie_scene = sequence.get_movie_scene() for actor in all_actors: actor_binding = sequence.add_possessable(actor) return sequence def LoadBlueprint(blueprint_path: str, loc: unreal.Vector = unreal.Vector(0, 0, 0), rot: unreal.Rotator = unreal.Rotator(0, 0, 0)): """ Parameters ---------- blueprint_path : str Unreal path to the blue print eg. Game/project/ loc : unreal.Vector, optional Desired Position in absolute coordinates The default is unreal.Vector(0,0, 0). rot : unreal.Rotator, optional Desired Rotation The default is unreal.Rotator(0, 0, 0). Returns ------- actor : TYPE Actor as defined by the blue print """ asset = unreal.EditorAssetLibrary.load_asset(blueprint_path) if asset is None: print(f"Failed to load asset at {blueprint_path}") return None actor = unreal.EditorLevelLibrary.spawn_actor_from_object(asset, loc, rot) return actor def add_metahuman_components_to_sequence(sequence, metahuman_actor, sequence_path): # Retrieve all components attached to the metahuman actor unreal.log("before world") editor_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) sequence_path = sequence_path sequence_to_activate = unreal.load_asset(sequence_path) print("under_world") s = unreal.LevelSequenceEditorBlueprintLibrary.open_level_sequence(sequence_to_activate) print("overworld") # Use the new recommended method to get the editor world world = editor_subsystem.get_editor_world() unreal.log("world") skeletal_mesh_components = metahuman_actor.get_components_by_class(unreal.SkeletalMeshComponent) unreal.log("mesh") # sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence() unreal.log("sequence") for skeletal_mesh_component in skeletal_mesh_components: # Assuming naming convention to identify relevant skeletal meshes for control rigs if "face" in skeletal_mesh_component.get_name().lower(): rig = unreal.load_asset('/project/') skel = sequence.add_possessable(skeletal_mesh_component) rig_class = rig.get_control_rig_class() rig_track = unreal.ControlRigSequencerLibrary.find_or_create_control_rig_track(world, sequence, rig_class, skel) elif "body" in skeletal_mesh_component.get_name().lower(): rig = unreal.load_asset("/project/") skel = sequence.add_possessable(skeletal_mesh_component) rig_class = rig.get_control_rig_class() rig_track = unreal.ControlRigSequencerLibrary.find_or_create_control_rig_track(world, sequence, rig_class, skel) def reset_scene(sequence_path): """ Deletes the specified sequence from the asset library and removes the MetaHuman actor and camera actor from the scene. Args: sequence_path (str): The path to the sequence asset in the asset library. Returns: None """ # Delete the sequence from the asset library sequence_asset = unreal.EditorAssetLibrary.load_asset(sequence_path) if sequence_asset: unreal.EditorAssetLibrary.delete_asset(sequence_path) print(f"Sequence '{sequence_path}' deleted from the asset library.") else: print(f"Sequence '{sequence_path}' not found in the asset library.") all_actors = unreal.EditorLevelLibrary.get_all_level_actors() for actor in all_actors: unreal.log(actor.get_name()) if "F" in actor.get_name() or "Rig" in actor.get_name() or actor.get_class().get_name() == "CineCameraActor" or "H" in actor.get_name(): unreal.EditorLevelLibrary.destroy_actor(actor) print(f"Deleted actor: {actor.get_name()}") def find_delta_z(rig,sequence): control_name = "CTRL_C_jaw" frame_number = unreal.FrameNumber(0) pos = unreal.ControlRigSequencerLibrary.get_control_rig_world_transform(sequence, rig, control_name, frame_number) print(pos) return 142.458249 - pos.translation.z def get_file_paths(folder_path, limit=0): file_paths = [] # Convertir le chemin du dossier en un objet Path d'Unreal Engine assets = unreal.EditorAssetLibrary.list_assets(folder_path) # Parcourir les assets et ajouter leurs chemins complets à la liste asset_paths = unreal.EditorAssetLibrary.list_assets(folder_path) cnt = 0 # Parcourir les chemins d'assets et ajouter les chemins valides à la liste for asset_path in asset_paths: cnt += 1 if unreal.EditorAssetLibrary.does_asset_exist(asset_path): file_paths.append(asset_path) if cnt == limit: break return file_paths def start_over(): """ This functions cleans up the project file: it whipes out all existing sequences and free up the rendering queue Usefull to make several batches in row Returns ------- """ # find and delete sequences all_sequence_path = get_file_paths("/project/") for seq_path in all_sequence_path: reset_scene(seq_path) # Wipe the queue subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) executor = unreal.MoviePipelinePIEExecutor() queue = subsystem.get_queue() queue.delete_all_jobs() iden = "HN017" start_over() sequ_name = "test" sequ_path = "/project/" path = f"/project/{iden}/BP_{iden}" MH = LoadBlueprint(path, unreal.Vector(0, 0, 0)) # place it in a row aligned with it's friends (see enumarate loop with full_run) sequence = CreateSequence(sequ_name, sequ_path) # finally create the seuqnce add_metahuman_components_to_sequence(sequence, MH, sequ_path + sequ_name) rigProxies = unreal.ControlRigSequencerLibrary.get_control_rigs(sequence) # Filter rigs for specific names rig = [rigProxy.control_rig for rigProxy in rigProxies if rigProxy.control_rig.get_name() in ["Face_ControlBoard_CtrlRig"]][0] pos = find_delta_z(rig,sequence) print(f"delta z = {pos}")
# -*- coding: utf-8 -*- import unreal from Utilities.Utils import Singleton class MinimalExample(metaclass=Singleton): def __init__(self, jsonPath:str): self.jsonPath = jsonPath self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath) self.ui_output = "InfoOutput" self.clickCount = 0 def on_button_click(self): self.clickCount += 1 self.data.set_text(self.ui_output, "Clicked {} time(s)".format(self.clickCount))
from abc import ABC from dataclasses import dataclass import unreal @dataclass class Message(ABC): titleOfOptimisation: str = "" descOfOptimisation: str = "" summaryMessageIntro: str = "" LogStringsArray = [] def build_log_summary(self, messages: list[str]) -> list[str]: self.LogStringsArray.clear() self.LogStringsArray.append("OPTIMISING SCRIPT \n") self.LogStringsArray.append("==================================================================================================== \n") self.LogStringsArray.append(" SCRIPT NAME: %s \n" % self.titleOfOptimisation) self.LogStringsArray.append(" DESCRIPTION: %s \n" % self.descOfOptimisation) self.LogStringsArray.append("==================================================================================================== \n \n") unreal.log_warning(self.titleOfOptimisation) unreal.log_warning(self.descOfOptimisation) if len(messages) <= 0: self.LogStringsArray.append(" -- NONE FOUND -- \n \n") else: for i in messages: self.LogStringsArray.append(i) self.LogStringsArray.append("\n") self.LogStringsArray.append("======================================================================================================= \n") self.LogStringsArray.append(" SUMMARY: \n") self.LogStringsArray.append(" %s \n" % self.summaryMessageIntro) self.LogStringsArray.append(" Found: %s \n \n" % len(messages)) self.LogStringsArray.append("======================================================================================================= \n") return self.LogStringsArray @dataclass class ValidatePowerOfTowMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Textures That Are Not Power Of Two" self.descOfOptimisation = "Searches the entire project for textures that are not a power of two e.g. 13x64, 100x96 etc. Instead of e.g. 32x32, 128x128 512x256" self.summaryMessageIntro = "-- Textures Which Are Not A Power Of Two --" @dataclass class LogTexturesAboveXSizeMessage(Message): sizeOfTexToCheckAgainst: str = "" def __init__(self, _sizeOfTexToCheckAgainst): super().__init__(self) self.sizeOfTexToCheckAgainst = _sizeOfTexToCheckAgainst self.titleOfOptimisation = "Log Textures That Are Equal To X Size" self.descOfOptimisation = "Searches the entire project for Textures which are equal to the size you have set. Use to help find textures which are larger than what you need them for" self.summaryMessageIntro = "-- Textures Of Size %s --" % self.sizeOfTexToCheckAgainst @dataclass class LogStaticMeshNumOfMaterialsMessage(Message): numOfMatsToCheckFor: str = "" def __init__(self, _numOfMatsToCheckFor): super().__init__(self) self.numOfMatsToCheckFor = _numOfMatsToCheckFor self.titleOfOptimisation = "LOG Static Meshes Assets With X Num Of Materials" self.descOfOptimisation = "Searches the entire project for static mesh assets that have a material count above the value that you have set" self.summaryMessageIntro = "-- Static Mesh Assets With Material Count Numbering >= %s --" % self.numOfMatsToCheckFor @dataclass class LogStaticMeshUVchannelsMessage(Message): numOfChannelsToCheckFor: str = "" def __init__(self, _numOfChannelsToCheckFor): super().__init__(self) self.numOfChannelsToCheckFor = _numOfChannelsToCheckFor self.titleOfOptimisation = "Log Static Mesh UV Channel Count For LOD 0" self.descOfOptimisation = "Searches the entire project for static mesh assets that have a UV channel count above the value that you have set" self.summaryMessageIntro = "-- Static Mesh Assets With UV Channels Numbering >= %s --" % self.numOfChannelsToCheckFor @dataclass class LogSkelMeshesNumOfMaterialsMessage(Message): numOfMatsToCheckFor: str = "" def __init__(self, _numOfMatsToCheckFor): super().__init__(self) self.numOfMatsToCheckFor = _numOfMatsToCheckFor self.titleOfOptimisation = "LOG Skeletal Mesh Assets With X Num Of Materials" self.descOfOptimisation = "Searches the entire project for skeletal mesh assets that have a material count above the value that you have set" self.summaryMessageIntro = "-- Skeletal Mesh Assets With Material Count Numbering >= %s --" % self.numOfMatsToCheckFor @dataclass class LogMaterialsMissingPhysMatsMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Materials With Missing Physical Materials" self.descOfOptimisation = "Searches the entire project for materials that don't have a phys mats plugged in" self.summaryMessageIntro = "-- Materials Without Phys Mats Plugged In --" @dataclass class LogMaterialsUsingTranslucencyMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Materials Using Translucency" self.descOfOptimisation = "Searches the entire project for materials that are using Translucency (master materials only, does not check material instances)" self.summaryMessageIntro = "-- Materials Using Translucency --" @dataclass class OptimiseScriptLogMaterialsUsingTwoSidedMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Materials Using Two Sided" self.descOfOptimisation = "Searches the entire project for materials that are using Two Sided (master materials only, does not check material instances)" self.summaryMessageIntro = "-- Materials Using Two Sided --" @dataclass class LogFoliageWithNoMaxDrawDistanceMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Foliage Asset With No Max Draw Distance Set" self.descOfOptimisation = "Searches the entire project for Foliage assets which have no max draw distance set" self.summaryMessageIntro = "-- Foliage Asset With No Max Draw Distance Set --" @dataclass class ParticlesWithNoLODsMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Particles With No LODs" self.descOfOptimisation = "Searches the entire project for particles that have no LODs setup" self.summaryMessageIntro = "-- Particles With No LODs --" @dataclass class SoundCueMissingAttenuationMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Sound Cues With Missing Attenuation Assets" self.descOfOptimisation = "Searches the entire project for Sound Cues that have no attenuation plugged in and also no Attenuation override set to true" self.summaryMessageIntro = "-- Sound Cues With No Attenuation Settings --" @dataclass class SoundCueMissingConcurrencyMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Sound Cues With Missing Concurrency Settings" self.descOfOptimisation = "Searches the entire project for Sound Cues that have no concurrency asset plugged in and also no concurrency override set to true" self.summaryMessageIntro = "-- Sound Cues With No Concurrency Settings --" @dataclass class SoundCueMissingSoundClassMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Sound Cues With Missing Sound Class" self.descOfOptimisation = "Searches the entire project for Sound Cues that are missing Sound Class Asset or are using the Engines Default Sound class asset" self.summaryMessageIntro = "-- Sound Cues With Missing Sound Class --" @dataclass class LogDeleteEmptyFolderMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Delete Empty Folders" self.descOfOptimisation = "Searches the entire project for empty folders, and log or delete the folder" self.summaryMessageIntro = "-- Folders With no content inside, consider deleting --" @dataclass class LogUnusedAssetMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Unused Project Assets" self.descOfOptimisation = "Searches the entire project for assets that have 0 references, that we could consider deleting" self.summaryMessageIntro = "-- Assets With 0 References That We Could Consider Deleting --" @dataclass class LogRedirectsMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Redirects" self.descOfOptimisation = "Searches entire project for redirects that need fixing up (only logs doesnt perform the fix-up)" self.summaryMessageIntro = "-- Redirects That Could Be Fixed Up --" @dataclass class LogStaticMeshesNoLodMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log No LODs On Static Meshes" self.descOfOptimisation = "Searches the entire project for static mesh assets that do not have any LODs setup" self.summaryMessageIntro = "-- Static Mesh Assets Which Do Not Have any LODs Setup --" @dataclass class LogStaticMeshesWithNoCollisionMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log No Collision Static Meshes" self.descOfOptimisation = "Searches the entire project for static mesh assets that do not have any collision setup" self.summaryMessageIntro = "-- Static Mesh Assets Which Do Not Have Collision --" @dataclass class LogSkelMeshesNoLodMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log No LODs On Skeletal Meshes" self.descOfOptimisation = "Searches the entire project for skeletal mesh assets that do not have any LODs setup" self.summaryMessageIntro = "-- Skeletal Mesh Assets Which Do Not Have any LODs Setup --" @dataclass class ImportedFilesMessage(Message): def __init__(self): super().__init__(self) self.titleOfOptimisation = "Log Imported Files in folder" self.descOfOptimisation = "Searches the folder for files that match the types to import" self.summaryMessageIntro = "-- Imported Files --"
# 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 hierarchy = unreal.ControlRigBlueprintLibrary.get_hierarchy(rig) h_con = hierarchy.get_controller() 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) 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) h_con.import_curves(unreal.ControlRigBlueprintLibrary.get_preview_mesh(rig).skeleton) dset = rig.get_editor_property('rig_graph_display_settings') dset.set_editor_property('node_run_limit', 0) rig.set_editor_property('rig_graph_display_settings', dset) ###### root key = unreal.RigElementKey(unreal.RigElementType.NULL, 'MorphControlRoot_s') space = hierarchy.find_null(key) if (space.get_editor_property('index') < 0): space = h_con.add_null('MorphControlRoot_s', space_type=unreal.RigSpaceType.SPACE) else: space = key a:unreal.RigUnit_CollectionItems = unreal.RigUnit_CollectionItems() print(a) # 配列ノード追加 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)), True, False) # 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() == 'Collection from Items'): if ("Type=Curve," in c.get_pin_default_value(node.find_pin('Items').get_pin_path())): items_forCurve.append(node.find_pin('Items')) if (str(c.get_pin_default_value(node.find_pin('Items').get_pin_path())).find('_ALL_Angry_c') >= 0): items_forControl.append(node.find_pin('Items')) print(items_forControl) print(values_forCurve) # reset controller for e in reversed(hierarchy.get_controls()): if (len(hierarchy.get_parents(e)) == 0): continue if (hierarchy.get_parents(e)[0].name == 'MorphControlRoot_s'): #if (str(e.name).rstrip('_c') in morphList): # continue print('delete') #print(str(e.name)) h_con.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, setup_undo_redo=False) # curve controller for morph in morphListWithNo: name_c = "{}_c".format(morph) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) settings = unreal.RigControlSettings() settings.shape_color = [1.0, 0.0, 0.0, 1.0] settings.control_type = unreal.RigControlType.FLOAT try: control = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) except: k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) shape_t = unreal.Transform(location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], scale=[0.001, 0.001, 0.001]) hierarchy.set_control_shape_transform(k, shape_t, True) morphListRenamed.append(control.key.name) if (args.debugeachsave == '1'): try: unreal.EditorAssetLibrary.save_loaded_asset(rig) except: print('save error') #unreal.SystemLibrary.collect_garbage() # eye controller eyeControllerTable = [ "VRM4U_EyeUD_left", "VRM4U_EyeLR_left", "VRM4U_EyeUD_right", "VRM4U_EyeLR_right", ] # eye controller for eyeCon in eyeControllerTable: name_c = "{}_c".format(eyeCon) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) settings = unreal.RigControlSettings() settings.shape_color = [1.0, 0.0, 0.0, 1.0] settings.control_type = unreal.RigControlType.FLOAT try: control = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) except: k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) shape_t = unreal.Transform(location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], scale=[0.001, 0.001, 0.001]) hierarchy.set_control_shape_transform(k, shape_t, True) # 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, setup_undo_redo=False) # 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, setup_undo_redo=False)
# Copyright Epic Games, Inc. All Rights Reserved. import os from . import base_server from .base_server import BaseRPCServerThread, BaseRPCServerManager class UnrealRPCServerThread(BaseRPCServerThread): def thread_safe_call(self, callable_instance, *args): """ Implementation of a thread safe call in Unreal. """ return lambda *args: base_server.run_in_main_thread(callable_instance, *args) class RPCServer(BaseRPCServerManager): def __init__(self): """ Initialize the unreal rpc server, with its name and specific port. """ super(RPCServer, self).__init__() self.name = 'UnrealRPCServer' self.port = int(os.environ.get('RPC_PORT', 9998)) self.threaded_server_class = UnrealRPCServerThread def start_server_thread(self): """ Starts the server thread. """ # TODO use a timer exposed from FTSTicker instead of slate tick, less aggressive and safer # https://docs.unrealengine.com/4.27/en-US/project/.html?highlight=automationscheduler#unreal.AutomationScheduler import unreal unreal.register_slate_post_tick_callback(base_server.execute_queued_calls) super(RPCServer, self).start_server_thread()
from typing import Dict, Any, Optional import unreal import json def update_object( actor_name: str, location: Optional[Dict[str, float]] = None, rotation: Optional[Dict[str, float]] = None, scale: Optional[Dict[str, float]] = None, properties: Optional[Dict[str, Any]] = None, new_name: Optional[str] = None, ) -> Dict[str, Any]: try: world = unreal.get_editor_subsystem( unreal.UnrealEditorSubsystem ).get_editor_world() if not world: return {"error": "No world loaded"} all_actors = unreal.get_editor_subsystem( unreal.EditorActorSubsystem ).get_all_level_actors() target_actor = None for actor in all_actors: if actor.get_name() == actor_name or actor.get_actor_label() == actor_name: target_actor = actor break if not target_actor: return {"error": f"Actor not found: {actor_name}"} if location: new_location = unreal.Vector( x=location.get("x", target_actor.get_actor_location().x), y=location.get("y", target_actor.get_actor_location().y), z=location.get("z", target_actor.get_actor_location().z), ) target_actor.set_actor_location(new_location, False, False) if rotation: new_rotation = unreal.Rotator( pitch=rotation.get("pitch", target_actor.get_actor_rotation().pitch), yaw=rotation.get("yaw", target_actor.get_actor_rotation().yaw), roll=rotation.get("roll", target_actor.get_actor_rotation().roll), ) target_actor.set_actor_rotation(new_rotation, False) if scale: new_scale = unreal.Vector( x=scale.get("x", target_actor.get_actor_scale3d().x), y=scale.get("y", target_actor.get_actor_scale3d().y), z=scale.get("z", target_actor.get_actor_scale3d().z), ) target_actor.set_actor_scale3d(new_scale) if new_name: target_actor.set_actor_label(new_name) if properties: for prop_name, prop_value in properties.items(): try: if hasattr(target_actor, prop_name): setattr(target_actor, prop_name, prop_value) except Exception as e: continue return { "success": True, "actor_name": target_actor.get_name(), "actor_label": target_actor.get_actor_label(), "class": target_actor.get_class().get_name(), "location": { "x": target_actor.get_actor_location().x, "y": target_actor.get_actor_location().y, "z": target_actor.get_actor_location().z, }, "rotation": { "pitch": target_actor.get_actor_rotation().pitch, "yaw": target_actor.get_actor_rotation().yaw, "roll": target_actor.get_actor_rotation().roll, }, "scale": { "x": target_actor.get_actor_scale3d().x, "y": target_actor.get_actor_scale3d().y, "z": target_actor.get_actor_scale3d().z, }, } except Exception as e: return {"error": f"Failed to update object: {str(e)}"} def parse_value(value_str): import json as parse_json if value_str and value_str != "null" and value_str.strip(): try: return parse_json.loads(value_str) except Exception: return None return None def parse_string(value_str): if value_str and value_str != "null" and value_str.strip(): return value_str return None def main(): actor_name = "${actor_name}" location_str = """${location}""" rotation_str = """${rotation}""" scale_str = """${scale}""" properties_str = """${properties}""" new_name_str = """${new_name}""" location = parse_value(location_str) rotation = parse_value(rotation_str) scale = parse_value(scale_str) properties = parse_value(properties_str) new_name = parse_string(new_name_str) result = update_object( actor_name=actor_name, location=location, rotation=rotation, scale=scale, properties=properties, new_name=new_name, ) print(json.dumps(result, indent=2)) if __name__ == "__main__": main()
import unreal # エディタから直接呼び出せるようにするためのクラス定義 @unreal.uclass() class AssetMoverUtility(unreal.GlobalEditorUtilityBase): # 静的関数として、複数アセットを Imports フォルダへ移動 @unreal.ufunction(static=True) def move_selected_assets_to_imports(): selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() if not selected_assets: unreal.log_warning("[AutoAssetMover] No assets selected.") return for asset in selected_assets: asset_path = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(asset) asset_name = asset.get_name() dst_path = f"/project/{asset_name}" if unreal.EditorAssetLibrary.does_asset_exist(dst_path): unreal.log_warning(f"[AutoAssetMover] Already exists: {dst_path}") continue success = unreal.EditorAssetLibrary.rename_asset(asset_path, dst_path) if success: unreal.log(f"[AutoAssetMover] Moved to: {dst_path}") else: unreal.log_error(f"[AutoAssetMover] Failed to move: {asset_path}") # 🔽 これが大事! # 名前付きでクラスをグローバルに公開することで、Blueprint からも呼び出せる globals()["AssetMoverUtility"] = AssetMoverUtility
import unreal from pamux_unreal_tools.utils.interface_types import * from pamux_unreal_tools.utils.types import * # Idea: these interfaces declaration can be used both to construct "Inputs" class and call the function from other Materials/MaterialFunctions @material_function_interface("{asset_path_root}/project/") def ILandscapeBaseMaterial( albedo: TTextureObject = TTextureObject(), colorOverlay: Vec3f = Vec3f(1.0, 1.0, 1.0), colorOverlayIntensity: float = 1.0, contrast: float = 0.0, contrastVariation: float = 1.0, roughness: TTextureObject = TTextureObject(), roughnessIntensity: float = 1.0, normal: TTextureObject = TTextureObject(unreal.MaterialSamplerType.SAMPLERTYPE_NORMAL), normalIntensity: float = 0.0, displacement: TTextureObject = TTextureObject(), uvParams: Vec4f = Vec4f(1.0, 1.0, 0.5, 0.5), rotation: float = 0.0, doTextureBomb: bool = True, doRotationVariation: bool = False, bombCellScale: float = 1.0, bombPatternScale: float = 1.0, bombRandomOffset: float = 0.0, bombRotationVariation: float = 0.0, opacityStrength: float = 1.0, opacityAdd: float = 0.0, opacityContrast: float = 1.0) -> tuple[TResult, THeight]: pass
import unreal from pamux_unreal_tools.generated.material_expression_wrappers import * from pamux_unreal_tools.utils.asset_cache import AssetCache class TMaterialTextures: def __init__(self, baseColor = None, roughness = None, opacity = None, normal = None, displacement = None): self.baseColor = baseColor self.roughness = roughness self.opacity = opacity self.normal = normal self.displacement = displacement class TextureSampleSet: def __init__(self, tss: TMaterialTextures): self.baseColor = TextureSample() self.baseColor.sampler_source.set(unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) self.baseColor.sampler_type.set(unreal.MaterialSamplerType.SAMPLERTYPE_COLOR) self.baseColor.texture.set(AssetCache.get(tss.baseColor)) self.roughness = TextureSample() self.roughness.sampler_source.set(unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) self.roughness.sampler_type.set(unreal.MaterialSamplerType.SAMPLERTYPE_COLOR) self.roughness.texture.set(AssetCache.get(tss.roughness)) self.opacity = TextureSample() self.opacity.sampler_source.set(unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) self.opacity.sampler_type.set(unreal.MaterialSamplerType.SAMPLERTYPE_LINEAR_COLOR) self.opacity.texture.set(AssetCache.get(tss.opacity)) self.normal = TextureSample() self.normal.sampler_source.set(unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) self.normal.sampler_type.set(unreal.MaterialSamplerType.SAMPLERTYPE_NORMAL) self.normal.texture.set(AssetCache.get(tss.normal))
# This script was generated with the addons Blender for UnrealEngine : https://github.com/project/-For-UnrealEngine-Addons # It will import into Unreal Engine all the assets of type StaticMesh, SkeletalMesh, Animation and Pose # The script must be used in Unreal Engine Editor with Python plugins : https://docs.unrealengine.com/en-US/project/ # Use this command in Unreal cmd consol: py "[ScriptLocation]\ImportSequencerScript.py" from unittest import result import sys import os.path import json try: # TO DO: Found a better way to check that. import unreal except ImportError: import unreal_engine as unreal def CheckTasks(): if GetUnrealVersion() >= 4.20: # TO DO: EditorAssetLibrary was added in witch version exactly? if not hasattr(unreal, 'EditorAssetLibrary'): print('--------------------------------------------------') print('WARNING: Editor Scripting Utilities should be activated.') print('Edit > Plugin > Scripting > Editor Scripting Utilities.') return False return True def JsonLoad(json_file): # Changed in Python 3.9: The keyword argument encoding has been removed. if sys.version_info >= (3, 9): return json.load(json_file) else: return json.load(json_file, encoding="utf8") def JsonLoadFile(json_file_path): if sys.version_info[0] < 3: with open(json_file_path, "r") as json_file: return JsonLoad(json_file) else: with open(json_file_path, "r", encoding="utf8") as json_file: return JsonLoad(json_file) def GetUnrealVersion(): version = unreal.SystemLibrary.get_engine_version().split(".") float_version = int(version[0]) + float(float(version[1])/100) return float_version def ImportAllAssets(): import string # Prepare process import json_data_file = 'ImportAssetData.json' dir_path = os.path.dirname(os.path.realpath(__file__)) import_assets_data = JsonLoadFile(os.path.join(dir_path, json_data_file)) unreal_import_location = import_assets_data['unreal_import_location'] ImportedList = [] ImportFailList = [] def ValidUnrealAssetsName(filename): # Normalizes string, removes non-alpha characters # Asset name in Unreal use filename = filename.replace('.', '_') filename = filename.replace('(', '_') filename = filename.replace(')', '_') filename = filename.replace(' ', '_') valid_chars = "-_%s%s" % (string.ascii_letters, string.digits) filename = ''.join(c for c in filename if c in valid_chars) return filename def GetAssetByType(type): target_assets = [] for asset in import_assets_data["assets"]: if asset["type"] == type: target_assets.append(asset) return target_assets def ImportAsset(asset_data): counter = str(len(ImportedList)+1) + "/" + str(len(import_assets_data["assets"])) print("Import asset " + counter + ": ", asset_data["name"]) if asset_data["type"] == "StaticMesh" or asset_data["type"] == "SkeletalMesh": if "lod" in asset_data: if asset_data["lod"] > 0: # Lod should not be imported here so return if lod is not 0. return if asset_data["type"] == "Alembic": FileType = "ABC" else: FileType = "FBX" asset_data["full_import_path"] # AssetImportPath asset_data["fbx_path"] # fbx_file_path asset_data["additional_tracks_path"] # additional_track_file_path def GetAdditionalData(): if "additional_tracks_path" in asset_data: if asset_data["additional_tracks_path"] is not None: return JsonLoadFile(asset_data["additional_tracks_path"]) return None additional_data = GetAdditionalData() def ImportTask(): # New import task # Property if asset_data["type"] == "Animation" or asset_data["type"] == "SkeletalMesh": find_asset = unreal.find_asset(asset_data["animation_skeleton_path"]) if isinstance(find_asset, unreal.Skeleton): OriginSkeleton = find_asset elif isinstance(find_asset, unreal.SkeletalMesh): OriginSkeleton = find_asset.skeleton else: OriginSkeleton = None if OriginSkeleton: print("Setting skeleton asset: " + OriginSkeleton.get_full_name()) else: print("Could not find skeleton at the path: " + asset_data["animation_skeleton_path"]) # docs.unrealengine.com/4.26/en-US/project/.html task = unreal.AssetImportTask() def GetStaticMeshImportData(): if asset_data["type"] == "StaticMesh": return task.get_editor_property('options').static_mesh_import_data return None def GetSkeletalMeshImportData(): if asset_data["type"] == "SkeletalMesh": return task.get_editor_property('options').skeletal_mesh_import_data return None def GetAnimationImportData(): if asset_data["type"] == "Animation": return task.get_editor_property('options').anim_sequence_import_data return None def GetAlembicImportData(): if asset_data["type"] == "Alembic": return task.get_editor_property('options') return None def GetMeshImportData(): if asset_data["type"] == "StaticMesh": return GetStaticMeshImportData() if asset_data["type"] == "SkeletalMesh": return GetSkeletalMeshImportData() return None if asset_data["type"] == "Alembic": task.filename = asset_data["abc_path"] else: task.filename = asset_data["fbx_path"] task.destination_path = os.path.normpath(asset_data["full_import_path"]).replace('\\', '/') task.automated = True # task.automated = False #Debug for show dialog task.save = True task.replace_existing = True if asset_data["type"] == "Alembic": task.set_editor_property('options', unreal.AbcImportSettings()) else: task.set_editor_property('options', unreal.FbxImportUI()) # Alembic if GetAlembicImportData(): GetAlembicImportData().static_mesh_settings.set_editor_property("merge_meshes", True) GetAlembicImportData().set_editor_property("import_type", unreal.AlembicImportType.SKELETAL) GetAlembicImportData().conversion_settings.set_editor_property("flip_u", False) GetAlembicImportData().conversion_settings.set_editor_property("flip_v", True) GetAlembicImportData().conversion_settings.set_editor_property("scale", unreal.Vector(100, -100, 100)) GetAlembicImportData().conversion_settings.set_editor_property("rotation", unreal.Vector(90, 0, 0)) # Vertex color vertex_override_color = None vertex_color_import_option = None if additional_data: vertex_color_import_option = unreal.VertexColorImportOption.REPLACE # Default if "vertex_color_import_option" in additional_data: if additional_data["vertex_color_import_option"] == "IGNORE": vertex_color_import_option = unreal.VertexColorImportOption.IGNORE elif additional_data["vertex_color_import_option"] == "OVERRIDE": vertex_color_import_option = unreal.VertexColorImportOption.OVERRIDE elif additional_data["vertex_color_import_option"] == "REPLACE": vertex_color_import_option = unreal.VertexColorImportOption.REPLACE if "vertex_override_color" in additional_data: vertex_override_color = unreal.LinearColor( additional_data["vertex_override_color"][0], additional_data["vertex_override_color"][1], additional_data["vertex_override_color"][2] ) # #################################[Change] # unreal.FbxImportUI # https://docs.unrealengine.com/4.26/en-US/project/.html # Import transform anim_sequence_import_data = GetAnimationImportData() if anim_sequence_import_data: anim_sequence_import_data.import_translation = unreal.Vector(0, 0, 0) # Vertex color if vertex_color_import_option and GetMeshImportData(): GetMeshImportData().set_editor_property('vertex_color_import_option', vertex_color_import_option) if vertex_override_color and GetMeshImportData(): GetMeshImportData().set_editor_property('vertex_override_color', vertex_override_color.to_rgbe()) if asset_data["type"] == "Alembic": task.get_editor_property('options').set_editor_property('import_type', unreal.AlembicImportType.SKELETAL) else: if asset_data["type"] == "Animation" or asset_data["type"] == "SkeletalMesh": if OriginSkeleton: task.get_editor_property('options').set_editor_property('Skeleton', OriginSkeleton) else: if asset_data["type"] == "Animation": ImportFailList.append('Skeleton ' + asset_data["animation_skeleton_path"] + ' Not found for ' + asset_data["name"] + ' asset.') return else: print("Skeleton is not set, a new skeleton asset will be created...") if asset_data["type"] == "StaticMesh": task.get_editor_property('options').set_editor_property('original_import_type', unreal.FBXImportType.FBXIT_STATIC_MESH) elif asset_data["type"] == "Animation": task.get_editor_property('options').set_editor_property('original_import_type', unreal.FBXImportType.FBXIT_ANIMATION) else: task.get_editor_property('options').set_editor_property('original_import_type', unreal.FBXImportType.FBXIT_SKELETAL_MESH) if asset_data["type"] == "Animation": task.get_editor_property('options').set_editor_property('import_materials', False) else: task.get_editor_property('options').set_editor_property('import_materials', True) task.get_editor_property('options').set_editor_property('import_textures', False) if asset_data["type"] == "Animation": task.get_editor_property('options').set_editor_property('import_animations', True) task.get_editor_property('options').set_editor_property('import_mesh', False) task.get_editor_property('options').set_editor_property('create_physics_asset',False) else: task.get_editor_property('options').set_editor_property('import_animations', False) task.get_editor_property('options').set_editor_property('import_mesh', True) if "create_physics_asset" in asset_data: task.get_editor_property('options').set_editor_property('create_physics_asset', asset_data["create_physics_asset"]) # unreal.FbxMeshImportData if asset_data["type"] == "StaticMesh" or asset_data["type"] == "SkeletalMesh": if "material_search_location" in asset_data: # unreal.FbxTextureImportData if asset_data["material_search_location"] == "Local": task.get_editor_property('options').texture_import_data.set_editor_property('material_search_location', unreal.MaterialSearchLocation.LOCAL) if asset_data["material_search_location"] == "UnderParent": task.get_editor_property('options').texture_import_data.set_editor_property('material_search_location', unreal.MaterialSearchLocation.UNDER_PARENT) if asset_data["material_search_location"] == "UnderRoot": task.get_editor_property('options').texture_import_data.set_editor_property('material_search_location', unreal.MaterialSearchLocation.UNDER_ROOT) if asset_data["material_search_location"] == "AllAssets": task.get_editor_property('options').texture_import_data.set_editor_property('material_search_location', unreal.MaterialSearchLocation.ALL_ASSETS) if asset_data["type"] == "StaticMesh": # unreal.FbxStaticMeshImportData task.get_editor_property('options').static_mesh_import_data.set_editor_property('combine_meshes', True) if "auto_generate_collision" in asset_data: task.get_editor_property('options').static_mesh_import_data.set_editor_property('auto_generate_collision', asset_data["auto_generate_collision"]) if "static_mesh_lod_group" in asset_data: if asset_data["static_mesh_lod_group"]: task.get_editor_property('options').static_mesh_import_data.set_editor_property('static_mesh_lod_group', asset_data["static_mesh_lod_group"]) if "generate_lightmap_u_vs" in asset_data: task.get_editor_property('options').static_mesh_import_data.set_editor_property('generate_lightmap_u_vs', asset_data["generate_lightmap_u_vs"]) if asset_data["type"] == "SkeletalMesh" or asset_data["type"] == "Animation": # unreal.FbxSkeletalMeshImportData task.get_editor_property('options').skeletal_mesh_import_data.set_editor_property('import_morph_targets', True) task.get_editor_property('options').skeletal_mesh_import_data.set_editor_property('convert_scene', True) task.get_editor_property('options').skeletal_mesh_import_data.set_editor_property('normal_import_method', unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS_AND_TANGENTS) # ###############[ pre import ]################ # Check is the file alredy exit if additional_data: if "preview_import_path" in additional_data: task_asset_full_path = task.destination_path+"/"+additional_data["preview_import_path"]+"."+additional_data["preview_import_path"] find_asset = unreal.find_asset(task_asset_full_path) if find_asset: # Vertex color asset_import_data = find_asset.get_editor_property('asset_import_data') if vertex_color_import_option: asset_import_data.set_editor_property('vertex_color_import_option', vertex_color_import_option) if vertex_override_color: asset_import_data.set_editor_property('vertex_override_color', vertex_override_color.to_rgbe()) # ###############[ import asset ]################ print("Import task") if asset_data["type"] == "Animation": ''' For animation the script will import a skeletal mesh and remove after. If the skeletal mesh alredy exist try to remove. ''' AssetName = asset_data["name"] AssetName = ValidUnrealAssetsName(AssetName) AssetPath = "SkeletalMesh'"+asset_data["full_import_path"]+"/"+AssetName+"."+AssetName+"'" if unreal.EditorAssetLibrary.does_asset_exist(AssetPath): oldAsset = unreal.EditorAssetLibrary.find_asset_data(AssetPath) if oldAsset.asset_class == "SkeletalMesh": unreal.EditorAssetLibrary.delete_asset(AssetPath) unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) if len(task.imported_object_paths) > 0: asset = unreal.find_asset(task.imported_object_paths[0]) else: asset = None if asset is None: ImportFailList.append('Error zero imported object for: ' + asset_data["name"]) return if asset_data["type"] == "Animation": # For animation remove the extra mesh p = task.imported_object_paths[0] if type(unreal.find_asset(p)) is not unreal.AnimSequence: animAssetName = p.split('.')[0]+'_anim.'+p.split('.')[1]+'_anim' animAssetNameDesiredPath = p.split('.')[0]+'.'+p.split('.')[1] animAsset = unreal.find_asset(animAssetName) if animAsset is not None: unreal.EditorAssetLibrary.delete_asset(p) unreal.EditorAssetLibrary.rename_asset(animAssetName, animAssetNameDesiredPath) asset = animAsset else: ImportFailList.append('animAsset ' + asset_data["name"] + ' not found for after inport: ' + animAssetName) return # ###############[ Post treatment ]################ asset_import_data = asset.get_editor_property('asset_import_data') if asset_data["type"] == "StaticMesh": if "static_mesh_lod_group" in asset_data: if asset_data["static_mesh_lod_group"]: asset.set_editor_property('lod_group', asset_data["static_mesh_lod_group"]) if "use_custom_light_map_resolution" in asset_data: if asset_data["use_custom_light_map_resolution"]: if "light_map_resolution" in asset_data: asset.set_editor_property('light_map_resolution', asset_data["light_map_resolution"]) if "collision_trace_flag" in asset_data: if asset_data["collision_trace_flag"] == "CTF_UseDefault": asset.get_editor_property('body_setup').set_editor_property('collision_trace_flag', unreal.CollisionTraceFlag.CTF_USE_DEFAULT) elif asset_data["collision_trace_flag"] == "CTF_UseSimpleAndComplex": asset.get_editor_property('body_setup').set_editor_property('collision_trace_flag', unreal.CollisionTraceFlag.CTF_USE_SIMPLE_AND_COMPLEX) elif asset_data["collision_trace_flag"] == "CTF_UseSimpleAsComplex": asset.get_editor_property('body_setup').set_editor_property('collision_trace_flag', unreal.CollisionTraceFlag.CTF_USE_SIMPLE_AS_COMPLEX) elif asset_data["collision_trace_flag"] == "CTF_UseComplexAsSimple": asset.get_editor_property('body_setup').set_editor_property('collision_trace_flag', unreal.CollisionTraceFlag.CTF_USE_COMPLEX_AS_SIMPLE) if asset_data["type"] == "StaticMesh": if "generate_lightmap_u_vs" in asset_data: asset_import_data.set_editor_property('generate_lightmap_u_vs', asset_data["generate_lightmap_u_vs"]) # Import data unreal.EditorStaticMeshLibrary.set_generate_lightmap_uv(asset, asset_data["generate_lightmap_u_vs"]) # Build settings at lod if asset_data["type"] == "SkeletalMesh": asset_import_data.set_editor_property('normal_import_method', unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS_AND_TANGENTS) # Socket if asset_data["type"] == "SkeletalMesh": # Import the SkeletalMesh socket(s) sockets_to_add = additional_data["Sockets"] skeleton = asset.get_editor_property('skeleton') for socket in sockets_to_add: old_socket = asset.find_socket(socket["SocketName"]) if old_socket: # Edit socket pass # old_socket.relative_location = socket["Location"] # old_socket.relative_rotation = socket["Rotation"] # old_socket.relative_scale = socket["Scale"] else: # Create socket pass # new_socket = unreal.SkeletalMeshSocket(asset) # new_socket.socket_name = socket["SocketName"] # new_socket.bone_name = socket["BoneName"] # new_socket.relative_location = socket["Location"] # new_socket.relative_rotation = socket["Rotation"] # new_socket.relative_scale = socket["Scale"] # NEED UNREAL ENGINE IMPLEMENTATION IN PYTHON API. # skeleton.add_socket(new_socket) # Lod if asset_data["type"] == "StaticMesh" or asset_data["type"] == "SkeletalMesh": if asset_data["type"] == "StaticMesh": unreal.EditorStaticMeshLibrary.remove_lods(asset) # Import the StaticMesh lod(s) if asset_data["type"] == "SkeletalMesh" or asset_data["type"] == "StaticMesh": def ImportStaticLod(lod_name, lod_number): if "LevelOfDetail" in additional_data: if lod_name in additional_data["LevelOfDetail"]: lodTask = unreal.AssetImportTask() lodTask.filename = additional_data["LevelOfDetail"][lod_name] destination_path = os.path.normpath(asset_data["full_import_path"]).replace('\\', '/') lodTask.destination_path = destination_path lodTask.automated = True lodTask.replace_existing = True # Set vertex color import settings to replicate base StaticMesh's behaviour if asset_data["type"] == "Alembic": lodTask.set_editor_property('options', unreal.AbcImportSettings()) else: lodTask.set_editor_property('options', unreal.FbxImportUI()) lodTask.get_editor_property('options').static_mesh_import_data.set_editor_property('vertex_color_import_option', vertex_color_import_option) lodTask.get_editor_property('options').static_mesh_import_data.set_editor_property('vertex_override_color', vertex_override_color.to_rgbe()) print(destination_path, additional_data["LevelOfDetail"][lod_name]) unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([lodTask]) if len(lodTask.imported_object_paths) > 0: lodAsset = unreal.find_asset(lodTask.imported_object_paths[0]) slot_replaced = unreal.EditorStaticMeshLibrary.set_lod_from_static_mesh(asset, lod_number, lodAsset, 0, True) unreal.EditorAssetLibrary.delete_asset(lodTask.imported_object_paths[0]) def ImportSkeletalLod(lod_name, lod_number): if "LevelOfDetail" in additional_data: if lod_name in additional_data["LevelOfDetail"]: # Unreal python no longer support Skeletal mesh LODS import. pass if asset_data["type"] == "StaticMesh": ImportStaticLod("lod_1", 1) ImportStaticLod("lod_2", 2) ImportStaticLod("lod_3", 3) ImportStaticLod("lod_4", 4) ImportStaticLod("lod_5", 5) elif asset_data["type"] == "SkeletalMesh": ImportSkeletalLod("lod_1", 1) ImportSkeletalLod("lod_2", 2) ImportSkeletalLod("lod_3", 3) ImportSkeletalLod("lod_4", 4) ImportSkeletalLod("lod_5", 5) # Vertex color if vertex_override_color: asset_import_data.set_editor_property('vertex_override_color', vertex_override_color.to_rgbe()) if vertex_color_import_option: asset_import_data.set_editor_property('vertex_color_import_option', vertex_color_import_option) # #################################[EndChange] if asset_data["type"] == "StaticMesh" or asset_data["type"] == "SkeletalMesh": unreal.EditorAssetLibrary.save_loaded_asset(asset) ImportedList.append([asset, asset_data["type"]]) ImportTask() # Process import print('========================= Import started ! =========================') print(import_assets_data["assets"]) # Import assets with a specific order for asset in GetAssetByType("Alembic"): ImportAsset(asset) for asset in GetAssetByType("StaticMesh"): ImportAsset(asset) for asset in GetAssetByType("SkeletalMesh"): ImportAsset(asset) for asset in GetAssetByType("Animation"): ImportAsset(asset) print('========================= Full import completed ! =========================') # import result StaticMesh_ImportedList = [] SkeletalMesh_ImportedList = [] Alembic_ImportedList = [] Animation_ImportedList = [] for asset in ImportedList: if asset[1] == 'StaticMesh': StaticMesh_ImportedList.append(asset[0]) elif asset[1] == 'SkeletalMesh': SkeletalMesh_ImportedList.append(asset[0]) elif asset[1] == 'Alembic': Alembic_ImportedList.append(asset[0]) else: Animation_ImportedList.append(asset[0]) print('Imported StaticMesh: '+str(len(StaticMesh_ImportedList))) print('Imported SkeletalMesh: '+str(len(SkeletalMesh_ImportedList))) print('Imported Alembic: '+str(len(Alembic_ImportedList))) print('Imported Animation: '+str(len(Animation_ImportedList))) print('Import failled: '+str(len(ImportFailList))) for error in ImportFailList: print(error) # Select asset(s) in content browser PathList = [] for asset in (StaticMesh_ImportedList + SkeletalMesh_ImportedList + Alembic_ImportedList + Animation_ImportedList): PathList.append(asset.get_path_name()) unreal.EditorAssetLibrary.sync_browser_to_objects(PathList) print('=========================') if len(ImportFailList) > 0: return 'Some asset(s) could not be imported.' else: return 'Assets imported with success !' print("Start importing assets.") if CheckTasks(): print(ImportAllAssets()) print("Importing assets finished.")
# # Copyright(c) 2025 The SPEAR Development Team. Licensed under the MIT License <http://opensource.org/project/>. # Copyright(c) 2022 Intel. Licensed under the MIT License <http://opensource.org/project/>. # import argparse import pandas as pd import posixpath import spear import spear.utils.editor_utils import unreal parser = argparse.ArgumentParser() parser.add_argument("--maps_file", required=True) parser.add_argument("--script") args, unknown_args = parser.parse_known_args() # get unknown args to pass to inner script level_editor_subsystem = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) unreal_editor_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) if __name__ == "__main__": unknown_arg_string = "" if len(unknown_args) > 0: unknown_arg_string = " ".join(unknown_args) maps = pd.read_csv(args.maps_file)["maps"].tolist() for m in maps: spear.log("Loading map: ", m) level_editor_subsystem.load_level(m) editor_world_name = unreal_editor_subsystem.get_editor_world().get_name() assert editor_world_name == posixpath.basename(m) actors = spear.utils.editor_utils.find_actors() spear.log(f"Loaded map: {editor_world_name} (contains {len(actors)} actors)") if args.script is not None: cmd = f"py {args.script} {unknown_arg_string}".strip() spear.log("Executing command: ", cmd) unreal.SystemLibrary.execute_console_command(unreal_editor_subsystem.get_editor_world(), cmd) spear.log("Done.")
import logging import unreal class UnrealLogHandler(logging.Handler): def emit(self, record): log_entry = self.format(record) if record.levelno >= logging.ERROR: unreal.log_error(log_entry) elif record.levelno >= logging.WARNING: unreal.log_warning(log_entry) else: unreal.log(log_entry) def setup_logging(name : str | None = None) -> None: # 获取根 Logger logger = logging.getLogger(name) logger.setLevel(logging.INFO) # 设置日志级别 # 创建自定义的 Unreal 日志处理器 unreal_handler = UnrealLogHandler() unreal_handler.setLevel(logging.INFO) # 设置处理器的日志级别 # 设置日志格式 formatter = logging.Formatter('%(asctime)s - %(name)s - %(levelname)s - %(message)s') unreal_handler.setFormatter(formatter) # 添加处理器到 Logger logger.addHandler(unreal_handler)
# 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 unreal def delete_empty_folders(): # instances of unreal classes editor_asset_lib = unreal.EditorAssetLibrary() # set source dir and options source_dir = "/Game" include_subfolders = True deleted = 0 # get all assets in source dir assets = editor_asset_lib.list_assets(source_dir, recursive=include_subfolders, include_folder=True) for asset in assets: if editor_asset_lib.does_directory_exist(asset): # check if folder has assets has_assets = editor_asset_lib.does_directory_have_assets(asset) if not has_assets: # delete folder editor_asset_lib.delete_directory(asset) deleted += 1 unreal.log("Folder {} without assets was deleted".format(asset)) unreal.log("Deleted {} folders without assets".format(deleted))
import unreal import json import os import sys import csv import glob import time #project name project_name = "" #csv path csv_folder = "" #enum path enum_folder = "" #enum names enum_names = [] #use live coding use_live_coding = False #genrated string genrated_str = '' #c++ Struct Save Path struct_save_folder = "" def next_line(file): file.write("\n") # CSV 셀 값을 처리하는 함수 (TArray 타입의 경우 쉼표를 세미콜론으로 치환) def process_csv_cell(cell_value, field_type): # field_type의 소문자 비교: TArray<...> 인 경우 if str(field_type).lower().startswith("tarray<") and str(field_type).lower().endswith(">"): # 쉼표(,)를 세미콜론(;)으로 치환 return cell_value.replace(",", ";") return cell_value #type def def get_unreal_type(type): str_type = str(type).lower() if str_type.startswith("tarray<") and str_type.endswith(">"): inner_type_str = str_type[len("tarray<"):-1].strip() inner_unreal_type = get_unreal_type(inner_type_str) return "TArray<" + inner_unreal_type + ">" if str_type == "int" or str_type == "int32": return "int32" elif str_type == "float" or str_type == "float32": return "float" elif str_type == "string" or str_type == "fstring": return "FString" elif str_type == "bool" or str_type == "boolean": return "bool" elif str_type == "vector" or str_type == "vector3": return "FVector" elif str_type == "rotator" or str_type == "rotator": return "FRotator" elif str_type == "text": return "FText" elif str_type == "color" or str_type == "coloru8": return "FLinearColor" elif type in enum_names: return "E"+type else: unreal.log_error(str_type + " << This type is not allowed. It will change to \'FString\'.") return "FString" def get_enum_data(): global enum_names enum_files= glob.glob(os.path.join(enum_folder,"*.csv")) print("111111") for file in enum_files: if os.path.basename(file).startswith("~$"): continue with open(file,'r') as csvfile: csv_reader = csv.reader(csvfile) key = "" for row in csv_reader: if row[1] == "": continue if row[1] == "!Enum": enum_names.append(str(row[2])) def create_struct(): global genrated_str print("####### Data Table C++ Struct Generator Started! #######") print("###### Target CSV Folder : " + csv_folder) print("-") file_list = os.listdir(csv_folder) csv_file_list = [] for file in file_list: if file.endswith(".csv"): csv_file_list.append(file) if len(csv_file_list) == 0: unreal.log_error("Thre's no CSV file in folder : " + path.csv_folder) sys.exit(0) print("----------- CSV File List ------------") print("-") index = 1 for file in csv_file_list: print("("+str(index)+") "+file) index += 1 print("-") for file in csv_file_list: print("-") print("::::::::::::: Start making [" + file + "] ::::::::::::::") csv_file_path = os.path.join(csv_folder,file) print("----------- Writing C++ Struct row Table... ------------") print("-") rows = [] with open(csv_file_path, 'r') as csvfile: csv_reader = csv.reader(csvfile) for row in csv_reader: rows.append(row) #행이 없다면 종료 if len(rows) == 0: unreal.log_error("CSV row count is 0") continue column_name_row_index = -1 for data in rows: print(str(data[0]).lower()) if data[0] == "TableNo" or str(data[0]).lower() == "tableno": column_name_row_index = rows.index(data) if column_name_row_index == -1: unreal.log_error("Cannot found Id column") continue type_name_list = [] column_name_list = [] column_name_row = rows[column_name_row_index] #데이터 이름과 변수 타입을 저장 for index, column_name in enumerate(column_name_row): if not column_name.startswith("#"): if str(column_name).lower() == "tableno": continue type_row = rows[1] type_name_list.append(type_row[index]) column_name_list.append(column_name) if len(type_name_list) != len(column_name_list): print("Type name count and column name count is not correct :" + len(type_name_list)+"/"+len(column_name_list)) continue #File Name file_name = os.path.basename(csv_file_path) file_name = str(file_name).split('.')[0] struct_str = "" struct_str += "USTRUCT(BlueprintType)\n" struct_str += "struct F"+file_name+" : public FTableRowBase\n" struct_str += "{\n" struct_str += "\tGENERATED_USTRUCT_BODY()\n" struct_str += "publi/project/" for index,value in enumerate(column_name_list): struct_str+="\tUPROPERTY(EditAnywhere, BlueprintReadWrite)\n" struct_str+="\t" + get_unreal_type(type_name_list[index]) + " " + str(value)+ ";\n" struct_str+="};\n" genrated_str += str(struct_str) def create_file(): with open(struct_save_folder + "/GenerateTableData.h",'w') as c_file: c_file.writelines("# pragma once\n") next_line(c_file) c_file.writelines("#include \"Engine/DataTable.h\"\n") c_file.writelines("#include \"EnumGenerateData.h\"\n") c_file.writelines("#include \"GenerateTableData.generated.h\"\n") next_line(c_file) c_file.writelines(genrated_str) next_line(c_file) def recompile_and_reload(): # 빌드 시스템 트리거 (Live Coding 등 설정 필요) unreal.SystemLibrary.execute_console_command(None, "LiveCoding.Compile") unreal.log("Project modules have been reloaded.") #Load Json file json_file_path = unreal.SystemLibrary.get_project_directory() + "/Content/" + project_name + "/project/.json" print(json_file_path) if os.path.exists(json_file_path): try: with open(json_file_path,'r') as file: data = json.load(file) project_name = unreal.Paths.get_base_filename(unreal.Paths.get_project_file_path()) struct_save_folder = unreal.SystemLibrary.get_project_directory() + "Source/" + project_name + "/Data" csv_folder = data["CSVFolderPath"] enum_folder = data["EnumFolderPath"] use_live_coding = data["UseLiveCoding"] except json.JSONDecodeError as e: print("Json Load Faile : {e}") print("Start Generate CSV File") get_enum_data() create_struct() create_file() if use_live_coding ==True: recompile_and_reload()
# unreal.AssetToolsHelpers # https://api.unrealengine.com/project/.html # unreal.AssetTools # https://api.unrealengine.com/project/.html # unreal.EditorAssetLibrary # https://api.unrealengine.com/project/.html # All operations can be slow. The editor should not be in play in editor mode. It will not work on assets of the type level. # Possible Directory Paths: # '/project/' # '/project/' # Possible Asset Paths: # '/project/.MyAsset' # '/project/' # unreal.AssetRenameData # https://api.unrealengine.com/project/.html # unreal.Package # https://api.unrealengine.com/project/.html # unreal.EditorLoadingAndSavingUtils # https://api.unrealengine.com/project/.html # unreal.AssetImportTask # https://api.unrealengine.com/project/.html # unreal.AssetTools # https://api.unrealengine.com/project/.html # unreal.FbxImportUI # https://api.unrealengine.com/project/.html # unreal.FbxMeshImportData # https://api.unrealengine.com/project/.html # unreal.FbxStaticMeshImportData # https://api.unrealengine.com/project/.html # unreal.FbxSkeletalMeshImportData # https://api.unrealengine.com/project/.html # unreal.FbxAssetImportData # https://api.unrealengine.com/project/.html # unreal.FbxAnimSequenceImportData # https://api.unrealengine.com/project/.html # unreal.FBXAnimationLengthImportType # https://api.unrealengine.com/project/.html # unreal.LinearColor # https://api.unrealengine.com/project/.html # unreal.Factory # https://api.unrealengine.com/project/.html import unreal # asset_path: str : Path of asset to create # unique_name: bool : If True, will add a number at the end of the asset name until unique # asset_class: obj unreal.Class : The asset class # asset_factory: obj unreal.Factory : The associated factory of the class. # return: obj : The created asset def createGenericAsset(asset_path='', unique_name=True, asset_class=None, asset_factory=None): if unique_name: asset_path, asset_name = unreal.AssetToolsHelpers.get_asset_tools().create_unique_asset_name(base_package_name=asset_path, suffix='') if not unreal.EditorAssetLibrary.does_asset_exist(asset_path=asset_path): path = asset_path.rsplit('/', 1)[0] name = asset_path.rsplit('/', 1)[1] return unreal.AssetToolsHelpers.get_asset_tools().create_asset(asset_name=name, package_path=path, asset_class=asset_class, factory=asset_factory) return unreal.load_asset(asset_path) # paths: List of str : Asset paths def showAssetsInContentBrowser(paths=[]): unreal.EditorAssetLibrary.sync_browser_to_objects(asset_paths=paths) # paths: List of str : Asset paths def openAssets(paths=[]): loaded_assets = [getPackageFromPath(x) for x in paths] unreal.AssetToolsHelpers.get_asset_tools().open_editor_for_assets(assets=loaded_assets) # path: str : Directory path # return: bool : True if the operation succeeds def createDirectory(path=''): return unreal.EditorAssetLibrary.make_directory(directory_path=path) # from_dir: str : Directory path to duplicate # to_dir: str : Duplicated directory path # return: bool : True if the operation succeeds def duplicateDirectory(from_dir='', to_dir=''): return unreal.EditorAssetLibrary.duplicate_directory(source_directory_path=from_dir, destination_directory_path=to_dir) # path: str : Directory path # return: bool : True if the operation succeeds def deleteDirectory(path=''): return unreal.EditorAssetLibrary.delete_directory(directory_path=path) # path: str : Directory path # return: bool : True if the directory exists def directoryExist(path=''): return unreal.EditorAssetLibrary.does_directory_exist(directory_path=path) # from_dir: str : Directory path to rename # to_dir: str : Renamed directory path # return: bool : True if the operation succeeds def renameDirectory(from_dir='', to_dir=''): return unreal.EditorAssetLibrary.rename_directory(source_directory_path=from_dir, destination_directory_path=to_dir) # from_path str : Asset path to duplicate # to_path: str : Duplicated asset path # return: bool : True if the operation succeeds def duplicateAsset(from_path='', to_path=''): return unreal.EditorAssetLibrary.duplicate_asset(source_asset_path=from_path, destination_asset_path=to_path) # path: str : Asset path # return: bool : True if the operation succeeds def deleteAsset(path=''): return unreal.EditorAssetLibrary.delete_asset(asset_path_to_delete=path) # path: str : Asset path # return: bool : True if the asset exists def assetExist(path=''): return unreal.EditorAssetLibrary.does_asset_exist(asset_path=path) # from_path: str : Asset path to rename # to_path: str : Renamed asset path # return: bool : True if the operation succeeds def renameAsset(from_path='', to_path=''): return unreal.EditorAssetLibrary.rename_asset(source_asset_path=from_path, destination_asset_path=to_path) # Note: This function will also work on assets of the type level. (But might be really slow if the level is huge) # from_path: str : Asset path to duplicate # to_path: str : Duplicate asset path # show_dialog: bool : True if you want to show the confirm pop-up # return: bool : True if the operation succeeds def duplicateAssetDialog(from_path='', to_path='', show_dialog=True): splitted_path = to_path.rsplit('/', 1) asset_path = splitted_path[0] asset_name = splitted_path[1] if show_dialog: return unreal.AssetToolsHelpers.get_asset_tools().duplicate_asset_with_dialog(asset_name=asset_name, package_path=asset_path, original_object=getPackageFromPath(from_path)) else: return unreal.duplicate_asset.get_asset_tools().duplicate_asset(asset_name=asset_name, package_path=asset_path, original_object=getPackageFromPath(from_path)) # Note: This function will also work on assets of the type level. (But might be really slow if the level is huge) # from_path: str : Asset path to rename # to_path: str : Renamed asset path # show_dialog: bool : True if you want to show the confirm pop-up # return: bool : True if the operation succeeds def renameAssetDialog(from_path='', to_path='', show_dialog=True): splitted_path = to_path.rsplit('/', 1) asset_path = splitted_path[0] asset_name = splitted_path[1] rename_data = unreal.AssetRenameData(asset=getPackageFromPath(from_path), new_package_path=asset_path, new_name=asset_name) if show_dialog: return unreal.AssetToolsHelpers.get_asset_tools().rename_assets_with_dialog(assets_and_names=[rename_data]) else: return unreal.AssetToolsHelpers.get_asset_tools().rename_assets(assets_and_names=[rename_data]) # path: str : Asset path # return: bool : True if the operation succeeds def saveAsset(path='', force_save=True): return unreal.EditorAssetLibrary.save_asset(asset_to_save=path, only_if_is_dirty = not force_save) # path: str : Directory path # return: bool : True if the operation succeeds def saveDirectory(path='', force_save=True, recursive=True): return unreal.EditorAssetLibrary.save_directory(directory_path=path, only_if_is_dirty=not force_save, recursive=recursive) # path: str : Asset path # return: obj : The loaded asset def getPackageFromPath(path): return unreal.load_package(name=path) # return: obj List : The assets that need to be saved def getAllDirtyPackages(): packages = [] 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 # show_dialog: bool : True if you want to see the confirm pop-up # return: bool : True if the operation succeeds def saveAllDirtyPackages(show_dialog=False): if show_dialog: return unreal.EditorLoadingAndSavingUtils.save_dirty_packages_with_dialog(save_map_packages=True, save_content_packages=True) else: return unreal.EditorLoadingAndSavingUtils.save_dirty_packages(save_map_packages=True, save_content_packages=True) # show_dialog: bool : True if you want to see the confirm pop-up # return: bool : True if the operation succeeds def savePackages(packages=[], show_dialog=False): if show_dialog: return unreal.EditorLoadingAndSavingUtils.save_packages_with_dialog(packages_to_save=packages, only_dirty=False) # only_dirty=False : else: # looks like that it's not return unreal.EditorLoadingAndSavingUtils.save_packages(packages_to_save=packages, only_dirty=False) # working properly at the moment # filename: str : Windows file fullname of the asset you want to import # destination_path: str : Asset path # option: obj : Import option object. Can be None for assets that does not usually have a pop-up when importing. (e.g. Sound, Texture, etc.) # return: obj : The import task object def buildImportTask(filename='', destination_path='', options=None): task = unreal.AssetImportTask() task.set_editor_property('automated', True) task.set_editor_property('destination_name', '') task.set_editor_property('destination_path', destination_path) task.set_editor_property('filename', filename) task.set_editor_property('replace_existing', True) task.set_editor_property('save', True) task.set_editor_property('options', options) return task # tasks: obj List : The import tasks object. You can get them from buildImportTask() # return: str List : The paths of successfully imported assets def executeImportTasks(tasks=[]): unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks(tasks) imported_asset_paths = [] for task in tasks: for path in task.get_editor_property('imported_object_paths'): imported_asset_paths.append(path) return imported_asset_paths # return: obj : Import option object. The basic import options for importing a static mesh def buildStaticMeshImportOptions(): options = unreal.FbxImportUI() # unreal.FbxImportUI options.set_editor_property('import_mesh', True) options.set_editor_property('import_textures', False) options.set_editor_property('import_materials', False) options.set_editor_property('import_as_skeletal', False) # Static Mesh # unreal.FbxMeshImportData 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) # unreal.FbxStaticMeshImportData 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 # return: obj : Import option object. The basic import options for importing a skeletal mesh def buildSkeletalMeshImportOptions(): options = unreal.FbxImportUI() # 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) # Skeletal Mesh # unreal.FbxMeshImportData 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) # unreal.FbxSkeletalMeshImportData 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 # skeleton_path: str : Skeleton asset path of the skeleton that will be used to bind the animation # return: obj : Import option object. The basic import options for importing an animation def buildAnimationImportOptions(skeleton_path=''): options = unreal.FbxImportUI() # unreal.FbxImportUI options.set_editor_property('import_animations', True) options.skeleton = unreal.load_asset(skeleton_path) # unreal.FbxMeshImportData 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) # unreal.FbxAnimSequenceImportData 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 # Cpp ######################################################################################################################################################################################## # return: str List : The asset paths that are currently selected def getSelectedAssets(): return unreal.CppLib.get_selected_assets() # asset_paths: str List : The asset paths to select def setSelectedAssets(asset_paths=[]): unreal.CppLib.set_selected_assets(asset_paths) # return: str List : The folder paths that are currently selected def getSelectedFolders(): return unreal.CppLib.get_selected_folders() # folder_paths: str List : The asset paths to select def setSelectedFolders(folder_paths=[]): unreal.CppLib.set_selected_folders(folder_paths) # return: obj List : The asset objects that are currently opened in the editor def getAllOpenedAssets(): return unreal.CppLib.get_assets_opened_in_editor() # asset_objects: obj List : The asset objects to close def closeAssets(asset_objects=[]): unreal.CppLib.close_editor_for_assets(asset_objects) # Note: If the directory already exists, might need to restart Unreal, # but it's not needed if the color is applied before creating the folder. # path: str : Directory path # color: obj unreal.LinearColor : The color to apply def setDirectoryColor(path='', color=None): unreal.CppLib.set_folder_color(path, color)
# Copyright Epic Games, Inc. All Rights Reserved import os import argparse import json import unreal from deadline_rpc import BaseRPC from mrq_cli_modes import ( render_queue_manifest, render_current_sequence, render_queue_asset, utils, ) class MRQRender(BaseRPC): """ Class to execute deadline MRQ renders using RPC """ def __init__(self, *args, **kwargs): """ Constructor """ super(MRQRender, self).__init__(*args, **kwargs) self._render_cmd = ["mrq_cli.py"] # Keep track of the task data self._shot_data = None self._queue = None self._manifest = None self._sequence_data = None def _get_queue(self): """ Render a MRQ queue asset :return: MRQ queue asset name """ if not self._queue: self._queue = self.proxy.get_job_extra_info_key_value("queue_name") return self._queue def _get_sequence_data(self): """ Get sequence data :return: Sequence data """ if not self._sequence_data: self._sequence_data = self.proxy.get_job_extra_info_key_value( "sequence_render" ) return self._sequence_data def _get_serialized_pipeline(self): """ Get Serialized pipeline from Deadline :return: """ if not self._manifest: serialized_pipeline = self.proxy.get_job_extra_info_key_value( "serialized_pipeline" ) if not serialized_pipeline: return unreal.log( f"Executing Serialized Pipeline: `{serialized_pipeline}`" ) # create manifest file manifest_dir = os.path.join( unreal.SystemLibrary.get_project_saved_directory(), "MovieRenderPipeline", ) if not os.path.exists(manifest_dir): os.makedirs(manifest_dir) manifest_file = os.path.join(manifest_dir, "QueueManifest.utxt") unreal.log(f"Saving Manifest file `{manifest_file}`") # Dump the manifest data into the manifest file with open(manifest_file, "w") as manifest: manifest.write(serialized_pipeline) self._manifest = manifest_file return self._manifest def execute(self): """ Starts the render execution """ # shots are listed as a dictionary of task id -> shotnames # i.e {"O": "my_new_shot"} or {"20", "shot_1,shot_2,shot_4"} # Get the task data and cache it if not self._shot_data: self._shot_data = json.loads( self.proxy.get_job_extra_info_key_value("shot_info") ) # Get any output overrides output_dir = self.proxy.get_job_extra_info_key_value( "output_directory_override" ) # Resolve any path mappings in the directory name. The server expects # a list of paths, but we only ever expect one. So wrap it in a list # if we have an output directory if output_dir: output_dir = self.proxy.check_path_mappings([output_dir]) output_dir = output_dir[0] # Get the filename format filename_format = self.proxy.get_job_extra_info_key_value( "filename_format_override" ) # Resolve any path mappings in the filename. The server expects # a list of paths, but we only ever expect one. So wrap it in a list if filename_format: filename_format = self.proxy.check_path_mappings([filename_format]) filename_format = filename_format[0] # get the shots for the current task current_task_data = self._shot_data.get(str(self.current_task_id), None) if not current_task_data: self.proxy.fail_render("There are no task data to execute!") return shots = current_task_data.split(",") if self._get_queue(): return self.render_queue( self._get_queue(), shots, output_dir_override=output_dir if output_dir else None, filename_format_override=filename_format if filename_format else None ) if self._get_serialized_pipeline(): return self.render_serialized_pipeline( self._get_serialized_pipeline(), shots, output_dir_override=output_dir if output_dir else None, filename_format_override=filename_format if filename_format else None ) if self._get_sequence_data(): render_data = json.loads(self._get_sequence_data()) sequence = render_data.get("sequence_name") level = render_data.get("level_name") mrq_preset = render_data.get("mrq_preset_name") return self.render_sequence( sequence, level, mrq_preset, shots, output_dir_override=output_dir if output_dir else None, filename_format_override=filename_format if filename_format else None ) def render_queue( self, queue_path, shots, output_dir_override=None, filename_format_override=None ): """ Executes a render from a queue :param str queue_path: Name/path of the queue asset :param list shots: Shots to render :param str output_dir_override: Movie Pipeline output directory :param str filename_format_override: Movie Pipeline filename format override """ unreal.log(f"Executing Queue asset `{queue_path}`") unreal.log(f"Rendering shots: {shots}") # Get an executor instance executor = self._get_executor_instance() # Set executor callbacks # Set shot finished callbacks executor.on_individual_shot_work_finished_delegate.add_callable( self._on_individual_shot_finished_callback ) # Set executor finished callbacks executor.on_executor_finished_delegate.add_callable( self._on_job_finished ) executor.on_executor_errored_delegate.add_callable(self._on_job_failed) # Render queue with executor render_queue_asset( queue_path, shots=shots, user=self.proxy.get_job_user(), executor_instance=executor, output_dir_override=output_dir_override, output_filename_override=filename_format_override ) def render_serialized_pipeline( self, manifest_file, shots, output_dir_override=None, filename_format_override=None ): """ Executes a render using a manifest file :param str manifest_file: serialized pipeline used to render a manifest file :param list shots: Shots to render :param str output_dir_override: Movie Pipeline output directory :param str filename_format_override: Movie Pipeline filename format override """ unreal.log(f"Rendering shots: {shots}") # Get an executor instance executor = self._get_executor_instance() # Set executor callbacks # Set shot finished callbacks executor.on_individual_shot_work_finished_delegate.add_callable( self._on_individual_shot_finished_callback ) # Set executor finished callbacks executor.on_executor_finished_delegate.add_callable( self._on_job_finished ) executor.on_executor_errored_delegate.add_callable(self._on_job_failed) render_queue_manifest( manifest_file, shots=shots, user=self.proxy.get_job_user(), executor_instance=executor, output_dir_override=output_dir_override, output_filename_override=filename_format_override ) def render_sequence( self, sequence, level, mrq_preset, shots, output_dir_override=None, filename_format_override=None ): """ Executes a render using a sequence level and map :param str sequence: Level Sequence name :param str level: Level :param str mrq_preset: MovieRenderQueue preset :param list shots: Shots to render :param str output_dir_override: Movie Pipeline output directory :param str filename_format_override: Movie Pipeline filename format override """ unreal.log( f"Executing sequence `{sequence}` with map `{level}` " f"and mrq preset `{mrq_preset}`" ) unreal.log(f"Rendering shots: {shots}") # Get an executor instance executor = self._get_executor_instance() # Set executor callbacks # Set shot finished callbacks executor.on_individual_shot_work_finished_delegate.add_callable( self._on_individual_shot_finished_callback ) # Set executor finished callbacks executor.on_executor_finished_delegate.add_callable( self._on_job_finished ) executor.on_executor_errored_delegate.add_callable(self._on_job_failed) render_current_sequence( sequence, level, mrq_preset, shots=shots, user=self.proxy.get_job_user(), executor_instance=executor, output_dir_override=output_dir_override, output_filename_override=filename_format_override ) @staticmethod def _get_executor_instance(): """ Gets an instance of the movie pipeline executor :return: Movie Pipeline Executor instance """ return utils.get_executor_instance(False) def _on_individual_shot_finished_callback(self, shot_params): """ Callback to execute when a shot is done rendering :param shot_params: Movie pipeline shot params """ unreal.log("Executing On individual shot callback") # Since MRQ cannot parse certain parameters/arguments till an actual # render is complete (e.g. local version numbers), we will use this as # an opportunity to update the deadline proxy on the actual frame # details that were rendered file_patterns = set() # Iterate over all the shots in the shot list (typically one shot as # this callback is executed) on a shot by shot bases. for shot in shot_params.shot_data: for pass_identifier in shot.render_pass_data: # only get the first file paths = shot.render_pass_data[pass_identifier].file_paths # make sure we have paths to iterate on if len(paths) < 1: continue # we only need the ext from the first file ext = os.path.splitext(paths[0])[1].replace(".", "") # Make sure we actually have an extension to use if not ext: continue # Get the current job output settings output_settings = shot_params.job.get_configuration().find_or_add_setting_by_class( unreal.MoviePipelineOutputSetting ) resolve_params = unreal.MoviePipelineFilenameResolveParams() # Set the camera name from the shot data resolve_params.camera_name_override = shot_params.shot_data[ 0 ].shot.inner_name # set the shot name from the shot data resolve_params.shot_name_override = shot_params.shot_data[ 0 ].shot.outer_name # Get the zero padding configuration resolve_params.zero_pad_frame_number_count = ( output_settings.zero_pad_frame_numbers ) # Update the formatting of frame numbers based on the padding. # Deadline uses # (* padding) to display the file names in a job resolve_params.file_name_format_overrides[ "frame_number" ] = "#" * int(output_settings.zero_pad_frame_numbers) # Update the extension resolve_params.file_name_format_overrides["ext"] = ext # Set the job on the resolver resolve_params.job = shot_params.job # Set the initialization time on the resolver resolve_params.initialization_time = ( unreal.MoviePipelineLibrary.get_job_initialization_time( shot_params.pipeline ) ) # Set the shot overrides resolve_params.shot_override = shot_params.shot_data[0].shot combined_path = unreal.Paths.combine( [ output_settings.output_directory.path, output_settings.file_name_format, ] ) # Resolve the paths # The returned values are a tuple with the resolved paths as the # first index. Get the paths and add it to a list ( path, _, ) = unreal.MoviePipelineLibrary.resolve_filename_format_arguments( combined_path, resolve_params ) # Make sure we are getting the right type from resolved # arguments if isinstance(path, str): # Sanitize the paths path = os.path.normpath(path).replace("\\", "/") file_patterns.add(path) elif isinstance(path, list): file_patterns.update( set( [ os.path.normpath(p).replace("\\", "/") for p in path ] ) ) else: raise RuntimeError( f"Expected the shot file paths to be a " f"string or list but got: {type(path)}" ) if file_patterns: unreal.log(f'Updating remote filenames: {", ".join(file_patterns)}') # Update the paths on the deadline job self.proxy.update_job_output_filenames(list(file_patterns)) def _on_job_finished(self, executor=None, success=None): """ Callback to execute on executor finished """ # TODO: add th ability to set the output directory for the task unreal.log(f"Task {self.current_task_id} complete!") self.task_complete = True def _on_job_failed(self, executor, pipeline, is_fatal, error): """ Callback to execute on job failed """ unreal.log_error(f"Is fatal job error: {is_fatal}") unreal.log_error( f"An error occurred executing task `{self.current_task_id}`: \n\t{error}" ) self.proxy.fail_render(error) if __name__ == "__main__": parser = argparse.ArgumentParser( description="This parser is used to run an mrq render with rpc" ) parser.add_argument( "--port", type=int, default=None, help="Port number for rpc server" ) parser.add_argument( "--verbose", action="store_true", help="Enable verbose logging" ) arguments = parser.parse_args() MRQRender(port=arguments.port, verbose=arguments.verbose)
import unreal # get all selected assets from content browser def get_selected_content_browser_assets(): editor_utility = unreal.EditorUtilityLibrary() selected_assets = editor_utility.get_selected_assets() return selected_assets # generic logging for asset type def log_asset_types(assets): for asset in assets: unreal.log(f"Asset {asset.get_name()} is a {type(asset)}") # return any materials in asset list def find_material_in_assets(assets): for asset in assets: if type(asset) is unreal.Material: return asset return None # return any texture 2d objects in asset list def find_textures2D_in_assets(assets): textures = [] for asset in assets: if type(asset) is unreal.Texture2D: textures.append(asset) return textures def get_random_color(): return unreal.LinearColor(unreal.MathLibrary.rand_range(0,1), unreal.MathLibrary.rand_range(0,1), unreal.MathLibrary.rand_range(0,1)) def create_material_instance(parent_material,asset_path,new_asset_name): #create child version = 0 max_versions = 999 asset_tools = unreal.AssetToolsHelpers.get_asset_tools() material_factory = unreal.MaterialInstanceConstantFactoryNew() version_name = f"{new_asset_name}_{version:03}" full_path = f"{asset_path}/{version_name}" asset_exist = unreal.EditorAssetLibrary.does_asset_exist(full_path) while version <= max_versions: #update versions in core loop to prevent it from checking same thing over and over again version_name = f"{new_asset_name}_{version:03}" # the {version:03} transitions the version number into a 3 digit (001,002, 003,etc.) full_path = f"{asset_path}/{version_name}" asset_exist = unreal.EditorAssetLibrary.does_asset_exist(full_path) if asset_exist == True: version += 1 unreal.log("Version already exists, updating") else: break #should only break when a suitable version is created if version > max_versions: unreal.log_error("Max versions reached") return None new_asset = asset_tools.create_asset(version_name, asset_path,None,material_factory) #assign parent unreal.MaterialEditingLibrary.set_material_instance_parent(new_asset, parent_material) return new_asset def create_mat_inst_for_each (material,textures): for texture in textures: unreal.log(f"Creating material instance for texture {texture.get_name()}") material_asset_path = unreal.Paths.get_path(texture.get_path_name()) material_name = f"{material.get_name()}_{texture.get_name()}" material_instance = create_material_instance (material,material_asset_path,material_name) # Assign texture try: unreal.MaterialEditingLibrary.set_material_instance_texture_parameter_value(material_instance, "Tex", texture) except: unreal.log("Tex parameter does not exist") # Assign Color try: color = get_random_color() print (f"Color is {color}") unreal.MaterialEditingLibrary.set_material_instance_vector_parameter_value(material_instance,"Color", color) except: unreal.log("Base Color parameter does not exist") # Save Asset unreal.EditorAssetLibrary.save_asset(material_instance.get_path_name(),only_if_is_dirty = True) # important note: will not work without a texture selected def run(): unreal.log("Running create material instances script") selected_assets = get_selected_content_browser_assets() log_asset_types(selected_assets) material = find_material_in_assets(selected_assets) textures = find_textures2D_in_assets(selected_assets) if not material: unreal.log_error("No material selected") else: unreal.log(f"Selected material: {material.get_name()}") if not textures: unreal.log_error("No texture selected") else: unreal.log(f"{len(textures)} textures selected") create_mat_inst_for_each(material,textures) run()
import unreal import logging logger = logging.getLogger(__name__) from pamux_unreal_tools.base.material_expression.material_expression_base import MaterialExpressionBase from pamux_unreal_tools.utils.node_pos import NodePos from pamux_unreal_tools.impl.in_socket_impl import InSocketImpl from pamux_unreal_tools.impl.out_socket_impl import OutSocketImpl from pamux_unreal_tools.impl.material_expression_editor_property_impl import MaterialExpressionEditorPropertyImpl MEL = unreal.MaterialEditingLibrary class MaterialExpressionImpl(MaterialExpressionBase): def __init__(self, expression_class: unreal.Class, node_pos: NodePos = None) -> None: super().__init__(expression_class, node_pos) self.desc = MaterialExpressionEditorPropertyImpl(self, 'desc', 'str') self.material_expression_editor_x = MaterialExpressionEditorPropertyImpl(self, 'material_expression_editor_x', 'int32') self.material_expression_editor_y = MaterialExpressionEditorPropertyImpl(self, 'material_expression_editor_y', 'int32') self.input = InSocketImpl(self, '', 'StructProperty') self.output = OutSocketImpl(self, '', 'StructProperty') def gotoRightOf(self, sourceMaterialExpression: MaterialExpressionBase): self.material_expression_editor_x.set(sourceMaterialExpression.material_expression_editor_x.get() + NodePos.DeltaX)
import unreal def get_component_handles(blueprint_asset_path): 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): 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, component_class_to_find): 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) : 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 ## 함수 선언부 ##TestCode Start asset_list = unreal.EditorUtilityLibrary.get_selected_assets() asset = asset_list[0] StaticMeshComps = get_component_by_class(asset, unreal.StaticMeshComponent) TempComp = get_component_by_var_name(asset, 'BP_InteractionPointComponent1') print(TempComp)
# Copyright Epic Games, Inc. All Rights Reserved. import os import unreal import flow.cmd import unrealcmd #------------------------------------------------------------------------------- class Show(unrealcmd.Cmd): """ Display the current build configuration for the current project. To modify the configuration use the sub-commands set, clear, and edit. """ def main(self): root = {} context = self.get_unreal_context() ubt = context.get_engine().get_ubt() for config in (x for x in ubt.read_configurations() if x.exists()): level = config.get_level() try: for section, name, value in config.read_values(): section = root.setdefault(section, {}) name = section.setdefault(name, []) name.append((value, level)) except IOError as e: self.print_warning(f"Failed loading '{config.get_path()}'") self.print_warning(str(e)) continue col0 = max(len(x) for x in root.keys()) if root else 0 col0 += 2 col1 = 0 for section in root.values(): n = max(len(x) for x in section.keys()) col1 = max(col1, n) col1 += 2 def spam(n, x, decorator=None): dots = "." * (n - len(x)) if decorator: x = decorator(x) print(x, flow.cmd.text.grey(dots), "", end="") self.print_info("Current configuration") if not root: print("There isn't any!") for section, payload in root.items(): for name, payload in payload.items(): for value, level in payload: value = value + " (" + level.name.title() + ")" spam(col0, section, flow.cmd.text.cyan) spam(col1, name, flow.cmd.text.white) spam(0, value) print() self.print_info("File paths") for config in ubt.read_configurations(): red_green = flow.cmd.text.green if config.exists() else flow.cmd.text.red spam(10, config.get_level().name.title(), decorator=red_green) spam(0, os.path.normpath(config.get_path())) print() #------------------------------------------------------------------------------- class _SetClearBase(unrealcmd.Cmd): section = unrealcmd.Arg(str, "Configuration section to modify") name = unrealcmd.Arg(str, "The name of the value to change") branch = unrealcmd.Opt(False, "Only apply changes to this branch (otherwise global)") def _complete_schema(self, prefix): context = self.get_unreal_context() ubt = context.get_engine().get_ubt() schema = ubt.get_configuration_schema() def read_node_names(): if self.args.section: yield self.args.section if self.args.name: yield self.args.name if node := schema.get_node(*read_node_names()): yield from (x.get_name() for x in node.read_children()) complete_section = _complete_schema complete_name = _complete_schema def _load_configuration(self): self.print_info("Modifying build configuration") context = self.get_unreal_context() ubt = context.get_engine().get_ubt() configuration = ubt.get_configuration(self.args.branch, create=True) print("Scope:", configuration.get_level().name.title()) print("Path:", configuration.get_path()) return configuration #------------------------------------------------------------------------------- class _SetImpl(object): """ Modify build configuration. """ value = unrealcmd.Arg(str, "A value to set the property to") complete_value = _SetClearBase._complete_schema def main(self): section, name, value = self.args.section, self.args.name, self.args.value configuration = self._load_configuration() prev_value = None try: prev_value = configuration.get_value(section, name) except LookupError: pass configuration.set_value(section, name, value) configuration.save() print(f"Setting '{section}.{name}' to '{value}' (was '{prev_value}')") with flow.cmd.text.green: print("Success") #------------------------------------------------------------------------------- # This exists simply to get arguments (i.e. unreal.Arg) in the correct order. class Set(_SetClearBase, _SetImpl): pass #------------------------------------------------------------------------------- class Clear(_SetClearBase): """ Clears a value from the build configuration. """ def main(self): section, name = self.args.section, self.args.name configuration = self._load_configuration() prev_value = None try: prev_value = configuration.get_value(section, name) except LookupError: pass try: configuration.clear_value(section, name) configuration.save() except LookupError as e: self.print_error(e) return False print(f"Cleared '{section}.{name}' (was '{prev_value}')") with flow.cmd.text.green: print("Success") #------------------------------------------------------------------------------- class Edit(unrealcmd.Cmd): """ Opens a build configuration in a text editor. The text editor used is determined in the following order; $GIT_EDITOR, $P4EDITOR, system default. """ branch = unrealcmd.Opt(False, "Edit the build configuration for this branch") def main(self): context = self.get_unreal_context() ubt = context.get_engine().get_ubt() configuration = ubt.get_configuration(self.args.branch, create=True) path = configuration.get_path() print("Editing", path) self.edit_file(path)
import unreal # Facial datatable: unreal.DataTable = unreal.EditorUtilityLibrary.get_selected_assets()[0] dt_library = unreal.DataTableFunctionLibrary row_names = dt_library.get_data_table_row_names(datatable) for row_name in row_names: row_data = unreal.DataTableRowHandle(datatable, row_name) print(row_data)
from typing import * from pydantic_model import SequenceKey import unreal from utils import * from utils_actor import * import math import numpy as np import random ################################################################################ # misc def convert_frame_rate_to_fps(frame_rate: unreal.FrameRate) -> float: return frame_rate.numerator / frame_rate.denominator def get_sequence_fps(sequence: unreal.LevelSequence) -> float: seq_fps: unreal.FrameRate = sequence.get_display_rate() return convert_frame_rate_to_fps(seq_fps) def get_animation_length(animation_asset: unreal.AnimSequence, seq_fps: Optional[float]=None) -> int: anim_len = animation_asset.get_editor_property("number_of_sampled_frames") if seq_fps: anim_frame_rate = animation_asset.get_editor_property("target_frame_rate") anim_frame_rate = convert_frame_rate_to_fps(anim_frame_rate) if anim_frame_rate != seq_fps: anim_len = round(animation_asset.get_editor_property("sequence_length") * seq_fps) return anim_len ################################################################################ # sequencer session def get_transform_channels_from_section( trans_section: unreal.MovieScene3DTransformSection, ) -> List[unreal.MovieSceneScriptingChannel]: channel_x = channel_y = channel_z = channel_roll = channel_pitch = channel_yaw = None for channel in trans_section.get_channels(): channel: unreal.MovieSceneScriptingChannel if channel.channel_name == "Location.X": channel_x = channel elif channel.channel_name == "Location.Y": channel_y = channel elif channel.channel_name == "Location.Z": channel_z = channel elif channel.channel_name == "Rotation.X": channel_roll = channel elif channel.channel_name == "Rotation.Y": channel_pitch = channel elif channel.channel_name == "Rotation.Z": channel_yaw = channel assert channel_x is not None assert channel_y is not None assert channel_z is not None assert channel_roll is not None assert channel_pitch is not None assert channel_yaw is not None return channel_x, channel_y, channel_z, channel_roll, channel_pitch, channel_yaw def set_transform_by_section( trans_section: unreal.MovieScene3DTransformSection, loc: Tuple[float, float, float], rot: Tuple[float, float, float], key_frame: int = 0, key_type: str = "CONSTANT", ) -> None: """set `loc & rot` keys to given `transform section` Args: trans_section (unreal.MovieScene3DTransformSection): section loc (tuple): location key rot (tuple): rotation key key_frame (int): frame of the key. Defaults to 0. key_type (str): type of the key. Defaults to 'CONSTANT'. Choices: 'CONSTANT', 'LINEAR', 'AUTO'. """ channel_x, channel_y, channel_z, \ channel_roll, channel_pitch, channel_yaw = get_transform_channels_from_section(trans_section) loc_x, loc_y, loc_z = loc rot_x, rot_y, rot_z = rot key_frame_ = unreal.FrameNumber(key_frame) key_type_ = getattr(unreal.MovieSceneKeyInterpolation, key_type) channel_x.add_key(key_frame_, loc_x, interpolation=key_type_) channel_y.add_key(key_frame_, loc_y, interpolation=key_type_) channel_z.add_key(key_frame_, loc_z, interpolation=key_type_) channel_roll.add_key(key_frame_, rot_x, interpolation=key_type_) channel_pitch.add_key(key_frame_, rot_y, interpolation=key_type_) channel_yaw.add_key(key_frame_, rot_z, interpolation=key_type_) def set_transforms_by_section( trans_section: unreal.MovieScene3DTransformSection, trans_keys: List[SequenceKey], key_type: str = "CONSTANT", ) -> None: """set `loc & rot` keys to given `transform section` Args: trans_section (unreal.MovieScene3DTransformSection): section trans_dict (dict): keys type (str): type of the key. Defaults to 'CONSTANT'. Choices: 'CONSTANT', 'LINEAR', 'AUTO'. Examples: >>> sequence = unreal.load_asset('/project/') >>> camera_binding = sequence.add_spawnable_from_class(unreal.CameraActor) >>> transform_track: unreal.MovieScene3DTransformTrack = camera_binding.add_track(unreal.MovieScene3DTransformTrack) >>> transform_section: unreal.MovieScene3DTransformSection = transform_track.add_section() >>> trans_dict = { >>> 0: [ # time of key >>> [500, 1500, 100], # location of key >>> [0, 0, 30] # rotation of key >>> ], >>> 300: [ # multi-keys >>> [1000, 2000, 300], >>> [0, 0, 0] >>> ] >>> } >>> set_transforms_by_section(transform_section, trans_dict) """ channel_x, channel_y, channel_z, \ channel_roll, channel_pitch, channel_yaw = get_transform_channels_from_section(trans_section) key_type_ = getattr(unreal.MovieSceneKeyInterpolation, key_type) for trans_key in trans_keys: key_frame = trans_key.frame loc_x, loc_y, loc_z = trans_key.location rot_x, rot_y, rot_z = trans_key.rotation key_time_ = unreal.FrameNumber(key_frame) channel_x.add_key(key_time_, loc_x, interpolation=key_type_) channel_y.add_key(key_time_, loc_y, interpolation=key_type_) channel_z.add_key(key_time_, loc_z, interpolation=key_type_) channel_roll.add_key(key_time_, rot_x, interpolation=key_type_) channel_pitch.add_key(key_time_, rot_y, interpolation=key_type_) channel_yaw.add_key(key_time_, rot_z, interpolation=key_type_) def set_transform_by_binding( binding: unreal.SequencerBindingProxy, loc: Tuple[float, float, float], rot: Tuple[float, float, float], key_frame: int = 0, key_type: str = "CONSTANT", ) -> None: trans_track: unreal.MovieScene3DTransformTrack = binding.find_tracks_by_type( unreal.MovieScene3DTransformTrack)[0] trans_section = trans_track.get_sections()[0] set_transform_by_section(trans_section, loc, rot, key_frame, key_type) def set_transform_by_key( sequence: unreal.MovieSceneSequence, key: str, loc: Tuple[float, float, float], rot: Tuple[float, float, float], key_frame: int = 0, key_type: str = "CONSTANT", ) -> None: binding: unreal.SequencerBindingProxy = sequence.find_binding_by_name(key) set_transform_by_binding(binding, loc, rot, key_frame, key_type) def add_property_bool_track_to_binding( binding: unreal.SequencerBindingProxy, property_name: str, property_value: bool, bool_track: Optional[unreal.MovieSceneBoolTrack] = None, ) -> unreal.MovieSceneBoolTrack: if bool_track is None: # add bool track bool_track: unreal.MovieSceneBoolTrack = binding.add_track(unreal.MovieSceneBoolTrack) bool_track.set_property_name_and_path(property_name, property_name) # add bool section, and set it to extend the whole sequence bool_section = bool_track.add_section() bool_section.set_start_frame_bounded(0) bool_section.set_end_frame_bounded(0) # set key for channel in bool_section.find_channels_by_type(unreal.MovieSceneScriptingBoolChannel): channel.set_default(property_value) return bool_track def add_property_int_track_to_binding( binding: unreal.SequencerBindingProxy, property_name: str, property_value: int, int_track: Optional[unreal.MovieSceneIntegerTrack] = None, ) -> unreal.MovieSceneIntegerTrack: if int_track is None: # add int track int_track: unreal.MovieSceneIntegerTrack = binding.add_track(unreal.MovieSceneIntegerTrack) int_track.set_property_name_and_path(property_name, property_name) # add int section, and set it to extend the whole sequence int_section = int_track.add_section() int_section.set_start_frame_bounded(0) int_section.set_end_frame_bounded(0) # set key for channel in int_section.find_channels_by_type(unreal.MovieSceneScriptingIntegerChannel): channel.set_default(property_value) return int_track def add_property_float_track_to_binding( binding: unreal.SequencerBindingProxy, property_name: str, property_value: float, float_track: Optional[unreal.MovieSceneFloatTrack] = None, ) -> unreal.MovieSceneFloatTrack: if float_track is None: # add float track float_track: unreal.MovieSceneFloatTrack = binding.add_track(unreal.MovieSceneFloatTrack) float_track.set_property_name_and_path(property_name, property_name) # add float section, and set it to extend the whole sequence float_section = float_track.add_section() float_section.set_start_frame_bounded(0) float_section.set_end_frame_bounded(0) # set key for channel in float_section.find_channels_by_type(unreal.MovieSceneScriptingFloatChannel): channel.set_default(property_value) return float_section def add_transform_to_binding( binding: unreal.SequencerBindingProxy, actor_loc: Tuple[float, float, float], actor_rot: Tuple[float, float, float], seq_end_frame: int, seq_start_frame: int=0, time: int = 0, key_type: str = "CONSTANT", ) -> unreal.MovieScene3DTransformTrack: """Add a transform track to the binding, and add one key at `time` to the track. Args: binding (unreal.SequencerBindingProxy): The binding to add the track to. actor_loc (Tuple[float, float, float]): The location of the actor. actor_rot (Tuple[float, float, float]): The rotation of the actor. seq_end_frame (int): The end frame of the sequence. seq_start_frame (int, optional): The start frame of the sequence. Defaults to 0. time (int, optional): The time of the key. Defaults to 0. key_type (str, optional): The type of the key. Defaults to "CONSTANT". Returns: transform_track (unreal.MovieScene3DTransformTrack): The transform track. """ transform_track: unreal.MovieScene3DTransformTrack = binding.add_track(unreal.MovieScene3DTransformTrack) transform_section: unreal.MovieScene3DTransformSection = transform_track.add_section() transform_section.set_end_frame(seq_end_frame) transform_section.set_start_frame(seq_start_frame) set_transform_by_section(transform_section, actor_loc, actor_rot, time, key_type) return transform_track def add_transforms_to_binding( binding: unreal.SequencerBindingProxy, actor_trans_keys: List[SequenceKey], key_type: str = "CONSTANT", ) -> unreal.MovieScene3DTransformTrack: transform_track: unreal.MovieScene3DTransformTrack = binding.add_track(unreal.MovieScene3DTransformTrack) transform_section: unreal.MovieScene3DTransformSection = transform_track.add_section() # set infinite transform_section.set_start_frame_bounded(0) transform_section.set_end_frame_bounded(0) # add keys set_transforms_by_section(transform_section, actor_trans_keys, key_type) return transform_track def add_animation_to_binding( binding: unreal.SequencerBindingProxy, animation_asset: unreal.AnimSequence, animation_length: Optional[int]=None, seq_fps: Optional[float]=None, ) -> None: animation_track: unreal.MovieSceneSkeletalAnimationTrack = binding.add_track( track_type=unreal.MovieSceneSkeletalAnimationTrack ) animation_section: unreal.MovieSceneSkeletalAnimationSection = animation_track.add_section() animation_length_ = get_animation_length(animation_asset, seq_fps) if animation_length is None: animation_length = animation_length_ if animation_length > animation_length_: unreal.log_error(f"animation: '{animation_asset.get_name()}' length is too short, it will repeat itself!") params = unreal.MovieSceneSkeletalAnimationParams() params.set_editor_property("Animation", animation_asset) animation_section.set_editor_property("Params", params) animation_section.set_range(0, animation_length) def get_spawnable_actor_from_binding( sequence: unreal.MovieSceneSequence, binding: unreal.SequencerBindingProxy, ) -> unreal.Actor: binds = unreal.Array(unreal.SequencerBindingProxy) binds.append(binding) bound_objects: List[unreal.SequencerBoundObjects] = unreal.SequencerTools.get_bound_objects( get_world(), sequence, binds, sequence.get_playback_range() ) actor = bound_objects[0].bound_objects[0] return actor ################################################################################ # high level functions def add_level_visibility_to_sequence( sequence: unreal.LevelSequence, seq_length: Optional[int]=None, ) -> None: if seq_length is None: seq_length = sequence.get_playback_end() # add master track (level visibility) to sequence level_visibility_track: unreal.MovieSceneLevelVisibilityTrack = sequence.add_master_track(unreal.MovieSceneLevelVisibilityTrack) # add level visibility section level_visible_section: unreal.MovieSceneLevelVisibilitySection = level_visibility_track.add_section() level_visible_section.set_visibility(unreal.LevelVisibility.VISIBLE) level_visible_section.set_start_frame(-1) level_visible_section.set_end_frame(seq_length) level_hidden_section: unreal.MovieSceneLevelVisibilitySection = level_visibility_track.add_section() level_hidden_section.set_row_index(1) level_hidden_section.set_visibility(unreal.LevelVisibility.HIDDEN) level_hidden_section.set_start_frame(-1) level_hidden_section.set_end_frame(seq_length) return level_visible_section, level_hidden_section def add_level_to_sequence( sequence: unreal.LevelSequence, persistent_level_path: str, new_level_path: str, seq_fps: Optional[float]=None, seq_length: Optional[int]=None, ) -> None: """creating a new level which contains the persistent level as sub-levels. `CAUTION`: this function can't support `World Partition` type level which is new in unreal 5. No warning/error would be printed if `World partition` is used, but it will not work. Args: sequence (unreal.LevelSequence): _description_ persistent_level_path (str): _description_ new_level_path (str): _description_ seq_fps (Optional[float], optional): _description_. Defaults to None. seq_length (Optional[int], optional): _description_. Defaults to None. """ # get sequence settings if seq_fps is None: seq_fps = get_sequence_fps(sequence) if seq_length is None: seq_length = sequence.get_playback_end() # create a new level to place actors success = new_world(new_level_path) print(f"new level: '{new_level_path}' created: {success}") assert success, RuntimeError("Failed to create level") level_visible_names, level_hidden_names = add_levels(persistent_level_path, new_level_path) level_visible_section, level_hidden_section = add_level_visibility_to_sequence(sequence, seq_length) # set level visibility level_visible_section.set_level_names(level_visible_names) level_hidden_section.set_level_names(level_hidden_names) # set created level as current level world = get_world() levels = get_levels(world) unreal.SF_BlueprintFunctionLibrary.set_level(world, levels[0]) save_current_level() def add_spawnable_camera_to_sequence( sequence: unreal.LevelSequence, camera_trans: List[SequenceKey], camera_class: Type[unreal.CameraActor]=unreal.CameraActor, camera_fov: float=90., seq_length: Optional[int]=None, key_type: str="CONSTANT", ) -> None: # get sequence settings if seq_length is None: seq_length = sequence.get_playback_end() # create a camera actor & add it to the sequence camera_binding = sequence.add_spawnable_from_class(camera_class) camera_actor = get_spawnable_actor_from_binding(sequence, camera_binding) camera_component_binding = sequence.add_possessable(camera_actor.camera_component) camera_component_binding.set_parent(camera_binding) # set the camera FOV add_property_float_track_to_binding(camera_component_binding, 'FieldOfView', camera_fov) # add master track (camera) to sequence camera_cut_track = sequence.add_master_track(unreal.MovieSceneCameraCutTrack) # add a camera cut track for this camera, make sure the camera cut is stretched to the -1 mark camera_cut_section = camera_cut_track.add_section() camera_cut_section.set_start_frame(-1) camera_cut_section.set_end_frame(seq_length) # set the camera cut to use this camera camera_binding_id = unreal.MovieSceneObjectBindingID() camera_binding_id.set_editor_property("Guid", camera_binding.get_id()) camera_cut_section.set_editor_property("CameraBindingID", camera_binding_id) # camera_binding_id = sequence.make_binding_id(camera_binding, unreal.MovieSceneObjectBindingSpace.LOCAL) # camera_cut_section.set_camera_binding_id(camera_binding_id) # set the camera location and rotation add_transforms_to_binding(camera_binding, camera_trans, key_type) def add_spawnable_actor_to_sequence( sequence: unreal.LevelSequence, actor_asset: Union[unreal.SkeletalMesh, unreal.StaticMesh], actor_trans: List[SequenceKey], actor_id: Optional[str]=None, actor_stencil_value: int=1, animation_asset: Optional[unreal.AnimSequence]=None, seq_fps: Optional[float]=None, seq_length: Optional[int]=None, key_type: str="CONSTANT", ) -> unreal.Actor: # get sequence settings if seq_fps is None: seq_fps = get_sequence_fps(sequence) if seq_length is None: seq_length = get_animation_length(animation_asset, seq_fps) # add actor to sequence actor_binding = sequence.add_spawnable_from_instance(actor_asset) actor = get_spawnable_actor_from_binding(sequence, actor_binding) # mesh_component = actor.skeletal_mesh_component mesh_component = get_actor_mesh_component(actor) mesh_component_binding = sequence.add_possessable(mesh_component) # set stencil value add_property_bool_track_to_binding(mesh_component_binding, 'bRenderCustomDepth', True) add_property_int_track_to_binding(mesh_component_binding, 'CustomDepthStencilValue', actor_stencil_value) if actor_id: actor_binding.set_name(actor_id) # add transform add_transforms_to_binding(actor_binding, actor_trans, key_type) # add animation if animation_asset: add_animation_to_binding(actor_binding, animation_asset, seq_length, seq_fps) return actor def generate_sequence( sequence_dir: str, sequence_name: str, seq_fps: float, seq_length: int, ) -> unreal.LevelSequence: asset_tools: unreal.AssetTools = unreal.AssetToolsHelpers.get_asset_tools() # type: ignore new_sequence: unreal.LevelSequence = asset_tools.create_asset( sequence_name, sequence_dir, unreal.LevelSequence, unreal.LevelSequenceFactoryNew(), ) assert (new_sequence is not None), f"Failed to create LevelSequence: {sequence_dir}, {sequence_name}" # Set sequence config new_sequence.set_display_rate(unreal.FrameRate(seq_fps)) new_sequence.set_playback_end(seq_length) return new_sequence def generate_train_box(line1, line2, z, current_frame): x11, y11, x12, y12=line1 x21, y21, x22, y22=line2 assert(y11==y12) assert(y21==y22) assert(x11==x21) assert(x12==x22) w=math.dist([x11, y11], [x12, y12]) h=math.dist([x11, y11], [x21, y21]) interval=4000 # train interval w_instance=int(w/interval)+2 h_instance=int(h/interval)+1 x_start=np.linspace(x11, x12, w_instance) y_start=np.linspace(y11, y12, w_instance) x_end=np.linspace(x21, x22, w_instance) y_end=np.linspace(y21, y22, w_instance) camera_trans=[] # train if z>25000: pitch=-60 else: pitch=-45 for i in range(w_instance): camera_trans.append( SequenceKey( frame=current_frame, location=(x_start[i], y_start[i], z), rotation=(0, pitch, 0) ) ) current_frame=current_frame+h_instance camera_trans.append( SequenceKey( frame=current_frame, location=(x_end[i], y_end[i], z), rotation=(0, pitch, 0) ) ) current_frame=current_frame+1 for i in range(w_instance): camera_trans.append( SequenceKey( frame=current_frame, location=(x_start[i], y_start[i], z), rotation=(0, pitch, 90) ) ) current_frame=current_frame+h_instance camera_trans.append( SequenceKey( frame=current_frame, location=(x_end[i], y_end[i], z), rotation=(0, pitch, 90) ) ) current_frame=current_frame+1 for i in range(w_instance): camera_trans.append( SequenceKey( frame=current_frame, location=(x_start[i], y_start[i], z), rotation=(0, pitch, 180) ) ) current_frame=current_frame+h_instance camera_trans.append( SequenceKey( frame=current_frame, location=(x_end[i], y_end[i], z), rotation=(0, pitch, 180) ) ) current_frame=current_frame+1 for i in range(w_instance): camera_trans.append( SequenceKey( frame=current_frame, location=(x_start[i], y_start[i], z), rotation=(0, pitch, 270) ) ) current_frame=current_frame+h_instance camera_trans.append( SequenceKey( frame=current_frame, location=(x_end[i], y_end[i], z), rotation=(0, pitch, 270) ) ) current_frame=current_frame+1 return camera_trans, current_frame def generate_test_box(line1, line2, z, current_frame): x11, y11, x12, y12=line1 x21, y21, x22, y22=line2 assert(y11==y12) assert(y21==y22) assert(x11==x21) assert(x12==x22) w=math.dist([x11, y11], [x12, y12]) h=math.dist([x11, y11], [x21, y21]) interval=4501 # test interval w_instance=int(w/interval)+2 h_instance=int(h/interval)+1 x_start=np.linspace(x11, x12, w_instance) y_start=np.linspace(y11, y12, w_instance) x_end=np.linspace(x21, x22, w_instance) y_end=np.linspace(y21, y22, w_instance) camera_trans=[] # test for i in range(w_instance): pitch=np.random.randint(-60,-44,size=1) yaw=np.random.randint(0,361,size=1) camera_trans.append( SequenceKey( frame=current_frame, location=(x_start[i], y_start[i], z), rotation=(0, pitch, yaw) ) ) current_frame=current_frame+h_instance camera_trans.append( SequenceKey( frame=current_frame, location=(x_end[i], y_end[i], z), rotation=(0, pitch, yaw) ) ) current_frame=current_frame+1 return camera_trans, current_frame def generate_train_line(point1, point2, z, yaw, current_frame, dense=False): distance=math.dist(point1, point2) if dense==True: instance=int(distance/100)+1 # dense else: instance=int(distance/500)+1 # sparse camera_trans=[] camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 0, yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 0, yaw) ) ) current_frame=current_frame+1 camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 0, 90+yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 0, 90+yaw) ) ) current_frame=current_frame+1 camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 0, 180+yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 0, 180+yaw) ) ) current_frame=current_frame+1 camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 0, 270+yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 0, 270+yaw) ) ) current_frame=current_frame+1 # camera_trans.append( # SequenceKey( # frame=current_frame, # location=(point1[0], point1[1], z), # rotation=(0, -90, yaw) # ) # ) # current_frame=current_frame+instance # camera_trans.append( # SequenceKey( # frame=current_frame, # location=(point2[0], point2[1], z), # rotation=(0, -90, yaw) # ) # ) # current_frame=current_frame+1 camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 90, yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 90, yaw) ) ) current_frame=current_frame+1 return camera_trans, current_frame def generate_test_line(point1, point2, z, yaw, current_frame): # for test point1[0]=point1[0]+math.cos(math.radians(yaw))*570 point1[1]=point1[1]+math.sin(math.radians(yaw))*570 point2[0]=point2[0]-math.cos(math.radians(yaw))*570 point2[1]=point2[1]-math.sin(math.radians(yaw))*570 yaw=np.random.randint(0,90,size=1) distance=math.dist(point1, point2) instance = int(distance/4830)+1 # test camera_trans=[] camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 0, yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 0, yaw) ) ) current_frame=current_frame+1 camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 0, 90+yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 0, 90+yaw) ) ) current_frame=current_frame+1 camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 0, 180+yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 0, 180+yaw) ) ) current_frame=current_frame+1 camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 0, 270+yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 0, 270+yaw) ) ) current_frame=current_frame+1 # camera_trans.append( # SequenceKey( # frame=current_frame, # location=(point1[0], point1[1], z), # rotation=(0, -90, yaw) # ) # ) # current_frame=current_frame+instance # camera_trans.append( # SequenceKey( # frame=current_frame, # location=(point2[0], point2[1], z), # rotation=(0, -90, yaw) # ) # ) # current_frame=current_frame+1 camera_trans.append( SequenceKey( frame=current_frame, location=(point1[0], point1[1], z), rotation=(0, 90, yaw) ) ) current_frame=current_frame+instance camera_trans.append( SequenceKey( frame=current_frame, location=(point2[0], point2[1], z), rotation=(0, 90, yaw) ) ) current_frame=current_frame+1 return camera_trans, current_frame def main(): from datetime import datetime # pre-defined level = '/project/' # the path of map. sequence_dir = '/project/' seq_fps = 30 current_frame=0 # exmaples for generating training set for aerial data sequence_name='aerial_train' fov=45 camera_trans, current_frame=generate_train_box([-100000, 0, -12000, 0], [-100000, 38000, -12000, 38000], 15000, current_frame) # block 1 # exmaples for generating testing set for aerial data # sequence_name='aerial_test' # fov=45 # camera_trans, current_frame=generate_test_box([-95000, 5000,-17000, 5000], [-95000, 33000, -17000, 33000], 15000, current_frame) # block 1 test # exmaples for generating training(sparse) set for street data # sequence_name='street_train' # fov=90 # camera_trans=[] # tmp_camera_trans, current_frame=generate_train_line([-85151.664062, 7755.524902], [-18491.283203, 46241.914062], 300, 30, current_frame) # camera_trans.extend(tmp_camera_trans) # tmp_camera_trans, current_frame=generate_train_line([-19102.925781, 46310.578125], [-10849.427734, 49813.980469], 300, 23, current_frame) # camera_trans.extend(tmp_camera_trans) # exmaples for generating training(dense) set for street data # sequence_name='street_train_dense' # fov=90 # camera_trans=[] # tmp_camera_trans, current_frame=generate_train_line([-85151.664062, 7755.524902], [-18491.283203, 46241.914062], 300, 30, current_frame, dense=True) # camera_trans.extend(tmp_camera_trans) # tmp_camera_trans, current_frame=generate_train_line([-19102.925781, 46310.578125], [-10849.427734, 49813.980469], 300, 23, current_frame, dense=True) # camera_trans.extend(tmp_camera_trans) # exmaples for generating testing set for street data # sequence_name='street_test' # fov=90 # camera_trans=[] # tmp_camera_trans, current_frame=generate_test_line([-85151.664062, 7755.524902], [-18491.283203, 46241.914062], 300, 30, current_frame) # camera_trans.extend(tmp_camera_trans) # tmp_camera_trans, current_frame=generate_test_line([-19102.925781, 46310.578125], [-10849.427734, 49813.980469], 300, 23, current_frame) # camera_trans.extend(tmp_camera_trans) seq_length=current_frame new_sequence = generate_sequence(sequence_dir, sequence_name, seq_fps, seq_length) add_spawnable_camera_to_sequence( new_sequence, camera_trans=camera_trans, camera_class=unreal.CineCameraActor, camera_fov=fov, seq_length=seq_length, key_type="LINEAR" ) unreal.EditorAssetLibrary.save_loaded_asset(new_sequence, False) return level, f'{sequence_dir}/{sequence_name}' if __name__ == "__main__": main()
# /project/ # @CBgameDev Optimisation Script - Log Materials Using Translucency # /project/ import unreal import os EditAssetLib = unreal.EditorAssetLibrary() workingPath = "/Game/" # Using the root directory notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseLog.txt" allAssets = EditAssetLib.list_assets(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 == "Material": _MaterialAsset = unreal.Material.cast(_assetData.get_asset()) # unreal.log(_MaterialAsset.blend_mode) if _MaterialAsset.blend_mode == unreal.BlendMode.BLEND_TRANSLUCENT: LogStringsArray.append(" %s ------------> At Path: %s \n" % (_assetName, _assetPathName)) # unreal.log("Asset Name: %s Path: %s \n" % (_assetName, _assetPathName)) # unreal.log("is a translucent material") numOfOptimisations += 1 """ # material instances have no blend mode stuff exposed atm so cant do this elif _assetClassName == "MaterialInstanceConstant": asset_obj = EditAssetLib.load_asset(asset) _MaterialInstanceAsset = unreal.MaterialInstance.cast(_assetData.get_asset()) # unreal.log(_MaterialAsset.blend_mode) if _MaterialInstanceAsset.blend_mode == unreal.BlendMode.BLEND_TRANSLUCENT: LogStringsArray.append(" [MIC] %s ------------> At Path: %s \n" % (_assetName, _assetPathName)) # unreal.log("Asset Name: %s Path: %s \n" % (_assetName, _assetPathName)) # unreal.log("is a translucent material instance") numOfOptimisations += 1 """ if ST.should_cancel(): break ST.enter_progress_frame(1, asset) # Write results into a log file # /project/ TitleOfOptimisation = "Log Materials Using Translucency" DescOfOptimisation = "Searches the entire project for materials that are using Translucency (master materials only, does not check material instances)" SummaryMessageIntro = "-- Materials Using Translucency --" 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
from asyncio.windows_events import NULL import unreal 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 # listing # li_skeletal_meshs :list = unreal.EditorUtilityLibrary.get_selected_assets() BP_dir :str = '/project/' # edit here when run BP_origin :str = 'BP_Fish_Origin' # edit here when run # listing end # # execute # if len(li_skeletal_meshs) > 0 : for each in li_skeletal_meshs : dir = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(each) name = dir.rsplit('.',1)[1] unreal.EditorAssetLibrary.duplicate_asset( BP_dir + '/' + BP_origin , BP_dir + '/' + 'BP_' + name ) # execute end # # li_actors = unreal.EditorLevelLibrary.get_selected_level_actors() # for each in li_actors : # SBSkeletalMeshComp = each.get_component_by_class(unreal.SBSkeletalMeshComponent) # SBSkeletalMeshComp.set_editor_property('skeletal_mesh', li_skeletal_meshs[2]) # aa.EditorAssetLibrary.set_editor_property('skeletal_mesh', NULL)
import unreal # instances of unreal classes editor_util = unreal.EditorUtilityLibrary() layer_sys = unreal.LayersSubsystem() editor_filter_lib = unreal.EditorFilterLibrary() # get the selected material and selected static mesh actors selected_assets = editor_util.get_selected_assets() materials = editor_filter_lib.by_class(selected_assets, unreal.Material) if len(materials) < 1: unreal.log_warning("Please select the to be assigned material") else: material = materials[0] material_name = material.get_fname() actors = layer_sys.get_selected_actors() static_mesh_actors = editor_filter_lib.by_class(actors, unreal.StaticMeshActor) for actor in static_mesh_actors: actor_name = actor.get_fname() #get the static mesh component and assign the material actor_mesh_component = actor.static_mesh_component actor_mesh_component.set_material(0, material) unreal.log("Assigning material '{}' to actor {}".format(material_name, actor_name))
# -*- coding: utf-8 -*- """ Created on Tue Mar 12 20:04:41 2024 @author: WillQuantique """ import unreal all_actors = unreal.EditorLevelLibrary.get_all_level_actors() # Initialize variable to store the desired skeletal mesh component skeletal_mesh_component = None # Loop through all objects in the level sequence for actor in all_actors: # Check if the actor's name contains "007" if "007" in actor.get_name(): # Get all components of the actor components = actor.get_components_by_class(unreal.SkeletalMeshComponent) # Loop through all components for component in components: # Check if the component's name contains "Face" if "Face" in component.get_name(): # Store the component in the variable skeletal_mesh_component = component break # Check if the skeletal mesh component was found if skeletal_mesh_component is not None: print(f"Found the skeletal mesh component: {skeletal_mesh_component.get_name()}") else: print("No matching skeletal mesh component was found.") rig.set_editor_property('skeletal_mesh', new_skeletal_mesh)
# coding: utf-8 from asyncio.windows_events import NULL import unreal import argparse parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") parser.add_argument("-meta") args = parser.parse_args() print(args.vrm) reg = unreal.AssetRegistryHelpers.get_asset_registry(); ## rigs = 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() for e in hierarchy.get_controls(True): h_con.remove_element(e) for e in hierarchy.get_nulls(True): h_con.remove_element(e) boneCount = 0 for e in hierarchy.get_bones(): p = hierarchy.get_first_parent(e) print('===') print(e) print(p) t = unreal.Transform() s = unreal.RigControlSettings() s.shape_visible = False v = unreal.RigControlValue() shape_t = unreal.Transform(location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], scale=[0.001, 0.001, 0.001]) if (boneCount == 0): n = h_con.add_null("{}_s".format(e.name), unreal.RigElementKey(), t) c = h_con.add_control(e.name, n, s, v) t = hierarchy.get_global_transform(n) hierarchy.set_global_transform(c, t, True) hierarchy.set_control_shape_transform(c, shape_t, True) else: p.type = unreal.RigElementType.CONTROL n = h_con.add_null("{}_s".format(e.name), p, t) c = h_con.add_control(e.name, n, s, v) t = hierarchy.get_global_transform(n) hierarchy.set_global_transform(c, t, True) hierarchy.set_control_shape_transform(c, shape_t, True) if ("{}".format(e.name) == "head"): parent = c n = h_con.add_null("eye_l_s", parent, t) c = h_con.add_control("eye_l", n, s, v) t = hierarchy.get_global_transform(n) hierarchy.set_global_transform(c, t, True) hierarchy.set_control_shape_transform(c, shape_t, True) n = h_con.add_null("eye_r_s", parent, t) c = h_con.add_control("eye_r", n, s, v) t = hierarchy.get_global_transform(n) hierarchy.set_global_transform(c, t, True) hierarchy.set_control_shape_transform(c, shape_t, True) boneCount += 1
import unreal """ Should be used with internal UE Python API Replace all actors of given asset in the level by another asset, saving coords, rotation and scale""" level_actors = unreal.EditorLevelLibrary.get_all_level_actors() asset_to_replace_from = "/project/" \ "SM_PROP_AMB_EnergyCell_01_a.SM_PROP_AMB_EnergyCell_01_a" asset_to_replace_to = "/project/" \ "B_WA_VaultOver_Low_AmbEnergyCell_1A.B_WA_VaultOver_Low_AmbEnergyCell_1A" actors_to_replace = [] for actor in level_actors: if (isinstance(actor, unreal.StaticMeshActor)): if not actor.static_mesh_component or not actor.static_mesh_component.static_mesh: continue asset_path = actor.static_mesh_component.static_mesh.get_path_name() if asset_path == asset_to_replace_from: actors_to_replace.append( (actor, actor.get_actor_location(), actor.get_actor_rotation(), actor.get_actor_scale3d())) new_asset = unreal.EditorAssetLibrary.find_asset_data(asset_to_replace_to).get_asset() for i in reversed(range(len(actors_to_replace))): actor, loc, rot, scale = actors_to_replace[i] unreal.EditorLevelLibrary.destroy_actor(actor) actor = unreal.EditorLevelLibrary.spawn_actor_from_object(new_asset, loc, rot) actor.set_actor_scale3d(scale)
# 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 unreal import os import scripts.popUp as popUp ######################################################################################################### # UEFileManager # ######################################################################################################### class UEFileFunctionalities: """ Class for Unreal Engine file functionalities. This class provides methods to interact with files and directories within an Unreal Engine project. Methods: - get_all_files_in_directory(self, directory): Get all files from a single directory (non-recursively). - get_project_path(self): Get the project path. - fetch_files_from_dir_in_project(self, dir, project_path): Fetch files from a directory in the project. """ def __init__(self): pass def get_all_files_in_directory(self, directory): """ Get all files from a single directory (non-recursively). Args: - directory (str): The directory path. Returns: - files_list (list): A list of file names in the directory. """ files_list = [] # Check if the directory exists if os.path.exists(directory) and os.path.isdir(directory): # List all files in the directory files_list = [ f for f in os.listdir(directory) if os.path.isfile(os.path.join(directory, f)) ] else: popUp.show_popup_message("UEFileManager", "Not a valid dir") return files_list def get_project_path(self): """ Get the project path. Returns: - project_path (str): The project path in normal Windows path form. """ project_path = unreal.Paths.project_dir().rstrip("/") return project_path.split("../")[-1] def fetch_files_from_dir_in_project(self, dir, project_path, mode="windows"): """ Fetch files from a directory in the project. Args: - dir (str): The directory path within the project. - project_path (str): The project path. Returns: - files_list (list): A list of file names in the directory. """ # Check if the UE path exists in the project if unreal.EditorAssetLibrary.does_directory_exist(dir + "/"): if "/Game" in dir: # Get the complete path in windows form complete_path = ( "C:/" + project_path + "/Content" + dir.split("/Game")[1] ) else: complete_path = "C:/" + project_path + "/Content" + dir if mode == "windows": files = [ complete_path + "/" + file for file in self.get_all_files_in_directory(complete_path) ] else: files = [ dir + file for file in self.get_all_files_in_directory(complete_path) ] return files return []
import unreal # instances of unreal classes editor_asset_lib = unreal.EditorAssetLibrary() # set source dir and options source_dir = "/project/" include_subfolders = True deleted = 0 # get all assets in source dir assets = editor_asset_lib.list_assets(source_dir, recursive=include_subfolders, include_folder=True) folders = [asset for asset in assets if editor_asset_lib.does_directory_exist(asset)] for folder in folders: # check if folder has assets has_assets = editor_asset_lib.does_directory_have_assets(folder) if not has_assets: # delete folder editor_asset_lib.delete_directory(folder) deleted += 1 unreal.log("Folder {} without assets was deleted".format(folder)) unreal.log("Deleted {} folders without assets".format(deleted))
# -*- 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
# coding: utf-8 import unreal import argparse print("VRM4U python begin") print (__file__) parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") args = parser.parse_args() print(args.vrm) #print(dummy[3]) humanoidBoneList = [ "hips", "leftUpperLeg", "rightUpperLeg", "leftLowerLeg", "rightLowerLeg", "leftFoot", "rightFoot", "spine", "chest", "upperChest", # 9 optional "neck", "head", "leftShoulder", "rightShoulder", "leftUpperArm", "rightUpperArm", "leftLowerArm", "rightLowerArm", "leftHand", "rightHand", "leftToes", "rightToes", "leftEye", "rightEye", "jaw", "leftThumbProximal", # 24 "leftThumbIntermediate", "leftThumbDistal", "leftIndexProximal", "leftIndexIntermediate", "leftIndexDistal", "leftMiddleProximal", "leftMiddleIntermediate", "leftMiddleDistal", "leftRingProximal", "leftRingIntermediate", "leftRingDistal", "leftLittleProximal", "leftLittleIntermediate", "leftLittleDistal", "rightThumbProximal", "rightThumbIntermediate", "rightThumbDistal", "rightIndexProximal", "rightIndexIntermediate", "rightIndexDistal", "rightMiddleProximal", "rightMiddleIntermediate", "rightMiddleDistal", "rightRingProximal", "rightRingIntermediate", "rightRingDistal", "rightLittleProximal", "rightLittleIntermediate", "rightLittleDistal", #54 ] humanoidBoneParentList = [ "", #"hips", "hips",#"leftUpperLeg", "hips",#"rightUpperLeg", "leftUpperLeg",#"leftLowerLeg", "rightUpperLeg",#"rightLowerLeg", "leftLowerLeg",#"leftFoot", "rightLowerLeg",#"rightFoot", "hips",#"spine", "spine",#"chest", "chest",#"upperChest" 9 optional "chest",#"neck", "neck",#"head", "chest",#"leftShoulder", # <-- upper.. "chest",#"rightShoulder", "leftShoulder",#"leftUpperArm", "rightShoulder",#"rightUpperArm", "leftUpperArm",#"leftLowerArm", "rightUpperArm",#"rightLowerArm", "leftLowerArm",#"leftHand", "rightLowerArm",#"rightHand", "leftFoot",#"leftToes", "rightFoot",#"rightToes", "head",#"leftEye", "head",#"rightEye", "head",#"jaw", "leftHand",#"leftThumbProximal", "leftThumbProximal",#"leftThumbIntermediate", "leftThumbIntermediate",#"leftThumbDistal", "leftHand",#"leftIndexProximal", "leftIndexProximal",#"leftIndexIntermediate", "leftIndexIntermediate",#"leftIndexDistal", "leftHand",#"leftMiddleProximal", "leftMiddleProximal",#"leftMiddleIntermediate", "leftMiddleIntermediate",#"leftMiddleDistal", "leftHand",#"leftRingProximal", "leftRingProximal",#"leftRingIntermediate", "leftRingIntermediate",#"leftRingDistal", "leftHand",#"leftLittleProximal", "leftLittleProximal",#"leftLittleIntermediate", "leftLittleIntermediate",#"leftLittleDistal", "rightHand",#"rightThumbProximal", "rightThumbProximal",#"rightThumbIntermediate", "rightThumbIntermediate",#"rightThumbDistal", "rightHand",#"rightIndexProximal", "rightIndexProximal",#"rightIndexIntermediate", "rightIndexIntermediate",#"rightIndexDistal", "rightHand",#"rightMiddleProximal", "rightMiddleProximal",#"rightMiddleIntermediate", "rightMiddleIntermediate",#"rightMiddleDistal", "rightHand",#"rightRingProximal", "rightRingProximal",#"rightRingIntermediate", "rightRingIntermediate",#"rightRingDistal", "rightHand",#"rightLittleProximal", "rightLittleProximal",#"rightLittleIntermediate", "rightLittleIntermediate",#"rightLittleDistal", ] for i in range(len(humanoidBoneList)): humanoidBoneList[i] = humanoidBoneList[i].lower() for i in range(len(humanoidBoneParentList)): humanoidBoneParentList[i] = humanoidBoneParentList[i].lower() ###### reg = unreal.AssetRegistryHelpers.get_asset_registry(); ## meta 取得 a = reg.get_all_assets(); for aa in a: if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object print(vv) meta = vv ## rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r #rig = rigs[10] h_mod = rig.get_hierarchy_modifier() #elements = h_mod.get_selection() #sk = rig.get_preview_mesh() #k = sk.skeleton #print(k) ### 全ての骨 modelBoneListAll = [] modelBoneNameList = [] for e in reversed(h_mod.get_elements()): if (e.type != unreal.RigElementType.BONE): h_mod.remove_element(e) name_to_control = {"dummy_for_table" : None} gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [0.2, 0.2, 0.2]) for e in h_mod.get_elements(): print(e.name) if (e.type != unreal.RigElementType.BONE): continue bone = h_mod.get_bone(e) parentName = "{}".format(bone.get_editor_property('parent_name')) #print("parent==") #print(parentName) cur_parentName = parentName + "_c" name_s = "{}".format(e.name) + "_s" name_c = "{}".format(e.name) + "_c" space = h_mod.add_space(name_s, parent_name=cur_parentName, space_type=unreal.RigSpaceType.CONTROL) control = h_mod.add_control(name_c, space_name=space.name, gizmo_color=[0.1, 0.1, 1.0, 1.0], ) h_mod.set_initial_global_transform(space, h_mod.get_global_transform(e)) cc = h_mod.get_control(control) cc.set_editor_property('gizmo_transform', gizmo_trans) #cc.set_editor_property('control_type', unreal.RigControlType.ROTATOR) h_mod.set_control(cc) name_to_control[name_c] = cc c = None try: i = list(name_to_control.keys()).index(cur_parentName) except: i = -1 if (i >= 0): c = name_to_control[cur_parentName] if (cc != None): if ("{}".format(e.name) in meta.humanoid_bone_table.values() ): cc.set_editor_property('gizmo_color', unreal.LinearColor(0.1, 0.1, 1.0, 1.0)) h_mod.set_control(cc) else: cc.set_editor_property('gizmo_color', unreal.LinearColor(1.0, 0.1, 0.1, 1.0)) h_mod.set_control(cc) c = rig.controller g = c.get_graph() n = g.get_nodes() # 配列ノード追加 collectionItem_forControl:unreal.RigVMStructNode = None collectionItem_forBone:unreal.RigVMStructNode = None for node in n: if (node.get_node_title() == 'Items'): #print(node.get_node_title()) #node = unreal.RigUnit_CollectionItems.cast(node) pin = node.find_pin('Items') print(pin.get_array_size()) print(pin.get_default_value()) if (pin.get_array_size() < 40): continue if 'Type=Control' in pin.get_default_value(): collectionItem_forControl = node if 'Type=Bone' in pin.get_default_value(): collectionItem_forBone = node #nn = unreal.EditorFilterLibrary.by_class(n,unreal.RigUnit_CollectionItems.static_class()) # controller array if (collectionItem_forControl == None): collectionItem_forControl = c.add_struct_node(unreal.RigUnit_CollectionItems.static_struct(), method_name='Execute') items_forControl = collectionItem_forControl.find_pin('Items') c.clear_array_pin(items_forControl.get_pin_path()) if (collectionItem_forBone != None): items_forBone = collectionItem_forBone.find_pin('Items') c.clear_array_pin(items_forBone.get_pin_path()) for bone_h in meta.humanoid_bone_table: bone_m = meta.humanoid_bone_table[bone_h] try: i = humanoidBoneList.index(bone_h.lower()) except: i = -1 if (i >= 0): tmp = '(Type=Bone,Name=' tmp += "{}".format(bone_m).lower() tmp += ')' c.add_array_pin(items_forBone.get_pin_path(), default_value=tmp) for e in h_mod.get_elements(): print(e.name) if (e.type == unreal.RigElementType.CONTROL): tmp = '(Type=Control,Name=' tmp += "{}".format(e.name) tmp += ')' c.add_array_pin(items_forControl.get_pin_path(), default_value=tmp)
import unreal editor_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) def get_actors_by_type(actor_type): world = editor_subsystem.get_editor_world() actor = unreal.GameplayStatics.get_all_actors_of_class(world, actor_type) return actor def get_actors_by_selection(): actor = editor_actor_subsystem.get_selected_level_actors() return actor def select_static_actors_by_type(): actors = get_actors_by_type(unreal.StaticMeshActor) # 通过父类unreal.Actor可以找到所有Actor editor_actor_subsystem.set_selected_level_actors(actors) def log_actors(): # actors = get_actors_by_type(unreal.StaticMeshActor) actors = get_actors_by_selection() for actor in actors: unreal.log("-" * 100) unreal.log(f"actor label:{actor.get_actor_label()}") unreal.log(f"actor name:{actor.get_name()}") unreal.log(f"actor instance name: {actor.get_fname()}") unreal.log(f"actor path name:{actor.get_path_name()}") unreal.log(f"actor full name: {actor.get_full_name()}") unreal.log(f"actor owner:{actor.get_owner()}") unreal.log(f"actor parent actor:{actor.get_parent_actor()}") unreal.log(f"actor attach parent actor: {actor.get_attach_parent_actor}") unreal.log(f"actor attached actors: {actor.get_attached_actors()}") unreal.log(f"actor folder path:{actor.get_folder_path()}") unreal.log(f"actor level:{actor.get_level()}") unreal.log(f"actor location:{actor.get_actor_location()}") unreal.log(f"actor rotation: {actor.get_actor_rotation()}") unreal.log(f"actor hidden: {actor.get_editor_property('bHidden')}") root_component = actor.get_editor_property('RootComponent') unreal.log(f"actor root_component: {root_component}") unreal.log(f"component visible: {root_component.get_editor_property('bVisible')}") # root_component.set_editor_property('bVisible', False) if __name__ == '__main__': # select_static_actors_by_type() log_actors() # log_actors(): # LogPython: actor label:Cube # LogPython: actor name:StaticMeshActor_1 # LogPython: actor instance name: StaticMeshActor_1 # LogPython: actor path name:/project/.StarterMap:PersistentLevel.StaticMeshActor_1 # LogPython: actor full name: StaticMeshActor /project/.StarterMap:PersistentLevel.StaticMeshActor_1 # LogPython: actor owner:None # LogPython: actor parent actor:None # LogPython: actor attach parent actor: <built-in method get_attach_parent_actor of StaticMeshActor object at 0x00000188F80283B0> # LogPython: actor attached actors: ["/project/.StaticMeshActor'/project/.StarterMap:PersistentLevel.StaticMeshActor_2'"] # LogPython: actor folder path:None # LogPython: actor level:<Object '/project/.StarterMap:PersistentLevel' (0x00000B926E578400) Class 'Level'> # LogPython: actor location:<Struct 'Vector' (0x00000188F801B3A0) {x: -1030.000000, y: 1830.000000, z: 0.000000}> # LogPython: actor rotation: <Struct 'Rotator' (0x00000188F801B3A0) {pitch: 0.000000, yaw: 0.000000, roll: 0.000000}> # LogPython: ---------------------------------------------------------------------------------------------------- # LogPython: actor label:Cube2 # LogPython: actor name:StaticMeshActor_2 # LogPython: actor instance name: StaticMeshActor_2 # LogPython: actor path name:/project/.StarterMap:PersistentLevel.StaticMeshActor_2 # LogPython: actor full name: StaticMeshActor /project/.StarterMap:PersistentLevel.StaticMeshActor_2 # LogPython: actor owner:None # LogPython: actor parent actor:None # LogPython: actor attach parent actor: <built-in method get_attach_parent_actor of StaticMeshActor object at 0x00000188F8028110> # LogPython: actor attached actors: [] # LogPython: actor folder path:None # LogPython: actor level:<Object '/project/.StarterMap:PersistentLevel' (0x00000B926E578400) Class 'Level'> # LogPython: actor location:<Struct 'Vector' (0x00000188F801B3A0) {x: -1020.000000, y: 1840.000000, z: 0.000000}> # LogPython: actor rotation: <Struct 'Rotator' (0x00000188F801B3A0) {pitch: 0.000000, yaw: 0.000000, roll: 0.000000}>
import random import re import os import unreal from datetime import datetime from typing import Optional, Callable def clean_sequencer(level_sequence): bindings = level_sequence.get_bindings() for b in bindings: # b_display_name = str(b.get_display_name()) # if "Camera" not in b_display_name: # b.remove() b.remove() def select_random_asset(assets_path, asset_class=None, predicate:Optional[Callable]=None): eal = unreal.EditorAssetLibrary() assets = eal.list_assets(assets_path) if asset_class is not None: filtered_assets = [] for asset in assets: try: asset_name = os.path.splitext(asset)[0] if eal.find_asset_data(asset_name).asset_class_path.asset_name == asset_class: filtered_assets.append(asset) except: continue assets = filtered_assets if predicate is not None: filtered_assets = [] for asset in assets: if predicate(asset): filtered_assets.append(asset) assets = filtered_assets selected_asset_path = random.choice(assets) return selected_asset_path def spawn_actor(asset_path, location=unreal.Vector(0.0, 0.0, 0.0)): # spawn actor into level obj = unreal.load_asset(asset_path) rotation = unreal.Rotator(0, 0, 0) actor = unreal.EditorLevelLibrary.spawn_actor_from_object(object_to_use=obj, location=location, rotation=rotation) actor.set_actor_scale3d(unreal.Vector(1.0, 1.0, 1.0)) # actor.get_editor_property('render_component').set_editor_property('cast_shadow', self.add_sprite_based_shadow) return actor def add_animation_to_actor(spawnable_actor, animation_path): # Get the skeleton animation track class anim_track = spawnable_actor.add_track(unreal.MovieSceneSkeletalAnimationTrack) # Add a new animation section animation_section = anim_track.add_section() # Set the skeletal animation asset animation_asset = unreal.load_asset(animation_path) animation_section.params.animation = animation_asset # Set the Section Range frame_rate = 30 # level_sequence.get_frame_rate() start_frame = 0 end_frame = animation_asset.get_editor_property('sequence_length') * frame_rate.numerator / frame_rate.denominator animation_section.set_range(start_frame, end_frame) def find_relevant_assets(level_sequence): camera_re = re.compile("SuperCineCameraActor_([0-9]+)") target_point_re = re.compile("TargetPoint_([0-9]+)") cameras = {} target_points = {} skylight = None # hdri_backdrop = None #all_actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors() # ues = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) # current_world = ues.get_editor_world() # bound_objects = unreal.SequencerTools().get_bound_objects(current_world, level_sequence, level_sequence.get_bindings(), level_sequence.get_playback_range()) # for b_obj in bound_objects: # for actor1 in b_obj.bound_objects: # print(actor1.get_name()) # if 'CineCamera' in actor1.get_name(): # camera = actor1 # break all_actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors() for actor in all_actors: label = actor.get_actor_label() name = actor.get_name() # if 'HDRIBackdrop' in actor.get_name(): # hdri_backdrop = actor camera_matches = camera_re.search(label) target_point_matches = target_point_re.search(label) if camera_matches is not None: cameras[camera_matches.group(1)] = actor if target_point_matches is not None: target_points[target_point_matches.group(1)] = actor if 'SkyLight' in name: skylight = actor # return camera, hdri_backdrop return cameras, target_points, skylight def random_hdri(hdri_backdrop): selected_hdri_path = select_random_asset('/project/') hdri_texture = unreal.load_asset(selected_hdri_path) hdri_backdrop.set_editor_property('cubemap', hdri_texture) def random_cubemap(skylight): cubemap_path = select_random_asset('/project/', asset_class='TextureCube') cubemap_asset = unreal.load_asset(cubemap_path) if cubemap_asset is not None: # Access the skylight component skylight_comp = skylight.get_editor_property('light_component') # Assign the new cubemap skylight_comp.set_editor_property('cubemap', cubemap_asset) # Update the skylight to apply the new cubemap skylight_comp.recapture_sky() def bind_camera_to_level_sequence(level_sequence, camera, character_location, start_frame=0, num_frames=0, move_radius=500): # Get the Camera Cuts track manually camera_cuts_track = None for track in level_sequence.get_master_tracks(): if track.get_class() == unreal.MovieSceneCameraCutTrack.static_class(): camera_cuts_track = track break if camera_cuts_track is None: print("No Camera Cuts track found.") return # Find the section (usually only one for camera cuts) sections = camera_cuts_track.get_sections() for section in sections: if isinstance(section, unreal.MovieSceneCameraCutSection): # Replace the camera binding camera_binding = level_sequence.add_possessable(camera) camera_binding_id = level_sequence.get_binding_id(camera_binding) # Set the new camera binding to the camera cut section section.set_camera_binding_id(camera_binding_id) print("Camera cut updated to use:", camera.get_name()) # Add Transform Track transform_track = camera_binding.add_track(unreal.MovieScene3DTransformTrack) transform_section = transform_track.add_section() transform_section.set_range(start_frame, start_frame + num_frames) # Get transform channels channels = transform_section.get_all_channels() loc_x_channel = channels[0] loc_y_channel = channels[1] loc_z_channel = channels[2] # Get original camera location as center point #center_location = camera.get_actor_location() center_location = character_location + unreal.Vector(0.0, 0.0, 100.0) # Offset to avoid ground collision # Generate random keyframes # frames = sorted(random.sample(range(start_frame+1, start_frame+num_frames-1), num_keyframes-2)) frames = [start_frame, start_frame+num_frames] # Add keyframes for frame in frames: # Randomize location around the center within a radius random_location = center_location + unreal.Vector( random.uniform(-move_radius, move_radius), random.uniform(-move_radius, move_radius), random.uniform(-move_radius/2, move_radius/2) ) frame_number = unreal.FrameNumber(frame) # Add location keys loc_x_channel.add_key(frame_number, random_location.x) loc_y_channel.add_key(frame_number, random_location.y) loc_z_channel.add_key(frame_number, random_location.z) def add_actor_to_layer(actor, layer_name="character"): layer_subsystem = unreal.get_editor_subsystem(unreal.LayersSubsystem) # Add the actor to the specified layer, if it doesn't exist, add_actor_to_layer will create it layer_subsystem.add_actor_to_layer(actor, layer_name) RENDER_TIMES = 3 current_round = 0 # 全局计数 # 全局唯一时间戳,防止路径冲突 def render_one_round(): global current_round current_round += 1 unreal.log(f"========== Start Render Round {current_round}/{RENDER_TIMES} ==========") timestamp = datetime.now().strftime("%Y-%m-%d_%H-%M-%S") output_path = f"/project/{timestamp}\\" level_sequence = unreal.EditorAssetLibrary.load_asset('/project/.RenderSequencer') clean_sequencer(level_sequence) cameras, target_points, skylight = find_relevant_assets(level_sequence) random_keys = [k for k in cameras.keys() if k in target_points.keys()] random_key = random.choice(random_keys) camera = cameras[random_key] target_point = target_points[random_key] random_cubemap(skylight) location = target_point.get_actor_location() selected_skeletal_mesh_path = select_random_asset('/project/', asset_class='SkeletalMesh') a_pose_animation_name = os.path.splitext(selected_skeletal_mesh_path)[-1] + "_Anim" def not_a_pose_animation(asset:str): return not asset.endswith(a_pose_animation_name) baked_animation_directory_path = os.path.dirname(selected_skeletal_mesh_path) selected_animation_path = select_random_asset(baked_animation_directory_path, asset_class="AnimSequence", predicate=not_a_pose_animation) print(f"[{current_round}/{RENDER_TIMES}] Skeletal Mesh: {selected_skeletal_mesh_path}") print(f"[{current_round}/{RENDER_TIMES}] Animation: {selected_animation_path}") actor = spawn_actor(asset_path=selected_skeletal_mesh_path, location=location) add_actor_to_layer(actor, layer_name="character") spawnable_actor = level_sequence.add_spawnable_from_instance(actor) add_animation_to_actor(spawnable_actor, animation_path=selected_animation_path) unreal.get_editor_subsystem(unreal.EditorActorSubsystem).destroy_actor(actor) bind_camera_to_level_sequence(level_sequence, camera, location, start_frame=0, num_frames=300, move_radius=800) unreal.log(f"[{current_round}/{RENDER_TIMES}] Selected character and animation: {selected_skeletal_mesh_path}, {selected_animation_path}") # 关键:把“继续下一轮”动作绑定到movie_finished回调里 render_with_callback(output_path=output_path, mode="rgb") # 这里改写你的render函数,让它支持外部回调 def render_with_callback(output_path, start_frame=0, num_frames=0, mode="rgb"): subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) pipelineQueue = subsystem.get_queue() for job in pipelineQueue.get_jobs(): pipelineQueue.delete_job(job) ues = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) current_world = ues.get_editor_world() map_name = current_world.get_path_name() job = pipelineQueue.allocate_new_job(unreal.MoviePipelineExecutorJob) job.set_editor_property('map', unreal.SoftObjectPath(map_name)) job.set_editor_property('sequence', unreal.SoftObjectPath('/project/')) job.author = "Voia" job.job_name = "Synthetic Data" if mode == 'rgb': newConfig = unreal.load_asset("/project/") elif mode == 'normals': newConfig = unreal.load_asset("/project/") else: newConfig = unreal.load_asset("/project/") job.set_configuration(newConfig) outputSetting = job.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineOutputSetting) outputSetting.output_resolution = unreal.IntPoint(1920, 1080) outputSetting.file_name_format = "Image.{render_pass}.{frame_number}" outputSetting.flush_disk_writes_per_shot = True outputSetting.output_directory = unreal.DirectoryPath(path=f'{output_path}/{mode}') use_custom_playback_range = num_frames > 0 outputSetting.use_custom_playback_range = use_custom_playback_range outputSetting.custom_start_frame = start_frame outputSetting.custom_end_frame = start_frame + num_frames renderPass = job.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineDeferredPassBase) jpg_settings = job.get_configuration().find_setting_by_class(unreal.MoviePipelineImageSequenceOutput_JPG) job.get_configuration().remove_setting(jpg_settings) png_settings = job.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineImageSequenceOutput_PNG) # 可根据mode切换alpha写入 if mode == 'rgb': png_settings.set_editor_property('write_alpha', False) else: png_settings.set_editor_property('write_alpha', True) job.get_configuration().initialize_transient_settings() error_callback = unreal.OnMoviePipelineExecutorErrored() def movie_error(pipeline_executor, pipeline_with_error, is_fatal, error_text): unreal.log(pipeline_executor) unreal.log(pipeline_with_error) unreal.log(is_fatal) unreal.log(error_text) error_callback.add_callable(movie_error) # 关键:movie_finished回调自动继续渲染下一模式/下一轮 def movie_finished(pipeline_executor, success): unreal.log('movie finished') unreal.log(pipeline_executor) unreal.log(success) if mode == 'rgb': # 渲染Normal render_with_callback(output_path=output_path, mode="normals") elif mode == 'normals': # 渲染Alpha render_with_callback(output_path=output_path, mode="rgb_alpha") elif mode == 'rgb_alpha': global current_round if current_round < RENDER_TIMES: # 自动进入下一轮 render_one_round() else: unreal.log("========== All renders completed. ==========") #unreal.SystemLibrary.quit_editor() finished_callback = unreal.OnMoviePipelineExecutorFinished() finished_callback.add_callable(movie_finished) unreal.log("Starting Executor") global executor executor = unreal.MoviePipelinePIEExecutor(subsystem) executor.set_editor_property('on_executor_errored_delegate', error_callback) executor.set_editor_property('on_executor_finished_delegate', finished_callback) subsystem.render_queue_with_executor_instance(executor) # 启动 if __name__ == '__main__': current_round = 0 render_one_round()
import unreal """ Should be used with internal UE Python API Auto generate collision for static meshes""" asset_reg = unreal.AssetRegistryHelpers.get_asset_registry() asset_root_dir = '/project/' assets = asset_reg.get_assets_by_path(asset_root_dir, recursive=True) def set_convex_collision(static_mesh): unreal.EditorStaticMeshLibrary.set_convex_decomposition_collisions(static_mesh, 4, 16, 100000) unreal.EditorAssetLibrary.save_loaded_asset(static_mesh) for asset in assets: if asset.asset_class == "StaticMesh": static_mesh = unreal.EditorAssetLibrary.find_asset_data(asset.object_path).get_asset() set_convex_collision(static_mesh)
import unreal from ayon_core.hosts.unreal.api.pipeline import ( ls, replace_static_mesh_actors, replace_skeletal_mesh_actors, replace_geometry_cache_actors, ) from ayon_core.pipeline import InventoryAction def update_assets(containers, selected): allowed_families = ["model", "rig"] # Get all the containers in the Unreal Project all_containers = ls() for container in containers: container_dir = container.get("namespace") if container.get("family") not in allowed_families: unreal.log_warning( f"Container {container_dir} is not supported.") continue # Get all containers with same asset_name but different objectName. # These are the containers that need to be updated in the level. sa_containers = [ i for i in all_containers if ( i.get("asset_name") == container.get("asset_name") and i.get("objectName") != container.get("objectName") ) ] asset_content = unreal.EditorAssetLibrary.list_assets( container_dir, recursive=True, include_folder=False ) # Update all actors in level for sa_cont in sa_containers: sa_dir = sa_cont.get("namespace") old_content = unreal.EditorAssetLibrary.list_assets( sa_dir, recursive=True, include_folder=False ) if container.get("family") == "rig": replace_skeletal_mesh_actors( old_content, asset_content, selected) replace_static_mesh_actors( old_content, asset_content, selected) elif container.get("family") == "model": if container.get("loader") == "PointCacheAlembicLoader": replace_geometry_cache_actors( old_content, asset_content, selected) else: replace_static_mesh_actors( old_content, asset_content, selected) unreal.EditorLevelLibrary.save_current_level() class UpdateAllActors(InventoryAction): """Update all the Actors in the current level to the version of the asset selected in the scene manager. """ label = "Replace all Actors in level to this version" icon = "arrow-up" def process(self, containers): update_assets(containers, False) class UpdateSelectedActors(InventoryAction): """Update only the selected Actors in the current level to the version of the asset selected in the scene manager. """ label = "Replace selected Actors in level to this version" icon = "arrow-up" def process(self, containers): update_assets(containers, True)
import unreal AssetRegistry = unreal.AssetRegistryHelpers.get_asset_registry() UtilLibrary = unreal.EditorUtilityLibrary """ rename_asset(asset, new_name) -> None get_selection_set() -> Array(Actor) get_selection_bounds() -> (origin=Vector, box_extent=Vector, sphere_radius=float) get_selected_blueprint_classes() -> Array(type(Class)) get_selected_assets() -> Array(Object) get_selected_asset_data() -> Array(AssetData) get_actor_reference(path_to_actor) -> Actor """ AutomationScheduler = unreal.AutomationScheduler AssetTools = unreal.AssetToolsHelpers.get_asset_tools() """ rename_referencing_soft_object_paths(packages_to_check, asset_redirector_map) rename_assets_with_dialog(assets_and_names, auto_checkout=False) rename_assets(assets_and_names) open_editor_for_assets(assets) import_asset_tasks(import_tasks) import_assets_with_dialog(destination_path) import_assets_automated(import_data) find_soft_references_to_object(target_object) export_assets_with_dialog(assets_to_export, prompt_for_individual_filenames) export_assets(assets_to_export, export_path) duplicate_asset_with_dialog_and_title(asset_name, package_path, original_object, dialog_title) duplicate_asset_with_dialog(asset_name, package_path, original_object) duplicate_asset(asset_name, package_path, original_object) create_unique_asset_name(base_package_name, suffix) create_asset_with_dialog(asset_name, package_path, asset_class, factory, calling_context="None") create_asset(asset_name, package_path, asset_class, factory, calling_context="None") """ AssetLibrary = unreal.EditorAssetLibrary """ sync_browser_to_objects(cls, asset_paths) set_metadata_tag(cls, object, tag, value) save_loaded_assets(cls, assets_to_save, only_if_is_dirty=True) save_loaded_asset(cls, asset_to_save, only_if_is_dirty=True) save_directory(cls, directory_path, only_if_is_dirty=True, recursive=True) save_asset(cls, asset_to_save, only_if_is_dirty=True) rename_loaded_asset(cls, source_asset, destination_asset_path) rename_directory(cls, source_directory_path, destination_directory_path) rename_asset(cls, source_asset_path, destination_asset_path) remove_metadata_tag(cls, object, tag) make_directory(cls, directory_path) load_blueprint_class(cls, asset_path) load_asset(cls, asset_path) list_assets(cls, directory_path, recursive=True, include_folder=False) list_asset_by_tag_value(cls, tag_name, tag_value) get_tag_values(cls, asset_path) get_path_name_for_loaded_asset(cls, loaded_asset) get_metadata_tag_values(cls, object) get_metadata_tag(cls, object, tag) find_package_referencers_for_asset(cls, asset_path, load_assets_to_confirm=False) find_asset_data(cls, asset_path) duplicate_loaded_asset(cls, source_asset, destination_asset_path) duplicate_directory(cls, source_directory_path, destination_directory_path) duplicate_asset(cls, source_asset_path, destination_asset_path) does_directory_have_assets(cls, directory_path, recursive=True) does_directory_exist(cls, directory_path) does_asset_exist(cls, asset_path) do_assets_exist(cls, asset_paths) delete_loaded_assets(cls, assets_to_delete) delete_loaded_asset(cls, asset_to_delete) delete_directory(cls, directory_path) delete_asset(cls, asset_path_to_delete) consolidate_assets(cls, asset_to_consolidate_to, assets_to_consolidate) checkout_loaded_assets(cls, assets_to_checkout) checkout_loaded_asset(cls, asset_to_checkout) checkout_directory(cls, directory_path, recursive=True) checkout_asset(cls, asset_to_checkout) """ FilterLibrary = unreal.EditorFilterLibrary """ Utility class to filter a list of objects. Object should be in the World Editor. by_selection(cls, target_array, filter_type=EditorScriptingFilterType.INCLUDE) by_level_name(cls, target_array, level_name, filter_type=EditorScriptingFilterType.INCLUDE) by_layer(cls, target_array, layer_name, filter_type=EditorScriptingFilterType.INCLUDE) by_id_name(cls, target_array, name_sub_string, string_match=EditorScriptingStringMatchType.CONTAINS, filter_type=EditorScriptingFilterType.INCLUDE) by_class(cls, target_array, object_class, filter_type=EditorScriptingFilterType.INCLUDE) by_actor_tag(cls, target_array, tag, filter_type=EditorScriptingFilterType.INCLUDE) by_actor_label(cls, target_array, name_sub_string, string_match=EditorScriptingStringMatchType.CONTAINS, filter_type=EditorScriptingFilterType.INCLUDE, ignore_case=True) """ AutomationLibrary = unreal.AutomationLibrary """ take_high_res_screenshot(cls, res_x, res_y, filename, camera=None, mask_enabled=False, capture_hdr=False, comparison_tolerance=ComparisonTolerance.LOW, comparison_notes="") take_automation_screenshot_of_ui(cls, world_context_object, latent_info, name, options) take_automation_screenshot_at_camera(cls, world_context_object, latent_info, camera, name_override, notes, options) take_automation_screenshot(cls, world_context_object, latent_info, name, notes, options) set_scalability_quality_to_low(cls, world_context_object) set_scalability_quality_to_epic(cls, world_context_object) set_scalability_quality_level_relative_to_max(cls, world_context_object, value=1) get_stat_inc_max(cls, stat_name) get_stat_inc_average(cls, stat_name) get_stat_exc_max(cls, stat_name) get_stat_exc_average(cls, stat_name) get_stat_call_count(cls, stat_name) get_default_screenshot_options_for_rendering(cls, tolerance=ComparisonTolerance.LOW, delay=0.200000) get_default_screenshot_options_for_gameplay(cls, tolerance=ComparisonTolerance.LOW, delay=0.200000) enable_stat_group(cls, world_context_object, group_name) disable_stat_group(cls, world_context_object, group_name) automation_wait_for_loading(cls, world_context_object, latent_info) are_automated_tests_running(cls) add_expected_log_error(cls, expected_pattern_string, occurrences=1, exact_match=False) """ LevelLibrary = unreal.EditorLevelLibrary """ spawn_actor_from_object(object_to_use, location, rotation=[0.000000, 0.000000, 0.000000]) -> Actor spawn_actor_from_class(actor_class, location, rotation=[0.000000, 0.000000, 0.000000]) -> Actor set_selected_level_actors(actors_to_select) -> None set_level_viewport_camera_info(camera_location, camera_rotation) -> None set_current_level_by_name(level_name) -> bool set_actor_selection_state(actor, should_be_selected) -> None select_nothing() -> None save_current_level() -> bool save_all_dirty_levels() -> bool replace_mesh_components_meshes_on_actors(actors, mesh_to_be_replaced, new_mesh) -> None replace_mesh_components_meshes(mesh_components, mesh_to_be_replaced, new_mesh) -> None replace_mesh_components_materials_on_actors(actors, material_to_be_replaced, new_material) -> None replace_mesh_components_materials(mesh_components, material_to_be_replaced, new_material) -> None pilot_level_actor(actor_to_pilot) -> None new_level_from_template(asset_path, template_asset_path) -> bool new_level(asset_path) -> bool merge_static_mesh_actors(actors_to_merge, merge_options) -> StaticMeshActor or None load_level(asset_path) -> bool join_static_mesh_actors(actors_to_join, join_options) -> Actor get_selected_level_actors() -> Array(Actor) get_level_viewport_camera_info() -> (camera_location=Vector, camera_rotation=Rotator) or None get_game_world() -> World get_editor_world() -> World get_all_level_actors_components() -> Array(ActorComponent) get_all_level_actors() -> Array(Actor) get_actor_reference(path_to_actor) -> Actor eject_pilot_level_actor() -> None editor_set_game_view(game_view) -> None editor_play_simulate() -> None editor_invalidate_viewports() -> None destroy_actor(actor_to_destroy) -> bool create_proxy_mesh_actor(actors_to_merge, merge_options) -> StaticMeshActor or None convert_actors(actors, actor_class, static_mesh_package_path) -> Array(Actor) clear_actor_selection_set() -> None """ SequenceBindingLibrary = unreal.MovieSceneBindingExtensions """ set_parent(binding, parent_binding) -> None remove_track(binding, track_to_remove) -> None remove(binding) -> None is_valid(binding) -> bool get_tracks(binding) -> Array(MovieSceneTrack) get_possessed_object_class(binding) -> type(Class) get_parent(binding) -> SequencerBindingProxy get_object_template(binding) -> Object get_name(binding) -> str get_id(binding) -> Guid get_display_name(binding) -> Text get_child_possessables(binding) -> Array(SequencerBindingProxy) find_tracks_by_type(binding, track_type) -> Array(MovieSceneTrack) find_tracks_by_exact_type(binding, track_type) -> Array(MovieSceneTrack) add_track(binding, track_type) -> MovieSceneTrack """ SequenceFolderLibrary = unreal.MovieSceneFolderExtensions """ set_folder_name(folder, folder_name) -> bool set_folder_color(folder, folder_color) -> bool remove_child_object_binding(folder, object_binding) -> bool remove_child_master_track(folder, master_track) -> bool remove_child_folder(target_folder, folder_to_remove) -> bool get_folder_name(folder) -> Name get_folder_color(folder) -> Color get_child_object_bindings(folder) -> Array(SequencerBindingProxy) get_child_master_tracks(folder) -> Array(MovieSceneTrack) get_child_folders(folder) -> Array(MovieSceneFolder) add_child_object_binding(folder, object_binding) -> bool add_child_master_track(folder, master_track) -> bool add_child_folder(target_folder, folder_to_add) -> bool """ SequencePropertyLibrary = unreal.MovieScenePropertyTrackExtensions """ X.set_property_name_and_path(track, property_name, property_path) -> None X.set_object_property_class(track, property_class) -> None X.get_unique_track_name(track) -> Name X.get_property_path(track) -> str X.get_property_name(track) -> Name X.get_object_property_class(track) -> type(Class) """ SequenceSectionLibrary = unreal.MovieSceneSectionExtensions """ set_start_frame_seconds(section, start_time) -> None set_start_frame_bounded(section, is_bounded) -> None set_start_frame(section, start_frame) -> None set_range_seconds(section, start_time, end_time) -> None set_range(section, start_frame, end_frame) -> None set_end_frame_seconds(section, end_time) -> None set_end_frame_bounded(section, is_bounded) -> None set_end_frame(section, end_frame) -> None get_start_frame_seconds(section) -> float get_start_frame(section) -> int32 get_parent_sequence_frame(section, frame, parent_sequence) -> int32 get_end_frame_seconds(section) -> float get_end_frame(section) -> int32 get_channels(section) -> Array(MovieSceneScriptingChannel) find_channels_by_type(section, channel_type) -> Array(MovieSceneScriptingChannel) """ SequenceLibrary = unreal.MovieSceneSectionExtensions """ set_work_range_start(sequence, start_time_in_seconds) -> None set_work_range_end(sequence, end_time_in_seconds) -> None set_view_range_start(sequence, start_time_in_seconds) -> None set_view_range_end(sequence, end_time_in_seconds) -> None set_tick_resolution(sequence, tick_resolution) -> None set_read_only(sequence, read_only) -> None set_playback_start_seconds(sequence, start_time) -> None set_playback_start(sequence, start_frame) -> None set_playback_end_seconds(sequence, end_time) -> None set_playback_end(sequence, end_frame) -> None set_display_rate(sequence, display_rate) -> None make_range_seconds(sequence, start_time, duration) -> SequencerScriptingRange make_range(sequence, start_frame, duration) -> SequencerScriptingRange make_binding_id(master_sequence, binding, space=MovieSceneObjectBindingSpace.ROOT) -> MovieSceneObjectBindingID locate_bound_objects(sequence, binding, context) -> Array(Object) is_read_only(sequence) -> bool get_work_range_start(sequence) -> float get_work_range_end(sequence) -> float get_view_range_start(sequence) -> float get_view_range_end(sequence) -> float get_timecode_source(sequence) -> Timecode get_tick_resolution(sequence) -> FrameRate get_spawnables(sequence) -> Array(SequencerBindingProxy) get_root_folders_in_sequence(sequence) -> Array(MovieSceneFolder) get_possessables(sequence) -> Array(SequencerBindingProxy) get_playback_start_seconds(sequence) -> float get_playback_start(sequence) -> int32 get_playback_range(sequence) -> SequencerScriptingRange get_playback_end_seconds(sequence) -> float get_playback_end(sequence) -> int32 get_movie_scene(sequence) -> MovieScene get_master_tracks(sequence) -> Array(MovieSceneTrack) get_marked_frames(sequence) -> Array(MovieSceneMarkedFrame) get_display_rate(sequence) -> FrameRate get_bindings(sequence) -> Array(SequencerBindingProxy) find_next_marked_frame(sequence, frame_number, forward) -> int32 find_master_tracks_by_type(sequence, track_type) -> Array(MovieSceneTrack) find_master_tracks_by_exact_type(sequence, track_type) -> Array(MovieSceneTrack) find_marked_frame_by_label(sequence, label) -> int32 find_marked_frame_by_frame_number(sequence, frame_number) -> int32 find_binding_by_name(sequence, name) -> SequencerBindingProxy delete_marked_frames(sequence) -> None delete_marked_frame(sequence, delete_index) -> None add_spawnable_from_instance(sequence, object_to_spawn) -> SequencerBindingProxy add_spawnable_from_class(sequence, class_to_spawn) -> SequencerBindingProxy add_root_folder_to_sequence(sequence, new_folder_name) -> MovieSceneFolder add_possessable(sequence, object_to_possess) -> SequencerBindingProxy add_master_track(sequence, track_type) -> MovieSceneTrack add_marked_frame(sequence, marked_frame) -> int32 """ SequenceTrackLibrary = unreal.MovieSceneTrackExtensions """ remove_section(track, section) -> None get_sections(track) -> Array(MovieSceneSection) get_display_name(track) -> Text add_section(track) -> MovieSceneSection """ SequenceTools = unreal.SequencerTools """ render_movie(capture_settings, on_finished_callback) -> bool is_rendering_movie() -> bool import_fbx(world, sequence, bindings, import_fbx_settings, import_filename) -> bool get_object_bindings(world, sequence, object, range) -> Array(SequencerBoundObjects) get_bound_objects(world, sequence, bindings, range) -> Array(SequencerBoundObjects) export_fbx(world, sequence, bindings, override_options, fbx_file_name) -> bool export_anim_sequence(world, sequence, anim_sequence, binding) -> bool cancel_movie_render() -> None """ LevelSequenceLibrary = unreal.LevelSequenceEditorBlueprintLibrary """ set_lock_level_sequence(lock) -> None set_current_time(new_frame) -> None play() -> None pause() -> None open_level_sequence(level_sequence) -> bool is_playing() -> bool is_level_sequence_locked() -> bool get_current_time() -> int32 get_current_level_sequence() -> LevelSequence close_level_sequence() -> None """ PathLib = unreal.Paths """ video_capture_dir() -> str validate_path(path) -> (did_succeed=bool, out_reason=Text) split(path) -> (path_part=str, filename_part=str, extension_part=str) source_config_dir() -> str should_save_to_user_dir() -> bool shader_working_dir() -> str set_project_file_path(new_game_project_file_path) -> None set_extension(path, new_extension) -> str screen_shot_dir() -> str sandboxes_dir() -> str root_dir() -> str remove_duplicate_slashes(path) -> str project_user_dir() -> str project_saved_dir() -> str project_plugins_dir() -> str project_persistent_download_dir() -> str project_mods_dir() -> str project_log_dir() -> str project_intermediate_dir() -> str project_dir() -> str project_content_dir() -> str project_config_dir() -> str profiling_dir() -> str normalize_filename(path) -> str normalize_directory_name(path) -> str make_valid_file_name(string, replacement_char="") -> str make_standard_filename(path) -> str make_platform_filename(path) -> str make_path_relative_to(path, relative_to) -> str or None launch_dir() -> str is_same_path(path_a, path_b) -> bool is_restricted_path(path) -> bool is_relative(path) -> bool is_project_file_path_set() -> bool is_drive(path) -> bool has_project_persistent_download_dir() -> bool get_tool_tip_localization_paths() -> Array(str) get_restricted_folder_names() -> Array(str) get_relative_path_to_root() -> str get_property_name_localization_paths() -> Array(str) get_project_file_path() -> str get_path(path) -> str get_invalid_file_system_chars() -> str get_game_localization_paths() -> Array(str) get_extension(path, include_dot=False) -> str get_engine_localization_paths() -> Array(str) get_editor_localization_paths() -> Array(str) get_clean_filename(path) -> str get_base_filename(path, remove_path=True) -> str generated_config_dir() -> str game_user_developer_dir() -> str game_source_dir() -> str game_developers_dir() -> str game_agnostic_saved_dir() -> str file_exists(path) -> bool feature_pack_dir() -> str enterprise_plugins_dir() -> str enterprise_feature_pack_dir() -> str enterprise_dir() -> str engine_version_agnostic_user_dir() -> str engine_user_dir() -> str engine_source_dir() -> str engine_saved_dir() -> str engine_plugins_dir() -> str engine_intermediate_dir() -> str engine_dir() -> str engine_content_dir() -> str engine_config_dir() -> str directory_exists(path) -> bool diff_dir() -> str create_temp_filename(path, prefix="", extension=".tmp") -> str convert_to_sandbox_path(path, sandbox_name) -> str convert_relative_path_to_full(path, base_path="") -> str convert_from_sandbox_path(path, sandbox_name) -> str combine(paths) -> str collapse_relative_directories(path) -> str or None cloud_dir() -> str change_extension(path, new_extension) -> str bug_it_dir() -> str automation_transient_dir() -> str automation_log_dir() -> str automation_dir() -> str """ SystemLib = unreal.SystemLibrary """ unregister_for_remote_notifications() -> None unload_primary_asset_list(primary_asset_id_list) -> None unload_primary_asset(primary_asset_id) -> None transact_object(object) -> None sphere_trace_single_for_objects(world_context_object, start, end, radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None sphere_trace_single_by_profile(world_context_object, start, end, radius, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None sphere_trace_single(world_context_object, start, end, radius, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None sphere_trace_multi_for_objects(world_context_object, start, end, radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None sphere_trace_multi_by_profile(world_context_object, start, end, radius, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None sphere_trace_multi(world_context_object, start, end, radius, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None sphere_overlap_components(world_context_object, sphere_pos, sphere_radius, object_types, component_class_filter, actors_to_ignore) -> Array(PrimitiveComponent) or None sphere_overlap_actors(world_context_object, sphere_pos, sphere_radius, object_types, actor_class_filter, actors_to_ignore) -> Array(Actor) or None snapshot_object(object) -> None show_platform_specific_leaderboard_screen(category_name) -> None show_platform_specific_achievements_screen(specific_player) -> None show_interstitial_ad() -> None show_ad_banner(ad_id_index, show_on_bottom_of_screen) -> None set_window_title(title) -> None set_volume_buttons_handled_by_system(enabled) -> None set_user_activity(user_activity) -> None set_suppress_viewport_transition_message(world_context_object, state) -> None set_gamepads_block_device_feedback(block) -> None retriggerable_delay(world_context_object, duration, latent_info) -> None reset_gamepad_assignment_to_controller(controller_id) -> None reset_gamepad_assignments() -> None register_for_remote_notifications() -> None quit_game(world_context_object, specific_player, quit_preference, ignore_platform_restrictions) -> None quit_editor() -> None print_text(world_context_object, text="Hello", print_to_screen=True, print_to_log=True, text_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=2.000000) -> None print_string(world_context_object, string="Hello", print_to_screen=True, print_to_log=True, text_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=2.000000) -> None not_equal_soft_object_reference(a, b) -> bool not_equal_soft_class_reference(a, b) -> bool not_equal_primary_asset_type(a, b) -> bool not_equal_primary_asset_id(a, b) -> bool normalize_filename(filename) -> str move_component_to(component, target_relative_location, target_relative_rotation, ease_out, ease_in, over_time, force_shortest_rotation_path, move_action, latent_info) -> None make_literal_text(value) -> Text make_literal_string(value) -> str make_literal_name(value) -> Name make_literal_int(value) -> int32 make_literal_float(value) -> float make_literal_byte(value) -> uint8 make_literal_bool(value) -> bool load_interstitial_ad(ad_id_index) -> None load_class_asset_blocking(asset_class) -> type(Class) load_asset_blocking(asset) -> Object line_trace_single_for_objects(world_context_object, start, end, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None line_trace_single_by_profile(world_context_object, start, end, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None line_trace_single(world_context_object, start, end, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None line_trace_multi_for_objects(world_context_object, start, end, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None line_trace_multi_by_profile(world_context_object, start, end, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None line_trace_multi(world_context_object, start, end, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None launch_url(url) -> None un_pause_timer_handle(world_context_object, handle) -> None un_pause_timer_delegate(delegate) -> None un_pause_timer(object, function_name) -> None timer_exists_handle(world_context_object, handle) -> bool timer_exists_delegate(delegate) -> bool timer_exists(object, function_name) -> bool set_timer_delegate(delegate, time, looping, initial_start_delay=0.000000, initial_start_delay_variance=0.000000) -> TimerHandle set_timer(object, function_name, time, looping, initial_start_delay=0.000000, initial_start_delay_variance=0.000000) -> TimerHandle pause_timer_handle(world_context_object, handle) -> None pause_timer_delegate(delegate) -> None pause_timer(object, function_name) -> None is_valid_timer_handle(handle) -> bool is_timer_paused_handle(world_context_object, handle) -> bool is_timer_paused_delegate(delegate) -> bool is_timer_paused(object, function_name) -> bool is_timer_active_handle(world_context_object, handle) -> bool is_timer_active_delegate(delegate) -> bool is_timer_active(object, function_name) -> bool invalidate_timer_handle(handle) -> (TimerHandle, handle=TimerHandle) get_timer_remaining_time_handle(world_context_object, handle) -> float get_timer_remaining_time_delegate(delegate) -> float get_timer_remaining_time(object, function_name) -> float get_timer_elapsed_time_handle(world_context_object, handle) -> float get_timer_elapsed_time_delegate(delegate) -> float get_timer_elapsed_time(object, function_name) -> float clear_timer_handle(world_context_object, handle) -> None clear_timer_delegate(delegate) -> None clear_timer(object, function_name) -> None clear_and_invalidate_timer_handle(world_context_object, handle) -> TimerHandle is_valid_soft_object_reference(soft_object_reference) -> bool is_valid_soft_class_reference(soft_class_reference) -> bool is_valid_primary_asset_type(primary_asset_type) -> bool is_valid_primary_asset_id(primary_asset_id) -> bool is_valid_class(class_) -> bool is_valid(object) -> bool is_unattended() -> bool is_standalone(world_context_object) -> bool is_split_screen(world_context_object) -> bool is_server(world_context_object) -> bool is_screensaver_enabled() -> bool is_packaged_for_distribution() -> bool is_logged_in(specific_player) -> bool is_interstitial_ad_requested() -> bool is_interstitial_ad_available() -> bool is_dedicated_server(world_context_object) -> bool is_controller_assigned_to_gamepad(controller_id) -> bool hide_ad_banner() -> None get_volume_buttons_handled_by_system() -> bool get_unique_device_id() -> str get_supported_fullscreen_resolutions() -> Array(IntPoint) or None get_soft_object_reference_from_primary_asset_id(primary_asset_id) -> Object get_soft_class_reference_from_primary_asset_id(primary_asset_id) -> Class get_rendering_material_quality_level() -> int32 get_rendering_detail_mode() -> int32 get_project_saved_directory() -> str get_project_directory() -> str get_project_content_directory() -> str get_primary_assets_with_bundle_state(required_bundles, excluded_bundles, valid_types, force_current_state) -> Array(PrimaryAssetId) get_primary_asset_id_list(primary_asset_type) -> Array(PrimaryAssetId) get_primary_asset_id_from_soft_object_reference(soft_object_reference) -> PrimaryAssetId get_primary_asset_id_from_soft_class_reference(soft_class_reference) -> PrimaryAssetId get_primary_asset_id_from_object(object) -> PrimaryAssetId get_primary_asset_id_from_class(class_) -> PrimaryAssetId get_preferred_languages() -> Array(str) get_platform_user_name() -> str get_platform_user_dir() -> str get_path_name(object) -> str get_outer_object(object) -> Object get_object_name(object) -> str get_object_from_primary_asset_id(primary_asset_id) -> Object get_min_y_resolution_for_ui() -> int32 get_min_y_resolution_for3d_view() -> int32 get_local_currency_symbol() -> str get_local_currency_code() -> str get_game_time_in_seconds(world_context_object) -> float get_gamepad_controller_name(controller_id) -> str get_game_name() -> str get_game_bundle_id() -> str get_frame_count() -> int64 get_engine_version() -> str get_display_name(object) -> str get_device_id() -> str get_default_locale() -> str get_default_language() -> str get_current_bundle_state(primary_asset_id, force_current_state) -> Array(Name) or None get_convenient_windowed_resolutions() -> Array(IntPoint) or None get_console_variable_int_value(variable_name) -> int32 get_console_variable_float_value(variable_name) -> float get_console_variable_bool_value(variable_name) -> bool get_component_bounds(component) -> (origin=Vector, box_extent=Vector, sphere_radius=float) get_command_line() -> str get_class_from_primary_asset_id(primary_asset_id) -> type(Class) get_class_display_name(class_) -> str get_ad_id_count() -> int32 get_actor_list_from_component_list(component_list, actor_class_filter) -> Array(Actor) get_actor_bounds(actor) -> (origin=Vector, box_extent=Vector) force_close_ad_banner() -> None flush_persistent_debug_lines(world_context_object) -> None flush_debug_strings(world_context_object) -> None execute_console_command(world_context_object, command, specific_player=None) -> None equal_equal_soft_object_reference(a, b) -> bool equal_equal_soft_class_reference(a, b) -> bool equal_equal_primary_asset_type(a, b) -> bool equal_equal_primary_asset_id(a, b) -> bool end_transaction() -> int32 draw_debug_string(world_context_object, text_location, text, test_base_actor=None, text_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_sphere(world_context_object, center, radius=100.000000, segments=12, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_point(world_context_object, position, size, point_color, duration=0.000000) -> None draw_debug_plane(world_context_object, plane_coordinates, location, size, plane_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_line(world_context_object, line_start, line_end, line_color, duration=0.000000, thickness=0.000000) -> None draw_debug_frustum(world_context_object, frustum_transform, frustum_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_float_history_transform(world_context_object, float_history, draw_transform, draw_size, draw_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_float_history_location(world_context_object, float_history, draw_location, draw_size, draw_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_cylinder(world_context_object, start, end, radius=100.000000, segments=12, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_coordinate_system(world_context_object, axis_loc, axis_rot, scale=1.000000, duration=0.000000, thickness=0.000000) -> None draw_debug_cone_in_degrees(world_context_object, origin, direction, length=100.000000, angle_width=45.000000, angle_height=45.000000, num_sides=12, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_cone(world_context_object, origin, direction, length, angle_width, angle_height, num_sides, line_color, duration=0.000000, thickness=0.000000) -> None draw_debug_circle(world_context_object, center, radius, num_segments=12, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000, y_axis=[0.000000, 1.000000, 0.000000], z_axis=[0.000000, 0.000000, 1.000000], draw_axis=False) -> None draw_debug_capsule(world_context_object, center, half_height, radius, rotation, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_camera(camera_actor, camera_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_box(world_context_object, center, extent, line_color, rotation=[0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_arrow(world_context_object, line_start, line_end, arrow_size, line_color, duration=0.000000, thickness=0.000000) -> None does_implement_interface(test_object, interface) -> bool delay(world_context_object, duration, latent_info) -> None create_copy_for_undo_buffer(object_to_modify) -> None convert_to_relative_path(filename) -> str convert_to_absolute_path(filename) -> str conv_soft_obj_path_to_soft_obj_ref(soft_object_path) -> Object conv_soft_object_reference_to_string(soft_object_reference) -> str conv_soft_class_reference_to_string(soft_class_reference) -> str conv_soft_class_path_to_soft_class_ref(soft_class_path) -> Class conv_primary_asset_type_to_string(primary_asset_type) -> str conv_primary_asset_id_to_string(primary_asset_id) -> str conv_interface_to_object(interface) -> Object control_screensaver(allow_screen_saver) -> None component_overlap_components(component, component_transform, object_types, component_class_filter, actors_to_ignore) -> Array(PrimitiveComponent) or None component_overlap_actors(component, component_transform, object_types, actor_class_filter, actors_to_ignore) -> Array(Actor) or None collect_garbage() -> None capsule_trace_single_for_objects(world_context_object, start, end, radius, half_height, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None capsule_trace_single_by_profile(world_context_object, start, end, radius, half_height, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None capsule_trace_single(world_context_object, start, end, radius, half_height, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None capsule_trace_multi_for_objects(world_context_object, start, end, radius, half_height, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None capsule_trace_multi_by_profile(world_context_object, start, end, radius, half_height, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None capsule_trace_multi(world_context_object, start, end, radius, half_height, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None capsule_overlap_components(world_context_object, capsule_pos, radius, half_height, object_types, component_class_filter, actors_to_ignore) -> Array(PrimitiveComponent) or None capsule_overlap_actors(world_context_object, capsule_pos, radius, half_height, object_types, actor_class_filter, actors_to_ignore) -> Array(Actor) or None can_launch_url(url) -> bool cancel_transaction(index) -> None box_trace_single_for_objects(world_context_object, start, end, half_size, orientation, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None box_trace_single_by_profile(world_context_object, start, end, half_size, orientation, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None box_trace_single(world_context_object, start, end, half_size, orientation, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None box_trace_multi_for_objects(world_context_object, start, end, half_size, orientation, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None box_trace_multi_by_profile(world_context_object, start, end, half_size, orientation, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None box_trace_multi(world_context_object, start, end, half_size, orientation, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None box_overlap_components(world_context_object, box_pos, extent, object_types, component_class_filter, actors_to_ignore) -> Array(PrimitiveComponent) or None box_overlap_actors(world_context_object, box_pos, box_extent, object_types, actor_class_filter, actors_to_ignore) -> Array(Actor) or None begin_transaction(context, description, primary_object) -> int32 add_float_history_sample(value, float_history) -> DebugFloatHistory """
import os import json import unreal from Utilities.Utils import Singleton class Shelf(metaclass=Singleton): ''' This is a demo tool for showing how to create Chamelon Tools in Python ''' MAXIMUM_ICON_COUNT = 12 Visible = "Visible" Collapsed = "Collapsed" def __init__(self, jsonPath:str): self.jsonPath = jsonPath self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath) self.shelf_data = self.load_data() self.is_text_readonly = True self.ui_drop_at_last_aka = "DropAtLast" self.ui_drop_is_full_aka = "DropIsFull" self.update_ui(bForce=True) def update_ui(self, bForce=False): visibles = [False] * Shelf.MAXIMUM_ICON_COUNT for i, shortcut in enumerate(self.shelf_data.shortcuts): if i >= Shelf.MAXIMUM_ICON_COUNT: continue self.data.set_visibility(self.get_ui_button_group_name(i), Shelf.Visible) self.data.set_tool_tip_text(self.get_ui_button_group_name(i), self.shelf_data.shortcuts[i].get_tool_tips()) self.data.set_text(self.get_ui_text_name(i), self.shelf_data.shortcuts[i].text) # ITEM_TYPE_PY_CMD = 1 ITEM_TYPE_CHAMELEON = 2 ITEM_TYPE_ACTOR = 3 ITEM_TYPE_ASSETS = 4 ITEM_TYPE_ASSETS_FOLDER = 5 icon_name = ["PythonTextGreyIcon_40x.png", "PythonChameleonGreyIcon_40x.png", "LitSphere_40x.png", "Primitive_40x.png", "folderIcon.png"][shortcut.drop_type-1] if os.path.exists(os.path.join(os.path.dirname(__file__), f"Images/{icon_name}")): self.data.set_image_from(self.get_ui_img_name(i), f"Images/{icon_name}") else: unreal.log_warning("file: {} not exists in this tool's folder: {}".format(f"Images/{icon_name}", os.path.join(os.path.dirname(__file__)))) visibles[i] = True for i, v in enumerate(visibles): if not v: self.data.set_visibility(self.get_ui_button_group_name(i), Shelf.Collapsed) self.lock_text(self.is_text_readonly, bForce) bFull = len(self.shelf_data) == Shelf.MAXIMUM_ICON_COUNT self.data.set_visibility(self.ui_drop_at_last_aka, "Collapsed" if bFull else "Visible") self.data.set_visibility(self.ui_drop_is_full_aka, "Visible" if bFull else "Collapsed" ) def lock_text(self, bLock, bForce=False): if self.is_text_readonly != bLock or bForce: for i in range(Shelf.MAXIMUM_ICON_COUNT): self.data.set_text_read_only(self.get_ui_text_name(i), bLock) self.data.set_color_and_opacity(self.get_ui_text_name(i), [1,1,1,1] if bLock else [1,0,0,1]) self.data.set_visibility(self.get_ui_text_name(i), "HitTestInvisible" if bLock else "Visible" ) self.is_text_readonly = bLock def get_ui_button_group_name(self, index): return f"ButtonGroup_{index}" def get_ui_text_name(self, index): return f"Txt_{index}" def get_ui_img_name(self, index): return f"Img_{index}" def on_close(self): self.save_data() def get_data_path(self): return os.path.join(os.path.dirname(__file__), "saved_shelf.json") def load_data(self): saved_file_path = self.get_data_path() if os.path.exists(saved_file_path): return ShelfData.load(saved_file_path) else: return ShelfData() def save_data(self): # fetch text from UI for i, shortcut in enumerate(self.shelf_data.shortcuts): shortcut.text = self.data.get_text(self.get_ui_text_name(i)) saved_file_path = self.get_data_path() if self.shelf_data != None: ShelfData.save(self.shelf_data, saved_file_path) else: unreal.log_warning("data null") def clear_shelf(self): self.shelf_data.clear() self.update_ui() def set_item_to_shelf(self, index, shelf_item): if index >= len(self.shelf_data): self.shelf_data.add(shelf_item) else: self.shelf_data.set(index, shelf_item) self.update_ui() # add shortcuts def add_py_code_shortcut(self, index, py_code): shelf_item = ShelfItem(icon="", drop_type=ShelfItem.ITEM_TYPE_PY_CMD) shelf_item.py_cmd = py_code shelf_item.text=py_code[:3] self.set_item_to_shelf(index, shelf_item) def add_chameleon_shortcut(self, index, chameleon_json): short_name = os.path.basename(chameleon_json) if short_name.lower().startswith("chameleon") and len(short_name) > 9: short_name = short_name[9:] shelf_item = ShelfItem(icon="", drop_type=ShelfItem.ITEM_TYPE_CHAMELEON) shelf_item.chameleon_json = chameleon_json shelf_item.text = short_name[:3] self.set_item_to_shelf(index, shelf_item) def add_actors_shortcut(self, index, actor_names): shelf_item = ShelfItem(icon="", drop_type=ShelfItem.ITEM_TYPE_ACTOR) shelf_item.actors = actor_names shelf_item.text = shelf_item.actors[0][:3] if shelf_item.actors else "" shelf_item.text += str(len(shelf_item.actors)) self.set_item_to_shelf(index, shelf_item) def add_assets_shortcut(self, index, assets): shelf_item = ShelfItem(icon="", drop_type=ShelfItem.ITEM_TYPE_ASSETS) shelf_item.assets = assets if assets: first_asset = unreal.load_asset(assets[0]) if first_asset: shelf_item.text = f"{first_asset.get_name()[:3]}{str(len(shelf_item.assets)) if len(shelf_item.assets)>1 else ''}" else: shelf_item.text = "None" else: shelf_item.text = "" self.set_item_to_shelf(index, shelf_item) def add_folders_shortcut(self, index, folders): shelf_item = ShelfItem(icon="", drop_type=ShelfItem.ITEM_TYPE_ASSETS_FOLDER) shelf_item.folders = folders if folders: shelf_item.text = f"{(os.path.basename(folders[0]))[:3]}{str(len(folders)) if len(folders)>1 else ''}" else: shelf_item.text = "" self.set_item_to_shelf(index, shelf_item) def get_dropped_by_type(self, *args, **kwargs): py_cmd = kwargs.get("text", "") file_names = kwargs.get("files", None) if file_names: json_files = [n for n in file_names if n.lower().endswith(".json")] chameleon_json = json_files[0] if json_files else "" else: chameleon_json = "" actors = kwargs.get("actors", []) assets = kwargs.get("assets", []) folders = kwargs.get("assets_folders", []) return py_cmd, chameleon_json, actors, assets, folders def on_drop(self, id, *args, **kwargs): print(f"OnDrop: id:{id} {kwargs}") py_cmd, chameleon_json, actors, assets, folders = self.get_dropped_by_type(*args, **kwargs) if py_cmd: self.add_py_code_shortcut(id, py_cmd) elif chameleon_json: self.add_chameleon_shortcut(id, chameleon_json) elif actors: self.add_actors_shortcut(id, actors) elif assets: self.add_assets_shortcut(id, assets) elif folders: self.add_folders_shortcut(id, folders) else: print("Drop python snippet, chameleon json, actors or assets.") def on_drop_last(self, *args, **kwargs): print(f"on drop last: {args}, {kwargs}") if len(self.shelf_data) <= Shelf.MAXIMUM_ICON_COUNT: self.on_drop(len(self.shelf_data) + 1, *args, **kwargs) def select_actors(self, actor_names): actors = [unreal.PythonBPLib.find_actor_by_name(name) for name in actor_names] unreal.PythonBPLib.select_none() for i, actor in enumerate(actors): if actor: unreal.PythonBPLib.select_actor(actor, selected=True, notify=True, force_refresh= i == len(actors)-1) def select_assets(self, assets): exists_assets = [asset for asset in assets if unreal.EditorAssetLibrary.does_asset_exist(asset)] unreal.PythonBPLib.set_selected_assets_by_paths(exists_assets) def select_assets_folders(self, assets_folders): print(f"select_assets_folders: {assets_folders}") unreal.PythonBPLib.set_selected_folder(assets_folders) def on_button_click(self, id): shortcut = self.shelf_data.shortcuts[id] if not shortcut: unreal.log_warning("shortcut == None") return if shortcut.drop_type == ShelfItem.ITEM_TYPE_PY_CMD: eval(shortcut.py_cmd) elif shortcut.drop_type == ShelfItem.ITEM_TYPE_CHAMELEON: unreal.ChameleonData.launch_chalemeon_tool(shortcut.chameleon_json) elif shortcut.drop_type == ShelfItem.ITEM_TYPE_ACTOR: self.select_actors(shortcut.actors) # do anything what you want elif shortcut.drop_type == ShelfItem.ITEM_TYPE_ASSETS: self.select_assets(shortcut.assets) elif shortcut.drop_type == ShelfItem.ITEM_TYPE_ASSETS_FOLDER: self.select_assets_folders(shortcut.folders) class ShelfItem: ITEM_TYPE_NONE = 0 ITEM_TYPE_PY_CMD = 1 ITEM_TYPE_CHAMELEON = 2 ITEM_TYPE_ACTOR = 3 ITEM_TYPE_ASSETS = 4 ITEM_TYPE_ASSETS_FOLDER = 5 def __init__(self, drop_type, icon=""): self.drop_type = drop_type self.icon = icon self.py_cmd = "" self.chameleon_json = "" self.actors = [] self.assets = [] self.folders = [] self.text = "" def get_tool_tips(self): if self.drop_type == ShelfItem.ITEM_TYPE_PY_CMD: return f"PyCmd: {self.py_cmd}" elif self.drop_type == ShelfItem.ITEM_TYPE_CHAMELEON: return f"Chameleon Tools: {os.path.basename(self.chameleon_json)}" elif self.drop_type == ShelfItem.ITEM_TYPE_ACTOR: return f"{len(self.actors)} actors: {self.actors}" elif self.drop_type == ShelfItem.ITEM_TYPE_ASSETS: return f"{len(self.assets)} actors: {self.assets}" elif self.drop_type == ShelfItem.ITEM_TYPE_ASSETS_FOLDER: return f"{len(self.folders)} folders: {self.folders}" class ShelfData: def __init__(self): self.shortcuts = [] def __len__(self): return len(self.shortcuts) def add(self, item): assert isinstance(item, ShelfItem) self.shortcuts.append(item) def set(self, index, item): assert isinstance(item, ShelfItem) self.shortcuts[index] = item def clear(self): self.shortcuts.clear() @staticmethod def save(shelf_data, file_path): with open(file_path, 'w') as f: f.write(json.dumps(shelf_data, default=lambda o: o.__dict__, sort_keys=True, indent=4)) print(f"Shelf data saved: {file_path}") @staticmethod def load(file_path): if not os.path.exists(file_path): return None with open(file_path, 'r') as f: content = json.load(f) instance = ShelfData() instance.shortcuts = [] for item in content["shortcuts"]: shelf_item = ShelfItem(item["drop_type"], item["icon"]) shelf_item.py_cmd = item["py_cmd"] shelf_item.chameleon_json = item["chameleon_json"] shelf_item.text = item["text"] shelf_item.actors = item["actors"] shelf_item.assets = item["assets"] shelf_item.folders = item["folders"] instance.shortcuts.append(shelf_item) return instance
# Copyright Epic Games, Inc. All Rights Reserved. import os import unreal import unrealcmd #------------------------------------------------------------------------------- def _find_autosdk_llvm(autosdk_path): path = f"{autosdk_path}/Host{unreal.Platform.get_host()}/project/" best_version = None if os.path.isdir(path): with os.scandir(path) as dirs: best_version = max((x.name for x in dirs if x.is_dir()), default=None) path += f"/{best_version}/" if not os.path.isfile(path + "bin/clang-cl.exe"): best_version = path = None return (best_version, path) #------------------------------------------------------------------------------- def _can_execute_clang(): import subprocess try: subprocess.run(("clang-cl", "--version"), stdout=subprocess.DEVNULL) except: return False return True #------------------------------------------------------------------------------- class ClangDb(unrealcmd.Cmd): """ Generates a Clang database (compile_commands.json). If there is an active project then the database is generated in context of that project. By default the editor target is used. """ target = unrealcmd.Arg("", "Target to use when generating the database") ubtargs = unrealcmd.Arg([str], "Arguments to pass onwards to UnrealBuildTool") platform = unrealcmd.Opt("", "Platform to build a database for") @unrealcmd.Cmd.summarise def _run_ubt(self, target, platform, ubt_args): ue_context = self.get_unreal_context() ubt = ue_context.get_engine().get_ubt() if project := ue_context.get_project(): ubt_args = ("-Project=" + str(project.get_path()), *ubt_args) exec_context = self.get_exec_context() for cmd, args in ubt.read_actions(target, platform, "Development", *ubt_args): cmd = exec_context.create_runnable(cmd, *args) cmd.run() ret = cmd.get_return_code() if ret: return ret def main(self): # Rough check for the presence of LLVM self.print_info("Checking for LLVM") autosdk_path = os.getenv("UE_SDKS_ROOT") print("UE_SDKS_ROOT:", autosdk_path) llvm_version, llvm_path = _find_autosdk_llvm(autosdk_path) if llvm_version: print("Found:", llvm_version, "at", llvm_path) else: print("No suitable AusoSDKs version found") print("Trying PATH ... ", end="") has_clang = _can_execute_clang() print("ok" if has_clang else "nope") if not has_clang: self.print_warning("Unable to locate Clang binary") ue_context = self.get_unreal_context() # Calculate how to invoke UBT target = self.args.target if not target: target = ue_context.get_target_by_type(unreal.TargetType.EDITOR) target = target.get_name() platform = unreal.Platform.get_host() if self.args.platform: platform = self.get_platform(self.args.platform).get_name() self.print_info("Database properties") print("Target:", target) print("Platform:", platform) ubt_args = ( "-allmodules", "-Mode=GenerateClangDatabase", *self.args.ubtargs, ) # Run UBT self.print_info("Running UnrealBuildTool") ret = self._run_ubt(target, platform, ubt_args) if ret: return ret # Print some information db_path = ue_context.get_engine().get_dir() / "../compile_commands.json" try: db_size = os.path.getsize(db_path) except: db_size = -1 print() self.print_info("Database details") print("Path:", os.path.normpath(db_path)) print("Size: %.02fKB" % (db_size / 1024 / 1024))
import unreal # instance of unreal classes editor_level_lib = unreal.EditorLevelLibrary() editor_filter_lib = unreal.EditorFilterLibrary() # get all actors and filter down to specific elements actors = editor_level_lib.get_all_level_actors() static_meshes = editor_filter_lib.by_class(actors, unreal.StaticMeshActor) reflection_cap = editor_filter_lib.by_class(actors, unreal.ReflectionCapture) blueprints = editor_filter_lib.by_id_name(actors, "BP_") moved = 0 # create a mapping between folder names and arrays mapping = { "StaticMeshActors": static_meshes, "ReflectionCaptures": reflection_cap, "Bluprints": blueprints } for folder_name in mapping: # for every list of actors, set new folder path for actor in mapping[folder_name]: actor_name = actor.get_fname() actor.set_folder_path(folder_name) unreal.log("Moved {} into {}".format(actor_name, folder_name)) moved += 1 unreal.log("Moved {} actors into respective floders".format(moved))
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 # instances of unreal classes editor_util = unreal.EditorUtilityLibrary() system_lib = unreal.SystemLibrary() editor_asset_lib = unreal.EditorAssetLibrary() # Directory mapping Directory_mapping = { "ActorComponent": "\\Game\\Blueprints\\Components\\", "AnimationBlueprint": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "AnimationSequence": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "AnimBlueprint": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "AnimMontage": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "AnimSequence": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "BehaviorTree": "\\Game\\AI\\", "BlackboardData": "\\Game\\AI\\", "BlendSpace": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "BlendSpace1D": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "Blueprint": "\\Game\\Blueprints\\", "BlueprintInterface": "\\Game\\Blueprints\\", "ControlRigBlueprint": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "CurveFloat": "\\Game\\Blueprints\\Data\\", "CurveLinearColor": "\\Game\\Blueprints\\Data\\", "CurveLinearColorAtlas": "\\Game\\Blueprints\\Data\\", "CurveTable": "\\Game\\Blueprints\\Data\\", "DataTable": "\\Game\\Blueprints\\Data\\", "EditorUtilityBlueprint": "\\Game\\Tools\\", "EditorUtilityWidgetBlueprint": "\\Game\\Tools\\", "Enum": "\\Game\\Blueprints\\Data\\", "EnvQuery": "\\Game\\AI\\", "HDRI": "\\Game\\Other\\", "IKRetargeter": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "IKRigDefinition": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "LevelSequence": "\\Game\\Other\\", "LevelSnapshots": "\\Game\\Other\\", "Material": "\\Game\\Materials\\", "MaterialFunction": "\\Game\\Materials\\Functions\\", "MaterialFunctionMaterialLayer": "\\Game\\Materials\\Functions\\", "MaterialInstance": "\\Game\\Materials\\Instances\\", "MaterialInstanceConstant": "\\Game\\Materials\\Functions\\", "MaterialParameterCollection": "\\Game\\Materials\\Functions\\", "MediaOutput": "\\Game\\Media\\", "MediaPlayer": "\\Game\\Media\\", "MediaProfile": "\\Game\\Media\\", "MediaSource": "\\Game\\Media\\", "MediaTexture": "\\Game\\Media\\", "Montages": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "MorphTarget": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "NDisplayConfiguration": "\\Game\\Other\\", "NiagaraEmitter": "\\Game\\FX\\Emitters\\", "NiagaraFunction": "\\Game\\FX\\Functions\\", "NiagaraSystem": "\\Game\\FX\\", "OCIOProfile": "\\Game\\Other\\", "ParticleSystem": "\\Game\\FX\\", "PhysicsAsset": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "PhysicsMaterial": "\\Game\\Materials\\", "PoseAsset": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "PostProcessMaterial": "\\Game\\Materials\\", "RemoteControlPreset": "\\Game\\Tools\\", "RenderTarget": "\\Game\\Materials\\Textures\\", "Rig": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "SequencerEdits": "\\Game\\Meshes\\SkeletalMeshes\\Animations\\", "SkeletalMesh": "\\Game\\Meshes\\SkeletalMeshes\\", "Skeleton": "\\Game\\Meshes\\SkeletalMeshes\\", "SoundCue": "\\Game\\Media\\Sounds\\\\", "SoundWave": "\\Game\\Media\\Sounds\\\\", "StaticMesh": "\\Game\\Meshes\\", "Structure": "\\Game\\Blueprints\\Data\\", "Texture2D": "\\Game\\Materials\\Textures\\", "TextureCube": "\\Game\\Materials\\Textures\\", "TextureRenderTarget2D": "\\Game\\Materials\\Textures\\", "UserDefinedEnum": "\\Game\\Blueprints\\Data\\", "UserDefinedStruct": "\\Game\\Blueprints\\Data\\", "WidgetBlueprint": "\\Game\\UMG\\", "World": "\\Game\\Maps\\" } # get the selected assets selected_assets = editor_util.get_selected_assets() num_assets = len(selected_assets) cleaned = 0 # hard coded parent directory parent_dir = "\\Game" for asset in selected_assets: # get the class instance and the clear text name asset_name = system_lib.get_object_name(asset) asset_class = asset.get_class() class_name = system_lib.get_class_display_name(asset_class) Move_to_directory = Directory_mapping.get(class_name, None) # Assemble path to relocate assets try: new_path = Move_to_directory + asset_name # new_path = os.path.join(parent_dir, class_name, asset_name) editor_asset_lib.rename_loaded_asset(asset, new_path) cleaned += 1 unreal.log("Cleaned up {} to {}".format(asset_name, new_path)) # unreal.log(join(parent_dir, class_name, asset_name)) except Exception as err: unreal.log("Could not move {} to new location {}".format(asset_name, new_path)) unreal.log("Asset {} with the class {}".format(asset_name, class_name)) unreal.log("Cleaned up {} of {} assets".format(cleaned, num_assets))
import unreal """ Should be used with internal UE Python API Switch to/from nanites on static meshes""" static_mesh_editor_subsystem = unreal.get_editor_subsystem( unreal.StaticMeshEditorSubsystem) # Change me! USE_NANITES = False asset_root_dir = '/project/' asset_reg = unreal.AssetRegistryHelpers.get_asset_registry() assets = asset_reg.get_assets_by_path(asset_root_dir, recursive=True) static_mesh_data = {} for asset in assets: if asset.asset_class == "StaticMesh": asset_path = asset.object_path asset_data = unreal.EditorAssetLibrary.find_asset_data(asset_path).get_asset() static_mesh_data[asset_path] = asset_data for static_mesh_path, static_mesh in static_mesh_data.items(): nanite_setting = static_mesh_editor_subsystem.get_nanite_settings(static_mesh) if nanite_setting.enabled == USE_NANITES: print("Already done", static_mesh) continue print("Enabing", static_mesh) nanite_setting.enabled = USE_NANITES static_mesh_editor_subsystem.set_nanite_settings(static_mesh, nanite_setting, True) unreal.EditorAssetLibrary.save_asset(static_mesh_path, False)
import unreal import json import sys import traceback class MCPUnrealBridge: @staticmethod def get_actors(): """Get all actors in the current level""" result = [] actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) #unreal.EditorActorSubsystem().get_editor_subsystem() actors = actor_subsystem.get_all_level_actors() for actor in actors: result.append({ "name": actor.get_name(), "class": actor.get_class().get_name(), "location": str(actor.get_actor_location()) }) return json.dumps({"status": "success", "result": result}) @staticmethod def get_actor_details(actor_name): """Get details for a specific actor by name.""" result = {} actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) #unreal.EditorActorSubsystem().get_editor_subsystem() actors = actor_subsystem.get_all_level_actors() for actor in actors: if actor.get_name() == actor_name: result = { "name": actor.get_name(), "class": actor.get_class().get_name(), "location": str(actor.get_actor_location()) } break if not result: result = f"Actor not found: {actor_name}" return json.dumps({"status": "success", "result": result}) @staticmethod def spawn_actor(asset_path, location_x=0, location_y=0, location_z=0, rotation_x=0, rotation_y=0, rotation_z=0, scale_x=0, scale_y=0, scale_z=0): """Spawn a new actor in the level""" try: # Find the class reference class_obj = unreal.load_asset(asset_path) if not class_obj: return json.dumps({"status": "error", "message": f"Asset '{asset_path}' not found"}) # Create the actor location = unreal.Vector(float(location_x), float(location_y), float(location_z)) rotation = unreal.Rotator(rotation_x, rotation_y, rotation_z) actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) actor = actor_subsystem.spawn_actor_from_object(class_obj, location, rotation) if actor: actor.set_actor_scale3d(unreal.Vector(scale_x, scale_y, scale_z)) return json.dumps({ "status": "success", "result": f"Created {asset_path} actor named '{actor.get_name()}' at location ({location_x}, {location_y}, {location_z})" }) else: return json.dumps({ "status": "error", "message" : "Failed to create actor" }) except Exception as e : return json.dumps({ "status": "error", "message" : str(e) }) @staticmethod def modify_actor(actor_name, property_name, property_value): """Modify a property of an existing actor""" try: actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) #unreal.EditorActorSubsystem().get_editor_subsystem() actors = actor_subsystem.get_all_level_actors() for actor in actors: if actor.get_name() == actor_name: # Try to determine property type and convert value current_value = getattr(actor, property_name, None) if current_value is not None: if isinstance(current_value, float): setattr(actor, property_name, float(property_value)) elif isinstance(current_value, int): setattr(actor, property_name, int(property_value)) elif isinstance(current_value, bool): setattr(actor, property_name, property_value.lower() in['true', 'yes', '1']) elif isinstance(current_value, unreal.Vector): # Assuming format like "X,Y,Z" x, y, z = map(float, property_value.split(',')) setattr(actor, property_name, unreal.Vector(x, y, z)) else: # Default to string setattr(actor, property_name, property_value) return json.dumps({ "status": "success", "result" : f"Modified {property_name} on {actor_name} to {property_value}" }) else: return json.dumps({ "status": "error", "message" : f"Property {property_name} not found on {actor_name}" }) return json.dumps({ "status": "error", "message" : f"Actor '{actor_name}' not found" }) except Exception as e : return json.dumps({ "status": "error", "message" : str(e) }) @staticmethod def get_selected_actors(): """Get the currently selected actors in the editor""" try: actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) #unreal.EditorActorSubsystem().get_editor_subsystem() selected_actors = actor_subsystem.get_selected_level_actors() result = [] for actor in selected_actors: result.append({ "name": actor.get_name(), "class" : actor.get_class().get_name(), "location" : str(actor.get_actor_location()) }) return json.dumps({ "status": "success", "result": result }) except Exception as e: return json.dumps({ "status": "error", "message": str(e) }) @staticmethod def set_material(actor_name, material_path): """Apply a material to a static mesh actor""" try: actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) #unreal.EditorActorSubsystem().get_editor_subsystem() actors = actor_subsystem.get_all_level_actors() # Find the actor target_actor = None for actor in actors : if actor.get_name() == actor_name : target_actor = actor break if not target_actor: return json.dumps({ "status": "error", "message" : f"Actor '{actor_name}' not found" }) # Check if it's a static mesh actor if not target_actor.is_a(unreal.StaticMeshActor) : return json.dumps({ "status": "error", "message": f"Actor '{actor_name}' is not a StaticMeshActor" }) # Load the material material = unreal.load_object(None, material_path) if not material: return json.dumps({ "status": "error", "message": f"Material '{material_path}' not found" }) # Get the static mesh component static_mesh_component = target_actor.get_component_by_class(unreal.StaticMeshComponent) if not static_mesh_component: return json.dumps({ "status": "error", "message" : f"No StaticMeshComponent found on actor '{actor_name}'" }) # Set the material static_mesh_component.set_material(0, material) return json.dumps({ "status": "success", "result" : f"Applied material '{material_path}' to actor '{actor_name}'" }) except Exception as e : return json.dumps({ "status": "error", "message" : str(e) }) @staticmethod def delete_all_static_mesh_actors(): """Delete all static mesh actors in the scene""" try: # Get the editor subsystem editor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) # Get all actors in the current level try: all_actors = editor_subsystem.get_all_level_actors() except DeprecationWarning as dw: # do nothing pass # Filter for StaticMeshActors static_mesh_actors = [actor for actor in all_actors if isinstance(actor, unreal.StaticMeshActor)] # Print how many StaticMeshActors were found #print(f"Found {len(static_mesh_actors)} StaticMeshActors") # Delete all StaticMeshActors delete_count = 0 for actor in static_mesh_actors: actor_name = actor.get_actor_label() success = editor_subsystem.destroy_actor(actor) if success: delete_count = delete_count + 1 #print(f"Deleted StaticMeshActor: {actor_name}") #else: #print(f"Failed to delete StaticMeshActor: {actor_name}") return json.dumps({ "status": "success", "result" : f"Found {len(static_mesh_actors)} StaticMeshActors. Deleted {delete_count} StaticMeshActors." }) except Exception as e: return json.dumps({ "status": "error", "message": str(e) }) @staticmethod def get_project_dir(): """Get the top level project directory""" try: project_dir = unreal.Paths.project_dir() return json.dumps({ "status": "success", "result" : f"{project_dir}" }) except Exception as e: return json.dumps({ "status": "error", "message": str(e) }) @staticmethod def get_content_dir(): """Get the content directory""" try: #plugins_dir = unreal.Paths.project_plugins_dir() #saved_dir = unreal.Paths.project_saved_dir() #config_dir = unreal.Paths.project_config_dir() content_dir = unreal.Paths.project_content_dir() return json.dumps({ "status": "success", "result" : f"{content_dir}" }) except Exception as e: return json.dumps({ "status": "error", "message": str(e) }) @staticmethod def find_basic_shapes(): """Search for basic shapes for building""" try: # Search for the asset asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() assets = asset_registry.get_assets_by_path('/project/', recursive=True) # Find tile_asset_paths = [] for asset in assets: if asset.get_class().get_name() == 'StaticMesh': tile_asset_paths.append(str(asset.package_name)) if not tile_asset_paths: return json.dumps({ "status": "error", "message": f"Could not find basic shapes." }) else: return json.dumps({ "status": "success", "result" : tile_asset_paths }) except Exception as e: return json.dumps({ "status": "error", "message": str(e) }) @staticmethod def find_assets(asset_name): """Search for specific assets by name, like Floor, Wall, Door""" try: # Search for the asset asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() assets = asset_registry.get_assets_by_path('/Game', recursive=True) # Find tile_asset_paths = [] asset_name_lower = asset_name.lower() for asset in assets: this_name = str(asset.asset_name).lower() if asset_name_lower in this_name: asset_data = { "asset_class": str(asset.asset_class_path.asset_name), "asset_path": str(asset.package_name)} tile_asset_paths.append(asset_data) if not tile_asset_paths: return json.dumps({ "status": "error", "message": f"Could not find {asset_name} asset." }) else: return json.dumps({ "status": "success", "result" : tile_asset_paths }) except Exception as e: return json.dumps({ "status": "error", "message": str(e) }) @staticmethod def get_asset(asset_path): # Define the correct path to the asset # Try to load the asset try: #print("Loading asset...") static_mesh = unreal.EditorAssetLibrary.load_asset(asset_path) #print("Asset loaded: " + str(static_mesh != None)) if static_mesh: #print("Asset class: " + static_mesh.__class__.__name__) # Try to spawn an actor try: bounds = static_mesh.get_bounds() bounds_min = bounds.origin - bounds.box_extent bounds_max = bounds.origin + bounds.box_extent width = bounds.box_extent.x * 2 depth = bounds.box_extent.y * 2 height = bounds.box_extent.z * 2 # Print dimensions #print(f"Asset: SM_Env_Tiles_05") #print(f"Bounds Min: {bounds_min}") #print(f"Bounds Max: {bounds_max}") #print(f"Dimensions (width × depth × height): {width} × {depth} × {height}") #print(f"Volume: {bounds.box_extent.x * 2 * bounds.box_extent.y * 2 * bounds.box_extent.z * 2}") result = {"width": width, "depth": depth, "height": height, "origin_x": bounds.origin.x, "origin_y": bounds.origin.y, "origin_z": bounds.origin.z} return json.dumps({ "status": "success", "result" : result }) except Exception as e: return json.dumps({ "status": "error", "message": str(e) }) else: return json.dumps({ "status": "error", "message": f"Asset could not be loaded." }) except Exception as e: return json.dumps({ "status": "error", "message": f"Error loading asset: {str(e)}" }) @staticmethod def create_grid(asset_path, grid_width, grid_length): import math try: # Load the static mesh floor_asset = unreal.EditorAssetLibrary.load_asset(asset_path) if not floor_asset: return json.dumps({ "status": "error", "message": f"Failed to load static mesh: {asset_path}" }) # Grid dimensions width = int(grid_width) length = int(grid_length) # Get asset dimensions bounds = floor_asset.get_bounds() tile_width = bounds.box_extent.x * 2 tile_length = bounds.box_extent.y * 2 # Create grid of floor tiles tiles_created = 0 for x in range(width): for y in range(length): # Calculate position location = unreal.Vector(x * tile_width, y * tile_length, 0) # Create actor using EditorLevelLibrary try: actor = unreal.EditorLevelLibrary.spawn_actor_from_object( floor_asset, location, unreal.Rotator(0, 0, 0) ) except DeprecationWarning as dw: # do nothing pass if actor: tiles_created += 1 actor.set_actor_label(f"FloorTile_{x}_{y}") center_x = width // 2 center_y = length // 2 position_x = center_x * tile_width position_y = center_y * tile_length return json.dumps({ "status": "success", "result" : f"Successfully created grid centered at tile location: ({center_x}, {center_y}) and world location: ({position_x}, {position_y}, 0.0))." }) except Exception as e: return json.dumps({ "status": "error", "message": f"Error loading asset: {str(e)}" }) @staticmethod def create_town(town_center_x=1250, town_center_y=1250, town_width=7000, town_height=7000): """ Create a town using supplied assets with customizable size and position Args: town_center_x (float): X coordinate of the town center town_center_y (float): Y coordinate of the town center town_width (float): Total width of the town area town_height (float): Total height of the town area """ import random import math #print(f"Starting to build fantasy town at ({town_center_x}, {town_center_y}) with size {town_width}x{town_height}...") # Base paths for our assets model_base_path = "/project/" # Helper function to load an asset def load_asset(asset_name): full_path = f"{model_base_path}/{asset_name}.{asset_name}" return unreal.EditorAssetLibrary.load_asset(full_path) # Track placed objects for collision detection placed_objects = [] # Helper function to check for collision with existing objects def check_collision(new_bounds, tolerance=10.0): """Check if the new object bounds overlap with any existing objects""" for obj_bounds in placed_objects: # Check if the bounds overlap in X, Y dimensions with some tolerance if (new_bounds["min_x"] - tolerance <= obj_bounds["max_x"] and new_bounds["max_x"] + tolerance >= obj_bounds["min_x"] and new_bounds["min_y"] - tolerance <= obj_bounds["max_y"] and new_bounds["max_y"] + tolerance >= obj_bounds["min_y"]): return True return False # Helper function to place an actor with collision detection def place_actor(static_mesh, x, y, z=0, rotation_z=0, scale=(1.0, 1.0, 1.0), name=None, max_attempts=5): if not static_mesh: #print(f"Cannot place actor: Static mesh is invalid") return None editor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) # Get the bounds of the mesh bounds = static_mesh.get_bounds() bounds_min = bounds.origin - bounds.box_extent bounds_max = bounds.origin + bounds.box_extent # Calculate width, depth, height width = bounds.box_extent.x * scale[0] depth = bounds.box_extent.y * scale[1] height = bounds.box_extent.z * scale[2] # Try multiple positions if collision occurs for attempt in range(max_attempts): # Add small variation to position for retry attempts after the first x_offset = 0 y_offset = 0 if attempt > 0: jitter_range = 20.0 * attempt # Increase jitter with each attempt x_offset = random.uniform(-jitter_range, jitter_range) y_offset = random.uniform(-jitter_range, jitter_range) pos_x = x + x_offset pos_y = y + y_offset # Calculate the bounds of the actor at this position with rotation rad_rotation = math.radians(rotation_z) sin_rot = math.sin(rad_rotation) cos_rot = math.cos(rad_rotation) # Calculate the 4 corners of the bounding box after rotation corners = [ (pos_x - width/2, pos_y - depth/2), # Bottom-left (pos_x + width/2, pos_y - depth/2), # Bottom-right (pos_x + width/2, pos_y + depth/2), # Top-right (pos_x - width/2, pos_y + depth/2) # Top-left ] # Rotate the corners rotated_corners = [] for corner_x, corner_y in corners: dx = corner_x - pos_x dy = corner_y - pos_y rotated_x = pos_x + dx * cos_rot - dy * sin_rot rotated_y = pos_y + dx * sin_rot + dy * cos_rot rotated_corners.append((rotated_x, rotated_y)) # Find the extents of the rotated box x_values = [p[0] for p in rotated_corners] y_values = [p[1] for p in rotated_corners] min_x = min(x_values) max_x = max(x_values) min_y = min(y_values) max_y = max(y_values) new_bounds = { "min_x": min_x, "max_x": max_x, "min_y": min_y, "max_y": max_y, "center_x": pos_x, "center_y": pos_y } # Check if this position would cause a collision if not check_collision(new_bounds): # No collision, so place the actor location = unreal.Vector(pos_x, pos_y, z) rotation = unreal.Rotator(0, 0, rotation_z) actor = editor_subsystem.spawn_actor_from_object(static_mesh, location, rotation) if actor: if name: actor.set_actor_label(name) # Apply scale if needed if scale != (1.0, 1.0, 1.0): actor.set_actor_scale3d(unreal.Vector(scale[0], scale[1], scale[2])) # Record the placed object placed_objects.append(new_bounds) #if attempt > 0: # print(f"Placed {name} at alternate position after {attempt+1} attempts") return actor #print(f"Failed to place {name} after {max_attempts} attempts due to collisions") return None # Helper function to get mesh dimensions def get_mesh_dimensions(static_mesh, scale=(1.0, 1.0, 1.0)): if not static_mesh: return 0, 0, 0 bounds = static_mesh.get_bounds() width = bounds.box_extent.x * scale[0] depth = bounds.box_extent.y * scale[1] height = bounds.box_extent.z * scale[2] return width, depth, height # New helper for placing continuous walls or fences def place_continuous_segments(mesh, start_point, end_point, z=0, rotation_offset=0, scale=(1.0, 1.0, 1.0), name_prefix="Segment", skip_indices=None): if not mesh: #print(f"Cannot place continuous segments: Mesh is invalid") return [] if skip_indices is None: skip_indices = [] # Get the dimensions of the mesh mesh_width, mesh_depth, mesh_height = get_mesh_dimensions(mesh, scale) # For walls/fences, we assume they extend primarily along one dimension (width) segment_length = mesh_width # Calculate distance and direction start_x, start_y = start_point end_x, end_y = end_point dx = end_x - start_x dy = end_y - start_y distance = math.sqrt(dx*dx + dy*dy) # Calculate the angle of the line angle = math.degrees(math.atan2(dy, dx)) # Calculate number of segments needed to cover the distance # Subtract a small overlap percentage to ensure segments connect properly overlap_factor = 0.05 # 5% overlap to ensure no gaps effective_segment_length = segment_length * (1 - overlap_factor) num_segments = max(1, math.ceil(distance / effective_segment_length)) # Place segments along the line placed_actors = [] for i in range(num_segments): if i in skip_indices: continue # Calculate position along the line t = i / num_segments pos_x = start_x + t * dx pos_y = start_y + t * dy # Place the segment actor = place_actor(mesh, pos_x, pos_y, z, angle + rotation_offset, scale, f"{name_prefix}_{i}") if actor: placed_actors.append(actor) return placed_actors try: # Calculate the scale factor based on town size compared to the original # Original size was approximately 700x700 width_scale = 1.0 #town_width / 700.0 height_scale = 1.0 #town_height / 700.0 # We'll use this to scale distances and positions scale_factor = min(width_scale, height_scale) # Use the smaller scale to ensure everything fits # STEP 1: PLACE BUILDINGS #print("STEP 1: Placing buildings...") # Load building assets buildings = { "town_hall": load_asset("Town_Hall"), "large_house": load_asset("Large_house"), "small_house": load_asset("Small_house"), "baker_house": load_asset("Baker_house"), "tavern": load_asset("Tavern"), "witch_house": load_asset("Witch_house"), "tower": load_asset("Tower"), "mill": load_asset("Mill"), "woodmill": load_asset("Woodmill"), "forge": load_asset("Forge"), "mine": load_asset("Mine") } # Check if assets loaded correctly #for name, asset in buildings.items(): # if not asset: # print(f"Failed to load {name}") # Place central buildings - town hall place_actor(buildings["town_hall"], town_center_x, town_center_y, 0, 0, name="Central_TownHall") # Place tavern near the town center - scale the offset by our scale factor place_actor(buildings["tavern"], town_center_x + 800 * scale_factor, town_center_y + 600 * scale_factor, 0, 135, name="Tavern") # Place houses around the center - scaled based on town size house_positions = [ # North district (town_center_x - 1800 * scale_factor, town_center_y - 1900 * scale_factor, 45, "small_house", "North_House_1"), (town_center_x - 2100 * scale_factor, town_center_y - 2200 * scale_factor, 30, "baker_house", "North_BakerHouse"), (town_center_x - 1300 * scale_factor, town_center_y - 2000 * scale_factor, 15, "small_house", "North_House_2"), # East district (town_center_x + 2200 * scale_factor, town_center_y - 1300 * scale_factor, 270, "large_house", "East_LargeHouse"), (town_center_x + 2400 * scale_factor, town_center_y + 1200 * scale_factor, 300, "small_house", "East_House_1"), (town_center_x + 1900 * scale_factor, town_center_y - 1700 * scale_factor, 315, "small_house", "East_House_2"), # South district (town_center_x + 1300 * scale_factor, town_center_y + 2100 * scale_factor, 180, "large_house", "South_LargeHouse"), (town_center_x - 1200 * scale_factor, town_center_y + 1950 * scale_factor, 135, "small_house", "South_House_1"), # West district (town_center_x - 2000 * scale_factor, town_center_y + 1100 * scale_factor, 90, "large_house", "West_LargeHouse"), (town_center_x - 2300 * scale_factor, town_center_y + 1500 * scale_factor, 45, "small_house", "West_House_1") ] # Place the houses for x, y, rot, house_type, name in house_positions: place_actor(buildings[house_type], x, y, 0, rot, name=name) # Place special buildings # Tower place_actor(buildings["tower"], town_center_x - 3000 * scale_factor, town_center_y - 2900 * scale_factor, 0, 45, name="North_Tower") # Witch's house in a more secluded area place_actor(buildings["witch_house"], town_center_x + 3000 * scale_factor, town_center_y + 2900 * scale_factor, 0, 215, name="WitchHouse") # Mill near water (imaginary river) mill_x = town_center_x + 2900 * scale_factor mill_y = town_center_y - 3000 * scale_factor mill = place_actor(buildings["mill"], mill_x, mill_y, 0, 270, name="Watermill") # Mill wings - need to be attached to the mill mill_wings = load_asset("Mill_wings") if mill and mill_wings: place_actor(mill_wings, mill_x, mill_y, 0, 270, name="Watermill_Wings") # Woodmill in a wooded area woodmill_x = town_center_x - 2900 * scale_factor woodmill_y = town_center_y - 2400 * scale_factor place_actor(buildings["woodmill"], woodmill_x, woodmill_y, 0, 135, name="Woodmill") woodmill_saw = load_asset("Woodmill_Saw") if woodmill_saw: place_actor(woodmill_saw, woodmill_x, woodmill_y, 0, 135, name="Woodmill_Saw") # Forge place_actor(buildings["forge"], town_center_x + 1600 * scale_factor, town_center_y - 1500 * scale_factor, 0, 330, name="Forge") # Mine at the edge of town place_actor(buildings["mine"], town_center_x - 2900 * scale_factor, town_center_y + 2900 * scale_factor, 0, 135, name="Mine") #print("Buildings placed successfully") # STEP 2: ADD NATURE ELEMENTS #print("STEP 2: Adding trees, plants, and rocks...") # Load nature assets nature = { "tree_1": load_asset("Tree_1"), "tree_2": load_asset("Tree_2"), "tree_4": load_asset("Tree_4"), "pine_tree": load_asset("Pine_tree"), "pine_tree_2": load_asset("Pine_tree_2"), "bush_1": load_asset("Bush_1"), "bush_2": load_asset("Bush_2"), "fern": load_asset("Fern"), "flowers_1": load_asset("Flowers_1"), "flowers_2": load_asset("Flowers_2"), "plant": load_asset("Plant"), "rock_1": load_asset("Rock_1"), "rock_2": load_asset("Rock_2"), "rock_3": load_asset("Rock_3"), "rock_4": load_asset("Rock_4"), "stump": load_asset("Stump"), "log": load_asset("Log"), "mushroom_1": load_asset("Mushroom_1"), "mushroom_2": load_asset("Mushroom_2") } # Create a forest area near the witch's house forest_center_x = town_center_x + 2900 * scale_factor forest_center_y = town_center_y + 2200 * scale_factor forest_radius = 1500 * scale_factor # Determine number of trees based on forest area num_trees = int(500 * scale_factor) # Add trees to the forest for i in range(num_trees): # Calculate random position within the forest area angle = random.uniform(0, 2 * math.pi) distance = random.uniform(0, forest_radius) x = forest_center_x + distance * math.cos(angle) y = forest_center_y + distance * math.sin(angle) # Choose a random tree type tree_type = random.choice(["tree_1", "tree_2", "tree_4", "pine_tree", "pine_tree_2"]) rot = random.uniform(0, 360) scale = random.uniform(0.8, 1.2) tree = place_actor(nature[tree_type], x, y, 0, rot, (scale, scale, scale), f"Forest_Tree_{i}") # Add some undergrowth near trees if the tree was placed successfully if tree and random.random() < 0.6: undergrowth_type = random.choice(["bush_1", "bush_2", "fern", "mushroom_1", "mushroom_2"]) offset_x = random.uniform(-100, 100) offset_y = random.uniform(-100, 100) undergrowth_scale = random.uniform(0.7, 1.0) place_actor(nature[undergrowth_type], x + offset_x, y + offset_y, 0, random.uniform(0, 360), (undergrowth_scale, undergrowth_scale, undergrowth_scale), f"Forest_Undergrowth_{i}") # Add scattered trees around town - scale the number by town size scattered_trees = int(100 * scale_factor) for i in range(scattered_trees): angle = random.uniform(0, 2 * math.pi) distance = random.uniform(3000, 3000) * scale_factor x = town_center_x + distance * math.cos(angle) y = town_center_y + distance * math.sin(angle) # Avoid placing in the forest area forest_dist = math.sqrt((x - forest_center_x)**2 + (y - forest_center_y)**2) if forest_dist < forest_radius: continue tree_type = random.choice(["tree_1", "tree_2", "tree_4"]) rot = random.uniform(0, 360) scale = random.uniform(0.9, 1.1) place_actor(nature[tree_type], x, y, 0, rot, (scale, scale, scale), f"Town_Tree_{i}") # Add some rocks scattered around num_rocks = int(15 * scale_factor) for i in range(num_rocks): angle = random.uniform(0, 2 * math.pi) distance = random.uniform(3000, 3000) * scale_factor x = town_center_x + distance * math.cos(angle) y = town_center_y + distance * math.sin(angle) rock_type = random.choice(["rock_1", "rock_2", "rock_3", "rock_4"]) rot = random.uniform(0, 360) scale = random.uniform(0.8, 1.5) place_actor(nature[rock_type], x, y, 0, rot, (scale, scale, scale), f"Rock_{i}") # Create gardens near houses houses = [ (town_center_x - 2000 * scale_factor, town_center_y - 1900 * scale_factor), # North_House_1 (town_center_x - 1300 * scale_factor, town_center_y - 2000 * scale_factor), # North_House_2 (town_center_x + 2400 * scale_factor, town_center_y + 1200 * scale_factor), # East_House_1 (town_center_x - 1200 * scale_factor, town_center_y + 1950 * scale_factor), # South_House_1 ] for idx, (house_x, house_y) in enumerate(houses): garden_x = house_x + random.uniform(200, 300) garden_y = house_y + random.uniform(200, 300) # Place flowers and plants in the garden plants_per_garden = int(5 * scale_factor) for j in range(plants_per_garden): plant_x = garden_x + random.uniform(-100, 100) plant_y = garden_y + random.uniform(-100, 100) plant_type = random.choice(["flowers_1", "flowers_2", "plant", "bush_1"]) rot = random.uniform(0, 360) place_actor(nature[plant_type], plant_x, plant_y, 0, rot, name=f"Garden_{idx}_Plant_{j}") #print("Nature elements added successfully") # STEP 3: CREATE FENCES #print("STEP 3: Building fences...") # Load fence assets fences = { "fence": load_asset("Fence"), "fence_1": load_asset("Fence_1"), "fence_2": load_asset("Fence_2"), "stone_fence": load_asset("Stone_fence") } # Define garden perimeters to fence gardens = [ { "center": (town_center_x - 1800 * scale_factor, town_center_y - 1900 * scale_factor), # North_House_1 "size": (30 * scale_factor, 30 * scale_factor), "fence_type": "fence", "name": "North_House_1_Garden" }, { "center": (town_center_x + 2400 * scale_factor, town_center_y + 1200 * scale_factor), # East_House_1 "size": (25 * scale_factor, 30 * scale_factor), "fence_type": "fence_1", "name": "East_House_1_Garden" }, { "center": (town_center_x + 1300 * scale_factor, town_center_y + 2200 * scale_factor), # South_LargeHouse "size": (35 * scale_factor, 35 * scale_factor), "fence_type": "fence_2", "name": "South_LargeHouse_Garden" } ] # For each garden, create a fence perimeter for garden in gardens: center_x, center_y = garden["center"] width, height = garden["size"] fence_type = garden["fence_type"] name_prefix = garden["name"] # Calculate the corner points of the garden half_width = width / 2 half_height = height / 2 corners = [ (center_x - half_width, center_y - half_height), # Bottom-left (center_x + half_width, center_y - half_height), # Bottom-right (center_x + half_width, center_y + half_height), # Top-right (center_x - half_width, center_y + half_height) # Top-left ] # Build the perimeter with continuous segments for i in range(4): start_point = corners[i] end_point = corners[(i + 1) % 4] # For each side, determine if we need a gate skip_indices = [] if i == 0: # Usually front of the garden has a gate skip_indices = [1] # Skip middle segment for a gate # Place continuous fence segments place_continuous_segments( fences[fence_type], start_point, end_point, 0, # z coordinate 90, # rotation offset (fences usually need to be rotated perpendicular to the line) (1.0, 1.0, 1.0), # scale f"{name_prefix}_Fence_{i}", skip_indices ) # Create a fence around the town center square town_square = { "center": (town_center_x, town_center_y), "size": (90 * scale_factor, 90 * scale_factor), "fence_type": "stone_fence", "name": "Town_Square" } center_x, center_y = town_square["center"] width, height = town_square["size"] fence_type = town_square["fence_type"] name_prefix = town_square["name"] # Calculate the corner points half_width = width / 2 half_height = height / 2 corners = [ (center_x - half_width, center_y - half_height), # Bottom-left (center_x + half_width, center_y - half_height), # Bottom-right (center_x + half_width, center_y + half_height), # Top-right (center_x - half_width, center_y + half_height) # Top-left ] # Build the perimeter with continuous segments and gates for i in range(4): start_point = corners[i] end_point = corners[(i + 1) % 4] # Create entrance gates on all sides skip_indices = [1] # Skip middle segment for a gate # Place continuous stone fence segments place_continuous_segments( fences[fence_type], start_point, end_point, 0, # z coordinate 90, # rotation offset (1.0, 1.0, 1.0), # scale f"{name_prefix}_Fence_{i}", skip_indices ) #print("Fences created successfully") # STEP 4: BUILD WALLS #print("STEP 4: Building walls...") # Load wall assets walls = { "wall_1": load_asset("Wall_1"), "wall_2": load_asset("Wall_2") } # Get wall dimensions for alternating walls wall1_width, _, _ = get_mesh_dimensions(walls["wall_1"]) wall2_width, _, _ = get_mesh_dimensions(walls["wall_2"]) # Define the town perimeter for walls - use the provided town width and height town_perimeter = { "center": (town_center_x, town_center_y), "size": (town_width, town_height), "name": "Town_Wall" } center_x, center_y = town_perimeter["center"] width, height = town_perimeter["size"] name_prefix = town_perimeter["name"] # Calculate the corner points half_width = (width / 2) - wall1_width half_height = (height / 2) - wall1_width corners = [ (center_x - half_width, center_y - half_height), # Bottom-left (center_x + half_width, center_y - half_height), # Bottom-right (center_x + half_width, center_y + half_height), # Top-right (center_x - half_width, center_y + half_height) # Top-left ] # Build the perimeter with continuous wall segments # For each side, first measure the total length and determine how many of each wall type to use for i in range(4): start_point = corners[i] end_point = corners[(i + 1) % 4] # Calculate side length start_x, start_y = start_point end_x, end_y = end_point side_length = math.sqrt((end_x - start_x)**2 + (end_y - start_y)**2) # Determine where to place gates - we'll place 1-2 gates on each side based on length # Calculate how many walls would fit on this side effective_wall1_length = wall1_width * 0.95 # Account for slight overlap num_wall1_segments = math.ceil(side_length / effective_wall1_length) # Identify gate positions - which segments to skip gate_skip_indices = [] if num_wall1_segments > 8: # Place two gates if the wall is long enough gate_skip_indices = [num_wall1_segments // 3, 2 * num_wall1_segments // 3] else: # Otherwise just one gate in the middle gate_skip_indices = [num_wall1_segments // 2] # Place the wall segments using primarily wall_1 with gates wall1_actors = place_continuous_segments( walls["wall_1"], start_point, end_point, 0, # z coordinate 0, # no rotation offset for walls (1.0, 1.0, 1.0), # scale f"{name_prefix}_Wall1_{i}", gate_skip_indices ) # For each gate position, place a tower for gate_idx in gate_skip_indices: t = gate_idx / num_wall1_segments pos_x = start_x + t * (end_x - start_x) pos_y = start_y + t * (end_y - start_y) # Calculate angle angle = math.degrees(math.atan2(end_y - start_y, end_x - start_x)) # Place tower at gate position tower = load_asset("Tower") if tower: place_actor(tower, pos_x, pos_y, 0, angle + 90, name=f"Gate_Tower_{i}_{gate_idx}") #print("Walls built successfully") # STEP 5: ADD FINAL DETAILS #print("STEP 5: Adding final details and props...") # Load remaining prop assets props = { "anvil": load_asset("Anvil"), "barrel": load_asset("Barrel"), "chest": load_asset("Chest"), "cauldron": load_asset("Cauldron"), "altar": load_asset("Altar"), "well": load_asset("Well"), "trolley": load_asset("Trolley"), "lamppost": load_asset("Lamppost"), "street_light": load_asset("street_light") } # Place a well in the town center place_actor(props["well"], town_center_x + 150 * scale_factor, town_center_y - 150 * scale_factor, 0, 0, name="Town_Center_Well") # Place streetlights around the town square square_size = 90 * scale_factor light_spacing = 30 * scale_factor for i in range(4): for j in range(3): if j == 1: # Skip middle to accommodate entrances continue # Calculate position along each side of the square if i == 0: # North side x = town_center_x - square_size/2 + j * light_spacing y = town_center_y - square_size/2 rot = 0 elif i == 1: # East side x = town_center_x + square_size/2 y = town_center_y - square_size/2 + j * light_spacing rot = 90 elif i == 2: # South side x = town_center_x + square_size/2 - j * light_spacing y = town_center_y + square_size/2 rot = 180 else: # West side x = town_center_x - square_size/2 y = town_center_y + square_size/2 - j * light_spacing rot = 270 light_type = "lamppost" if j % 2 == 0 else "street_light" place_actor(props[light_type], x, y, 0, rot, name=f"Square_Light_{i}_{j}") # Add props near the forge forge_x = town_center_x + 600 * scale_factor forge_y = town_center_y - 500 * scale_factor place_actor(props["anvil"], forge_x + 50 * scale_factor, forge_y - 80 * scale_factor, 0, 45, name="Forge_Anvil") place_actor(props["barrel"], forge_x - 70 * scale_factor, forge_y - 60 * scale_factor, 0, 0, name="Forge_Barrel") # Add barrels and chests around the tavern tavern_x = town_center_x + 700 * scale_factor tavern_y = town_center_y + 600 * scale_factor for i in range(3): x_offset = random.uniform(-150, 150) * scale_factor y_offset = random.uniform(-150, 150) * scale_factor rot = random.uniform(0, 360) place_actor(props["barrel"], tavern_x + x_offset, tavern_y + y_offset, 0, rot, name=f"Tavern_Barrel_{i}") place_actor(props["chest"], tavern_x - 100 * scale_factor, tavern_y + 120 * scale_factor, 0, 45, name="Tavern_Chest") # Add altar near the witch's house witch_house_x = town_center_x + 1800 * scale_factor witch_house_y = town_center_y + 1500 * scale_factor place_actor(props["altar"], witch_house_x + 150 * scale_factor, witch_house_y + 100 * scale_factor, 0, 215, name="Witch_Altar") place_actor(props["cauldron"], witch_house_x - 80 * scale_factor, witch_house_y + 120 * scale_factor, 0, 0, name="Witch_Cauldron") # Add a trolley near the mine mine_x = town_center_x - 2200 * scale_factor mine_y = town_center_y + 1800 * scale_factor place_actor(props["trolley"], mine_x + 150 * scale_factor, mine_y - 100 * scale_factor, 0, 45, name="Mine_Trolley") # Create a path connecting major locations with Tile assets tiles = { "tile_1": load_asset("Tile_1"), "tile_2": load_asset("Tile_2"), "tile_3": load_asset("Tile_3"), "tile_4": load_asset("Tile_4"), "tile_5": load_asset("Tile_5"), "tile_6": load_asset("Tile_6"), "tile_7": load_asset("Tile_7") } # Define major path points - scaled based on town size path_points = [ (town_center_x, town_center_y), # Town center (town_center_x + 700 * scale_factor, town_center_y + 600 * scale_factor), # Tavern (town_center_x + 600 * scale_factor, town_center_y - 500 * scale_factor), # Forge (town_center_x - 1000 * scale_factor, town_center_y - 1700 * scale_factor), # Tower (town_center_x + 1700 * scale_factor, town_center_y - 1200 * scale_factor), # Watermill (town_center_x - 1800 * scale_factor, town_center_y - 400 * scale_factor), # Woodmill (town_center_x - 2200 * scale_factor, town_center_y + 1800 * scale_factor), # Mine (town_center_x + 1800 * scale_factor, town_center_y + 1500 * scale_factor) # Witch house ] # Create paths between points for i in range(len(path_points) - 1): start_x, start_y = path_points[i] end_x, end_y = path_points[i + 1] # Calculate distance and direction dx = end_x - start_x dy = end_y - start_y distance = math.sqrt(dx*dx + dy*dy) # Tile spacing - scale by the town size tile_spacing = 100 * scale_factor num_tiles = int(distance / tile_spacing) # Place tiles along the path for j in range(num_tiles): t = j / num_tiles x = start_x + t * dx y = start_y + t * dy # Add some randomness to make the path look more natural offset_x = random.uniform(-20, 20) * scale_factor offset_y = random.uniform(-20, 20) * scale_factor # Random tile type tile_type = random.choice(["tile_1", "tile_2", "tile_3", "tile_4", "tile_5", "tile_6", "tile_7"]) rot = random.uniform(0, 360) place_actor(tiles[tile_type], x + offset_x, y + offset_y, 1, rot, name=f"Path_Tile_{i}_{j}") #print("Final details added successfully") #print(f"Fantasy town creation complete at ({town_center_x}, {town_center_y}) with size {town_width}x{town_height}!") return json.dumps({ "status": "success", "result": f"Successfully created fantasy town at ({town_center_x}, {town_center_y}) with size {town_width}x{town_height}." }) except Exception as e: return json.dumps({ "status": "error", "message": f"Error building town: {str(e)}" }) @staticmethod def execute_blueprint_function(blueprint_name, function_name, arguments = ""): """Execute a function in a Blueprint""" try: # Find the Blueprint asset blueprint_asset = unreal.find_asset(blueprint_name) if not blueprint_asset: return json.dumps({ "status": "error", "message" : f"Blueprint '{blueprint_name}' not found" }) # Get the blueprint class blueprint_class = unreal.load_class(blueprint_asset) if not blueprint_class: return json.dumps({ "status": "error", "message": f"Could not load class from Blueprint '{blueprint_name}'" }) # Get the CDO(Class Default Object) cdo = unreal.get_default_object(blueprint_class) # Parse arguments parsed_args = [] if arguments: for arg in arguments.split(','): arg = arg.strip() # Try to determine argument type if arg.lower() in ['true', 'false']: parsed_args.append(arg.lower() == 'true') elif arg.isdigit(): parsed_args.append(int(arg)) elif arg.replace('.', '', 1).isdigit(): parsed_args.append(float(arg)) else: parsed_args.append(arg) # Call the function result = getattr(cdo, function_name)(*parsed_args) return json.dumps({ "status": "success", "result" : f"Function '{function_name}' executed. Result: {result}" }) except Exception as e: return json.dumps({ "status": "error", "message": str(e) }) @staticmethod def execute_python(code): """Execute arbitrary Python code in Unreal Engine""" try: # decode and extract dict object #decoded = chunk.decode('utf-8', 'replace') #stripped = decoded.strip('\'"\n\r') replaced = code.replace('\\\\','\\').replace('\\"','"').replace("\\'","'").replace('f"\n', 'f"').replace('f\'\n', 'f\'').replace('\n"', '"').replace('\n\'', '\'') #response = json.loads(replaced) # save to file first #code_file = open('code.py', 'w') #code_file.write(code) #code_file.close() # read back #code_file = open('code.py', 'r') #code_text = code_file.read() #code_file.close() # check for syntax errors try: code_obj = compile(replaced, '<string>', 'exec') except SyntaxError as se: return json.dumps({ "status": "error", "message" : f"Syntax Error executing Python code: {str(se)}", "traceback" : traceback.format_exc() }) except Exception as ex: return json.dumps({ "status": "error", "message" : f"Error executing Python code: {str(ex)}", "traceback" : traceback.format_exc() }) try: # Create output capture file output_file = open('output.txt', 'w') error_file = open('error.txt', 'w') # Store original stdout and stderr original_stdout = sys.stdout original_stderr = sys.stderr # Redirect stdout and stderr sys.stdout = output_file sys.stderr = error_file # Create a local dictionary for execution locals_dict = { 'unreal': unreal, 'result': None } # Execute the compiled code exec(code_obj, globals(), locals_dict) except AttributeError as ae: return json.dumps({ "status": "error", "message" : f"Attribute Error in code: {str(ae)}", "traceback" : traceback.format_exc() }) except Exception as ee: return json.dumps({ "status": "error", "message" : f"Python exec() error: {str(ee)}", "traceback" : traceback.format_exc() }) finally: # close output output_file.close() error_file.close() # Restore original stdout and stderr sys.stdout = original_stdout sys.stderr = original_stderr # read output read_output = open('output.txt', 'r') result = read_output.read() read_output.close() # read errors read_error = open('error.txt', 'r') error_text = read_error.read() read_error.close() # Return the result if it was set if 'result' in locals_dict and locals_dict['result'] is not None: return json.dumps({ "status": "success", "result" : str(locals_dict['result']) }) elif error_text and len(error_text) > 0: return json.dumps({ "status": "error", "result": error_text }) elif not result: return json.dumps({ "status": "error", "result": "Python code did not execute Successfully. No result set." }) else: return json.dumps({ "status": "success", "result": str(result) }) except Exception as exc: # read error error_msg = str(exc) read_error = open('error.txt', 'r') if read_error: error_msg = read_error.read() read_error.close() return json.dumps({ "status": "error", "message" : f"Python exec() error: {error_msg}", "traceback" : traceback.format_exc() }) # Register the bridge as a global variable mcp_bridge = MCPUnrealBridge()
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ Example script that uses unreal.ActorIterator to iterate over all HoudiniAssetActors in the editor world, creates API wrappers for them, and logs all of their parameter tuples. """ import unreal def run(): # Get the API instance api = unreal.HoudiniPublicAPIBlueprintLib.get_api() # Get the editor world editor_subsystem = None world = None try: # In UE5 unreal.EditorLevelLibrary.get_editor_world is deprecated and # unreal.UnrealEditorSubsystem.get_editor_world is the replacement, # but unreal.UnrealEditorSubsystem does not exist in UE4 editor_subsystem = unreal.UnrealEditorSubsystem() except AttributeError: world = unreal.EditorLevelLibrary.get_editor_world() else: world = editor_subsystem.get_editor_world() # Iterate over all Houdini Asset Actors in the editor world for houdini_actor in unreal.ActorIterator(world, unreal.HoudiniAssetActor): if not houdini_actor: continue # Print the name and label of the actor actor_name = houdini_actor.get_name() actor_label = houdini_actor.get_actor_label() print(f'HDA Actor (Name, Label): {actor_name}, {actor_label}') # Wrap the Houdini asset actor with the API wrapper = unreal.HoudiniPublicAPIAssetWrapper.create_wrapper(world, houdini_actor) if not wrapper: continue # Get all parameter tuples of the HDA parameter_tuples = wrapper.get_parameter_tuples() if parameter_tuples is None: # The operation failed, log the error message error_message = wrapper.get_last_error_message() if error_message is not None: print(error_message) continue print(f'# Parameter Tuples: {len(parameter_tuples)}') for name, data in parameter_tuples.items(): print(f'\tParameter Tuple Name: {name}') type_name = None values = None if data.bool_values: type_name = 'Bool' values = '; '.join(('1' if v else '0' for v in data.bool_values)) elif data.float_values: type_name = 'Float' values = '; '.join((f'{v:.4f}' for v in data.float_values)) elif data.int32_values: type_name = 'Int32' values = '; '.join((f'{v:d}' for v in data.int32_values)) elif data.string_values: type_name = 'String' values = '; '.join(data.string_values) if not type_name: print('\t\tEmpty') else: print(f'\t\t{type_name} Values: {values}') if __name__ == '__main__': run()
import sys class Colors: HEADER = '\033[95m' OKBLUE = '\033[94m' OKCYAN = '\033[96m' OKGREEN = '\033[92m' WARNING = '\033[93m' FAIL = '\033[91m' ENDC = '\033[0m' BOLD = '\033[1m' UNDERLINE = '\033[4m' def __print_unreal__(message, color=None): import unreal if color == Colors.WARNING: unreal.log_warning(message) elif color == Colors.FAIL: unreal.log_error(message) else: unreal.log(message) def __print_console__(message, color=None): if color: print(color + message + Colors.ENDC) else: print(message) if "unreal" in sys.modules: print_message = __print_unreal__ else: print_message = __print_console__ def log(message): print_message(message) def success(message): print_message(message, Colors.OKGREEN) def warn(message): print_message(message, Colors.WARNING) def error(message): print_message(message, Colors.FAIL)
import os import random import numpy as np from PIL import Image import unreal import unreal_engine.utils as utils def _generate_random_texture(size, path): noise = np.random.rand(size, size, 3) * 255 image = np.array(noise, dtype=np.uint8) img = Image.fromarray(image, 'RGB') img.save(path) def _create_material_with_texture(texture_path, material_name): asset_tools = unreal.AssetToolsHelpers.get_asset_tools() assetImportData = unreal.AutomatedAssetImportData() material_asset_path = f"/project/{material_name}" assetImportData.destination_path = material_asset_path assetImportData.filenames = [texture_path] assetImportData.replace_existing = True imported_assets = asset_tools.import_assets_automated(assetImportData) texture_asset_path = imported_assets[0].get_path_name() texture = unreal.EditorAssetLibrary.load_asset(texture_asset_path) texture.filter = unreal.TextureFilter.TF_NEAREST unreal.EditorAssetLibrary.save_asset(texture_asset_path) unreal.EditorLoadingAndSavingUtils.reload_packages([texture.get_package()]) # Create a new material asset material_factory = unreal.MaterialFactoryNew() material_asset = asset_tools.create_asset(material_name, material_asset_path, unreal.Material, material_factory) # Get the material graph # material = unreal.MaterialEditingLibrary.get_material_graph(material_asset) material = material_asset # Create a TextureSample node texture_node = unreal.MaterialEditingLibrary.create_material_expression(material, unreal.MaterialExpressionTextureSample, -200, 0) texture_node.texture = texture # Connect the texture sample to the material's base color unreal.MaterialEditingLibrary.connect_material_property(texture_node, 'RGBA', unreal.MaterialProperty.MP_BASE_COLOR) # Compile the material unreal.MaterialEditingLibrary.recompile_material(material) return material_asset.get_path_name() class RandomBackground(): _num_instances = 0 def __init__(self, material_path, location, rotation, scale): mesh_asset = unreal.EditorAssetLibrary.load_asset('/project/') self.actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.StaticMeshActor, location, rotation) self.actor.static_mesh_component.set_static_mesh(mesh_asset) self.actor.set_actor_scale3d(scale) material = unreal.EditorAssetLibrary.load_asset(material_path) self.actor.static_mesh_component.set_material(0, material) @classmethod def random(cls): abs_path = os.environ["abs_path"] abs_path_cubemap = os.path.join(abs_path, 'temp/') img_path = os.path.join(abs_path_cubemap, f'noise_texture_{cls._num_instances}.png') size = random.randint(4,12) _generate_random_texture(size, img_path) material_path = _create_material_with_texture(img_path, f'NoiseMaterial_{cls._num_instances}') location = unreal.Vector(0, -50, 200) # XYZ coordinates rotation = unreal.Rotator(0, 90, -90) # Pitch, Yaw, Roll scale = unreal.Vector(4, 4, 4) # Uniform scaling cls._num_instances += 1 return cls(material_path, location, rotation, scale) def add_key_transform(self, t, loc, rot): assert self.binding, "Not in a level sequencer" utils.add_key_transform(self.binding, t, loc, rot) def add_to_level_sequencer(self, level_sequencer): self.binding = level_sequencer.add_possessable(self.actor) visibility_section = self.binding.add_track(unreal.MovieSceneVisibilityTrack).add_section() visibility_section.set_start_frame_bounded(0) visibility_section.set_end_frame_bounded(0) def add_key_visibility(self, t, toggle): frame = unreal.FrameNumber(value=t) track = self.binding.find_tracks_by_exact_type(unreal.MovieSceneVisibilityTrack)[0] section = track.get_sections()[0] channel = section.get_all_channels()[0] channel.add_key(frame, toggle)
import unreal print("=== CHECKING LEVEL CONTENTS ===") try: # Load the test level print("Loading TestLevel...") level_loaded = unreal.EditorLevelLibrary.load_level('/project/') if level_loaded: print("✓ TestLevel loaded successfully") # Get all actors in the level actors = unreal.EditorLevelLibrary.get_all_level_actors() print(f"Found {len(actors)} actors in the level:") character_found = False for actor in actors: actor_name = actor.get_name() actor_class = actor.get_class().get_name() print(f" - {actor_name} (Class: {actor_class})") if "Warrior" in actor_class or "Character" in actor_class: character_found = True print(f" ✓ Found character actor!") if not character_found: print("✗ No character actor found in level") print("Attempting to place character...") # Try to spawn the character try: character_bp = unreal.EditorAssetLibrary.load_asset('/project/') if character_bp: character_class = character_bp.get_blueprint_generated_class() if character_class: # Spawn at origin character_actor = unreal.EditorLevelLibrary.spawn_actor_from_class( character_class, unreal.Vector(0, 0, 100), unreal.Rotator(0, 0, 0) ) if character_actor: print("✓ Character spawned successfully!") unreal.EditorLevelLibrary.save_current_level() print("✓ Level saved with character") else: print("✗ Failed to spawn character") else: print("✗ Could not get character Blueprint class") else: print("✗ Could not load character Blueprint") except Exception as e: print(f"✗ Error spawning character: {e}") else: print("✓ Character already present in level") else: print("✗ Failed to load TestLevel") except Exception as e: print(f"✗ ERROR: {e}") import traceback traceback.print_exc() print("Exiting...") unreal.SystemLibrary.execute_console_command(None, "exit")
# -*- coding: utf-8 -*- """Load camera from FBX.""" import unreal from unreal import ( EditorAssetLibrary, EditorLevelLibrary ) from ayon_core.pipeline import AYON_CONTAINER_ID from ayon_unreal.api import plugin from ayon_unreal.api.pipeline import ( generate_master_level_sequence, set_sequence_hierarchy, create_container, imprint, format_asset_directory, AYON_ROOT_DIR, get_top_hierarchy_folder, generate_hierarchy_path, remove_map_and_sequence ) class CameraLoader(plugin.Loader): """Load Unreal StaticMesh from FBX""" product_types = {"camera"} label = "Load Camera" representations = {"fbx"} icon = "cube" color = "orange" loaded_asset_dir = "{folder[path]}/{product[name]}_{version[version]}" loaded_asset_name = "{folder[name]}_{product[name]}_{version[version]}_{representation[name]}" # noqa @classmethod def apply_settings(cls, project_settings): super(CameraLoader, cls).apply_settings( project_settings ) cls.loaded_asset_dir = ( project_settings["unreal"] ["import_settings"] ["loaded_asset_dir"] ) cls.loaded_asset_name = ( project_settings["unreal"] ["import_settings"] ["loaded_asset_name"] ) def _import_camera( self, world, sequence, bindings, import_fbx_settings, import_filename ): ue_version = unreal.SystemLibrary.get_engine_version().split('.') ue_major = int(ue_version[0]) ue_minor = int(ue_version[1]) if ue_major == 4 and ue_minor <= 26: unreal.SequencerTools.import_fbx( world, sequence, bindings, import_fbx_settings, import_filename ) elif (ue_major == 4 and ue_minor >= 27) or ue_major == 5: unreal.SequencerTools.import_level_sequence_fbx( world, sequence, bindings, import_fbx_settings, import_filename ) else: raise NotImplementedError( f"Unreal version {ue_major} not supported") def imprint( self, folder_path, asset_dir, container_name, asset_name, representation, folder_name, product_type, folder_entity, project_name ): data = { "schema": "ayon:container-2.0", "id": AYON_CONTAINER_ID, "folder_path": folder_path, "namespace": asset_dir, "container_name": container_name, "asset_name": asset_name, "loader": str(self.__class__.__name__), "representation": representation["id"], "parent": representation["versionId"], "product_type": product_type, # TODO these should be probably removed "asset": folder_name, "family": product_type, "frameStart": folder_entity["attrib"]["frameStart"], "frameEnd": folder_entity["attrib"]["frameEnd"], "project_name": project_name } imprint(f"{asset_dir}/{container_name}", data) def _create_map_camera(self, context, path, tools, hierarchy_dir, master_dir_name, asset_dir, asset_name): cam_seq, master_level, level, sequences, frame_ranges = ( generate_master_level_sequence( tools, asset_dir, asset_name, hierarchy_dir, master_dir_name, suffix="camera") ) folder_entity = context["folder"] folder_attributes = folder_entity["attrib"] clip_in = folder_attributes.get("clipIn") clip_out = folder_attributes.get("clipOut") cam_seq.set_display_rate( unreal.FrameRate(folder_attributes.get("fps"), 1.0)) cam_seq.set_playback_start(clip_in) cam_seq.set_playback_end(clip_out + 1) set_sequence_hierarchy( sequences[-1], cam_seq, frame_ranges[-1][1], clip_in, clip_out, [level]) settings = unreal.MovieSceneUserImportFBXSettings() settings.set_editor_property('reduce_keys', False) if cam_seq: self._import_camera( EditorLevelLibrary.get_editor_world(), cam_seq, cam_seq.get_bindings(), settings, path ) camera_actors = unreal.GameplayStatics().get_all_actors_of_class( EditorLevelLibrary.get_editor_world(), unreal.CameraActor) unreal.log(f"Spawning camera: {asset_name}") for actor in camera_actors: actor.set_actor_label(asset_name) # Set range of all sections # Changing the range of the section is not enough. We need to change # the frame of all the keys in the section. for possessable in cam_seq.get_possessables(): for tracks in possessable.get_tracks(): for section in tracks.get_sections(): section.set_range(clip_in, clip_out + 1) for channel in section.get_all_channels(): for key in channel.get_keys(): old_time = key.get_time().get_editor_property( 'frame_number') old_time_value = old_time.get_editor_property( 'value') new_time = old_time_value + ( clip_in - folder_attributes.get('frameStart') ) key.set_time(unreal.FrameNumber(value=new_time)) return master_level def load(self, context, name, namespace, options): """ Load and containerise representation into Content Browser. This is two step process. First, import FBX to temporary path and then call `containerise()` on it - this moves all content to new directory and then it will create AssetContainer there and imprint it with metadata. This will mark this path as container. Args: context (dict): application context name (str): Product name namespace (str): in Unreal this is basically path to container. This is not passed here, so namespace is set by `containerise()` because only then we know real path. data (dict): Those would be data to be imprinted. This is not used now, data are imprinted by `containerise()`. Returns: list(str): list of container content """ # Create directory for asset and Ayon container folder_entity = context["folder"] folder_path = folder_entity["path"] folder_name = folder_entity["name"] asset_root, asset_name = format_asset_directory( context, self.loaded_asset_dir, self.loaded_asset_name) master_dir_name = get_top_hierarchy_folder(asset_root) tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, hierarchy_dir, container_name, _ = ( generate_hierarchy_path( name, folder_name, asset_root, master_dir_name ) ) path = self.filepath_from_context(context) master_level = self._create_map_camera( context, path, tools, hierarchy_dir, master_dir_name, asset_dir, asset_name ) # Create Asset Container if not unreal.EditorAssetLibrary.does_asset_exist( f"{asset_dir}/{container_name}" ): create_container( container=container_name, path=asset_dir) self.imprint( folder_path, asset_dir, container_name, asset_name, context["representation"], folder_name, context["product"]["productType"], folder_entity, context["project"]["name"] ) EditorLevelLibrary.save_all_dirty_levels() EditorLevelLibrary.load_level(master_level) # Save all assets in the hierarchy asset_content = EditorAssetLibrary.list_assets( hierarchy_dir, recursive=True, include_folder=False ) for a in asset_content: EditorAssetLibrary.save_asset(a) return asset_content def update(self, container, context): # Create directory for asset and Ayon container folder_entity = context["folder"] folder_path = folder_entity["path"] asset_root, asset_name = format_asset_directory( context, self.loaded_asset_dir, self.loaded_asset_name) master_dir_name = get_top_hierarchy_folder(asset_root) hierarchy_dir = f"{AYON_ROOT_DIR}/{master_dir_name}" suffix = "_CON" tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( asset_root, suffix="") container_name += suffix master_level = None if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): EditorAssetLibrary.make_directory(asset_dir) path = self.filepath_from_context(context) master_level = self._create_map_camera( context, path, tools, hierarchy_dir, master_dir_name, asset_dir, asset_name ) # Create Asset Container if not unreal.EditorAssetLibrary.does_asset_exist( f"{asset_dir}/{container_name}" ): create_container( container=container_name, path=asset_dir) self.imprint( folder_path, asset_dir, container_name, asset_name, context["representation"], folder_entity["name"], context["product"]["productType"], folder_entity, context["project"]["name"] ) EditorLevelLibrary.save_all_dirty_levels() EditorLevelLibrary.load_level(master_level) # Save all assets in the hierarchy asset_content = EditorAssetLibrary.list_assets( hierarchy_dir, recursive=True, include_folder=False ) for a in asset_content: EditorAssetLibrary.save_asset(a) def switch(self, container, context): self.update(container, context) def remove(self, container): remove_map_and_sequence(container)
import unreal from ueGear.controlrig.paths import CONTROL_RIG_FUNCTION_PATH from ueGear.controlrig.components import base_component from ueGear.controlrig.helpers import controls class Component(base_component.UEComponent): name = "test_FK" mgear_component = "EPIC_control_01" def __init__(self): super().__init__() self.functions = {'construction_functions': ['construct_FK_singleton'], 'forward_functions': ['forward_FK_singleton'], 'backwards_functions': ['backwards_FK_singleton'], } 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 = [] # ---- TESTING self.bones = [] def create_functions(self, controller: unreal.RigVMController): 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: # Checks to see if the Epic control has a backwards reference joint, as this will be used to populate # the backwards solve so the control follows a specific bone. This bone is not a bone that was generated # by the creation of the control, which is why it is a reference. if "backwards_ref_jnt" in self.metadata.settings.keys(): if (self.metadata.settings["backwards_ref_jnt"] == "" or self.metadata.settings["backwards_ref_jnt"] is None): continue else: 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 construct_func = base_component.get_construction_node(self, f"{self.name}_construct_FK_singleton") if construct_func is None: unreal.log_error(" Create Functions Error - Cannot find construct singleton node") controller.set_pin_default_value(construct_func.get_name() + '.control_name', self.metadata.controls[0], False) # self._fit_comment(controller) def populate_bones(self, bones: list[unreal.RigBoneElement] = None, controller: unreal.RigVMController = None): """ Generates the Bone array node that will be utilised by control rig to drive the component """ if bones is None or len(bones) > 1: unreal.log_warning(f"[populate_bones] {self.name}: No bone provided") return if controller is None: unreal.log_error(f"{self.name}: No controller provided") return bone_name = bones[0].key.name if bone_name == "": unreal.log_error(f"[populate_bones] Bone name cannot be empty:{bones}") return # Populates the joint pin for evaluation_path in self.nodes.keys(): for function_node in self.nodes[evaluation_path]: success = controller.set_pin_default_value(f'{function_node.get_name()}.joint', f'(Type=Bone,Name="{bone_name}")', True) if not success: unreal.log_error(f"[populate_bones] Setting Pin failed:{function_node.get_name()}.joint << {bone_name}") 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. """ control_name = self.metadata.controls[0] control_transform = self.metadata.control_transforms[control_name] const_func = self.nodes['construction_functions'][0].get_name() quat = control_transform.rotation pos = control_transform.translation controller.set_pin_default_value(f"{const_func}.control_world_transform", 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) self.populate_control_shape_orientation(controller) self.populate_control_scale(controller) self.populate_control_colour(controller) def populate_control_shape_orientation(self, controller: unreal.RigVMController = None): """Populates the control's shapes orientation""" for cr_func in self.functions["construction_functions"]: construction_node = f"{self.name}_{cr_func}" ue_cr_node = controller.get_graph().find_node_by_name(construction_node) controller.set_pin_default_value(f'{construction_node}.control_orientation.X', '90.000000', False) def populate_control_scale(self, controller: unreal.RigVMController): """Calculates the size of the control from the Bounding Box""" for cr_func in self.functions["construction_functions"]: construction_node = f"{self.name}_{cr_func}" control_name = self.metadata.controls[0] aabb = self.metadata.controls_aabb[control_name] reduce_ratio = 6.0 unreal_size = [round(element / reduce_ratio, 4) for element in aabb[1]] for axis, value in zip(["X", "Y", "Z", ], unreal_size): # an ugly way to ensure that the bounding box is not 100% flat, # causing the control to be scaled flat on Z if axis == "Z" and value <= 1.0: value = unreal_size[0] controller.set_pin_default_value( f'{construction_node}.control_size.{axis}', str(value), False) def populate_control_colour(self, controller): cr_func = self.functions["construction_functions"][0] construction_node = f"{self.name}_{cr_func}" control_name = self.metadata.controls[0] colour = self.metadata.controls_colour[control_name] default_value = f"(R={colour[0]}, G={colour[1]}, B={colour[2]}, A=1.0)" # Populates and resizes the pin in one go controller.set_pin_default_value( f'{construction_node}.control_colour', f"{default_value}", True, setup_undo_redo=True, merge_undo_action=True) class ManualComponent(Component): name = "Manual_FK_Singleton" def __init__(self): super().__init__() self.functions = {'construction_functions': ['manual_construct_FK_singleton'], 'forward_functions': ['forward_FK_singleton'], 'backwards_functions': ['backwards_FK_singleton'], } self.is_manual = True self.root_control_children = ["ctl"] def create_functions(self, controller: unreal.RigVMController): if controller is None: return # calls the super method and creates the comment block base_component.UEComponent.create_functions(self, 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 if evaluation_path == 'backwards_functions' and self.metadata.joints is None: if self.metadata.settings is None: continue # Checks to see if the Epic control has a backwards reference joint, as this will be used to populate # the backwards solve so the control follows a specific bone. This bone is not a bone that was generated # by the creation of the control, which is why it is a reference. if "backwards_ref_jnt" in self.metadata.settings.keys(): if (self.metadata.settings["backwards_ref_jnt"] == "" or self.metadata.settings["backwards_ref_jnt"] is None): continue else: 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) def generate_manual_controls(self, hierarchy_controller): """Creates all the manual controls in the designated structure""" for control_name in self.metadata.controls: new_control = controls.CR_Control(name=control_name) role = self.metadata.controls_role[control_name] # 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 new_control.shape_name = "RoundedSquare_Thick" # 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]) # Stores the control by role, for loopup purposes later self.control_by_role[role] = new_control def populate_control_transforms(self, controller: unreal.RigVMController = None): construction_func_name = self.nodes["construction_functions"][0].get_name() controls = [] for role_key in self.control_by_role.keys(): control = self.control_by_role[role_key] controls.append(control) def update_input_plug(plug_name, control_list): """ Simple helper function making the plug population reusable for ik and fk """ 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}")' controller.set_pin_default_value( f'{construction_func_name}.{plug_name}', f"{entry}", True, setup_undo_redo=True, merge_undo_action=True) update_input_plug("control", controls) def init_input_data(self, controller: unreal.RigVMController): """Overloading the input of nodes, as a post process. This can be a handy function when needing to perform a minor adjustment.""" # Looks to see if the Epic_Control requires a backwards reference joint, if one has been populated and no # current joint exists for the component, then we populate the joint and the control. backwards_nodes = self.nodes['backwards_functions'] if backwards_nodes and "backwards_ref_jnt" in self.metadata.settings.keys(): backwards_node_name = backwards_nodes[0].get_name() ref_joint = self.metadata.settings["backwards_ref_jnt"] if ref_joint is None or ref_joint == "": return control_name = self.control_by_role["ctl"].rig_key.name controller.set_pin_default_value( f'{backwards_node_name}.joint', f'(Type=Bone,Name="{ref_joint}")', True, setup_undo_redo=True, merge_undo_action=True) controller.set_pin_default_value( f'{backwards_node_name}.control', f'(Type=Control,Name="{control_name}")', True, setup_undo_redo=True, merge_undo_action=True)
# coding: utf-8 import unreal import argparse print("VRM4U python begin") print (__file__) parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") args = parser.parse_args() print(args.vrm) #print(dummy[3]) humanoidBoneList = [ "hips", "leftUpperLeg", "rightUpperLeg", "leftLowerLeg", "rightLowerLeg", "leftFoot", "rightFoot", "spine", "chest", "upperChest", # 9 optional "neck", "head", "leftShoulder", "rightShoulder", "leftUpperArm", "rightUpperArm", "leftLowerArm", "rightLowerArm", "leftHand", "rightHand", "leftToes", "rightToes", "leftEye", "rightEye", "jaw", "leftThumbProximal", # 24 "leftThumbIntermediate", "leftThumbDistal", "leftIndexProximal", "leftIndexIntermediate", "leftIndexDistal", "leftMiddleProximal", "leftMiddleIntermediate", "leftMiddleDistal", "leftRingProximal", "leftRingIntermediate", "leftRingDistal", "leftLittleProximal", "leftLittleIntermediate", "leftLittleDistal", "rightThumbProximal", "rightThumbIntermediate", "rightThumbDistal", "rightIndexProximal", "rightIndexIntermediate", "rightIndexDistal", "rightMiddleProximal", "rightMiddleIntermediate", "rightMiddleDistal", "rightRingProximal", "rightRingIntermediate", "rightRingDistal", "rightLittleProximal", "rightLittleIntermediate", "rightLittleDistal", #54 ] humanoidBoneParentList = [ "", #"hips", "hips",#"leftUpperLeg", "hips",#"rightUpperLeg", "leftUpperLeg",#"leftLowerLeg", "rightUpperLeg",#"rightLowerLeg", "leftLowerLeg",#"leftFoot", "rightLowerLeg",#"rightFoot", "hips",#"spine", "spine",#"chest", "chest",#"upperChest" 9 optional "chest",#"neck", "neck",#"head", "chest",#"leftShoulder", # <-- upper.. "chest",#"rightShoulder", "leftShoulder",#"leftUpperArm", "rightShoulder",#"rightUpperArm", "leftUpperArm",#"leftLowerArm", "rightUpperArm",#"rightLowerArm", "leftLowerArm",#"leftHand", "rightLowerArm",#"rightHand", "leftFoot",#"leftToes", "rightFoot",#"rightToes", "head",#"leftEye", "head",#"rightEye", "head",#"jaw", "leftHand",#"leftThumbProximal", "leftThumbProximal",#"leftThumbIntermediate", "leftThumbIntermediate",#"leftThumbDistal", "leftHand",#"leftIndexProximal", "leftIndexProximal",#"leftIndexIntermediate", "leftIndexIntermediate",#"leftIndexDistal", "leftHand",#"leftMiddleProximal", "leftMiddleProximal",#"leftMiddleIntermediate", "leftMiddleIntermediate",#"leftMiddleDistal", "leftHand",#"leftRingProximal", "leftRingProximal",#"leftRingIntermediate", "leftRingIntermediate",#"leftRingDistal", "leftHand",#"leftLittleProximal", "leftLittleProximal",#"leftLittleIntermediate", "leftLittleIntermediate",#"leftLittleDistal", "rightHand",#"rightThumbProximal", "rightThumbProximal",#"rightThumbIntermediate", "rightThumbIntermediate",#"rightThumbDistal", "rightHand",#"rightIndexProximal", "rightIndexProximal",#"rightIndexIntermediate", "rightIndexIntermediate",#"rightIndexDistal", "rightHand",#"rightMiddleProximal", "rightMiddleProximal",#"rightMiddleIntermediate", "rightMiddleIntermediate",#"rightMiddleDistal", "rightHand",#"rightRingProximal", "rightRingProximal",#"rightRingIntermediate", "rightRingIntermediate",#"rightRingDistal", "rightHand",#"rightLittleProximal", "rightLittleProximal",#"rightLittleIntermediate", "rightLittleIntermediate",#"rightLittleDistal", ] for i in range(len(humanoidBoneList)): humanoidBoneList[i] = humanoidBoneList[i].lower() for i in range(len(humanoidBoneParentList)): humanoidBoneParentList[i] = humanoidBoneParentList[i].lower() ###### reg = unreal.AssetRegistryHelpers.get_asset_registry(); ## meta 取得 a = reg.get_all_assets(); for aa in a: if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object print(vv) meta = vv ## rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r #rig = rigs[10] h_mod = rig.get_hierarchy_modifier() #elements = h_mod.get_selection() #sk = rig.get_preview_mesh() #k = sk.skeleton #print(k) ### 全ての骨 modelBoneListAll = [] modelBoneNameList = [] for e in reversed(h_mod.get_elements()): if (e.type != unreal.RigElementType.BONE): h_mod.remove_element(e) name_to_control = {"dummy_for_table" : None} gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [0.2, 0.2, 0.2]) for e in h_mod.get_elements(): print(e.name) if (e.type != unreal.RigElementType.BONE): continue bone = h_mod.get_bone(e) parentName = "{}".format(bone.get_editor_property('parent_name')) #print("parent==") #print(parentName) cur_parentName = parentName + "_c" name_s = "{}".format(e.name) + "_s" name_c = "{}".format(e.name) + "_c" space = h_mod.add_space(name_s, parent_name=cur_parentName, space_type=unreal.RigSpaceType.CONTROL) control = h_mod.add_control(name_c, space_name=space.name, gizmo_color=[0.1, 0.1, 1.0, 1.0], ) h_mod.set_initial_global_transform(space, h_mod.get_global_transform(e)) cc = h_mod.get_control(control) cc.set_editor_property('gizmo_transform', gizmo_trans) #cc.set_editor_property('control_type', unreal.RigControlType.ROTATOR) h_mod.set_control(cc) name_to_control[name_c] = cc c = None try: i = list(name_to_control.keys()).index(cur_parentName) except: i = -1 if (i >= 0): c = name_to_control[cur_parentName] if (cc != None): if ("{}".format(e.name) in meta.humanoid_bone_table.values() ): cc.set_editor_property('gizmo_color', unreal.LinearColor(0.1, 0.1, 1.0, 1.0)) h_mod.set_control(cc) else: cc.set_editor_property('gizmo_color', unreal.LinearColor(1.0, 0.1, 0.1, 1.0)) h_mod.set_control(cc) c = rig.controller g = c.get_graph() n = g.get_nodes() # 配列ノード追加 collectionItem_forControl:unreal.RigVMStructNode = None collectionItem_forBone:unreal.RigVMStructNode = None for node in n: if (node.get_node_title() == 'Items'): #print(node.get_node_title()) #node = unreal.RigUnit_CollectionItems.cast(node) pin = node.find_pin('Items') print(pin.get_array_size()) print(pin.get_default_value()) if (pin.get_array_size() < 40): continue if 'Type=Control' in pin.get_default_value(): collectionItem_forControl = node if 'Type=Bone' in pin.get_default_value(): collectionItem_forBone = node #nn = unreal.EditorFilterLibrary.by_class(n,unreal.RigUnit_CollectionItems.static_class()) # controller array if (collectionItem_forControl == None): collectionItem_forControl = c.add_struct_node(unreal.RigUnit_CollectionItems.static_struct(), method_name='Execute') items_forControl = collectionItem_forControl.find_pin('Items') c.clear_array_pin(items_forControl.get_pin_path()) if (collectionItem_forBone != None): items_forBone = collectionItem_forBone.find_pin('Items') c.clear_array_pin(items_forBone.get_pin_path()) for bone_h in meta.humanoid_bone_table: bone_m = meta.humanoid_bone_table[bone_h] try: i = humanoidBoneList.index(bone_h.lower()) except: i = -1 if (i >= 0): tmp = '(Type=Bone,Name=' tmp += "{}".format(bone_m).lower() tmp += ')' c.add_array_pin(items_forBone.get_pin_path(), default_value=tmp) for e in h_mod.get_elements(): print(e.name) if (e.type == unreal.RigElementType.CONTROL): tmp = '(Type=Control,Name=' tmp += "{}".format(e.name) tmp += ')' c.add_array_pin(items_forControl.get_pin_path(), default_value=tmp)
import unreal from mca.ue import pyunreal as pue class AssetDefinitions: def __init__(self, *args, **kwargs): self._dict = {unreal.SkeletalMesh: pue.PySkelMesh} def __getattr__(self, name): def func(*args, **kwargs): resp = {unreal.SkeletalMesh: pue.PySkelMesh}[args[0]] # Decide which responder to use (example) return kwargs.get(name, None) # Call the function on the responder return func df = AssetDefinitions() jkl = df.getattr(unreal.SkeletalMesh) print(jkl) defi = AssetDefinitions() get_attr = defi.func(unreal.SkeletalMesh) _dict = {unreal.SkeletalMesh: pue.PySkelMesh} print(_dict.get(unreal.SkeletalMesh)) class RandomResponder(object): choices = [A, B, C] @classmethod def which(cls): return random.choice(cls.choices) def __getattr__(self, attr): return getattr(self.which(), attr) import random class RandomResponder(object): choices = [unreal.SkeletalMesh] @classmethod def which(cls): return random.choice(cls.choices) def __getattr__(self, attr): # we define a function that actually gets called # which takes up the first positional argument, # the rest are left to args and kwargs def doCall(which, *args, **kwargs): # get the attribute of the appropriate one, call with passed args return getattr(self.choices[which], attr)(*args, **kwargs) return doCall df = RandomResponder.which() print(df)
# 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()
# unreal.EditorLevelLibrary # https://api.unrealengine.com/project/.html # unreal.GameplayStatics # https://api.unrealengine.com/project/.html # unreal.Actor # https://api.unrealengine.com/project/.html import unreal import PythonHelpers # use_selection: bool : True if you want to get only the selected actors # actor_class: class unreal.Actor : The class used to filter the actors. Can be None if you do not want to use this filter # actor_tag: str : The tag used to filter the actors. Can be None if you do not want to use this filter # world: obj unreal.World : The world you want to get the actors from. If None, will get the actors from the currently open world. # return: obj List unreal.Actor : The actors def getAllActors(use_selection=False, actor_class=None, actor_tag=None, world=None): world = world if world is not None else unreal.EditorLevelLibrary.get_editor_world() # Make sure to have a valid world if use_selection: selected_actors = getSelectedActors() class_actors = selected_actors if actor_class: class_actors = [x for x in selected_actors if PythonHelpers.cast(x, actor_class)] tag_actors = class_actors if actor_tag: tag_actors = [x for x in selected_actors if x.actor_has_tag(actor_tag)] return [x for x in tag_actors] elif actor_class: actors = unreal.GameplayStatics.get_all_actors_of_class(world, actor_class) tag_actors = actors if actor_tag: tag_actors = [x for x in actors if x.actor_has_tag(actor_tag)] return [x for x in tag_actors] elif actor_tag: tag_actors = unreal.GameplayStatics.get_all_actors_with_tag(world, actor_tag) return [x for x in tag_actors] else: actors = unreal.GameplayStatics.get_all_actors_of_class(world, unreal.Actor) return [x for x in actors] # path: str : Blueprint class path # actor_location: obj unreal.Vector : The actor location # actor_rotation: obj unreal.Rotator : The actor rotation # actor_location: obj unreal.Vector : The actor scale # world: obj unreal.World : The world in which you want to spawn the actor. If None, will spawn in the currently open world. # properties: dict : The properties you want to set before the actor is spawned. These properties will be taken into account in the Construction Script # return: obj unreal.Actor : The spawned actor def spawnBlueprintActor(path='', actor_location=None, actor_rotation=None, actor_scale=None, world=None, properties={}): actor_class = unreal.EditorAssetLibrary.load_blueprint_class(path) actor_transform = unreal.Transform(actor_location, actor_rotation, actor_scale) world = world if world is not None else unreal.EditorLevelLibrary.get_editor_world() # Make sure to have a valid world # Begin Spawn actor = unreal.GameplayStatics.begin_spawning_actor_from_class(world_context_object=world, actor_class=actor_class, spawn_transform=actor_transform, no_collision_fail=True) # Edit Properties for x in properties: actor.set_editor_property(x, properties[x]) # Complete Spawn unreal.GameplayStatics.finish_spawning_actor(actor=actor, spawn_transform=actor_transform) return actor # return: obj List unreal.Actor : The selected actors in the world def getSelectedActors(): return unreal.EditorLevelLibrary.get_selected_level_actors() # Note: Will always clear the selection before selecting. # actors_to_select: obj List unreal.Actor : The actors to select. def selectActors(actors_to_select=[]): unreal.EditorLevelLibrary.set_selected_level_actors(actors_to_select)
""" # Unreal Import * Description: Import functions for assets into unreal. * Notes: Most import option values are currently hard-coded but could easily be hooked up to UI. * UE Path types: !Seriously, why does UE have so many path types? Display Name & Asset Name = AssetName Path Name & Object Path = /project/.AssetName Package Path = /project/ Package Name = /project/ """ import collections from dataclasses import dataclass from functools import partial from typing import cast from typing import Optional from typing import TypeVar from pathlib import Path import unreal from lucid.unreal import short ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Import options and task fat structs ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' class ImportAssetOptions(object): """Lucid import options - The import settings used when importing an asset into the engine. An ImportAssetOptions is a component of 'ImportTaskOptions' and used to define the asset type specific attributes on import. """ @dataclass class ImportSMOptions(ImportAssetOptions): """Lucid Options object used to define how a static mesh will be imported into the engine. """ loc: unreal.Vector = (0.0, 0.0, 0.0) rot: unreal.Rotator = (0.0, 0.0, 0.0) scale: float = 1.0 merge: bool = True remove_degenerates: bool = False generate_lightmaps: bool = True auto_gen_collisions: bool = True normal_gen_method: short.fbx_normal_gen_method = short.fbx_normal_mikk_t_space normal_import_method: short.fbx_normal_imp_method = short.fbx_import_normals_tangents one_convex_hull: bool = False @dataclass class ImportSKOptions(ImportAssetOptions): """Lucid options object used to define how a skeletal mesh will be imported into the engine. """ skeleton: Optional[unreal.Skeleton] = None loc: unreal.Vector = (0.0, 0.0, 0.0) rot: unreal.Rotator = (0.0, 0.0, 0.0) scale: float = 1.0 create_physics_asset: bool = False import_morph_targets: bool = True preserve_smoothing_groups: bool = True convert_scene: bool = True normal_gen_method: short.fbx_normal_gen_method = short.fbx_normal_mikk_t_space normal_import_method: short.fbx_normal_imp_method = short.fbx_import_normals_tangents @dataclass class ImportAnimOptions(ImportAssetOptions): """Lucid options object used to define how an animation will be imported into the engine. """ skeleton: unreal.Skeleton fps: int = 30 loc: unreal.Vector = (0.0, 0.0, 0.0) rot: unreal.Rotator = (0.0, 0.0, 0.0) scale: float = 1.0 convert_scene: bool = True del_morph_targets: bool = False @dataclass class ImportTextureOptions(ImportAssetOptions): """Lucid options object used to define how a texture will be imported into the engine. """ compression_override: int = 0 """Override value for the texture compression settings. If non-zero, this value will be used instead of the default compression settings inferred from the source file name suffix. Defaults to 0. """ T_ImportAssetOptions = TypeVar('T_ImportAssetOptions', bound=ImportAssetOptions) @dataclass class ImportTaskOptions(object): """Lucid Options object used to define an unreal.AssetImportTask.""" options: T_ImportAssetOptions source_path: Path destination_package_path: str import_name: str = '' reimport: bool = True def import_static_mesh(task: ImportTaskOptions) -> str: """ Imports a static mesh asset into Unreal Engine. Args: task (ImportTaskOptions): The task options defining how to import the static mesh. Returns: str: The path name of the imported asset. """ fbx_ui_options = _import_sm_options(task.options) static_mesh = _import_task(task, fbx_ui_options) asset_task = _execute_import_tasks([static_mesh]) return asset_task[0] def import_skeletal_mesh(task: ImportTaskOptions) -> str: """ Imports a skeletal mesh asset into Unreal Engine. Args: task (ImportTaskOptions): The task options defining how to import the static mesh. Returns: str: The path name of the imported asset. """ fbx_ui_options = _import_sk_options(task.options) skeletal_mesh = _import_task(task, fbx_ui_options) asset_task = _execute_import_tasks([skeletal_mesh]) return asset_task[0] def import_animation(task: ImportTaskOptions) -> str: """ Imports a skeletal mesh animation into Unreal Engine. Args: task (ImportTaskOptions): The task options defining how to import the static mesh. Returns: str: The path name of the imported asset. """ fbx_ui_options = _import_anim_options(task.options) anim = _import_task(task, fbx_ui_options) anim_task = _execute_import_tasks([anim]) return anim_task[0] def import_texture(task: ImportTaskOptions) -> str: """ Imports a texture asset into Unreal Engine from the given source file path. Notes: The compression settings for the imported texture are set based on the suffix of the source file name, unless a compression_override value is provided. The following suffixes are recognized: - '_BC' : sRGB color space - '_N' : normal map - '_ORM': non-sRGB color space - other : default compression settings Args: task (ImportTaskOptions): The task options defining how to import the static mesh. Returns: str: The path name of the imported asset. """ file_name = task.source_path.as_posix().split('/')[-1].split('.')[0] texture = _import_task(task) unreal_path = _execute_import_tasks([texture])[0] asset = unreal.load_asset(str(unreal_path)) # Texture type settings compression_val = task.options.compression_override if compression_val: asset.set_editor_property('compression_settings', unreal.TextureCompressionSettings.cast(compression_val)) else: if file_name.endswith('_BC'): asset.set_editor_property('srgb', True) elif file_name.endswith('_N'): asset.set_editor_property('compression_settings', unreal.TextureCompressionSettings.TC_NORMALMAP) elif file_name.endswith('_ORM'): asset.set_editor_property('srgb', False) else: asset.set_editor_property('compression_settings', unreal.TextureCompressionSettings.TC_DEFAULT) unreal.EditorAssetLibrary.save_asset(unreal_path, True) return unreal_path ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Import task declaration and execution ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' def _import_task( task: ImportTaskOptions, options: Optional[unreal.FbxImportUI] = None ) -> unreal.AssetImportTask: """ Sets the import task settings when importing an asset. Args: task (ImportTaskOptions): The task options defining how to import the static mesh. Returns: unreal.AssetImportTask: The asset import task with the specified settings. """ ue_task = unreal.AssetImportTask() # Task settings ue_task.set_editor_property('automated', True) ue_task.set_editor_property('destination_name', task.import_name) ue_task.set_editor_property('destination_path', task.destination_package_path) ue_task.set_editor_property('filename', task.source_path.as_posix()) ue_task.set_editor_property('replace_existing', task.reimport) ue_task.set_editor_property('save', True) # Additional settings ue_task.set_editor_property('options', options) return ue_task def _execute_import_tasks(import_tasks: list[unreal.AssetImportTask]) -> list: """ Imports a single asset from disk in Unreal. Args: import_tasks (unreal.AssetImportTask): The import task settings for the asset to be imported. Function will convert list[unreal.AssetImportTask] to unreal.Array(unreal.AssetImportTask). Returns: list: The file paths of the imported assets. """ is_reload = [] tasks = unreal.Array(unreal.AssetImportTask) for i in import_tasks: # Convert list of import tasks to unreal.Array of import tasks # and mark the pre-existing assets as re-imported for log. tasks.append(i) unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks(tasks) asset_paths = [] for i in import_tasks: paths = cast(collections.Iterable, i.get_editor_property('imported_object_paths')) for path in paths: asset_paths.append(path) if not path.split('.')[0] in is_reload: unreal.log_warning(f'\nImported: {path}\n') else: unreal.log_warning(f'\nReImported: {path}s\n') return asset_paths ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Import options by import type ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' def _import_sm_options(options: ImportSMOptions) -> unreal.FbxImportUI: """ Creates the import options for static meshes. Args: options (ImportSMOptions): The import options object with static mesh editor properties. Returns: unreal.FbxImportUI: The import options for the static mesh. """ ui_options = unreal.FbxImportUI() # FBX generic import data ui_options.set_editor_property('import_mesh', True) ui_options.set_editor_property('import_textures', True) ui_options.set_editor_property('import_materials', True) ui_options.set_editor_property('import_as_skeletal', False) ui_options.set_editor_property('import_animations', False) ui_options.set_editor_property('create_physics_asset', False) # FBX mesh import data _set_property = partial(short.set_staticmesh_property, ui_options) _set_property('import_translation', options.loc) _set_property('import_rotation', options.rot) _set_property('import_uniform_scale', options.scale) _set_property('combine_meshes', options.merge) _set_property('remove_degenerates', options.remove_degenerates) _set_property('generate_lightmap_u_vs', options.generate_lightmaps) _set_property('auto_generate_collision', options.auto_gen_collisions) _set_property('convert_scene', True) _set_property('force_front_x_axis', False) _set_property('convert_scene_unit', False) _set_property('normal_generation_method', options.normal_gen_method) _set_property('normal_import_method', options.normal_import_method) _set_property('one_convex_hull_per_ucx', options.one_convex_hull) _set_property('transform_vertex_to_absolute', True) _set_property('build_reversed_index_buffer', True) unreal.log('IMPORTING STATIC MESH') return ui_options def _import_sk_options(options: ImportSKOptions) -> unreal.FbxImportUI: """ Creates the import options for skeletal meshes. Args: options (ImportSKOptions): The task options defining how to import the skeletal mesh. Returns: unreal.FbxImportUI: The import options for the skeletal mesh. """ ui_options = unreal.FbxImportUI() # Fbx generic import data ui_options.set_editor_property('import_mesh', True) ui_options.set_editor_property('import_textures', True) ui_options.set_editor_property('import_materials', True) ui_options.set_editor_property('import_as_skeletal', True) ui_options.set_editor_property('import_animations', False) ui_options.set_editor_property('create_physics_asset', options.create_physics_asset) # Fbx skeletal import data _set_property = partial(short.set_skel_property, ui_options) _set_property('import_translation', options.loc) _set_property('import_rotation', options.rot) _set_property('import_uniform_scale', options.scale) _set_property('import_morph_targets', options.import_morph_targets) _set_property('use_t0_as_ref_pose', True) _set_property('preserve_smoothing_groups', options.preserve_smoothing_groups) _set_property('import_meshes_in_bone_hierarchy', True) _set_property('threshold_position', 0.00002) _set_property('threshold_tangent_normal', 0.00002) _set_property('threshold_uv', 0.000977) _set_property('convert_scene', options.convert_scene) _set_property('force_front_x_axis', False) _set_property('convert_scene_unit', False) _set_property('transform_vertex_to_absolute', True) _set_property('normal_generation_method', options.normal_gen_method) _set_property('normal_import_method', options.normal_import_method) # Skeleton for imported mesh, if none specified, import skeleton in fbx if options.skeleton: ui_options.skeleton = options.skeleton unreal.log('IMPORTING SKEL MESH') return ui_options def _import_anim_options(options: ImportAnimOptions) -> unreal.FbxImportUI: """ Import options for skel mesh animations. Will import skeleton in fbx if none provided. Args: options (ImportAnimOptions): The task options defining how to import the animation. Returns: unreal.FbxImportUI: The import options for the skeletal mesh animation. """ ui_options = unreal.FbxImportUI() # Fbx generic import data ui_options.set_editor_property('import_animations', True) ui_options.set_editor_property('import_materials', False) ui_options.set_editor_property('import_textures', False) ui_options.set_editor_property('create_physics_asset', False) if options.skeleton: ui_options.set_editor_property('import_mesh', False) ui_options.skeleton = options.skeleton else: ui_options.set_editor_property('import_mesh', True) short.set_skel_property(ui_options, 'import_morph_targets', True) if options.fps != 30: short.set_anim_property(ui_options, 'use_default_sample_rate', False) else: short.set_anim_property(ui_options, 'use_default_sample_rate', True) _set_property = partial(short.set_skel_property, ui_options) # Fbx skel mesh import data _set_property('import_translation', options.loc) _set_property('import_rotation', options.rot) _set_property('import_uniform_scale', options.scale) _set_property('convert_scene', options.convert_scene) _set_property('force_front_x_axis', False) _set_property('convert_scene_unit', False) _set_property('import_meshes_in_bone_hierarchy', True) # Fbx anim sequence import data _set_property('delete_existing_morph_target_curves', options.del_morph_targets) _set_property('import_custom_attribute', True) _set_property('import_bone_tracks', True) _set_property('custom_sample_rate', options.fps) _set_property('do_not_import_curve_with_zero', True) _set_property('remove_redundant_keys', True) _set_property('animation_length', unreal.FBXAnimationLengthImportType.FBXALIT_EXPORTED_TIME) unreal.log('IMPORTING SKELETAL MESH ANIMATION') return ui_options
import unreal asset_name = "MyAwesomeBPActorClass" package_path = "/project/" factory = unreal.BlueprintFactory() factory.set_editor_property("ParentClass", unreal.Actor) asset_tools = unreal.AssetToolsHelpers.get_asset_tools() my_new_asset = asset_tools.create_asset(asset_name, package_path, None, factory) assetSubsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) assetSubsystem.save_loaded_asset(my_new_asset)
# -*- coding: utf-8 -*- """ copy asset reference to clipboard """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = 'timmyliang' __email__ = '[email protected]' __date__ = '2021-04-09 09:27:23' import unreal from Qt import QtWidgets util_lib = unreal.EditorUtilityLibrary def main(): path_list = [asset.get_path_name() for asset in util_lib.get_selected_assets()] path = "\n".join(path_list) cb = QtWidgets.QApplication.clipboard() cb.clear(mode=cb.Clipboard) cb.setText(path, mode=cb.Clipboard) if __name__ == '__main__': main()
import unreal AssetRegistry = unreal.AssetRegistryHelpers.get_asset_registry() UtilLibrary = unreal.EditorUtilityLibrary """ rename_asset(asset, new_name) -> None get_selection_set() -> Array(Actor) get_selection_bounds() -> (origin=Vector, box_extent=Vector, sphere_radius=float) get_selected_blueprint_classes() -> Array(type(Class)) get_selected_assets() -> Array(Object) get_selected_asset_data() -> Array(AssetData) get_actor_reference(path_to_actor) -> Actor """ AutomationScheduler = unreal.AutomationScheduler AssetTools = unreal.AssetToolsHelpers.get_asset_tools() """ rename_referencing_soft_object_paths(packages_to_check, asset_redirector_map) rename_assets_with_dialog(assets_and_names, auto_checkout=False) rename_assets(assets_and_names) open_editor_for_assets(assets) import_asset_tasks(import_tasks) import_assets_with_dialog(destination_path) import_assets_automated(import_data) find_soft_references_to_object(target_object) export_assets_with_dialog(assets_to_export, prompt_for_individual_filenames) export_assets(assets_to_export, export_path) duplicate_asset_with_dialog_and_title(asset_name, package_path, original_object, dialog_title) duplicate_asset_with_dialog(asset_name, package_path, original_object) duplicate_asset(asset_name, package_path, original_object) create_unique_asset_name(base_package_name, suffix) create_asset_with_dialog(asset_name, package_path, asset_class, factory, calling_context="None") create_asset(asset_name, package_path, asset_class, factory, calling_context="None") """ AssetLibrary = unreal.EditorAssetLibrary """ sync_browser_to_objects(cls, asset_paths) set_metadata_tag(cls, object, tag, value) save_loaded_assets(cls, assets_to_save, only_if_is_dirty=True) save_loaded_asset(cls, asset_to_save, only_if_is_dirty=True) save_directory(cls, directory_path, only_if_is_dirty=True, recursive=True) save_asset(cls, asset_to_save, only_if_is_dirty=True) rename_loaded_asset(cls, source_asset, destination_asset_path) rename_directory(cls, source_directory_path, destination_directory_path) rename_asset(cls, source_asset_path, destination_asset_path) remove_metadata_tag(cls, object, tag) make_directory(cls, directory_path) load_blueprint_class(cls, asset_path) load_asset(cls, asset_path) list_assets(cls, directory_path, recursive=True, include_folder=False) list_asset_by_tag_value(cls, tag_name, tag_value) get_tag_values(cls, asset_path) get_path_name_for_loaded_asset(cls, loaded_asset) get_metadata_tag_values(cls, object) get_metadata_tag(cls, object, tag) find_package_referencers_for_asset(cls, asset_path, load_assets_to_confirm=False) find_asset_data(cls, asset_path) duplicate_loaded_asset(cls, source_asset, destination_asset_path) duplicate_directory(cls, source_directory_path, destination_directory_path) duplicate_asset(cls, source_asset_path, destination_asset_path) does_directory_have_assets(cls, directory_path, recursive=True) does_directory_exist(cls, directory_path) does_asset_exist(cls, asset_path) do_assets_exist(cls, asset_paths) delete_loaded_assets(cls, assets_to_delete) delete_loaded_asset(cls, asset_to_delete) delete_directory(cls, directory_path) delete_asset(cls, asset_path_to_delete) consolidate_assets(cls, asset_to_consolidate_to, assets_to_consolidate) checkout_loaded_assets(cls, assets_to_checkout) checkout_loaded_asset(cls, asset_to_checkout) checkout_directory(cls, directory_path, recursive=True) checkout_asset(cls, asset_to_checkout) """ FilterLibrary = unreal.EditorFilterLibrary """ Utility class to filter a list of objects. Object should be in the World Editor. by_selection(cls, target_array, filter_type=EditorScriptingFilterType.INCLUDE) by_level_name(cls, target_array, level_name, filter_type=EditorScriptingFilterType.INCLUDE) by_layer(cls, target_array, layer_name, filter_type=EditorScriptingFilterType.INCLUDE) by_id_name(cls, target_array, name_sub_string, string_match=EditorScriptingStringMatchType.CONTAINS, filter_type=EditorScriptingFilterType.INCLUDE) by_class(cls, target_array, object_class, filter_type=EditorScriptingFilterType.INCLUDE) by_actor_tag(cls, target_array, tag, filter_type=EditorScriptingFilterType.INCLUDE) by_actor_label(cls, target_array, name_sub_string, string_match=EditorScriptingStringMatchType.CONTAINS, filter_type=EditorScriptingFilterType.INCLUDE, ignore_case=True) """ AutomationLibrary = unreal.AutomationLibrary """ take_high_res_screenshot(cls, res_x, res_y, filename, camera=None, mask_enabled=False, capture_hdr=False, comparison_tolerance=ComparisonTolerance.LOW, comparison_notes="") take_automation_screenshot_of_ui(cls, world_context_object, latent_info, name, options) take_automation_screenshot_at_camera(cls, world_context_object, latent_info, camera, name_override, notes, options) take_automation_screenshot(cls, world_context_object, latent_info, name, notes, options) set_scalability_quality_to_low(cls, world_context_object) set_scalability_quality_to_epic(cls, world_context_object) set_scalability_quality_level_relative_to_max(cls, world_context_object, value=1) get_stat_inc_max(cls, stat_name) get_stat_inc_average(cls, stat_name) get_stat_exc_max(cls, stat_name) get_stat_exc_average(cls, stat_name) get_stat_call_count(cls, stat_name) get_default_screenshot_options_for_rendering(cls, tolerance=ComparisonTolerance.LOW, delay=0.200000) get_default_screenshot_options_for_gameplay(cls, tolerance=ComparisonTolerance.LOW, delay=0.200000) enable_stat_group(cls, world_context_object, group_name) disable_stat_group(cls, world_context_object, group_name) automation_wait_for_loading(cls, world_context_object, latent_info) are_automated_tests_running(cls) add_expected_log_error(cls, expected_pattern_string, occurrences=1, exact_match=False) """ LevelLibrary = unreal.EditorLevelLibrary """ spawn_actor_from_object(object_to_use, location, rotation=[0.000000, 0.000000, 0.000000]) -> Actor spawn_actor_from_class(actor_class, location, rotation=[0.000000, 0.000000, 0.000000]) -> Actor set_selected_level_actors(actors_to_select) -> None set_level_viewport_camera_info(camera_location, camera_rotation) -> None set_current_level_by_name(level_name) -> bool set_actor_selection_state(actor, should_be_selected) -> None select_nothing() -> None save_current_level() -> bool save_all_dirty_levels() -> bool replace_mesh_components_meshes_on_actors(actors, mesh_to_be_replaced, new_mesh) -> None replace_mesh_components_meshes(mesh_components, mesh_to_be_replaced, new_mesh) -> None replace_mesh_components_materials_on_actors(actors, material_to_be_replaced, new_material) -> None replace_mesh_components_materials(mesh_components, material_to_be_replaced, new_material) -> None pilot_level_actor(actor_to_pilot) -> None new_level_from_template(asset_path, template_asset_path) -> bool new_level(asset_path) -> bool merge_static_mesh_actors(actors_to_merge, merge_options) -> StaticMeshActor or None load_level(asset_path) -> bool join_static_mesh_actors(actors_to_join, join_options) -> Actor get_selected_level_actors() -> Array(Actor) get_level_viewport_camera_info() -> (camera_location=Vector, camera_rotation=Rotator) or None get_game_world() -> World get_editor_world() -> World get_all_level_actors_components() -> Array(ActorComponent) get_all_level_actors() -> Array(Actor) get_actor_reference(path_to_actor) -> Actor eject_pilot_level_actor() -> None editor_set_game_view(game_view) -> None editor_play_simulate() -> None editor_invalidate_viewports() -> None destroy_actor(actor_to_destroy) -> bool create_proxy_mesh_actor(actors_to_merge, merge_options) -> StaticMeshActor or None convert_actors(actors, actor_class, static_mesh_package_path) -> Array(Actor) clear_actor_selection_set() -> None """ SequenceBindingLibrary = unreal.MovieSceneBindingExtensions """ set_parent(binding, parent_binding) -> None remove_track(binding, track_to_remove) -> None remove(binding) -> None is_valid(binding) -> bool get_tracks(binding) -> Array(MovieSceneTrack) get_possessed_object_class(binding) -> type(Class) get_parent(binding) -> SequencerBindingProxy get_object_template(binding) -> Object get_name(binding) -> str get_id(binding) -> Guid get_display_name(binding) -> Text get_child_possessables(binding) -> Array(SequencerBindingProxy) find_tracks_by_type(binding, track_type) -> Array(MovieSceneTrack) find_tracks_by_exact_type(binding, track_type) -> Array(MovieSceneTrack) add_track(binding, track_type) -> MovieSceneTrack """ SequenceFolderLibrary = unreal.MovieSceneFolderExtensions """ set_folder_name(folder, folder_name) -> bool set_folder_color(folder, folder_color) -> bool remove_child_object_binding(folder, object_binding) -> bool remove_child_master_track(folder, master_track) -> bool remove_child_folder(target_folder, folder_to_remove) -> bool get_folder_name(folder) -> Name get_folder_color(folder) -> Color get_child_object_bindings(folder) -> Array(SequencerBindingProxy) get_child_master_tracks(folder) -> Array(MovieSceneTrack) get_child_folders(folder) -> Array(MovieSceneFolder) add_child_object_binding(folder, object_binding) -> bool add_child_master_track(folder, master_track) -> bool add_child_folder(target_folder, folder_to_add) -> bool """ SequencePropertyLibrary = unreal.MovieScenePropertyTrackExtensions """ X.set_property_name_and_path(track, property_name, property_path) -> None X.set_object_property_class(track, property_class) -> None X.get_unique_track_name(track) -> Name X.get_property_path(track) -> str X.get_property_name(track) -> Name X.get_object_property_class(track) -> type(Class) """ SequenceSectionLibrary = unreal.MovieSceneSectionExtensions """ set_start_frame_seconds(section, start_time) -> None set_start_frame_bounded(section, is_bounded) -> None set_start_frame(section, start_frame) -> None set_range_seconds(section, start_time, end_time) -> None set_range(section, start_frame, end_frame) -> None set_end_frame_seconds(section, end_time) -> None set_end_frame_bounded(section, is_bounded) -> None set_end_frame(section, end_frame) -> None get_start_frame_seconds(section) -> float get_start_frame(section) -> int32 get_parent_sequence_frame(section, frame, parent_sequence) -> int32 get_end_frame_seconds(section) -> float get_end_frame(section) -> int32 get_channels(section) -> Array(MovieSceneScriptingChannel) find_channels_by_type(section, channel_type) -> Array(MovieSceneScriptingChannel) """ SequenceLibrary = unreal.MovieSceneSectionExtensions """ set_work_range_start(sequence, start_time_in_seconds) -> None set_work_range_end(sequence, end_time_in_seconds) -> None set_view_range_start(sequence, start_time_in_seconds) -> None set_view_range_end(sequence, end_time_in_seconds) -> None set_tick_resolution(sequence, tick_resolution) -> None set_read_only(sequence, read_only) -> None set_playback_start_seconds(sequence, start_time) -> None set_playback_start(sequence, start_frame) -> None set_playback_end_seconds(sequence, end_time) -> None set_playback_end(sequence, end_frame) -> None set_display_rate(sequence, display_rate) -> None make_range_seconds(sequence, start_time, duration) -> SequencerScriptingRange make_range(sequence, start_frame, duration) -> SequencerScriptingRange make_binding_id(master_sequence, binding, space=MovieSceneObjectBindingSpace.ROOT) -> MovieSceneObjectBindingID locate_bound_objects(sequence, binding, context) -> Array(Object) is_read_only(sequence) -> bool get_work_range_start(sequence) -> float get_work_range_end(sequence) -> float get_view_range_start(sequence) -> float get_view_range_end(sequence) -> float get_timecode_source(sequence) -> Timecode get_tick_resolution(sequence) -> FrameRate get_spawnables(sequence) -> Array(SequencerBindingProxy) get_root_folders_in_sequence(sequence) -> Array(MovieSceneFolder) get_possessables(sequence) -> Array(SequencerBindingProxy) get_playback_start_seconds(sequence) -> float get_playback_start(sequence) -> int32 get_playback_range(sequence) -> SequencerScriptingRange get_playback_end_seconds(sequence) -> float get_playback_end(sequence) -> int32 get_movie_scene(sequence) -> MovieScene get_master_tracks(sequence) -> Array(MovieSceneTrack) get_marked_frames(sequence) -> Array(MovieSceneMarkedFrame) get_display_rate(sequence) -> FrameRate get_bindings(sequence) -> Array(SequencerBindingProxy) find_next_marked_frame(sequence, frame_number, forward) -> int32 find_master_tracks_by_type(sequence, track_type) -> Array(MovieSceneTrack) find_master_tracks_by_exact_type(sequence, track_type) -> Array(MovieSceneTrack) find_marked_frame_by_label(sequence, label) -> int32 find_marked_frame_by_frame_number(sequence, frame_number) -> int32 find_binding_by_name(sequence, name) -> SequencerBindingProxy delete_marked_frames(sequence) -> None delete_marked_frame(sequence, delete_index) -> None add_spawnable_from_instance(sequence, object_to_spawn) -> SequencerBindingProxy add_spawnable_from_class(sequence, class_to_spawn) -> SequencerBindingProxy add_root_folder_to_sequence(sequence, new_folder_name) -> MovieSceneFolder add_possessable(sequence, object_to_possess) -> SequencerBindingProxy add_master_track(sequence, track_type) -> MovieSceneTrack add_marked_frame(sequence, marked_frame) -> int32 """ SequenceTrackLibrary = unreal.MovieSceneTrackExtensions """ remove_section(track, section) -> None get_sections(track) -> Array(MovieSceneSection) get_display_name(track) -> Text add_section(track) -> MovieSceneSection """ SequenceTools = unreal.SequencerTools """ render_movie(capture_settings, on_finished_callback) -> bool is_rendering_movie() -> bool import_fbx(world, sequence, bindings, import_fbx_settings, import_filename) -> bool get_object_bindings(world, sequence, object, range) -> Array(SequencerBoundObjects) get_bound_objects(world, sequence, bindings, range) -> Array(SequencerBoundObjects) export_fbx(world, sequence, bindings, override_options, fbx_file_name) -> bool export_anim_sequence(world, sequence, anim_sequence, binding) -> bool cancel_movie_render() -> None """ LevelSequenceLibrary = unreal.LevelSequenceEditorBlueprintLibrary """ set_lock_level_sequence(lock) -> None set_current_time(new_frame) -> None play() -> None pause() -> None open_level_sequence(level_sequence) -> bool is_playing() -> bool is_level_sequence_locked() -> bool get_current_time() -> int32 get_current_level_sequence() -> LevelSequence close_level_sequence() -> None """ PathLib = unreal.Paths """ video_capture_dir() -> str validate_path(path) -> (did_succeed=bool, out_reason=Text) split(path) -> (path_part=str, filename_part=str, extension_part=str) source_config_dir() -> str should_save_to_user_dir() -> bool shader_working_dir() -> str set_project_file_path(new_game_project_file_path) -> None set_extension(path, new_extension) -> str screen_shot_dir() -> str sandboxes_dir() -> str root_dir() -> str remove_duplicate_slashes(path) -> str project_user_dir() -> str project_saved_dir() -> str project_plugins_dir() -> str project_persistent_download_dir() -> str project_mods_dir() -> str project_log_dir() -> str project_intermediate_dir() -> str project_dir() -> str project_content_dir() -> str project_config_dir() -> str profiling_dir() -> str normalize_filename(path) -> str normalize_directory_name(path) -> str make_valid_file_name(string, replacement_char="") -> str make_standard_filename(path) -> str make_platform_filename(path) -> str make_path_relative_to(path, relative_to) -> str or None launch_dir() -> str is_same_path(path_a, path_b) -> bool is_restricted_path(path) -> bool is_relative(path) -> bool is_project_file_path_set() -> bool is_drive(path) -> bool has_project_persistent_download_dir() -> bool get_tool_tip_localization_paths() -> Array(str) get_restricted_folder_names() -> Array(str) get_relative_path_to_root() -> str get_property_name_localization_paths() -> Array(str) get_project_file_path() -> str get_path(path) -> str get_invalid_file_system_chars() -> str get_game_localization_paths() -> Array(str) get_extension(path, include_dot=False) -> str get_engine_localization_paths() -> Array(str) get_editor_localization_paths() -> Array(str) get_clean_filename(path) -> str get_base_filename(path, remove_path=True) -> str generated_config_dir() -> str game_user_developer_dir() -> str game_source_dir() -> str game_developers_dir() -> str game_agnostic_saved_dir() -> str file_exists(path) -> bool feature_pack_dir() -> str enterprise_plugins_dir() -> str enterprise_feature_pack_dir() -> str enterprise_dir() -> str engine_version_agnostic_user_dir() -> str engine_user_dir() -> str engine_source_dir() -> str engine_saved_dir() -> str engine_plugins_dir() -> str engine_intermediate_dir() -> str engine_dir() -> str engine_content_dir() -> str engine_config_dir() -> str directory_exists(path) -> bool diff_dir() -> str create_temp_filename(path, prefix="", extension=".tmp") -> str convert_to_sandbox_path(path, sandbox_name) -> str convert_relative_path_to_full(path, base_path="") -> str convert_from_sandbox_path(path, sandbox_name) -> str combine(paths) -> str collapse_relative_directories(path) -> str or None cloud_dir() -> str change_extension(path, new_extension) -> str bug_it_dir() -> str automation_transient_dir() -> str automation_log_dir() -> str automation_dir() -> str """ SystemLib = unreal.SystemLibrary """ unregister_for_remote_notifications() -> None unload_primary_asset_list(primary_asset_id_list) -> None unload_primary_asset(primary_asset_id) -> None transact_object(object) -> None sphere_trace_single_for_objects(world_context_object, start, end, radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None sphere_trace_single_by_profile(world_context_object, start, end, radius, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None sphere_trace_single(world_context_object, start, end, radius, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None sphere_trace_multi_for_objects(world_context_object, start, end, radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None sphere_trace_multi_by_profile(world_context_object, start, end, radius, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None sphere_trace_multi(world_context_object, start, end, radius, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None sphere_overlap_components(world_context_object, sphere_pos, sphere_radius, object_types, component_class_filter, actors_to_ignore) -> Array(PrimitiveComponent) or None sphere_overlap_actors(world_context_object, sphere_pos, sphere_radius, object_types, actor_class_filter, actors_to_ignore) -> Array(Actor) or None snapshot_object(object) -> None show_platform_specific_leaderboard_screen(category_name) -> None show_platform_specific_achievements_screen(specific_player) -> None show_interstitial_ad() -> None show_ad_banner(ad_id_index, show_on_bottom_of_screen) -> None set_window_title(title) -> None set_volume_buttons_handled_by_system(enabled) -> None set_user_activity(user_activity) -> None set_suppress_viewport_transition_message(world_context_object, state) -> None set_gamepads_block_device_feedback(block) -> None retriggerable_delay(world_context_object, duration, latent_info) -> None reset_gamepad_assignment_to_controller(controller_id) -> None reset_gamepad_assignments() -> None register_for_remote_notifications() -> None quit_game(world_context_object, specific_player, quit_preference, ignore_platform_restrictions) -> None quit_editor() -> None print_text(world_context_object, text="Hello", print_to_screen=True, print_to_log=True, text_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=2.000000) -> None print_string(world_context_object, string="Hello", print_to_screen=True, print_to_log=True, text_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=2.000000) -> None not_equal_soft_object_reference(a, b) -> bool not_equal_soft_class_reference(a, b) -> bool not_equal_primary_asset_type(a, b) -> bool not_equal_primary_asset_id(a, b) -> bool normalize_filename(filename) -> str move_component_to(component, target_relative_location, target_relative_rotation, ease_out, ease_in, over_time, force_shortest_rotation_path, move_action, latent_info) -> None make_literal_text(value) -> Text make_literal_string(value) -> str make_literal_name(value) -> Name make_literal_int(value) -> int32 make_literal_float(value) -> float make_literal_byte(value) -> uint8 make_literal_bool(value) -> bool load_interstitial_ad(ad_id_index) -> None load_class_asset_blocking(asset_class) -> type(Class) load_asset_blocking(asset) -> Object line_trace_single_for_objects(world_context_object, start, end, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None line_trace_single_by_profile(world_context_object, start, end, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None line_trace_single(world_context_object, start, end, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None line_trace_multi_for_objects(world_context_object, start, end, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None line_trace_multi_by_profile(world_context_object, start, end, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None line_trace_multi(world_context_object, start, end, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None launch_url(url) -> None un_pause_timer_handle(world_context_object, handle) -> None un_pause_timer_delegate(delegate) -> None un_pause_timer(object, function_name) -> None timer_exists_handle(world_context_object, handle) -> bool timer_exists_delegate(delegate) -> bool timer_exists(object, function_name) -> bool set_timer_delegate(delegate, time, looping, initial_start_delay=0.000000, initial_start_delay_variance=0.000000) -> TimerHandle set_timer(object, function_name, time, looping, initial_start_delay=0.000000, initial_start_delay_variance=0.000000) -> TimerHandle pause_timer_handle(world_context_object, handle) -> None pause_timer_delegate(delegate) -> None pause_timer(object, function_name) -> None is_valid_timer_handle(handle) -> bool is_timer_paused_handle(world_context_object, handle) -> bool is_timer_paused_delegate(delegate) -> bool is_timer_paused(object, function_name) -> bool is_timer_active_handle(world_context_object, handle) -> bool is_timer_active_delegate(delegate) -> bool is_timer_active(object, function_name) -> bool invalidate_timer_handle(handle) -> (TimerHandle, handle=TimerHandle) get_timer_remaining_time_handle(world_context_object, handle) -> float get_timer_remaining_time_delegate(delegate) -> float get_timer_remaining_time(object, function_name) -> float get_timer_elapsed_time_handle(world_context_object, handle) -> float get_timer_elapsed_time_delegate(delegate) -> float get_timer_elapsed_time(object, function_name) -> float clear_timer_handle(world_context_object, handle) -> None clear_timer_delegate(delegate) -> None clear_timer(object, function_name) -> None clear_and_invalidate_timer_handle(world_context_object, handle) -> TimerHandle is_valid_soft_object_reference(soft_object_reference) -> bool is_valid_soft_class_reference(soft_class_reference) -> bool is_valid_primary_asset_type(primary_asset_type) -> bool is_valid_primary_asset_id(primary_asset_id) -> bool is_valid_class(class_) -> bool is_valid(object) -> bool is_unattended() -> bool is_standalone(world_context_object) -> bool is_split_screen(world_context_object) -> bool is_server(world_context_object) -> bool is_screensaver_enabled() -> bool is_packaged_for_distribution() -> bool is_logged_in(specific_player) -> bool is_interstitial_ad_requested() -> bool is_interstitial_ad_available() -> bool is_dedicated_server(world_context_object) -> bool is_controller_assigned_to_gamepad(controller_id) -> bool hide_ad_banner() -> None get_volume_buttons_handled_by_system() -> bool get_unique_device_id() -> str get_supported_fullscreen_resolutions() -> Array(IntPoint) or None get_soft_object_reference_from_primary_asset_id(primary_asset_id) -> Object get_soft_class_reference_from_primary_asset_id(primary_asset_id) -> Class get_rendering_material_quality_level() -> int32 get_rendering_detail_mode() -> int32 get_project_saved_directory() -> str get_project_directory() -> str get_project_content_directory() -> str get_primary_assets_with_bundle_state(required_bundles, excluded_bundles, valid_types, force_current_state) -> Array(PrimaryAssetId) get_primary_asset_id_list(primary_asset_type) -> Array(PrimaryAssetId) get_primary_asset_id_from_soft_object_reference(soft_object_reference) -> PrimaryAssetId get_primary_asset_id_from_soft_class_reference(soft_class_reference) -> PrimaryAssetId get_primary_asset_id_from_object(object) -> PrimaryAssetId get_primary_asset_id_from_class(class_) -> PrimaryAssetId get_preferred_languages() -> Array(str) get_platform_user_name() -> str get_platform_user_dir() -> str get_path_name(object) -> str get_outer_object(object) -> Object get_object_name(object) -> str get_object_from_primary_asset_id(primary_asset_id) -> Object get_min_y_resolution_for_ui() -> int32 get_min_y_resolution_for3d_view() -> int32 get_local_currency_symbol() -> str get_local_currency_code() -> str get_game_time_in_seconds(world_context_object) -> float get_gamepad_controller_name(controller_id) -> str get_game_name() -> str get_game_bundle_id() -> str get_frame_count() -> int64 get_engine_version() -> str get_display_name(object) -> str get_device_id() -> str get_default_locale() -> str get_default_language() -> str get_current_bundle_state(primary_asset_id, force_current_state) -> Array(Name) or None get_convenient_windowed_resolutions() -> Array(IntPoint) or None get_console_variable_int_value(variable_name) -> int32 get_console_variable_float_value(variable_name) -> float get_console_variable_bool_value(variable_name) -> bool get_component_bounds(component) -> (origin=Vector, box_extent=Vector, sphere_radius=float) get_command_line() -> str get_class_from_primary_asset_id(primary_asset_id) -> type(Class) get_class_display_name(class_) -> str get_ad_id_count() -> int32 get_actor_list_from_component_list(component_list, actor_class_filter) -> Array(Actor) get_actor_bounds(actor) -> (origin=Vector, box_extent=Vector) force_close_ad_banner() -> None flush_persistent_debug_lines(world_context_object) -> None flush_debug_strings(world_context_object) -> None execute_console_command(world_context_object, command, specific_player=None) -> None equal_equal_soft_object_reference(a, b) -> bool equal_equal_soft_class_reference(a, b) -> bool equal_equal_primary_asset_type(a, b) -> bool equal_equal_primary_asset_id(a, b) -> bool end_transaction() -> int32 draw_debug_string(world_context_object, text_location, text, test_base_actor=None, text_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_sphere(world_context_object, center, radius=100.000000, segments=12, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_point(world_context_object, position, size, point_color, duration=0.000000) -> None draw_debug_plane(world_context_object, plane_coordinates, location, size, plane_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_line(world_context_object, line_start, line_end, line_color, duration=0.000000, thickness=0.000000) -> None draw_debug_frustum(world_context_object, frustum_transform, frustum_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_float_history_transform(world_context_object, float_history, draw_transform, draw_size, draw_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_float_history_location(world_context_object, float_history, draw_location, draw_size, draw_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_cylinder(world_context_object, start, end, radius=100.000000, segments=12, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_coordinate_system(world_context_object, axis_loc, axis_rot, scale=1.000000, duration=0.000000, thickness=0.000000) -> None draw_debug_cone_in_degrees(world_context_object, origin, direction, length=100.000000, angle_width=45.000000, angle_height=45.000000, num_sides=12, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_cone(world_context_object, origin, direction, length, angle_width, angle_height, num_sides, line_color, duration=0.000000, thickness=0.000000) -> None draw_debug_circle(world_context_object, center, radius, num_segments=12, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000, y_axis=[0.000000, 1.000000, 0.000000], z_axis=[0.000000, 0.000000, 1.000000], draw_axis=False) -> None draw_debug_capsule(world_context_object, center, half_height, radius, rotation, line_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_camera(camera_actor, camera_color=[0.000000, 0.000000, 0.000000, 0.000000], duration=0.000000) -> None draw_debug_box(world_context_object, center, extent, line_color, rotation=[0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) -> None draw_debug_arrow(world_context_object, line_start, line_end, arrow_size, line_color, duration=0.000000, thickness=0.000000) -> None does_implement_interface(test_object, interface) -> bool delay(world_context_object, duration, latent_info) -> None create_copy_for_undo_buffer(object_to_modify) -> None convert_to_relative_path(filename) -> str convert_to_absolute_path(filename) -> str conv_soft_obj_path_to_soft_obj_ref(soft_object_path) -> Object conv_soft_object_reference_to_string(soft_object_reference) -> str conv_soft_class_reference_to_string(soft_class_reference) -> str conv_soft_class_path_to_soft_class_ref(soft_class_path) -> Class conv_primary_asset_type_to_string(primary_asset_type) -> str conv_primary_asset_id_to_string(primary_asset_id) -> str conv_interface_to_object(interface) -> Object control_screensaver(allow_screen_saver) -> None component_overlap_components(component, component_transform, object_types, component_class_filter, actors_to_ignore) -> Array(PrimitiveComponent) or None component_overlap_actors(component, component_transform, object_types, actor_class_filter, actors_to_ignore) -> Array(Actor) or None collect_garbage() -> None capsule_trace_single_for_objects(world_context_object, start, end, radius, half_height, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None capsule_trace_single_by_profile(world_context_object, start, end, radius, half_height, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None capsule_trace_single(world_context_object, start, end, radius, half_height, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None capsule_trace_multi_for_objects(world_context_object, start, end, radius, half_height, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None capsule_trace_multi_by_profile(world_context_object, start, end, radius, half_height, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None capsule_trace_multi(world_context_object, start, end, radius, half_height, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None capsule_overlap_components(world_context_object, capsule_pos, radius, half_height, object_types, component_class_filter, actors_to_ignore) -> Array(PrimitiveComponent) or None capsule_overlap_actors(world_context_object, capsule_pos, radius, half_height, object_types, actor_class_filter, actors_to_ignore) -> Array(Actor) or None can_launch_url(url) -> bool cancel_transaction(index) -> None box_trace_single_for_objects(world_context_object, start, end, half_size, orientation, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None box_trace_single_by_profile(world_context_object, start, end, half_size, orientation, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None box_trace_single(world_context_object, start, end, half_size, orientation, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> HitResult or None box_trace_multi_for_objects(world_context_object, start, end, half_size, orientation, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None box_trace_multi_by_profile(world_context_object, start, end, half_size, orientation, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None box_trace_multi(world_context_object, start, end, half_size, orientation, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self, trace_color=[0.000000, 0.000000, 0.000000, 0.000000], trace_hit_color=[0.000000, 0.000000, 0.000000, 0.000000], draw_time=5.000000) -> Array(HitResult) or None box_overlap_components(world_context_object, box_pos, extent, object_types, component_class_filter, actors_to_ignore) -> Array(PrimitiveComponent) or None box_overlap_actors(world_context_object, box_pos, box_extent, object_types, actor_class_filter, actors_to_ignore) -> Array(Actor) or None begin_transaction(context, description, primary_object) -> int32 add_float_history_sample(value, float_history) -> DebugFloatHistory """
import unreal @unreal.uclass() class EditorUtils(unreal.EditorUtilityLibrary): pass @unreal.uclass() class EditorUtilsLib(unreal.BlueprintFunctionLibrary): @unreal.ufunction(params=[str], static=True, meta=dict(Category="Editor Utils lib")) def move_selected(dir): selected_assets = EditorUtils.get_selected_assets() if len(selected_assets) == 0: unreal.log_warning("No asset selected") for n, asset in enumerate(selected_assets): unreal.log("selected asset {}:".format(n+1)) unreal.log(asset.get_full_name()) unreal.log(asset.get_name()) unreal.log(asset.get_path_name()) unreal.log(asset.get_class().get_name()) unreal.log(asset.get_class()) unreal.log("##############################") prefix = "" # pattern matching (switch) introduced in python 3.10 if isinstance(asset, unreal.EditorUtilityWidgetBlueprint): prefix = "UW" elif isinstance(asset, unreal.Blueprint): prefix = "BP" elif isinstance(asset, unreal.Material): prefix = "M" elif isinstance(asset, unreal.MaterialInstance): prefix = "MI" target_path_name = "/".join(("/Game", dir, "_".join((prefix, asset.get_name())))) unreal.EditorAssetLibrary.rename_asset(asset.get_path_name(), target_path_name) @unreal.ufunction(params=[int], static=True, meta=dict(Category="Editor Utils lib")) def create_blueprint(count): for i in range(count): # if we try to create an asset at a certain folder that doesn't exists # unreal will automatically catch that and create the folder structure bp_name = "MyPlayerController{}".format(i) bp_path = "/project/" # assets are created through factories factory = unreal.BlueprintFactory() # we need to set the parent in the factory # note that also factory derives from object factory.set_editor_property("ParentClass", unreal.PlayerController) asset_tools = unreal.AssetToolsHelpers.get_asset_tools() asset = asset_tools.create_asset(bp_name, bp_path, None, factory) # much faster to change than in c++ no need to recompile anything :) unreal.EditorAssetLibrary.save_loaded_asset(asset) unreal.log("Imported PyEditorUtils")
import unreal import sys sys.path.append('Z:/project/') import lib_narrs
# -*- coding: utf-8 -*- # =======================================================================================================# # ContentBrowserで選択しているMaterialInstanceの「Parameter.py」で指定したScalarParameterの値を上書きする# # =======================================================================================================# import unreal # ---------------------------# # GlobalEditorUtilityのクラス# # ---------------------------# @unreal.uclass() class GEditUtil(unreal.GlobalEditorUtilityBase): pass @unreal.uclass() class MatEditLib(unreal.MaterialEditingLibrary): pass # ------------------------------------------------------------------------------# # Dictで作られたパラメーターの一覧から代入するScalarParameterValue型の配列を作成# # ------------------------------------------------------------------------------# def set_scalar_parameter(pnd, mi): mel = MatEditLib() pnd_keys = pnd.keys() for key in pnd_keys: # 指定したScalarParameterの値を指定した値にする value = mel.set_material_instance_scalar_parameter_value(mi, unreal.Name(key), pnd[key]) # RetValがFalseなら編集できなかったというログはいてるけど、実際は絶対Falseなので、これ不要 if not value: print("Failed set_material_instance_scalar_parameter_value MI = " + mi.get_name() + " Name = " + key + "") def set_selected_scalar_parameter(pnd): util = GEditUtil() asset_list = util.get_selected_asset() # 選択しているアセットをFor分で回して、MaterialInstanceだったら、指定したScalarParameterを指定した値にする for asset in asset_list: asset_name = asset.get_name() if type(asset) != unreal.MaterialInstanceConstant: print("Error:Selected [" + asset_name + "] is Not MaterialInstanceAsset.") continue material_instance = unreal.MaterialInstanceConstant.cast(asset) set_scalar_parameter(pnd, material_instance) print("Edit MaterialParameterValue that " + asset_name + "has.")
import unreal @unreal.ustruct() class AssetExportData(unreal.StructBase): """ Struct that contains data related with exported assets """ name = unreal.uproperty(str) path = unreal.uproperty(str) asset_type = unreal.uproperty(str) fbx_file = unreal.uproperty(str)
"""This clicker was created to automate clicking actions to restore hundreds of corrupted blueprints, caused by bad Unreal Python API implementation""" import json import pyperclip import pyautogui import time import keyboard with open("C:/project/ Projects/project/.json", "r") as f: package_paths = json.load(f) # mode = "weapon" mode = "accessory_or_weapon_mod" def move_and_click(x, y, button="left", ctrl=False, shift=False, alt=False): """ Moves the mouse to (x, y) and performs a click with optional key modifiers. :param x: X-coordinate :param y: Y-coordinate :param button: "left" or "right" mouse button :param ctrl: Hold Ctrl key :param shift: Hold Shift key :param alt: Hold Alt key """ # Move the mouse to the position pyautogui.moveTo(x, y, duration=0) # Press modifier keys if needed if ctrl: keyboard.press('ctrl') if shift: keyboard.press('shift') if alt: keyboard.press('alt') # Perform the click pyautogui.click(button=button) # Release modifier keys if ctrl: keyboard.release('ctrl') if shift: keyboard.release('shift') if alt: keyboard.release('alt') def get_code_for_asset_open(package_path): return f""" import unreal asset = unreal.EditorAssetLibrary.load_asset("{package_path}") a = unreal.AssetEditorSubsystem() a.open_editor_for_assets([asset]) """ def perform_ctrl_v(): keyboard.press('ctrl') keyboard.press('v') keyboard.release('ctrl') keyboard.release('v') # Allow to switch to Unreal time.sleep(3) for package_path in package_paths: code_for_asset_open = get_code_for_asset_open(package_path) # Switch to Unreal "Output Log" tab move_and_click(219, 55, button="left") # Select input box for python code move_and_click(475, 1008, button="left") # Paste and execute python code for opening asset pyperclip.copy(code_for_asset_open) perform_ctrl_v() keyboard.press('enter') keyboard.release('enter') # Wait 3 seconds for asset open time.sleep(3) # Copy equipment fragment class move_and_click(1402, 435, button="right", shift=True) # Restore defaults for first fragment move_and_click(1874, 362, button="left") if mode == "weapon": # Open sub-tab move_and_click(62, 401, button="left") # Paste equipment fragment class move_and_click(1402, 435, button="left", shift=True) elif mode == "accessory_or_weapon_mod": # Select fragment dropout move_and_click(987, 361, button="left") # Select equipment fragment class move_and_click(1052, 463, button="left") # Open sub-tab move_and_click(62, 401, button="left") # Paste equipment fragment class move_and_click(1402, 435, button="left", shift=True) # Compile move_and_click(180, 96, button="left") # Wait 1 sec time.sleep(1) # Save move_and_click(40, 96, button="left") # Close blueprint move_and_click(848, 49, button="left")
# 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()
# Standard library imports import sys import re import time import json import os import logging import threading from pathlib import Path import importlib # Third party imports from PySide6 import QtWidgets, QtGui, QtCore import unreal # Local application imports from export_performance import ( run_anim_sequence_export, run_identity_level_sequence_export, run_meta_human_level_sequence_export ) import export_performance importlib.reload(export_performance) # Set up logging logging.basicConfig( level=logging.INFO, format='%(asctime)s - %(levelname)s - %(message)s' ) logger = logging.getLogger(__name__) # Constants (default values) DEFAULT_CONFIG = { 'MAX_RETRIES': 3, 'RETRY_DELAY': 5, 'MAX_WORKERS': 1, # Set to 1 to avoid multithreading issues } # Add this constant at the top of the file with the other constants MOCAP_BASE_PATH = "/project/" METAHUMAN_BASE_PATH = "/project/" def get_config_path(): """Return the path to the configuration file.""" home_dir = Path.home() return home_dir / '.unreal_batch_processor_config.json' def load_config(): """Load configuration from file or create default if not exists.""" config = DEFAULT_CONFIG.copy() config_path = get_config_path() if config_path.exists(): try: with open(config_path, 'r') as config_file: loaded_config = json.load(config_file) config.update(loaded_config) logger.info(f"Configuration loaded from {config_path}") except json.JSONDecodeError: logger.error(f"Error parsing the configuration file at {config_path}. Using default values.") except Exception as e: logger.error(f"An error occurred while loading the configuration: {str(e)}. Using default values.") else: logger.warning(f"Configuration file not found at {config_path}. Using default values.") # Create default config file try: with open(config_path, 'w') as config_file: json.dump(DEFAULT_CONFIG, config_file, indent=4) logger.info(f"Created default configuration file at {config_path}") except Exception as e: logger.error(f"Failed to create default configuration file: {str(e)}") return config # Load configuration CONFIG = load_config() # Use CONFIG values MAX_RETRIES = CONFIG['MAX_RETRIES'] RETRY_DELAY = CONFIG['RETRY_DELAY'] MAX_WORKERS = CONFIG['MAX_WORKERS'] class ProgressDialog(QtWidgets.QDialog): def __init__(self, parent=None, actor_character_mapping=None): super().__init__(parent) # Make dialog non-modal self.setModal(False) self.actor_character_mapping = actor_character_mapping or {} # Store the mapping self.setWindowTitle("Processing") self.setGeometry(300, 300, 1200, 500) self.setStyleSheet("QDialog { background-color: #2b2b2b; color: #ffffff; }") # Set window flags to allow movement and stay on top self.setWindowFlags( QtCore.Qt.Window | QtCore.Qt.WindowMinimizeButtonHint | QtCore.Qt.WindowMaximizeButtonHint | QtCore.Qt.WindowCloseButtonHint | QtCore.Qt.WindowStaysOnTopHint ) layout = QtWidgets.QVBoxLayout(self) # Batch progress bar self.batch_progress_bar = QtWidgets.QProgressBar() self.batch_progress_bar.setStyleSheet(""" QProgressBar { border: 2px solid grey; border-radius: 5px; text-align: center; } QProgressBar::chunk { background-color: #4CAF50; width: 10px; margin: 0.5px; } """) layout.addWidget(QtWidgets.QLabel("Batch Progress:")) layout.addWidget(self.batch_progress_bar) self.status_label = QtWidgets.QLabel("Processing...") layout.addWidget(self.status_label) # Progress table with column sizing self.progress_table = QtWidgets.QTableView() self.progress_model = QtGui.QStandardItemModel() self.progress_model.setHorizontalHeaderLabels([ "Folder", "Character", "Slate", "Sequence", "Actor", "Take", "Process Status", "Export Status", "Error" ]) # Set up the table view self.progress_table.setModel(self.progress_model) # Set column widths self.progress_table.setColumnWidth(0, 250) # Folder self.progress_table.setColumnWidth(1, 100) # Character self.progress_table.setColumnWidth(2, 80) # Slate self.progress_table.setColumnWidth(3, 100) # Sequence self.progress_table.setColumnWidth(4, 100) # Actor self.progress_table.setColumnWidth(5, 80) # Take self.progress_table.setColumnWidth(6, 120) # Process Status self.progress_table.setColumnWidth(7, 120) # Export Status self.progress_table.setColumnWidth(8, 200) # Error # Enable horizontal scrolling and stretch last section self.progress_table.setHorizontalScrollMode(QtWidgets.QAbstractItemView.ScrollPerPixel) self.progress_table.horizontalHeader().setStretchLastSection(True) # Style the table self.progress_table.setStyleSheet(""" QTableView { background-color: #3b3b3b; color: white; gridline-color: #555555; border: none; } QHeaderView::section { background-color: #2b2b2b; color: white; padding: 5px; border: 1px solid #555555; } QTableView::item { padding: 5px; } QTableView::item:selected { background-color: #4b4b4b; } """) layout.addWidget(self.progress_table) # Buttons and log area # self.cancel_button = QtWidgets.QPushButton("Cancel") # self.cancel_button.setStyleSheet("QPushButton { background-color: #f44336; color: white; }") # layout.addWidget(self.cancel_button) self.log_text = QtWidgets.QTextEdit() self.log_text.setReadOnly(True) self.log_text.setMinimumHeight(100) layout.addWidget(self.log_text) self.save_log_button = QtWidgets.QPushButton("Save Log") self.save_log_button.clicked.connect(self.save_log) layout.addWidget(self.save_log_button) self.close_button = QtWidgets.QPushButton("Close") self.close_button.setStyleSheet(""" QPushButton { background-color: #3b3b3b; color: white; } QPushButton:disabled { background-color: #707070; color: #a0a0a0; } """) self.close_button.setEnabled(False) # Disabled initially self.close_button.clicked.connect(self.close) layout.addWidget(self.close_button) self.cancelled = False # self.cancel_button.clicked.connect(self.cancel) def set_batch_progress(self, value): self.batch_progress_bar.setValue(value) def set_status(self, text): self.status_label.setText(text) def cancel(self): # Comment out entire cancel method since it's not being used pass # self.cancelled = True # self.status_label.setText("Cancelling...") def add_item(self, folder_name, item_name): """Add item to progress dialog.""" row_position = self.progress_model.rowCount() # Clean up folder name to show from Mocap forward if "Mocap" in str(folder_name): mocap_index = str(folder_name).find("Mocap") folder_name = str(folder_name)[mocap_index:] # Convert item_name to string and get just the filename if it's a path if '/' in str(item_name): item_name = str(item_name).split('/')[-1] # Remove '_Performance' suffix if present if item_name.endswith('_Performance'): item_name = item_name[:-11] # Parse the item name to extract components name_components = AssetProcessor.extract_name_variable(item_name) logger.info(f"Parsed components for {item_name}: {name_components}") # Create items for each column folder_item = QtGui.QStandardItem(str(folder_name)) if name_components: # Standard format components character_item = QtGui.QStandardItem(str(name_components.get('character', ''))) slate_item = QtGui.QStandardItem(str(name_components.get('slate', ''))) sequence_item = QtGui.QStandardItem(str(name_components.get('sequence', ''))) # Only display the actor associated with the character character = name_components.get('character', '').lower() actor_text = '' # Use character mapping regardless of single/project/ actor format if character in self.actor_character_mapping: actor_text = self.actor_character_mapping[character].capitalize() else: # Fallback to first actor if no mapping found actor_text = str(name_components.get('actor1' if name_components.get('is_dual_actor') or name_components.get('is_triple_actor') else 'actor', '')) actor_item = QtGui.QStandardItem(actor_text) # Just use take without subtake take = str(name_components.get('take', '')).split('_')[0] # Remove subtake if present take_item = QtGui.QStandardItem(take) else: # Fallback handling parts = item_name.split('_') character_item = QtGui.QStandardItem(parts[0] if len(parts) > 0 else '') slate_item = QtGui.QStandardItem(parts[1] if len(parts) > 1 else '') sequence_item = QtGui.QStandardItem(parts[2] if len(parts) > 2 else '') actor_item = QtGui.QStandardItem(parts[3] if len(parts) > 3 else '') take = parts[4] if len(parts) > 4 else '' take_item = QtGui.QStandardItem(f"{take}") logger.warning(f"Failed to parse name components for: {item_name}") # Add the row with all columns self.progress_model.insertRow(row_position) self.progress_model.setItem(row_position, 0, folder_item) self.progress_model.setItem(row_position, 1, character_item) self.progress_model.setItem(row_position, 2, slate_item) self.progress_model.setItem(row_position, 3, sequence_item) self.progress_model.setItem(row_position, 4, actor_item) self.progress_model.setItem(row_position, 5, take_item) self.progress_model.setItem(row_position, 6, QtGui.QStandardItem("Waiting")) # Process Status self.progress_model.setItem(row_position, 7, QtGui.QStandardItem("Waiting")) # Export Status self.progress_model.setItem(row_position, 8, QtGui.QStandardItem("")) # Error # Debug log for verification logger.info(f"Added row {row_position}: {[self.progress_model.item(row_position, i).text() for i in range(9)]}") def update_item_progress(self, index, status, error="", progress_type='processing'): """Update progress for a specific item.""" try: if progress_type == 'processing': status_item = self.progress_model.item(index, 6) # Process Status column if status_item: status_item.setText(status) elif progress_type == 'exporting': status_item = self.progress_model.item(index, 7) # Export Status column if status_item: status_item.setText(status) if error: error_item = self.progress_model.item(index, 8) # Error column if error_item: current_error = error_item.text() new_error = f"{current_error}\n{error}" if current_error else error error_item.setText(new_error) self.update_overall_progress() # Update the log text with detailed progress (avoid duplicates) log_entry = f"Asset {index + 1}: {status}{' - ' + error if error else ''}" current_log = self.log_text.toPlainText() if log_entry not in current_log: self.log_text.append(log_entry) logger.info(log_entry) except Exception as e: logger.error(f"Error updating progress: {str(e)}") def update_overall_progress(self): """Update the overall progress and enable close button when all items are processed.""" total_items = self.progress_model.rowCount() completed_items = 0 # Count items that are either Complete or Failed in both processing and exporting for i in range(total_items): process_status = self.progress_model.item(i, 6).text() export_status = self.progress_model.item(i, 7).text() # Consider an item complete if: # 1. Both statuses are either "Complete" or "Failed", or # 2. Processing status is "Failed" (no need to wait for export in this case) if (process_status == "Failed" or (process_status in ["Complete", "Failed"] and export_status in ["Complete", "Failed"])): completed_items += 1 progress_percentage = (completed_items / total_items) * 100 if total_items > 0 else 0 self.batch_progress_bar.setValue(int(progress_percentage)) # Enable close button and update style when all items are processed if completed_items == total_items: self.close_button.setEnabled(True) self.close_button.setStyleSheet(""" QPushButton { background-color: #007ACC; /* Microsoft Visual Studio Code blue */ color: white; } QPushButton:hover { background-color: #005999; /* Darker shade for hover */ } """) #self.cancel_button.setEnabled(False) def save_log(self): file_name, _ = QtWidgets.QFileDialog.getSaveFileName( self, "Save Log File", "", "Text Files (*.txt);;All Files (*)" ) if file_name: with open(file_name, 'w') as f: f.write(self.log_text.toPlainText()) logger.info(f"Log saved to {file_name}") class MetaHumanHelper: # Update to include both base paths LEGACY_MHID_PATH = "/project/" METAHUMAN_BASE_PATH = "/project/" # Update LEGACY_ACTORS to prefer 'bev' over 'beverly' LEGACY_ACTORS = { 'bev', # Barb character (primary) 'ralph', # Tiny character 'lewis', 'luis', # Tim character 'erwin', # Andre character 'mark' # Flike character } # Update MHID_MAPPING to handle Lewis/Luis correctly MHID_MAPPING = { # Legacy actors (using old path) 'bev': f'{LEGACY_MHID_PATH}/MHID_Bev.MHID_Bev', 'barb': f'{LEGACY_MHID_PATH}/MHID_Bev.MHID_Bev', 'ralph': f'{LEGACY_MHID_PATH}/MHID_Ralph.MHID_Ralph', 'tim': f'{LEGACY_MHID_PATH}/MHID_Luis.MHID_Luis', # Default Tim mapping to Luis 'tim_mark': f'{LEGACY_MHID_PATH}/MHID_Mark.MHID_Mark', # Special case for Tim played by Mark 'lewis': f'{LEGACY_MHID_PATH}/MHID_Luis.MHID_Luis', # Map Lewis to Luis MHID 'luis': f'{LEGACY_MHID_PATH}/MHID_Luis.MHID_Luis', 'erwin': f'{LEGACY_MHID_PATH}/MHID_Erwin.MHID_Erwin', 'mark': f'{LEGACY_MHID_PATH}/MHID_Mark.MHID_Mark', # Character mappings 'tiny': f'{LEGACY_MHID_PATH}/MHID_Ralph.MHID_Ralph', 'tim_lewis': f'{LEGACY_MHID_PATH}/MHID_Luis.MHID_Luis', # Map Tim_Lewis to Luis 'tim_luis': f'{LEGACY_MHID_PATH}/MHID_Luis.MHID_Luis', 'andre': f'{LEGACY_MHID_PATH}/MHID_Erwin.MHID_Erwin', 'flike': f'{LEGACY_MHID_PATH}/MHID_Mark.MHID_Mark', # New pipeline actors 'michael': f'{METAHUMAN_BASE_PATH}/project/.MHID_Michael', 'mike': f'{METAHUMAN_BASE_PATH}/project/.MHID_Mike', 'ricardo': f'{METAHUMAN_BASE_PATH}/project/.MHID_Ricardo', 'robert': f'{METAHUMAN_BASE_PATH}/project/.MHID_Robert', 'therese': f'{METAHUMAN_BASE_PATH}/project/.MHID_Therese', 'clara': f'{METAHUMAN_BASE_PATH}/project/.MHID_Clara', # Character mappings 'skeezer': f'{METAHUMAN_BASE_PATH}/project/.MHID_Michael', 'doctor': f'{METAHUMAN_BASE_PATH}/project/.MHID_Ricardo', 'paroleofficer': f'{METAHUMAN_BASE_PATH}/project/.MHID_Robert', 'sonia': f'{METAHUMAN_BASE_PATH}/project/.MHID_Therese', 'shell': f'{METAHUMAN_BASE_PATH}/project/.MHID_Deborah', # Update Shell/Deborah mappings (remove clara mapping) 'deborah': f'{METAHUMAN_BASE_PATH}/project/.MHID_Deborah', 'debbie': f'{METAHUMAN_BASE_PATH}/project/.MHID_Deborah', # Keep Clara as fallback 'clara': f'{METAHUMAN_BASE_PATH}/project/.MHID_Clara', # Update Shell/project/ mappings 'shell_deborah': f'{METAHUMAN_BASE_PATH}/project/.MHID_Deborah', 'shell_clara': f'{METAHUMAN_BASE_PATH}/project/.MHID_Clara', 'shell': f'{METAHUMAN_BASE_PATH}/project/.MHID_Deborah', # Default to Deborah 'deborah': f'{METAHUMAN_BASE_PATH}/project/.MHID_Deborah', 'debbie': f'{METAHUMAN_BASE_PATH}/project/.MHID_Deborah', 'clara': f'{METAHUMAN_BASE_PATH}/project/.MHID_Clara', # Add Hurricane/Tori mappings 'hurricane': f'{METAHUMAN_BASE_PATH}/project/.MHID_Tori', 'tori': f'{METAHUMAN_BASE_PATH}/project/.MHID_Tori', } # Update SKELETAL_MESH_MAPPING to match MHID_MAPPING changes SKELETAL_MESH_MAPPING = { # Legacy actors (using old path) 'bev': f'{LEGACY_MHID_PATH}/SK_MHID_Bev.SK_MHID_Bev', 'barb': f'{LEGACY_MHID_PATH}/SK_MHID_Bev.SK_MHID_Bev', 'ralph': f'{LEGACY_MHID_PATH}/SK_MHID_Ralph.SK_MHID_Ralph', 'tim': f'{LEGACY_MHID_PATH}/SK_MHID_Luis.SK_MHID_Luis', # Default Tim mapping to Luis 'tim_mark': f'{LEGACY_MHID_PATH}/SK_MHID_Mark.SK_MHID_Mark', # Special case for Tim played by Mark 'lewis': f'{LEGACY_MHID_PATH}/SK_MHID_Luis.SK_MHID_Luis', # Map Lewis to Luis skeletal mesh 'luis': f'{LEGACY_MHID_PATH}/SK_MHID_Luis.SK_MHID_Luis', 'erwin': f'{LEGACY_MHID_PATH}/SK_MHID_Erwin.SK_MHID_Erwin', 'mark': f'{LEGACY_MHID_PATH}/SK_MHID_Mark.SK_MHID_Mark', # Character mappings 'tiny': f'{LEGACY_MHID_PATH}/SK_MHID_Ralph.SK_MHID_Ralph', 'tim_lewis': f'{LEGACY_MHID_PATH}/SK_MHID_Luis.SK_MHID_Luis', # Map Tim_Lewis to Luis 'tim_luis': f'{LEGACY_MHID_PATH}/SK_MHID_Luis.SK_MHID_Luis', 'andre': f'{LEGACY_MHID_PATH}/SK_MHID_Erwin.SK_MHID_Erwin', 'flike': f'{LEGACY_MHID_PATH}/SK_MHID_Mark.SK_MHID_Mark', # New pipeline actors 'michael': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Michael', 'mike': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Mike', 'ricardo': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Ricardo', 'robert': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Robert', 'therese': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Therese', 'clara': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Clara', # Character mappings 'skeezer': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Michael', 'doctor': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Ricardo', 'paroleofficer': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Robert', 'sonia': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Therese', 'shell': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Deborah', # Update Shell/Deborah mappings (remove clara mapping) 'deborah': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Deborah', 'debbie': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Deborah', # Keep Clara as fallback 'clara': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Clara', # Update Shell/project/ mappings 'shell_deborah': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Deborah', 'shell_clara': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Clara', 'shell': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Deborah', # Default to Deborah 'deborah': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Deborah', 'debbie': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Deborah', 'clara': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Clara', # Add Hurricane/Tori mappings 'hurricane': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Tori', 'tori': f'{METAHUMAN_BASE_PATH}/project/.SK_MHID_Tori', } @staticmethod def is_legacy_actor(actor_name: str) -> bool: """Check if the actor/character uses the legacy MHID path.""" return actor_name.lower() in MetaHumanHelper.LEGACY_ACTORS @staticmethod def find_matching_identity(character_name, actor_name=None): """Find matching MHID for given character name, handling special cases.""" character_lower = character_name.lower() actor_lower = actor_name.lower() if actor_name else None # Special case handling for Tim character if character_lower == 'tim' and actor_lower == 'mark': logger.info(f"Special case: Tim played by Mark - using Mark's MHID") return MetaHumanHelper.MHID_MAPPING.get('tim_mark') # Special case handling for Shell character if character_lower == 'shell' and actor_lower: if 'clara' in actor_lower: logger.info(f"Special case: Shell played by Clara - using Clara's MHID") return MetaHumanHelper.MHID_MAPPING.get('shell_clara') elif any(name in actor_lower for name in ['deborah', 'debbie']): logger.info(f"Special case: Shell played by Deborah - using Deborah's MHID") return MetaHumanHelper.MHID_MAPPING.get('shell_deborah') # Regular character mapping mhid_path = MetaHumanHelper.MHID_MAPPING.get(character_lower) if mhid_path: if MetaHumanHelper.is_legacy_actor(character_lower): logger.info(f"Using legacy MHID path for {character_name}") else: logger.info(f"Using new pipeline MHID path for {character_name}") return mhid_path logger.warning(f"No matching MHID found for character: {character_name}") logger.warning(f"Available MHID mappings: {list(MetaHumanHelper.MHID_MAPPING.keys())}") return None @staticmethod def process_shot(performance_asset, progress_callback, completion_callback, error_callback): """Process a MetaHuman performance shot using synchronous operations.""" if not performance_asset: error_callback("Invalid performance asset provided") return False try: performance_asset.set_blocking_processing(True) progress_callback("Processing", 'processing') start_pipeline_error = performance_asset.start_pipeline() if start_pipeline_error == unreal.StartPipelineErrorType.NONE: # Since we're using blocking processing, we can proceed directly # The set_blocking_processing(True) call will wait until processing is complete progress_callback("Complete", 'processing') # Start the export process immediately after processing return MetaHumanHelper.export_shot(performance_asset, progress_callback, completion_callback, error_callback) else: error_msg = f"Pipeline start error: {start_pipeline_error}" error_callback(error_msg) progress_callback("Failed", 'processing') return False except Exception as e: error_callback(f"Processing error: {str(e)}") progress_callback("Failed", 'processing') return False @staticmethod def export_shot(performance_asset, progress_callback, completion_callback, error_callback): """Export a processed MetaHuman performance to animation sequence.""" try: progress_callback("Starting Export", 'exporting') # Extract name components for folder structure asset_name = performance_asset.get_name() # Remove any subtake from asset name asset_name = '_'.join(asset_name.split('_')[0:-1]) if '_' in asset_name else asset_name # Get the identity name and find corresponding skeletal mesh identity = performance_asset.get_editor_property("identity") identity_name = identity.get_name().lower() if identity else None if identity_name and identity_name.startswith('mhid_'): identity_name = identity_name[5:] # Get the target skeletal mesh path target_mesh_path = MetaHumanHelper.SKELETAL_MESH_MAPPING.get(identity_name) if not target_mesh_path: error_msg = f"No skeletal mesh mapping found for character: {identity_name}" error_callback(error_msg) progress_callback("Failed", 'exporting') return False # Load the skeletal mesh asset target_skeletal_mesh = unreal.load_asset(target_mesh_path) if not target_skeletal_mesh: error_msg = f"Failed to load skeletal mesh at path: {target_mesh_path}" error_callback(error_msg) progress_callback("Failed", 'exporting') return False # Get the sequence-specific export path from metadata sequence_path = unreal.EditorAssetLibrary.get_metadata_tag( performance_asset, "sequence_export_path" ) if not sequence_path: error_msg = "No sequence export path found in metadata" error_callback(error_msg) progress_callback("Failed", 'exporting') return False # Create export settings export_settings = unreal.MetaHumanPerformanceExportAnimationSettings() export_settings.set_editor_property("show_export_dialog", False) export_settings.set_editor_property("package_path", sequence_path) export_settings.set_editor_property("asset_name", f"AS_Face_{asset_name}") # Ensure AS_Face_ prefix export_settings.set_editor_property("enable_head_movement", False) export_settings.set_editor_property("export_range", unreal.PerformanceExportRange.PROCESSING_RANGE) export_settings.set_editor_property("target_skeleton_or_skeletal_mesh", target_skeletal_mesh) export_settings.set_editor_property("auto_save_anim_sequence", True) # Export the animation sequence progress_callback("Exporting Animation", 'exporting') anim_sequence = unreal.MetaHumanPerformanceExportUtils.export_animation_sequence( performance_asset, export_settings ) if anim_sequence: progress_callback("Complete", 'exporting') completion_callback() return True else: error_callback("Animation sequence export failed") progress_callback("Failed", 'exporting') return False except Exception as e: error_callback(f"Export error: {str(e)}") progress_callback("Failed", 'exporting') return False class BatchProcessor(QtCore.QObject): progress_updated = QtCore.Signal(int, str, str, str) processing_finished = QtCore.Signal() error_occurred = QtCore.Signal(str) def __init__(self): super().__init__() self.asset_processor = AssetProcessor() self.helper = MetaHumanHelper() self.all_capture_data = [] self.is_folder = True self.current_index = 0 # Get editor asset subsystem self.editor_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) def run_batch_process(self, selections, is_folder=True): """Initialize and start the batch processing""" logger.info("Starting batch process...") self.all_capture_data = selections if isinstance(selections, list) else [] self.is_folder = is_folder self.current_index = 0 if not self.all_capture_data: logger.error(f"Invalid selections type: {type(selections)}") return logger.info(f"Processing {len(self.all_capture_data)} assets") # Process first asset QtCore.QTimer.singleShot(0, self._process_next_asset) def _process_next_asset(self): """Process next asset in queue""" try: if self.current_index >= len(self.all_capture_data): self.processing_finished.emit() return capture_data_asset = self.all_capture_data[self.current_index] self.progress_updated.emit(self.current_index, "Processing", "", 'processing') # Create performance asset performance_asset = self.asset_processor.create_performance_asset( capture_data_asset.package_name, "/project/-Data/" ) if not performance_asset: self.progress_updated.emit(self.current_index, "Failed", "Failed to create performance asset", 'processing') self.current_index += 1 QtCore.QTimer.singleShot(0, self._process_next_asset) return # Process the shot success = self.helper.process_shot( performance_asset, lambda status, progress_type='processing': self.progress_updated.emit(self.current_index, status, "", progress_type), lambda: self._on_shot_complete(self.current_index), lambda error: self._on_shot_error(self.current_index, error) ) if not success: self.progress_updated.emit(self.current_index, "Failed", "Failed to process shot", 'processing') self.current_index += 1 QtCore.QTimer.singleShot(0, self._process_next_asset) except Exception as e: logger.error(f"Error processing asset: {str(e)}") self.progress_updated.emit(self.current_index, "Failed", str(e), 'processing') self.current_index += 1 QtCore.QTimer.singleShot(0, self._process_next_asset) def _on_shot_complete(self, index): """Handle shot completion""" self.progress_updated.emit(index, "Complete", "", 'processing') self.current_index += 1 QtCore.QTimer.singleShot(0, self._process_next_asset) def _on_shot_error(self, index, error): """Handle shot error""" self.progress_updated.emit(index, "Failed", error, 'processing') self.current_index += 1 QtCore.QTimer.singleShot(0, self._process_next_asset) class AssetProcessor: def __init__(self): self.asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() self.asset_tools = unreal.AssetToolsHelpers.get_asset_tools() # Update the name patterns to include all actor formats self.name_patterns = [ # Quad actor pattern (4 actors) r"^(?:(\w+)_)?(S\d+)_(\d+)_(\w+)_(\w+)_(\w+)_(\w+)_(\d+)(?:_\d+)?$", # Triple actor pattern (3 actors) r"^(?:(\w+)_)?(S\d+)_(\d+)_(\w+)_(\w+)_(\w+)_(\d+)(?:_\d+)?$", # Dual actor pattern (2 actors) r"^(?:(\w+)_)?(S\d+)_(\d+)_(\w+)_(\w+)_(\d+)(?:_\d+)?$", # Single actor pattern (1 actor) r"^(?:(\w+)_)?(S\d+)_(\d+)_(\w+)_(\d+)(?:_\d+)?$", # TT format pattern r"^TT-(\w+)-(\d+)_(\d+)$" ] # Updated actor to character mapping self.actor_character_mapping = { # Legacy actors to characters 'bev': 'barb', # Primary mapping for Barb 'beverly': 'barb', # Alternative mapping 'ralph': 'tiny', 'lewis': 'tim', 'luis': 'tim', 'erwin': 'andre', # Erwin actor maps to Andre character 'mark': 'flike', 'robert': 'paroleofficer', 'robert': 'parole', # Reverse mappings (character to actor) 'barb': 'bev', # Maps to bev (not beverly) 'tiny': 'ralph', 'tim': 'lewis', 'andre': 'erwin', # Andre character maps to Erwin actor 'flike': 'mark', 'parole': 'robert', # Added: parole character maps to robert actor 'paroleofficer': 'robert', # Both parole and paroleofficer map to robert # New pipeline mappings remain unchanged 'michael': 'skeezer', 'mike': 'skeezer', 'ricardo': 'doctor', 'therese': 'sonia', 'clara': 'shell', # New pipeline reverse mappings remain unchanged 'skeezer': 'michael', 'doctor': 'ricardo', 'sonia': 'therese', 'shell': 'clara', # Update Shell/Deborah mappings (remove clara mapping) 'deborah': 'shell', 'debbie': 'shell', # Keep Clara as fallback 'clara': 'shell', # Add Hurricane/Tori mapping 'hurricane': 'Tori', 'tori': 'Tori' } def get_available_folders(self): logger.info("Fetching available folders...") full_paths = self.asset_registry.get_sub_paths(MOCAP_BASE_PATH, recurse=True) # Filter and clean paths to only show from "Mocap" forward cleaned_paths = [] for path in full_paths: if "Mocap" in path: # Find the index of "Mocap" in the path mocap_index = path.find("Mocap") # Get everything from "Mocap" forward cleaned_path = path[mocap_index:] if self.folder_has_capture_data(path): # Still check using full path cleaned_paths.append(cleaned_path) logger.info(f"Found {len(cleaned_paths)} folders with capture data") return cleaned_paths def folder_has_capture_data(self, folder): search_filter = unreal.ARFilter( package_paths=[folder], class_names=["FootageCaptureData"], recursive_paths=True ) return bool(self.asset_registry.get_assets(search_filter)) def get_capture_data_assets(self, folder): """Get all capture data assets from a folder.""" logger.info(f"Searching for assets in folder: {folder}") # Ensure the folder path is properly formatted folder_path = str(folder) # Remove base path prefix if it exists if folder_path.startswith(f'{MOCAP_BASE_PATH}/'): folder_path = folder_path[len(f'{MOCAP_BASE_PATH}/'):] # Add the proper base path prefix folder_path = f"{MOCAP_BASE_PATH}/{folder_path.strip('/')}" logger.info(f"Searching with formatted path: {folder_path}") search_filter = unreal.ARFilter( package_paths=[folder_path], class_names=["FootageCaptureData"], recursive_paths=True, # Enable recursive search recursive_classes=True ) try: assets = self.asset_registry.get_assets(search_filter) logger.info(f"Found {len(assets)} assets in {folder_path}") # Log each found asset for debugging for asset in assets: logger.info(f"Found asset: {asset.package_name}") if not assets: # Try alternative path format alt_folder_path = folder_path.replace(MOCAP_BASE_PATH, '/Game/') logger.info(f"Trying alternative path: {alt_folder_path}") search_filter.package_paths = [alt_folder_path] assets = self.asset_registry.get_assets(search_filter) logger.info(f"Found {len(assets)} assets with alternative path") return assets except Exception as e: logger.error(f"Error getting assets: {str(e)}") return [] def get_all_capture_data_assets(self): """Get all capture data assets in the project.""" logger.info("Fetching all capture data assets...") # Create filter for FootageCaptureData assets asset_filter = unreal.ARFilter( class_names=["FootageCaptureData"], package_paths=[MOCAP_BASE_PATH], recursive_paths=True, recursive_classes=True ) # Get assets using the filter assets = self.asset_registry.get_assets(asset_filter) # Clean up asset display names and paths cleaned_assets = [] for asset in assets: if asset: # Get the full path full_path = str(asset.package_path) # Find the index of "Mocap" in the path if "Mocap" in full_path: mocap_index = full_path.find("Mocap") # Set a cleaned display path from "Mocap" forward display_path = full_path[mocap_index:] # Create a wrapper object that maintains the original asset but shows cleaned path class AssetWrapper: def __init__(self, original_asset, display_path): self._asset = original_asset self.display_path = display_path def __getattr__(self, attr): return getattr(self._asset, attr) def get_display_path(self): return self.display_path wrapped_asset = AssetWrapper(asset, display_path) cleaned_assets.append(wrapped_asset) logger.info(f"Found {len(cleaned_assets)} capture data assets") return cleaned_assets @staticmethod def extract_name_variable(asset_name: str) -> dict: """Extract variables from asset name with support for all naming patterns.""" # Clean up the name if asset_name.endswith('_Performance'): asset_name = asset_name[:-11] asset_name = asset_name.rstrip('_') logger.info(f"Extracting name components from: {asset_name}") # Define patterns for all formats patterns = [ # Quad actor pattern (4 actors) # Example: Barb_S063_0290_Erwin_Beverly_Clara_Mike_010_10 r'^(?P<character>[^_]+)_S(?P<slate>\d+)_(?P<sequence>\d+)_(?P<actor1>[^_]+)_(?P<actor2>[^_]+)_(?P<actor3>[^_]+)_(?P<actor4>[^_]+)_(?P<take>\d+)(?:_(?P<subtake>\d+))?$', # Triple actor pattern (3 actors) # Example: Barb_S063_0290_Erwin_Beverly_Clara_010_10 r'^(?P<character>[^_]+)_S(?P<slate>\d+)_(?P<sequence>\d+)_(?P<actor1>[^_]+)_(?P<actor2>[^_]+)_(?P<actor3>[^_]+)_(?P<take>\d+)(?:_(?P<subtake>\d+))?$', # Dual actor pattern (2 actors) # Example: Barb_S063_0290_Erwin_Beverly_010_10 r'^(?P<character>[^_]+)_S(?P<slate>\d+)_(?P<sequence>\d+)_(?P<actor1>[^_]+)_(?P<actor2>[^_]+)_(?P<take>\d+)(?:_(?P<subtake>\d+))?$', # Single actor pattern (1 actor) # Example: Barb_S063_0290_Erwin_010_10 r'^(?P<character>[^_]+)_S(?P<slate>\d+)_(?P<sequence>\d+)_(?P<actor1>[^_]+)_(?P<take>\d+)(?:_(?P<subtake>\d+))?$' ] # Try each pattern for i, pattern in enumerate(patterns): logger.info(f"Trying pattern {i + 1}: {pattern}") match = re.match(pattern, asset_name) if match: components = match.groupdict() logger.info(f"Pattern {i + 1} matched! Raw components: {components}") # Fix the erwin/andre naming issue # If 'erwin' is in the character spot, replace it with 'andre' if components.get('character', '').lower() == 'erwin': components['character'] = 'andre' logger.info("Corrected character 'erwin' to 'andre'") # Set actor count flags components['is_quad_actor'] = bool('actor4' in components and components['actor4']) components['is_triple_actor'] = bool('actor3' in components and components['actor3'] and not components.get('actor4')) components['is_dual_actor'] = bool('actor2' in components and components['actor2'] and not components.get('actor3')) components['is_single_actor'] = bool('actor1' in components and not components.get('actor2')) logger.info(f"Actor format flags - Quad: {components['is_quad_actor']}, " f"Triple: {components['is_triple_actor']}, " f"Dual: {components['is_dual_actor']}, " f"Single: {components['is_single_actor']}") # Store all actor names in a list for easy access components['all_actors'] = [] if components.get('actor4'): components['all_actors'] = [ components['actor1'], components['actor2'], components['actor3'], components['actor4'] ] logger.info(f"Quad actor format detected: {components['all_actors']}") elif components.get('actor3'): components['all_actors'] = [ components['actor1'], components['actor2'], components['actor3'] ] logger.info(f"Triple actor format detected: {components['all_actors']}") elif components.get('actor2'): components['all_actors'] = [ components['actor1'], components['actor2'] ] logger.info(f"Dual actor format detected: {components['all_actors']}") else: components['all_actors'] = [components['actor1']] logger.info(f"Single actor format detected: {components['all_actors']}") # Pad numbers to ensure consistent formatting if components.get('slate'): components['slate'] = components['slate'].zfill(4) if components.get('sequence'): components['sequence'] = components['sequence'].zfill(4) if components.get('take'): components['take'] = components['take'].zfill(3) logger.info(f"Final processed components: {components}") return components # If no pattern matches, log the failure and details about the name logger.warning(f"No pattern matched for asset name: {asset_name}") logger.debug(f"Name parts: {asset_name.split('_')}") return None def get_available_identities(self): logger.info("Fetching available identities...") search_filter = unreal.ARFilter( package_paths=["/project/"], class_names=["MetaHumanIdentity"], recursive_paths=True ) assets = self.asset_registry.get_assets(search_filter) # Convert Name objects to strings return {str(asset.asset_name): str(asset.package_name) for asset in assets} def find_matching_identity(self, capture_data_name): """ Find matching identity based on character name, handling actor-character relationships. """ available_identities = self.get_available_identities() logger.info(f"Available identities: {available_identities}") name_components = self.extract_name_variable(capture_data_name) if not name_components: logger.error(f"Could not parse capture data name: {capture_data_name}") return None # Get the character name (this is who we want to process) character = name_components.get('character', '').lower().strip() # Find the actor name for this character actor_name = self.actor_character_mapping.get(character, character) logger.info(f"Mapped character '{character}' to actor '{actor_name}'") # Look for matching identity using actor name expected_mhid = f"MHID_{actor_name.capitalize()}" logger.info(f"Looking for MHID match: {expected_mhid}") # Look for matching identity for identity_name, identity_path in available_identities.items(): identity_name = str(identity_name).lower() if identity_name.startswith("mhid_"): identity_actor = identity_name[5:].lower().strip() logger.info(f"Comparing {actor_name} with {identity_actor}") if actor_name == identity_actor: logger.info(f"Found matching identity: {identity_path}") return identity_path logger.warning(f"No matching identity found for character: {character} (Actor: {actor_name})") logger.warning(f"Expected MHID name would be: {expected_mhid}") return None # Add this at the class level of AssetProcessor SEQUENCE_MAPPING = { # Format: 'shot_number': ('parent_sequence_folder', 'shot_code') '0010': ('0010_Prologue', 'PRO'), '0020': ('0020_The_Effigy', 'EFF'), '0030': ('0030_Parole_Officer_Visit', 'POV'), '0040': ('0040_Andre_Work', 'ANW'), '0050': ('0050_Barb_Shell_Pool_Time', 'BSP'), '0060': ('0060_Barb_Shell_Kitchen_Toast', 'BSK'), '0070': ('0070_Walking_To_Flike', 'WTF'), '0080': ('0080_Meeting_Flike', 'MEF'), '0090': ('0090_Speaking_To_Tim', 'STT'), '0100': ('0100_Back_Alley_Walk', 'BAW'), '0110': ('0110_SoniaX_Ad', 'SXA'), '0120': ('0120_Andre_Bike_Ride', 'ABR'), '0130': ('0130_Flike_Vets', 'FLV'), '0140': ('0140_Barb_Shell_Meet_Tiny', 'BST'), '0150': ('0150_Andre_Eating', 'ANE'), '0160': ('0160_Hurricane_Twerking', 'HUT'), '0170': ('0170_Pray_Leprechaun', 'PRL'), '0180': ('0180_Andre_Thinking', 'ANT'), '0190': ('0190_Andre_Refuses_Job', 'ARJ'), '0200': ('0200_Doctor_Visit', 'DRV'), '0210': ('0210_Flikes_Tap_Dance', 'FTP'), '0220': ('0220_Whore_House_Inspection', 'WHI'), '0230': ('0230_Andre_Stargazing', 'AST'), '0240': ('0240_Molotov_Walk', 'MOW'), '0250': ('0250_Molotov_Cocktail', 'MOC'), '0260': ('0260_Picking_Up_Tim', 'PUT'), '0270': ('0270_Andre_Listens_Heart', 'ALH'), '0280': ('0280_Andre_Takes_Job', 'ATJ'), '0290': ('0290_Barb_Shell_Meet_Andre', 'BMA'), '0300': ('0300_Andre_Self_Reflects', 'ASR'), '0310': ('0310_Basketball_Match', 'BBM'), '0320': ('0320_Tims_House', 'TMH'), '0330': ('0330_Andre_Runs_Home', 'ARH'), '0340': ('0340_Barb_Shell_Celebrate', 'BSC'), '0350': ('0350_Flike_Raps', 'FLR'), '0360': ('0360_Sonia_Limo_Ride', 'SLR'), '0370': ('0370_Andre_Sonia', 'ASO'), '0380': ('0380_Flike_Molotov_Cocktail', 'FMC'), '0390': ('0390_The_Fairy_Costume', 'TFC'), '0400': ('0400_Barb_Shell_Dance', 'BSD'), '0410': ('0410_Andres_Death', 'ADE'), '0420': ('0420_Flikes_Fire_Dance', 'FFD'), '0430': ('0430_Andres_Burial', 'ABU'), '0440': ('0440_Andre_at_Church', 'AAC') } def get_sequence_folder(self, sequence_number: str) -> tuple: """ Get the parent sequence folder and shot code for a given sequence number. Returns tuple of (parent_folder, shot_code) """ # Find the parent sequence number (first 3 digits + 0) parent_seq = sequence_number[:3] + '0' if parent_seq in self.SEQUENCE_MAPPING: parent_folder, shot_code = self.SEQUENCE_MAPPING[parent_seq] return parent_folder, shot_code else: logger.warning(f"No mapping found for sequence {sequence_number}, using default structure") return (f"{parent_seq}_Unknown", "UNK") def create_performance_asset(self, path_to_capture_data: str, save_performance_location: str) -> unreal.MetaHumanPerformance: """Create performance asset with new folder structure.""" try: capture_data_asset = unreal.load_asset(path_to_capture_data) if not capture_data_asset: raise ValueError(f"Failed to load capture data asset at {path_to_capture_data}") capture_data_name = capture_data_asset.get_name() name_components = self.extract_name_variable(capture_data_name) if not name_components: raise ValueError(f"Could not parse name components from {capture_data_name}") logger.info(f"Creating performance asset with components: {name_components}") character = name_components.get('character', 'Unknown').lower() sequence = name_components.get('sequence', '0000') take = name_components.get('take', '000') # Get the mapped actor for this character mapped_actor = self.actor_character_mapping.get(character, character) logger.info(f"Character '{character}' is mapped to actor '{mapped_actor}'") # Get sequence folder structure sequence_padded = sequence.zfill(4) parent_folder, shot_code = self.get_sequence_folder(sequence_padded) # Build the new folder paths base_path = f"/project/{parent_folder}/{sequence_padded}_{shot_code}_MAIN" mha_path = f"{base_path}/MHA-DATA/{take}/{character}" performance_path = f"{mha_path}/MHP" # Create the performance asset name using only the mapped actor performance_asset_name = f"Face_{character}_S{name_components['slate']}_{sequence}_{mapped_actor}_{take}_Performance" logger.info(f"Creating performance asset: {performance_asset_name}") # Create the performance asset performance_asset = self.asset_tools.create_asset( asset_name=performance_asset_name, package_path=performance_path, asset_class=unreal.MetaHumanPerformance, factory=unreal.MetaHumanPerformanceFactoryNew() ) if not performance_asset: raise ValueError(f"Failed to create performance asset {performance_asset_name}") # Set properties and metadata identity_asset = self._get_identity_asset(name_components) performance_asset.set_editor_property("identity", identity_asset) performance_asset.set_editor_property("footage_capture_data", capture_data_asset) # Store export paths in metadata - Single character folder export_path = f"{mha_path}" unreal.EditorAssetLibrary.set_metadata_tag( performance_asset, "sequence_export_path", export_path ) # Update the animation sequence name format using only the mapped actor anim_sequence_name = f"AS_Face_{character}_S{name_components['slate']}_{sequence}_{mapped_actor}_{take}" # Store the animation sequence name in metadata unreal.EditorAssetLibrary.set_metadata_tag( performance_asset, "animation_sequence_name", anim_sequence_name ) # Save and return the asset unreal.EditorAssetLibrary.save_loaded_asset(performance_asset) return performance_asset except Exception as e: logger.error(f"Error creating performance asset: {str(e)}") raise def _get_identity_asset(self, name_components): """Get the appropriate identity asset based on actor information.""" try: # Debug logging for incoming components logger.info(f"Starting _get_identity_asset with components: {name_components}") if not name_components: raise ValueError("No name components provided") # Get the character name first character = name_components.get('character', '') if not character: raise ValueError("No character found in name components") character = character.lower() # Determine which actor we should use based on the format actor_name = None if name_components.get('is_quad_actor'): logger.info("Quad actor format detected") actor_name = name_components.get('actor1', '').lower() logger.info(f"Using first actor: {actor_name}") elif name_components.get('is_triple_actor'): logger.info("Triple actor format detected") actor_name = name_components.get('actor1', '').lower() logger.info(f"Using first actor: {actor_name}") elif name_components.get('is_dual_actor'): logger.info("Dual actor format detected") actor_name = name_components.get('actor1', '').lower() logger.info(f"Using first actor: {actor_name}") else: logger.info("Single actor format detected") actor_name = name_components.get('actor', '').lower() if not actor_name: actor_name = name_components.get('actor1', '').lower() logger.info(f"Using actor: {actor_name}") if not actor_name: raise ValueError(f"No actor name found in components: {name_components}") logger.info(f"Processing character: {character}, actor: {actor_name}") # First try to get the MHID with both character and actor information identity_path = MetaHumanHelper.find_matching_identity(character, actor_name) if not identity_path: error_msg = f"No MHID found for {actor_name} ({character} character)" logger.error(error_msg) raise ValueError(error_msg) logger.info(f"Using MHID path: {identity_path}") identity_asset = unreal.load_asset(identity_path) if not identity_asset: error_msg = f"Failed to load MHID at path: {identity_path}" logger.error(error_msg) raise ValueError(error_msg) return identity_asset except Exception as e: logger.error(f"Error in _get_identity_asset: {str(e)}") logger.error(f"Name components: {name_components}") raise class UnifiedSelectionDialog(QtWidgets.QDialog): """Dialog for selecting either folders or individual capture data assets.""" def __init__(self, available_folders, capture_data_assets, parent=None): super().__init__(parent) self.setWindowTitle("Select Items for Batch Processing") self.setGeometry(300, 300, 500, 400) self.setStyleSheet(""" QDialog { background-color: #2b2b2b; color: #ffffff; } QTreeWidget { background-color: #3b3b3b; color: #ffffff; border: 1px solid #555555; } QTreeWidget::item { padding: 4px; } QTreeWidget::item:hover { background-color: #4b4b4b; } QTreeWidget::item:selected { background-color: #555555; } QRadioButton { color: white; padding: 5px; } QRadioButton::indicator { width: 13px; height: 13px; } """) layout = QtWidgets.QVBoxLayout(self) # Add radio buttons for selection type self.radio_layout = QtWidgets.QHBoxLayout() self.folder_radio = QtWidgets.QRadioButton("Folders") self.asset_radio = QtWidgets.QRadioButton("Capture Data Assets") self.folder_radio.setChecked(True) self.radio_layout.addWidget(self.folder_radio) self.radio_layout.addWidget(self.asset_radio) layout.addLayout(self.radio_layout) # Connect radio buttons self.folder_radio.toggled.connect(self.switch_view) self.asset_radio.toggled.connect(self.switch_view) # Add search functionality search_layout = QtWidgets.QHBoxLayout() search_label = QtWidgets.QLabel("Search:") search_label.setStyleSheet("color: white;") self.search_input = QtWidgets.QLineEdit() self.search_input.setStyleSheet(""" QLineEdit { background-color: #3b3b3b; color: white; border: 1px solid #555555; padding: 4px; } """) self.search_input.textChanged.connect(self.filter_tree) search_layout.addWidget(search_label) search_layout.addWidget(self.search_input) layout.addLayout(search_layout) # Create tree widget self.tree = QtWidgets.QTreeWidget() self.tree.setHeaderLabel("Available Items") self.tree.setSelectionMode(QtWidgets.QAbstractItemView.NoSelection) # Disable selection highlighting layout.addWidget(self.tree) # Add "Select All" checkbox self.select_all_checkbox = QtWidgets.QCheckBox("Select All") self.select_all_checkbox.setStyleSheet("color: white;") self.select_all_checkbox.stateChanged.connect(self.toggle_all_items) layout.insertWidget(2, self.select_all_checkbox) # Insert after search box # Store data self.available_folders = available_folders self.capture_data_assets = capture_data_assets # Populate initial view (folders) self.populate_folders() # Add buttons button_layout = QtWidgets.QHBoxLayout() self.ok_button = QtWidgets.QPushButton("OK") self.cancel_button = QtWidgets.QPushButton("Cancel") for btn in [self.ok_button, self.cancel_button]: btn.setStyleSheet(""" QPushButton { background-color: #3b3b3b; color: white; border: 1px solid #555555; padding: 5px 15px; } QPushButton:hover { background-color: #4b4b4b; } """) button_layout.addWidget(self.ok_button) button_layout.addWidget(self.cancel_button) layout.addLayout(button_layout) # Connect buttons self.ok_button.clicked.connect(self.accept) self.cancel_button.clicked.connect(self.reject) # Modify tree widget selection mode based on radio button state self.folder_radio.toggled.connect(self.update_selection_mode) self.asset_radio.toggled.connect(self.update_selection_mode) # Set initial selection mode self.update_selection_mode() def switch_view(self): """Switch between folder and asset view based on radio selection.""" self.tree.clear() if self.folder_radio.isChecked(): self.populate_folders() else: self.populate_assets() def populate_folders(self): """Populate the tree with folder hierarchy.""" tree_dict = {} for folder_path in self.available_folders: # Clean path to start from Mocap clean_path = folder_path if "Mocap" in clean_path: mocap_index = clean_path.find("Mocap") clean_path = clean_path[mocap_index:] parts = clean_path.strip('/').split('/') current_dict = tree_dict current_path = [] for part in parts: current_path.append(part) if '/'.join(current_path) not in current_dict: current_dict['/'.join(current_path)] = {} current_dict = current_dict['/'.join(current_path)] self._create_tree_items(tree_dict, self.tree, is_folder=True) def populate_assets(self): """Populate the tree with capture data assets.""" tree_dict = {} for asset in self.capture_data_assets: if not asset: continue path = str(asset.package_path) # Clean path to start from Mocap if "Mocap" in path: mocap_index = path.find("Mocap") path = path[mocap_index:] parts = path.strip('/').split('/') current_dict = tree_dict current_path = [] for part in parts: current_path.append(part) path_key = '/'.join(current_path) if path_key not in current_dict: current_dict[path_key] = {'__assets__': []} current_dict = current_dict[path_key] current_dict['__assets__'].append(asset) self._create_tree_items(tree_dict, self.tree, is_folder=False) def _create_tree_items(self, tree_dict, parent_item, is_folder): """Recursively create tree items from dictionary with checkboxes.""" sorted_items = [] for path, content in tree_dict.items(): if path == '__assets__': sorted_assets = sorted(content, key=lambda x: str(x.asset_name).lower()) for asset in sorted_assets: display_name = str(asset.asset_name) if "Mocap" in display_name: mocap_index = display_name.find("Mocap") display_name = display_name[mocap_index:] sorted_items.append(('asset', display_name, asset)) else: display_name = path.split('/')[-1] sorted_items.append(('folder', display_name, (path, content))) sorted_items.sort(key=lambda x: x[1].lower()) for item_type, display_name, data in sorted_items: if item_type == 'asset': item = QtWidgets.QTreeWidgetItem([display_name]) item.setData(0, QtCore.Qt.UserRole, data) item.setFlags(item.flags() | QtCore.Qt.ItemIsUserCheckable) item.setCheckState(0, QtCore.Qt.Unchecked) else: path, content = data item = QtWidgets.QTreeWidgetItem([display_name]) if is_folder: item.setData(0, QtCore.Qt.UserRole, path) item.setFlags(item.flags() | QtCore.Qt.ItemIsUserCheckable) item.setCheckState(0, QtCore.Qt.Unchecked) if isinstance(parent_item, QtWidgets.QTreeWidget): parent_item.addTopLevelItem(item) else: parent_item.addChild(item) if item_type == 'folder' and content: self._create_tree_items(content, item, is_folder) def toggle_all_items(self, state): """Toggle all checkboxes based on Select All state.""" def set_check_state(item): if item.flags() & QtCore.Qt.ItemIsUserCheckable: item.setCheckState(0, state) for i in range(item.childCount()): set_check_state(item.child(i)) for i in range(self.tree.topLevelItemCount()): set_check_state(self.tree.topLevelItem(i)) def get_selected_items(self): """Return checked folders or assets based on current mode.""" def get_checked_items(item): checked_items = [] if item.flags() & QtCore.Qt.ItemIsUserCheckable and item.checkState(0) == QtCore.Qt.Checked: data = item.data(0, QtCore.Qt.UserRole) if data: checked_items.append(data) for i in range(item.childCount()): checked_items.extend(get_checked_items(item.child(i))) return checked_items checked_items = [] for i in range(self.tree.topLevelItemCount()): checked_items.extend(get_checked_items(self.tree.topLevelItem(i))) if not checked_items: return None return { 'type': 'folder' if self.folder_radio.isChecked() else 'asset', 'data': checked_items } def update_selection_mode(self): """Update tree selection mode is no longer needed with checkboxes""" pass # Remove previous selection mode logic def filter_tree(self, filter_text): """Filter the tree based on search text.""" def show_all_items(item): """Show all items in the tree.""" item.setHidden(False) for i in range(item.childCount()): show_all_items(item.child(i)) def filter_item(item, text): """Filter items based on search text.""" if not text: # If search text is empty, show everything show_all_items(item) return True if text.lower() in item.text(0).lower(): item.setHidden(False) parent = item.parent() while parent: parent.setHidden(False) parent = parent.parent() return True child_match = False for i in range(item.childCount()): if filter_item(item.child(i), text): child_match = True item.setHidden(not child_match) return child_match # Apply filtering to all top-level items for i in range(self.tree.topLevelItemCount()): filter_item(self.tree.topLevelItem(i), filter_text) class BatchProcessorUI(QtWidgets.QWidget): def __init__(self): super().__init__() self.processor = BatchProcessor() self.progress_dialog = None self.show_selection_dialog() def show_selection_dialog(self): """Show unified selection dialog immediately.""" try: available_folders = self.processor.asset_processor.get_available_folders() capture_data_assets = self.processor.asset_processor.get_all_capture_data_assets() if not available_folders and not capture_data_assets: QtWidgets.QMessageBox.warning(self, "No Items", "No folders or capture data assets were found.") return dialog = UnifiedSelectionDialog(available_folders, capture_data_assets, self) if dialog.exec_(): selected_items = dialog.get_selected_items() if selected_items: self.confirm_and_start_processing(selected_items['data'], is_folder=(selected_items['type'] == 'folder')) else: QtWidgets.QMessageBox.warning(self, "No Selection", "Please select items to process.") except Exception as e: logger.error(f"Error in item selection: {str(e)}") QtWidgets.QMessageBox.critical(self, "Error", f"An error occurred while selecting items: {str(e)}") def confirm_and_start_processing(self, selections, is_folder): selection_type = "folders" if is_folder else "capture data assets" reply = QtWidgets.QMessageBox.question(self, 'Start Batch Process', f"Are you sure you want to start batch processing for {len(selections)} {selection_type}?", QtWidgets.QMessageBox.Yes, QtWidgets.QMessageBox.No) if reply == QtWidgets.QMessageBox.Yes: self.start_processing(selections, is_folder) def start_processing(self, selections, is_folder): # Create new progress dialog for each batch with the actor mapping self.progress_dialog = ProgressDialog( self, actor_character_mapping=self.processor.asset_processor.actor_character_mapping ) self.progress_dialog.show() # Clear any existing connections try: self.processor.progress_updated.disconnect() self.processor.processing_finished.disconnect() self.processor.error_occurred.disconnect() except: pass # Connect signals self.processor.progress_updated.connect(self.update_progress) self.processor.processing_finished.connect(self.on_processing_finished) self.processor.error_occurred.connect(self.show_error_dialog) # Prepare the progress dialog items total_assets = [] if is_folder: logger.info(f"Processing folders: {selections}") for folder in selections: logger.info(f"Getting assets from folder: {folder}") try: # Ensure we're using the full game path folder_path = str(folder) if "Mocap" in folder_path: mocap_index = folder_path.find("Mocap") folder_path = "/project/" + folder_path[mocap_index:] logger.info(f"Searching in path: {folder_path}") # Get all assets in the folder assets = unreal.EditorAssetLibrary.list_assets(folder_path, recursive=True) logger.info(f"Found {len(assets)} total assets in folder") # Filter for FootageCaptureData assets for asset_path in assets: try: asset = unreal.load_asset(asset_path) if asset and asset.get_class().get_name() == "FootageCaptureData": # Create a wrapper object that matches the expected interface class AssetWrapper: def __init__(self, asset, path): self.asset = asset self.package_name = path self.asset_name = asset.get_name() self.package_path = '/'.join(path.split('/')[:-1]) def get_name(self): return self.asset_name wrapped_asset = AssetWrapper(asset, asset_path) total_assets.append(wrapped_asset) # Get clean folder name for display display_folder = folder_path if "Mocap" in display_folder: mocap_index = display_folder.find("Mocap") display_folder = display_folder[mocap_index:] self.progress_dialog.add_item(display_folder, asset.get_name()) logger.info(f"Added asset {asset.get_name()} from {display_folder}") except Exception as asset_e: logger.error(f"Error processing asset {asset_path}: {str(asset_e)}") continue except Exception as e: logger.error(f"Error processing folder {folder}: {str(e)}") continue else: total_assets = [] for asset in selections: if asset is None: logger.warning("Skipping None asset in selections") continue try: # Verify asset has required attributes asset_name = str(asset.asset_name) if hasattr(asset, 'asset_name') else str(asset.get_name()) package_path = str(asset.package_path) if hasattr(asset, 'package_path') else str(asset.get_path_name()) if not asset_name or not package_path: logger.error(f"Invalid asset found - Name: {asset_name}, Path: {package_path}") continue total_assets.append(asset) self.progress_dialog.add_item(package_path, asset_name) logger.info(f"Added individual asset {asset_name} to progress dialog") except Exception as e: logger.error(f"Error processing individual asset: {str(e)}") continue # Update the total count in the progress dialog total_count = len(total_assets) logger.info(f"Total assets to process: {total_count}") if total_count == 0: error_msg = "No assets found in selected folders." logger.error(error_msg) QtWidgets.QMessageBox.warning(self, "No Assets", error_msg) self.progress_dialog.close() return # Start processing with the collected assets QtCore.QTimer.singleShot(0, lambda: self.processor.run_batch_process(total_assets, False)) def update_progress(self, index, status, error="", progress_type='processing'): if self.progress_dialog: self.progress_dialog.update_item_progress(index, status, error, progress_type) logger.info(f"Progress updated - Index: {index}, Status: {status}, Type: {progress_type}") def on_processing_finished(self): # Remove the popup message and replace with bold log entry if self.progress_dialog: self.progress_dialog.log_text.append("<b>Batch processing has finished.</b>") logger.info("Batch processing has finished.") def show_error_dialog(self, error_message): QtWidgets.QMessageBox.critical(self, "Error", error_message) def update_log_level(self, level): logging.getLogger().setLevel(level) def show_help(self): help_text = """ Batch Processor Help: 1. Select Folders: Choose the folders containing assets to process. 2. Select Capture Data: Choose individual capture data assets to process. 3. Log Level: Choose the verbosity of logging. 4. Progress Dialog: Shows processing progress and allows cancellation. 5. Save Log: Export the processing log for troubleshooting. For more information, please refer to the user manual. """ QtWidgets.QMessageBox.information(self, "Help", help_text) def closeEvent(self, event): reply = QtWidgets.QMessageBox.question(self, 'Exit', "Are you sure you want to exit?", QtWidgets.QMessageBox.Yes, QtWidgets.QMessageBox.No) if reply == QtWidgets.QMessageBox.Yes: # Comment out cancel processing call # self.processor.cancel_processing() event.accept() else: event.ignore() class ProcessingDialog(QtWidgets.QDialog): def __init__(self, parent=None): super(ProcessingDialog, self).__init__(parent) self.setWindowTitle("Processing") self.setModal(True) self.setMinimumWidth(300) self.is_processing = True # Create layout layout = QtWidgets.QVBoxLayout(self) # Add progress label self.progress_label = QtWidgets.QLabel("Processing...") layout.addWidget(self.progress_label) # Add progress bar self.progress_bar = QtWidgets.QProgressBar() self.progress_bar.setRange(0, 0) # Indeterminate progress layout.addWidget(self.progress_bar) # Style the dialog self.setStyleSheet(""" QDialog { background-color: #2b2b2b; color: #ffffff; } QLabel { color: #ffffff; } QProgressBar { border: 2px solid grey; border-radius: 5px; text-align: center; color: #ffffff; } QProgressBar::chunk { background-color: #4CAF50; width: 10px; margin: 0.5px; } """) def closeEvent(self, event): """Override close event to prevent premature closing""" if self.is_processing: # If processing is ongoing, show confirmation dialog reply = QtWidgets.QMessageBox.question( self, 'Confirm Exit', 'Processing is still in progress. Are you sure you want to cancel?', QtWidgets.QMessageBox.Yes | QtWidgets.QMessageBox.No, QtWidgets.QMessageBox.No ) if reply == QtWidgets.QMessageBox.Yes: event.accept() else: # User decided to continue processing event.ignore() else: # If not processing, allow normal close event.accept() def update_progress(self, message, status): """Update progress status and handle completion""" self.progress_label.setText(message) if status == 'complete': self.is_processing = False self.accept() # Close dialog when complete elif status == 'failed': self.is_processing = False self.reject() # Close dialog on failure else: self.is_processing = True def closeEvent(self, event): """Override close event to prevent premature closing""" if self.is_processing: # If processing is ongoing, show confirmation dialog reply = QtWidgets.QMessageBox.question( self, 'Confirm Exit', 'Processing is still in progress. Are you sure you want to cancel?', QtWidgets.QMessageBox.Yes | QtWidgets.QMessageBox.No, QtWidgets.QMessageBox.No ) if reply == QtWidgets.QMessageBox.Yes: # Comment out cancelled flag # self.cancelled = True event.accept() else: # User decided to continue processing event.ignore() else: # If not processing, allow normal close event.accept() def update_progress(self, message, status): """Update progress status and handle completion""" self.progress_label.setText(message) if status == 'complete': self.is_processing = False self.accept() # Close dialog when complete elif status == 'failed': self.is_processing = False self.reject() # Close dialog on failure else: self.is_processing = True def run(): app = QtWidgets.QApplication.instance() if not app: app = QtWidgets.QApplication(sys.argv) # Create and show the selection dialog directly global ui ui = BatchProcessorUI() # Define the tick function def tick(delta_time): app.processEvents() return True # Keep global references global tick_handle tick_handle = unreal.register_slate_post_tick_callback(tick) class KeepAlive: pass global keep_alive keep_alive = KeepAlive() keep_alive.ui = ui keep_alive.tick_handle = tick_handle if __name__ == "__main__": run()
# coding: utf-8 import unreal import argparse print("VRM4U python begin") print (__file__) parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") parser.add_argument("-meta") args = parser.parse_args() print(args.vrm) #print(dummy[3]) humanoidBoneList = [ "hips", "leftUpperLeg", "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] hierarchy = unreal.ControlRigBlueprintLibrary.get_hierarchy(rig) h_con = hierarchy.get_controller() #elements = h_con.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_con.get_bone(kk)) #print(h_con.get_elements()) ### 全ての骨 modelBoneListAll = [] modelBoneNameList = [] #for e in reversed(h_con.get_elements()): # if (e.type != unreal.RigElementType.BONE): # h_con.remove_element(e) for e in hierarchy.get_bones(): if (e.type == unreal.RigElementType.BONE): modelBoneListAll.append(e) modelBoneNameList.append("{}".format(e.name).lower()) # else: # h_con.remove_element(e) print(modelBoneListAll[0]) #exit #print(k.get_editor_property("bone_tree")[0].get_editor_property("translation_retargeting_mode")) #print(k.get_editor_property("bone_tree")[0].get_editor_property("parent_index")) #unreal.select #vrmlist = unreal.VrmAssetListObject #vrmmeta = vrmlist.vrm_meta_object #print(vrmmeta.humanoid_bone_table) #selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors() #selected_static_mesh_actors = unreal.EditorFilterLibrary.by_class(selected_actors,unreal.StaticMeshActor.static_class()) #static_meshes = np.array([]) ## meta 取得 reg = unreal.AssetRegistryHelpers.get_asset_registry(); a = reg.get_all_assets(); if (args.meta): for aa in a: if (aa.get_editor_property("object_path") == args.meta): v:unreal.VrmMetaObject = aa vv = aa.get_asset() if (vv == None): for aa in a: if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object print(vv) meta = vv #v:unreal.VrmAssetListObject = None #if (True): # a = reg.get_assets_by_path(args.vrm) # a = reg.get_all_assets(); # for aa in a: # if (aa.get_editor_property("object_path") == args.vrm): # v:unreal.VrmAssetListObject = aa #v = unreal.VrmAssetListObject.cast(v) #print(v) #unreal.VrmAssetListObject.vrm_meta_object #meta = v.vrm_meta_object() #meta = unreal.EditorFilterLibrary.by_class(asset,unreal.VrmMetaObject.static_class()) print (meta) #print(meta[0].humanoid_bone_table) ### モデル骨のうち、ヒューマノイドと同じもの ### 上の変換テーブル humanoidBoneToModel = {"" : ""} humanoidBoneToModel.clear() ### modelBoneでループ #for bone_h in meta.humanoid_bone_table: for bone_h_base in humanoidBoneList: bone_h = None for e in meta.humanoid_bone_table: if ("{}".format(e).lower() == bone_h_base): bone_h = e; break; print("{}".format(bone_h)) if (bone_h==None): continue bone_m = meta.humanoid_bone_table[bone_h] try: i = modelBoneNameList.index(bone_m.lower()) except: i = -1 if (i < 0): continue if ("{}".format(bone_h).lower() == "upperchest"): continue; humanoidBoneToModel["{}".format(bone_h).lower()] = "{}".format(bone_m).lower() if ("{}".format(bone_h).lower() == "chest"): #upperchestがあれば、これの次に追加 bh = 'upperchest' print("upperchest: check begin") for e in meta.humanoid_bone_table: if ("{}".format(e).lower() != 'upperchest'): continue bm = "{}".format(meta.humanoid_bone_table[e]).lower() if (bm == ''): continue humanoidBoneToModel[bh] = bm humanoidBoneParentList[10] = "upperchest" humanoidBoneParentList[12] = "upperchest" humanoidBoneParentList[13] = "upperchest" print("upperchest: find and insert parent") break print("upperchest: check end") parent=None control_to_mat={None:None} count = 0 ### 骨名からControlへのテーブル name_to_control = {"dummy_for_table" : None} print("loop begin") ###### root key = unreal.RigElementKey(unreal.RigElementType.NULL, 'root_s') space = hierarchy.find_null(key) if (space.get_editor_property('index') < 0): space = h_con.add_null('root_s', space_type=unreal.RigSpaceType.SPACE) else: space = key key = unreal.RigElementKey(unreal.RigElementType.CONTROL, 'root_c') control = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): control = h_con.add_control('root_c', space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) else: control = key h_con.set_parent(control, space) parent = control setting = h_con.get_control_settings(control) setting.shape_visible = False h_con.set_control_settings(control, setting) for ee in humanoidBoneToModel: element = humanoidBoneToModel[ee] humanoidBone = ee modelBoneNameSmall = element # 対象の骨 #modelBoneNameSmall = "{}".format(element.name).lower() #humanoidBone = modelBoneToHumanoid[modelBoneNameSmall]; boneNo = humanoidBoneList.index(humanoidBone) print("{}_{}_{}__parent={}".format(modelBoneNameSmall, humanoidBone, boneNo,humanoidBoneParentList[boneNo])) # 親 if count != 0: parent = name_to_control[humanoidBoneParentList[boneNo]] # 階層作成 bIsNew = False name_s = "{}_s".format(humanoidBone) key = unreal.RigElementKey(unreal.RigElementType.NULL, name_s) space = hierarchy.find_null(key) if (space.get_editor_property('index') < 0): space = h_con.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 = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): control = h_con.add_control(name_c, space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) #h_con.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_con.get_control(control) cc.set_editor_property('gizmo_transform', gizmo_trans) cc.set_editor_property('control_type', unreal.RigControlType.ROTATOR) h_con.set_control(cc) #h_con.set_control_value_transform(control,gizmo_trans) bIsNew = True else: control = key if (bIsNew == True): h_con.set_parent(control, space) # テーブル登録 name_to_control[humanoidBone] = control print(humanoidBone) # ロケータ 座標更新 # 不要な上層階層を考慮 gTransform = hierarchy.get_global_transform(modelBoneListAll[modelBoneNameList.index(modelBoneNameSmall)]) if count == 0: bone_initial_transform = gTransform else: #bone_initial_transform = h_con.get_initial_transform(element) bone_initial_transform = gTransform.multiply(control_to_mat[parent].inverse()) hierarchy.set_global_transform(space, gTransform, True) control_to_mat[control] = gTransform # 階層修正 h_con.set_parent(space, parent) count += 1 if (count >= 500): break
import unreal #import re def get_bp_c_by_name(__bp_dir:str): __bp_c = __bp_dir + '_C' return __bp_c def get_bp_mesh_comp (__bp_c:str) : #source_mesh = ue.load_asset(__mesh_dir) loaded_bp_c = unreal.EditorAssetLibrary.load_blueprint_class(__bp_c) bp_c_obj = unreal.get_default_object(loaded_bp_c) loaded_comp = bp_c_obj.get_editor_property('Mesh') return loaded_comp def get_bp_capsule_comp (__bp_c:str) : #source_mesh = ue.load_asset(__mesh_dir) loaded_bp_c = unreal.EditorAssetLibrary.load_blueprint_class(__bp_c) bp_c_obj = unreal.get_default_object(loaded_bp_c) loaded_comp = bp_c_obj.get_editor_property('CapsuleComponent') return loaded_comp def get_bp_comp_by_name (__bp_c, __seek: str) : #source_mesh = ue.load_asset(__mesh_dir) loaded_bp_c = unreal.EditorAssetLibrary.load_blueprint_class(__bp_c) bp_c_obj = unreal.get_default_object(loaded_bp_c) loaded_comp = bp_c_obj.get_editor_property(__seek) return loaded_comp ar_asset_lists = [] ar_asset_lists = unreal.EditorUtilityLibrary.get_selected_assets() print (ar_asset_lists[0]) str_selected_asset = '' if len(ar_asset_lists) > 0 : str_selected_asset = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(ar_asset_lists[0]) #str_selected_asset = str(ar_asset_lists[0]) #print(str_selected_asset) path = str_selected_asset.rsplit('/', 1)[0] + '/' name = str_selected_asset.rsplit('/', 1)[1] name = name.rsplit('.', 1)[1] BaseBP: str = '/project/' BaseAnimBP: str = '/project/' Basepath: str = path assetPath: str = Basepath + '/project/' '''BP setting start''' BPPath: str = Basepath + '/Blueprints/' + name + "_Blueprint" AnimBPPath: str = Basepath + '/Blueprints/' + name + "_AnimBP" #SkeletonPath = Basepath + name + "_Skeleton" Skeleton = ar_asset_lists[0].skeleton asset_bp = unreal.EditorAssetLibrary.duplicate_asset(BaseBP,BPPath) AnimBP = unreal.EditorAssetLibrary.duplicate_asset(BaseAnimBP,AnimBPPath) AnimBP.set_editor_property("target_skeleton", Skeleton) # BPPath_C = get_bp_c_by_name(BPPath) # BP_mesh_comp = get_bp_mesh_comp_by_name(BPPath_C, 'Mesh') # BP_mesh_comp.set_editor_property('skeletal_mesh',ar_asset_lists[0]) # BP_mesh_comp.set_editor_property('anim_class', loaded_a) # '''BP setting end''' # BP Component Setting Start # _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) # BP Component Setting End # #test code # # bp_capsule_comp = get_bp_capsule_comp(_bp_c) # bp_capsule_comp = get_bp_comp_by_name(_bp_c,'CapsuleComponent') # half_height = bp_capsule_comp.get_editor_property('capsule_half_height')
import unreal projectPath = unreal.Paths.project_dir() content_path = unreal.Paths.project_content_dir() path_split = projectPath.split('/') wip_folder_name = path_split[len(path_split)-3] + '_WIP' path_split[len(path_split)-3] = wip_folder_name wip_path = '/'.join(path_split) wip_folder = wip_path source_folder = content_path texture_folder = wip_path + 'Game/' desired_size = 2024 print('WIP Folder:', wip_folder) print('Source Folder:', source_folder) print('Texture Folder:', texture_folder) print('Desired Size:', desired_size)
""" Test script to create an actor in Unreal Engine. """ import unreal # Create a new actor (static mesh) at origin actor_location = unreal.Vector(0, 0, 0) actor_rotation = unreal.Rotator(0, 0, 0) actor = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.StaticMeshActor, actor_location, actor_rotation ) # Set the actor name actor.set_actor_label("TestCube") # Set the mesh to a cube mesh_path = "/project/.Cube" mesh = unreal.EditorAssetLibrary.load_asset(mesh_path) actor.static_mesh_component.set_static_mesh(mesh) # Print the result print(f"Created actor: {actor.get_name()}") # Return a result object result = { "status": "success", "message": f"Created actor: {actor.get_name()}", "actor_name": actor.get_name(), "actor_label": actor.get_actor_label(), "location": [0, 0, 0] } # This string will be captured by the MCP system str(result)
#coding:utf-8 import unreal import sys sys.path.append('C:/project/-packages') from PySide import QtGui, QtUiTools, QtCore import UE_AssembleTool reload(UE_AssembleTool) UI_FILE_FULLNAME = r"\\ftdytool.hytch.com\FTDY\hq_tool\software\Unreal Engine\PythonProject\UE_PipelineTool\Assemble\UE_AssembleTool_UI.ui" UI_OPTION_FULLNAME = r"\\ftdytool.hytch.com\FTDY\hq_tool\software\Unreal Engine\PythonProject\UE_PipelineTool\Assemble\UE_AssembleOption_UI.ui" class UE_AssembleTool_UI(QtGui.QDialog): def __init__(self, parent=None): super(UE_AssembleTool_UI, 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.setGeometry(100,100,350,320) self.setWindowFlags(QtCore.Qt.WindowStaysOnTopHint) self.file_dialog = None self.option_window = None # layout layout = QtGui.QVBoxLayout() layout.addWidget(self.widget) layout.setSpacing(0) layout.setContentsMargins(0,0,0,0) self.setLayout(layout) self.button1 = self.widget.findChild(QtGui.QPushButton, "pushButton_1") self.button2 = self.widget.findChild(QtGui.QPushButton, "pushButton_2") self.button3 = self.widget.findChild(QtGui.QPushButton, "pushButton_3") self.button4 = self.widget.findChild(QtGui.QPushButton, "pushButton_4") self.button1.clicked.connect(self.path_pop_up) self.button2.setEnabled(0) self.button3.setEnabled(0) self.button4.setEnabled(0) def closeEvent(self, event): # 把自身传入函数引用从opened列表里面删除并关闭UI,但是并没有从内存中删除?? if self.aboutToClose: self.aboutToClose(self) print "UI deleted" event.accept() def eventTick(self, delta_seconds): self.myTick(delta_seconds) def myTick(self, delta_seconds): print delta_seconds def path_pop_up(self): self.file_dialog = QtGui.QFileDialog() self.file_dialog.setFileMode(QtGui.QFileDialog.ExistingFiles) self.file_dialog.setNameFilter("FBX files (*.fbx)") self.file_dialog.filesSelected.connect(self.option_pop_up) self.file_dialog.show() def option_pop_up(self, fbx_files): self.option_window = QtUiTools.QUiLoader().load(UI_OPTION_FULLNAME) self.option_window.show() button = self.option_window.findChild(QtGui.QPushButton, "pushButton") button.clicked.connect(lambda: self.exec_assemble(fbx_files)) def exec_assemble(self, fbx_files): combo = self.option_window.findChild(QtGui.QComboBox, "comboBox") line = self.option_window.findChild(QtGui.QLineEdit, "lineEdit") spin = self.option_window.findChild(QtGui.QDoubleSpinBox, "doubleSpinBox") type = combo.currentText() path = line.text() scale = spin.value() self.option_window.close() if not path: path = "/project/" UE_AssembleTool.assemble_fbx_asset(fbx_files, path, import_type=type, assemble_scale_factor=scale) print fbx_files, path, type, scale
import unreal MEL = unreal.MaterialEditingLibrary from pamux_unreal_tools.base.material_expression.material_expression_sockets_base import InSocket, OutSocket from pamux_unreal_tools.base.material_expression.material_expression_base_base import MaterialExpressionBaseBase class InSocketImpl(InSocket): def __init__(self, material_expression: MaterialExpressionBaseBase, name: str, type: str) -> None: super().__init__(material_expression, name, type) def comesFrom(self, param) -> bool: if isinstance(param, OutSocket): return self.__comesFrom_OutSocket(param) if isinstance(param, MaterialExpressionBaseBase): return self.__comesFrom_MaterialExpressionBase(param) raise Exception("Don't know how to call comesFrom for type: " + str(param)) def __comesFrom_OutSocket(self, sourceOutSocket: OutSocket) -> bool: if hasattr(sourceOutSocket, "rt") and sourceOutSocket.rt is not None: return self.comesFrom(sourceOutSocket.rt) return self.__comesFrom_impl(sourceOutSocket.material_expression, sourceOutSocket.name) def __comesFrom_MaterialExpressionBase(self, sourceMaterialExpression: MaterialExpressionBaseBase) -> bool: return self.__comesFrom_impl(sourceMaterialExpression, "") def __comesFrom_impl(self, sourceMaterialExpression: MaterialExpressionBaseBase, sourceOutSocketName: str) -> bool: self.material_expression.gotoRightOf(sourceMaterialExpression) return MEL.connect_material_expressions(sourceMaterialExpression.unrealAsset, sourceOutSocketName, self.material_expression.unrealAsset, self.name)