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# -*- coding: utf-8 -*- import logging import unreal import inspect import types import Utilities from collections import Counter class attr_detail(object): def __init__(self, obj, name:str): self.name = name attr = None self.bCallable = None self.bCallable_builtin = None try: if hasattr(obj, name): attr = getattr(obj, name) self.bCallable = callable(attr) self.bCallable_builtin = inspect.isbuiltin(attr) except Exception as e: unreal.log(str(e)) self.bProperty = not self.bCallable self.result = None self.param_str = None self.bEditorProperty = None self.return_type_str = None self.doc_str = None self.property_rw = None if self.bCallable: self.return_type_str = "" if self.bCallable_builtin: if hasattr(attr, '__doc__'): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) # print(f"~~~~~ attr: {self.name} docForDisplay: {docForDisplay} paramStr: {paramStr}") # print(attr.__doc__) try: sig = inspect.getfullargspec(getattr(obj, self.name)) # print("+++ ", sig) args = sig.args argCount = len(args) if "self" in args: argCount -= 1 except TypeError: argCount = -1 if "-> " in docForDisplay: self.return_type_str = docForDisplay[docForDisplay.find(')') + 1:] else: self.doc_str = docForDisplay[docForDisplay.find(')') + 1:] if argCount == 0 or (argCount == -1 and (paramStr == '' or paramStr == 'self')): # Method with No params if '-> None' not in docForDisplay or self.name in ["__reduce__", "_post_init"]: try: if name == "get_actor_time_dilation" and isinstance(obj, unreal.Object): # call get_actor_time_dilation will crash engine if actor is get from CDO and has no world. if obj.get_world(): # self.result = "{}".format(attr.__call__()) self.result = attr.__call__() else: self.result = "skip call, world == None." else: # self.result = "{}".format(attr.__call__()) self.result = attr.__call__() except: self.result = "skip call.." else: print(f"docForDisplay: {docForDisplay}, self.name: {self.name}") self.result = "skip call." else: self.param_str = paramStr self.result = "" else: logging.error("Can't find p") elif self.bCallable_other: if hasattr(attr, '__doc__'): if isinstance(attr.__doc__, str): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) if name in ["__str__", "__hash__", "__repr__", "__len__"]: try: self.result = "{}".format(attr.__call__()) except: self.result = "skip call." else: # self.result = "{}".format(getattr(obj, name)) self.result = getattr(obj, name) def post(self, obj): if self.bOtherProperty and not self.result: try: self.result = getattr(obj, self.name) except: self.result = "skip call..." def apply_editor_property(self, obj, type_, rws, descript): self.bEditorProperty = True self.property_rw = "[{}]".format(rws) try: self.result = eval('obj.get_editor_property("{}")'.format(self.name)) except: self.result = "Invalid" def __str__(self): s = f"Attr: {self.name} paramStr: {self.param_str} desc: {self.return_type_str} result: {self.result}" if self.bProperty: s += ", Property" if self.bEditorProperty: s += ", Eidtor Property" if self.bOtherProperty: s += ", Other Property " if self.bCallable: s += ", Callable" if self.bCallable_builtin: s += ", Callable_builtin" if self.bCallable_other: s += ", bCallable_other" if self.bHasParamFunction: s+= ", bHasParamFunction" return s def check(self): counter = Counter([self.bOtherProperty, self.bEditorProperty, self.bCallable_other, self.bCallable_builtin]) # print("counter: {}".format(counter)) if counter[True] == 2: unreal.log_error(f"{self.name}: {self.bEditorProperty}, {self.bOtherProperty} {self.bCallable_builtin} {self.bCallable_other}") @property def bOtherProperty(self): if self.bProperty and not self.bEditorProperty: return True return False @property def bCallable_other(self): if self.bCallable and not self.bCallable_builtin: return True return False @property def display_name(self, bRichText=True): if self.bProperty: return f"\t{self.name}" else: # callable if self.param_str: return f"\t{self.name}({self.param_str}) {self.return_type_str}" else: if self.bCallable_other: return f"\t{self.name}" # __hash__, __class__, __eq__ ็ญ‰ else: return f"\t{self.name}() {self.return_type_str}" @property def display_result(self) -> str: if self.bEditorProperty: return "{} {}".format(self.result, self.property_rw) else: return "{}".format(self.result) @property def bHasParamFunction(self): return self.param_str and len(self.param_str) != 0 def ll(obj): if not obj: return None if inspect.ismodule(obj): return None result = [] for x in dir(obj): attr = attr_detail(obj, x) result.append(attr) if hasattr(obj, '__doc__') and isinstance(obj, unreal.Object): editorPropertiesInfos = _getEditorProperties(obj.__doc__, obj) for name, type_, rws, descript in editorPropertiesInfos: # print(f"~~ {name} {type} {rws}, {descript}") index = -1 for i, v in enumerate(result): if v.name == name: index = i break if index != -1: this_attr = result[index] else: this_attr = attr_detail(obj, name) result.append(this_attr) # unreal.log_warning(f"Can't find editor property: {name}") this_attr.apply_editor_property(obj, type_, rws, descript) for i, attr in enumerate(result): attr.post(obj) return result def _simplifyDoc(content): def next_balanced(content, s="(", e = ")" ): s_pos = -1 e_pos = -1 balance = 0 for index, c in enumerate(content): match = c == s or c == e if not match: continue balance += 1 if c == s else -1 if c == s and balance == 1 and s_pos == -1: s_pos = index if c == e and balance == 0 and s_pos != -1 and e_pos == -1: e_pos = index return s_pos, e_pos return -1, -1 # bracketS, bracketE = content.find('('), content.find(')') if not content: return "", "" bracketS, bracketE = next_balanced(content, s='(', e = ')') arrow = content.find('->') funcDocPos = len(content) endSign = ['--', '\n', '\r'] for s in endSign: p = content.find(s) if p != -1 and p < funcDocPos: funcDocPos = p funcDoc = content[:funcDocPos] if bracketS != -1 and bracketE != -1: param = content[bracketS + 1: bracketE].strip() else: param = "" return funcDoc, param def _getEditorProperties(content, obj): # print("Content: {}".format(content)) lines = content.split('\r') signFound = False allInfoFound = False result = [] for line in lines: if not signFound and '**Editor Properties:**' in line: signFound = True if signFound: #todo re # nameS, nameE = line.find('``') + 2, line.find('`` ') nameS, nameE = line.find('- ``') + 4, line.find('`` ') if nameS == -1 or nameE == -1: continue typeS, typeE = line.find('(') + 1, line.find(')') if typeS == -1 or typeE == -1: continue rwS, rwE = line.find('[') + 1, line.find(']') if rwS == -1 or rwE == -1: continue name = line[nameS: nameE] type_str = line[typeS: typeE] rws = line[rwS: rwE] descript = line[rwE + 2:] allInfoFound = True result.append((name, type_str, rws, descript)) # print(name, type, rws) if signFound: if not allInfoFound: unreal.log_warning("not all info found {}".format(obj)) else: unreal.log_warning("can't find editor properties in {}".format(obj)) return result def log_classes(obj): print(obj) print("\ttype: {}".format(type(obj))) print("\tget_class: {}".format(obj.get_class())) if type(obj.get_class()) is unreal.BlueprintGeneratedClass: generatedClass = obj.get_class() else: generatedClass = unreal.PythonBPLib.get_blueprint_generated_class(obj) print("\tgeneratedClass: {}".format(generatedClass)) print("\tbp_class_hierarchy_package: {}".format(unreal.PythonBPLib.get_bp_class_hierarchy_package(generatedClass))) def is_selected_asset_type(types): selectedAssets = Utilities.Utils.get_selected_assets() for asset in selectedAssets: if type(asset) in types: return True; return False
from typing import List, Dict, Set import unreal class ColumnHandler: def __init__(self, table_name): self.table_name = table_name self.required_columns = [] self.handled_columns = set() def set_required_columns(self, columns): self.required_columns = columns self.handled_columns.update(columns) def add_handled_columns(self, columns): self.handled_columns.update(columns) def process_columns(self, data): if not data: return {'success': False, 'message': '๋ฐ์ดํ„ฐ๊ฐ€ ๋น„์–ด์žˆ์Šต๋‹ˆ๋‹ค.'} # ๋ฐ์ดํ„ฐ์˜ ์ปฌ๋Ÿผ ๋ชฉ๋ก ๊ฐ€์ ธ์˜ค๊ธฐ columns = data[0].keys() if data else [] # ํ•„์ˆ˜ ์ปฌ๋Ÿผ ์ฒดํฌ missing_columns = [col for col in self.required_columns if col not in columns] if missing_columns: message = f"{self.table_name} ์‹œํŠธ์—์„œ ๋‹ค์Œ ํ•„์ˆ˜ ์ปฌ๋Ÿผ์ด ๋ˆ„๋ฝ๋˜์—ˆ์Šต๋‹ˆ๋‹ค:\n" message += "\n".join([f"- {col}" for col in missing_columns]) return {'success': False, 'message': message} # ์ฒ˜๋ฆฌ๋˜์ง€ ์•Š๋Š” ์ปฌ๋Ÿผ ์ฒดํฌ unhandled_columns = [col for col in columns if col not in self.handled_columns] if unhandled_columns: print(f"๊ฒฝ๊ณ : {self.table_name} ์‹œํŠธ์—์„œ ๋‹ค์Œ ์ปฌ๋Ÿผ์€ ์ฒ˜๋ฆฌ๋˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค:") print("\n".join([f"- {col}" for col in unhandled_columns])) return {'success': True, 'message': ''} def add_handled_column(self, column: str): """์ฒ˜๋ฆฌ๋œ ์ปฌ๋Ÿผ ์ถ”๊ฐ€""" self.handled_columns.add(column) def add_handled_columns(self, columns: List[str]): """์—ฌ๋Ÿฌ ์ฒ˜๋ฆฌ๋œ ์ปฌ๋Ÿผ ์ถ”๊ฐ€""" self.handled_columns.update(columns)
import unreal import math import json import pprint import datetime import os import csv import uuid from enum import Enum from typing import Any, List, Optional, Dict, TypeVar, Type, Callable, cast def load_csv(file_path): grid = [] with open(file_path, 'r') as file: reader = csv.reader(file) for row in reader: grid_row = [] for cell in row: if cell.strip() == '': grid_row.append(0) else: grid_row.append(int(cell)) grid.append(grid_row) return grid def create_collision(actor: unreal.PaperSpriteActor, x, y, tile_size): initial_children_count = actor.root_component.get_num_children_components() subsystem = unreal.get_engine_subsystem(unreal.SubobjectDataSubsystem) root_data_handle = subsystem.k2_gather_subobject_data_for_instance(actor)[0] collision_component = unreal.BoxComponent() sub_handle, _ = subsystem.add_new_subobject(params=unreal.AddNewSubobjectParams(parent_handle=root_data_handle, new_class=collision_component.get_class())) subsystem.rename_subobject(handle=sub_handle, new_name=unreal.Text(f"LDTK_Collision_{uuid.uuid4()}")) new_component: unreal.BoxComponent = actor.root_component.get_child_component(initial_children_count) new_component.set_box_extent(unreal.Vector(tile_size / 2, tile_size / 2, 64)) new_component.set_relative_location_and_rotation(unreal.Vector((x + (tile_size / 2)), -32, -(y + (tile_size / 2))), unreal.Rotator(90, 0, 0),False, False) new_component.set_collision_profile_name("BlockAll") def spawn_collisions_from_grid(grid, actor: unreal.PaperSpriteActor, composite_width, composite_height): tile_size = 16 for row_index, row in enumerate(grid): for col_index, cell in enumerate(row): x = (col_index * tile_size) - (composite_width / 2) y = row_index * tile_size - (composite_height / 2) if cell == 1: create_collision(actor, x, y, tile_size) def find_all_subfolders(path): subfolders = [] for root, dirs, files in os.walk(path): for dir in dirs: subfolders.append(os.path.join(root, dir)) return subfolders DirectoryContents = Dict[str, Dict[str, Any]] def get_directory_contents(path: str) -> dict: directory_contents = {} for root, _, files in os.walk(path): root = os.path.normpath(root) filtered_files = [file for file in files if file.endswith(('_bg.png', '_composite.png', 'Bg_textures.png', 'Collisions.csv', 'Collisions.png', 'Collisions-int.png', 'data.json', 'Wall_shadows.png'))] if filtered_files: directory_contents[root] = {file: None for file in filtered_files} return directory_contents def importWorld(folder_name: str): level_files_location = "LdtkFiles/simplified" base_directory = "/Game" ldtk_files_directory = "LdtkFiles" ldtk_simplified_directory = "simplified" composite_filename = "_composite" data_filename = "data.json" collisions_filename = "Collisions.csv" if len(str(folder_name)) == 0: print("Unreal LDtk: No folder name provided. Exiting...") return else: folder_name = str(folder_name) base_path = os.path.join(base_directory, ldtk_files_directory, folder_name, ldtk_simplified_directory) content_directory = unreal.Paths.project_content_dir() level_directory = os.path.join(content_directory, ldtk_files_directory, folder_name, ldtk_simplified_directory).replace("\\", "/") directories = find_all_subfolders(level_directory) if directories.__len__() > 0: print(f"Unreal LDtk: Found {len(directories)} directories in {level_directory}. Beginning import...") else: print(f"Unreal LDtk: No directories found in {level_directory}. \nThis might be because you are missing the LdtkFiles directory, or that the folder level name is wrong. Exiting...") return entity_index_counter = 0 for index, directory in enumerate(directories): _, directory_name = os.path.split(directory) full_path_composite = os.path.join(base_path, directory_name, composite_filename) full_path_data = os.path.join(level_directory, directory_name, data_filename).replace("\\", "/") full_path_collisions = os.path.join(level_directory, directory_name, collisions_filename).replace("\\", "/") composite_exists = unreal.EditorAssetLibrary.does_asset_exist(full_path_composite) data_exists = os.path.exists(full_path_data) collisions_exists = os.path.exists(full_path_collisions) ## Creating Sprite ## if composite_exists: composite_texture = load_texture_asset(full_path_composite) composite_sprite = create_sprite_from_texture(composite_texture, directory_name) else: print(f"Unreal LDtk: Missing composite texture asset, skipping...") ## Reading JSON file ## if data_exists: data_file = open(full_path_data) data = json.load(data_file) data_file.close() composite_spawn_coords = (data['x'] + (data['width'] / 2), data['y'] + (data['height'] / 2), 0) else: print(f"Unreal LDtk: Missing data.json file, skipping...") if (composite_exists and data_exists): spawned_composite_actor = spawn_sprite_in_world(composite_sprite, (composite_spawn_coords)) ## Spawning Entities ## for _, entities in data['entities'].items(): for index, entity in enumerate(entities): spawn_entity_in_world(f"LDtk_{entity['id']}_{entity_index_counter}", data['x'] + entity['x'], data['y'] + entity['y']) entity_index_counter += 1 else: print(f"Unreal LDtk: Missing composite and/or data.json file, skipping entities...") ## Spawning Collisions ## if composite_exists and collisions_exists: grid = load_csv(full_path_collisions) spawn_collisions_from_grid(grid, spawned_composite_actor, data['width'], data['height']) else: print(f"Unreal LDtk: Missing Composite and/or Collisions.csv file, skipping collisions...") def check_and_delete_existing_sprite(sprite_name): sprite_path = "/project/" + sprite_name all_actors = unreal.EditorLevelLibrary.get_all_level_actors() for actor in all_actors: if actor.get_actor_label() == sprite_name: unreal.EditorLevelLibrary.destroy_actor(actor) print(f"Deleting existing composite sprite: {actor}") break if unreal.EditorAssetLibrary.does_asset_exist(sprite_path): unreal.EditorAssetLibrary.delete_asset(sprite_path) def check_and_delete_existing_entity(entity_name): all_actors = unreal.EditorLevelLibrary.get_all_level_actors() for actor in all_actors: if actor.get_actor_label() == entity_name: unreal.EditorLevelLibrary.destroy_actor(actor) print(f"Deleting existing entity: {actor}") break def load_texture_asset(texture_path): texture = unreal.EditorAssetLibrary.load_asset(texture_path) return texture def create_sprite_from_texture(texture_asset: unreal.PaperSprite, world_name): try: sprite_path = "/project/" sprite_name = f"LDtk_{world_name}_{texture_asset.get_name()}_sprite" check_and_delete_existing_sprite(sprite_name=sprite_name) sprite_package = unreal.AssetToolsHelpers.get_asset_tools().create_asset(asset_name=sprite_name, package_path=sprite_path, asset_class=unreal.PaperSprite, factory=unreal.PaperSpriteFactory()) sprite_package.set_editor_property("source_texture", texture_asset) print("Sprite saved at: ", sprite_path) return sprite_package except: pass def spawn_entity_in_world(name, x, y): location = unreal.Vector(x, 1, -y) check_and_delete_existing_entity(name) actor: unreal.Actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.Actor().get_class(), location) if actor: actor.set_actor_label(name) print(f"Spawning entity: {actor.get_actor_label()}") return actor def spawn_sprite_in_world(sprite, location=(0, 0, 0), scale=(1, 1, 1)): spawn_location = unreal.Vector(location[0], location[2], -location[1]) scale_vector = unreal.Vector(scale[0], scale[1], scale[2]) actor_transform = unreal.Transform(spawn_location, unreal.Rotator(0, 0, 0), scale_vector) actor = unreal.EditorLevelLibrary.spawn_actor_from_object(sprite, spawn_location) if actor: sprite_component = actor.render_component if sprite_component: sprite_component.set_sprite(sprite) actor.set_actor_scale3d(scale_vector) actor.set_actor_transform(actor_transform, False, True) print(f"Spawning composite sprite: {actor.get_actor_label()}") return actor return None #noinspection PyUnresolvedReferences importWorld(folder_name) #noinspection PyUnresolvedReferences print(datetime.datetime.now())
import unreal # instances of unreal classes editor_level_lib = unreal.EditorLevelLibrary() editor_filter_lib = unreal.EditorFilterLibrary() # get all actors and then filter them by class or name actors = editor_level_lib.get_all_level_actors() static_meshes = editor_filter_lib.by_class(actors, unreal.StaticMeshActor) blueprints = editor_filter_lib.by_id_name(actors, "BP_") #extra classes could be added here count = 0 # create a mapping between folder names and actors mapping = { "StaticMeshes": static_meshes, "Blueprints": blueprints #Extra Items could be added here } for folder in mapping: # Loop through each actor and place them in folders for actor in mapping[folder]: actor_name = actor.get_fname() actor.set_folder_path(folder) unreal.log("Moved {} into {}".format(actor_name, folder)) count += 1 unreal.log("Moved {} actors moved".format(count))
# Copyright Epic Games, Inc. All Rights Reserved. import unreal # This example is an implementation of an "executor" which is responsible for # deciding how a queue is rendered, giving you complete control over the before, # during, and after of each render. # # This class is an example of how to make an executor which processes a job in a standalone executable launched with "-game". # You can follow this example to either do a simple integration (read arguments from the command line as suggested here), # or it can used to implement an advanced plugin which opens a socket or makes REST requests to a server to find out what # work it should do, such as for a render farm implementation. # # We're building a UClass implementation in Python. This allows the Python to # integrate into the system in a much more intuitive way but comes with some # restrictions: # Python classes cannot be serialized. This is okay for executors because they are # created for each run and are not saved into assets, but means that you cannot # implement a settings class as those do need to get saved into preset assets. # All class properties must be UProperties. This means you cannot use native # Python sockets. # # This class must inherit from unreal.MoviePipelinePythonHostExecutor. This class also # provides some basic socket and async http request functionality as a workaround for no # native Python member variables. # # If you are trying to write your own executor based on this example, you will need to create # a /project/ folder and place the custom python file within that folder. Then you will need # to create an "init_unreal.py" file within that folder and add "import <YourPyModuleName>" to it # so that Unreal will attempt to parse the class on engine load and it can be spawned by MRQ. # If your Python file is named MyExecutorWithExtraFeatures.py, then you would add # # import MyExecutorWithExtraFeatures # # to your init_unreal.py file. # # REQUIREMENTS: # Requires the "Python Editor Script Plugin" to be enabled in your project. # # USAGE: # Use the following command line argument to launch this: # UnrealEditor-Cmd.exe <path_to_uproject> <map_name> -game -MoviePipelineLocalExecutorClass=/project/.MoviePipelinePythonHostExecutor -ExecutorPythonClass=/project/.MoviePipelineExampleRuntimeExecutor -LevelSequence=<path_to_level_sequence> -windowed -resx=1280 -resy=720 -log # ie: # UnrealEditor-Cmd.exe "/project/.uproject" subwaySequencer_P -game -MoviePipelineLocalExecutorClass=/project/.MoviePipelinePythonHostExecutor -ExecutorPythonClass=/project/.MoviePipelineExampleRuntimeExecutor -LevelSequence="/project/.SubwaySequencerMASTER" -windowed -resx=1280 -resy=720 -log # # If you are looking for how to render in-editor using Python, see the MoviePipelineEditorExample.py script instead. @unreal.uclass() class MoviePipelineExampleRuntimeExecutor(unreal.MoviePipelinePythonHostExecutor): # Declare the properties of the class here. You can use basic # Python types (int, str, bool) as well as unreal properties. # You can use Arrays and Maps (Dictionaries) as well activeMoviePipeline = unreal.uproperty(unreal.MoviePipeline) exampleArray = unreal.Array(str) # An array of strings exampleDict = unreal.Map(str, bool) # A dictionary of strings to bools. # Constructor that gets called when created either via C++ or Python # Note that this is different than the standard __init__ function of Python def _post_init(self): # Assign default values to properties in the constructor self.activeMoviePipeline = None self.exampleArray.append("Example String") self.exampleDict["ExampleKey"] = True # Register a listener for socket messages and http messages (unused in this example # but shown here as an example) self.socket_message_recieved_delegate.add_function_unique(self, "on_socket_message"); self.http_response_recieved_delegate.add_function_unique(self, "on_http_response_recieved") # We can override specific UFunctions declared on the base class with # this markup. @unreal.ufunction(override=True) def execute_delayed(self, inPipelineQueue): # This function is called once the map has finished loading and the # executor is instantiated. If you needed to retrieve data from some # other system via a REST api or Socket connection you could do that here. for x in range(0, 25): unreal.log_error("This script is meant as an example to build your own and is not meant to be run on its own. Please read the source code (/project/.py) for details on how to make your own. This example automatically overrides various settings on jobs to serve as an example for how to do that in your own script if needed.") # If your executor needs to make async HTTP calls (such as fetching the value from a third party management library) # you can do that with the following code: # newIndex is a unique index for each send_http_request call that you can store # and retrieve in the on_http_response_recieved function to match the return back # up to the original intent. # newIndex = self.send_http_request("https://google.com", "GET", "", unreal.Map(str, str)) # If your executor wants to make TCP socket connections to send data back and forth with a third party software, # you can do that with the following code: # Here's an example of how to open a TCP socket connection. This example # doesn't need one, but is shown here in the event you wish to build a more # in depth integration into render farm software. #socketConnected = self.connect_socket("127.0.0.1", 6783) #if socketConnected == True: # # Send back a polite hello world message! It will be sent over the socket # # with a 4 byte size prefix so you know how many bytes to expect before # # the message is complete. # self.send_socket_message("Hello World!") #else: # unreal.log_warning("This is an example warning for when a socket fails to connect.") # Here's how we can scan the command line for any additional args such as the path to a level sequence. (cmdTokens, cmdSwitches, cmdParameters) = unreal.SystemLibrary.parse_command_line(unreal.SystemLibrary.get_command_line()) levelSequencePath = None try: levelSequencePath = cmdParameters['LevelSequence'] except: unreal.log_error("Missing '-LevelSequence=/project/.MySequence' argument") self.on_executor_errored() return # A movie pipeline needs to be initialized with a job, and a job # should be owned by a Queue so we will construct a queue, make one job # and then configure the settings on the job. If you want inPipelineQueue to be # valid, then you must pass a path to a queue asset via -MoviePipelineConfig. Here # we just make one from scratch with the one level sequence as we didn't implement # multi-job handling. self.pipelineQueue = unreal.new_object(unreal.MoviePipelineQueue, outer=self); unreal.log("Building Queue...") # Allocate a job. Jobs hold which sequence to render and what settings to render with. newJob = self.pipelineQueue.allocate_new_job(unreal.MoviePipelineExecutorJob) newJob.sequence = unreal.SoftObjectPath(levelSequencePath) # Now we can configure the job. Calling find_or_add_setting_by_class is how you add new settings. outputSetting = newJob.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineOutputSetting) outputSetting.output_resolution = unreal.IntPoint(1280, 720) outputSetting.file_name_format = "{sequence_name}.{frame_number}" # Ensure there is something to render newJob.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineDeferredPassBase) # Ensure there's a file output. newJob.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineImageSequenceOutput_PNG) # This is important. There are several settings that need to be # initialized (just so their default values kick in) and instead # of requiring you to add every one individually, you can initialize # them all in one go at the end. newJob.get_configuration().initialize_transient_settings() # Now that we've set up the minimum requirements on the job we can created # a movie render pipeline to run our job. Construct the new object self.activeMoviePipeline = unreal.new_object(self.target_pipeline_class, outer=self.get_last_loaded_world(), base_type=unreal.MoviePipeline); # Register to any callbacks we want self.activeMoviePipeline.on_movie_pipeline_work_finished_delegate.add_function_unique(self, "on_movie_pipeline_finished") # And finally tell it to start working. It will continue working # and then call the on_movie_pipeline_finished_delegate function at the end. self.activeMoviePipeline.initialize(newJob) # This function is called every frame and can be used to do simple countdowns, checks # for more work, etc. Can be entirely omitted if you don't need it. @unreal.ufunction(override=True) def on_begin_frame(self): # It is important that we call the super so that async socket messages get processed. super(MoviePipelineExampleRuntimeExecutor, self).on_begin_frame() if self.activeMoviePipeline: unreal.log("Progress: %f" % unreal.MoviePipelineLibrary.get_completion_percentage(self.activeMoviePipeline)) # This is NOT called for the very first map load (as that is done before Execute is called). # This means you can assume this is the resulting callback for the last open_level call. @unreal.ufunction(override=True) def on_map_load(self, inWorld): # We don't do anything here, but if you were processing a queue and needed to load a map # to render a job, you could call: # # unreal.GameplayStatics.open_level(self.get_last_loaded_world(), mapPackagePath, True, gameOverrideClassPath) # # And then know you can continue execution once this function is called. The Executor # lives outside of a map so it can persist state across map loads. # Don't call open_level from this function as it will lead to an infinite loop. pass # This needs to be overriden. Doens't have any meaning in runtime executors, only # controls whether or not the Render (Local) / Render (Remote) buttons are locked # in Editor executors. @unreal.ufunction(override=True) def is_rendering(self): return False # This declares a new UFunction and specifies the return type and the parameter types # callbacks for delegates need to be marked as UFunctions. @unreal.ufunction(ret=None, params=[unreal.MoviePipelineOutputData]) def on_movie_pipeline_finished(self, results): # We're not processing a whole queue, only a single job so we can # just assume we've reached the end. If your queue had more than # one job, now would be the time to increment the index of which # job you are working on, and start the next one (instead of calling # on_executor_finished_impl which should be the end of the whole queue) unreal.log("Finished rendering movie! Success: " + str(results.success)) self.activeMoviePipeline = None self.on_executor_finished_impl() @unreal.ufunction(ret=None, params=[str]) def on_socket_message(self, message): # Message is a UTF8 encoded string. The system expects # messages to be sent over a socket with a uint32 to describe # the message size (not including the size bytes) so # if you wanted to send "Hello" you would send # uint32 - 5 # uint8 - 'H' # uint8 - 'e' # etc. # Socket messages sent from the Executor will also be prefixed with a size. pass @unreal.ufunction(ret=None, params=[int, int, str]) def on_http_response_recieved(self, inRequestIndex, inResponseCode, inMessage): # This is called when an http response is returned from a request. # the request index will match the value returned when you made the original # call, so you can determine the original intent this response is for. pass
import unreal def spawn_coverage_actor(): # Percorso della Blueprint Class di CoverageActor blueprint_path = '/project/.CoverageActor_C' # Carica la Blueprint Class blueprint_class = unreal.load_asset(blueprint_path) if not blueprint_class: unreal.log_error(f"Blueprint class '{blueprint_path}' non trovata.") return False # Ottieni il mondo dell'editor editor_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_subsystem.get_editor_world() # Controlla se un attore di questo tipo รจ giร  presente nella scena actors = unreal.EditorLevelLibrary.get_all_level_actors() for actor in actors: if actor.get_class() == blueprint_class: unreal.log("Coverage Actor esiste giร  nella scena.") return True # Specifica la posizione e la rotazione dell'attore actor_location = unreal.Vector(0.0, 0.0, 0.0) actor_rotation = unreal.Rotator(0.0, 0.0, 0.0) # Piazzare l'attore nella scena actor = unreal.EditorLevelLibrary.spawn_actor_from_class(blueprint_class, actor_location, actor_rotation) if not actor: unreal.log_error("Attore non รจ stato creato.") return False unreal.log("Coverage Actor creato con successo.") return True # Esegui la funzione per piazzare l'attore spawn_coverage_actor()
import unreal levelTools = unreal.Level editorLevelLibrary = unreal.EditorLevelLibrary levelSubSys = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) #levelTools = unreal.level #innit new level newLevel = "myNewLevel" #create new level myNewLevel = levelSubSys.new_level("/project/") #set level as current level levelSubSys.set_current_level_by_name(newLevel) #save level levelSubSys.save_current_level()
# _ # (_) # _ __ ___ __ _ _ __ ___ ___ _ __ _ ___ _ __ ___ # | '_ ` _ \ / _` | '_ ` _ \ / _ \| '_ \| |/ _ \ '_ ` _ \ # | | | | | | (_| | | | | | | (_) | | | | | __/ | | | | | # |_| |_| |_|\__,_|_| |_| |_|\___/|_| |_|_|\___|_| |_| |_| # www.mamoniem.com # www.ue4u.xyz #Copyright 2022 Muhammad A.Moniem (@_mamoniem). All Rights Reserved. # import unreal workingPath = "/Game/" @unreal.uclass() class GetEditorAssetLibrary(unreal.EditorAssetLibrary): pass editorAssetLib = GetEditorAssetLibrary() allAssets = editorAssetLib.list_assets(workingPath, True, False) allAssetsCount = len(allAssets) selectedAssetPath = workingPath with unreal.ScopedSlowTask(allAssetsCount, selectedAssetPath) as slowTask: slowTask.make_dialog(True) for asset in allAssets: _assetData = editorAssetLib.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() _targetPathName = "/Game/%s%s%s%s%s" % (_assetClassName, "/", _assetName, ".", _assetName) editorAssetLib.rename_asset(_assetPathName, _targetPathName) if slowTask.should_cancel(): break slowTask.enter_progress_frame(1, asset)
# Copyright Epic Games, Inc. All Rights Reserved """ General Deadline utility functions """ # Built-in from copy import deepcopy import json import re import unreal def format_job_info_json_string(json_string, exclude_aux_files=False): """ Deadline Data asset returns a json string, load the string and format the job info in a dictionary :param str json_string: Json string from deadline preset struct :param bool exclude_aux_files: Excludes the aux files from the returned job info dictionary if True :return: job Info dictionary """ if not json_string: raise RuntimeError(f"Expected json string value but got `{json_string}`") job_info = {} try: intermediate_info = json.loads(json_string) except Exception as err: raise RuntimeError(f"An error occurred formatting the Job Info string. \n\t{err}") project_settings = unreal.get_default_object(unreal.DeadlineServiceEditorSettings) script_category_mappings = project_settings.script_category_mappings # The json string keys are camelCased keys which are not the expected input # types for Deadline. Format the keys to PascalCase. for key, value in intermediate_info.items(): # Remove empty values if not value: continue # Deadline does not support native boolean so make it a string if isinstance(value, bool): value = str(value).lower() pascal_case_key = re.sub("(^\S)", lambda string: string.group(1).upper(), key) if (pascal_case_key == "AuxFiles") and not exclude_aux_files: # The returned json string lists AuxFiles as a list of # Dictionaries but the expected value is a list of # strings. reformat this input into the expected value aux_files = [] for files in value: aux_files.append(files["filePath"]) job_info[pascal_case_key] = aux_files continue # Extra option that can be set on the job info are packed inside a # ExtraJobOptions key in the json string. # Extract this is and add it as a flat setting in the job info elif pascal_case_key == "ExtraJobOptions": job_info.update(value) continue # Resolve the job script paths to be sent to be sent to the farm. elif pascal_case_key in ["PreJobScript", "PostJobScript", "PreTaskScript", "PostTaskScript"]: # The path mappings in the project settings are a dictionary # type with the script category as a named path for specifying # the root directory of a particular script. The User interface # exposes the category which is what's in the json string. We # will use this category to look up the actual path mappings in # the project settings. script_category = intermediate_info[key]["scriptCategory"] script_name = intermediate_info[key]["scriptName"] if script_category and script_name: job_info[pascal_case_key] = f"{script_category_mappings[script_category]}/{script_name}" continue # Environment variables for Deadline are numbered key value pairs in # the form EnvironmentKeyValue#. # Conform the Env settings to the expected Deadline configuration elif (pascal_case_key == "EnvironmentKeyValue") and value: for index, (env_key, env_value) in enumerate(value.items()): job_info[f"EnvironmentKeyValue{index}"] = f"{env_key}={env_value}" continue # ExtraInfoKeyValue for Deadline are numbered key value pairs in the # form ExtraInfoKeyValue#. # Conform the setting to the expected Deadline configuration elif (pascal_case_key == "ExtraInfoKeyValue") and value: for index, (env_key, env_value) in enumerate(value.items()): job_info[f"ExtraInfoKeyValue{index}"] = f"{env_key}={env_value}" continue else: # Set the rest of the functions job_info[pascal_case_key] = value # Remove our custom representation of Environment and ExtraInfo Key value # pairs from the dictionary as the expectation is that these have been # conformed to deadline's expected key value representation for key in ["EnvironmentKeyValue", "ExtraInfoKeyValue"]: job_info.pop(key, None) return job_info def format_plugin_info_json_string(json_string): """ Deadline Data asset returns a json string, load the string and format the plugin info in a dictionary :param str json_string: Json string from deadline preset struct :return: job Info dictionary """ if not json_string: raise RuntimeError(f"Expected json string value but got `{json_string}`") plugin_info = {} try: info = json.loads(json_string) plugin_info = info["pluginInfo"] except Exception as err: raise RuntimeError(f"An error occurred formatting the Plugin Info string. \n\t{err}") # The plugin info is listed under the `plugin_info` key. # The json string keys are camelCased on struct conversion to json. return plugin_info def get_deadline_info_from_preset(job_preset=None, job_preset_struct=None): """ This method returns the job info and plugin info from a deadline preset :param unreal.DeadlineJobPreset job_preset: Deadline preset asset :param unreal.DeadlineJobPresetStruct job_preset_struct: The job info and plugin info in the job preset :return: Returns a tuple with the job info and plugin info dictionary :rtype: Tuple """ job_info = {} plugin_info = {} preset_struct = None # TODO: Make sure the preset library is a loaded asset if job_preset is not None: preset_struct = job_preset.job_preset_struct if job_preset_struct is not None: preset_struct = job_preset_struct if preset_struct: # Get the Job Info and plugin Info try: job_info = dict(unreal.DeadlineServiceEditorHelpers.get_deadline_job_info(preset_struct)) plugin_info = dict(unreal.DeadlineServiceEditorHelpers.get_deadline_plugin_info(preset_struct)) # Fail the submission if any errors occur except Exception as err: unreal.log_error( f"Error occurred getting deadline job and plugin details. \n\tError: {err}" ) raise return job_info, plugin_info def merge_dictionaries(first_dictionary, second_dictionary): """ This method merges two dictionaries and returns a new dictionary as a merger between the two :param dict first_dictionary: The first dictionary :param dict second_dictionary: The new dictionary to merge in :return: A new dictionary based on a merger of the input dictionaries :rtype: dict """ # Make sure we do not overwrite our input dictionary output_dictionary = deepcopy(first_dictionary) for key in second_dictionary: if isinstance(second_dictionary[key], dict): if key not in output_dictionary: output_dictionary[key] = {} output_dictionary[key] = merge_dictionaries(output_dictionary[key], second_dictionary[key]) else: output_dictionary[key] = second_dictionary[key] return output_dictionary def get_editor_deadline_globals(): """ Get global storage that will persist for the duration of the current interpreter/process. .. tip:: Please namespace or otherwise ensure unique naming of any data stored into this dictionary, as key clashes are not handled/safety checked. :return: Global storage :rtype: dict """ import __main__ try: return __main__.__editor_deadline_globals__ except AttributeError: __main__.__editor_deadline_globals__ = {} return __main__.__editor_deadline_globals__
from typing import Dict, Any import unreal import json def get_map_info() -> Dict[str, Any]: world = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_editor_world() if not world: return {"error": "No world loaded"} map_info = {} map_info["map_name"] = world.get_name() map_info["map_path"] = world.get_path_name() all_actors = unreal.get_editor_subsystem( unreal.EditorActorSubsystem ).get_all_level_actors() map_info["total_actors"] = len(all_actors) actor_types = {} for actor in all_actors: actor_class = actor.get_class().get_name() actor_types[actor_class] = actor_types.get(actor_class, 0) + 1 map_info["actor_types"] = dict( sorted(actor_types.items(), key=lambda x: x[1], reverse=True)[:15] ) lighting_info = {} lighting_info["has_lightmass_importance_volume"] = any( actor.get_class().get_name() == "LightmassImportanceVolume" for actor in all_actors ) lighting_info["directional_lights"] = sum( 1 for actor in all_actors if actor.get_class().get_name() == "DirectionalLight" ) lighting_info["point_lights"] = sum( 1 for actor in all_actors if actor.get_class().get_name() == "PointLight" ) lighting_info["spot_lights"] = sum( 1 for actor in all_actors if actor.get_class().get_name() == "SpotLight" ) map_info["lighting"] = lighting_info try: streaming_levels = unreal.EditorLevelLibrary.get_all_level_actors_of_class( unreal.LevelStreamingDynamic ) map_info["streaming_levels"] = len(streaming_levels) map_info["streaming_level_names"] = [ level.get_name() for level in streaming_levels ] except Exception: map_info["streaming_levels"] = 0 map_info["streaming_level_names"] = [] return map_info def main(): map_data = get_map_info() print(json.dumps(map_data, indent=2)) if __name__ == "__main__": main()
๏ปฟ# coding: utf-8 import unreal import argparse parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") parser.add_argument("-debugeachsave") args = parser.parse_args() #print(args.vrm) ###### rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r h_mod = rig.get_hierarchy_modifier() elements = h_mod.get_selection() print(unreal.SystemLibrary.get_engine_version()) if (unreal.SystemLibrary.get_engine_version()[0] == '5'): c = rig.get_controller() else: c = rig.controller g = c.get_graph() n = g.get_nodes() mesh = rig.get_preview_mesh() morphList = mesh.get_all_morph_target_names() morphListWithNo = morphList[:] morphListRenamed = [] morphListRenamed.clear() for i in range(len(morphList)): morphListWithNo[i] = '{}'.format(morphList[i]) print(morphListWithNo) ###### root key = unreal.RigElementKey(unreal.RigElementType.SPACE, 'MorphControlRoot_s') space = h_mod.get_space(key) if (space.get_editor_property('index') < 0): space = h_mod.add_space('MorphControlRoot_s', space_type=unreal.RigSpaceType.SPACE) else: space = key a:unreal.RigUnit_CollectionItems = unreal.RigUnit_CollectionItems() print(a) # ้…ๅˆ—ใƒŽใƒผใƒ‰่ฟฝๅŠ  values_forCurve:unreal.RigVMStructNode = [] items_forControl:unreal.RigVMStructNode = [] items_forCurve:unreal.RigVMStructNode = [] for node in n: print(node) print(node.get_node_title()) # set curve num if (node.get_node_title() == 'For Loop'): print(node) pin = node.find_pin('Count') print(pin) c.set_pin_default_value(pin.get_pin_path(), str(len(morphList))) # curve name array pin if (node.get_node_title() == 'Select'): print(node) pin = node.find_pin('Values') #print(pin) #print(pin.get_array_size()) #print(pin.get_default_value()) values_forCurve.append(pin) # items if (node.get_node_title() == 'Items'): if ("Type=Curve," in c.get_pin_default_value(node.find_pin('Items').get_pin_path())): items_forCurve.append(node.find_pin('Items')) else: items_forControl.append(node.find_pin('Items')) print(values_forCurve) # reset controller for e in reversed(h_mod.get_elements()): if (e.type!= unreal.RigElementType.CONTROL): continue tmp = h_mod.get_control(e) if (tmp.space_name == 'MorphControlRoot_s'): #if (str(e.name).rstrip('_c') in morphList): # continue print('delete') #print(str(e.name)) h_mod.remove_element(e) # curve array for v in values_forCurve: c.clear_array_pin(v.get_pin_path()) for morph in morphList: tmp = "{}".format(morph) c.add_array_pin(v.get_pin_path(), default_value=tmp) # curve controller for morph in morphListWithNo: name_c = "{}_c".format(morph) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) try: control = h_mod.get_control(key) if (control.get_editor_property('index') < 0): k = h_mod.add_control(name_c, control_type=unreal.RigControlType.FLOAT, space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) control = h_mod.get_control(k) except: k = h_mod.add_control(name_c, control_type=unreal.RigControlType.FLOAT, space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) control = h_mod.get_control(k) control.set_editor_property('gizmo_visible', False) control.set_editor_property('gizmo_enabled', False) h_mod.set_control(control) morphListRenamed.append(control.get_editor_property('name')) if (args.debugeachsave == '1'): try: unreal.EditorAssetLibrary.save_loaded_asset(rig) except: print('save error') #unreal.SystemLibrary.collect_garbage() # curve Control array for v in items_forControl: c.clear_array_pin(v.get_pin_path()) for morph in morphListRenamed: tmp = '(Type=Control,Name=' tmp += "{}".format(morph) tmp += ')' c.add_array_pin(v.get_pin_path(), default_value=tmp) # curve Float array for v in items_forCurve: c.clear_array_pin(v.get_pin_path()) for morph in morphList: tmp = '(Type=Curve,Name=' tmp += "{}".format(morph) tmp += ')' c.add_array_pin(v.get_pin_path(), default_value=tmp)
# from wrmd_sim.wrmd_similarity import find_dist # import speech_recognition as sr # flag = 1 # while (flag): # r = sr.Recognizer() # with sr.Microphone() as source: # r.adjust_for_ambient_noise(source) # print("Please say something") # audio = r.listen(source) # print("Recognizing Now .... ") # # recognize speech using google # try: # print("\nYou have said: \n" + r.recognize_google(audio) + "\n") # user_input = input("Press\n- 0, if this is incorrec/project/- 1, if this is correct ") # if int(user_input) == 0: # flag = 1 # elif int(user_input) == 1: # flag = 0 # except Exception as e: # print("Error : " + str(e)) # # write audio # with open("recorded.wav", "wb") as f: # f.write(audio.get_wav_data()) import unreal import sng_parser import re from sentence_transformers import SentenceTransformer, util import torch from rdflib.namespace import FOAF, XMLNS, XSD, RDF, RDFS, OWL import rdflib.plugins.sparql as sparql from rdflib import Graph, URIRef, Literal, BNode, Namespace import networkx as nx import matplotlib.pyplot as plt import sng_parser populated_kg_path = "/project/.ttl" # Update KG of assets ################################################# import os import json # find if directory is '../Megascans Library/project/' or '../Megascans Library/UAssets' path_to_files = '/project/' from rdflib import Graph, URIRef, Literal, BNode, Namespace from rdflib.namespace import FOAF, XMLNS, XSD, RDF, RDFS, OWL import os g = Graph() g.parse(populated_kg_path, format = "ttl") n = Namespace("http://www.semanticweb.org/project/-assets-ontology#") # find if directory is '../Megascans Library/project/' or '../Megascans Library/UAssets' def trigger_update(folder_path): # g = Graph() # g.parse('Populated_Assets_KG.ttl', format = "ttl") # n = Namespace("http://www.semanticweb.org/project/-assets-ontology#") qres = g.query( """ PREFIX mega:<http://www.semanticweb.org/project/-assets-ontology#> SELECT ?s ?aID ?aName WHERE { ?s mega:assetID ?aID. ?s mega:assetName ?aName. FILTER BOUND(?aID) }""") cur_KG_assets = set() for row in qres: # check asset IDs currently loaded in the assets' KG - they have IDs same as their folder and json file names cur_KG_assets.add(row.aID.toPython()) cur_KG_assets = list(cur_KG_assets) # cur_dir = os.chdir(folder_path) # Get list of all asset folder names, then iteratively go through them. saved_folders = os.listdir(folder_path) saved_asset_paths = dict() # sf = asset folder name # sf - also asset ID for sf in saved_folders: try: if len(os.listdir(str(folder_path)+str(sf))) != 0 and str(sf)+'.json' in os.listdir(str(folder_path)+str(sf)+'/'): saved_asset_paths[sf] = str(folder_path)+str(sf)+'/'+str(sf)+'.json' except Exception as e: if str(e).find('NotADirectoryError') != -1: print("Actual error:", e) print("Paths for assets in file system: ", saved_asset_paths) new_paths_dict = dict() for key,value in saved_asset_paths.items(): if key not in cur_KG_assets: new_paths_dict[key] = value print("Assets not yet added to KG:", new_paths_dict) return new_paths_dict def update_KG(new_files_paths): print("New files path: ", new_files_paths,' ', len(new_files_paths)) # correct n = Namespace("http://www.semanticweb.org/project/-assets-ontology#") # json_files = [pos_json for pos_json in os.listdir( # new_files_paths) if pos_json.endswith('.json')] json_files = list(new_files_paths.values()) for fil in json_files: # Open asset file try: f = open(fil) data = json.load(f) # json file loaded as dictionary # Create asset and set asset name # obtain name of asset, convert it to RDF format literal name = data["name"] name_processed = re.sub("[^a-zA-Z0-9]", "_", name) # print("Created asset name = ", name) print(name_processed) # create a resource in the Assets Knowledge Graph (KG) asset = URIRef(str(n)+"Asset_"+name_processed) # print("Asset = ", asset) g.add((asset, RDF.type, n.Asset)) # Add triple to KG: {new Asset resource, nameRelation (from schema), name obtained from asset file} g.add((asset, n.assetName, Literal(name, datatype=XSD.string))) try: # Set asset ID id = Literal(str(data["id"]), datatype=XSD.string) g.add((asset, n.assetID, id)) print("Added assetID = ", id) except: print("No asset ID specified for asset", asset) try: # Set asset search tags tags = data["tags"] # print("number of tags = ", len(tags)) for t in tags: tag = Literal(str(t), datatype=XSD.string) g.add((asset, n.assetTag, tag)) # print("Added tag = ", tag) except: print("No search tags specified for asset", asset) try: # Create category individuals and set their names, then assign asset categories categories = data["categories"] # print("number of categories = ", len(categories)) for c in categories: category = Literal(c, datatype=XSD.string) g.add((asset, n.assetCategory, category)) # print("Adding category = ", category) except: print("No categories specified for asset", asset) properties = data["properties"] # print("number of properties = ", len(properties)) for prop in properties: key = list(prop.keys())[0] value = list(prop.values())[0] # print("prop['key'] = ", prop["key"]) # print("prop['value'] = ", prop["value"]) try: properties = data["properties"] # print("number of properties = ", len(properties)) for prop in properties: key = list(prop.keys())[0] value = list(prop.values())[0] # print("prop['key'] = ", prop["key"]) # print("prop['value'] = ", prop["value"]) # print("prop key = ", key) if prop["key"] == "size": # print(value, Literal(value)) if prop["value"] == "tiny": g.add((asset, n.assetSize, n.tiny)) # print("Added asset size = ", n.tiny) elif prop["value"] == "small": g.add((asset, n.assetSize, n.small)) # print("Added asset size = ", n.small) elif prop["value"] == "medium": g.add((asset, n.assetSize, n.medium)) # print("Added asset size = ", n.medium) elif prop["value"] == "large": g.add((asset, n.assetSize, n.large)) # print("Added asset size = ", n.large) else: g.add((asset, n.assetSize, n.extra_large)) # print("Added asset size = ", n.extra_large) elif prop["key"] == "age": age = Literal(prop["value"], datatype=XSD.string) g.add((asset, n.assetAge, age)) # print("Added asset age = ", age) except: print("No properties specified for asset", asset) try: # Set asset average color avg_color = Literal(str(data["averageColor"]), datatype=XSD.string) g.add((asset, n.assetAvgColor, avg_color)) # print("Added asset average color = ", avg_color) except: print("No asset avg color specified for asset", asset) print(len(g)) f.close() except Exception as e: print('Update error: ', e) g.serialize(destination='Populated_Assets_KG.ttl', format='turtle') ################################################# def find_dist_cosine(sen_a, sen_b): return util.cos_sim(sen_a, sen_b) def sub_closest_prep(preposition): # above prep_list = [ "on","back","front","right","left","behind","beneath","in","over","under","besides"] min_dist = -1000 target_prep = "" for candidate in prep_list: dist = find_dist_cosine(create_embedding_tensor(candidate), create_embedding_tensor(preposition)) if dist > min_dist: min_dist = dist target_prep = ""+candidate print("Closest preposition for ", preposition, " is ", target_prep) return target_prep def find_dist(sen_a, sen_b, model_name): loaded_model = FastText.load(model_name) wv = loaded_model.wv distance = wv.wmdistance(sen_a, sen_b) # print(f"Word Movers Distance is {distance} (lower means closer)") return distance N_id = 1 jar_path = 'stanford-corenlp-4.5.1/stanford-corenlp-4.5.1.jar' models_jar_path = 'stanford-corenlp-4.5.1/stanford-corenlp-4.5.1-models.jar' def formatAssetWriting(entity_asset_tuple, subject_all_objects_dict): formattedDict = dict() # In the new dict, store in subject_all_objects_dict values, but format its keys to # AssetName_AssetID (entity_asset_dict.keys) +_+<entityID> (subject_all_objects_dict.keys) # Compare - from subject_all_objects_dict, remove from keys and value tuples, everything after & including the last '_' # - replace remaining keys & values in subject_all_objects_dict with values of keys that match with them # EXAMPLE # Entity Asset Dictionary: # {'Cow': 'Wooden_Chair_uknkaffaw', 'sidewalk': 'Brick_Wall_vgvmcgf', 'city area': 'Brick_Wall_vgvmcgf', 'shops': 'Wooden_Chair_uknkaffaw'} # All Subject-Objects Dictionary: # {'Cow_0': [('on', 'sidewalk_1'), ('in', 'city area_2')], 'city area_2': [('near', 'shops_3')]} # RESULT # {'Wooden_Chair_uknkaffaw_0': [('on', 'Brick_Wall_vgvmcgf_1'), ('in', 'Brick_Wall_vgvmcgf_2')], 'Brick_Wall_vgvmcgf_2': [('near', 'Wooden_Chair_uknkaffaw_3')]} for k, v in subject_all_objects_dict.items(): formattedKey = k formattedVal = v # print("Entity Asset Dic/project/", entity_asset_dict) # if 'Cow_0'.repl # if k[:k.rfind('_')] in list(entity_asset_dict.keys()): if k[:k.rfind('_')] == entity_asset_tuple[0]: print('entity_asset_tuple:', entity_asset_tuple[2].replace( ' ', '_') + '_' + entity_asset_tuple[1] + k[k.rfind('_'):]) formattedKey = entity_asset_tuple[2].replace( ' ', '_') + '_' + entity_asset_tuple[1] + k[k.rfind('_'):] for values in v: prep, val = list(values) if val[:val.rfind('_')] == entity_asset_tuple[0]: print('preposiiton - entity_asset_tuple:', prep, ' ', entity_asset_tuple[2].replace( ' ', '_') + '_' + entity_asset_tuple[1] + val[val.rfind('_'):]) formattedVal = ( prep, entity_asset_tuple[2].replace( ' ', '_') + '_' + entity_asset_tuple[1] + val[val.rfind('_'):]) print("Formatted prep-values = ", prep + ' ' + val) try: # case: if key exists check = formattedDict[formattedKey] formattedDict[formattedKey].append(formattedVal) except: # case: if key is not yet added to dictionary formattedDict[formattedKey] = [formattedVal] return formattedDict def subjectAllObjectsDict(scenegraph): # function to take in scene graph, return dictionary with key being the subject+'_'+uniqueEntityID from relations_list, and value being a list of all the objects and their relations with the subject # e.g. A green leaf sits on a gray boulder and under a pebble. # {'leaf_0': [(on, boulder_1), (under, pebble_2)]} print("Obtained scene graph:", scenegraph) objects = [] entities_list = scenegraph["entities"] print("Entities List: ", entities_list) for entity in entities_list: objects.append(entity["head"]) # if : relations_list = scenegraph["relations"] print("relations", relations_list) max_ID = 0 print('Printing relations: ', '\n') subject_objects_dict = dict() for relation in relations_list: # subject+'_'+uniqueEntityID subject = objects[relation.get("subject")]+'_'+str(relation['subject']) if relation['subject'] > max_ID: max_ID = relation['subject'] relation_object = ( relation['relation'], objects[relation.get("object")]+'_'+str(relation['object'])) if relation['object'] > max_ID: max_ID = relation['object'] if subject in list(subject_objects_dict.keys()): subject_objects_dict[subject].append(relation_object) else: subject_objects_dict[subject] = [relation_object] print("Setting key-value ", subject, ": ", subject_objects_dict[subject]) for entity in entities_list: if entity['head'] not in list(subject_objects_dict.keys()) and entity['head'] not in list(subject_objects_dict.values()): max_ID+=1 print("No relation found.") subject_objects_dict[entity['head']+'_'+str(max_ID)] = [("", "")] return subject_objects_dict def scenegraphGraph(scenegraph): G = nx.DiGraph() objects = [] similarity_input = {} # HEAD entities_list = scenegraph["entities"] for entity in entities_list: val = entity["head"] similarity_input[val] = [] objects.append(val) G.add_node(val) # MODIFIERS for entity in entities_list: for modifier_dict in entity["modifiers"]: modifier = modifier_dict.get("span") G.add_node(modifier) object = entity["head"] G.add_edge(object, modifier) similarity_input[object].append(modifier) # RELATIONS relations_list = scenegraph["relations"] print('Printing relations: ', '\n') for relation in relations_list: print(relation) G.add_edge(objects[relation.get("subject")], objects[relation.get( "object")], label=relation.get("relation")) pos = nx.spring_layout(G) node_size = 800 nx.draw(G, with_labels=True, node_size=node_size) edge_labels = nx.get_edge_attributes(G, "label") label_pos = 0.5 nx.draw_networkx_edge_labels( G, pos, edge_labels=edge_labels, label_pos=label_pos) plt.show() return similarity_input def spanList(scenegraph): entities_list = scenegraph["entities"] for entity in entities_list: print(entity["lemma_span"]) def scenegraphTable(sentence): # Here we just use the default parser. parserOutput = sng_parser.parse(sentence) print('Default Parser Output: \n', parserOutput) sng_parser.tprint(parserOutput) return scenegraphGraph(parserOutput), parserOutput # Scene graph parsing completed here ######################################################### print("Loading SentenceTransformer Model...") sentence_model = SentenceTransformer('all-MiniLM-L6-v2') print("Loaded.") g = Graph() g.parse(populated_kg_path, format="ttl") n = Namespace("http://www.semanticweb.org/project/-assets-ontology#") ####################################################################### # util functions def create_embedding_tensor(text): embedding_tensor = sentence_model.encode(text) # print() return embedding_tensor def str_to_tensor(string): str_list = string.split(',') float_list = [float(x) for x in str_list] tenser_res = torch.tensor(float_list) return tenser_res def tensor_to_str(tensor): tensor_list = tensor.tolist() tensor_list_string = "" for l in tensor_list: tensor_list_string += str(l) + ',' tensor_list_string = tensor_list_string[:-1] # remove last ',' return tensor_list_string def concatAssetIntoSen(KG_info): assetSentenceForm = dict() try: for k, v in list(KG_info[1].items()): # dict of asset ID and Name # print("setting for asset id:", k.replace(k[:k.rfind("_"), ""])) assetSentenceForm[k[k.rfind('_')+1:]] = ""+v except Exception as e: print("Name adding unsuccessful", e) try: for k, v in list(KG_info[2].items()): # dict of asset Tag assetSentenceForm[k[k.rfind('_')+1:]] += ' ' + v except: print("Tag adding unsuccessful") try: # dict of asset Size - placed size at start for k, v in list(KG_info[3].items()): assetSentenceForm[k[k.rfind('_')+1:]] = v[v.rfind('#')+1:] + ' sized ' + \ assetSentenceForm[k[k.rfind('_')+1:]] except: print("Size adding unsuccessful") # print("After concatenating assets into sentences des/project/", assetSentenceForm) return assetSentenceForm def find_similar_asset_cos(in_asset_desc_pair, KG_info): wrmd_scores = [] in_asset_Name = list(in_asset_desc_pair.keys())[0] in_asset_Desc = list(in_asset_desc_pair.values())[0] # KG_info -> [assetID dict, asset Names dict, asset Tags dict, asset Sizes dict] KG_info_dict = concatAssetIntoSen(KG_info) print() KG_sentences_vals = list(KG_info_dict.values()) for val in KG_sentences_vals: wrmd_scores.append(find_dist_cosine(create_embedding_tensor( in_asset_Desc), create_embedding_tensor(val))) # cosine_scores = util.cos_sim(input_string, list(KG_tensor_dict.values())) # Find the pair with the highest cosine similarity score max_score = -1 max_index = -1 for i in range(len(wrmd_scores)): if wrmd_scores[i] > max_score: max_score = wrmd_scores[i] max_index = i closest_asset_ID = "" for id, sen in KG_info_dict.items(): if sen == KG_sentences_vals[max_index]: closest_asset_ID = id break try: KG_info[0][str( 'http://www.semanticweb.org/project/-assets-ontology#Asset_') + closest_asset_ID] except Exception as e: print("e for asset ID: ", e) try: KG_info[1][str( 'http://www.semanticweb.org/project/-assets-ontology#Asset_') + closest_asset_ID] except Exception as e: print("e for asset Name: ", e) try: KG_info[2][str( 'http://www.semanticweb.org/project/-assets-ontology#Asset_') + closest_asset_ID] except Exception as e: print("e for asset Tags: ", e) try: KG_info[3][str( 'http://www.semanticweb.org/project/-assets-ontology#Asset_') + closest_asset_ID] except Exception as e: print("e for asset Size: ", e) # now return the entity name against which the match was being asset ID and Name for file writing formatting return in_asset_Name, KG_info[0][str('http://www.semanticweb.org/project/-assets-ontology#Asset_') + closest_asset_ID], KG_info[1][str('http://www.semanticweb.org/project/-assets-ontology#Asset_') + closest_asset_ID] def find_similar_asset(input_string, KG_info): cosine_scores = [] KG_tensor_dict = KG_info[0] KG_tensors_values = list(KG_tensor_dict.values()) for val in KG_tensors_values: cosine_scores.append(util.cos_sim(input_string, val)) # cosine_scores = util.cos_sim(input_string, list(KG_tensor_dict.values())) # Find the pair with the highest cosine similarity score max_score = -1 max_index = -1 for i in range(len(cosine_scores)): if cosine_scores[i] > max_score: max_score = cosine_scores[i] max_index = i closest_asset_ID = "" for id, tensor in KG_tensor_dict.items(): if torch.equal(tensor, KG_tensors_values[max_index]): closest_asset_ID = id break return KG_info[0][closest_asset_ID], KG_info[1][closest_asset_ID], KG_info[2][closest_asset_ID] ####################################################################### # form embeddings for entities mentioned in input def scene_graph_list(sceneGraph_dict): print("\nSCENE GRAPH DICT\n:", sceneGraph_dict) all_spawning_asset_desc = [] asset_list_dict = dict() entities = list(sceneGraph_dict.keys()) for key, value in sceneGraph_dict.items(): desc = "" for modifier in value: desc += modifier + ' ' all_spawning_asset_desc.append(desc+key) # list of all tensors for all nouns and their modifiers - later for matching with assets all_spawning_asset_list = [] for i in range(len(entities)): # for str_desc in all_spawning_asset_desc: asset_desc = all_spawning_asset_desc[i] all_spawning_asset_list.append(asset_desc) asset_list_dict[entities[i]] = asset_desc return all_spawning_asset_list, asset_list_dict def scene_graph_tensors(sceneGraph_dict): all_spawning_asset_desc = [] asset_tensor_dict = dict() entities = list(sceneGraph_dict.keys()) for key, value in sceneGraph_dict.items(): desc = "" for modifier in value: desc += modifier + ' ' all_spawning_asset_desc.append(desc+key) # list of all tensors for all nouns and their modifiers - later for matching with assets all_spawning_asset_tensor = [] for i in range(len(entities)): # for str_desc in all_spawning_asset_desc: asset_tensor_desc = create_embedding_tensor(all_spawning_asset_desc[i]) all_spawning_asset_tensor.append(asset_tensor_desc) asset_tensor_dict[entities[i]] = asset_tensor_desc return all_spawning_asset_tensor, asset_tensor_dict def get_asset_concatTags_dict(tags_list): asset_concatTags_dict = {} # iterate over list - for all elements[0] being same, concatenate to tags_by_asset_xyz to form a sentence for elem in tags_list: if elem[0] in asset_concatTags_dict.keys(): asset_concatTags_dict[elem[0] ] += str(' ' + asset_concatTags_dict[elem[1]]) else: asset_concatTags_dict[elem[0]] = str( asset_concatTags_dict[elem[1]]) print("Finally, assets with all tags in sentenc/project/", asset_concatTags_dict) return asset_concatTags_dict def get_KG_assets(): qres = g.query( """ PREFIX mega:<http://www.semanticweb.org/project/-assets-ontology#> SELECT ?s ?aID ?aName ?aTag ?aSize WHERE { {?s mega:assetTag ?aTag} UNION {?s mega:assetID ?aID} UNION {?s mega:assetName ?aName} UNION {?s mega:assetSize ?aSize} } """) asset_Tag_dict = {} asset_ID_dict = {} asset_Name_dict = {} asset_Size_dict = {} count = 0 for row in qres: try: asset_ID_dict[row.s.toPython()] = row.aID.toPython() except Exception as e: count += 1 try: asset_Name_dict[row.s.toPython()] = row.aName.toPython() except Exception as e: count += 1 try: asset_Size_dict[row.s.toPython()] = row.aSize.toPython() except Exception as e: count += 1 try: if row.aTag is not None: # print("Adding tags for ", row.s.toPython()) asset_Tag_dict[row.s.toPython()] += ' ' + row.aTag.toPython() # print("Updated asset tags list") except Exception as e: if row.aTag is not None: asset_Tag_dict[row.s.toPython()] = row.aTag.toPython() count += 1 return asset_ID_dict, asset_Name_dict, asset_Tag_dict, asset_Size_dict def get_KG_asset_tensors(): qres = g.query( """ PREFIX mega:<http://www.semanticweb.org/project/-assets-ontology#> SELECT ?s ?aID ?aName ?aTensor WHERE { {?s mega:assetTensor ?aTensor} UNION {?s mega:assetID ?aID} UNION {?s mega:assetName ?aName} } """) asset_Tensor_dict = {} asset_ID_dict = {} asset_Name_dict = {} count = 0 for row in qres: try: asset_Tensor_dict[row.s.toPython()] = str_to_tensor( row.aTensor.toPython()) except Exception as e: count += 1 try: asset_ID_dict[row.s.toPython()] = row.aID.toPython() except Exception as e: count += 1 try: asset_Name_dict[row.s.toPython()] = row.aName.toPython() except Exception as e: count += 1 return asset_Tensor_dict, asset_ID_dict, asset_Name_dict def entity_sub_id(entity, all_assets_dicts): print("entity = ", entity) print("all_assets_dict = ", all_assets_dicts) # if type(entity) == 'list': # for elem in entity: # entity_sub_id(elem, all_assets_dicts) # elif type(entity) == 'tuple': # entity1 = entity[1] if type(entity) == 'tuple': entity1 = entity[1] else: entity1 = entity if entity1[:entity1.rfind('_')] in list(all_assets_dicts.keys()): return all_assets_dicts[entity1[:entity1.rfind('_')]] + entity1[entity1.rfind('_'):] def write_all_prep_to_file(all_chosen_assets, subj_obj_dict): print("subj_obj_dict = ", subj_obj_dict) print("all_chosen_assets = ", all_chosen_assets) formattedDict = dict() # copy and edit subj_obj_dict # k = Cow_0, v= [('on', 'sidewalk_1'), ('in', 'city area_2')] for k, v in subj_obj_dict.items(): # if v[0] == ("", "") if len(v[0][0]) != 0 and len(v[0][1]) != 0: print("k,v pair = ", k, '\t', v, '\n') # try: if entity_sub_id(k, all_chosen_assets) in list(formattedDict.keys()): for elem in v: print("Inner tuple: ", elem) formattedDict[entity_sub_id(k, all_chosen_assets)].append( (elem[0], entity_sub_id(elem[1], all_chosen_assets))) else: for elem in v: print("Inner tuple: ", elem) # if elem[0] formattedDict[entity_sub_id(k, all_chosen_assets)] = [( elem[0], entity_sub_id(elem[1], all_chosen_assets))] else: formattedDict[entity_sub_id(k, all_chosen_assets)] = [("", "")] # formattedDict[k] = ("", "") # except Exception as e: # print("e = ", e, " when k = ", k, " v = ", v) print("final Formatted Dict = ", formattedDict) # In the new dict, store in subject_all_objects_dict values, but format its keys to # AssetName_AssetID (entity_asset_dict.keys) +_+<entityID> (subject_all_objects_dict.keys) # Compare - from subject_all_objects_dict, remove from keys and value tuples, everything after & including the last '_' # - replace remaining keys & values in subject_all_objects_dict with values of keys that match with them # EXAMPLE # Entity Asset Dictionary: # {'Cow': 'Wooden_Chair_uknkaffaw', 'sidewalk': 'Brick_Wall_vgvmcgf', 'city area': 'Brick_Wall_vgvmcgf', 'shops': 'Wooden_Chair_uknkaffaw'} # All Subject-Objects Dictionary: # {'Cow_0': [('on', 'sidewalk_1'), ('in', 'city area_2')], 'city area_2': [('near', 'shops_3')]} # RESULT # {'Wooden_Chair_uknkaffaw_0': [('on', 'Brick_Wall_vgvmcgf_1'), ('in', 'Brick_Wall_vgvmcgf_2')], 'Brick_Wall_vgvmcgf_2': [('near', 'Wooden_Chair_uknkaffaw_3')]} # fil = open("/project/.txt", "a") # for k, v in list(formattedDict.items()): # for obj in v: # print("writing tuple - ", obj) # fil.write(obj[1] + '\n') # fil.write(obj[0] + '\n') # fil.write(k + '\n') # fil.write('\n') # print("Written to file") return formattedDict # Lady_Fern_wdvlditia_3 # near # Mossy_Boulder_ulldfii_2 def write_to_file(chosen_asset, subj_obj_dict): # write_prep_to_file() formatted_writing = formatAssetWriting(chosen_asset, subj_obj_dict) line = re.sub(" ", "_", chosen_asset[2]) line += "_"+chosen_asset[1] # append mode fil = open("/project/.txt", "a") fil.write(line) fil.write("\n\n\n") fil.close() def match_KG_input_cos(KG_info, desc_dict, subj_obj_dict): # asset_Tag_dict, asset_Size_dict, asset_ID_dict, asset_Name_dict entity_asset_dict = dict() # input_tensors # [entity_tensors, entityName_tensor_dictionary] # print("Input Desc:", desc_dict) all_chosen_assets = dict() for k, v in desc_dict.items(): # for in_tensor in input_tensors[0]: # for each input entity, find closest assetID and path+append to file: 'assetName_assetID' chosen_asset = find_similar_asset_cos({k: v}, KG_info) print("Chosen asset = ", chosen_asset) all_chosen_assets[chosen_asset[0]] = chosen_asset[2].replace( ' ', '_')+'_'+chosen_asset[1] entity_asset_dict[k] = re.sub( " ", "_", chosen_asset[2]) + "_" + chosen_asset[1] return entity_asset_dict, write_all_prep_to_file(all_chosen_assets, subj_obj_dict) def match_KG_input(KG_info, input_tensors): entity_asset_dict = dict() for k, v in input_tensors[1].items(): chosen_asset = find_similar_asset(v, KG_info) entity_asset_dict[k] = re.sub( " ", "_", chosen_asset[1]) + "_" + chosen_asset[0] write_to_file(chosen_asset) return entity_asset_dict def spawn_object_behind(first_actor, second_actor): print("In BEHIND Function") camera_location, camera_rotation = unreal.EditorLevelLibrary.get_level_viewport_camera_info() #camera_rotation.get_forward_vector() #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_width = first_actor_bounding_box.box_extent.x #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_width = second_actor_bounding_box.box_extent.x vec = unreal.Vector(first_actor_width+ second_actor_width + 200.0, 0, 0) second_actor.set_actor_location(first_actor_loc - vec, False, True) def spawn_object_at_back_of(first_actor, second_actor): print("In BACK OF Function") #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_width = first_actor_bounding_box.box_extent.x #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_width = second_actor_bounding_box.box_extent.x vec = unreal.Vector(first_actor_width+ second_actor_width, 0, 0) second_actor.set_actor_location(first_actor_loc - vec, False, True) def spawn_object_in_front_of(first_actor, second_actor): print("In FRONT OF Function") #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_width = first_actor_bounding_box.box_extent.x #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_width = second_actor_bounding_box.box_extent.x vec = unreal.Vector(first_actor_width+ second_actor_width, 0, 0) second_actor.set_actor_location(first_actor_loc + vec, False, True) def spawn_object_at_right_of(first_actor, second_actor): print("In RIGHT OF Function") #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_length = first_actor_bounding_box.box_extent.y #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_length = second_actor_bounding_box.box_extent.y vec = unreal.Vector(0,first_actor_length+ second_actor_length, 0) second_actor.set_actor_location(first_actor_loc + vec, False, True) def spawn_object_at_left_of(first_actor, second_actor): print("In LEFT OF Function") #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_length = first_actor_bounding_box.box_extent.y #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_length = second_actor_bounding_box.box_extent.y vec = unreal.Vector(0,first_actor_length+ second_actor_length, 0) second_actor.set_actor_location(first_actor_loc - vec, False, True) def spawn_object_on(first_actor, second_actor): print("In ON OF Function") #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_height = first_actor_bounding_box.box_extent.z #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_height = second_actor_bounding_box.box_extent.z vec = unreal.Vector( 0, 0,first_actor_height + second_actor_height) second_actor.set_actor_location(first_actor_loc + vec, False, True) def spawn_object_beneath(first_actor, second_actor): print("In BENEATH OF Function") #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_height = first_actor_bounding_box.box_extent.z #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_height = second_actor_bounding_box.box_extent.z vec = unreal.Vector( 0, 0,first_actor_height + second_actor_height) first_actor.set_actor_location(second_actor_loc + vec, False, True) def spawn_object_in(first_actor, second_actor): print("In IN OF Function") #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_height = first_actor_bounding_box.box_extent.z #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_height = second_actor_bounding_box.box_extent.z #vec = unreal.Vector( 0, 0,first_actor_height + second_actor_height) #first_actor.set_actor_location(second_actor_loc + vec, False, True) def spawn_object_over(first_actor, second_actor): print("In OVER OF Function") #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_height = first_actor_bounding_box.box_extent.z #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_height = second_actor_bounding_box.box_extent.z vec = unreal.Vector( 0, 0,first_actor_height + second_actor_height + 250) second_actor.set_actor_location(first_actor_loc + vec, False, True) def spawn_object_under(first_actor, second_actor): print("In UNDER OF Function") #Fisrt Actor first_actor_loc = first_actor.get_actor_location() first_actor_static_mesh_component = first_actor.get_component_by_class(unreal.StaticMeshComponent) first_actor_static_mesh = first_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component first_actor_bounding_box = first_actor_static_mesh.get_bounds() # Extract the height from the bounding box first_actor_height = first_actor_bounding_box.box_extent.z #Second Actor second_actor_loc = second_actor.get_actor_location() second_actor_static_mesh_component = second_actor.get_component_by_class(unreal.StaticMeshComponent) second_actor_static_mesh = second_actor_static_mesh_component.static_mesh # Get the bounding box of the static mesh component second_actor_bounding_box = second_actor_static_mesh.get_bounds() # Extract the height from the bounding box second_actor_height = second_actor_bounding_box.box_extent.z vec = unreal.Vector( 0, 0,first_actor_height + second_actor_height+ 250) first_actor.set_actor_location(second_actor_loc + vec, False, True) def spawn_object_besides(first_actor, second_actor): spawn_object_at_right_of(first_actor, second_actor) def spawn_assets(asset_dicts): asset_directory = "/project/" file1 = open('/project/.txt', 'r') Lines = file1.readlines() #class_path = "/project/.CustomizableActor" for sub,objs in asset_dicts.items(): print(f"Asset = {sub}") prev_actor = spawn_an_asset(sub) if prev_actor != None: for obj in objs: if obj[0] != "" and obj[1] != "": print(f"Obj1 = {obj[1]}") actor = spawn_an_asset(obj[1]) if actor!= None: if obj[0] == "on": spawn_object_on(prev_actor, actor) elif obj[0] == "back": spawn_object_at_back_of(prev_actor, actor) elif obj[0] == "front": spawn_object_in_front_of(prev_actor, actor) elif obj[0] == "right": spawn_object_at_right_of(prev_actor, actor) elif obj[0] == "left": spawn_object_at_left_of(prev_actor, actor) elif obj[0] == "behind": spawn_object_behind(prev_actor, actor) elif obj[0] == "beneath": spawn_object_beneath(prev_actor, actor) elif obj[0] == "in": spawn_object_in(prev_actor, actor) elif obj[0] == "over": spawn_object_over(prev_actor, actor) elif obj[0] == "under": spawn_object_under(prev_actor, actor) elif obj[0] == "besides": spawn_object_besides(prev_actor, actor) else: print("first actor didnt spawn") def spawn_an_asset(asset_name): asset_directory = "/project/" world = unreal.EditorLevelLibrary.get_editor_world() # Spawn an actor actor_location = unreal.Vector(0.0, 0.0, 0.0) actor_rotation = unreal.Rotator(0.0, 0.0, 0.0) actor_class = unreal.EditorAssetLibrary.load_blueprint_class("/project/") actor = unreal.EditorLevelLibrary.spawn_actor_from_class(actor_class, actor_location, actor_rotation) asset_registry_module = unreal.AssetRegistryHelpers.get_asset_registry() assets = asset_registry_module.get_assets_by_path(asset_directory , recursive=True, include_only_on_disk_assets=False) filter = unreal.ARFilter(recursive_paths=True) filter.class_names.append("StaticMesh") assets = asset_registry_module.run_assets_through_filter(assets, filter) #print(f"assets = {assets}") f_asset_name = asset_name[:asset_name.rfind('_')] for asset in assets: asset_str = str(asset.asset_name) asset_str = asset_str.strip() line_str = "S_" + f_asset_name.strip() line_str = line_str.strip() if asset_str.find(line_str) != -1: print("Matched ", asset_str, " to ", line_str) print(asset) #actor.static_mesh_component.set_static_mesh(static_mesh) static_mesh = unreal.EditorAssetLibrary.load_asset(str(asset.object_path)) static_mesh_component = actor.get_component_by_class(unreal.StaticMeshComponent) # Set the static mesh of the component static_mesh_component.set_static_mesh(static_mesh) editor_world = unreal.EditorLevelLibrary.get_editor_world() if editor_world: print("Hello") camera_location, camera_rotation = unreal.EditorLevelLibrary.get_level_viewport_camera_info() # Calculate the spawn location in front of the camera spawn_distance = 500.0 # How far in front of the camera to spawn the asset print(f"forward vector{camera_rotation}") spawn_location = camera_location + (camera_rotation.get_forward_vector() * spawn_distance) spawn_location.z = 0.0 # Set the Z coordinate to ground level actor.set_actor_location(spawn_location, False, True) return actor return None def main(sentence): # sentence = "There is a small green leaf under the gray rock." # sentence = 'There is a small green leaf on a large gray boulder.' # sentence = 'There is a small green leaf on a large gray boulder. The boulder sits in a wide river bank.' # sentence = 'There is a small green leaf on a large gray boulder. The boulder with pebbles around it is in a wide river.' # Co-reference resolution issue + in,has not detected as relations # sentence = 'A small green leaf lies on a large gray boulder. The boulder is in a wide river and has small pebbles around it.' # sentence = 'A small green leaf lies on a large gray boulder. The boulder sits in a wide river. The leaf has small pebbles around it.' #sentence = 'Cow standing on sidewalk in city area near shops .' # sentence = 'Place a rock besides a boulder.' #sentence = 'place a small rock next to a wall' # sentence = 'There is a small green leaf on a large gray boulder.' # KG_info = get_KG_asset_tensors() # new_file_paths = trigger_update(path_to_files) # update_KG(new_file_paths) KG_assets_only_info = get_KG_assets() # print('Input your own sentence. Type q to quit.') # while True: # sentence = input('> ') # if sent.strip() == 'q': # break fil = open("/project/.txt", "w") fil.close() res_dict, parserOutput = scenegraphTable(sentence) res_dict = scene_graph_list(res_dict)[1] subject_all_objects_dict = subjectAllObjectsDict(parserOutput) print("subject_all_objects_dict = ", subject_all_objects_dict) entity_asset_dict, spawning_dict = match_KG_input_cos( KG_assets_only_info, res_dict, subject_all_objects_dict) print("Entity Asset Dictionar/project/", entity_asset_dict) final_spawning_dict = dict() for k, v in list(spawning_dict.items()): final_spawning_dict[k] = [] for tuple in v: if len(v[0][0]) != 0 and len(v[0][1]) != 0: final_spawning_dict[k].append( (sub_closest_prep(tuple[0]), tuple[1])) else: final_spawning_dict[k].append(("","")) print("Final Spawning Dict Format: \n", final_spawning_dict) spawn_assets(final_spawning_dict) #if __name__ == '__main__': #main(sentence)
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 vred_options = unreal.DatasmithVREDImportOptions() vred_options.set_editor_property('merge_nodes', False) vred_options.set_editor_property('optimize_duplicated_nodes', False) vred_options.set_editor_property('import_var', True) vred_options.set_editor_property('var_path', "") vred_options.set_editor_property('import_light_info', True) vred_options.set_editor_property('light_info_path', "") vred_options.set_editor_property('import_clip_info', True) vred_options.set_editor_property('clip_info_path', "") vred_options.set_editor_property('textures_dir', "") vred_options.set_editor_property('import_animations', True) vred_options.set_editor_property('intermediate_serialization', unreal.DatasmithVREDIntermediateSerializationType.DISABLED) vred_options.set_editor_property('colorize_materials', False) vred_options.set_editor_property('generate_lightmap_u_vs', False) vred_options.set_editor_property('import_animations', True) # Direct import to scene and assets: print 'Importing directly to scene...' unreal.VREDLibrary.import_(file_a, imported_scenes_path, base_options, None, True) #2-stage import step 1: print 'Parsing to scene object...' scene = unreal.DatasmithVREDSceneElement.construct_datasmith_scene_from_file(file_b, imported_scenes_path, base_options, vred_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 '\tAnimNode count: ' + str(len(scene.get_all_anim_nodes())) print '\tAnimClip count: ' + str(len(scene.get_all_anim_clips())) print '\tExtra light info count: ' + str(len(scene.get_all_extra_lights_info())) print '\tVariant count: ' + str(len(scene.get_all_variants())) # Modify one of the AnimNodes # Warning: The AnimNode nested structure is all USTRUCTs, which are value types, and the Array accessor returns # a copy. Meaning something like anim_nodes[0].name = 'new_name' will set the name on the COPY of anim_nodes[0] anim_nodes = scene.get_all_anim_nodes() if len(anim_nodes) > 0: node_0 = anim_nodes[0] old_name = node_0.name print 'Anim node old name: ' + old_name node_0.name += '_MODIFIED' modified_name = node_0.name print 'Anim node modified name: ' + modified_name anim_nodes[0] = node_0 scene.set_all_anim_nodes(anim_nodes) # Check modification new_anim_nodes = scene.get_all_anim_nodes() print 'Anim node retrieved modified name: ' + new_anim_nodes[0].name assert new_anim_nodes[0].name == modified_name, "Node modification didn't work!" # Restore to previous state node_0 = new_anim_nodes[0] node_0.name = old_name new_anim_nodes[0] = node_0 scene.set_all_anim_nodes(new_anim_nodes) # 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 # Get the current editor world editor_world = unreal.EditorLevelLibrary.get_editor_world() #editor_world = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) #Get post process settings # Define the location and rotation for the PostProcessVolume location = unreal.Vector(0, 0, 0) rotation = unreal.Rotator(0, 0, 0) # Spawn the PostProcessVolume post_process_volume = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.PostProcessVolume.static_class(), location, rotation) post_process_volume.unbound = True # Affect whole scene # Disable autoexposure for more control # NOTE: This just sets the values, you still need to activate these properties in the editor # TODO: Figure out if this can be done from Python settings = post_process_volume. settings.bloom_intensity = 100.0 settings.auto_exposure_method = unreal.AutoExposureMethod.AEM_MANUAL settings.auto_exposure_apply_physical_camera_exposure = False #post_process_volume.set_editor_property('Bloom', unreal.PostProcessSettings.bloom_intensity, True) #ppv.settings.set_editor_property("AutoExposureMethod", unreal.AutoExposureMethod.AEM_MANUAL, unreal.PropertyAccessChangeNotifyMode.ALWAYS)
import unreal import os.path import json class bone_limits_struct(): bone_limit_x_min = 0.0 bone_limit_x_max = 0.0 bone_limit_y_min = 0.0 bone_limit_y_max = 0.0 bone_limit_z_min = 0.0 bone_limit_z_max = 0.0 def get_x_range(self): return abs(self.bone_limit_x_max - self.bone_limit_x_min) def get_y_range(self): return abs(self.bone_limit_y_max - self.bone_limit_y_min) def get_z_range(self): return abs(self.bone_limit_z_max - self.bone_limit_z_min) # For getting the preferred angle, it seems like we want the largest angle, not the biggest range def get_x_max_angle(self): return max(abs(self.bone_limit_x_max), abs(self.bone_limit_x_min)) def get_y_max_angle(self): return max(abs(self.bone_limit_y_max), abs(self.bone_limit_y_min)) def get_z_max_angle(self): return max(abs(self.bone_limit_z_max), abs(self.bone_limit_z_min)) def get_preferred_angle(self): if(self.get_x_max_angle() > self.get_y_max_angle() and self.get_x_max_angle() > self.get_z_max_angle()): if abs(self.bone_limit_x_min) > abs(self.bone_limit_x_max): return self.bone_limit_x_min, 0.0, 0.0 return self.bone_limit_x_max, 0.0, 0.0 if(self.get_y_max_angle() > self.get_x_max_angle() and self.get_y_max_angle() > self.get_z_max_angle()): if abs(self.bone_limit_y_min) > abs(self.bone_limit_y_max): return 0.0, self.bone_limit_y_min, 0.0 return 0.0, self.bone_limit_y_max, 0.0 if(self.get_z_max_angle() > self.get_x_max_angle() and self.get_z_max_angle() > self.get_y_max_angle()): if abs(self.bone_limit_z_min) > abs(self.bone_limit_z_max): return 0.0, 0.0, self.bone_limit_z_min return 0.0, 0.0, self.bone_limit_z_max def get_up_vector(self): x, y, z = self.get_preferred_angle() primary_axis = unreal.Vector(x, y, z) primary_axis.normalize() up_axis = unreal.Vector(-1.0 * z, y, -1.0 * x) return up_axis.normal() def get_bone_limits(dtu_json, skeletal_mesh_force_front_x): limits = dtu_json['LimitData'] bone_limits_dict = {} for bone_limits in limits.values(): bone_limits_data = bone_limits_struct() # Get the name of the bone bone_limit_name = bone_limits[0] # Get the bone limits bone_limits_data.bone_limit_x_min = bone_limits[2] bone_limits_data.bone_limit_x_max = bone_limits[3] bone_limits_data.bone_limit_y_min = bone_limits[4] * -1.0 bone_limits_data.bone_limit_y_max = bone_limits[5] * -1.0 bone_limits_data.bone_limit_z_min = bone_limits[6] * -1.0 bone_limits_data.bone_limit_z_max = bone_limits[7] * -1.0 # update the axis if force front was used (facing right) if skeletal_mesh_force_front_x: bone_limits_data.bone_limit_y_min = bone_limits[2] * -1.0 bone_limits_data.bone_limit_y_max = bone_limits[3] * -1.0 bone_limits_data.bone_limit_z_min = bone_limits[4] * -1.0 bone_limits_data.bone_limit_z_max = bone_limits[5] * -1.0 bone_limits_data.bone_limit_x_min = bone_limits[6] bone_limits_data.bone_limit_x_max = bone_limits[7] bone_limits_dict[bone_limit_name] = bone_limits_data return bone_limits_dict def get_bone_limits_from_skeletalmesh(skeletal_mesh): asset_import_data = skeletal_mesh.get_editor_property('asset_import_data') fbx_path = asset_import_data.get_first_filename() dtu_file = fbx_path.rsplit('.', 1)[0] + '.dtu' dtu_file = dtu_file.replace('/UpdatedFBX/', '/') print(dtu_file) if os.path.exists(dtu_file): dtu_data = json.load(open(dtu_file)) force_front_x = asset_import_data.get_editor_property('force_front_x_axis') bone_limits = get_bone_limits(dtu_data, force_front_x) return bone_limits return [] def get_character_type(dtu_json): asset_id = dtu_json['Asset Id'] if asset_id.lower().startswith('genesis8'): return 'Genesis8' if asset_id.lower().startswith('genesis9'): return 'Genesis9' return 'Unknown' def set_control_shape(blueprint, bone_name, shape_type): hierarchy = blueprint.hierarchy control_name = bone_name + '_ctrl' control_settings_root_ctrl = unreal.RigControlSettings() control_settings_root_ctrl.animation_type = unreal.RigControlAnimationType.ANIMATION_CONTROL control_settings_root_ctrl.control_type = unreal.RigControlType.EULER_TRANSFORM control_settings_root_ctrl.display_name = 'None' control_settings_root_ctrl.draw_limits = True control_settings_root_ctrl.shape_color = unreal.LinearColor(1.000000, 0.000000, 0.000000, 1.000000) control_settings_root_ctrl.shape_visible = True control_settings_root_ctrl.is_transient_control = False control_settings_root_ctrl.limit_enabled = [unreal.RigControlLimitEnabled(False, False), unreal.RigControlLimitEnabled(False, False), unreal.RigControlLimitEnabled(False, False), unreal.RigControlLimitEnabled(False, False), unreal.RigControlLimitEnabled(False, False), unreal.RigControlLimitEnabled(False, False), unreal.RigControlLimitEnabled(False, False), unreal.RigControlLimitEnabled(False, False), unreal.RigControlLimitEnabled(False, False)] control_settings_root_ctrl.minimum_value = unreal.RigHierarchy.make_control_value_from_euler_transform(unreal.EulerTransform(location=[0.000000,0.000000,0.000000],rotation=[0.000000,0.000000,0.000000],scale=[0.000000,0.000000,0.000000])) control_settings_root_ctrl.maximum_value = unreal.RigHierarchy.make_control_value_from_euler_transform(unreal.EulerTransform(location=[0.000000,0.000000,0.000000],rotation=[0.000000,0.000000,0.000000],scale=[0.000000,0.000000,0.000000])) control_settings_root_ctrl.primary_axis = unreal.RigControlAxis.X if shape_type == "root": control_settings_root_ctrl.shape_name = 'Square_Thick' hierarchy.set_control_settings(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), control_settings_root_ctrl) hierarchy.set_control_shape_transform(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), unreal.Transform(location=[0.000000,0.000000,0.000000],rotation=[0.000000,0.000000,0.000000],scale=[10.000000,10.000000,10.000000]), True) if shape_type == "hip": control_settings_root_ctrl.shape_name = 'Hexagon_Thick' hierarchy.set_control_settings(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), control_settings_root_ctrl) hierarchy.set_control_shape_transform(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), unreal.Transform(location=[0.000000,0.000000,0.000000],rotation=[0.000000,0.000000,0.000000],scale=[10.000000,10.000000,10.000000]), True) if shape_type == "iktarget": control_settings_root_ctrl.shape_name = 'Box_Thin' hierarchy.set_control_settings(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), control_settings_root_ctrl) #hierarchy.set_control_shape_transform(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), unreal.Transform(location=[0.000000,0.000000,0.000000],rotation=[0.000000,0.000000,0.000000],scale=[10.000000,10.000000,10.000000]), True) if shape_type == "large_2d_bend": control_settings_root_ctrl.shape_name = 'Arrow4_Thick' hierarchy.set_control_settings(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), control_settings_root_ctrl) hierarchy.set_control_shape_transform(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), unreal.Transform(location=[0.000000,0.000000,0.000000],rotation=[0.000000,0.000000,0.000000],scale=[8.000000,8.000000,8.000000]), True) if shape_type == "slider": control_settings_root_ctrl.control_type = unreal.RigControlType.FLOAT control_settings_root_ctrl.primary_axis = unreal.RigControlAxis.Y control_settings_root_ctrl.limit_enabled = [unreal.RigControlLimitEnabled(True, True)] control_settings_root_ctrl.minimum_value = unreal.RigHierarchy.make_control_value_from_float(0.000000) control_settings_root_ctrl.maximum_value = unreal.RigHierarchy.make_control_value_from_float(1.000000) control_settings_root_ctrl.shape_name = 'Arrow2_Thin' hierarchy.set_control_settings(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), control_settings_root_ctrl) hierarchy.set_control_shape_transform(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), unreal.Transform(location=[0.000000,0.000000,0.000000],rotation=[0.000000,0.000000,0.000000],scale=[0.5,0.5,0.5]), True) last_construction_link = 'PrepareForExecution' construction_y_pos = 200 def create_construction(blueprint, bone_name): global last_construction_link global construction_y_pos rig_controller = blueprint.get_controller_by_name('RigVMModel') if rig_controller is None: rig_controller = blueprint.get_controller() control_name = bone_name + '_ctrl' get_bone_transform_node_name = "RigUnit_Construction_GetTransform_" + bone_name set_control_transform_node_name = "RigtUnit_Construction_SetTransform_" + control_name rig_controller.add_unit_node_from_struct_path('/project/.RigUnit_GetTransform', 'Execute', unreal.Vector2D(1000.0, construction_y_pos), get_bone_transform_node_name) rig_controller.set_pin_default_value(get_bone_transform_node_name + '.Item', '(Type=Bone)') rig_controller.set_pin_expansion(get_bone_transform_node_name + '.Item', True) rig_controller.set_pin_default_value(get_bone_transform_node_name + '.Space', 'GlobalSpace') rig_controller.set_pin_default_value(get_bone_transform_node_name + '.bInitial', 'True') rig_controller.set_pin_default_value(get_bone_transform_node_name + '.Item.Name', bone_name, True) rig_controller.set_pin_default_value(get_bone_transform_node_name + '.Item.Type', 'Bone', True) rig_controller.set_node_selection([get_bone_transform_node_name]) try: rig_controller.add_template_node('Set Transform::Execute(in Item,in Space,in bInitial,in Value,in Weight,in bPropagateToChildren,io ExecuteContext)', unreal.Vector2D(1300.0, construction_y_pos), set_control_transform_node_name) except Exception as e: set_transform_scriptstruct = get_scriptstruct_by_node_name("SetTransform") rig_controller.add_unit_node(set_transform_scriptstruct, 'Execute', unreal.Vector2D(526.732236, -608.972187), set_control_transform_node_name) rig_controller.set_pin_default_value(set_control_transform_node_name + '.Item', '(Type=Bone,Name="None")') rig_controller.set_pin_expansion(set_control_transform_node_name + '.Item', False) rig_controller.set_pin_default_value(set_control_transform_node_name + '.Space', 'GlobalSpace') rig_controller.set_pin_default_value(set_control_transform_node_name + '.bInitial', 'True') rig_controller.set_pin_default_value(set_control_transform_node_name + '.Weight', '1.000000') rig_controller.set_pin_default_value(set_control_transform_node_name + '.bPropagateToChildren', 'True') rig_controller.set_pin_default_value(set_control_transform_node_name + '.Item.Name', control_name, True) rig_controller.set_pin_default_value(set_control_transform_node_name + '.Item.Type', 'Control', True) try: rig_controller.add_link(get_bone_transform_node_name + '.Transform', set_control_transform_node_name + '.Value') except: try: rig_controller.add_link(get_bone_transform_node_name + '.Transform', set_control_transform_node_name + '.Transform') except Exception as e: print("ERROR: CreateControlRig.py, line 45: rig_controller.add_link(): " + str(e)) #rig_controller.set_node_position_by_name(set_control_transform_node_name, unreal.Vector2D(512.000000, -656.000000)) rig_controller.add_link(last_construction_link + '.ExecuteContext', set_control_transform_node_name + '.ExecuteContext') last_construction_link = set_control_transform_node_name construction_y_pos = construction_y_pos + 250 last_backward_solver_link = 'InverseExecution.ExecuteContext' def create_backward_solver(blueprint, bone_name): global last_backward_solver_link control_name = bone_name + '_ctrl' get_bone_transform_node_name = "RigUnit_BackwardSolver_GetTransform_" + bone_name set_control_transform_node_name = "RigtUnit_BackwardSolver_SetTransform_" + control_name rig_controller = blueprint.get_controller_by_name('RigVMModel') if rig_controller is None: rig_controller = blueprint.get_controller() #rig_controller.add_link('InverseExecution.ExecuteContext', 'RigUnit_SetTransform_3.ExecuteContext') rig_controller.add_unit_node_from_struct_path('/project/.RigUnit_GetTransform', 'Execute', unreal.Vector2D(-636.574629, -1370.167943), get_bone_transform_node_name) rig_controller.set_pin_default_value(get_bone_transform_node_name + '.Item', '(Type=Bone)') rig_controller.set_pin_expansion(get_bone_transform_node_name + '.Item', True) rig_controller.set_pin_default_value(get_bone_transform_node_name + '.Space', 'GlobalSpace') rig_controller.set_pin_default_value(get_bone_transform_node_name + '.Item.Name', bone_name, True) rig_controller.set_pin_default_value(get_bone_transform_node_name + '.Item.Type', 'Bone', True) try: rig_controller.add_template_node('Set Transform::Execute(in Item,in Space,in bInitial,in Value,in Weight,in bPropagateToChildren,io ExecuteContext)', unreal.Vector2D(-190.574629, -1378.167943), set_control_transform_node_name) except: set_transform_scriptstruct = get_scriptstruct_by_node_name("SetTransform") rig_controller.add_unit_node(set_transform_scriptstruct, 'Execute', unreal.Vector2D(-190.574629, -1378.167943), set_control_transform_node_name) rig_controller.set_pin_default_value(set_control_transform_node_name + '.Item', '(Type=Bone,Name="None")') rig_controller.set_pin_expansion(set_control_transform_node_name + '.Item', False) rig_controller.set_pin_default_value(set_control_transform_node_name + '.Space', 'GlobalSpace') rig_controller.set_pin_default_value(set_control_transform_node_name + '.bInitial', 'False') rig_controller.set_pin_default_value(set_control_transform_node_name + '.Weight', '1.000000') rig_controller.set_pin_default_value(set_control_transform_node_name + '.bPropagateToChildren', 'True') rig_controller.set_pin_default_value(set_control_transform_node_name + '.Item.Name', control_name, True) rig_controller.set_pin_default_value(set_control_transform_node_name + '.Item.Type', 'Control', True) #rig_controller.set_pin_default_value(set_control_transform_node_name + '.Transform', '(Rotation=(X=0.000000,Y=0.000000,Z=0.000000,W=-1.000000),Translation=(X=0.551784,Y=-0.000000,Z=72.358307),Scale3D=(X=1.000000,Y=1.000000,Z=1.000000))', True) try: rig_controller.add_link(get_bone_transform_node_name + '.Transform', set_control_transform_node_name + '.Value') except: try: rig_controller.add_link(get_bone_transform_node_name + '.Transform', set_control_transform_node_name + '.Transform') except Exception as e: print("ERROR: CreateControlRig.py, line 84: rig_controller.add_link(): " + str(e)) rig_controller.add_link(last_backward_solver_link, set_control_transform_node_name + '.ExecuteContext') last_backward_solver_link = set_control_transform_node_name + '.ExecuteContext' def parent_control_to_control(hierarchy_controller, parent_control_name ,control_name): hierarchy_controller.set_parent(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=parent_control_name), False) def parent_control_to_bone(hierarchy_controller, parent_bone_name, control_name): hierarchy_controller.set_parent(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), unreal.RigElementKey(type=unreal.RigElementType.BONE, name=parent_bone_name), False) next_forward_execute = 'BeginExecution.ExecuteContext' node_y_pos = 200.0 def create_control(blueprint, bone_name, parent_bone_name, shape_type): global next_forward_execute global node_y_pos hierarchy = blueprint.hierarchy hierarchy_controller = hierarchy.get_controller() control_name = bone_name + '_ctrl' default_setting = unreal.RigControlSettings() default_setting.shape_name = 'Box_Thin' default_setting.control_type = unreal.RigControlType.EULER_TRANSFORM default_value = hierarchy.make_control_value_from_euler_transform( unreal.EulerTransform(scale=[1, 1, 1])) key = unreal.RigElementKey(type=unreal.RigElementType.BONE, name=bone_name) hierarchy_controller.remove_element(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name)) rig_control_element = hierarchy.find_control(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name)) control_key = rig_control_element.get_editor_property('key') #print(rig_control_element) if control_key.get_editor_property('name') != "": control_key = rig_control_element.get_editor_property('key') else: try: control_key = hierarchy_controller.add_control(control_name, unreal.RigElementKey(), default_setting, default_value, True, True) except: control_key = hierarchy_controller.add_control(control_name, unreal.RigElementKey(), default_setting, default_value, True) #hierarchy_controller.remove_all_parents(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), True) transform = hierarchy.get_global_transform(key, True) hierarchy.set_control_offset_transform(control_key, transform, True) hierarchy.set_control_offset_transform(control_key, transform, False) #hierarchy.set_global_transform(control_key, unreal.Transform(), True) #hierarchy.set_global_transform(control_key, unreal.Transform(), False) #hierarchy.set_global_transform(control_key, transform, False) # if bone_name in control_list: # create_direct_control(bone_name) # elif bone_name in effector_list: # create_effector(bone_name) #create_direct_control(bone_name) create_construction(blueprint, bone_name) create_backward_solver(blueprint, bone_name) set_control_shape(blueprint, bone_name, shape_type) if shape_type in ['iktarget', 'large_2d_bend', 'slider']: return control_name # Link Control to Bone get_transform_node_name = bone_name + "_GetTransform" # blueprint.get_controller_by_name('RigVMModel').add_unit_node_from_struct_path('/project/.RigUnit_GetTransform', 'Execute', unreal.Vector2D(49.941063, node_y_pos), get_transform_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Item', '(Type=Bone,Name="None")') blueprint.get_controller_by_name('RigVMModel').set_pin_expansion(get_transform_node_name + '.Item', True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Space', 'GlobalSpace') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.bInitial', 'False') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Item.Name', control_name, True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Item.Type', 'Control', True) set_transform_node_name = bone_name + "_SetTransform" blueprint.get_controller_by_name('RigVMModel').add_template_node('Set Transform::Execute(in Item,in Space,in bInitial,in Value,in Weight,in bPropagateToChildren)', unreal.Vector2D(701.941063, node_y_pos), set_transform_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(set_transform_node_name + '.Item', '(Type=Bone,Name="None")') blueprint.get_controller_by_name('RigVMModel').set_pin_expansion(set_transform_node_name + '.Item', False) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(set_transform_node_name + '.Space', 'GlobalSpace') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(set_transform_node_name + '.bInitial', 'False') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(set_transform_node_name + '.Weight', '1.000000') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(set_transform_node_name + '.bPropagateToChildren', 'True') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(set_transform_node_name + '.Item.Name', bone_name, True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(set_transform_node_name + '.Item.Type', 'Bone', True) #blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(set_transform_node_name + '.Transform', '(Rotation=(X=0.000000,Y=0.000000,Z=0.000000,W=1.000000),Translation=(X=0.000000,Y=0.000000,Z=0.000000),Scale3D=(X=1.000000,Y=1.000000,Z=1.000000))', True) blueprint.get_controller_by_name('RigVMModel').add_link(get_transform_node_name + '.Transform', set_transform_node_name + '.Value') blueprint.get_controller_by_name('RigVMModel').add_link(next_forward_execute, set_transform_node_name + '.ExecuteContext') next_forward_execute = set_transform_node_name + '.ExecuteContext' if parent_bone_name: parent_control_name = parent_bone_name + '_ctrl' #hierarchy_controller.set_parent(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=control_name), unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=parent_control_name), True) node_y_pos = node_y_pos + 200 return control_name def create_limb_ik(blueprint, skeleton, bone_limits, root_bone_name, end_bone_name, shape_type): global next_forward_execute global node_y_pos end_bone_ctrl = end_bone_name + '_ctrl' hierarchy = blueprint.hierarchy hierarchy_controller = hierarchy.get_controller() rig_controller = blueprint.get_controller_by_name('RigVMModel') limb_ik_node_name = end_bone_name + '_FBIK' rig_controller.add_unit_node_from_struct_path('/project/.RigUnit_PBIK', 'Execute', unreal.Vector2D(370.599976, node_y_pos), limb_ik_node_name) rig_controller.set_pin_default_value(limb_ik_node_name + '.Settings', '(Iterations=20,MassMultiplier=1.000000,MinMassMultiplier=0.200000,bStartSolveFromInputPose=True)') #rig_controller.set_pin_expansion('PBIK.Settings', False) #rig_controller.set_pin_default_value('PBIK.Debug', '(DrawScale=1.000000)') #rig_controller.set_pin_expansion('PBIK.Debug', False) #rig_controller.set_node_selection(['PBIK']) rig_controller.set_pin_default_value(limb_ik_node_name + '.Root', root_bone_name, False) root_FBIK_settings = rig_controller.insert_array_pin(limb_ik_node_name + '.BoneSettings', -1, '') rig_controller.set_pin_default_value(root_FBIK_settings + '.Bone', 'pelvis', False) rig_controller.set_pin_default_value(root_FBIK_settings + '.RotationStiffness', '1.0', False) rig_controller.set_pin_default_value(root_FBIK_settings + '.PositionStiffness', '1.0', False) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(limb_ik_node_name + '.Settings.RootBehavior', 'PinToInput', False) get_transform_node_name = end_bone_name + "_GetTransform" blueprint.get_controller_by_name('RigVMModel').add_unit_node_from_struct_path('/project/.RigUnit_GetTransform', 'Execute', unreal.Vector2D(49.941063, node_y_pos), get_transform_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Item', '(Type=Bone,Name="None")') blueprint.get_controller_by_name('RigVMModel').set_pin_expansion(get_transform_node_name + '.Item', True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Space', 'GlobalSpace') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.bInitial', 'False') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Item.Name', end_bone_ctrl, True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Item.Type', 'Control', True) pin_name = rig_controller.insert_array_pin(limb_ik_node_name + '.Effectors', -1, '') #print(pin_name) # rig_controller.add_unit_node_from_struct_path('/project/.RigUnit_GetTransform', 'Execute', unreal.Vector2D(-122.733358, effector_get_transform_widget_height), get_transform_name) # rig_controller.set_pin_default_value(get_transform_name + '.Item', '(Type=Bone)') # rig_controller.set_pin_expansion(get_transform_name + '.Item', True) # rig_controller.set_pin_default_value(get_transform_name + '.Space', 'GlobalSpace') # rig_controller.set_pin_default_value(get_transform_name + '.Item.Name', control_name, True) # rig_controller.set_pin_default_value(get_transform_name + '.Item.Type', 'Control', True) # rig_controller.set_node_selection([get_transform_name]) rig_controller.add_link(get_transform_node_name + '.Transform', pin_name + '.Transform') rig_controller.set_pin_default_value(pin_name + '.Bone', end_bone_name, False) # if(bone_name in guide_list): # rig_controller.set_pin_default_value(pin_name + '.StrengthAlpha', '0.200000', False) # Limb Root Bone Settings # bone_settings_name = blueprint.get_controller_by_name('RigVMModel').insert_array_pin(limb_ik_node_name + '.BoneSettings', -1, '') # blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(bone_settings_name + '.Bone', root_bone_name, False) # blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(bone_settings_name + '.RotationStiffness', '1.000000', False) # blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(bone_settings_name + '.PositionStiffness', '1.000000', False) # Joint Bone Settings joint_bone_name = unreal.DazToUnrealBlueprintUtils.get_joint_bone(skeleton, root_bone_name, end_bone_name); bone_settings_name = blueprint.get_controller_by_name('RigVMModel').insert_array_pin(limb_ik_node_name + '.BoneSettings', -1, '') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(bone_settings_name + '.Bone', joint_bone_name, False) #blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(bone_settings_name + '.RotationStiffness', '1.000000', False) #blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(bone_settings_name + '.PositionStiffness', '1.000000', False) #print(bone_limits) x_preferred, y_preferred, z_preferred = bone_limits[str(joint_bone_name)].get_preferred_angle() # Figure out preferred angles, the primary angle is the one that turns the furthest from base pose rig_controller.set_pin_default_value(bone_settings_name + '.bUsePreferredAngles', 'true', False) rig_controller.set_pin_default_value(bone_settings_name + '.PreferredAngles.X', str(x_preferred), False) rig_controller.set_pin_default_value(bone_settings_name + '.PreferredAngles.Y', str(y_preferred), False) rig_controller.set_pin_default_value(bone_settings_name + '.PreferredAngles.Z', str(z_preferred), False) blueprint.get_controller_by_name('RigVMModel').add_link(next_forward_execute, limb_ik_node_name + '.ExecuteContext') node_y_pos = node_y_pos + 400 next_forward_execute = limb_ik_node_name + '.ExecuteContext' def create_2d_bend(blueprint, skeleton, bone_limits, start_bone_name, end_bone_name, shape_type): global node_y_pos global next_forward_execute ctrl_name = create_control(blueprint, start_bone_name, None, 'large_2d_bend') distribute_node_name = start_bone_name + "_to_" + end_bone_name + "_DistributeRotation" blueprint.get_controller_by_name('RigVMModel').add_unit_node_from_struct_path('/project/.RigUnit_DistributeRotationForItemArray', 'Execute', unreal.Vector2D(365.055382, node_y_pos), distribute_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(distribute_node_name + '.RotationEaseType', 'Linear') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(distribute_node_name + '.Weight', '0.25') item_collection_node_name = start_bone_name + "_to_" + end_bone_name + "_ItemCollection" blueprint.get_controller_by_name('RigVMModel').add_unit_node_from_struct_path('/project/.RigUnit_CollectionChainArray', 'Execute', unreal.Vector2D(120.870192, node_y_pos), item_collection_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.FirstItem', '(Type=Bone,Name="None")') blueprint.get_controller_by_name('RigVMModel').set_pin_expansion(item_collection_node_name + '.FirstItem', True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.LastItem', '(Type=Bone,Name="None")') blueprint.get_controller_by_name('RigVMModel').set_pin_expansion(item_collection_node_name + '.LastItem', True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.Reverse', 'False') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.FirstItem.Name', start_bone_name, False) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.LastItem.Name', end_bone_name, False) blueprint.get_controller_by_name('RigVMModel').add_link(item_collection_node_name + '.Items', distribute_node_name + '.Items') get_transform_node_name = ctrl_name + "_2dbend_GetTransform" blueprint.get_controller_by_name('RigVMModel').add_unit_node_from_struct_path('/project/.RigUnit_GetTransform', 'Execute', unreal.Vector2D(49.941063, node_y_pos), get_transform_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Item', '(Type=Bone,Name="None")') blueprint.get_controller_by_name('RigVMModel').set_pin_expansion(get_transform_node_name + '.Item', True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Space', 'GlobalSpace') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.bInitial', 'False') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Item.Name', ctrl_name, True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(get_transform_node_name + '.Item.Type', 'Control', True) rotation_pin = blueprint.get_controller_by_name('RigVMModel').insert_array_pin(distribute_node_name + '.Rotations', -1, '') print(rotation_pin) blueprint.get_controller_by_name('RigVMModel').add_link(get_transform_node_name + '.Transform.Rotation', rotation_pin + '.Rotation') #blueprint.get_controller_by_name('RigVMModel').add_link('rHand_GetTransform.Transform.Rotation', 'abdomenLower_to_chestUpper_DistributeRotation.Rotations.0.Rotation') blueprint.get_controller_by_name('RigVMModel').add_link(next_forward_execute, distribute_node_name + '.ExecuteContext') node_y_pos = node_y_pos + 350 next_forward_execute = distribute_node_name + '.ExecuteContext' def create_slider_bend(blueprint, skeleton, bone_limits, start_bone_name, end_bone_name, parent_control_name): global node_y_pos global next_forward_execute hierarchy = blueprint.hierarchy hierarchy_controller = hierarchy.get_controller() ctrl_name = create_control(blueprint, start_bone_name, None, 'slider') distribute_node_name = start_bone_name + "_to_" + end_bone_name + "_DistributeRotation" blueprint.get_controller_by_name('RigVMModel').add_unit_node_from_struct_path('/project/.RigUnit_DistributeRotationForItemArray', 'Execute', unreal.Vector2D(800.0, node_y_pos), distribute_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(distribute_node_name + '.RotationEaseType', 'Linear') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(distribute_node_name + '.Weight', '0.25') rotation_pin = blueprint.get_controller_by_name('RigVMModel').insert_array_pin(distribute_node_name + '.Rotations', -1, '') item_collection_node_name = start_bone_name + "_to_" + end_bone_name + "_ItemCollection" blueprint.get_controller_by_name('RigVMModel').add_unit_node_from_struct_path('/project/.RigUnit_CollectionChainArray', 'Execute', unreal.Vector2D(120.0, node_y_pos), item_collection_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.FirstItem', '(Type=Bone,Name="None")') blueprint.get_controller_by_name('RigVMModel').set_pin_expansion(item_collection_node_name + '.FirstItem', True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.LastItem', '(Type=Bone,Name="None")') blueprint.get_controller_by_name('RigVMModel').set_pin_expansion(item_collection_node_name + '.LastItem', True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.Reverse', 'False') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.FirstItem.Name', start_bone_name, False) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(item_collection_node_name + '.LastItem.Name', end_bone_name, False) blueprint.get_controller_by_name('RigVMModel').add_link(item_collection_node_name + '.Items', distribute_node_name + '.Items') # Create Rotation Node rotation_node_name = start_bone_name + "_to_" + end_bone_name + "_Rotation" x_preferred, y_preferred, z_preferred = bone_limits[start_bone_name].get_preferred_angle() blueprint.get_controller_by_name('RigVMModel').add_unit_node_from_struct_path('/project/.RigVMFunction_MathQuaternionFromEuler', 'Execute', unreal.Vector2D(350.0, node_y_pos), rotation_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(rotation_node_name + '.Euler', '(X=0.000000,Y=0.000000,Z=0.000000)') blueprint.get_controller_by_name('RigVMModel').set_pin_expansion(rotation_node_name + '.Euler', True) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(rotation_node_name + '.RotationOrder', 'ZYX') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(rotation_node_name + '.Euler.X', str(x_preferred * -1.0), False) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(rotation_node_name + '.Euler.Y', str(y_preferred), False) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(rotation_node_name + '.Euler.Z', str(z_preferred), False) # Get Control Float control_float_node_name = start_bone_name + "_to_" + end_bone_name + "_ControlFloat" blueprint.get_controller_by_name('RigVMModel').add_unit_node_from_struct_path('/project/.RigUnit_GetControlFloat', 'Execute', unreal.Vector2D(500.0, node_y_pos), control_float_node_name) blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(control_float_node_name + '.Control', 'None') blueprint.get_controller_by_name('RigVMModel').set_pin_default_value(control_float_node_name + '.Control', ctrl_name, False) blueprint.get_controller_by_name('RigVMModel').add_link(rotation_node_name + '.Result', rotation_pin + '.Rotation') blueprint.get_controller_by_name('RigVMModel').add_link(next_forward_execute, distribute_node_name + '.ExecuteContext') blueprint.get_controller_by_name('RigVMModel').add_link(control_float_node_name + '.FloatValue', distribute_node_name + '.Weight') parent_control_to_control(hierarchy_controller, parent_control_name, ctrl_name) # Offset the control so it's not in the figure. Not working... up_vector = bone_limits[start_bone_name].get_up_vector() #up_transform = unreal.Transform(location=up_vector,rotation=[0.000000,0.000000,0.000000],scale=[1.000000,1.000000,1.000000]) #up_transform = unreal.Transform(location=[0.0, 0.0, 50.0],rotation=[0.000000,0.000000,0.000000],scale=[1.000000,1.000000,1.000000]) #hierarchy.set_control_offset_transform(unreal.RigElementKey(type=unreal.RigElementType.CONTROL, name=ctrl_name), up_transform) node_y_pos = node_y_pos + 350 next_forward_execute = distribute_node_name + '.ExecuteContext'
import unreal import taichi as ti from Utilities.Utils import Singleton ti.init(arch=ti.gpu) n = 120 pixels = ti.field(dtype=float, shape=(n * 2, n)) @ti.func def complex_sqr(z): return ti.Vector([z[0]**2 - z[1]**2, z[1] * z[0] * 2]) @ti.kernel def paint(t: float): for i, j in pixels: # Parallelized over all pixels c = ti.Vector([-0.8, ti.cos(t) * 0.2]) z = ti.Vector([i / n - 1, j / n - 0.5]) * 2 iterations = 0 while z.norm() < 20 and iterations < 50: z = complex_sqr(z) + c iterations += 1 pixels[i, j] = 1 - iterations * 0.02 class Taichi_fractal(metaclass=Singleton): def __init__(self, jsonPath:str): self.jsonPath = jsonPath self.data = unreal.PythonBPLib.get_chameleon_data(self.jsonPath) self.ui_image = "taichi_fractal_image" self.colors = [unreal.LinearColor(1, 1, 1, 1) for _ in range(2 * n * n)] self.tick_count = 0 def on_tick(self): paint(self.tick_count * 0.03) x_np = pixels.to_numpy() width = 2 * n height = n for x, v in enumerate(x_np): for y, c in enumerate(v): index = y * width + x self.colors[index].r = self.colors[index].g = self.colors[index].b = float(c) self.data.set_image_pixels(self.ui_image, self.colors, width, height) self.tick_count += 1 def on_button_click(self): self.tick_count = 0
import os import xml.etree.ElementTree as ET CRY_ENGINE_OUTPUT_FOLDER_ROOT = "D:/project/" LEVEL_ROOT_FOLDER = "data/levels" # Removed leading slash for consistency LEVEL_LAYERS_FOLDER = "layers" LEVEL_EDITOR_XML = "level.editor_xml" PREFAB_ROOT_FOLDER = 'prefabs' LEVEL_NAME = "rataje" LAYER_WHITELIST = [ "Rataje", ] class StaticMesh: def __init__(self): self.name = None self.pos = None self.rotate = None self.scale = None self.mesh_path = None def init_from_brush_xml(self, xml_node): self.name = xml_node.get("Name") if "Name" in xml_node.attrib else None self.pos = xml_node.get("Pos") if "Pos" in xml_node.attrib else "0.0,0.0,0.0" self.rotate = xml_node.get("Rotate") if "Rotate" in xml_node.attrib else "0.0,0.0,0.0,0.0" self.scale = xml_node.get("Scale") if "Scale" in xml_node.attrib else "1.0,1.0,1.0" self.mesh_path = xml_node.get("Prefab") if "Prefab" in xml_node.attrib else None def init_from_geo_xml(self, xml_node): self.name = xml_node.get("Name") if "Name" in xml_node.attrib else None self.pos = xml_node.get("Pos") if "Pos" in xml_node.attrib else "0.0,0.0,0.0" self.rotate = xml_node.get("Rotate") if "Rotate" in xml_node.attrib else "0.0,0.0,0.0,0.0" self.scale = xml_node.get("Scale") if "Scale" in xml_node.attrib else "1.0,1.0,1.0" self.mesh_path = xml_node.get("Geometry") if "Geometry" in xml_node.attrib else None class PrefabActor: def __init__(self): self.name = None self.pos = None self.rotate = None self.scale = None self.prefab_name = None def init_from_brush_xml(self, xml_node): self.name = xml_node.get("Name") if "Name" in xml_node.attrib else None self.pos = xml_node.get("Pos") if "Pos" in xml_node.attrib else "0.0,0.0,0.0" self.rotate = xml_node.get("Rotate") if "Rotate" in xml_node.attrib else "0.0,0.0,0.0,0.0" self.scale = xml_node.get("Scale") if "Scale" in xml_node.attrib else "1.0,1.0,1.0" self.prefab_name = xml_node.get("PrefabName") if "PrefabName" in xml_node.attrib else None class Layer: def __init__(self, name): self.name = name self.prefab_actors = [] self.static_meshes = [] self.child_layers = [] def init_from_xml(self, xml_node): # self.name = xml_node.get("Name") if "Name" in xml_node.attrib else None self.prefab_actors = [] self.static_meshes = [] self.child_layers = [] # Iterate through child objects objects_node = xml_node.find(".//LayerObjects") if objects_node is not None: for obj_node in objects_node.findall("Object"): obj_type = obj_node.get("Type") if obj_type == "Prefab": prefab_actor = PrefabActor() prefab_actor.init_from_brush_xml(obj_node) self.prefab_actors.append(prefab_actor) elif obj_type == "GeomEntity": static_mesh = StaticMesh() static_mesh.init_from_geo_xml(obj_node) self.static_meshes.append(static_mesh) elif obj_type == "Brush": static_mesh = StaticMesh() static_mesh.init_from_brush_xml(obj_node) self.static_meshes.append(static_mesh) child_layers_node = xml_node.find(".//ChildLayers") layers_node = child_layers_node.findall("Layer") if child_layers_node is not None else None if layers_node is not None: for layer_node in layers_node: fullname = layer_node.get("FullName") name = layer_node.get("Name") layer_xml_path = os.path.join(CRY_ENGINE_OUTPUT_FOLDER_ROOT, LEVEL_ROOT_FOLDER, LEVEL_NAME, LEVEL_LAYERS_FOLDER, f"{fullname}.lyr") if os.path.exists(layer_xml_path): tree = ET.parse(layer_xml_path) root = tree.getroot() layer = Layer(name) layer.init_from_xml(root) self.child_layers.append(layer) else: print(f"Layer file not found: {layer_xml_path}") print(f"Layer: {self.name}") print(f"Prefab Actors: {[actor.name for actor in self.prefab_actors]}") def get_mesh_paths(self): mesh_paths = set() for static_mesh in self.static_meshes: if static_mesh.mesh_path: mesh_paths.add(static_mesh.mesh_path) for child_layer in self.child_layers: child_mesh_paths = child_layer.get_mesh_paths() mesh_paths.update(child_mesh_paths) return mesh_paths def get_prefab_paths(self): prefab_actor_paths = set() for prefab_actor in self.prefab_actors: if prefab_actor.prefab_name: prefab_actor_paths.add(prefab_actor.prefab_name) for child_layer in self.child_layers: child_prefab_actor_paths = child_layer.get_prefab_paths() prefab_actor_paths.update(child_prefab_actor_paths) return prefab_actor_paths class Prefab: def __init__(self): self.name = None self.library = None self.static_meshes = [] def init_from_xml(self, xml_node): self.name = xml_node.get("Name") if "Name" in xml_node.attrib else None self.library = xml_node.get("Library") if "Library" in xml_node.attrib else None self.static_meshes = [] # Iterate through child objects objects_node = xml_node.find("Objects") if objects_node is not None: for obj_node in objects_node.findall("Object"): obj_type = obj_node.get("Type") if obj_type == "GeomEntity": static_mesh = StaticMesh() static_mesh.init_from_geo_xml(obj_node) self.static_meshes.append(static_mesh) elif obj_type == "Brush": static_mesh = StaticMesh() static_mesh.init_from_brush_xml(obj_node) self.static_meshes.append(static_mesh) def get_prefab_name(self): return f"{self.library}.{self.name}" if self.library else self.name def get_mesh_paths(self): mesh_paths = set() for static_mesh in self.static_meshes: if static_mesh.mesh_path: mesh_paths.add(static_mesh.mesh_path) return mesh_paths class Level: def __init__(self): self.name = None self.prefabs = {} self.layers = [] def get_all_mesh_paths(self): all_mesh_paths = set() all_mesh_paths = set() for layer in self.layers: layer_mesh_paths = layer.get_mesh_paths() all_mesh_paths.update(layer_mesh_paths) all_prefab_paths = layer.get_prefab_paths() for prefab in self.prefabs.values(): if prefab in all_prefab_paths: prefab_mesh_paths = prefab.get_mesh_paths() all_mesh_paths.update(prefab_mesh_paths) return all_mesh_paths def parse_prefabs_library(prefabs_library_node): prefabs = [] libraries = [] # Parse LevelLibrary for prefabs level_library_node = prefabs_library_node.find("LevelLibrary") if level_library_node is not None: for prefab_node in level_library_node.findall("Prefab"): prefab = Prefab() prefab.init_from_xml(prefab_node) prefabs.append(prefab) # Parse Library names for library_node in prefabs_library_node.findall("Library"): library_name = library_node.get("Name") if library_name: libraries.append(library_name) for library_name in libraries: library_path = os.path.join(CRY_ENGINE_OUTPUT_FOLDER_ROOT, PREFAB_ROOT_FOLDER, f"{library_name.lower()}.xml") if os.path.exists(library_path): tree = ET.parse(library_path) root = tree.getroot() for prefab_node in root.findall("Prefab"): prefab = Prefab() prefab.init_from_xml(prefab_node) prefabs.append(prefab) prefab_dict = {} for prefab in prefabs: prefab_dict[prefab.get_prefab_name()] = prefab return prefab_dict def parse_level(): level = Level() level.name = LEVEL_NAME # Extract and parse the PrefabsLibrary contents file_path = os.path.join(CRY_ENGINE_OUTPUT_FOLDER_ROOT, LEVEL_ROOT_FOLDER, LEVEL_NAME, LEVEL_EDITOR_XML) if os.path.exists(file_path): tree = ET.parse(file_path) root = tree.getroot() prefabs_library_node = root.find("PrefabsLibrary") if prefabs_library_node is not None: level.prefabs = parse_prefabs_library(prefabs_library_node) # # Print all prefab names # for prefab in level.prefabs.keys(): # print(prefab) else: print("No <PrefabsLibrary> element found in the XML.") layers = [] # Properly locate ChildLayers nodes under ObjectLayers -> RootLayer object_layers_node = root.find(".//ObjectLayers") if object_layers_node is not None: root_layer_nodes = object_layers_node.findall("RootLayer") # if root_layer_node is not None: # child_layers_node = root_layer_node.find("ChildLayers") # if child_layers_node is not None: for layer_node in root_layer_nodes: fullname = layer_node.get("FullName") name = layer_node.get("Name") if name not in LAYER_WHITELIST: print(f"Layer {name} not in whitelist, skipping.") continue layer_xml_path = os.path.join(CRY_ENGINE_OUTPUT_FOLDER_ROOT, LEVEL_ROOT_FOLDER, LEVEL_NAME, LEVEL_LAYERS_FOLDER, f"{fullname}.lyr") if os.path.exists(layer_xml_path): tree = ET.parse(layer_xml_path) root = tree.getroot() layer = Layer(name) layer.init_from_xml(root) layers.append(layer) else: print(f"Layer file not found: {layer_xml_path}") level.layers = layers else: print(f"File not found: {file_path}") return level import unreal editor_level_lib = unreal.EditorLevelLibrary() level_editor_sub = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) editor_asset_sub = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) data_layer_sub = unreal.get_editor_subsystem(unreal.DataLayerEditorSubsystem) PLACE_HOLDER_SM= "/project/" place_holder_sm_obj = unreal.EditorAssetLibrary.load_asset(PLACE_HOLDER_SM) PREFAB_PACKAGE_PATH = "/project/" INPUT_PACKAGE_ROOT = "/project/" import math def quaternion_to_euler(quaternion): """ Converts a quaternion (x, y, z, w) to Euler angles (pitch, yaw, roll) in degrees. """ x, y, z, w = quaternion # Roll (X-axis rotation) sinr_cosp = 2 * (w * x + y * z) cosr_cosp = 1 - 2 * (x * x + y * y) roll = math.atan2(sinr_cosp, cosr_cosp) # Pitch (Y-axis rotation) sinp = 2 * (w * y - z * x) if abs(sinp) >= 1: pitch = math.copysign(math.pi / 2, sinp) # Use 90 degrees if out of range else: pitch = math.asin(sinp) # Yaw (Z-axis rotation) siny_cosp = 2 * (w * z + x * y) cosy_cosp = 1 - 2 * (y * y + z * z) yaw = math.atan2(siny_cosp, cosy_cosp) # Convert radians to degrees roll = math.degrees(roll) pitch = math.degrees(pitch) yaw = math.degrees(yaw) return pitch, yaw, roll def convert_cryengine_to_unreal_rotation(cryengine_rotate): """ Converts CryEngine quaternion rotation to Unreal Engine rotator. Assumes the input quaternion is in (w, x, y, z) order. For example, a CryEngine rotation "0.90630782,0.42261824,0,0" represents a 50ยฐ rotation about the X axis and should produce an Unreal rotator of (Pitch: 50.0, Yaw: 0.0, Roll: 0.0). """ # Parse the quaternion string into floats (expected order: w, x, y, z) input_quat = [float(coord) for coord in cryengine_rotate.split(",")] # Reorder to (x, y, z, w) for our conversion formulas q = [input_quat[1], input_quat[2], input_quat[3], input_quat[0]] # Compute Euler angles using the standard conversion: # This returns (pitch, yaw, roll) where roll is rotation about X-axis. computed_pitch, computed_yaw, computed_roll = quaternion_to_euler(q) # Remap to Unreal's Rotator: # Unreal expects (Pitch, Yaw, Roll), but we want the CryEngine X-rotation # (computed as roll) to map to Unreal's Pitch. unreal_pitch = computed_roll # X-axis rotation becomes Pitch unreal_yaw = -1.0*computed_pitch # Y-axis rotation remains Yaw unreal_roll = -1.0*computed_yaw # Z-axis rotation becomes Roll return unreal_pitch, unreal_yaw, unreal_roll def recreate_level_in_unreal(level_data): with unreal.ScopedSlowTask(len(level_data.layers), "Importing Layers...") as slow_task: # display the dialog slow_task.make_dialog(True) for layer in level_data.layers: if slow_task.should_cancel(): break slow_task.enter_progress_frame(1, "Importing Layer {}".format(layer.name)) recreate_layer_in_unreal(layer) def recreate_layer_in_unreal(layer, parent_layer=None): data_layer_instance = data_layer_sub.get_data_layer_from_label(layer.name) if not data_layer_instance: data_layer_create_param = unreal.DataLayerCreationParameters() data_layer_create_param.data_layer_asset = None data_layer_create_param.is_private = True data_layer_instance = data_layer_sub.create_data_layer_instance(data_layer_create_param) result = unreal.PythonFunctionLibrary().set_data_layer_short_name(data_layer_instance, layer.name) if parent_layer: data_layer_sub.set_parent_data_layer(data_layer_instance, parent_layer) spawned_actors = [] # Iterate through prefab actors and static meshes for prefab_actor in layer.prefab_actors: prefab_actor = spawn_prefab_actor(prefab_actor) spawned_actors.append(prefab_actor) for static_mesh in layer.static_meshes: static_mesh_actor = spawn_static_mesh(static_mesh) spawned_actors.append(static_mesh_actor) result = data_layer_sub.add_actors_to_data_layer(spawned_actors, data_layer_instance) for layer in layer.child_layers: recreate_layer_in_unreal(layer, data_layer_instance) def spawn_actor_common(actor, actor_class): pos_str = actor.pos pos = [float(coord)*100.0 for coord in pos_str.split(",")] rotate = convert_cryengine_to_unreal_rotation(actor.rotate) scale_str = actor.scale scale = [float(coord) for coord in scale_str.split(",")] mesh_actor = editor_level_lib.spawn_actor_from_class(actor_class, unreal.Vector(pos[0], -1.0*pos[1], pos[2])) mesh_actor.set_actor_rotation(unreal.Rotator(rotate[0], rotate[1], rotate[2]), False) mesh_actor.set_actor_scale3d(unreal.Vector(scale[0], scale[1], scale[2])) return mesh_actor def spawn_static_mesh(static_mesh): mesh_actor = spawn_actor_common(static_mesh, unreal.StaticMeshActor) mesh_actor.set_actor_label(static_mesh.name) mesh_component = mesh_actor.get_component_by_class(unreal.StaticMeshComponent) mesh_package_path = INPUT_PACKAGE_ROOT + '/' + static_mesh.mesh_path.replace('.cgf', '') if editor_asset_sub.does_asset_exist(mesh_package_path): static_mesh_obj = editor_asset_sub.load_asset(mesh_package_path) mesh_component.set_static_mesh(static_mesh_obj) else: mesh_component.set_static_mesh(place_holder_sm_obj) return mesh_actor def spawn_prefab_actor(prefab_actor): prefab_path = prefab_actor.prefab_name.replace('.', '/') prefab_path = PREFAB_PACKAGE_PATH + "/" + prefab_path level_instance_actor = spawn_actor_common(prefab_actor, unreal.LevelInstance) world_asset = unreal.EditorAssetLibrary.load_asset(prefab_path) level_instance_actor.set_editor_property("world_asset", world_asset) level_instance_actor.set_actor_label(prefab_actor.name) return level_instance_actor def generated_all_prefabs(level_data: Level): for prefab in level_data.prefabs.values(): create_level_prefab(prefab) def create_level_prefab(prefab: Prefab): print(prefab.get_prefab_name()) new_level_path = prefab.get_prefab_name().replace('.', '/') new_level_path = PREFAB_PACKAGE_PATH + "/" + new_level_path print(new_level_path) level_editor_sub.new_level(new_level_path, False) for static_mesh in prefab.static_meshes: spawn_static_mesh(static_mesh) level_editor_sub.save_current_level() if __name__ == "__main__": level_data = parse_level() # generated_all_prefabs(level_data) recreate_level_in_unreal(level_data) # all_mesh_paths = level_data.get_all_mesh_paths() # print(all_mesh_paths) # for mesh_path in all_mesh_paths: # print(mesh_path)
# Copyright 2020 Tomoaki Yoshida<[email protected]> # This Source Code Form is subject to the terms of the Mozilla Public # License, v. 2.0. If a copy of the MPL was not distributed with this # file, You can obtain one at https://mozilla.org/project/.0/. # # # # You need following modules to run this script # + pillow # + numpy # + gdal # # You can install these modules by running following commands on a posh prompt # PS> cd /project/ Files\Epic Games\UE_4.25\Engine\Binaries\ThirdParty\Python\Win64 # PS> ./python.exe -m pip install pillow numpy # GDAL cannot install by this simple method. You need to download whl file from # https://www.lfd.uci.edu/~gohlke/pythonlibs/#gdal # and then, install it by the similar command # PS> ./python.exe -m pip install /project/-2.2.4-cp27-cp27m-win_amd64.whl # # You may want to add # --target="/project/ Files\Epic Games\UE_4.25\Engine\Source\ThirdParty\Python\Win64\Lib\site-packages" # to each pip install command. Without this --target option, modules will be installed in this folder. # /project/ Files\Epic Games\UE_4.25\Engine\Binaries\ThirdParty\Python\Win64\Lib\site-packages import unreal import gdal import osr import os from PIL import Image, ImageTransform, ImageMath import numpy as np import math import sys al=unreal.EditorAssetLibrary el=unreal.EditorLevelLibrary sdir=os.path.dirname(os.path.abspath(__file__)) projdir=os.path.join(sdir,"..","..") # Utilities # FVector ([deg], [min], [sec]) -> float [deg] def Decode60(vec): return ((vec.z/60.)+vec.y)/60.+vec.x; # float [deg] -> FVector ([deg], [min], [sec]) def Encode60(v): d=math.floor(v) m=math.floor((v-d)*60.) s=(v-d-m/60.)*3600. return unreal.Vector(d,m,s) class LandscapeParams: def __init__(self): self.setStepSize(10) self.setZScale(10) self.setZEnhance(1) # landscale cell size [cm] def setStepSize(self, size): self.stepSize=size return self # landscape z scale value 100-> +/-256 [m], 10-> +/-25.6 [m] 1-> +/-256 [cm] def setZScale(self, scale): self.toUEScale=100.*128./scale self.zScale=scale return self # optional z scaling factor def setZEnhance(self, enh): self.zEnhance=enh return self class GeoTIFF: def __init__(self, file, lp): self.stepSize=lp.stepSize self.gt = gdal.Open(file, gdal.GA_ReadOnly) #self.rast = np.array([self.gt.GetRasterBand(1).ReadAsArray()]) self.image = Image.fromarray(self.gt.GetRasterBand(1).ReadAsArray()) self.src_cs = osr.SpatialReference() self.dst_cs = osr.SpatialReference() self.dst_cs.ImportFromWkt(self.gt.GetProjectionRef()) self.setSrcEPSG(6668) # default to JGD2011 # inverse transform from GeoTIFF(UV) to GeoTIFF(Logical) self.mat = self.gt.GetGeoTransform() d = 1./(self.mat[5]*self.mat[1]-self.mat[4]*self.mat[2]) self.iaf = np.array([[ self.mat[5],-self.mat[2]], [-self.mat[4], self.mat[1]]])*d self.offset = np.array([[self.mat[0]], [self.mat[3]]]) self.af=np.array([[self.mat[1], self.mat[2]], [self.mat[4], self.mat[5]]]) def setSrcEPSG(self, epsg): self.src_cs = osr.SpatialReference() self.src_cs.ImportFromEPSG(epsg) self.transS2G = osr.CoordinateTransformation(self.src_cs, self.dst_cs) # Geotiff CS to Interface CS self.transG2S=osr.CoordinateTransformation(self.dst_cs,self.src_cs) def getBL(self,uv): u=uv[0] v=uv[1] bl=np.dot(self.af,np.array([[u],[v]]))+self.offset sbl=self.transG2S.TransformPoint(bl[1][0],bl[0][0]) return (sbl[0],sbl[1]) def getBBoxBL(self): # Geotiff CS to Interface CS return (self.getBL((0,0)),self.getBL((self.gt.RasterXSize,self.gt.RasterYSize))) def sanitizedBounds(self, bbox=None): if bbox is None: bbox=self.getBBoxBL() tl,br=bbox bmin, bmax = tl[0], br[0] if bmin>bmax: bmin, bmax = bmax, bmin lmin, lmax = tl[1], br[1] if lmin>lmax: lmin, lmax = lmax, lmin return ((bmin,bmax,lmin,lmax)) def getIntersection(self, bboxBL): bbox=self.sanitizedBounds(bboxBL) sbbox=self.sanitizedBounds() bmin=max(bbox[0],sbbox[0]) bmax=min(bbox[1],sbbox[1]) lmin=max(bbox[2],sbbox[2]) lmax=min(bbox[3],sbbox[3]) if lmax < lmin or bmax < bmin: # No intersection return None return ((bmax,lmin),(bmin,lmax)) # North-East, South-West def getUV(self, srcBL): gtBL = self.transS2G.TransformPoint(srcBL[1], srcBL[0]) bl=np.array([[gtBL[0]],[gtBL[1]]]) uv = np.dot(self.iaf, bl-self.offset) return (uv[0][0], uv[1][0]) def getLandscapeBBox(lp): # search for landscape proxy actors w=el.get_all_level_actors() theFirst=True for a in w: if(a.get_class().get_name().startswith("Landscape") and not a.get_class().get_name().startswith("LandscapeGizmo")): #print("Landscape Found : "+ a.get_name()) o,box=a.get_actor_bounds(True) h=o+box l=o-box if(theFirst): lx=l.x ly=l.y hx=h.x hy=h.y theFirst=False else: if(lx>l.x): lx=l.x if(ly>l.y): ly=l.y if(hx<h.x): hx=h.x if(hy<h.y): hy=h.y print("Landscape bounding box: ({0}, {1} - {2}, {3})".format(lx,ly,hx,hy)) print("Landscape size: {0} x {1}".format(hx-lx,hy-ly)) size=(int((hx-lx)/lp.stepSize+1),int((hy-ly)/lp.stepSize+1)) print("Landscape grid size: {0}".format(size)) return (lx,ly,hx,hy,size) def getGeoReference(): w=el.get_all_level_actors() theFirst=True for a in w: if(a.get_class().get_name().startswith("GeoReferenceBP")): print("GeoReference Found") ref=a ref.initialize_geo_conv() return ref class LayerGenerator: # lp: LandscapeParams def __init__(self, lp): self.lp=lp # Landscape quad in BL coordinate lx,ly,hx,hy,size=getLandscapeBBox(lp) self.size=size self.ref=getGeoReference() self.tl=tuple(map(Decode60, self.ref.get_bl(lx,ly))) self.bl=tuple(map(Decode60, self.ref.get_bl(lx,hy))) self.br=tuple(map(Decode60, self.ref.get_bl(hx,hy))) self.tr=tuple(map(Decode60, self.ref.get_bl(hx,ly))) print("Reference Quad=tl:{0} bl:{1} br:{2} tr:{3}".format(self.tl, self.bl, self.br, self.tr)) self.zo=self.ref.get_actor_location() self.zobl=tuple(map(Decode60, self.ref.get_bl(self.zo.x,self.zo.y))) print("GeoReference in BL {0} {1}".format(self.zobl[0], self.zobl[1])) print("GeoReference in UE {0}".format(self.zo)) # Clip lowest height [m] (None for no clipping) def setZClipping(self, zClipping): self.zClipping=zClipping def resample(self, sourceFile, slow_task): # Landscape quad on geotiff image in UV coordinate gt=GeoTIFF(sourceFile,self.lp) tluv=gt.getUV(self.tl) bluv=gt.getUV(self.bl) bruv=gt.getUV(self.br) truv=gt.getUV(self.tr) zouv=gt.getUV(self.zobl) uvquad=tluv+bluv+bruv+truv if self.zClipping is not None: imageref=Image.new(gt.image.mode,gt.image.size,self.zClipping) clippedimg=ImageMath.eval("max(a,b)",a=gt.image,b=imageref) #clippedimg.save(os.path.join(projdir,"Assets","clipped.tif")) else: clippedimg=gt.image # resample geotiff image slow_task.enter_progress_frame(1,"Transforming image region") img=clippedimg.transform(self.size,Image.QUAD,data=uvquad,resample=Image.BICUBIC)#, fillcolor=sys.float.min) slow_task.enter_progress_frame(1,"Transforming height values") zov=gt.image.getpixel(zouv) zos=32768-(zov*self.lp.zEnhance-self.zo.z/100.)*self.lp.toUEScale # 32768: mid point (height=0) # convert height value [m] to unreal height value slow_task.enter_progress_frame(1,"Converting to 16bit grayscale") iarrf=np.array(img.getdata())*self.lp.toUEScale*self.lp.zEnhance + zos return iarrf.clip(0,65535), img.size
#Author Josh Whiteside 18/project/ import unreal def get_all_level_boundaries(): r = unreal.GameplayStatics.get_all_actors_of_class(unreal.EditorLevelLibrary.get_editor_world(),unreal.LevelStreamingVolume) return r def get_closest_level_boundary(a,boundaries): largestLength = 99999999999 #that should do it. for b in boundaries: tempVector = b.get_actor_transform().translation.subtract(a.get_actor_transform().translation) tempLength = tempVector.length() if tempLength < largestLength: l = b largestLength = tempLength return l def main(): selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors() level_boundaries = get_all_level_boundaries() total_frames = len(selected_actors) text_label = "Sorting objects" with unreal.ScopedSlowTask(total_frames, text_label) as slow_task: slow_task.make_dialog(True) for x in selected_actors: if slow_task.should_cancel(): break b = get_closest_level_boundary(x, level_boundaries) #Calls c++ function that will find the level streaming of the respective name ls = unreal.LevelBoundarySortUtilities.get_level_streaming_from_name(b.streaming_level_names[0],x) a = [x] #Puts the current actor in an array for move actors to level (EditorLevelUtils wants it in an array) #moves actors to level unreal.EditorLevelUtils.move_actors_to_level(a,ls,True) slow_task.enter_progress_frame(1) main()
# -*- coding: utf-8 -*- import logging import unreal import inspect import types import Utilities from collections import Counter class attr_detail(object): def __init__(self, obj, name:str): self.name = name attr = None self.bCallable = None self.bCallable_builtin = None try: if hasattr(obj, name): attr = getattr(obj, name) self.bCallable = callable(attr) self.bCallable_builtin = inspect.isbuiltin(attr) except Exception as e: unreal.log(str(e)) self.bProperty = not self.bCallable self.result = None self.param_str = None self.bEditorProperty = None self.return_type_str = None self.doc_str = None self.property_rw = None if self.bCallable: self.return_type_str = "" if self.bCallable_builtin: if hasattr(attr, '__doc__'): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) # print(f"~~~~~ attr: {self.name} docForDisplay: {docForDisplay} paramStr: {paramStr}") # print(attr.__doc__) try: sig = inspect.getargspec(getattr(obj, self.name)) # print("+++ ", sig) args = sig.args argCount = len(args) if "self" in args: argCount -= 1 except TypeError: argCount = -1 if "-> " in docForDisplay: self.return_type_str = docForDisplay[docForDisplay.find(')') + 1:] else: self.doc_str = docForDisplay[docForDisplay.find(')') + 1:] if argCount == 0 or (argCount == -1 and paramStr == ''): # Method with No params if '-> None' not in docForDisplay or self.name in ["__reduce__", "_post_init"]: try: if name == "get_actor_time_dilation" and isinstance(obj, unreal.Object): # call get_actor_time_dilation will crash engine if actor is get from CDO and has no world. if obj.get_world(): # self.result = "{}".format(attr.__call__()) self.result = attr.__call__() else: self.result = "skip call, world == None." else: # self.result = "{}".format(attr.__call__()) self.result = attr.__call__() except: self.result = "skip call.." else: print(f"docForDisplay: {docForDisplay}, self.name: {self.name}") self.result = "skip call." else: self.param_str = paramStr self.result = "" else: logging.error("Can't find p") elif self.bCallable_other: if hasattr(attr, '__doc__'): if isinstance(attr.__doc__, str): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) if name in ["__str__", "__hash__", "__repr__", "__len__"]: try: self.result = "{}".format(attr.__call__()) except: self.result = "skip call." else: # self.result = "{}".format(getattr(obj, name)) self.result = getattr(obj, name) def post(self, obj): if self.bOtherProperty and not self.result: try: self.result = getattr(obj, self.name) except: self.result = "skip call..." def apply_editor_property(self, obj, type_, rws, descript): self.bEditorProperty = True self.property_rw = "[{}]".format(rws) try: self.result = eval('obj.get_editor_property("{}")'.format(self.name)) except: self.result = "Invalid" def __str__(self): s = f"Attr: {self.name} paramStr: {self.param_str} desc: {self.return_type_str} result: {self.result}" if self.bProperty: s += ", Property" if self.bEditorProperty: s += ", Eidtor Property" if self.bOtherProperty: s += ", Other Property " if self.bCallable: s += ", Callable" if self.bCallable_builtin: s += ", Callable_builtin" if self.bCallable_other: s += ", bCallable_other" if self.bHasParamFunction: s+= ", bHasParamFunction" return s def check(self): counter = Counter([self.bOtherProperty, self.bEditorProperty, self.bCallable_other, self.bCallable_builtin]) # print("counter: {}".format(counter)) if counter[True] == 2: unreal.log_error(f"{self.name}: {self.bEditorProperty}, {self.bOtherProperty} {self.bCallable_builtin} {self.bCallable_other}") @property def bOtherProperty(self): if self.bProperty and not self.bEditorProperty: return True return False @property def bCallable_other(self): if self.bCallable and not self.bCallable_builtin: return True return False @property def display_name(self, bRichText=True): if self.bProperty: return f"\t{self.name}" else: # callable if self.param_str: return f"\t{self.name}({self.param_str}) {self.return_type_str}" else: if self.bCallable_other: return f"\t{self.name}" # __hash__, __class__, __eq__ ็ญ‰ else: return f"\t{self.name}() {self.return_type_str}" @property def display_result(self) -> str: if self.bEditorProperty: return "{} {}".format(self.result, self.property_rw) else: return "{}".format(self.result) @property def bHasParamFunction(self): return self.param_str and len(self.param_str) != 0 def ll(obj): if not obj: return None if inspect.ismodule(obj): return None result = [] for x in dir(obj): attr = attr_detail(obj, x) result.append(attr) if hasattr(obj, '__doc__') and isinstance(obj, unreal.Object): editorPropertiesInfos = _getEditorProperties(obj.__doc__, obj) for name, type_, rws, descript in editorPropertiesInfos: # print(f"~~ {name} {type} {rws}, {descript}") index = -1 for i, v in enumerate(result): if v.name == name: index = i break if index != -1: this_attr = result[index] else: this_attr = attr_detail(obj, name) result.append(this_attr) # unreal.log_warning(f"Can't find editor property: {name}") this_attr.apply_editor_property(obj, type_, rws, descript) for i, attr in enumerate(result): attr.post(obj) return result def _simplifyDoc(content): def next_balanced(content, s="(", e = ")" ): s_pos = -1 e_pos = -1 balance = 0 for index, c in enumerate(content): match = c == s or c == e if not match: continue balance += 1 if c == s else -1 if c == s and balance == 1 and s_pos == -1: s_pos = index if c == e and balance == 0 and s_pos != -1 and e_pos == -1: e_pos = index return s_pos, e_pos return -1, -1 # bracketS, bracketE = content.find('('), content.find(')') if not content: return "", "" bracketS, bracketE = next_balanced(content, s='(', e = ')') arrow = content.find('->') funcDocPos = len(content) endSign = ['--', '\n', '\r'] for s in endSign: p = content.find(s) if p != -1 and p < funcDocPos: funcDocPos = p funcDoc = content[:funcDocPos] if bracketS != -1 and bracketE != -1: param = content[bracketS + 1: bracketE].strip() else: param = "" return funcDoc, param def _getEditorProperties(content, obj): # print("Content: {}".format(content)) lines = content.split('\r') signFound = False allInfoFound = False result = [] for line in lines: if not signFound and '**Editor Properties:**' in line: signFound = True if signFound: #todo re # nameS, nameE = line.find('``') + 2, line.find('`` ') nameS, nameE = line.find('- ``') + 4, line.find('`` ') if nameS == -1 or nameE == -1: continue typeS, typeE = line.find('(') + 1, line.find(')') if typeS == -1 or typeE == -1: continue rwS, rwE = line.find('[') + 1, line.find(']') if rwS == -1 or rwE == -1: continue name = line[nameS: nameE] type_str = line[typeS: typeE] rws = line[rwS: rwE] descript = line[rwE + 2:] allInfoFound = True result.append((name, type_str, rws, descript)) # print(name, type, rws) if signFound: if not allInfoFound: unreal.log_warning("not all info found {}".format(obj)) else: unreal.log_warning("can't find editor properties in {}".format(obj)) return result def log_classes(obj): print(obj) print("\ttype: {}".format(type(obj))) print("\tget_class: {}".format(obj.get_class())) if type(obj.get_class()) is unreal.BlueprintGeneratedClass: generatedClass = obj.get_class() else: generatedClass = unreal.PythonBPLib.get_blueprint_generated_class(obj) print("\tgeneratedClass: {}".format(generatedClass)) print("\tbp_class_hierarchy_package: {}".format(unreal.PythonBPLib.get_bp_class_hierarchy_package(generatedClass))) def is_selected_asset_type(types): selectedAssets = Utilities.Utils.get_selected_assets() for asset in selectedAssets: if type(asset) in types: return True; return False
import unreal output_list:list[list[str, str]] = [[]] selected_assets:list[unreal.Object] = unreal.EditorUtilityLibrary.get_selected_assets() asset_index = 0 for asset in selected_assets: loaded_asset = unreal.EditorAssetLibrary.load_asset(asset.get_path_name().split('.')[0]) all_metadata = unreal.EditorAssetLibrary.get_metadata_tag_values(loaded_asset) for tag_name, value in all_metadata.items(): output_list[asset_index]=[str(tag_name), value] unreal.log("Value of tag " + str(tag_name) + " for asset " + ": " + value) asset_index += 1 print(output_list)
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 vred_options = unreal.DatasmithVREDImportOptions() vred_options.set_editor_property('merge_nodes', False) vred_options.set_editor_property('optimize_duplicated_nodes', False) vred_options.set_editor_property('import_var', True) vred_options.set_editor_property('var_path', "") vred_options.set_editor_property('import_light_info', True) vred_options.set_editor_property('light_info_path', "") vred_options.set_editor_property('import_clip_info', True) vred_options.set_editor_property('clip_info_path', "") vred_options.set_editor_property('textures_dir', "") vred_options.set_editor_property('import_animations', True) vred_options.set_editor_property('intermediate_serialization', unreal.DatasmithVREDIntermediateSerializationType.DISABLED) vred_options.set_editor_property('colorize_materials', False) vred_options.set_editor_property('generate_lightmap_u_vs', False) vred_options.set_editor_property('import_animations', True) # Direct import to scene and assets: print 'Importing directly to scene...' unreal.VREDLibrary.import_(file_a, imported_scenes_path, base_options, None, True) #2-stage import step 1: print 'Parsing to scene object...' scene = unreal.DatasmithVREDSceneElement.construct_datasmith_scene_from_file(file_b, imported_scenes_path, base_options, vred_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 '\tAnimNode count: ' + str(len(scene.get_all_anim_nodes())) print '\tAnimClip count: ' + str(len(scene.get_all_anim_clips())) print '\tExtra light info count: ' + str(len(scene.get_all_extra_lights_info())) print '\tVariant count: ' + str(len(scene.get_all_variants())) # Modify one of the AnimNodes # Warning: The AnimNode nested structure is all USTRUCTs, which are value types, and the Array accessor returns # a copy. Meaning something like anim_nodes[0].name = 'new_name' will set the name on the COPY of anim_nodes[0] anim_nodes = scene.get_all_anim_nodes() if len(anim_nodes) > 0: node_0 = anim_nodes[0] old_name = node_0.name print 'Anim node old name: ' + old_name node_0.name += '_MODIFIED' modified_name = node_0.name print 'Anim node modified name: ' + modified_name anim_nodes[0] = node_0 scene.set_all_anim_nodes(anim_nodes) # Check modification new_anim_nodes = scene.get_all_anim_nodes() print 'Anim node retrieved modified name: ' + new_anim_nodes[0].name assert new_anim_nodes[0].name == modified_name, "Node modification didn't work!" # Restore to previous state node_0 = new_anim_nodes[0] node_0.name = old_name new_anim_nodes[0] = node_0 scene.set_all_anim_nodes(new_anim_nodes) # 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!'
from domain.material_service import MaterialService from infrastructure.configuration.path_manager import PathManager from infrastructure.configuration.message import LogMaterialsMissingPhysMatsMessage, LogMaterialsUsingTranslucencyMessage, OptimiseScriptLogMaterialsUsingTwoSidedMessage from infrastructure.data.base_repository import BaseRepository from infrastructure.logging.base_logging import BaseLogging from infrastructure.utils.unreal_extensions import UnrealSystemLibrary import unreal class MaterialHandler: def __init__(self, _materialService: MaterialService, _systemLibrary: UnrealSystemLibrary, _repository: BaseRepository, _logging: BaseLogging): self.materialService = _materialService self.systemLibrary = _systemLibrary self.repository = _repository self.logging = _logging def log_materials_missing_phys_mats(self): workingPath = PathManager.get_source_dir() allAssets = self.repository.list() logStringsArray = [] with unreal.ScopedSlowTask(len(allAssets), workingPath) as ST: ST.make_dialog(True) for asset in allAssets: result = self.materialService.is_material_missing_phys_mat(asset) if result.hasMessage(): logStringsArray.append(result.message) if ST.should_cancel(): break ST.enter_progress_frame(1, asset) self.logging.log(LogMaterialsMissingPhysMatsMessage().build_log_summary(logStringsArray)) def log_materials_using_translucency(self): workingPath = PathManager.get_source_dir() allAssets = self.repository.list() logStringsArray = [] with unreal.ScopedSlowTask(len(allAssets), workingPath) as ST: ST.make_dialog(True) for asset in allAssets: result = self.materialService.is_materials_using_translucency(asset) if result.hasMessage(): logStringsArray.append(result.message) """ # 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) self.logging.log(LogMaterialsUsingTranslucencyMessage().build_log_summary(logStringsArray)) def log_materials_using_two_sided(self): workingPath = PathManager.get_source_dir() allAssets = self.repository.list() logStringsArray = [] with unreal.ScopedSlowTask(len(allAssets), workingPath) as ST: ST.make_dialog(True) for asset in allAssets: result = self.materialService.is_two_sided_material(asset) if result.hasMessage(): logStringsArray.append(result.message) if ST.should_cancel(): break ST.enter_progress_frame(1, asset) self.logging.log(OptimiseScriptLogMaterialsUsingTwoSidedMessage().build_log_summary(logStringsArray))
import numpy as np import random import unreal import time import os class Node: def __init__(self,x,y,rotation1, rotation2 = None): self.x = x self.y = y self.rotatew1 = rotation1 self.rotatew2 = rotation2 self.visited = False self.deleteWall1Bottom = False self.deleteWall2Right = False self.isSideWall = False self.isDummy = False def __str__(self): wall2_info = f", RC({self.x},{self.y},{self.rotatew2})" if self.rotatew2 != None else "" return f"RC({self.x},{self.y}, {self.rotatew1}){wall2_info}" def parse_randomness(maze,solution_path): directions = [(0,1),(1,0),(0,-1),(-1,0)] for i in range(len(maze)): for j in range(len(maze[i])): for direction in directions: r,c = i+ direction[0], j + direction[1] #maze length returns 10,10 if 0 <= r < len(maze)-1 and 0 <= c < len(maze[0]) - 1: if maze[r][c] in solution_path or maze[r][c].isSideWall: continue node = maze[r][c] rng = random.randint(0,2) match(rng): case 0: if node.deleteWall2Right == False: node.deleteWall2Right = True case 1: if node.deleteWall2Right == False and node.deleteWall1Bottom == False: node.deleteWall2Right = True node.deleteWall1Bottom = True case _: continue def generate_maze(row,col): maze = [] print("GEN MAZE") maze = [[None for _ in range(row)] for _ in range(col)] for i in range(row): for j in range(col): if (i >= 0 and j == 0): #If the row 0 - MAX and Column 0, Left Wall Only one node if i == row-1: maze[i][j] = Node(i,j,90) maze[i][j].isSideWall = True maze[i][j].isDummy = True else: maze[i][j] = Node(i,j,0) maze[i][j].isSideWall = True elif(j >=0 and i ==0): maze[i][j] = Node(i,j,-90) maze[i][j].isSideWall = True else: two_walls = Node(i,j,180) two_walls.rotatew2 = -90 maze[i][j] = two_walls for row in maze: for node in row: print(node) return maze def DFS(maze,start,end): #Make sure to pass in a Node Object from Maze[i][j] stack = [] solution_path = [] stack.append(start) print("Start DFS") while stack: current = stack.pop() if current.visited: continue current.visited = True solution_path.append(current) if current == end: break row,col = current.x, current.y neighbor_moves = [ (row-1 , col), #Up (row, col-1), #Left (row+1, col), #Down (row, col+1) #Right ] for r,c in neighbor_moves: if 0 <= r < len(maze) and 0 <= c < len(maze[0]): neighbor = maze[r][c] if neighbor == None: continue if not neighbor.visited: stack.append(neighbor) if not solution_path or solution_path[-1] != end: print("No Solution") return maze, [] print("--------------SOLUTION PATH------------------") for i in range(len(solution_path)): print(solution_path[i]) return maze, solution_path def parse_solution(solution_path, maze): for p in range(len(solution_path) - 1): for i in range(len(maze)): for j in range(len(maze[i])): if maze[i][j] == solution_path[p]: current = maze[i][j] next_cell = solution_path[p+1] x,y = current.x, current.y nx,ny = next_cell.x, next_cell.y if current.isSideWall: third_cell = solution_path[p+2] third_cell.deleteWall2Right = True third_cell.deletWall1Bottom = True if (nx,ny) == (x-1,y): #go right next_cell.deleteWall2Right = True if (nx,ny) == (x+1,y): #go left current.deleteWall2Right = True if (nx,ny) == (x,y-1): #go down next_cell.deleteWall1Bottom = True if (nx,ny) == (x,y+1): #go up current.deleteWall1Bottom = True def draw_maze(maze_info, row, col, start,end): #these where some assets that I made and used but for simplicity I editted them out. """ regular_wall = "/project/.Stonewall" secondary_wall = "/project/.Glasswall" flag_asset = "/project/.SM_Flag" """ regular_wall = "/project/.Wall_400x400" secondary_wall = "/project/.Wall_400x400" flag_asset = "/project/.StaticMesh'/project/.SM_PillarFrame'" world = unreal.EditorLevelLibrary.get_editor_world() player_start_class = unreal.PlayerStart player_start_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(player_start_class, unreal.Vector(start.x * 200,start.y * 200,0), unreal.Rotator(0,0,0)) cell_size = 400.0 wall_asset1 = wall_asset = unreal.EditorAssetLibrary.load_asset(regular_wall) wall_asset2 = wall_asset = unreal.EditorAssetLibrary.load_asset(secondary_wall) for i in range(row): for j in range(col): if(i == row -1 and j == 0): continue x = random.randint(0,30) if x > 15: wall_asset = wall_asset1 else: wall_asset = wall_asset2 position = unreal.Vector(maze_info[i][j].x * cell_size, maze_info[i][j].y * cell_size, 0) if maze_info[i][j] == end: flag_assetL = unreal.EditorAssetLibrary.load_asset(flag_asset) flag_position = unreal.Vector(maze_info[i][j].x * cell_size - 200, maze_info[i][j].y*cell_size - 200, 0) flag_actor = unreal.EditorLevelLibrary.spawn_actor_from_object(flag_assetL,flag_position,unreal.Rotator(0,0,0)) flag_actor.set_actor_scale3d(unreal.Vector(10.0,10.0,10.0)) if maze[i][j].isDummy: continue if maze[i][j].isSideWall: #If the wall is a side wall only make one wall with one rotation unreal.EditorLevelLibrary.spawn_actor_from_object(wall_asset,position,unreal.Rotator(0,0,maze_info[i][j].rotatew1)) elif maze[i][j].deleteWall1Bottom: #Not Side Wall and delete bottom wall, draw Right wall only unreal.EditorLevelLibrary.spawn_actor_from_object(wall_asset,position,unreal.Rotator(0,0,maze_info[i][j].rotatew2)) elif maze[i][j].deleteWall2Right: #if we only want the bottom wall just draw the bottom wall 1 unreal.EditorLevelLibrary.spawn_actor_from_object(wall_asset,position,unreal.Rotator(0,0,maze_info[i][j].rotatew1)) else: #If we want both walls because it is not int the path, draw both walls. unreal.EditorLevelLibrary.spawn_actor_from_object(wall_asset,position,unreal.Rotator(0,0,maze_info[i][j].rotatew1)) unreal.EditorLevelLibrary.spawn_actor_from_object(wall_asset,position,unreal.Rotator(0,0,maze_info[i][j].rotatew2)) row, col = 10,10 maze = generate_maze(row,col) start = maze[1][2] end = maze[9][9] maze,solution_path = DFS(maze,start,end) parse_solution(solution_path, maze) parse_randomness(maze,solution_path) draw_maze(maze,row,col, start, end)
import unreal tickhandle = None def testRegistry(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(tickhandle) tickhandle = unreal.register_slate_pre_tick_callback(testRegistry)
# -*- coding: utf-8 -*- """ """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = "timmyliang" __email__ = "[email protected]" __date__ = "2021-08-09 15:36:57" import unreal (skeleton,) = unreal.EditorUtilityLibrary.get_selected_assets() for bone in skeleton.get_editor_property('bone_tree'): print(bone)
# -*- coding: utf-8 -*- """ Created on Sat Apr 13 11:46:18 2024 @author: WillQuantique """ import unreal import time import random as rd import sys sys.path.append("D:/Lab Project/UE_5.3/project/") import numpy as np 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 SetupCineCameraActor(location=unreal.Vector(0, 0, 0), rotation=unreal.Rotator(0, 0, 0)): # adapted from https://github.com/project/.py """ Parameters ---------- location : Unreal vector for camera location The default is unreal.Vector(0, 0, 0). rotation : Unreal rotator for camera rotation The default is unreal.Rotator(0, 0, 0). focus : float, for focus distance The default is 132.0. Returns ------- camera_actor : Unreal actor The camera set with given rotation, position """ # Spawn a Camera Actor in the World world = unreal.EditorLevelLibrary.get_editor_world() camera_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.CineCameraActor, location, rotation) # create an instance of camera settings and set it to manual focus method settings = unreal.CameraFocusSettings() settings.focus_method = unreal.CameraFocusMethod.MANUAL # create the camera and pass the settings to it ccc = camera_actor.get_cine_camera_component() ccc.set_editor_property("focus_settings", settings) return camera_actor def CreateSequence(sequence_name, camera, length_frames=1, package_path='/project/'): ''' Args: sequence_name(str): The name of the sequence to be created length_frames(int): The number of frames in the camera cut section. 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(length_frames) movie_scene = sequence.get_movie_scene() for actor in all_actors: unreal.log(actor.get_class().get_name()) if actor.get_class().get_name() == "CineCameraActor": camera = actor break cam_binding = sequence.add_possessable(camera) for actor in all_actors: actor_binding = sequence.add_possessable(actor) ccc = camera.get_cine_camera_component() filmback = unreal.CameraFilmbackSettings() filmback.sensor_width = 16 filmback.sensor_height = 16 ccc.set_editor_property("filmback", filmback) pp_settings = ccc.get_editor_property('post_process_settings') pp_settings.motion_blur_amount = 0 ccc.set_editor_property('post_process_settings', pp_settings) 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(length_frames) # bind the camera camera_binding_id = unreal.MovieSceneObjectBindingID() camera_binding_id.set_editor_property("Guid", cam_binding.get_id()) camera_cut_section.set_editor_property("CameraBindingID", camera_binding_id) # Add a current focal length track to the cine camera component camera_component = camera.get_cine_camera_component() camera_component_binding = sequence.add_possessable(camera_component) camera_component_binding.set_parent(cam_binding) focal_length_track = camera_component_binding.add_track(unreal.MovieSceneFloatTrack) focal_length_track.set_property_name_and_path('CurrentFocalLength', 'CurrentFocalLength') focal_length_section = focal_length_track.add_section() focal_length_section.set_start_frame_bounded(0) focal_length_section.set_end_frame_bounded(length_frames) # add a transform track for later manipulation transform_track = cam_binding.add_track(unreal.MovieScene3DTransformTrack) transform_track.set_property_name_and_path('Transform', 'Transform') transform_section = transform_track.add_section() transform_section.set_start_frame_bounded(0) transform_section.set_end_frame_bounded(length_frames) # add track for focus distance # Add a track for the manual focus distance focus_distance_track = camera_component_binding.add_track(unreal.MovieSceneFloatTrack) focus_distance_track.set_property_name_and_path("ManualFocusDistance", "FocusSettings.ManualFocusDistance") focus_distance_section = focus_distance_track.add_section() focus_distance_section.set_start_frame_bounded(0) focus_distance_section.set_end_frame_bounded(length_frames) return sequence 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 = ensure_package_name_format(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 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) return 142.458249 - pos.translation.z def LoadBlueprint(blueprint_path: str, loc: unreal.Vector = unreal.Vector(0, 0, 0), rot: unreal.Rotator = unreal.Rotator(0, 0, 0), size="n"): """ 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 if size == "g": loc.z -= 10 elif size == "tg": loc.z -= 19.32 actor = unreal.EditorLevelLibrary.spawn_actor_from_object(asset, loc, rot) return actor def MovieQueueRender(u_level_file, u_level_seq_file, u_preset_file, job_name: str, sequence=None): """ Parameters ---------- u_level_file : Unreal path Path to level u_level_seq_file : Unreal path Path to sequence u_preset_file : Unreal path Path to movie render presets Returns ------- None. """ subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) executor = unreal.MoviePipelinePIEExecutor() queue = subsystem.get_queue() # queue.delete_all_jobs() # config render job with movie pipeline config job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob) job.job_name = job_name job.map = unreal.SoftObjectPath(u_level_file) job.sequence = unreal.SoftObjectPath(u_level_seq_file) preset = unreal.EditorAssetLibrary.find_asset_data(u_preset_file).get_asset() job.set_configuration(preset) if sequence is not None: print(unreal.MoviePipelineLibrary.update_job_shot_list_from_sequence(sequence, job)) subsystem.render_queue_with_executor_instance(executor) print("###################################################\n") print("rendered") print("###################################################\n") def get_file_paths(folder_path, limit=0): file_paths = [] # Parcourir les assets et ajouter leurs chemins complets ร  la liste asset_paths = unreal.EditorAssetLibrary.list_assets(folder_path) cnt = 0 # Parcourir les chemins d'assets et ajouter les chemins valides ร  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 ensure_package_name_format(object_path): """ Converts an object path to a package name if necessary. Unreal Engine requires package names instead of object paths for certain operations. Args: object_path (str): The original object path. Returns: str: The corrected package name. """ if object_path.startswith('/Game/') and ('.' in object_path): # Converts object path to package name by removing the part after the last dot return object_path.rsplit('.', 1)[0] return object_path def control_by_control(pose_asset_path, sequence, frame=1, size="n", delta=0): print("Control by control ongoing") pose_asset_path = ensure_package_name_format(pose_asset_path) pose_asset = unreal.EditorAssetLibrary.load_asset(pose_asset_path) print(pose_asset) rigProxies = unreal.ControlRigSequencerLibrary.get_control_rigs(sequence) # Filter rigs for specific names rigs = [rigProxy.control_rig for rigProxy in rigProxies if rigProxy.control_rig.get_name() in ["Face_ControlBoard_CtrlRig"]] delta_z = find_delta_z(rigs[0], sequence) print(f"###############{delta_z}#######################") # Prepare all transformations in a list comprehension transformations = [ ( rig, control.name, unreal.FrameNumber(frame), unreal.Transform( location={ "n": control.global_transform.translation, "g": control.global_transform.translation, # + unreal.Vector(0, 0, 0), "p": control.global_transform.translation, # - unreal.Vector(0, 0, delta_z/2), "tg": control.global_transform.translation, # + unreal.Vector(0, 0, delta_z) }[size], rotation=unreal.Rotator(control.local_transform.rotation.x, control.local_transform.rotation.y, control.local_transform.rotation.z), # from quat to rotator scale=control.global_transform.scale3d ) ) for rig in rigs for control in pose_asset.pose.copy_of_controls if "teeth" not in str(control.name) ] name = [control.name for control in pose_asset.pose.copy_of_controls][15] print([control.global_transform for control in pose_asset.pose.copy_of_controls][15]) # Apply transformations for rig, control_name, frame_number, control_transform in transformations: control_transform.translation.x += delta * 100 unreal.ControlRigSequencerLibrary.set_control_rig_world_transform(sequence, rig, control_name, frame_number, control_transform) print(unreal.ControlRigSequencerLibrary.get_control_rig_world_transform(sequence, rig, name, frame_number)) for binding in sequence.get_bindings(): for track in binding.get_tracks(): print(track.get_display_name()) if track.get_display_name() == name: print(f"bingo{name} ") print(track) def add_key_to_position_track(sequence, transform, frame): for binding in sequence.get_bindings(): for track in binding.get_tracks(): if track.get_display_name() == "Transform": transform_section = track.get_sections()[0] break time = unreal.FrameNumber(frame) all_channels = transform_section.get_all_channels() transform_dict = { "Location.X": transform.translation.x, "Location.Y": transform.translation.y, "Location.Z": transform.translation.z, "Rotation.X": transform.rotation.x, "Rotation.Y": transform.rotation.y, "Rotation.Z": transform.rotation.z } for channel in all_channels: if str(channel.channel_name) in transform_dict: value = transform_dict[str(channel.channel_name)] channel.add_key(time, value) def add_key_to_focal_track(sequence, foc, frame): for binding in sequence.get_bindings(): for track in binding.get_tracks(): if track.get_display_name() == 'CurrentFocalLength': transform_section = track.get_sections()[0] break time = unreal.FrameNumber(frame) all_channels = transform_section.get_all_channels() for channel in all_channels: channel.add_key(time, foc) def add_key_to_focus_track(sequence, foc, frame): for binding in sequence.get_bindings(): for track in binding.get_tracks(): if track.get_display_name() == "ManualFocusDistance": transform_section = track.get_sections()[0] break time = unreal.FrameNumber(frame) all_channels = transform_section.get_all_channels() for channel in all_channels: channel.add_key(time, foc) def make_pos_rot_from_angle_and_foc(focal, focus, angle_y, angle_z): dist = 2.6 * focal # this how to determine the right distance from the camera given thefocal lenght to have teh face full on the picture, given the camera sensor size cam_angle_y, cam_angle_z, cam_x, cam_y, cam_z = camera_position_angles(angle_y, angle_z, dist) return {"pos": (cam_x, cam_y, cam_z), "rot": (0, cam_angle_y, cam_angle_z, 0), "focal": focal, "focus": dist + focus } def camera_position_angles(angle_y, angle_z, distance): # Convert angles from degrees to radians angle_z_rad = np.radians(angle_z) # Rotation around Z-axis affects X-Y plane horizontally angle_y_rad = np.radians(angle_y) # Rotation around Y-axis affects X-Z plane vertically # Calculate coordinates based on angles x = distance * np.cos(angle_z_rad) * np.cos(angle_y_rad) y = distance * np.sin(angle_z_rad) * np.cos(angle_y_rad) z = distance * np.sin(angle_y_rad) # If positive Y-angle means pointing up, Z should decrease with increasing Y-angle final_z = 149 - z # Subtract from 149 to adjust Z downwards as Y-angle increases return angle_y, angle_z, -x, -y, final_z, grand_petit = { "FA003": "p", "FA004": "p", "FA006": "p", "FA008": "p", "FA015": "p", "FA016": "p", "FB001": "sg", "FB007": "p", "FB014": "p", # nul "HA001": "tg", "HA002": "tg", "HA003": "tg", "HA004": "tg", "HA005": "tg", "HA006": "tg", "HA007": "tg", # nul "HA008": "g", "HA010": "g", "HA011": "g", "HA012": "g", "HA013": "g", "HA014": "g", "HA015": "g", "HA016": "g", "HA017": "g", "HB001": "tg", "HB002": "g", "HB003": "g", "HB004": "g", "HB005": "g", "HB006": "g", "HB007": "g", "HB008": "g", "HB009": "g", "HB010": "g", "HB011": "g", "HB012": "g", "HB013": "g", "HB014": "g", "HB015": "g", "HB016": "g", "HN001": "tg", "HN002": "g", "HN003": "tg", "HN004": "g", "HN006": "g", "HN007": "tg", "HN008": "g", "HN009": "g", "HN010": "g", "HN011": "g", "HN013": "tg", "HN014": "tg", "HN015": "g", "HN016": "g", "HN017": "g", } def set_cam_condition(sequence, con_dic, frame, size="n", delta=0): """ Parameters ---------- sequence sequence over which we want to operate con_dic dictionnary of conditions frame frame over whitch we want to operate size either normal big small ior very big, allows to predict a delta in the z coordinate delta delta in the x coordinate Returns Set the camera at the right place at the right time with the right orientation Deals with focal length and focus as well ------- """ # set the spatial transform transform = unreal.Transform() transform.translation = unreal.Vector(con_dic["pos"][0], con_dic["pos"][1], con_dic["pos"][2]) transform.rotation = unreal.Quat(con_dic["rot"][0], con_dic["rot"][1], con_dic["rot"][2], con_dic["rot"][3]) if size == "p": transform.translation.z -= 8.234 elif size == "g": transform.translation.z += 9.468 transform.translation.x += delta * 100 focal = con_dic["focal"] focus = con_dic["focus"] add_key_to_position_track(sequence, transform, frame) add_key_to_focal_track(sequence, focal, frame) add_key_to_focus_track(sequence, focus, frame) def get_size_from_identity(iden, grand_petit): """ Parameters ---------- iden : name of metahuman grand_petit dictionary that knows their size Returns ------- """ size = "n" # normal if iden in grand_petit: size = grand_petit[iden] return size # will return either "n" "p" "g" or "tg" def chose_nth(liste, n=None): # chose randomly an nth of the samples from this list sorted, 1 sample if n is none if n == None: n = len(liste) return sorted(rd.choices(liste, k=int(len(liste) / n))) def full_run(iden, n, test=False, delta=0): """ Parameters ---------- iden : the name of one metahuman n : condition divider test : test or not ? delta : distance from origin in the x axis Returns ------- """ # create the camera camera = SetupCineCameraActor(unreal.Vector(0, 80, 149), unreal.Rotator(0, 0, -90)) # load all the emotions asset path pose_asset_folder = "/project/" all_pose_asset_path = get_file_paths(pose_asset_folder) # initiate the basic conditions list focals = [12, 18, 24, 50, 70] focuses = [i for i in range(-100, 100, 10)] z_angles = [i for i in range(-150, -40, 5)] y_angles = [i for i in range(-30, 30, 5)] con_dict = {} # this store the initial condition the one that every character will got through initial_pose = pose_asset_folder + "Joy-01_Satisfaction" # the most neutral expression initial_cond = [] # but only if not in test if test == False: initial_cond = [ {"emo": initial_pose, "cam": make_pos_rot_from_angle_and_foc(50, 0, y, z)} for z in z_angles[5:-5] for y in y_angles[5:-5] ] # add all the other conditions initial_cond += [ {"emo": a, "cam": make_pos_rot_from_angle_and_foc(f, foc, y, z)} for f in chose_nth(focals, n) for foc in chose_nth(focuses, n) for z in chose_nth(z_angles, n) for y in chose_nth(y_angles, n) for a in chose_nth(all_pose_asset_path, n) ] # the ditcionnary of condition for our metahuman con_dict[iden] = initial_cond # this is important so that add metahuman to seuqence know whereto look for sequences u_level_seq_file = f"/project/" # loop through the dictionary for k, v in con_dict.items(): path = f"/project/{iden}/BP_{iden}" # define path of the metahuman size = get_size_from_identity(iden, grand_petit) MH = LoadBlueprint(path, unreal.Vector(delta * 100, 0, 0), size=size) # place it in a row aligned with it's friends (see enumarate loop with full_run) length = len(v) # this will tell create sequence the lenght of the sequence it should create sequ_name = f"sequence_{iden}" # name of teh sequence to be created sequence = CreateSequence(sequ_name, camera, length) # finally create the seuqnce add_metahuman_components_to_sequence(sequence, MH, u_level_seq_file + sequ_name) # this will create a animation track for each drivers of the metahuman print(r"\n\n############ thank you for your attention ##########") # loop through te condition and usng their index assign them to the nth for cnt, e in enumerate(v): set_cam_condition(sequence, e["cam"], cnt, size, delta) control_by_control(e["emo"], sequence, cnt, size, delta) 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() def generate(b: int, e: int, n: int, test: bool): """ Parameters ---------- b int : first indice of the identity oto be generated e : last indice of the identity to be genrated n : None or int , number by witch the amount of unique condition will be divided, if None the generate 1 value per condition test : if True will skip the initial condition used in conjunction with None allows to generate only one picture for testing purposes Returns Nothing This function will create ร  list of all the possible names the metahumans can have Loop through a portion of them (as defined by b and n) and create a squence for each of them See full_run for more details ------- """ genders = ["F", "H"] races = ["A", "B", "N"] id_nb = [f"{i + 1:03}" for i in range(17)] identities = [g + r + ids for g in genders for r in races for ids in id_nb] for i, iden in enumerate(identities[b:e]): full_run(iden, n, test, i) def render_everything(): u_level_file = "/project/" all_sequence_path = get_file_paths("/project/") for i, seq_path in enumerate(all_sequence_path): MovieQueueRender(u_level_file, seq_path, "/project/", seq_path[-5:]) if __name__ == "__main__": start = time.time() start_over() generate(19, 21, 4, False) render_everything() end = time.time() print(r"\n\n############ pay close attention here!!!!! ##########\n\n") print(f"temps รฉcoulรฉ : {end - start}s") print(r"\n\n############ thank you for your attention ###########")
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import unreal class ProcessHDA(object): """ An object that wraps async processing of an HDA (instantiating, cooking/project/ an HDA), with functions that are called at the various stages of the process, that can be overridden by subclasses for custom funtionality: - on_failure() - on_complete(): upon successful completion (could be PostInstantiation if auto cook is disabled, PostProcessing if auto bake is disabled, or after PostAutoBake if auto bake is enabled. - on_pre_instantiation(): before the HDA is instantiated, a good place to set parameter values before the first cook. - on_post_instantiation(): after the HDA is instantiated, a good place to set/configure inputs before the first cook. - on_post_auto_cook(): right after a cook - on_pre_process(): after a cook but before output objects have been created/processed - on_post_processing(): after output objects have been created - on_post_auto_bake(): after outputs have been baked Instantiate the processor via the constructor and then call the activate() function to start the asynchronous process. """ def __init__( self, houdini_asset, instantiate_at=unreal.Transform(), parameters=None, node_inputs=None, parameter_inputs=None, world_context_object=None, spawn_in_level_override=None, enable_auto_cook=True, enable_auto_bake=False, bake_directory_path="", bake_method=unreal.HoudiniEngineBakeOption.TO_ACTOR, remove_output_after_bake=False, recenter_baked_actors=False, replace_previous_bake=False, delete_instantiated_asset_on_completion_or_failure=False): """ Instantiates an HDA in the specified world/level. Sets parameters and inputs supplied in InParameters, InNodeInputs and parameter_inputs. If bInEnableAutoCook is true, cooks the HDA. If bInEnableAutoBake is true, bakes the cooked outputs according to the supplied baking parameters. This all happens asynchronously, with the various output pins firing at the various points in the process: - PreInstantiation: before the HDA is instantiated, a good place to set parameter values before the first cook (parameter values from ``parameters`` are automatically applied at this point) - PostInstantiation: after the HDA is instantiated, a good place to set/configure inputs before the first cook (inputs from ``node_inputs`` and ``parameter_inputs`` are automatically applied at this point) - PostAutoCook: right after a cook - PreProcess: after a cook but before output objects have been created/processed - PostProcessing: after output objects have been created - PostAutoBake: after outputs have been baked - Completed: upon successful completion (could be PostInstantiation if auto cook is disabled, PostProcessing if auto bake is disabled, or after PostAutoBake if auto bake is enabled). - Failed: If the process failed at any point. Args: houdini_asset (HoudiniAsset): The HDA to instantiate. instantiate_at (Transform): The Transform to instantiate the HDA with. parameters (Map(Name, HoudiniParameterTuple)): The parameters to set before cooking the instantiated HDA. node_inputs (Map(int32, HoudiniPublicAPIInput)): The node inputs to set before cooking the instantiated HDA. parameter_inputs (Map(Name, HoudiniPublicAPIInput)): The parameter-based inputs to set before cooking the instantiated HDA. world_context_object (Object): A world context object for identifying the world to spawn in, if spawn_in_level_override is null. spawn_in_level_override (Level): If not nullptr, then the HoudiniAssetActor is spawned in that level. If both spawn_in_level_override and world_context_object are null, then the actor is spawned in the current editor context world's current level. enable_auto_cook (bool): If true (the default) the HDA will cook automatically after instantiation and after parameter, transform and input changes. enable_auto_bake (bool): If true, the HDA output is automatically baked after a cook. Defaults to false. bake_directory_path (str): The directory to bake to if the bake path is not set via attributes on the HDA output. bake_method (HoudiniEngineBakeOption): The bake target (to actor vs blueprint). @see HoudiniEngineBakeOption. remove_output_after_bake (bool): If true, HDA temporary outputs are removed after a bake. Defaults to false. recenter_baked_actors (bool): Recenter the baked actors to their bounding box center. Defaults to false. replace_previous_bake (bool): If true, on every bake replace the previous bake's output (assets + actors) with the new bake's output. Defaults to false. delete_instantiated_asset_on_completion_or_failure (bool): If true, deletes the instantiated asset actor on completion or failure. Defaults to false. """ super(ProcessHDA, self).__init__() self._houdini_asset = houdini_asset self._instantiate_at = instantiate_at self._parameters = parameters self._node_inputs = node_inputs self._parameter_inputs = parameter_inputs self._world_context_object = world_context_object self._spawn_in_level_override = spawn_in_level_override self._enable_auto_cook = enable_auto_cook self._enable_auto_bake = enable_auto_bake self._bake_directory_path = bake_directory_path self._bake_method = bake_method self._remove_output_after_bake = remove_output_after_bake self._recenter_baked_actors = recenter_baked_actors self._replace_previous_bake = replace_previous_bake self._delete_instantiated_asset_on_completion_or_failure = delete_instantiated_asset_on_completion_or_failure self._asset_wrapper = None self._cook_success = False self._bake_success = False @property def asset_wrapper(self): """ The asset wrapper for the instantiated HDA processed by this node. """ return self._asset_wrapper @property def cook_success(self): """ True if the last cook was successful. """ return self._cook_success @property def bake_success(self): """ True if the last bake was successful. """ return self._bake_success @property def houdini_asset(self): """ The HDA to instantiate. """ return self._houdini_asset @property def instantiate_at(self): """ The transform the instantiate the asset with. """ return self._instantiate_at @property def parameters(self): """ The parameters to set on on_pre_instantiation """ return self._parameters @property def node_inputs(self): """ The node inputs to set on on_post_instantiation """ return self._node_inputs @property def parameter_inputs(self): """ The object path parameter inputs to set on on_post_instantiation """ return self._parameter_inputs @property def world_context_object(self): """ The world context object: spawn in this world if spawn_in_level_override is not set. """ return self._world_context_object @property def spawn_in_level_override(self): """ The level to spawn in. If both this and world_context_object is not set, spawn in the editor context's level. """ return self._spawn_in_level_override @property def enable_auto_cook(self): """ Whether to set the instantiated asset to auto cook. """ return self._enable_auto_cook @property def enable_auto_bake(self): """ Whether to set the instantiated asset to auto bake after a cook. """ return self._enable_auto_bake @property def bake_directory_path(self): """ Set the fallback bake directory, for if output attributes do not specify it. """ return self._bake_directory_path @property def bake_method(self): """ The bake method/target: for example, to actors vs to blueprints. """ return self._bake_method @property def remove_output_after_bake(self): """ Remove temporary HDA output after a bake. """ return self._remove_output_after_bake @property def recenter_baked_actors(self): """ Recenter the baked actors at their bounding box center. """ return self._recenter_baked_actors @property def replace_previous_bake(self): """ Replace previous bake output on each bake. For the purposes of this node, this would mostly apply to .uassets and not actors. """ return self._replace_previous_bake @property def delete_instantiated_asset_on_completion_or_failure(self): """ Whether or not to delete the instantiated asset after Complete is called. """ return self._delete_instantiated_asset_on_completion_or_failure def activate(self): """ Activate the process. This will: - instantiate houdini_asset and wrap it as asset_wrapper - call on_failure() for any immediate failures - otherwise bind to delegates from asset_wrapper so that the various self.on_*() functions are called as appropriate Returns immediately (does not block until cooking/processing is complete). Returns: (bool): False if activation failed. """ # Get the API instance houdini_api = unreal.HoudiniPublicAPIBlueprintLib.get_api() if not houdini_api: # Handle failures: this will unbind delegates and call on_failure() self._handle_on_failure() return False # Create an empty API asset wrapper self._asset_wrapper = unreal.HoudiniPublicAPIAssetWrapper.create_empty_wrapper(houdini_api) if not self._asset_wrapper: # Handle failures: this will unbind delegates and call on_failure() self._handle_on_failure() return False # Bind to the wrapper's delegates for instantiation, cooking, baking # etc events self._asset_wrapper.on_pre_instantiation_delegate.add_callable( self._handle_on_pre_instantiation) self._asset_wrapper.on_post_instantiation_delegate.add_callable( self._handle_on_post_instantiation) self._asset_wrapper.on_post_cook_delegate.add_callable( self._handle_on_post_auto_cook) self._asset_wrapper.on_pre_process_state_exited_delegate.add_callable( self._handle_on_pre_process) self._asset_wrapper.on_post_processing_delegate.add_callable( self._handle_on_post_processing) self._asset_wrapper.on_post_bake_delegate.add_callable( self._handle_on_post_auto_bake) # Begin the instantiation process of houdini_asset and wrap it with # self.asset_wrapper if not houdini_api.instantiate_asset_with_existing_wrapper( self.asset_wrapper, self.houdini_asset, self.instantiate_at, self.world_context_object, self.spawn_in_level_override, self.enable_auto_cook, self.enable_auto_bake, self.bake_directory_path, self.bake_method, self.remove_output_after_bake, self.recenter_baked_actors, self.replace_previous_bake): # Handle failures: this will unbind delegates and call on_failure() self._handle_on_failure() return False return True def _unbind_delegates(self): """ Unbinds from self.asset_wrapper's delegates (if valid). """ if not self._asset_wrapper: return self._asset_wrapper.on_pre_instantiation_delegate.add_callable( self._handle_on_pre_instantiation) self._asset_wrapper.on_post_instantiation_delegate.add_callable( self._handle_on_post_instantiation) self._asset_wrapper.on_post_cook_delegate.add_callable( self._handle_on_post_auto_cook) self._asset_wrapper.on_pre_process_state_exited_delegate.add_callable( self._handle_on_pre_process) self._asset_wrapper.on_post_processing_delegate.add_callable( self._handle_on_post_processing) self._asset_wrapper.on_post_bake_delegate.add_callable( self._handle_on_post_auto_bake) def _check_wrapper(self, wrapper): """ Checks that wrapper matches self.asset_wrapper. Logs a warning if it does not. Args: wrapper (HoudiniPublicAPIAssetWrapper): the wrapper to check against self.asset_wrapper Returns: (bool): True if the wrappers match. """ if wrapper != self._asset_wrapper: unreal.log_warning( '[UHoudiniPublicAPIProcessHDANode] Received delegate event ' 'from unexpected asset wrapper ({0} vs {1})!'.format( self._asset_wrapper.get_name() if self._asset_wrapper else '', wrapper.get_name() if wrapper else '' ) ) return False return True def _handle_on_failure(self): """ Handle any failures during the lifecycle of the process. Calls self.on_failure() and then unbinds from self.asset_wrapper and optionally deletes the instantiated asset. """ self.on_failure() self._unbind_delegates() if self.delete_instantiated_asset_on_completion_or_failure and self.asset_wrapper: self.asset_wrapper.delete_instantiated_asset() def _handle_on_complete(self): """ Handles completion of the process. This can happen at one of three stages: - After on_post_instantiate(), if enable_auto_cook is False. - After on_post_auto_cook(), if enable_auto_cook is True but enable_auto_bake is False. - After on_post_auto_bake(), if both enable_auto_cook and enable_auto_bake are True. Calls self.on_complete() and then unbinds from self.asset_wrapper's delegates and optionally deletes the instantiated asset. """ self.on_complete() self._unbind_delegates() if self.delete_instantiated_asset_on_completion_or_failure and self.asset_wrapper: self.asset_wrapper.delete_instantiated_asset() def _handle_on_pre_instantiation(self, wrapper): """ Called during pre_instantiation. Sets ``parameters`` on the HDA and calls self.on_pre_instantiation(). """ if not self._check_wrapper(wrapper): return # Set any parameters specified for the HDA if self.asset_wrapper and self.parameters: self.asset_wrapper.set_parameter_tuples(self.parameters) self.on_pre_instantiation() def _handle_on_post_instantiation(self, wrapper): """ Called during post_instantiation. Sets inputs (``node_inputs`` and ``parameter_inputs``) on the HDA and calls self.on_post_instantiation(). Completes execution if enable_auto_cook is False. """ if not self._check_wrapper(wrapper): return # Set any inputs specified when the node was created if self.asset_wrapper: if self.node_inputs: self.asset_wrapper.set_inputs_at_indices(self.node_inputs) if self.parameter_inputs: self.asset_wrapper.set_input_parameters(self.parameter_inputs) self.on_post_instantiation() # If not set to auto cook, complete execution now if not self.enable_auto_cook: self._handle_on_complete() def _handle_on_post_auto_cook(self, wrapper, cook_success): """ Called during post_cook. Sets self.cook_success and calls self.on_post_auto_cook(). Args: cook_success (bool): True if the cook was successful. """ if not self._check_wrapper(wrapper): return self._cook_success = cook_success self.on_post_auto_cook(cook_success) def _handle_on_pre_process(self, wrapper): """ Called during pre_process. Calls self.on_pre_process(). """ if not self._check_wrapper(wrapper): return self.on_pre_process() def _handle_on_post_processing(self, wrapper): """ Called during post_processing. Calls self.on_post_processing(). Completes execution if enable_auto_bake is False. """ if not self._check_wrapper(wrapper): return self.on_post_processing() # If not set to auto bake, complete execution now if not self.enable_auto_bake: self._handle_on_complete() def _handle_on_post_auto_bake(self, wrapper, bake_success): """ Called during post_bake. Sets self.bake_success and calls self.on_post_auto_bake(). Args: bake_success (bool): True if the bake was successful. """ if not self._check_wrapper(wrapper): return self._bake_success = bake_success self.on_post_auto_bake(bake_success) self._handle_on_complete() def on_failure(self): """ Called if the process fails to instantiate or fails to start a cook. Subclasses can override this function implement custom functionality. """ pass def on_complete(self): """ Called if the process completes instantiation, cook and/or baking, depending on enable_auto_cook and enable_auto_bake. Subclasses can override this function implement custom functionality. """ pass def on_pre_instantiation(self): """ Called during pre_instantiation. Subclasses can override this function implement custom functionality. """ pass def on_post_instantiation(self): """ Called during post_instantiation. Subclasses can override this function implement custom functionality. """ pass def on_post_auto_cook(self, cook_success): """ Called during post_cook. Subclasses can override this function implement custom functionality. Args: cook_success (bool): True if the cook was successful. """ pass def on_pre_process(self): """ Called during pre_process. Subclasses can override this function implement custom functionality. """ pass def on_post_processing(self): """ Called during post_processing. Subclasses can override this function implement custom functionality. """ pass def on_post_auto_bake(self, bake_success): """ Called during post_bake. Subclasses can override this function implement custom functionality. Args: bake_success (bool): True if the bake was successful. """ pass
from os import system import unreal import os #get the libraries editor_util = unreal.EditorUtilityLibrary() system_lib = unreal.SystemLibrary() editor_asset = unreal.EditorAssetLibrary() # Get the selected assets selected_assets = editor_util.get_selected_assets() num_assets = len(selected_assets) celaned = 0 ## hard coded parent path parent_dir = "\\Game" if num_assets > 0: asset_path = editor_asset.get_path_name_for_loaded_asset(selected_assets[0]) parent_dir = os.path.dirname(asset_path) for asset in selected_assets: #Get the class and 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) #Assemble new path and relocate try: new_path = os.path.join(parent_dir, class_name, asset_name) editor_asset.rename_loaded_asset(asset, new_path) celaned += 1 unreal.log("Cleaned up {} to {}".format(asset_name, new_path)) except Exception as err: unreal.log("Could not move {} to new location {}".format(asset_name, new_path)) unreal.log(err) unreal.log("Cleaned up {} of {}".format(celaned, num_assets))
#!/project/ python3 # -*- coding: utf-8 -*- """ Terminal Grounds - Metro Underground Direct Implementation Unreal Engine 5.6 Level Creation Script This script directly implements the Metro Underground level using Unreal Engine Python API and UnrealMCP integration. Execute this in Unreal Engine Editor Python console or via UnrealMCP """ import unreal import json import math class TGMetroUndergroundImplementation: def __init__(self): self.level_name = "/project/" self.world = None self.actors = [] def create_level(self): """Create new level in Unreal Engine""" print("Creating Terminal Grounds Metro Underground Level...") # Create new level level_tool = unreal.EditorLevelUtils() self.world = unreal.EditorLevelLibrary.new_level(self.level_name) if not self.world: print("Failed to create level!") return False print(f"Level created: {self.level_name}") return True def create_basic_geometry(self): """Create basic level geometry using BSP and static meshes""" print("Creating basic level geometry...") # Main tunnel geometry main_tunnel = self.create_tunnel_segment( start_pos=(-1800, 0, -200), end_pos=(1800, 0, -200), width=400, height=300, name="MainTransitTunnel" ) # North service tunnel north_tunnel = self.create_tunnel_segment( start_pos=(-800, 800, -150), end_pos=(800, 1200, -150), width=200, height=250, name="NorthServiceTunnel" ) # South maintenance level south_tunnel = self.create_tunnel_segment( start_pos=(-600, -1000, -300), end_pos=(600, -600, -300), width=300, height=200, name="SouthMaintenanceLevel" ) # Central access shaft self.create_cylindrical_shaft( position=(0, 0, -100), height=400, diameter=150, name="CentralAccessShaft" ) print("Basic geometry created successfully!") def create_tunnel_segment(self, start_pos, end_pos, width, height, name): """Create a tunnel segment using BSP geometry""" # Calculate tunnel parameters length = math.sqrt((end_pos[0] - start_pos[0])**2 + (end_pos[1] - start_pos[1])**2) center_pos = ( (start_pos[0] + end_pos[0]) / 2, (start_pos[1] + end_pos[1]) / 2, (start_pos[2] + end_pos[2]) / 2 ) # Create BSP brush for tunnel brush_builder = unreal.CubeBuilder() brush_builder.x = length brush_builder.y = width brush_builder.z = height # Create the brush actor brush_actor = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.Brush, location=unreal.Vector(center_pos[0], center_pos[1], center_pos[2]) ) if brush_actor: brush_actor.set_actor_label(f"Tunnel_{name}") self.actors.append(brush_actor) print(f"Created tunnel: {name}") return brush_actor def create_cylindrical_shaft(self, position, height, diameter, name): """Create cylindrical access shaft""" # Use cylinder brush builder brush_builder = unreal.CylinderBuilder() brush_builder.z = height brush_builder.outer_radius = diameter / 2 brush_builder.inner_radius = 0 # Create the brush actor brush_actor = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.Brush, location=unreal.Vector(position[0], position[1], position[2]) ) if brush_actor: brush_actor.set_actor_label(f"Shaft_{name}") self.actors.append(brush_actor) print(f"Created shaft: {name}") return brush_actor def create_lighting_system(self): """Create atmospheric lighting system""" print("Creating lighting system...") # Primary directional light directional_light = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.DirectionalLight, location=unreal.Vector(0, 0, 500), rotation=unreal.Rotator(-45, 0, 0) ) if directional_light: directional_light.set_actor_label("AmbientSurfaceLight") # Configure light properties light_component = directional_light.get_component_by_class(unreal.DirectionalLightComponent) if light_component: light_component.set_intensity(0.3) light_component.set_light_color(unreal.LinearColor(0.8, 0.9, 1.0)) self.actors.append(directional_light) print("Created directional light") # Emergency lighting system emergency_light_positions = [ (-1600, -150, 50), (-1600, 150, 50), (-1200, -150, 50), (-1200, 150, 50), (-800, -150, 50), (-800, 150, 50), (-400, -150, 50), (-400, 150, 50), (0, -150, 50), (0, 150, 50), (400, -150, 50), (400, 150, 50), (800, -150, 50), (800, 150, 50), (1200, -150, 50), (1200, 150, 50), (1600, -150, 50), (1600, 150, 50) ] for i, pos in enumerate(emergency_light_positions): point_light = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.PointLight, location=unreal.Vector(pos[0], pos[1], pos[2]) ) if point_light: point_light.set_actor_label(f"EmergencyLight_{i:02d}") light_component = point_light.get_component_by_class(unreal.PointLightComponent) if light_component: light_component.set_intensity(800) light_component.set_light_color(unreal.LinearColor(1.0, 0.4, 0.2)) light_component.set_attenuation_radius(300) self.actors.append(point_light) print(f"Created {len(emergency_light_positions)} emergency lights") # Work lights work_light_positions = [ (-800, 0, -50, -60, 45), (0, 0, 200, -90, 0), (800, 0, -50, -60, -45), (0, 800, 50, -45, 180), (0, -800, -150, -30, 0) ] for i, (x, y, z, pitch, yaw) in enumerate(work_light_positions): spot_light = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.SpotLight, location=unreal.Vector(x, y, z), rotation=unreal.Rotator(pitch, yaw, 0) ) if spot_light: spot_light.set_actor_label(f"WorkLight_{i:02d}") light_component = spot_light.get_component_by_class(unreal.SpotLightComponent) if light_component: light_component.set_intensity(1200) light_component.set_light_color(unreal.LinearColor(0.9, 0.9, 0.8)) light_component.set_attenuation_radius(500) light_component.set_outer_cone_angle(45) self.actors.append(spot_light) print(f"Created {len(work_light_positions)} work lights") def create_faction_territories(self): """Create faction territorial markers""" print("Creating faction territorial markers...") # Faction territory definitions faction_territories = [ {"name": "Directorate", "pos": (-1200, -200, -100), "color": (0.0, 0.5, 1.0)}, {"name": "Free77", "pos": (-400, 200, -100), "color": (0.8, 0.8, 0.0)}, {"name": "Iron_Scavengers", "pos": (400, -200, -100), "color": (1.0, 0.3, 0.0)}, {"name": "Nomad_Clans", "pos": (1200, 200, -100), "color": (0.5, 1.0, 0.3)}, {"name": "Neutral", "pos": (0, 800, -50), "color": (0.7, 0.7, 0.7)}, {"name": "Contested", "pos": (0, -800, -200), "color": (1.0, 0.0, 1.0)} ] for territory in faction_territories: # Create faction marker light faction_light = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.PointLight, location=unreal.Vector(territory["pos"][0], territory["pos"][1], territory["pos"][2]) ) if faction_light: faction_light.set_actor_label(f"FactionMarker_{territory['name']}") light_component = faction_light.get_component_by_class(unreal.PointLightComponent) if light_component: light_component.set_intensity(600) light_component.set_light_color(unreal.LinearColor( territory["color"][0], territory["color"][1], territory["color"][2] )) light_component.set_attenuation_radius(200) self.actors.append(faction_light) # Create faction territory marker (static mesh) territory_marker = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.StaticMeshActor, location=unreal.Vector( territory["pos"][0], territory["pos"][1], territory["pos"][2] - 50 ) ) if territory_marker: territory_marker.set_actor_label(f"Territory_{territory['name']}") # Set basic cube mesh mesh_component = territory_marker.get_component_by_class(unreal.StaticMeshComponent) if mesh_component: cube_mesh = unreal.EditorAssetLibrary.load_asset("/project/") if cube_mesh: mesh_component.set_static_mesh(cube_mesh) territory_marker.set_actor_scale3d(unreal.Vector(1.0, 1.0, 0.1)) self.actors.append(territory_marker) print(f"Created {len(faction_territories)} faction territories") def create_cover_elements(self): """Create cover elements throughout the level""" print("Creating cover elements...") # Support columns along main tunnel column_positions = [] for x in range(-1600, 1800, 200): column_positions.extend([ (x, -100, -200), (x, 100, -200) ]) for i, pos in enumerate(column_positions): column = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.StaticMeshActor, location=unreal.Vector(pos[0], pos[1], pos[2]) ) if column: column.set_actor_label(f"SupportColumn_{i:02d}") mesh_component = column.get_component_by_class(unreal.StaticMeshComponent) if mesh_component: cube_mesh = unreal.EditorAssetLibrary.load_asset("/project/") if cube_mesh: mesh_component.set_static_mesh(cube_mesh) column.set_actor_scale3d(unreal.Vector(0.5, 0.5, 2.8)) self.actors.append(column) print(f"Created {len(column_positions)} support columns") # Abandoned metro cars metro_car_positions = [ (-1000, 0, -200), (-200, 0, -200), (600, 0, -200), (1400, 0, -200) ] for i, pos in enumerate(metro_car_positions): metro_car = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.StaticMeshActor, location=unreal.Vector(pos[0], pos[1], pos[2]) ) if metro_car: metro_car.set_actor_label(f"MetroCar_{i:02d}") mesh_component = metro_car.get_component_by_class(unreal.StaticMeshComponent) if mesh_component: cube_mesh = unreal.EditorAssetLibrary.load_asset("/project/") if cube_mesh: mesh_component.set_static_mesh(cube_mesh) metro_car.set_actor_scale3d(unreal.Vector(1.2, 3.0, 1.8)) self.actors.append(metro_car) print(f"Created {len(metro_car_positions)} metro cars") def create_spawn_points(self): """Create player spawn points""" print("Creating spawn points...") # Team spawn points team_alpha_spawns = [ (-1600, -400, -180, 45), (-1600, 400, -180, -45), (-1400, 0, -180, 0) ] team_bravo_spawns = [ (1600, -400, -180, 135), (1600, 400, -180, -135), (1400, 0, -180, 180) ] # Create Alpha team spawns for i, (x, y, z, yaw) in enumerate(team_alpha_spawns): spawn_point = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.PlayerStart, location=unreal.Vector(x, y, z), rotation=unreal.Rotator(0, yaw, 0) ) if spawn_point: spawn_point.set_actor_label(f"TeamAlpha_Spawn_{i:02d}") self.actors.append(spawn_point) # Create Bravo team spawns for i, (x, y, z, yaw) in enumerate(team_bravo_spawns): spawn_point = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.PlayerStart, location=unreal.Vector(x, y, z), rotation=unreal.Rotator(0, yaw, 0) ) if spawn_point: spawn_point.set_actor_label(f"TeamBravo_Spawn_{i:02d}") self.actors.append(spawn_point) # Solo spawn points solo_spawns = [ (-800, 600, -130, -90), (800, -600, -130, 90), (0, 0, 150, 0), (-200, 800, -130, -135), (200, -800, -280, 45) ] for i, (x, y, z, yaw) in enumerate(solo_spawns): spawn_point = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.PlayerStart, location=unreal.Vector(x, y, z), rotation=unreal.Rotator(0, yaw, 0) ) if spawn_point: spawn_point.set_actor_label(f"Solo_Spawn_{i:02d}") self.actors.append(spawn_point) total_spawns = len(team_alpha_spawns) + len(team_bravo_spawns) + len(solo_spawns) print(f"Created {total_spawns} spawn points") def create_extraction_zones(self): """Create extraction zones""" print("Creating extraction zones...") extraction_zones = [ {"name": "Primary_Central", "pos": (0, 0, 250), "radius": 100}, {"name": "Secondary_North", "pos": (800, 800, 100), "radius": 80}, {"name": "Emergency_South", "pos": (-400, -800, -250), "radius": 60} ] for zone in extraction_zones: # Create extraction beacon beacon = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.StaticMeshActor, location=unreal.Vector(zone["pos"][0], zone["pos"][1], zone["pos"][2]) ) if beacon: beacon.set_actor_label(f"ExtractionBeacon_{zone['name']}") mesh_component = beacon.get_component_by_class(unreal.StaticMeshComponent) if mesh_component: cylinder_mesh = unreal.EditorAssetLibrary.load_asset("/project/") if cylinder_mesh: mesh_component.set_static_mesh(cylinder_mesh) beacon.set_actor_scale3d(unreal.Vector( zone["radius"]/100, zone["radius"]/100, 0.1 )) self.actors.append(beacon) # Create extraction light extraction_light = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.PointLight, location=unreal.Vector(zone["pos"][0], zone["pos"][1], zone["pos"][2] + 50) ) if extraction_light: extraction_light.set_actor_label(f"ExtractionLight_{zone['name']}") light_component = extraction_light.get_component_by_class(unreal.PointLightComponent) if light_component: light_component.set_intensity(1000) light_component.set_light_color(unreal.LinearColor(0.0, 1.0, 0.0)) light_component.set_attenuation_radius(zone["radius"] * 2) self.actors.append(extraction_light) print(f"Created {len(extraction_zones)} extraction zones") def setup_navigation_mesh(self): """Setup navigation mesh for AI and pathfinding""" print("Setting up navigation mesh...") # Create nav mesh bounds volume nav_bounds = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.NavMeshBoundsVolume, location=unreal.Vector(0, 0, 0) ) if nav_bounds: nav_bounds.set_actor_label("MainNavigationBounds") # Scale to cover entire level nav_bounds.set_actor_scale3d(unreal.Vector(40, 40, 10)) self.actors.append(nav_bounds) print("Created navigation bounds volume") # Build navigation mesh nav_system = unreal.NavigationSystemV1.get_navigation_system(self.world) if nav_system: nav_system.build() print("Navigation mesh build initiated") def finalize_level(self): """Finalize level creation and save""" print("Finalizing level...") # Save level if unreal.EditorLevelLibrary.save_current_level(): print(f"Level saved successfully: {self.level_name}") else: print("Failed to save level!") # Generate summary print("\n" + "="*60) print("TERMINAL GROUNDS METRO UNDERGROUND LEVEL COMPLETE") print("="*60) print(f"Level Name: {self.level_name}") print(f"Total Actors Created: {len(self.actors)}") print("\nLevel Features:") print("- Multi-level vertical design") print("- Faction territorial control system") print("- Multiple extraction zones") print("- Comprehensive lighting system") print("- Tactical cover positioning") print("- Balanced spawn point system") print("- Navigation mesh support") print("\nLevel is ready for gameplay testing!") return True def build_complete_level(self): """Build the complete Metro Underground level""" print("Starting Terminal Grounds Metro Underground level creation...") if not self.create_level(): return False # Create all level elements self.create_basic_geometry() self.create_lighting_system() self.create_faction_territories() self.create_cover_elements() self.create_spawn_points() self.create_extraction_zones() self.setup_navigation_mesh() # Finalize return self.finalize_level() # Execute level creation def create_terminal_grounds_level(): """Main execution function""" level_creator = TGMetroUndergroundImplementation() return level_creator.build_complete_level() # Run if executed directly if __name__ == "__main__": create_terminal_grounds_level()
import unreal def get_selected_assets(): """Get all currently selected assets in the content browser.""" editor_util = unreal.EditorUtilityLibrary() return editor_util.get_selected_assets() def duplicate_asset(asset_path, new_name): """Duplicate an asset with a new name.""" asset_tools = unreal.AssetToolsHelpers.get_asset_tools() original_asset = unreal.EditorAssetLibrary.load_asset(asset_path) if original_asset: return asset_tools.duplicate_asset(new_name, original_asset.get_path_name(), original_asset) return None def get_asset_dependencies(asset_path): """Get all dependencies of an asset.""" return unreal.EditorAssetLibrary.find_package_referencers_for_asset(asset_path) def bulk_rename_assets(search_pattern, replace_pattern): """Rename multiple assets based on a search and replace pattern.""" selected_assets = get_selected_assets() for asset in selected_assets: old_name = asset.get_name() new_name = old_name.replace(search_pattern, replace_pattern) if new_name != old_name: asset_path = asset.get_path_name() new_path = asset_path.replace(old_name, new_name) unreal.EditorAssetLibrary.rename_asset(asset_path, new_path)
# 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)
# ๋ ˆ๋ฒจ์˜ SM Actor์— Material element ๊ฐฏ์ˆ˜๊ฐ€ 1๊ฐœ๋ผ๋ฉด ๋‚ด๋ถ€์— ์žˆ๋Š” ํŒŒ๋ผ๋ฏธํ„ฐ ๊ฐ’ ํ•˜๋“œ ํ”ฝ์Šค import unreal selected_assets = unreal.EditorLevelLibrary.get_selected_level_actors() for actor in selected_assets : actor_class = actor.get_class() # SM Actor ๋Œ€์‘ if isinstance(actor, unreal.StaticMeshActor) : get_smComp = actor.static_mesh_component get_mi_array = get_smComp.get_materials() mi_len = len(get_mi_array) if mi_len == 1 : get_mi_0 = get_smComp.get_material(0) # ํŒŒ๋ผ๋ฏธํ„ฐ ์ด๋ฆ„ ๋ฐ ์ˆ˜์น˜ parameter_name = "EnableUDW" control_bool_val = False changeval = unreal.MaterialEditingLibrary.set_material_instance_static_switch_parameter_value(get_mi_0, parameter_name, control_bool_val) unreal.MaterialEditingLibrary.update_material_instance(get_mi_0) print(actor.get_name(), ">", get_mi_0.get_name(), ">>", parameter_name, ">>>", control_bool_val) else : print(">>Material is more than 1 <<") else : print("Not SM")
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import unreal """ Example for getting the API instance and starting/creating the Houdini Engine Session. """ def run(): # Get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() # Check if there is an existing valid session if not api.is_session_valid(): # Create a new session api.create_session() if __name__ == '__main__': run()
''' File: Author: Date: Description: Other Notes: ''' import unreal # noinspection PyUnresolvedReferences class MyClass(object): def __init__(self, frames_buffer: int) -> None: self.frame_count = 0 self.max_count = 1000 self.frame_buffer = frames_buffer def start(self) -> None: self.slate_post_tick_handle = unreal.register_slate_post_tick_callback(self.tick) self.frame_count = 0 def tick(self, delta_time: float) -> None: print(self.frame_count) self.frame_count += 1 if self.frame_count >= self.max_count: unreal.unregister_slate_post_tick_callback( self.slate_post_tick_handle) elif self.frame_count % self.frame_buffer == 0: print("Do things for one callback") frames_bw_ticks = 10 test = MyClass(frames_bw_ticks) test.start()
# 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, setting parameters, cooking it and iterating over and logging all of its output objects. """ _g_wrapper = None def get_test_hda_path(): return '/project/.pig_head_subdivider_v01' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def on_post_instantiation(in_wrapper): print('on_post_instantiation') # in_wrapper.on_post_instantiation_state_exited_delegate_delegate.remove_callable(on_post_instantiation) # Set parameter values for the next cook # in_wrapper.set_bool_parameter_value('add_instances', True) # in_wrapper.set_int_parameter_value('num_instances', 8) in_wrapper.set_parameter_tuples({ 'add_instances': unreal.HoudiniParameterTuple(bool_values=(True, )), 'num_instances': unreal.HoudiniParameterTuple(int32_values=(8, )), }) # Print all parameter values param_tuples = in_wrapper.get_parameter_tuples() print('parameter tuples: {}'.format(len(param_tuples) if param_tuples else 0)) if param_tuples: for param_tuple_name, param_tuple in param_tuples.items(): print('parameter tuple name: {}'.format(param_tuple_name)) print('\tbool_values: {}'.format(param_tuple.bool_values)) print('\tfloat_values: {}'.format(param_tuple.float_values)) print('\tint32_values: {}'.format(param_tuple.int32_values)) print('\tstring_values: {}'.format(param_tuple.string_values)) # Force a cook/recook in_wrapper.recook() def on_post_process(in_wrapper): print('on_post_process') # in_wrapper.on_post_processing_delegate.remove_callable(on_post_process) # Print out all outputs generated by the HDA num_outputs = in_wrapper.get_num_outputs() print('num_outputs: {}'.format(num_outputs)) if num_outputs > 0: for output_idx in range(num_outputs): identifiers = in_wrapper.get_output_identifiers_at(output_idx) print('\toutput index: {}'.format(output_idx)) print('\toutput type: {}'.format(in_wrapper.get_output_type_at(output_idx))) print('\tnum_output_objects: {}'.format(len(identifiers))) if identifiers: for identifier in identifiers: output_object = in_wrapper.get_output_object_at(output_idx, identifier) output_component = in_wrapper.get_output_component_at(output_idx, identifier) is_proxy = in_wrapper.is_output_current_proxy_at(output_idx, identifier) print('\t\tidentifier: {}'.format(identifier)) print('\t\toutput_object: {}'.format(output_object.get_name() if output_object else 'None')) print('\t\toutput_component: {}'.format(output_component.get_name() if output_component else 'None')) print('\t\tis_proxy: {}'.format(is_proxy)) print('') def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset, disabling auto-cook of the asset (so we have to # call wrapper.reCook() to cook it) _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform(), enable_auto_cook=False) # Bind to the on post instantiation delegate (before the first cook) _g_wrapper.on_post_instantiation_delegate.add_callable(on_post_instantiation) # Bind to the on post processing delegate (after a cook and after all # outputs have been generated in Unreal) _g_wrapper.on_post_processing_delegate.add_callable(on_post_process) if __name__ == '__main__': run()
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import 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()
import unreal from CommonFunctions import * # from importlib import reload # reload Blueprint BASE_COLLISION: unreal.Name = unreal.Name("BlockAll") DECAL_COLLISION: unreal.Name = unreal.Name("NoCollision") sys_lib = unreal.SystemLibrary() string_lib = unreal.StringLibrary() bp_editor_lib = unreal.BlueprintEditorLibrary staticmesh_subsys = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) subobj_subsys = unreal.get_engine_subsystem(unreal.SubobjectDataSubsystem) selectedAssets = unreal.EditorUtilityLibrary.get_selected_assets() sk_component_class = unreal.SkeletalMeshComponent.static_class() sm_component_class = unreal.StaticMeshComponent.static_class() bp_class=unreal.BlueprintGeneratedClass.static_class() def get_blueprint_assets(assets): # filter BPs blueprints = [] for asset in assets: assetClass = asset.get_class() assetClass = sys_lib.get_class_display_name(asset.get_class()) if assetClass == "Blueprint": blueprints.append(asset) return blueprints def get_blueprint_components(blueprint): # ่Žทๅ–่“ๅ›พๅญ็‰ฉไปถๅˆ—่กจ components = [] root_data_handle = subobj_subsys.k2_gather_subobject_data_for_blueprint(blueprint) for handle in root_data_handle: subObject = subobj_subsys.k2_find_subobject_data_from_handle(handle) component = unreal.SubobjectDataBlueprintFunctionLibrary.get_object(subObject) if component not in components: components.append(component) return components def set_components_static(components): class_bp="BlueprintGeneratedClass" for component in components: if class_bp not in str(component.get_class()): component.set_editor_property( name="mobility", value=unreal.ComponentMobility.STATIC ) # print(f"{component.get_class()}") # print(f"mobility {component.get_editor_property(name='mobility')}") def set_bp_static(assets): """ๅœจUE ้‡Œ่ฐƒ็”จ่ฟ™ไธชFunction ๅฏนPrefab้‡Œ็š„BP่ฟ›่กŒๅฑžๆ€ง่ฎพ็ฝฎ""" blueprints = get_blueprint_assets(assets) assetCount = len(blueprints) taskName = "Batch Processing BP Assets๏ผš " currentStep = 0 # Slow Task ่ฟ›ๅบฆๆก with unreal.ScopedSlowTask(assetCount, taskName) as slowTask: slowTask.make_dialog(True) for blueprint in blueprints: # ่ฟ›ๅบฆๆก็›ฎๅ‰่ฟ›ๅบฆ currentStep += 1 if slowTask.should_cancel(): break slowTask.enter_progress_frame( 1, taskName + str(currentStep) + "/" + str(assetCount) ) components = get_blueprint_components(blueprint) # for component in components: # print(component.get_class()) set_components_static(components) if assetCount == 0: unreal.log_error("selection no Blueprint, aborted. | ๆ‰€้€‰ๆจกๅž‹ๆฒกๆœ‰Blueprint") else: unreal.log( "{} BPs with its child assets done | ่“ๅ›พๅŠๅฏนๅบ”่ต„ไบงๅฑžๆ€ง่ฎพ็ฝฎๅฎŒๆˆ".format( assetCount ) ) ## =================================================== ## # testrun # set_bp_static(selectedAssets)
import unreal import os unreal.log_warning("running custom_unreal_prescript") map_path = os.environ.get("UEMAP_PATH") # preload the map defined by environment variable UEMAP_PATH # this is done to prevent rendering issues due to unfinished loading if map_path: unreal.log_warning(f"preloading map {map_path}") unreal.get_editor_subsystem(unreal.LevelEditorSubsystem).load_level(map_path) unreal.log_warning("custom_unreal_prescript finished")
# -*- coding: utf-8 -*- import unreal import sys import pydoc import inspect import os import json from enum import IntFlag class Singleton(type): _instances = {} def __call__(cls, *args, **kwargs): if cls not in cls._instances: cls._instances[cls] = super(Singleton, cls).__call__(*args, **kwargs) return cls._instances[cls] def has_instance(cls): return cls in cls._instances def get_instance(cls): if cls in cls._instances: return cls._instances[cls] return None def cast(object_to_cast, object_class): try: return object_class.cast(object_to_cast) except: return None # short cut for print dir def d(obj, subString=''): subString = subString.lower() for x in dir(obj): if subString == '' or subString in x.lower(): print(x) def l(obj, subString='', bPrint = True): ''' ่พ“ๅ‡บ็‰ฉไฝ“่ฏฆ็ป†ไฟกๆฏ๏ผšๅ‡ฝๆ•ฐใ€ๅฑžๆ€ง๏ผŒeditorProperty็ญ‰๏ผŒๅนถไปฅlogๅฝขๅผ่พ“ๅ‡บ :param obj: Objectๅฎžไพ‹ๆˆ–่€…็ฑป :param subString: ่ฟ‡ๆปค็”จๅญ—็ฌฆไธฒ :return: ๆ—  ''' def _simplifyDoc(content): bracketS, bracketE = content.find('('), content.find(')') arrow = content.find('->') funcDocPos = len(content) endSign = ['--', '\n', '\r'] for s in endSign: p = content.find(s) if p != -1 and p < funcDocPos: funcDocPos = p funcDoc = content[:funcDocPos] param = content[bracketS + 1: bracketE].strip() return funcDoc, param def _getEditorProperties(content, obj): lines = content.split('\r') signFound = False allInfoFound = False result = [] for line in lines: if not signFound and '**Editor Properties:**' in line: signFound = True if signFound: #todo re nameS, nameE = line.find('``') + 2, line.find('`` ') if nameS == -1 or nameE == -1: continue typeS, typeE = line.find('(') + 1, line.find(')') if typeS == -1 or typeE == -1: continue rwS, rwE = line.find('[') + 1, line.find(']') if rwS == -1 or rwE == -1: continue name = line[nameS: nameE] type = line[typeS: typeE] rws = line[rwS: rwE] descript = line[rwE + 2:] allInfoFound = True result.append((name, type, rws, descript)) if signFound: if not allInfoFound: unreal.log_warning("not all info found {}".format(obj)) else: unreal.log_warning("can't find editor properties in {}".format(obj)) return result if obj == None: unreal.log_warning("obj == None") return None if inspect.ismodule(obj): return None ignoreList = ['__delattr__', '__getattribute__', '__hash__', '__init__', '__setattr__'] propertiesNames = [] builtinCallableNames = [] otherCallableNames = [] for x in dir(obj): if subString == '' or subString in x.lower(): attr = getattr(obj, x) if callable(attr): if inspect.isbuiltin(attr): # or inspect.isfunction(attr) or inspect.ismethod(attr): builtinCallableNames.append(x) else: # Not Built-in otherCallableNames.append(x) else: # Properties propertiesNames.append(x) # 1 otherCallables otherCallables = [] for name in otherCallableNames: descriptionStr = "" if name == "__doc__": resultStr = "ignored.." #docๅคช้•ฟ๏ผŒไธ่พ“ๅ‡บ else: resultStr = "{}".format(getattr(obj, name)) otherCallables.append([name, (), descriptionStr, resultStr]) # 2 builtinCallables builtinCallables = [] for name in builtinCallableNames: attr = getattr(obj, name) descriptionStr = "" resultStr = "" bHasParameter = False if hasattr(attr, '__doc__'): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) if paramStr == '': # Method with No params descriptionStr = docForDisplay[docForDisplay.find(')') + 1:] if '-> None' not in docForDisplay: resultStr = "{}".format(attr.__call__()) else: resultStr = 'skip call' else: # ๆœ‰ๅ‚ๅ‡ฝๆ•ฐ descriptionStr = paramStr bHasParameter = True resultStr = "" else: pass builtinCallables.append([name, (bHasParameter,), descriptionStr, resultStr]) # 3 properties editorPropertiesInfos = [] editorPropertiesNames = [] if hasattr(obj, '__doc__') and isinstance(obj, unreal.Object): editorPropertiesInfos = _getEditorProperties(obj.__doc__, obj) for name, _, _, _ in editorPropertiesInfos: editorPropertiesNames.append(name) properties = [] for name in propertiesNames: descriptionStr = "" if name == "__doc__": resultStr = "ignored.." #docๅคช้•ฟ๏ผŒไธ่พ“ๅ‡บ else: try: resultStr = "{}".format(getattr(obj, name)) except: resultStr = "" isAlsoEditorProperty = name in editorPropertiesNames #ๆ˜ฏๅฆๅŒๆ—ถๆ˜ฏEditorProprtyๅŒๆ—ถไนŸๆ˜ฏproperty properties.append([name, (isAlsoEditorProperty,), descriptionStr, resultStr]) # 4 editorProperties editorProperties = [] propertyAlsoEditorPropertyCount = 0 for info in editorPropertiesInfos: name, type, rw, descriptionStr = info if subString == '' or subString in name.lower(): #่ฟ‡ๆปคๆމไธ้œ€่ฆ็š„ try: value = eval('obj.get_editor_property("{}")'.format(name)) except: value = "" descriptionStr = "[{}]".format(rw) resultStr = "{}".format(value) isAlsoProperty = name in propertiesNames if isAlsoProperty: propertyAlsoEditorPropertyCount += 1 editorProperties.append( [name, (isAlsoProperty,), descriptionStr, resultStr]) strs = [] strs.append("Detail: {}".format(obj)) formatWidth = 70 for info in otherCallables: name, flags, descriptionStr, resultStr = info # line = "\t{} {}{}{}".format(name, descriptionStr, " " *(formatWidth -1 - len(name) - len(descriptionStr)), resultStr) line = "\t{} {}".format(name, descriptionStr) line += "{}{}".format(" " * (formatWidth-len(line)+1-4), resultStr) strs.append(line) for info in builtinCallables: name, flags, descriptionStr, resultStr = info if flags[0]: # ๆœ‰ๅ‚ๅ‡ฝๆ•ฐ # line = "\t{}({}) {} {}".format(name, descriptionStr, " " * (formatWidth - 5 - len(name) - len(descriptionStr)), resultStr) line = "\t{}({})".format(name, descriptionStr) line += "{}{}".format(" " * (formatWidth-len(line)+1-4), resultStr) else: # line = "\t{}() {} |{}| {}".format(name, descriptionStr, "-" * (formatWidth - 7 - len(name) - len(descriptionStr)), resultStr) line = "\t{}() {}".format(name, descriptionStr) line += "|{}| {}".format("-" * (formatWidth-len(line)+1-4-3), resultStr) strs.append(line) for info in properties: name, flags, descriptionStr, resultStr = info sign = "**" if flags[0] else "" # line = "\t\t{} {} {}{}{}".format(name, sign, descriptionStr, " " * (formatWidth - 6 - len(name) -len(sign) - len(descriptionStr)), resultStr) line = "\t\t{} {} {}".format(name, sign, descriptionStr) line += "{}{}".format(" " * (formatWidth-len(line)+2-8), resultStr) strs.append(line) strs.append("Special Editor Properties:") for info in editorProperties: name, flags, descriptionStr, resultStr = info if flags[0]: pass # ๅทฒ็ป่พ“ๅ‡บ่ฟ‡่ทณ่ฟ‡ else: sign = "*" # line = "\t\t{0} {1} {3}{4} {2}".format(name, sign, descriptionStr, " " * (formatWidth - 3 - len(name) -len(sign) ), resultStr) #descriptionStr ไธญๆ˜ฏ[rw]ๆ”พๅˆฐๆœ€ๅŽๆ˜พ็คบ line = "\t\t{} {}".format(name, sign) line += "{}{} {}".format(" " * (formatWidth-len(line)+2-8), resultStr, descriptionStr) # descriptionStr ไธญๆ˜ฏ[rw]ๆ”พๅˆฐๆœ€ๅŽๆ˜พ็คบ strs.append(line) if bPrint: for l in strs: print(l) print("'*':Editor Property, '**':Editor Property also object attribute.") print("{}: matched, builtinCallable: {} otherCallables: {} prop: {} EditorProps: {} both: {}".format(obj , len(builtinCallables), len(otherCallables), len(properties), len(editorProperties), propertyAlsoEditorPropertyCount)) return otherCallables, builtinCallables, properties, editorProperties # short cut for print type def t(obj): print(type(obj)) # unreal type to Python dict def ToJson(v): tp = type(v) if tp == unreal.Transform: result = {'translation': ToJson(v.translation), 'rotation': ToJson(v.rotation), 'scale3d': ToJson(v.scale3d)} return result elif tp == unreal.Vector: return {'x': v.x, 'y': v.y, 'z': v.z} elif tp == unreal.Quat: return {'x': v.x, 'y': v.y, 'z': v.z, 'w': v.w} else: print("Error type: " + str(tp) + " not implemented.") return None def get_selected_comps(): return unreal.PythonBPLib.get_selected_components() def get_selected_comp(): comps = unreal.PythonBPLib.get_selected_components() return comps[0] if len(comps) > 0 else None def get_selected_asset(): selected = unreal.PythonBPLib.get_selected_assets_paths() if selected: return unreal.load_asset(unreal.PythonBPLib.get_selected_assets_paths()[0]) else: return None def get_selected_assets(): assets = [] for path in unreal.PythonBPLib.get_selected_assets_paths(): asset = unreal.load_asset(path) if (asset != None): assets.append(asset) return assets def get_selected_actors(): return unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_selected_level_actors() def get_selected_actor(): actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_selected_level_actors() return actors[0] if len(actors) > 0 else None def set_preview_es31(): unreal.PythonBPLib.set_preview_platform("GLSL_ES3_1_ANDROID", "ES3_1") def set_preview_sm5(): unreal.PythonBPLib.set_preview_platform("", "SM5") # todo: create export tools for create help/dir to file def export_dir(filepath, cls): f = open(filepath, 'w') sys.stdout = f for x in sorted(dir(cls)): print(x) sys.stdout = sys.__stdout__ f.close() def export_help(filepath, cls): f = open(filepath, 'w') sys.stdout = f pydoc.help(cls) sys.stdout = sys.__stdout__ f.close() # ไฟฎๆ”นsite.py ๆ–‡ไปถไธญ็š„Encoding def set_default_encoding(encodingStr): pythonPath = os.path.dirname(sys.path[0]) if not os.path.exists(pythonPath): unreal.PythonBPLib.message_dialog("can't find python folder: {}".format(pythonPath), "Warning") return sitePyPath = pythonPath + "/project/.py" if not os.path.exists(sitePyPath): unreal.PythonBPLib.message_dialog("can't find site.py: {}".format(sitePyPath), "Warning") return #็ฎ€ๅ•ๆŸฅๆ‰พๅญ—็ฌฆไธฒๆ›ฟๆข with open(sitePyPath, "r") as f: lines = f.readlines() startLine = -1 endLine = -1 for i in range(len(lines)): if startLine == -1 and lines[i][:len('def setencoding():')] == 'def setencoding():': startLine = i continue if endLine == -1 and startLine > -1 and lines[i].startswith('def '): endLine = i print("startLine: {} endLine: {}".format(startLine, endLine)) changedLineCount = 0 if -1 < startLine and startLine < endLine: linePosWithIf = [] for i in range(startLine + 1, endLine): if lines[i].lstrip().startswith('if '): linePosWithIf.append(i) print(lines[i]) if len(linePosWithIf) != 4: unreal.PythonBPLib.message_dialog("Find pos failed: {}".format(sitePyPath), "Warning") print(linePosWithIf) return lines[linePosWithIf[2]] = lines[linePosWithIf[2]].replace("if 0", "if 1") # ็ฎ€ๅ•ไฟฎๆ”น็ฌฌไธ‰ไธชifๆ‰€ๅœจ่กŒ็š„ๅ†…ๅฎน changedLineCount += 1 for i in range(linePosWithIf[2] + 1, linePosWithIf[3]): line = lines[i] if "encoding=" in line.replace(" ", ""): s = line.find('"') e = line.find('"', s+1) if s > 0 and e > s: lines[i] = line[:s+1] + encodingStr + line[e:] changedLineCount += 1 break if changedLineCount == 2: with open(sitePyPath, 'w') as f: f.writelines(lines) unreal.PythonBPLib.notification("Success: {}".format(sitePyPath), 0) currentEncoding = sys.getdefaultencoding() if currentEncoding == encodingStr: unreal.PythonBPLib.notification("ๅทฒๅฐ†default encoding่ฎพ็ฝฎไธบ{}".format(currentEncoding), 0) else: unreal.PythonBPLib.message_dialog("ๅทฒๅฐ†default encoding่ฎพ็ฝฎไธบ{}๏ผŒ้œ€่ฆ้‡ๅฏ็ผ–่พ‘ๅ™จไปฅไพฟ็”Ÿๆ•ˆ".format(encodingStr), "Warning") else: unreal.PythonBPLib.message_dialog("Find content failed: {}".format(sitePyPath), "Warning") def get_actors_at_location(location, error_tolerance): allActors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_selected_level_actors() result = [_actor for _actor in allActors if _actor.get_actor_location().is_near_equal(location, error_tolerance)] return result def select_actors_at_location(location, error_tolerance, actorTypes=None): actors = get_actors_at_location(location, error_tolerance) if len(actors) > 1: print("Total {} actor(s) with the same locations.".format(len(actors))) if actorTypes is not None: actors = [actor for actor in actors if type(actor) in actorTypes] unreal.get_editor_subsystem(unreal.EditorActorSubsystem).set_selected_level_actors(actors) return actors else: print("None actor with the same locations.") return [] def select_actors_with_same_location(actor, error_tolerance): if actor is not None: actors = select_actors_at_location(actor.get_actor_location(), error_tolerance, [unreal.StaticMeshActor, unreal.SkeletalMeshActor]) return actors else: print("actor is None.") return [] def get_chameleon_tool_instance(json_name): found_count = 0 result = None for var in globals(): if hasattr(var, "jsonPath") and hasattr(var, "data"): if isinstance(var.data, unreal.ChameleonData): if var.jsonPath.endswith(json_name): found_count += 1 result = var if found_count == 1: return result if found_count > 1: unreal.log_warning(f"Found Multi-ToolsInstance by name: {json_name}, count: {found_count}") return None # # Flags describing an object instance # class EObjectFlags(IntFlag): # Do not add new flags unless they truly belong here. There are alternatives. # if you change any the bit of any of the RF_Load flags, then you will need legacy serialization RF_NoFlags = 0x00000000, #< No flags, used to avoid a cast # This first group of flags mostly has to do with what kind of object it is. Other than transient, these are the persistent object flags. # The garbage collector also tends to look at these. RF_Public =0x00000001, #< Object is visible outside its package. RF_Standalone =0x00000002, #< Keep object around for editing even if unreferenced. RF_MarkAsNative =0x00000004, #< Object (UField) will be marked as native on construction (DO NOT USE THIS FLAG in HasAnyFlags() etc) RF_Transactional =0x00000008, #< Object is transactional. RF_ClassDefaultObject =0x00000010, #< This object is its class's default object RF_ArchetypeObject =0x00000020, #< This object is a template for another object - treat like a class default object RF_Transient =0x00000040, #< Don't save object. # This group of flags is primarily concerned with garbage collection. RF_MarkAsRootSet =0x00000080, #< Object will be marked as root set on construction and not be garbage collected, even if unreferenced (DO NOT USE THIS FLAG in HasAnyFlags() etc) RF_TagGarbageTemp =0x00000100, #< This is a temp user flag for various utilities that need to use the garbage collector. The garbage collector itself does not interpret it. # The group of flags tracks the stages of the lifetime of a uobject RF_NeedInitialization =0x00000200, #< This object has not completed its initialization process. Cleared when ~FObjectInitializer completes RF_NeedLoad =0x00000400, #< During load, indicates object needs loading. RF_KeepForCooker =0x00000800, #< Keep this object during garbage collection because it's still being used by the cooker RF_NeedPostLoad =0x00001000, #< Object needs to be postloaded. RF_NeedPostLoadSubobjects =0x00002000, #< During load, indicates that the object still needs to instance subobjects and fixup serialized component references RF_NewerVersionExists =0x00004000, #< Object has been consigned to oblivion due to its owner package being reloaded, and a newer version currently exists RF_BeginDestroyed =0x00008000, #< BeginDestroy has been called on the object. RF_FinishDestroyed =0x00010000, #< FinishDestroy has been called on the object. # Misc. Flags RF_BeingRegenerated =0x00020000, #< Flagged on UObjects that are used to create UClasses (e.g. Blueprints) while they are regenerating their UClass on load (See FLinkerLoad::CreateExport()), as well as UClass objects in the midst of being created RF_DefaultSubObject =0x00040000, #< Flagged on subobjects that are defaults RF_WasLoaded =0x00080000, #< Flagged on UObjects that were loaded RF_TextExportTransient =0x00100000, #< Do not export object to text form (e.g. copy/paste). Generally used for sub-objects that can be regenerated from data in their parent object. RF_LoadCompleted =0x00200000, #< Object has been completely serialized by linkerload at least once. DO NOT USE THIS FLAG, It should be replaced with RF_WasLoaded. RF_InheritableComponentTemplate = 0x00400000, #< Archetype of the object can be in its super class RF_DuplicateTransient =0x00800000, #< Object should not be included in any type of duplication (copy/paste, binary duplication, etc.) RF_StrongRefOnFrame =0x01000000, #< References to this object from persistent function frame are handled as strong ones. RF_NonPIEDuplicateTransient =0x02000000, #< Object should not be included for duplication unless it's being duplicated for a PIE session RF_Dynamic =0x04000000, #< Field Only. Dynamic field. UE_DEPRECATED(5.0, "RF_Dynamic should no longer be used. It is no longer being set by engine code.") - doesn't get constructed during static initialization, can be constructed multiple times # @todo: BP2CPP_remove RF_WillBeLoaded =0x08000000, #< This object was constructed during load and will be loaded shortly RF_HasExternalPackage =0x10000000, #< This object has an external package assigned and should look it up when getting the outermost package # RF_Garbage and RF_PendingKill are mirrored in EInternalObjectFlags because checking the internal flags is much faster for the Garbage Collector # while checking the object flags is much faster outside of it where the Object pointer is already available and most likely cached. # RF_PendingKill is mirrored in EInternalObjectFlags because checking the internal flags is much faster for the Garbage Collector # while checking the object flags is much faster outside of it where the Object pointer is already available and most likely cached. RF_PendingKill = 0x20000000, #< Objects that are pending destruction (invalid for gameplay but valid objects). UE_DEPRECATED(5.0, "RF_PendingKill should not be used directly. Make sure references to objects are released using one of the existing engine callbacks or use weak object pointers.") This flag is mirrored in EInternalObjectFlags as PendingKill for performance RF_Garbage =0x40000000, #< Garbage from logical point of view and should not be referenced. UE_DEPRECATED(5.0, "RF_Garbage should not be used directly. Use MarkAsGarbage and ClearGarbage instead.") This flag is mirrored in EInternalObjectFlags as Garbage for performance RF_AllocatedInSharedPage =0x80000000, #< Allocated from a ref-counted page shared with other UObjects class EMaterialValueType(IntFlag): MCT_Float1 = 1, MCT_Float2 = 2, MCT_Float3 = 4, MCT_Float4 = 8, MCT_Texture2D = 1 << 4, MCT_TextureCube = 1 << 5, MCT_Texture2DArray = 1 << 6, MCT_TextureCubeArray = 1 << 7, MCT_VolumeTexture = 1 << 8, MCT_StaticBool = 1 << 9, MCT_Unknown = 1 << 10, MCT_MaterialAttributes = 1 << 11, MCT_TextureExternal = 1 << 12, MCT_TextureVirtual = 1 << 13, MCT_VTPageTableResult = 1 << 14, MCT_ShadingModel = 1 << 15, MCT_Strata = 1 << 16, MCT_LWCScalar = 1 << 17, MCT_LWCVector2 = 1 << 18, MCT_LWCVector3 = 1 << 19, MCT_LWCVector4 = 1 << 20, MCT_Execution = 1 << 21, MCT_VoidStatement = 1 << 22, def guess_instance_name(json_file_path): try: with open(json_file_path, 'r', encoding='utf-8') as f: py_cmd = json.load(f).get("InitPyCmd", "") print(next(line[:line.find('=')].strip() for line in py_cmd.split(";") if "%jsonpath" in line.lower())) except (FileNotFoundError, KeyError) as e: print(f"guess_instance_name failed: {e}")
import unreal def rename_assets(search_pattern, replace_pattern, use_case): # Instances of Unreal classes system_lib = unreal.SystemLibrary() editor_util = unreal.EditorUtilityLibrary() string_lib = unreal.StringLibrary() # Get the selected assets selected_assets = editor_util.get_selected_assets() num_assets = len(selected_assets) replaced = 0 unreal.log(f"Selected {num_assets} assets") # Loop through each selected asset for asset in selected_assets: asset_name = system_lib.get_object_name(asset) # Check if the asset name contains a specific substring to be replaced if string_lib.contains(asset_name, search_pattern, use_case=use_case): search_case = unreal.SearchCase.CASE_SENSITIVE if use_case else unreal.SearchCase.IGNORE_CASE replaced_name = string_lib.replace(asset_name, search_pattern, replace_pattern, search_case) editor_util.rename_asset(asset, replaced_name) replaced += 1 unreal.log(f"Renamed '{asset_name}' to '{replaced_name}'") else: unreal.log(f"No '{search_pattern}' found in '{asset_name}'") unreal.log(f"Replaced {replaced} of {num_assets} assets") rename_assets("material", "Mat", True)
from langchain_community.llms import LlamaCpp from langchain_core.callbacks import CallbackManager, StreamingStdOutCallbackHandler from langchain.chains import LLMChain from langchain.output_parsers import StructuredOutputParser, ResponseSchema from langchain.prompts import ChatPromptTemplate from llm_manager import LLMManager import json import unreal class GameDimensionGenerator: """Handles querying the LLM to generate Minesweeper dimensions.""" def __init__(self): self.llm_manager = LLMManager() self.model_path = self.llm_manager.get_model_path() self.llm = LlamaCpp( model_path=self.model_path, n_gpu_layers=1, n_batch=512, n_ctx=2048, f16_kv=True, callback_manager=CallbackManager([StreamingStdOutCallbackHandler()]), verbose=True, ) # Define JSON response schema self.response_schemas = [ ResponseSchema(name="rows", description="Number of rows in the grid."), ResponseSchema(name="columns", description="Number of columns in the grid."), ResponseSchema(name="mines", description="Number of mines."), ] self.output_parser = StructuredOutputParser.from_response_schemas(self.response_schemas) self.format_instructions = self.output_parser.get_format_instructions() # Prompt template self.custom_prompt = ChatPromptTemplate.from_template( f"""You are a game dimension generator for Minesweeper. Extract grid dimensions and mine count. Return only valid JSON with keys: "rows", "columns", "mines". {self.format_instructions} User request: {{input}} Answer:""" ) self.chain = LLMChain(llm=self.llm, prompt=self.custom_prompt) def generate_dimensions(self, query: str) -> dict: """Queries the LLM and returns parsed JSON.""" raw_output = self.chain.run({"input": query}) try: parsed = self.output_parser.parse(raw_output) return parsed except Exception as e: unreal.log_error(f"Parsing failed: {e}") return {} if __name__ == "__main__": generator = GameDimensionGenerator() print(json.dumps(generator.generate_dimensions("Create an expert level Minesweeper game"), indent=4))
""" This script describes the basic usage of the USD Stage Actor and USD Stage Editor. """ import os import unreal from pxr import Usd, UsdUtils, UsdGeom, Gf ROOT_LAYER_FILENAME = r"/project/.usda" DESTINATION_CONTENT_PATH = r"/project/" # Stage Actors can be spawned on the UE level like this. # If the Stage Editor is open when this happens, it will automatically attach to the last actor spawned. editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) stage_actor = editor_actor_subsystem.spawn_actor_from_class(unreal.UsdStageActor, unreal.Vector()) # You can open a stage and interact with it by manipulating the Stage Actor directly: stage_actor.set_editor_property('root_layer', unreal.FilePath(ROOT_LAYER_FILENAME)) # Any stage opened by a Stage Actor will be opened within the UsdUtils' stage cache. # This means you can retrieve the same stage via Python from it: stage = None for s in UsdUtils.StageCache.Get().GetAllStages(): if s.GetRootLayer().GetDisplayName() == os.path.basename(ROOT_LAYER_FILENAME): stage = s break # Interacting with the stage via Python will update the UE level automatically: prim = stage.GetPrimAtPath("/Cup") xform_api = UsdGeom.XformCommonAPI(prim) trans, _, _, _, _ = xform_api.GetXformVectors(Usd.TimeCode.Default()) delta = Gf.Vec3d(100, 100, 100) xform_api.SetTranslate(trans + delta) # You can also toggle variants in this way, and both the USD Stage Editor and the UE level will update automatically: prim = stage.GetPrimAtPath("/PrimWithALODVariantSet") variant_sets = prim.GetVariantSets() if variant_sets.HasVariantSet("LOD"): var_set = variant_sets.GetVariantSet("LOD") for var in var_set.GetVariantNames(): print(f"Setting variant set '{var_set.GetName()}' with variant '{var}'") var_set.SetVariantSelection(var) # Alternatively it is possible to interact with the USD Stage Editor via Python. # Here are some examples of operations you can do. Please consult the documentation for the full list unreal.UsdStageEditorLibrary.open_stage_editor() unreal.UsdStageEditorLibrary.file_open(ROOT_LAYER_FILENAME) other_stage_actor = unreal.UsdStageEditorLibrary.get_attached_stage_actor() unreal.UsdStageEditorLibrary.set_attached_stage_actor(stage_actor) selected_prims = unreal.UsdStageEditorLibrary.get_selected_prim_paths() # You can even trigger the Actions->Import button from here, as a way of importing # the current state of the opened stage: options = unreal.UsdStageImportOptions() options.import_actors = True options.import_geometry = True options.import_skeletal_animations = True options.import_level_sequences = True options.import_materials = True options.prim_path_folder_structure = False options.prims_to_import = [ "/ParentA", "/project/" ] unreal.UsdStageEditorLibrary.actions_import(DESTINATION_CONTENT_PATH, options)
# /project/ # @CBgameDev Optimisation Script - Log Redirects # /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 == "ObjectRedirector": LogStringsArray.append(" %s ------------> At Path: %s \n" % (_assetName, _assetPathName)) # unreal.log("Asset Name: %s Path: %s \n" % (_assetName, _assetPathName)) numOfOptimisations += 1 if ST.should_cancel(): break ST.enter_progress_frame(1, asset) # Write results into a log file # /project/ TitleOfOptimisation = "Log Redirects" DescOfOptimisation = "Searches entire project for redirects that need fixing up (only logs doesnt perform the fix-up)" SummaryMessageIntro = "-- Redirects That Could Be Fixed Up --" 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 time from airsim import * import airsim import numpy as np import os import ParametersClass as pc import pandas as pd import ImageComparisonProcessor as icp SAMPLING_RATE = 20 #Should possibly change to a path that we decide? # dir = os.path.join(os.path.dirname(os.path.abspath(__file__)), "\SceneImages") def test_params(thermal_mat_inst): unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"cold_heat", -2) def set_params(params, test_mode, thermal_mat_inst): if (test_mode == 1): blend_weight = params[0] brightness = params[1] contrast = params[2] cold_brightness_multiplier = params[3] cold_power = params[4] hot_brightness_multiplier = params[5] hot_power = params[6] sky_heat = params[7] fire_heat = params[8] ground_heat_correction_strength = params[9] ground_heat_offset = params[10] person_heat_multiplier = params[11] target_ground_heat = params[12] tree_correction_strength = params[13] target_tree_heat = params[14] vehicle_heat_multiplier = params[15] #Set the parameters unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"blend_weight", blend_weight) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"Brightness", brightness) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"Contrast", contrast) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"cold_brightness_multiplier", cold_brightness_multiplier) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"cold_power", cold_power) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"hot_brightness_multiplier", hot_brightness_multiplier) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"hot_power", hot_power) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"sky_heat", sky_heat) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"Fire_Heat", fire_heat) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"ground_heat_correction_strength", ground_heat_correction_strength) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"ground_heat_offset", ground_heat_offset) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"person_heat_multiplier", person_heat_multiplier) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"target_ground_heat", target_ground_heat) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"tree_correction_strength", tree_correction_strength) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"target_tree_heat", target_tree_heat) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"vehicle_heat_multiplier", vehicle_heat_multiplier) elif (test_mode == 2): blend_weight = params[0] brightness = params[1] contrast = params[2] cold_brightness_multiplier = params[3] cold_power = params[4] hot_brightness_multiplier = params[5] light_bulb_heat_multiplier = params[6] #Set the parameters unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"blend_weight", blend_weight) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"Brightness", brightness) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"Contrast", contrast) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"cold_brightness_multiplier", cold_brightness_multiplier) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"cold_power", cold_power) unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(thermal_mat_inst,"hot_brightness_multiplier", hot_brightness_multiplier) #Unsure about the light bulb multiplier return def capture_image(camera_name, client, best_accuracies, reference_image, df, image_index, params, test_mode, dir): time.sleep(0.1) responses = client.simGetImages([ImageRequest(camera_name, 10, False, False)]) print('Retrieved image: %d' % len(responses)) print ("Saving images to %s" % dir) #Do the file naming with the -'s based on TEST_MODE filename = pc.test_name(test_mode) + "-" + str(image_index) file_path = dir + "\\" + filename response = responses[0] # get numpy array img1d = np.fromstring(response.image_data_uint8, dtype=np.uint8) # reshape array to 4 channel image array H X W X 4 img_rgb = img1d.reshape(response.height, response.width, 3) # original image is fliped vertically img_rgb = np.flipud(img_rgb) min_acc = np.min(best_accuracies.keys) current_acc = icp.check_accuracy(img_rgb, reference_image) if (current_acc > min_acc): del best_accuracies[min_acc] best_accuracies[current_acc] = [image_index, img_rgb] # write to png if (image_index%SAMPLING_RATE == 0): airsim.write_png(os.path.normpath(file_path + '.png'), img_rgb) #Save row to dataframe row = pc.create_row(test_mode, image_index, current_acc, params, filename) df = pd.concat([df, row]) return
# Copyright Epic Games, Inc. All Rights Reserved # Built-in import argparse import re from pathlib import Path from getpass import getuser from collections import OrderedDict # Internal from deadline_service import get_global_deadline_service_instance from deadline_job import DeadlineJob from deadline_menus import DeadlineToolBarMenu from deadline_utils import get_deadline_info_from_preset # Third Party import unreal # Editor Utility Widget path # NOTE: This is very fragile and can break if naming or pathing changes EDITOR_UTILITY_WIDGET = "/project/" def _launch_queue_asset_submitter(): """ Callback to execute to launch the queue asset submitter """ unreal.log("Launching queue submitter.") submitter_widget = unreal.EditorAssetLibrary.load_asset(EDITOR_UTILITY_WIDGET) # Get editor subsystem subsystem = unreal.get_editor_subsystem(unreal.EditorUtilitySubsystem) # Spawn the submitter widget subsystem.spawn_and_register_tab(submitter_widget) def register_menu_action(): """ Creates the toolbar menu """ if not _validate_euw_asset_exists(): unreal.log_warning( f"EUW `{EDITOR_UTILITY_WIDGET}` does not exist in the Asset registry!" ) return toolbar = DeadlineToolBarMenu() toolbar.register_submenu( "SubmitMRQAsset", _launch_queue_asset_submitter, label_name="Submit Movie Render Queue Asset", description="Submits a Movie Render Queue asset to Deadline" ) def _validate_euw_asset_exists(): """ Make sure our reference editor utility widget exists in the asset registry :returns: Array(AssetData) or None """ asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() asset_data = asset_registry.get_assets_by_package_name( EDITOR_UTILITY_WIDGET, include_only_on_disk_assets=True ) return True if asset_data else False def _execute_submission(args): """ Creates and submits the queue asset as a job to Deadline :param args: Commandline args """ unreal.log("Executing job submission") job_info, plugin_info = get_deadline_info_from_preset( job_preset=unreal.load_asset(args.submission_job_preset) ) # Due to some odd behavior in how Unreal passes string to the argparse, # it adds extra quotes to the string, so we will strip the quotes out to get # a single string representation. batch_name = args.batch_name[0].strip('"') # Update the Job Batch Name job_info["BatchName"] = batch_name # Set the name of the job if one is not set if not job_info.get("Name"): job_info["Name"] = Path(args.queue_asset).stem # Set the Author of the job if not job_info.get("UserName"): job_info["UserName"] = getuser() # Arguments to pass to the executable. command_args = [] # Append all of our inherited command line arguments from the editor. in_process_executor_settings = unreal.get_default_object( unreal.MoviePipelineInProcessExecutorSettings ) inherited_cmds = in_process_executor_settings.inherited_command_line_arguments # Sanitize the commandline by removing any execcmds that may # have passed through the commandline. # We remove the execcmds because, in some cases, users may execute a # script that is local to their editor build for some automated # workflow but this is not ideal on the farm. We will expect all # custom startup commands for rendering to go through the `Start # Command` in the MRQ settings. inherited_cmds = re.sub( ".(?P<cmds>-execcmds=[\w\W]+[\'\"])", "", inherited_cmds ) command_args.extend(inherited_cmds.split(" ")) command_args.extend( in_process_executor_settings.additional_command_line_arguments.split( " " ) ) # Build out custom queue command that will be used to render the queue on # the farm. queue_cmds = [ "py", "mrq_cli.py", "queue", str(args.queue_asset), "--remote", "--cmdline", "--batch_name", batch_name, "--deadline_job_preset", str(args.remote_job_preset) ] command_args.extend( [ "-nohmd", "-windowed", "-ResX=1280", "-ResY=720", '-execcmds="{cmds}"'.format(cmds=" ".join(queue_cmds)) ] ) # Append the commandline args from the deadline plugin info command_args.extend(plugin_info.get("CommandLineArguments", "").split(" ")) # Sanitize the commandline args command_args = [arg for arg in command_args if arg not in [None, "", " "]] # Remove all duplicates from the command args full_cmd_args = " ".join(list(OrderedDict.fromkeys(command_args))) # Get the current launched project file if unreal.Paths.is_project_file_path_set(): # Trim down to just "Game.uproject" instead of absolute path. game_name_or_project_file = ( unreal.Paths.convert_relative_path_to_full( unreal.Paths.get_project_file_path() ) ) else: raise RuntimeError( "Failed to get a project name. Please specify a project!" ) if not plugin_info.get("ProjectFile"): project_file = plugin_info.get("ProjectFile", game_name_or_project_file) plugin_info["ProjectFile"] = project_file # Update the plugin info. "CommandLineMode" tells Deadline to not use an # interactive process to execute the job but launch it like a shell # command and wait for the process to exit. `--cmdline` in our # commandline arguments will tell the editor to shut down when the job is # complete plugin_info.update( { "CommandLineArguments": full_cmd_args, "CommandLineMode": "true" } ) # Create a Deadline job from the selected preset library deadline_job = DeadlineJob(job_info, plugin_info) deadline_service = get_global_deadline_service_instance() # Submit the Deadline Job job_id = deadline_service.submit_job(deadline_job) unreal.log(f"Deadline job submitted. JobId: {job_id}") if __name__ == "__main__": unreal.log("Executing queue submitter action") parser = argparse.ArgumentParser( description="Submits queue asset to Deadline", add_help=False, ) parser.add_argument( "--batch_name", type=str, nargs='+', help="Deadline Batch Name" ) parser.add_argument( "--submission_job_preset", type=str, help="Submitter Deadline Job Preset" ) parser.add_argument( "--remote_job_preset", type=str, help="Remote Deadline Job Preset" ) parser.add_argument( "--queue_asset", type=str, help="Movie Pipeline Queue Asset" ) parser.set_defaults(func=_execute_submission) # Parse the arguments and execute the function callback arguments = parser.parse_args() arguments.func(arguments)
""" Creates a world component in Unreal Control Rig. """ # System global imports # mca python imports # software specific imports import unreal # mca python imports # Internal module imports from mca.ue.rigging.controlrig import cr_colorize_controls, cr_make_color, cr_find_item_with_tag class UECollectionColorize: def __init__(self, control_rig): self.control_rig = control_rig def spawn_nodes(self): colorize_node = cr_colorize_controls.ColorizeControlsNode.spawn(self.control_rig, position=[0.0, 0.0]) colorize_size = cr_colorize_controls.NODE_SIZE find_items_size = cr_find_item_with_tag.NODE_SIZE color_size = cr_make_color.NODE_SIZE
# from cgl.plugins.unreal import alchemy as alc import sys import unreal from PySide2 import QtWidgets, QtGui, QtUiTools, QtCore from cgl.plugins.unreal_engine.ui.dialogs import LevelWidget def run(): app = QtWidgets.QApplication.instance() if not app: app = QtWidgets.QApplication(sys.argv) level_dialog = LevelWidget() level_dialog.show() app.exec_() if __name__ == '__main__': run() print("IN MAIN")
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import unreal class ProcessHDA(object): """ An object that wraps async processing of an HDA (instantiating, cooking/project/ an HDA), with functions that are called at the various stages of the process, that can be overridden by subclasses for custom funtionality: - on_failure() - on_complete(): upon successful completion (could be PostInstantiation if auto cook is disabled, PostProcessing if auto bake is disabled, or after PostAutoBake if auto bake is enabled. - on_pre_instantiation(): before the HDA is instantiated, a good place to set parameter values before the first cook. - on_post_instantiation(): after the HDA is instantiated, a good place to set/configure inputs before the first cook. - on_post_auto_cook(): right after a cook - on_pre_process(): after a cook but before output objects have been created/processed - on_post_processing(): after output objects have been created - on_post_auto_bake(): after outputs have been baked Instantiate the processor via the constructor and then call the activate() function to start the asynchronous process. """ def __init__( self, houdini_asset, instantiate_at=unreal.Transform(), parameters=None, node_inputs=None, parameter_inputs=None, world_context_object=None, spawn_in_level_override=None, enable_auto_cook=True, enable_auto_bake=False, bake_directory_path="", bake_method=unreal.HoudiniEngineBakeOption.TO_ACTOR, remove_output_after_bake=False, recenter_baked_actors=False, replace_previous_bake=False, delete_instantiated_asset_on_completion_or_failure=False): """ Instantiates an HDA in the specified world/level. Sets parameters and inputs supplied in InParameters, InNodeInputs and parameter_inputs. If bInEnableAutoCook is true, cooks the HDA. If bInEnableAutoBake is true, bakes the cooked outputs according to the supplied baking parameters. This all happens asynchronously, with the various output pins firing at the various points in the process: - PreInstantiation: before the HDA is instantiated, a good place to set parameter values before the first cook (parameter values from ``parameters`` are automatically applied at this point) - PostInstantiation: after the HDA is instantiated, a good place to set/configure inputs before the first cook (inputs from ``node_inputs`` and ``parameter_inputs`` are automatically applied at this point) - PostAutoCook: right after a cook - PreProcess: after a cook but before output objects have been created/processed - PostProcessing: after output objects have been created - PostAutoBake: after outputs have been baked - Completed: upon successful completion (could be PostInstantiation if auto cook is disabled, PostProcessing if auto bake is disabled, or after PostAutoBake if auto bake is enabled). - Failed: If the process failed at any point. Args: houdini_asset (HoudiniAsset): The HDA to instantiate. instantiate_at (Transform): The Transform to instantiate the HDA with. parameters (Map(Name, HoudiniParameterTuple)): The parameters to set before cooking the instantiated HDA. node_inputs (Map(int32, HoudiniPublicAPIInput)): The node inputs to set before cooking the instantiated HDA. parameter_inputs (Map(Name, HoudiniPublicAPIInput)): The parameter-based inputs to set before cooking the instantiated HDA. world_context_object (Object): A world context object for identifying the world to spawn in, if spawn_in_level_override is null. spawn_in_level_override (Level): If not nullptr, then the HoudiniAssetActor is spawned in that level. If both spawn_in_level_override and world_context_object are null, then the actor is spawned in the current editor context world's current level. enable_auto_cook (bool): If true (the default) the HDA will cook automatically after instantiation and after parameter, transform and input changes. enable_auto_bake (bool): If true, the HDA output is automatically baked after a cook. Defaults to false. bake_directory_path (str): The directory to bake to if the bake path is not set via attributes on the HDA output. bake_method (HoudiniEngineBakeOption): The bake target (to actor vs blueprint). @see HoudiniEngineBakeOption. remove_output_after_bake (bool): If true, HDA temporary outputs are removed after a bake. Defaults to false. recenter_baked_actors (bool): Recenter the baked actors to their bounding box center. Defaults to false. replace_previous_bake (bool): If true, on every bake replace the previous bake's output (assets + actors) with the new bake's output. Defaults to false. delete_instantiated_asset_on_completion_or_failure (bool): If true, deletes the instantiated asset actor on completion or failure. Defaults to false. """ super(ProcessHDA, self).__init__() self._houdini_asset = houdini_asset self._instantiate_at = instantiate_at self._parameters = parameters self._node_inputs = node_inputs self._parameter_inputs = parameter_inputs self._world_context_object = world_context_object self._spawn_in_level_override = spawn_in_level_override self._enable_auto_cook = enable_auto_cook self._enable_auto_bake = enable_auto_bake self._bake_directory_path = bake_directory_path self._bake_method = bake_method self._remove_output_after_bake = remove_output_after_bake self._recenter_baked_actors = recenter_baked_actors self._replace_previous_bake = replace_previous_bake self._delete_instantiated_asset_on_completion_or_failure = delete_instantiated_asset_on_completion_or_failure self._asset_wrapper = None self._cook_success = False self._bake_success = False @property def asset_wrapper(self): """ The asset wrapper for the instantiated HDA processed by this node. """ return self._asset_wrapper @property def cook_success(self): """ True if the last cook was successful. """ return self._cook_success @property def bake_success(self): """ True if the last bake was successful. """ return self._bake_success @property def houdini_asset(self): """ The HDA to instantiate. """ return self._houdini_asset @property def instantiate_at(self): """ The transform the instantiate the asset with. """ return self._instantiate_at @property def parameters(self): """ The parameters to set on on_pre_instantiation """ return self._parameters @property def node_inputs(self): """ The node inputs to set on on_post_instantiation """ return self._node_inputs @property def parameter_inputs(self): """ The object path parameter inputs to set on on_post_instantiation """ return self._parameter_inputs @property def world_context_object(self): """ The world context object: spawn in this world if spawn_in_level_override is not set. """ return self._world_context_object @property def spawn_in_level_override(self): """ The level to spawn in. If both this and world_context_object is not set, spawn in the editor context's level. """ return self._spawn_in_level_override @property def enable_auto_cook(self): """ Whether to set the instantiated asset to auto cook. """ return self._enable_auto_cook @property def enable_auto_bake(self): """ Whether to set the instantiated asset to auto bake after a cook. """ return self._enable_auto_bake @property def bake_directory_path(self): """ Set the fallback bake directory, for if output attributes do not specify it. """ return self._bake_directory_path @property def bake_method(self): """ The bake method/target: for example, to actors vs to blueprints. """ return self._bake_method @property def remove_output_after_bake(self): """ Remove temporary HDA output after a bake. """ return self._remove_output_after_bake @property def recenter_baked_actors(self): """ Recenter the baked actors at their bounding box center. """ return self._recenter_baked_actors @property def replace_previous_bake(self): """ Replace previous bake output on each bake. For the purposes of this node, this would mostly apply to .uassets and not actors. """ return self._replace_previous_bake @property def delete_instantiated_asset_on_completion_or_failure(self): """ Whether or not to delete the instantiated asset after Complete is called. """ return self._delete_instantiated_asset_on_completion_or_failure def activate(self): """ Activate the process. This will: - instantiate houdini_asset and wrap it as asset_wrapper - call on_failure() for any immediate failures - otherwise bind to delegates from asset_wrapper so that the various self.on_*() functions are called as appropriate Returns immediately (does not block until cooking/processing is complete). Returns: (bool): False if activation failed. """ # Get the API instance houdini_api = unreal.HoudiniPublicAPIBlueprintLib.get_api() if not houdini_api: # Handle failures: this will unbind delegates and call on_failure() self._handle_on_failure() return False # Create an empty API asset wrapper self._asset_wrapper = unreal.HoudiniPublicAPIAssetWrapper.create_empty_wrapper(houdini_api) if not self._asset_wrapper: # Handle failures: this will unbind delegates and call on_failure() self._handle_on_failure() return False # Bind to the wrapper's delegates for instantiation, cooking, baking # etc events self._asset_wrapper.on_pre_instantiation_delegate.add_callable( self._handle_on_pre_instantiation) self._asset_wrapper.on_post_instantiation_delegate.add_callable( self._handle_on_post_instantiation) self._asset_wrapper.on_post_cook_delegate.add_callable( self._handle_on_post_auto_cook) self._asset_wrapper.on_pre_process_state_exited_delegate.add_callable( self._handle_on_pre_process) self._asset_wrapper.on_post_processing_delegate.add_callable( self._handle_on_post_processing) self._asset_wrapper.on_post_bake_delegate.add_callable( self._handle_on_post_auto_bake) # Begin the instantiation process of houdini_asset and wrap it with # self.asset_wrapper if not houdini_api.instantiate_asset_with_existing_wrapper( self.asset_wrapper, self.houdini_asset, self.instantiate_at, self.world_context_object, self.spawn_in_level_override, self.enable_auto_cook, self.enable_auto_bake, self.bake_directory_path, self.bake_method, self.remove_output_after_bake, self.recenter_baked_actors, self.replace_previous_bake): # Handle failures: this will unbind delegates and call on_failure() self._handle_on_failure() return False return True def _unbind_delegates(self): """ Unbinds from self.asset_wrapper's delegates (if valid). """ if not self._asset_wrapper: return self._asset_wrapper.on_pre_instantiation_delegate.add_callable( self._handle_on_pre_instantiation) self._asset_wrapper.on_post_instantiation_delegate.add_callable( self._handle_on_post_instantiation) self._asset_wrapper.on_post_cook_delegate.add_callable( self._handle_on_post_auto_cook) self._asset_wrapper.on_pre_process_state_exited_delegate.add_callable( self._handle_on_pre_process) self._asset_wrapper.on_post_processing_delegate.add_callable( self._handle_on_post_processing) self._asset_wrapper.on_post_bake_delegate.add_callable( self._handle_on_post_auto_bake) def _check_wrapper(self, wrapper): """ Checks that wrapper matches self.asset_wrapper. Logs a warning if it does not. Args: wrapper (HoudiniPublicAPIAssetWrapper): the wrapper to check against self.asset_wrapper Returns: (bool): True if the wrappers match. """ if wrapper != self._asset_wrapper: unreal.log_warning( '[UHoudiniPublicAPIProcessHDANode] Received delegate event ' 'from unexpected asset wrapper ({0} vs {1})!'.format( self._asset_wrapper.get_name() if self._asset_wrapper else '', wrapper.get_name() if wrapper else '' ) ) return False return True def _handle_on_failure(self): """ Handle any failures during the lifecycle of the process. Calls self.on_failure() and then unbinds from self.asset_wrapper and optionally deletes the instantiated asset. """ self.on_failure() self._unbind_delegates() if self.delete_instantiated_asset_on_completion_or_failure and self.asset_wrapper: self.asset_wrapper.delete_instantiated_asset() def _handle_on_complete(self): """ Handles completion of the process. This can happen at one of three stages: - After on_post_instantiate(), if enable_auto_cook is False. - After on_post_auto_cook(), if enable_auto_cook is True but enable_auto_bake is False. - After on_post_auto_bake(), if both enable_auto_cook and enable_auto_bake are True. Calls self.on_complete() and then unbinds from self.asset_wrapper's delegates and optionally deletes the instantiated asset. """ self.on_complete() self._unbind_delegates() if self.delete_instantiated_asset_on_completion_or_failure and self.asset_wrapper: self.asset_wrapper.delete_instantiated_asset() def _handle_on_pre_instantiation(self, wrapper): """ Called during pre_instantiation. Sets ``parameters`` on the HDA and calls self.on_pre_instantiation(). """ if not self._check_wrapper(wrapper): return # Set any parameters specified for the HDA if self.asset_wrapper and self.parameters: self.asset_wrapper.set_parameter_tuples(self.parameters) self.on_pre_instantiation() def _handle_on_post_instantiation(self, wrapper): """ Called during post_instantiation. Sets inputs (``node_inputs`` and ``parameter_inputs``) on the HDA and calls self.on_post_instantiation(). Completes execution if enable_auto_cook is False. """ if not self._check_wrapper(wrapper): return # Set any inputs specified when the node was created if self.asset_wrapper: if self.node_inputs: self.asset_wrapper.set_inputs_at_indices(self.node_inputs) if self.parameter_inputs: self.asset_wrapper.set_input_parameters(self.parameter_inputs) self.on_post_instantiation() # If not set to auto cook, complete execution now if not self.enable_auto_cook: self._handle_on_complete() def _handle_on_post_auto_cook(self, wrapper, cook_success): """ Called during post_cook. Sets self.cook_success and calls self.on_post_auto_cook(). Args: cook_success (bool): True if the cook was successful. """ if not self._check_wrapper(wrapper): return self._cook_success = cook_success self.on_post_auto_cook(cook_success) def _handle_on_pre_process(self, wrapper): """ Called during pre_process. Calls self.on_pre_process(). """ if not self._check_wrapper(wrapper): return self.on_pre_process() def _handle_on_post_processing(self, wrapper): """ Called during post_processing. Calls self.on_post_processing(). Completes execution if enable_auto_bake is False. """ if not self._check_wrapper(wrapper): return self.on_post_processing() # If not set to auto bake, complete execution now if not self.enable_auto_bake: self._handle_on_complete() def _handle_on_post_auto_bake(self, wrapper, bake_success): """ Called during post_bake. Sets self.bake_success and calls self.on_post_auto_bake(). Args: bake_success (bool): True if the bake was successful. """ if not self._check_wrapper(wrapper): return self._bake_success = bake_success self.on_post_auto_bake(bake_success) self._handle_on_complete() def on_failure(self): """ Called if the process fails to instantiate or fails to start a cook. Subclasses can override this function implement custom functionality. """ pass def on_complete(self): """ Called if the process completes instantiation, cook and/or baking, depending on enable_auto_cook and enable_auto_bake. Subclasses can override this function implement custom functionality. """ pass def on_pre_instantiation(self): """ Called during pre_instantiation. Subclasses can override this function implement custom functionality. """ pass def on_post_instantiation(self): """ Called during post_instantiation. Subclasses can override this function implement custom functionality. """ pass def on_post_auto_cook(self, cook_success): """ Called during post_cook. Subclasses can override this function implement custom functionality. Args: cook_success (bool): True if the cook was successful. """ pass def on_pre_process(self): """ Called during pre_process. Subclasses can override this function implement custom functionality. """ pass def on_post_processing(self): """ Called during post_processing. Subclasses can override this function implement custom functionality. """ pass def on_post_auto_bake(self, bake_success): """ Called during post_bake. Subclasses can override this function implement custom functionality. Args: bake_success (bool): True if the bake was successful. """ pass
# Copyright (c) 2023 Max Planck Society # License: https://bedlam.is.tuebingen.mpg.de/license.html # # Batch import CLO exported Alembic .abc files into Unreal Engine # import math import os from pathlib import Path import sys import time import unreal data_root = r"/project/" #whitelist_subjects_path = r"/project/.txt" whitelist_subjects_path = None data_root_unreal = "/project/" #whitelist_animations_path = r"/project/.txt" whitelist_animations_path = None def import_abc(data_root, data_root_unreal, current_batch, num_batches, whitelist_subjects=None, whitelist_animations=None): # Build import list import_abc_paths = sorted(Path(data_root).rglob("*.abc")) if current_batch is not None: section_length = math.ceil(len(import_abc_paths)/num_batches) start_index = current_batch * section_length end_index = start_index + section_length if end_index > len(import_abc_paths): end_index = len(import_abc_paths) print(f"Processing section: {current_batch}, total sections: {num_batches}, range: [{start_index}:{end_index}]") import_abc_paths = import_abc_paths[start_index : end_index] import_tasks = [] for import_abc_path in import_abc_paths: if whitelist_subjects is not None: current_subject_name = import_abc_path.parent.parent.parent.name if current_subject_name not in whitelist_subjects: unreal.log(f"Skipping Alembic. Subject not whitelisted: {import_abc_path}") continue if whitelist_animations is not None: current_animation_name = import_abc_path.stem if current_animation_name not in whitelist_animations: unreal.log(f"Skipping Alembic. Animation not whitelisted: {import_abc_path}") continue unreal.log(f'Processing Alembic: {import_abc_path}') # unreal.log_flush() # Note: does not update editor console log # Example: rp_aaron_posed_002\clothing_simulations\0000\0000.abc uasset_folder_name = import_abc_path.parent.parent.parent.name uasset_folder = f"{data_root_unreal}/{uasset_folder_name}" uasset_name = f"{uasset_folder_name}_{import_abc_path.stem}_clo" uasset_path = f"{uasset_folder}/{uasset_name}" # Check if file is already imported if unreal.EditorAssetLibrary.does_asset_exist(uasset_path): unreal.log(" Skipping import. Already imported: " + uasset_path) else: unreal.log(" Importing: " + uasset_path) options = unreal.AbcImportSettings() options.import_type = unreal.AlembicImportType.GEOMETRY_CACHE # BUG (Unreal 5.0.3): # Importing with Python using frame_start=101 and frame_end=0 will lead to invalid last frame in sequence (last frame is same as the start frame). # We have to use frame_end=0 value since we don't know the exact number of frames for each file when using Unreal Python API. # Importing via Unreal Editor GUI (Frame Start=101, Frame End=0) will not have this issue but will have one additional frame in sequence at end. # Clothing simulation contains 100 warmup frames which we need to skip on import options.sampling_settings = unreal.AbcSamplingSettings(sampling_type=unreal.AlembicSamplingType.PER_FRAME, frame_steps=1, time_steps=0.0, frame_start=101, frame_end=0, skip_empty=False) # Maximum quality settings options.geometry_cache_settings = unreal.AbcGeometryCacheSettings(flatten_tracks=True, apply_constant_topology_optimizations=False, motion_vectors=unreal.AbcGeometryCacheMotionVectorsImport.NO_MOTION_VECTORS, optimize_index_buffers=False, compressed_position_precision=0.01, compressed_texture_coordinates_number_of_bits=16) # default: 10 # Source Alembic data exported from Blender [m], apply conversion settings to convert to Unreal [cm] options.conversion_settings = unreal.AbcConversionSettings(preset=unreal.AbcConversionPreset.CUSTOM, flip_u=False, flip_v=True, scale=[100.0, - 100.0, 100.0], rotation=[90.0, 0.0, 0.0]) task = unreal.AssetImportTask() task.set_editor_property("automated", True) task.set_editor_property("filename", str(import_abc_path)) task.set_editor_property("destination_path", uasset_folder) task.set_editor_property("destination_name", uasset_name) task.set_editor_property("replace_existing", True) task.set_editor_property("save", True) task.set_editor_property("options", options) # Import one Alembic file at a time and save all imported assets immediately to avoid data loss on Unreal Editor crash import_tasks = [task] unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks(import_tasks) unreal.EditorAssetLibrary.save_directory(data_root_unreal) # save imported materials and textures ###################################################################### # Main ###################################################################### if __name__ == '__main__': unreal.log("============================================================") unreal.log("Running: %s" % __file__) current_batch = None num_batches = None if len(sys.argv) == 3: current_batch = int(sys.argv[1]) num_batches = int(sys.argv[2]) whitelist_subjects = None if whitelist_subjects_path is not None: with open(whitelist_subjects_path) as f: whitelist_subjects = f.read().splitlines() whitelist_animations = None if whitelist_animations_path is not None: with open(whitelist_animations_path) as f: whitelist_animations = f.read().splitlines() # Import Alembic files start_time = time.perf_counter() import_abc(data_root, data_root_unreal, current_batch, num_batches, whitelist_subjects, whitelist_animations) print(f"Alembic batch import finished. Total import time: {(time.perf_counter() - start_time):.1f}s")
# -*- 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)
import unreal import os import sys import subprocess import json import time import importlib.util # ====================================================================== # Configuration - Modify these values as needed # ====================================================================== # Set your project paths WORKSPACE_ROOT = r"C:/project/.croisez/project/" SCRIPTS_DIR = os.path.join(WORKSPACE_ROOT, "01_Scripts") # Iteration number for file naming ITERATION_NUMBER = 5 # Change this as needed SWITCH_BOOL = 0 # Unreal Engine paths UE_BASE_PATH = "/project/" # Path includes class name at the end for compatibility with the PCG graph script UE_PCG_TEMPLATE_BP_PATH = f"{UE_BASE_PATH}/project/.BP_PCG_HD_TEMPLATE" UE_SPLINE_BP_PATH = f"{UE_BASE_PATH}/project/" UE_MESH_TEMPLATE_PATH = f"{UE_BASE_PATH}/project/" UE_MAT_TEMPLATE_PATH = f"{UE_BASE_PATH}/project/" # Houdini paths HOUDINI_INSTALL_PATH = r"C:/Program Files/Side Effects Software/Houdini 20.0.653" # HIP file for PCG generation HIP_FILE_PATH = r"C:/project/.croisez/project/.hip" # HIP file for sidewalks and roads generation SWR_HIP_FILE_PATH = r"C:/project/.croisez/project/.hip" # Function to generate the file1 path with the current iteration number (legacy approach) def get_file1_path(iteration_number): return f"{WORKSPACE_ROOT}/project/{iteration_number}.fbx" # Function to generate the fbx folder path with the current iteration number (new approach) def get_fbx_folder_path(iteration_number): return f"{WORKSPACE_ROOT}/project/{iteration_number}" # Default file1 path (will be set dynamically with the iteration number) FILE1_PATH = get_file1_path(ITERATION_NUMBER) # Default fbx folder path (will be set dynamically with the iteration number) FBX_FOLDER_PATH = get_fbx_folder_path(ITERATION_NUMBER) # Output directories SPLINES_OUTPUT_DIR = os.path.join(WORKSPACE_ROOT, "03_GenDatas", "Dependancies", "PCG_HD", "In", "GZ", "Splines") SPLINES_BASEPATH_OUTPUT_DIR = os.path.join(WORKSPACE_ROOT, "03_GenDatas", "Dependancies", "PCG_HD", "In", "GZ", "Splines", "splines_export_from_UE_") CSV_OUTPUT_DIR = os.path.join(WORKSPACE_ROOT, "03_GenDatas", "Dependancies", "PCG_HD", "Out", "CSV") # Directory for sidewalks and roads FBX files SWR_FBX_OUTPUT_DIR = os.path.join(WORKSPACE_ROOT, "03_GenDatas", "Dependancies", "SW_Roads", "Out", "Mod") # Create necessary directories for directory in [SPLINES_OUTPUT_DIR, CSV_OUTPUT_DIR, SWR_FBX_OUTPUT_DIR]: os.makedirs(directory, exist_ok=True) # ====================================================================== # Script Runner Function # ====================================================================== def run_script(script_name, function_name, **kwargs): """ Run a function from a script file with the given arguments Args: script_name (str): Name of the script file (e.g., "000_export_splines_as_json.py") function_name (str): Name of the function to call **kwargs: Arguments to pass to the function """ try: # Full path to the script script_path = os.path.join(SCRIPTS_DIR, script_name) # Import the module dynamically module_name = os.path.splitext(script_name)[0] spec = importlib.util.spec_from_file_location(module_name, script_path) module = importlib.util.module_from_spec(spec) sys.modules[module_name] = module spec.loader.exec_module(module) # Get the function if hasattr(module, function_name): func = getattr(module, function_name) # Call the function with the provided arguments unreal.log(f"Running {function_name} from {script_name} with args: {kwargs}") result = func(**kwargs) unreal.log(f"Result: {result}") return result else: unreal.log_error(f"Function '{function_name}' not found in {script_name}") return None except Exception as e: unreal.log_error(f"Error running {script_name}: {str(e)}") return None # ====================================================================== # Script Functions - Uncomment the ones you want to run # ====================================================================== # Export splines to JSON #result = run_script("000_export_splines_as_json.py", "export_splines_to_json", # iteration_number=ITERATION_NUMBER, # output_dir=SPLINES_OUTPUT_DIR) #unreal.log(f"Splines export result: {result}") # Export GenZone meshes #result = run_script("010_export_gz_to_mod.py", "main", # iteration_number=ITERATION_NUMBER) #unreal.log(f"GenZone export result: {result}") # Run Houdini PCG generation def run_houdini_headless(iteration_number, houdini_install_path, hip_file_path, file1_path=None, fbx_folder_path=None, transforms_json_path=None, base_path=None, switch_bool=None): # Use global SWITCH_BOOL if switch_bool is not provided if switch_bool is None: switch_bool = SWITCH_BOOL """Run Houdini in headless mode to generate PCG data""" try: unreal.log(f"Starting Houdini headless process with iteration number: {iteration_number}") unreal.log(f"Houdini install path: {houdini_install_path}") unreal.log(f"Hip file path: {hip_file_path}") # Check if the hip file exists if not os.path.exists(hip_file_path): unreal.log_error(f"Houdini .hip file not found at: {hip_file_path}") return None else: unreal.log(f"Houdini .hip file found at: {hip_file_path}") # Get the path to the Houdini Python interpreter (hython) hython_path = os.path.join(houdini_install_path, "bin", "hython.exe") if not os.path.exists(hython_path): unreal.log_error(f"Hython not found at: {hython_path}") return None else: unreal.log(f"Hython found at: {hython_path}") # Get the path to the headless script headless_script = os.path.join(SCRIPTS_DIR, "100_headless_topnet_PCGHD.py") if not os.path.exists(headless_script): unreal.log_error(f"Headless script not found at: {headless_script}") return None else: unreal.log(f"Headless script found at: {headless_script}") # Helper function to normalize paths to use forward slashes def normalize_path(path): """Convert Windows path to use forward slashes""" return path.replace('\\', '/') # Define input/output paths with forward slashes for Houdini mesh_csv_path = normalize_path(os.path.join(CSV_OUTPUT_DIR, f"mesh_{iteration_number}.csv")) mat_csv_path = normalize_path(os.path.join(CSV_OUTPUT_DIR, f"mat_{iteration_number}.csv")) # Define the splines base path (without iteration number and file extension) splines_base_path = normalize_path(os.path.join(SPLINES_OUTPUT_DIR, "splines_export_from_UE_")) # Ensure output directories exist os.makedirs(os.path.dirname(mesh_csv_path), exist_ok=True) os.makedirs(os.path.dirname(mat_csv_path), exist_ok=True) os.makedirs(SPLINES_OUTPUT_DIR, exist_ok=True) # Log the normalized paths unreal.log(f"Normalized mesh CSV path: {mesh_csv_path}") unreal.log(f"Normalized material CSV path: {mat_csv_path}") unreal.log(f"Normalized splines base path: {splines_base_path}") # Build the command to run Houdini in headless mode cmd = [ hython_path, headless_script, "--hip", hip_file_path, "--topnet", "/project/", "--rop_pcg_export1_mesh_path", mesh_csv_path, "--rop_pcg_export1_mat_path", mat_csv_path, "--iteration_number", str(iteration_number), "--switch_bool", str(switch_bool), "--base_path", splines_base_path # Add the base_path parameter # Remove arguments that aren't recognized by the original script # "--ignore_load_warnings" ] # Add fbx_folder_path to cmd if provided (new approach) if fbx_folder_path is not None: fbx_folder_path = normalize_path(fbx_folder_path) cmd.extend(["--fbx_folder_path", fbx_folder_path]) unreal.log(f"Adding fbx_folder_path: {fbx_folder_path}") # If we're using fbx_folder_path, also add the transforms_json_path # This is automatically constructed based on the fbx_folder_path if transforms_json_path is None: # Construct the transforms.json path from the fbx_folder_path transforms_json_path = os.path.join(fbx_folder_path, "transforms.json") transforms_json_path = normalize_path(transforms_json_path) cmd.extend(["--transforms_json_path", transforms_json_path]) unreal.log(f"Adding transforms_json_path: {transforms_json_path}") # Legacy support for file1_path elif file1_path is not None: # Use the provided file1_path file1_path = normalize_path(file1_path) cmd.extend(["--file1_path", file1_path]) unreal.log(f"Adding legacy file1_path: {file1_path}") else: # Default default_file1_path = normalize_path(FILE1_PATH) cmd.extend(["--file1_path", default_file1_path]) unreal.log(f"Adding default legacy file1_path: {default_file1_path}") unreal.log(f"Launching Houdini in headless mode...") unreal.log(f"Command: {' '.join(cmd)}") # Check if the hip file exists if not os.path.exists(hip_file_path): unreal.log_error(f"Houdini .hip file not found at: {hip_file_path}") return None # Check if the splines directory exists and has files splines_dir = os.path.dirname(splines_base_path) if not os.path.exists(splines_dir): unreal.log_warning(f"Splines directory does not exist: {splines_dir}") os.makedirs(splines_dir, exist_ok=True) else: # Check for the specific spline file we're expecting expected_spline_file = f"splines_export_from_UE_{iteration_number}.json" spline_files = [f for f in os.listdir(splines_dir) if f.endswith('.json')] if expected_spline_file not in spline_files: unreal.log_warning(f"Expected spline file not found: {expected_spline_file}") unreal.log_warning(f"You may need to run the spline export script first") # Run the command without creating a new console, to capture output unreal.log("Running Houdini process and capturing output...") process = subprocess.Popen( cmd, stdout=subprocess.PIPE, stderr=subprocess.PIPE, universal_newlines=True ) # Wait a short time and check if process is still running time.sleep(2) if process.poll() is not None: # Process has already terminated stdout, stderr = process.communicate() unreal.log_error(f"Houdini process terminated immediately with exit code: {process.returncode}") unreal.log(f"STDOUT: {stdout}") unreal.log_error(f"STDERR: {stderr}") return None unreal.log(f"Houdini process started with PID: {process.pid}") unreal.log(f"Process is running. Waiting for completion...") # Wait for process to complete with a timeout try: stdout, stderr = process.communicate(timeout=30) # 30 second timeout unreal.log(f"Houdini process completed with exit code: {process.returncode}") unreal.log(f"STDOUT: {stdout}") if stderr: unreal.log_error(f"STDERR: {stderr}") except subprocess.TimeoutExpired: unreal.log("Houdini process is still running after timeout. Continuing in background.") # Don't kill the process, let it continue running return { 'process_id': process.pid, 'mesh_csv_path': mesh_csv_path, 'mat_csv_path': mat_csv_path, 'status': 'running' } except Exception as e: unreal.log_error(f"Error launching Houdini: {str(e)}") return None # Run Houdini PCG generation result = run_houdini_headless( iteration_number=ITERATION_NUMBER, houdini_install_path=HOUDINI_INSTALL_PATH, hip_file_path=HIP_FILE_PATH, fbx_folder_path=FBX_FOLDER_PATH, # Use the new approach with folder path # file1_path=FILE1_PATH, # Legacy approach (commented out) base_path=SPLINES_BASEPATH_OUTPUT_DIR, switch_bool=SWITCH_BOOL ) unreal.log(f"Houdini PCG generation result: {result}") # Reimport datatables #result = run_script("110_reimport_datatable.py", "reimport_datatables", # iteration_number=ITERATION_NUMBER, # csv_dir=CSV_OUTPUT_DIR) #unreal.log(f"Reimport datatables result: {result}") # Create PCG graph (uncomment to use) #result = run_script("120_create_pcg_graph.py", "create_pcg_graph", # iteration_number=ITERATION_NUMBER, # template_bp_path=UE_PCG_TEMPLATE_BP_PATH) #unreal.log(f"Create PCG graph result: {result}") # Run Houdini sidewalks & roads generation (uncomment to use) def run_houdini_sidewalks_roads(iteration_number, houdini_install_path, hip_file_path=None, file1_path=None, fbx_folder_path=None, transforms_json_path=None, base_path=None, switch_bool=None): # Use global SWITCH_BOOL if switch_bool is not provided if switch_bool is None: switch_bool = SWITCH_BOOL # Use SWR_HIP_FILE_PATH if hip_file_path is not provided if hip_file_path is None: hip_file_path = SWR_HIP_FILE_PATH """Run Houdini in headless mode to generate sidewalks and roads""" try: unreal.log(f"Starting Houdini sidewalks & roads generation with iteration number: {iteration_number}") unreal.log(f"Houdini install path: {houdini_install_path}") unreal.log(f"Hip file path: {hip_file_path}") # Check if the hip file exists if not os.path.exists(hip_file_path): unreal.log_error(f"Houdini .hip file not found at: {hip_file_path}") return None else: unreal.log(f"Houdini .hip file found at: {hip_file_path}") # Get the path to the Houdini Python interpreter (hython) hython_path = os.path.join(houdini_install_path, "bin", "hython.exe") if not os.path.exists(hython_path): unreal.log_error(f"Hython not found at: {hython_path}") return None else: unreal.log(f"Hython found at: {hython_path}") # Get the path to the headless script headless_script = os.path.join(SCRIPTS_DIR, "200_headless_topnet_SWR.py") if not os.path.exists(headless_script): unreal.log_error(f"Headless script not found at: {headless_script}") return None else: unreal.log(f"Headless script found at: {headless_script}") # Helper function to normalize paths to use forward slashes def normalize_path(path): """Convert Windows path to use forward slashes""" return path.replace('\\', '/') # Define input/output paths with forward slashes for Houdini road_fbx_path = normalize_path(os.path.join(SWR_FBX_OUTPUT_DIR, f"road_{iteration_number}.fbx")) sidewalks_fbx_path = normalize_path(os.path.join(SWR_FBX_OUTPUT_DIR, f"sidewalks_{iteration_number}.fbx")) # Define the splines base path (without iteration number and file extension) splines_base_path = normalize_path(os.path.join(SPLINES_OUTPUT_DIR, "splines_export_from_UE_")) # Ensure output directories exist os.makedirs(os.path.dirname(road_fbx_path), exist_ok=True) os.makedirs(os.path.dirname(sidewalks_fbx_path), exist_ok=True) # Log the normalized paths unreal.log(f"Normalized road FBX path: {road_fbx_path}") unreal.log(f"Normalized sidewalks FBX path: {sidewalks_fbx_path}") unreal.log(f"Normalized splines base path: {splines_base_path}") # Build the command to run Houdini in headless mode # Important: Use a string with proper quoting instead of a list to avoid issues with script path parsing cmd_str = f'"{hython_path}" "{headless_script}" --hip "{hip_file_path}" --topnet "/project/" --rop_fbx_road_path "{road_fbx_path}" --rop_fbx_sidewalks_path "{sidewalks_fbx_path}" --iteration_number {iteration_number} --switch_bool {switch_bool}' # Add base_path parameter if provided if base_path is not None: base_path = normalize_path(base_path) cmd_str += f' --base_path "{base_path}"' unreal.log(f"Adding base_path: {base_path}") # Add fbx_folder_path to cmd if provided (new approach) if fbx_folder_path is not None: fbx_folder_path = normalize_path(fbx_folder_path) cmd_str += f' --fbx_folder_path "{fbx_folder_path}"' unreal.log(f"Adding fbx_folder_path: {fbx_folder_path}") # If we're using fbx_folder_path, also add the transforms_json_path # This is automatically constructed based on the fbx_folder_path if transforms_json_path is None: # Construct the transforms.json path from the fbx_folder_path transforms_json_path = os.path.join(fbx_folder_path, "transforms.json") transforms_json_path = normalize_path(transforms_json_path) cmd_str += f' --transforms_json_path "{transforms_json_path}"' unreal.log(f"Adding transforms_json_path: {transforms_json_path}") # Legacy support for file1_path elif file1_path is not None: # Use the provided file1_path file1_path = normalize_path(file1_path) cmd_str += f' --file1_path "{file1_path}"' unreal.log(f"Adding legacy file1_path: {file1_path}") else: # Default file_1_path = FILE1_PATH cmd_str += f' --file1_path "{file_1_path}"' unreal.log(f"Adding default legacy file1_path: {file_1_path}") # For logging purposes, also create the command as a list cmd_list = [ hython_path, headless_script, "--hip", hip_file_path, "--topnet", "/project/", "--rop_fbx_road_path", road_fbx_path, "--rop_fbx_sidewalks_path", sidewalks_fbx_path, "--iteration_number", str(iteration_number), "--switch_bool", str(switch_bool) ] # Add fbx_folder_path to cmd_list if provided (new approach) if fbx_folder_path is not None: cmd_list.extend(["--fbx_folder_path", fbx_folder_path]) # Legacy support for file1_path elif file1_path is not None: cmd_list.extend(["--file1_path", file1_path]) elif os.path.exists(splines_json_path): cmd_list.extend(["--file1_path", splines_json_path]) # Add base_path to cmd_list if provided if base_path is not None: cmd_list.extend(["--base_path", base_path]) unreal.log(f"Launching Houdini sidewalks & roads generation...") unreal.log(f"Command: {' '.join(cmd_list)}") # Check if the splines directory exists and has files splines_dir = os.path.dirname(splines_base_path) if not os.path.exists(splines_dir): unreal.log_warning(f"Splines directory does not exist: {splines_dir}") os.makedirs(splines_dir, exist_ok=True) else: # Check for the specific spline file we're expecting expected_spline_file = f"splines_export_from_UE_{iteration_number}.json" spline_files = [f for f in os.listdir(splines_dir) if f.endswith('.json')] if expected_spline_file not in spline_files: unreal.log_warning(f"Expected spline file not found: {expected_spline_file}") unreal.log_warning(f"You may need to run the spline export script first") unreal.log_warning(f"Available spline files: {spline_files}") # Run the command - don't create a new console window when running from UE unreal.log("Running Houdini process...") process = subprocess.Popen( cmd_str, stdout=subprocess.PIPE, stderr=subprocess.PIPE, universal_newlines=True, shell=True # Required when passing a command string instead of a list # No creationflags - this causes issues when running as a subprocess from UE ) # Wait a short time and check if process is still running time.sleep(2) if process.poll() is not None: # Process has already terminated stdout, stderr = process.communicate() unreal.log_error(f"Houdini process terminated immediately with exit code: {process.returncode}") unreal.log(f"STDOUT: {stdout}") unreal.log_error(f"STDERR: {stderr}") return None unreal.log(f"Houdini process started with PID: {process.pid}") unreal.log(f"Process is running. Waiting for completion...") # Wait for process to complete with a timeout try: stdout, stderr = process.communicate(timeout=30) # 30 second timeout unreal.log(f"Houdini process completed with exit code: {process.returncode}") unreal.log(f"STDOUT: {stdout}") if stderr: unreal.log_error(f"STDERR: {stderr}") except subprocess.TimeoutExpired: unreal.log("Houdini process is still running after timeout. Continuing in background.") # Don't kill the process, let it continue running # Check if the output files were created road_fbx_exists = os.path.exists(road_fbx_path) sidewalks_fbx_exists = os.path.exists(sidewalks_fbx_path) if not road_fbx_exists: unreal.log_warning(f"Road FBX file was not created: {road_fbx_path}") else: unreal.log(f"Road FBX file exists at: {road_fbx_path}") unreal.log(f"File size: {os.path.getsize(road_fbx_path)} bytes") if not sidewalks_fbx_exists: unreal.log_warning(f"Sidewalks FBX file was not created: {sidewalks_fbx_path}") else: unreal.log(f"Sidewalks FBX file exists at: {sidewalks_fbx_path}") unreal.log(f"File size: {os.path.getsize(sidewalks_fbx_path)} bytes") return { 'process_id': process.pid, 'road_fbx_path': road_fbx_path, 'sidewalks_fbx_path': sidewalks_fbx_path, 'status': 'running' if process.poll() is None else 'completed', 'road_fbx_exists': road_fbx_exists, 'sidewalks_fbx_exists': sidewalks_fbx_exists } except Exception as e: unreal.log_error(f"Error launching Houdini: {str(e)}") return None # Run Houdini sidewalks & roads generation result = run_houdini_sidewalks_roads( iteration_number=ITERATION_NUMBER, houdini_install_path=HOUDINI_INSTALL_PATH, hip_file_path=SWR_HIP_FILE_PATH, fbx_folder_path=FBX_FOLDER_PATH, # Use the new approach with folder path # file1_path=FILE1_PATH, # Legacy approach (commented out) base_path=SPLINES_BASEPATH_OUTPUT_DIR, switch_bool=SWITCH_BOOL ) unreal.log(f"Houdini sidewalks & roads generation result: {result}") # Reimport static meshes # result = run_script("210_reimport_SM.py", "reimport_folder_static_meshes", # iteration_number=ITERATION_NUMBER, # fbx_dir=SWR_FBX_OUTPUT_DIR) # unreal.log(f"Reimport static meshes result: {result}") # Add sidewalks & roads to level (uncomment to use) # result = run_script("220_add_SM_to_lvl.py", "add_SM_sidewalks_and_roads_to_level", # iteration_number=ITERATION_NUMBER) # unreal.log(f"Add sidewalks & roads result: {result}") unreal.log("Script execution completed")
""" code for the main script editor window """ import ast import os import sys import traceback from collections import namedtuple try: import unreal RUNNING_IN_UNREAL = True except: RUNNING_IN_UNREAL = False from PySide2 import QtWidgets, QtCore from PySide2 import QtUiTools from . import outputTextWidget from .codeEditor import codeEditor from .codeEditor.highlighter import pyHighlight APP = None WINDOW = None MODULE_PATH = os.path.dirname(os.path.abspath(__file__)) MODULE_NAME = os.path.basename(MODULE_PATH) UI_PATH = os.path.join(MODULE_PATH, 'ui', 'script_editor.ui') CONFIG_PATH = os.path.join(MODULE_PATH, 'config.txt') ICONS_PATH = os.path.join(MODULE_PATH, 'icons') QtCore.QDir.addSearchPath("ICONS", ICONS_PATH) class TabConfig(namedtuple('TabConfig', ['index', 'label', 'active', 'command'])): """ Dataclass to store python script information in the tabs :param index: int. script tab index within the tab widget :param label: str. script tab title label :param active: bool. whether this tab is set to active (current) only one tab is allowed to be active :param command: str. script in the tab """ __slots__ = () class ScriptEditorWindow(QtWidgets.QMainWindow): """ Script Editor main window """ def __init__(self, parent=None): """ Initialization """ super(ScriptEditorWindow, self).__init__(parent) loader = QtUiTools.QUiLoader() file = QtCore.QFile(os.path.abspath(UI_PATH)) if file.open(QtCore.QFile.ReadOnly): self.ui = loader.load(file, parent) file.close() self.main_layout.addWidget(self.ui) self.ui.setSizePolicy(QtWidgets.QSizePolicy.Expanding, QtWidgets.QSizePolicy.Expanding) splitter = QtWidgets.QSplitter() splitter.setOrientation(QtCore.Qt.Vertical) self.ui.centralwidget.layout().addWidget(splitter) self.ui_log_edit = outputTextWidget.OutputTextWidget() splitter.addWidget(self.ui.ui_log_edit) splitter.addWidget(self.ui.ui_tab_widget) self.ui_tabs = list() self.ui_tab_highlighters = list() self.register_traceback() self.load_configs() # self.ui.ui_run_all_btn.clicked.connect(self.execute) self.ui.ui_run_sel_btn.clicked.connect(self.execute_sel) self.ui.ui_clear_log_btn.clicked.connect(self.clear_log) self.ui.ui_clear_script_btn.clicked.connect(self.clear_script) self.ui.ui_clear_both_btn.clicked.connect(self.clear_all) self.ui.ui_save_action.triggered.connect(self.save_script) self.ui.ui_open_action.triggered.connect(self.open_script) self.ui.ui_tab_widget.tabBarClicked.connect(self.add_tab) self.ui.ui_tab_widget.tabCloseRequested.connect(self.remove_tab) # region Overrides def closeEvent(self, event): """ Override: close the tool automatically saves out the script configs """ self.save_configs() super(ScriptEditorWindow, self).closeEvent(event) def register_traceback(self): """ Link Unreal traceback """ def custom_traceback(exc_type, exc_value, exc_traceback=None): message = 'Error: {}: {}\n'.format(exc_type, exc_value) if exc_traceback: format_exception = traceback.format_tb(exc_traceback) for line in format_exception: message += line self.ui_log_edit.update_logger(message, 'error') sys.excepthook = custom_traceback # endregion # region Config def save_configs(self): """ Save all current python tabs' config """ configs = list() active_index = self.ui.ui_tab_widget.currentIndex() for i in range(self.ui.ui_tab_widget.count()-1): self.ui.ui_tab_widget.setCurrentIndex(i) script_tab = self.ui.ui_tab_widget.currentWidget() label = self.ui.ui_tab_widget.tabText(i) active = active_index == i config = TabConfig(i, label, active, script_tab.toPlainText()) configs.append(config) # go back to the previous active tab self.ui.ui_tab_widget.setCurrentIndex(active_index) with open(CONFIG_PATH, 'w') as f: string = [config._asdict() for config in configs] f.write(str(string)) def load_configs(self): """ During startup, load python script config file and initialize tab gui """ if not os.path.exists(CONFIG_PATH): self.load_tabs() return with open(CONFIG_PATH, 'r') as f: tab_configs = list() tab_config_dicts = ast.literal_eval(f.read()) for tab_config_dict in tab_config_dicts: tab_config = TabConfig(**tab_config_dict) tab_configs.append(tab_config) self.load_tabs(tab_configs) def load_tabs(self, tab_configs=None): """ Initialize python script tab gui from config object :param tab_configs: TabConfig. dataclass object storing python tab info """ if not tab_configs: tab_configs = [TabConfig(0, 'Python', True, '')] active_index = 0 for tab_config in tab_configs: self.insert_tab(tab_config.index, tab_config.command, tab_config.label) if tab_config.active: active_index = tab_config.index self.ui.ui_tab_widget.setCurrentIndex(active_index) def insert_tab(self, index, command, label): """ Insert a python tab into the tab widget :param index: int. tab index to insert :param command: str. python script command to add to the inserted tab :param label: str. title/label of the tab inserted """ script_edit = codeEditor.CodeEditor() script_edit.setPlainText(command) highlight = pyHighlight.PythonHighlighter( script_edit.document()) self.ui.ui_tab_widget.insertTab(index, script_edit, label) self.ui_tab_highlighters.append(highlight) self.ui_tabs.append(script_edit) self.ui.ui_tab_widget.setCurrentIndex(index) # endregion # region Execution def execute(self): """ Send all command in script area for mya to execute """ command = self.ui.ui_tab_widget.currentWidget().toPlainText() if RUNNING_IN_UNREAL: output = unreal.PythonScriptLibrary.execute_python_command_ex( python_command=command, execution_mode=unreal.PythonCommandExecutionMode.EXECUTE_FILE, file_execution_scope=unreal.PythonFileExecutionScope.PUBLIC ) if not output: return self.ui_log_edit.update_logger( "# Command executed: \n" "{}\n" "# Command execution ended".format(command) ) self.send_formatted_output(output) else: # todo this wont get any output, fix it output = None exec(command) def execute_sel(self): """ Send selected command in script area for mya to execute """ command = self.ui.ui_tab_widget.currentWidget().textCursor().selection().toPlainText() if RUNNING_IN_UNREAL: output = unreal.PythonScriptLibrary.execute_python_command_ex( python_command=command, execution_mode=unreal.PythonCommandExecutionMode.EXECUTE_FILE, file_execution_scope=unreal.PythonFileExecutionScope.PUBLIC ) if not output: return self.ui_log_edit.update_logger( "# Command executed: \n" "{}\n" "# Command execution ended".format(command) ) self.send_formatted_output(output) else: # todo this wont get any output, fix it output = None exec(command) def send_formatted_output(self, output): """ Update ui field with messages """ if not output: return result, log_entries = output for entry in log_entries: if entry.type != unreal.PythonLogOutputType.INFO: self.ui_log_edit.update_logger(entry.output, 'error') else: self.ui_log_edit.update_logger(entry.output, 'info') def clear_log(self): """ Clear history logging area """ self.ui_log_edit.clear() def clear_script(self): self.ui.ui_tab_widget.currentWidget().setPlainText('') def clear_all(self): self.clear_script() self.clear_log() # endregion # region Tab Operation def add_tab(self, index): """ Add a python tab when 'Add' tab button is clicked """ if index == self.ui.ui_tab_widget.count() - 1: self.insert_tab(index, '', 'Python') def remove_tab(self, index): """ Remove a python tab :param index: int. removal tab index """ msg_box = QtWidgets.QMessageBox( QtWidgets.QMessageBox.Question, '', 'Delete the Current Tab?', QtWidgets.QMessageBox.Yes | QtWidgets.QMessageBox.No ) usr_choice = msg_box.exec() if usr_choice == QtWidgets.QMessageBox.Yes: if index != self.ui.ui_tab_widget.count() - 1: self.ui.ui_tab_widget.removeTab(index) self.ui.ui_tab_widget.setCurrentIndex(index-1) # endregion # region File IO def open_script(self): """ Open python file to script edit area """ path = QtWidgets.QFileDialog.getOpenFileName( None, "Open Script", MODULE_PATH, filter="*.py")[0] if not path: return with open(path, 'r') as f: file_name = os.path.basename(path) output = f.read() index = self.ui.ui_tab_widget.count() - 1 self.insert_tab(index, output, file_name) def save_script(self): """ Save script edit area as a python file """ path = QtWidgets.QFileDialog.getSaveFileName( None, "Save Script As...", MODULE_PATH, filter="*.py")[0] if not path: return command = self.ui.ui_tab_widget.currentWidget().toPlainText() with open(path, 'w') as f: f.write(command) # endregion def show(): global APP global WINDOW APP = QtWidgets.QApplication.instance() or QtWidgets.QApplication(sys.argv) import unreal_stylesheet unreal_stylesheet.setup() # handles existing instance WINDOW = WINDOW or ScriptEditorWindow() WINDOW.show() if RUNNING_IN_UNREAL: unreal.parent_external_window_to_slate(int(WINDOW.winId())) return WINDOW
import unreal from Utilities.Utils import Singleton class AModalWindow(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_buttons_room = "SomePlaceForButtons" self.button_count = 0 def add_button(self): print("add_button call.") button_json_content = """ { "SButton": { "Text": "PlaceHolder Button" , "ContentPadding": [-8, 0] , "VAlign": "Center" , "HAlign": "Center" } } """ self.data.append_slot_from_json(self.ui_buttons_room, button_json_content) self.button_count += 1 def remove_button(self): print("remove_button call.") self.data.remove_widget_at(self.ui_buttons_room, 0) self.button_count -= 1
import unreal def log(message): """ะ’ัะฟะพะผะพะณะฐั‚ะตะปัŒะฝะฐั ั„ัƒะฝะบั†ะธั ะดะปั ะปะพะณะธั€ะพะฒะฐะฝะธั""" unreal.log(f"[Actor List] {message}") print(f"[Actor List] {message}") def list_light_properties(light_obj): """ะ’ั‹ะฒะพะดะธั‚ ะฒัะต ัะฒะพะนัั‚ะฒะฐ ะพะฑัŠะตะบั‚ะฐ""" properties = [] for prop in dir(light_obj): if not prop.startswith('_'): # ะŸั€ะพะฟัƒัะบะฐะตะผ ะฒะฝัƒั‚ั€ะตะฝะฝะธะต ัะฒะพะนัั‚ะฒะฐ try: value = getattr(light_obj, prop) if not callable(value): # ะŸั€ะพะฟัƒัะบะฐะตะผ ะผะตั‚ะพะดั‹ properties.append(f"{prop}: {value}") except Exception: continue return properties def list_all_lights(): """ะ’ั‹ะฒะพะดะธั‚ ะธะฝั„ะพั€ะผะฐั†ะธัŽ ั‚ะพะปัŒะบะพ ะพ ัะฒะตั‚ะธะปัŒะฝะธะบะฐั…""" log("Getting all lights in the scene...") try: world = unreal.EditorLevelLibrary.get_editor_world() all_lights = unreal.GameplayStatics.get_all_actors_of_class(world, unreal.SpotLight) log(f"Found {len(all_lights)} spot lights") log("=== Listing all spot lights ===") # ะ‘ะตั€ะตะผ ั‚ะพะปัŒะบะพ ะฟะตั€ะฒั‹ะน ัะฒะตั‚ะธะปัŒะฝะธะบ ะดะปั ะดะตั‚ะฐะปัŒะฝะพะณะพ ะฐะฝะฐะปะธะทะฐ if all_lights: light = all_lights[0] light_name = light.get_name() log(f"Analyzing light: '{light_name}'") # ะŸะพะปัƒั‡ะฐะตะผ ะบะพะผะฟะพะฝะตะฝั‚ ัะฒะตั‚ะธะปัŒะฝะธะบะฐ try: light_component = light.light_component if light_component: comp_name = light_component.get_name() log(f"Component name: '{comp_name}'") # ะ’ั‹ะฒะพะดะธะผ ะฒัะต ัะฒะพะนัั‚ะฒะฐ ะบะพะผะฟะพะฝะตะฝั‚ะฐ log("Component properties:") properties = list_light_properties(light_component) for prop in properties: log(f" {prop}") # ะŸั€ะพะฑัƒะตะผ ะฟะพะปัƒั‡ะธั‚ัŒ ะทะฝะฐั‡ะตะฝะธะต ะธะฝั‚ะตะฝัะธะฒะฝะพัั‚ะธ ั€ะฐะทะฝั‹ะผะธ ัะฟะพัะพะฑะฐะผะธ try: intensity = light_component.intensity log(f"Direct intensity access: {intensity}") except Exception as e: log(f"Error accessing intensity directly: {str(e)}") try: intensity = getattr(light_component, "intensity", None) log(f"Intensity via getattr: {intensity}") except Exception as e: log(f"Error accessing intensity via getattr: {str(e)}") except Exception as e: log(f"Error analyzing light component: {str(e)}") log("=== End of analysis ===") except Exception as e: log(f"Error: {str(e)}") if __name__ == '__main__': list_all_lights()
# -*- coding: utf-8 -*- import unreal import sys import pydoc import inspect import os from enum import IntFlag class Singleton(type): _instances = {} def __call__(cls, *args, **kwargs): if cls not in cls._instances: cls._instances[cls] = super(Singleton, cls).__call__(*args, **kwargs) return cls._instances[cls] def has_instance(cls): return cls in cls._instances def get_instance(cls): if cls in cls._instances: return cls._instances[cls] return None def cast(object_to_cast, object_class): try: return object_class.cast(object_to_cast) except: return None # short cut for print dir def d(obj, subString=''): subString = subString.lower() for x in dir(obj): if subString == '' or subString in x.lower(): print(x) def l(obj, subString='', bPrint = True): ''' ่พ“ๅ‡บ็‰ฉไฝ“่ฏฆ็ป†ไฟกๆฏ๏ผšๅ‡ฝๆ•ฐใ€ๅฑžๆ€ง๏ผŒeditorProperty็ญ‰๏ผŒๅนถไปฅlogๅฝขๅผ่พ“ๅ‡บ :param obj: Objectๅฎžไพ‹ๆˆ–่€…็ฑป :param subString: ่ฟ‡ๆปค็”จๅญ—็ฌฆไธฒ :return: ๆ—  ''' def _simplifyDoc(content): bracketS, bracketE = content.find('('), content.find(')') arrow = content.find('->') funcDocPos = len(content) endSign = ['--', '\n', '\r'] for s in endSign: p = content.find(s) if p != -1 and p < funcDocPos: funcDocPos = p funcDoc = content[:funcDocPos] param = content[bracketS + 1: bracketE].strip() return funcDoc, param def _getEditorProperties(content, obj): lines = content.split('\r') signFound = False allInfoFound = False result = [] for line in lines: if not signFound and '**Editor Properties:**' in line: signFound = True if signFound: #todo re nameS, nameE = line.find('``') + 2, line.find('`` ') if nameS == -1 or nameE == -1: continue typeS, typeE = line.find('(') + 1, line.find(')') if typeS == -1 or typeE == -1: continue rwS, rwE = line.find('[') + 1, line.find(']') if rwS == -1 or rwE == -1: continue name = line[nameS: nameE] type = line[typeS: typeE] rws = line[rwS: rwE] descript = line[rwE + 2:] allInfoFound = True result.append((name, type, rws, descript)) if signFound: if not allInfoFound: unreal.log_warning("not all info found {}".format(obj)) else: unreal.log_warning("can't find editor properties in {}".format(obj)) return result if obj == None: unreal.log_warning("obj == None") return None if inspect.ismodule(obj): return None ignoreList = ['__delattr__', '__getattribute__', '__hash__', '__init__', '__setattr__'] propertiesNames = [] builtinCallableNames = [] otherCallableNames = [] for x in dir(obj): if subString == '' or subString in x.lower(): attr = getattr(obj, x) if callable(attr): if inspect.isbuiltin(attr): # or inspect.isfunction(attr) or inspect.ismethod(attr): builtinCallableNames.append(x) else: # Not Built-in otherCallableNames.append(x) else: # Properties propertiesNames.append(x) # 1 otherCallables otherCallables = [] for name in otherCallableNames: descriptionStr = "" if name == "__doc__": resultStr = "ignored.." #docๅคช้•ฟ๏ผŒไธ่พ“ๅ‡บ else: resultStr = "{}".format(getattr(obj, name)) otherCallables.append([name, (), descriptionStr, resultStr]) # 2 builtinCallables builtinCallables = [] for name in builtinCallableNames: attr = getattr(obj, name) descriptionStr = "" resultStr = "" bHasParameter = False if hasattr(attr, '__doc__'): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) if paramStr == '': # Method with No params descriptionStr = docForDisplay[docForDisplay.find(')') + 1:] if '-> None' not in docForDisplay: resultStr = "{}".format(attr.__call__()) else: resultStr = 'skip call' else: # ๆœ‰ๅ‚ๅ‡ฝๆ•ฐ descriptionStr = paramStr bHasParameter = True resultStr = "" else: pass builtinCallables.append([name, (bHasParameter,), descriptionStr, resultStr]) # 3 properties editorPropertiesInfos = [] editorPropertiesNames = [] if hasattr(obj, '__doc__') and isinstance(obj, unreal.Object): editorPropertiesInfos = _getEditorProperties(obj.__doc__, obj) for name, _, _, _ in editorPropertiesInfos: editorPropertiesNames.append(name) properties = [] for name in propertiesNames: descriptionStr = "" if name == "__doc__": resultStr = "ignored.." #docๅคช้•ฟ๏ผŒไธ่พ“ๅ‡บ else: try: resultStr = "{}".format(getattr(obj, name)) except: resultStr = "" isAlsoEditorProperty = name in editorPropertiesNames #ๆ˜ฏๅฆๅŒๆ—ถๆ˜ฏEditorProprtyๅŒๆ—ถไนŸๆ˜ฏproperty properties.append([name, (isAlsoEditorProperty,), descriptionStr, resultStr]) # 4 editorProperties editorProperties = [] propertyAlsoEditorPropertyCount = 0 for info in editorPropertiesInfos: name, type, rw, descriptionStr = info if subString == '' or subString in name.lower(): #่ฟ‡ๆปคๆމไธ้œ€่ฆ็š„ try: value = eval('obj.get_editor_property("{}")'.format(name)) except: value = "" descriptionStr = "[{}]".format(rw) resultStr = "{}".format(value) isAlsoProperty = name in propertiesNames if isAlsoProperty: propertyAlsoEditorPropertyCount += 1 editorProperties.append( [name, (isAlsoProperty,), descriptionStr, resultStr]) strs = [] strs.append("Detail: {}".format(obj)) formatWidth = 70 for info in otherCallables: name, flags, descriptionStr, resultStr = info # line = "\t{} {}{}{}".format(name, descriptionStr, " " *(formatWidth -1 - len(name) - len(descriptionStr)), resultStr) line = "\t{} {}".format(name, descriptionStr) line += "{}{}".format(" " * (formatWidth-len(line)+1-4), resultStr) strs.append(line) for info in builtinCallables: name, flags, descriptionStr, resultStr = info if flags[0]: # ๆœ‰ๅ‚ๅ‡ฝๆ•ฐ # line = "\t{}({}) {} {}".format(name, descriptionStr, " " * (formatWidth - 5 - len(name) - len(descriptionStr)), resultStr) line = "\t{}({})".format(name, descriptionStr) line += "{}{}".format(" " * (formatWidth-len(line)+1-4), resultStr) else: # line = "\t{}() {} |{}| {}".format(name, descriptionStr, "-" * (formatWidth - 7 - len(name) - len(descriptionStr)), resultStr) line = "\t{}() {}".format(name, descriptionStr) line += "|{}| {}".format("-" * (formatWidth-len(line)+1-4-3), resultStr) strs.append(line) for info in properties: name, flags, descriptionStr, resultStr = info sign = "**" if flags[0] else "" # line = "\t\t{} {} {}{}{}".format(name, sign, descriptionStr, " " * (formatWidth - 6 - len(name) -len(sign) - len(descriptionStr)), resultStr) line = "\t\t{} {} {}".format(name, sign, descriptionStr) line += "{}{}".format(" " * (formatWidth-len(line)+2-8), resultStr) strs.append(line) strs.append("Special Editor Properties:") for info in editorProperties: name, flags, descriptionStr, resultStr = info if flags[0]: pass # ๅทฒ็ป่พ“ๅ‡บ่ฟ‡่ทณ่ฟ‡ else: sign = "*" # line = "\t\t{0} {1} {3}{4} {2}".format(name, sign, descriptionStr, " " * (formatWidth - 3 - len(name) -len(sign) ), resultStr) #descriptionStr ไธญๆ˜ฏ[rw]ๆ”พๅˆฐๆœ€ๅŽๆ˜พ็คบ line = "\t\t{} {}".format(name, sign) line += "{}{} {}".format(" " * (formatWidth-len(line)+2-8), resultStr, descriptionStr) # descriptionStr ไธญๆ˜ฏ[rw]ๆ”พๅˆฐๆœ€ๅŽๆ˜พ็คบ strs.append(line) if bPrint: for l in strs: print(l) print("'*':Editor Property, '**':Editor Property also object attribute.") print("{}: matched, builtinCallable: {} otherCallables: {} prop: {} EditorProps: {} both: {}".format(obj , len(builtinCallables), len(otherCallables), len(properties), len(editorProperties), propertyAlsoEditorPropertyCount)) return otherCallables, builtinCallables, properties, editorProperties # short cut for print type def t(obj): print(type(obj)) # unreal type to Python dict def ToJson(v): tp = type(v) if tp == unreal.Transform: result = {'translation': ToJson(v.translation), 'rotation': ToJson(v.rotation), 'scale3d': ToJson(v.scale3d)} return result elif tp == unreal.Vector: return {'x': v.x, 'y': v.y, 'z': v.z} elif tp == unreal.Quat: return {'x': v.x, 'y': v.y, 'z': v.z, 'w': v.w} else: print("Error type: " + str(tp) + " not implemented.") return None def get_selected_comps(): return unreal.PythonBPLib.get_selected_components() def get_selected_comp(): comps = unreal.PythonBPLib.get_selected_components() return comps[0] if len(comps) > 0 else None def get_selected_asset(): selected = unreal.PythonBPLib.get_selected_assets_paths() if selected: return unreal.load_asset(unreal.PythonBPLib.get_selected_assets_paths()[0]) else: return None def get_selected_assets(): assets = [] for path in unreal.PythonBPLib.get_selected_assets_paths(): asset = unreal.load_asset(path) if (asset != None): assets.append(asset) return assets def get_selected_actors(): return unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_selected_level_actors() def get_selected_actor(): actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_selected_level_actors() return actors[0] if len(actors) > 0 else None def set_preview_es31(): unreal.PythonBPLib.set_preview_platform("GLSL_ES3_1_ANDROID", "ES3_1") def set_preview_sm5(): unreal.PythonBPLib.set_preview_platform("", "SM5") # todo: create export tools for create help/dir to file def export_dir(filepath, cls): f = open(filepath, 'w') sys.stdout = f for x in sorted(dir(cls)): print(x) sys.stdout = sys.__stdout__ f.close() def export_help(filepath, cls): f = open(filepath, 'w') sys.stdout = f pydoc.help(cls) sys.stdout = sys.__stdout__ f.close() # ไฟฎๆ”นsite.py ๆ–‡ไปถไธญ็š„Encoding def set_default_encoding(encodingStr): pythonPath = os.path.dirname(sys.path[0]) if not os.path.exists(pythonPath): unreal.PythonBPLib.message_dialog("can't find python folder: {}".format(pythonPath), "Warning") return sitePyPath = pythonPath + "/project/.py" if not os.path.exists(sitePyPath): unreal.PythonBPLib.message_dialog("can't find site.py: {}".format(sitePyPath), "Warning") return #็ฎ€ๅ•ๆŸฅๆ‰พๅญ—็ฌฆไธฒๆ›ฟๆข with open(sitePyPath, "r") as f: lines = f.readlines() startLine = -1 endLine = -1 for i in range(len(lines)): if startLine == -1 and lines[i][:len('def setencoding():')] == 'def setencoding():': startLine = i continue if endLine == -1 and startLine > -1 and lines[i].startswith('def '): endLine = i print("startLine: {} endLine: {}".format(startLine, endLine)) changedLineCount = 0 if -1 < startLine and startLine < endLine: linePosWithIf = [] for i in range(startLine + 1, endLine): if lines[i].lstrip().startswith('if '): linePosWithIf.append(i) print(lines[i]) if len(linePosWithIf) != 4: unreal.PythonBPLib.message_dialog("Find pos failed: {}".format(sitePyPath), "Warning") print(linePosWithIf) return lines[linePosWithIf[2]] = lines[linePosWithIf[2]].replace("if 0", "if 1") # ็ฎ€ๅ•ไฟฎๆ”น็ฌฌไธ‰ไธชifๆ‰€ๅœจ่กŒ็š„ๅ†…ๅฎน changedLineCount += 1 for i in range(linePosWithIf[2] + 1, linePosWithIf[3]): line = lines[i] if "encoding=" in line.replace(" ", ""): s = line.find('"') e = line.find('"', s+1) if s > 0 and e > s: lines[i] = line[:s+1] + encodingStr + line[e:] changedLineCount += 1 break if changedLineCount == 2: with open(sitePyPath, 'w') as f: f.writelines(lines) unreal.PythonBPLib.notification("Success: {}".format(sitePyPath), 0) currentEncoding = sys.getdefaultencoding() if currentEncoding == encodingStr: unreal.PythonBPLib.notification("ๅทฒๅฐ†default encoding่ฎพ็ฝฎไธบ{}".format(currentEncoding), 0) else: unreal.PythonBPLib.message_dialog("ๅทฒๅฐ†default encoding่ฎพ็ฝฎไธบ{}๏ผŒ้œ€่ฆ้‡ๅฏ็ผ–่พ‘ๅ™จไปฅไพฟ็”Ÿๆ•ˆ".format(encodingStr), "Warning") else: unreal.PythonBPLib.message_dialog("Find content failed: {}".format(sitePyPath), "Warning") def get_actors_at_location(location, error_tolerance): allActors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_selected_level_actors() result = [_actor for _actor in allActors if _actor.get_actor_location().is_near_equal(location, error_tolerance)] return result def select_actors_at_location(location, error_tolerance, actorTypes=None): actors = get_actors_at_location(location, error_tolerance) if len(actors) > 1: print("Total {} actor(s) with the same locations.".format(len(actors))) if actorTypes is not None: actors = [actor for actor in actors if type(actor) in actorTypes] unreal.get_editor_subsystem(unreal.EditorActorSubsystem).set_selected_level_actors(actors) return actors else: print("None actor with the same locations.") return [] def select_actors_with_same_location(actor, error_tolerance): if actor is not None: actors = select_actors_at_location(actor.get_actor_location(), error_tolerance, [unreal.StaticMeshActor, unreal.SkeletalMeshActor]) return actors else: print("actor is None.") return [] def get_chameleon_tool_instance(json_name): found_count = 0 result = None for var in globals(): if hasattr(var, "jsonPath") and hasattr(var, "data"): if isinstance(var.data, unreal.ChameleonData): if var.jsonPath.endswith(json_name): found_count += 1 result = var if found_count == 1: return result if found_count > 1: unreal.log_warning(f"Found Multi-ToolsInstance by name: {json_name}, count: {found_count}") return None # # Flags describing an object instance # class EObjectFlags(IntFlag): # Do not add new flags unless they truly belong here. There are alternatives. # if you change any the bit of any of the RF_Load flags, then you will need legacy serialization RF_NoFlags = 0x00000000, #< No flags, used to avoid a cast # This first group of flags mostly has to do with what kind of object it is. Other than transient, these are the persistent object flags. # The garbage collector also tends to look at these. RF_Public =0x00000001, #< Object is visible outside its package. RF_Standalone =0x00000002, #< Keep object around for editing even if unreferenced. RF_MarkAsNative =0x00000004, #< Object (UField) will be marked as native on construction (DO NOT USE THIS FLAG in HasAnyFlags() etc) RF_Transactional =0x00000008, #< Object is transactional. RF_ClassDefaultObject =0x00000010, #< This object is its class's default object RF_ArchetypeObject =0x00000020, #< This object is a template for another object - treat like a class default object RF_Transient =0x00000040, #< Don't save object. # This group of flags is primarily concerned with garbage collection. RF_MarkAsRootSet =0x00000080, #< Object will be marked as root set on construction and not be garbage collected, even if unreferenced (DO NOT USE THIS FLAG in HasAnyFlags() etc) RF_TagGarbageTemp =0x00000100, #< This is a temp user flag for various utilities that need to use the garbage collector. The garbage collector itself does not interpret it. # The group of flags tracks the stages of the lifetime of a uobject RF_NeedInitialization =0x00000200, #< This object has not completed its initialization process. Cleared when ~FObjectInitializer completes RF_NeedLoad =0x00000400, #< During load, indicates object needs loading. RF_KeepForCooker =0x00000800, #< Keep this object during garbage collection because it's still being used by the cooker RF_NeedPostLoad =0x00001000, #< Object needs to be postloaded. RF_NeedPostLoadSubobjects =0x00002000, #< During load, indicates that the object still needs to instance subobjects and fixup serialized component references RF_NewerVersionExists =0x00004000, #< Object has been consigned to oblivion due to its owner package being reloaded, and a newer version currently exists RF_BeginDestroyed =0x00008000, #< BeginDestroy has been called on the object. RF_FinishDestroyed =0x00010000, #< FinishDestroy has been called on the object. # Misc. Flags RF_BeingRegenerated =0x00020000, #< Flagged on UObjects that are used to create UClasses (e.g. Blueprints) while they are regenerating their UClass on load (See FLinkerLoad::CreateExport()), as well as UClass objects in the midst of being created RF_DefaultSubObject =0x00040000, #< Flagged on subobjects that are defaults RF_WasLoaded =0x00080000, #< Flagged on UObjects that were loaded RF_TextExportTransient =0x00100000, #< Do not export object to text form (e.g. copy/paste). Generally used for sub-objects that can be regenerated from data in their parent object. RF_LoadCompleted =0x00200000, #< Object has been completely serialized by linkerload at least once. DO NOT USE THIS FLAG, It should be replaced with RF_WasLoaded. RF_InheritableComponentTemplate = 0x00400000, #< Archetype of the object can be in its super class RF_DuplicateTransient =0x00800000, #< Object should not be included in any type of duplication (copy/paste, binary duplication, etc.) RF_StrongRefOnFrame =0x01000000, #< References to this object from persistent function frame are handled as strong ones. RF_NonPIEDuplicateTransient =0x02000000, #< Object should not be included for duplication unless it's being duplicated for a PIE session RF_Dynamic =0x04000000, #< Field Only. Dynamic field. UE_DEPRECATED(5.0, "RF_Dynamic should no longer be used. It is no longer being set by engine code.") - doesn't get constructed during static initialization, can be constructed multiple times # @todo: BP2CPP_remove RF_WillBeLoaded =0x08000000, #< This object was constructed during load and will be loaded shortly RF_HasExternalPackage =0x10000000, #< This object has an external package assigned and should look it up when getting the outermost package # RF_Garbage and RF_PendingKill are mirrored in EInternalObjectFlags because checking the internal flags is much faster for the Garbage Collector # while checking the object flags is much faster outside of it where the Object pointer is already available and most likely cached. # RF_PendingKill is mirrored in EInternalObjectFlags because checking the internal flags is much faster for the Garbage Collector # while checking the object flags is much faster outside of it where the Object pointer is already available and most likely cached. RF_PendingKill = 0x20000000, #< Objects that are pending destruction (invalid for gameplay but valid objects). UE_DEPRECATED(5.0, "RF_PendingKill should not be used directly. Make sure references to objects are released using one of the existing engine callbacks or use weak object pointers.") This flag is mirrored in EInternalObjectFlags as PendingKill for performance RF_Garbage =0x40000000, #< Garbage from logical point of view and should not be referenced. UE_DEPRECATED(5.0, "RF_Garbage should not be used directly. Use MarkAsGarbage and ClearGarbage instead.") This flag is mirrored in EInternalObjectFlags as Garbage for performance RF_AllocatedInSharedPage =0x80000000, #< Allocated from a ref-counted page shared with other UObjects class EMaterialValueType(IntFlag): MCT_Float1 = 1, MCT_Float2 = 2, MCT_Float3 = 4, MCT_Float4 = 8, MCT_Texture2D = 1 << 4, MCT_TextureCube = 1 << 5, MCT_Texture2DArray = 1 << 6, MCT_TextureCubeArray = 1 << 7, MCT_VolumeTexture = 1 << 8, MCT_StaticBool = 1 << 9, MCT_Unknown = 1 << 10, MCT_MaterialAttributes = 1 << 11, MCT_TextureExternal = 1 << 12, MCT_TextureVirtual = 1 << 13, MCT_VTPageTableResult = 1 << 14, MCT_ShadingModel = 1 << 15, MCT_Strata = 1 << 16, MCT_LWCScalar = 1 << 17, MCT_LWCVector2 = 1 << 18, MCT_LWCVector3 = 1 << 19, MCT_LWCVector4 = 1 << 20, MCT_Execution = 1 << 21, MCT_VoidStatement = 1 << 22,
import unreal # --- ์™ธ๋ถ€ ์ฃผ์ž… ๋ณ€์ˆ˜ ์•ˆ๋‚ด --- # ๋ธ”๋ฃจํ”„๋ฆฐํŠธ ๋˜๋Š” ๋‹ค๋ฅธ ์Šคํฌ๋ฆฝํŠธ์—์„œ ์ด ์Šคํฌ๋ฆฝํŠธ๋ฅผ ์‹คํ–‰ํ•˜๊ธฐ ์ „์— ์•„๋ž˜ ๋ณ€์ˆ˜๋“ค์„ ๋ฐ˜๋“œ์‹œ ์ •์˜ํ•ด์•ผ ํ•ฉ๋‹ˆ๋‹ค. # ์˜ˆ์‹œ: # # master_path = "/project/" # parameters_str = "emissive_color_mult:0.1; Tint:1,0,0,1" # do_reparent = True # do_parameter_edit = True def parse_parameters_string(params_string): """ ์„ธ๋ฏธ์ฝœ๋ก (;)์œผ๋กœ ๊ตฌ๋ถ„๋œ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฌธ์ž์—ด์„ ํŒŒ์‹ฑํ•ฉ๋‹ˆ๋‹ค. - ์Šค์นผ๋ผ: param_name:0.5 - ๋ฒกํ„ฐ: param_name:1,0,0,1 (R,G,B) ๋˜๋Š” (R,G,B,A) - ํ…์Šค์ฒ˜: param_name:/project/.MyTexture ์˜ˆ์‹œ: "scalar_param:0.5; vector_param:1,0,0,1; texture_param:/project/" """ unreal.log("ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฌธ์ž์—ด ํŒŒ์‹ฑ ์‹œ์ž‘...") parsed_params = [] if not params_string or not isinstance(params_string, str): return parsed_params asset_lib = unreal.EditorAssetLibrary # ํŒŒ๋ผ๋ฏธํ„ฐ ์Œ์„ ์„ธ๋ฏธ์ฝœ๋ก ์œผ๋กœ ๋ถ„๋ฆฌํ•ฉ๋‹ˆ๋‹ค. pairs = [pair.strip() for pair in params_string.split(';') if pair.strip()] for pair in pairs: if ':' not in pair: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ์ž˜๋ชป๋œ ํ˜•์‹์˜ ์Œ์„ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค -> '{pair}'") continue key, value_str = pair.split(':', 1) key = key.strip() value_str = value_str.strip() if not key or not value_str: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ๋น„์–ด์žˆ๋Š” ํ‚ค ๋˜๋Š” ๊ฐ’์„ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค -> '{pair}'") continue if value_str.startswith('/Game/') or value_str.startswith('/Engine/'): texture_asset = asset_lib.load_asset(value_str) if isinstance(texture_asset, unreal.Texture): parsed_params.append({'name': key, 'type': 'texture', 'value': texture_asset}) unreal.log(f" - ํ…์Šค์ฒ˜ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฐœ๊ฒฌ: '{key}' -> '{value_str}'") else: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ํ…์Šค์ฒ˜๋ฅผ ์ฐพ์„ ์ˆ˜ ์—†๊ฑฐ๋‚˜ ์œ ํšจํ•˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค -> '{value_str}'") elif ',' in value_str: try: color_parts = [float(c.strip()) for c in value_str.split(',')] if len(color_parts) == 3: color = unreal.LinearColor(color_parts[0], color_parts[1], color_parts[2], 1.0) parsed_params.append({'name': key, 'type': 'vector', 'value': color}) unreal.log(f" - ๋ฒกํ„ฐ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฐœ๊ฒฌ: '{key}' -> {color}") elif len(color_parts) == 4: color = unreal.LinearColor(color_parts[0], color_parts[1], color_parts[2], color_parts[3]) parsed_params.append({'name': key, 'type': 'vector', 'value': color}) unreal.log(f" - ๋ฒกํ„ฐ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฐœ๊ฒฌ: '{key}' -> {color}") else: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ๋ฒกํ„ฐ ๊ฐ’์€ 3๊ฐœ ๋˜๋Š” 4๊ฐœ์˜ ์ˆซ์ž์—ฌ์•ผ ํ•ฉ๋‹ˆ๋‹ค -> '{value_str}'") except ValueError: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ๋ฒกํ„ฐ์˜ ์ผ๋ถ€๋ฅผ ์ˆซ์ž๋กœ ๋ณ€ํ™˜ํ•  ์ˆ˜ ์—†์Šต๋‹ˆ๋‹ค -> '{value_str}'") else: try: scalar_value = float(value_str) parsed_params.append({'name': key, 'type': 'scalar', 'value': scalar_value}) unreal.log(f" - ์Šค์นผ๋ผ ํŒŒ๋ผ๋ฏธํ„ฐ ๋ฐœ๊ฒฌ: '{key}' -> {scalar_value}") except ValueError: unreal.log_warning(f" - ํŒŒ๋ผ๋ฏธํ„ฐ ํŒŒ์‹ฑ ๊ฒฝ๊ณ : ์Šค์นผ๋ผ ๊ฐ’์„ ์ˆซ์ž๋กœ ๋ณ€ํ™˜ํ•  ์ˆ˜ ์—†์Šต๋‹ˆ๋‹ค -> '{value_str}'") return parsed_params def reprocess_selected_materials(): """ ์ฝ˜ํ…์ธ  ๋ธŒ๋ผ์šฐ์ €์—์„œ ์„ ํƒ๋œ ๋จธํ‹ฐ๋ฆฌ์–ผ ์ธ์Šคํ„ด์Šค์˜ ๋ถ€๋ชจ๋ฅผ ๊ต์ฒดํ•˜๊ณ  ํŒŒ๋ผ๋ฏธํ„ฐ๋ฅผ ์ˆ˜์ •ํ•œ ๋’ค ์ €์žฅํ•ฉ๋‹ˆ๋‹ค. """ unreal.log("์„ ํƒ๋œ ๋จธํ‹ฐ๋ฆฌ์–ผ ์žฌ์ฒ˜๋ฆฌ ๋กœ์ง์„ ์‹œ์ž‘ํ•ฉ๋‹ˆ๋‹ค.") # --- ๋‚ด๋ถ€ ๋ณ€์ˆ˜ ์žฌ์ง€์ • --- NEW_PARENT_MATERIAL_PATH = master_path PARAMETERS_TO_SET = parse_parameters_string(parameters_str) DO_REPARENT = do_reparent DO_PARAMETER_EDIT = do_parameter_edit asset_lib = unreal.EditorAssetLibrary util_lib = unreal.EditorUtilityLibrary material_lib = unreal.MaterialEditingLibrary # 1. ์ƒˆ ๋ถ€๋ชจ ๋จธํ‹ฐ๋ฆฌ์–ผ ๋กœ๋“œ ๋ฐ ์œ ํšจ์„ฑ ๊ฒ€์‚ฌ new_parent_material = None if DO_REPARENT: new_parent_material = asset_lib.load_asset(NEW_PARENT_MATERIAL_PATH) if not new_parent_material or not isinstance(new_parent_material, unreal.Material): unreal.log_error(f"์˜ค๋ฅ˜: ์ƒˆ ๋งˆ์Šคํ„ฐ ๋จธํ‹ฐ๋ฆฌ์–ผ์„ ์ฐพ์„ ์ˆ˜ ์—†๊ฑฐ๋‚˜ ์œ ํšจํ•˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค: {NEW_PARENT_MATERIAL_PATH}") return # 2. ์ฝ˜ํ…์ธ  ๋ธŒ๋ผ์šฐ์ €์—์„œ ์„ ํƒ๋œ ์—์…‹ ๊ฐ€์ ธ์˜ค๊ธฐ selected_assets = util_lib.get_selected_assets() if not selected_assets: unreal.log_warning("์˜ค๋ฅ˜: ์ฝ˜ํ…์ธ  ๋ธŒ๋ผ์šฐ์ €์—์„œ ๋จธํ‹ฐ๋ฆฌ์–ผ ์ธ์Šคํ„ด์Šค๋ฅผ ๋จผ์ € ์„ ํƒํ•ด์ฃผ์„ธ์š”.") return # 3. ์„ ํƒ๋œ ์—์…‹ ์ค‘ ๋จธํ‹ฐ๋ฆฌ์–ผ ์ธ์Šคํ„ด์Šค๋งŒ ํ•„ํ„ฐ๋ง material_instances_to_process = [asset for asset in selected_assets if isinstance(asset, unreal.MaterialInstanceConstant)] if not material_instances_to_process: unreal.log_warning("์˜ค๋ฅ˜: ์„ ํƒ๋œ ์—์…‹ ์ค‘์— ์ฒ˜๋ฆฌํ•  ๋จธํ‹ฐ๋ฆฌ์–ผ ์ธ์Šคํ„ด์Šค๊ฐ€ ์—†์Šต๋‹ˆ๋‹ค.") return unreal.log(f"์ด {len(material_instances_to_process)}๊ฐœ์˜ ๋จธํ‹ฐ๋ฆฌ์–ผ ์ธ์Šคํ„ด์Šค๋ฅผ ์ฒ˜๋ฆฌํ•ฉ๋‹ˆ๋‹ค.") # 4. ๊ฐ ๋จธํ‹ฐ๋ฆฌ์–ผ ์ธ์Šคํ„ด์Šค ์ฒ˜๋ฆฌ processed_count = 0 with unreal.ScopedEditorTransaction("Reprocess Selected Materials") as transaction: for mat_instance in material_instances_to_process: instance_name = mat_instance.get_name() mat_path = mat_instance.get_path_name() unreal.log(f"--- '{instance_name}' ({mat_path}) ์ฒ˜๋ฆฌ ์‹œ์ž‘ ---") mat_to_edit = mat_instance was_modified = False # 4-1. ๋ถ€๋ชจ ๋จธํ‹ฐ๋ฆฌ์–ผ ๊ต์ฒด if DO_REPARENT: mat_instance.modify() if mat_instance.get_editor_property('parent') != new_parent_material: unreal.log(f" > ๋ถ€๋ชจ ๋ณ€๊ฒฝ ์‹œ๋„: '{new_parent_material.get_name()}'") material_lib.set_material_instance_parent(mat_instance, new_parent_material) if mat_instance.get_editor_property('parent') == new_parent_material: unreal.log(" + ํ™•์ธ: ๋ถ€๋ชจ ๋ณ€๊ฒฝ์ด ์„ฑ๊ณต์ ์œผ๋กœ ์ ์šฉ๋˜์—ˆ์Šต๋‹ˆ๋‹ค.") unreal.log(" > ๋ถ€๋ชจ ๋ณ€๊ฒฝ์‚ฌํ•ญ์„ ๋””์Šคํฌ์— ์ €์žฅํ•˜๊ณ  ์—์…‹์„ ๋‹ค์‹œ ๋กœ๋“œํ•ฉ๋‹ˆ๋‹ค...") asset_lib.save_loaded_asset(mat_instance) mat_to_edit = asset_lib.load_asset(mat_path) was_modified = True else: unreal.log_warning(f" ์‹คํŒจ: '{instance_name}'์˜ ๋ถ€๋ชจ ๋ณ€๊ฒฝ์— ์‹คํŒจํ–ˆ์Šต๋‹ˆ๋‹ค. ๋‹ค์Œ ์—์…‹์œผ๋กœ ๋„˜์–ด๊ฐ‘๋‹ˆ๋‹ค.") continue else: unreal.log(" > ๋ถ€๋ชจ๊ฐ€ ์ด๋ฏธ ๋ชฉํ‘œ ๋จธํ‹ฐ๋ฆฌ์–ผ์ด๋ฏ€๋กœ ๋ณ€๊ฒฝ์„ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") # 4-2. ํŒŒ๋ผ๋ฏธํ„ฐ ์ˆ˜์ • if DO_PARAMETER_EDIT and PARAMETERS_TO_SET: mat_to_edit.modify() unreal.log(f" > '{mat_to_edit.get_name()}'์˜ ํŒŒ๋ผ๋ฏธํ„ฐ ๊ฐ’ ์ˆ˜์ •์„ ์‹œ์ž‘ํ•ฉ๋‹ˆ๋‹ค.") for param_info in PARAMETERS_TO_SET: param_name = param_info['name'] param_type = param_info['type'] param_value = param_info['value'] success = False if param_type == 'scalar': success = material_lib.set_material_instance_scalar_parameter_value(mat_to_edit, param_name, param_value) elif param_type == 'vector': success = material_lib.set_material_instance_vector_parameter_value(mat_to_edit, param_name, param_value) elif param_type == 'texture': success = material_lib.set_material_instance_texture_parameter_value(mat_to_edit, param_name, param_value) if success: unreal.log(f" - '{param_type}' ํŒŒ๋ผ๋ฏธํ„ฐ '{param_name}' ๊ฐ’์„ ์„ฑ๊ณต์ ์œผ๋กœ ์„ค์ •ํ–ˆ์Šต๋‹ˆ๋‹ค.") was_modified = True else: unreal.log(f" - ์ •๋ณด: '{param_name}' ํŒŒ๋ผ๋ฏธํ„ฐ๊ฐ€ ์—†๊ฑฐ๋‚˜ ํƒ€์ž…์ด ์ผ์น˜ํ•˜์ง€ ์•Š์•„ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") # 4-3. ์ตœ์ข… ์ €์žฅ if was_modified: unreal.log(f" > ๋ณ€๊ฒฝ์‚ฌํ•ญ์„ ์ €์žฅํ•ฉ๋‹ˆ๋‹ค.") asset_lib.save_loaded_asset(mat_to_edit) else: unreal.log(f" > ๋ณ€๊ฒฝ์‚ฌํ•ญ์ด ์—†์–ด ์ €์žฅ์„ ๊ฑด๋„ˆ๋œ๋‹ˆ๋‹ค.") processed_count += 1 if processed_count == 0: unreal.log_warning("์ฒ˜๋ฆฌ๋œ ๋จธํ‹ฐ๋ฆฌ์–ผ์ด ์—†์–ด ์ž‘์—…์„ ์ข…๋ฃŒํ•ฉ๋‹ˆ๋‹ค.") else: unreal.log(f"์ด {processed_count}๊ฐœ์˜ ๋จธํ‹ฐ๋ฆฌ์–ผ ์žฌ์ฒ˜๋ฆฌ๊ฐ€ ์™„๋ฃŒ๋˜์—ˆ์Šต๋‹ˆ๋‹ค.") # ์Šคํฌ๋ฆฝํŠธ ์‹คํ–‰ reprocess_selected_materials()
import sys import unreal import json from pathlib import Path from importlib import reload, import_module BASE_PATH = Path(r'/project/-scripts') sys.path.append(str(BASE_PATH)) MODULES_TO_RELOAD = ('ue_utils', 'stats', 'consts', 'clean_numbers', 'jsonutils', 'colors') for module in MODULES_TO_RELOAD: # Load the module, then force reload it module = import_module(module) reload(module) from jsonutils import save_as_json data = {} assets = unreal.EditorUtilityLibrary().get_selected_assets() for asset in assets: changes = asset.wc_get_all_nondefault_property_values() if not changes: continue change_data = {} for key,value in changes: if isinstance(value, (int, str, float, bool)): change_data[key] = value else: print(f'Unknown type for {key}: {type(value)}') data[asset.get_path_name()] = change_data save_as_json(data, BASE_PATH / 'data' / 'difficulty.json', pretty=True)
# Copyright Epic Games, Inc. All Rights Reserved. import os import unreal #------------------------------------------------------------------------------- class Prompt(object): def prompt(self, context): try: self._get_ue_branch(context) except EnvironmentError: self._get_git_branch(context) context.TITLE = context.UE_BRANCH + " | " + context.UE_PROJECT super().prompt(context) def _get_ue_branch(self, context): try: session = self.get_noticeboard(self.Noticeboard.SESSION) ue_context = unreal.Context(session["uproject"] or ".") branch_full = ue_context.get_engine().get_info().get("BranchName", "UnknownBranch") branch_name = ue_context.get_name() if project := ue_context.get_project(): project_name = project.get_name() if ue_context.get_type() == unreal.ContextType.FOREIGN: branch_name = ue_context.get_engine().get_dir().parent.name project_name += "(F)" else: project_name = "-" except EnvironmentError: raise except Exception as e: branch_full = "Error" branch_name = "Error" project_name = str(e) + "\nError" context.UE_BRANCH = branch_name context.UE_PROJECT = project_name context.UE_BRANCH_FULL = branch_full def _get_git_branch(self, context): from pathlib import Path for git_root in (Path(os.getcwd()) / "x").parents: if (git_root / ".git").is_dir(): break else: context.UE_BRANCH = "NoBranch" context.UE_PROJECT = "NoProject" return context.UE_BRANCH = git_root.stem context.UE_PROJECT = "nobranch" with (git_root / ".git/HEAD").open("rt") as file: for line in file.readlines(): line = line.strip() if line.startswith("ref: "): context.UE_PROJECT = line[5:].split("/")[-1] else: context.UE_PROJECT = line[:6] break
import unreal from ueGear.controlrig.paths import CONTROL_RIG_FUNCTION_PATH from ueGear.controlrig.components import base_component, EPIC_control_01, EPIC_leg_01 from ueGear.controlrig.helpers import controls class Component(EPIC_leg_01.Component): name = "test_Leg" mgear_component = "EPIC_leg_02" def __init__(self): super().__init__() class ManualComponent(EPIC_leg_01.ManualComponent): name = "EPIC_leg_02" mgear_component = "EPIC_leg_02" def __init__(self): super().__init__()
# -*- coding: utf-8 -*- """Load textures from PNG.""" from ayon_core.pipeline import AYON_CONTAINER_ID from ayon_unreal.api import plugin from ayon_unreal.api.pipeline import ( create_container, imprint, format_asset_directory ) import unreal # noqa class TexturePNGLoader(plugin.Loader): """Load Unreal texture from PNG file.""" product_types = {"image", "texture", "render"} label = "Import image texture 2d" representations = {"*"} extensions = {"png", "jpg", "tiff", "exr"} icon = "wallpaper" color = "orange" # Defined by settings show_dialog = False 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(TexturePNGLoader, cls).apply_settings(project_settings) unreal_settings = project_settings.get("unreal", {}) # Apply import settings import_settings = unreal_settings.get("import_settings", {}) cls.show_dialog = import_settings.get("show_dialog", cls.show_dialog) cls.loaded_asset_dir = import_settings.get("loaded_asset_dir", cls.loaded_asset_dir) cls.loaded_asset_name = import_settings.get("loaded_asset_name", cls.loaded_asset_name) @classmethod def get_task(cls, filename, asset_dir, asset_name, replace): task = unreal.AssetImportTask() task.set_editor_property('filename', filename) task.set_editor_property('destination_path', asset_dir) task.set_editor_property('destination_name', asset_name) task.set_editor_property('replace_existing', replace) task.set_editor_property('automated', bool(not cls.show_dialog)) task.set_editor_property('save', True) # set import options here return task @classmethod def import_and_containerize( self, filepath, asset_dir, container_name ): if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): unreal.EditorAssetLibrary.make_directory(asset_dir) unreal.log("Import using interchange method") unreal.SystemLibrary.execute_console_command( None, "Interchange.FeatureFlags.Import.PNG 1") unreal.SystemLibrary.execute_console_command( None, "Interchange.FeatureFlags.Import.JPG 1") unreal.SystemLibrary.execute_console_command( None, "Interchange.FeatureFlags.Import.TIFF 1") unreal.SystemLibrary.execute_console_command( None, "Interchange.FeatureFlags.Import.EXR 1") import_asset_parameters = unreal.ImportAssetParameters() import_asset_parameters.is_automated = bool(not self.show_dialog) source_data = unreal.InterchangeManager.create_source_data(filepath) interchange_manager = unreal.InterchangeManager.get_interchange_manager_scripted() # noqa interchange_manager.import_asset( asset_dir, source_data,import_asset_parameters ) if not unreal.EditorAssetLibrary.does_asset_exist( f"{asset_dir}/{container_name}"): # Create Asset Container create_container(container=container_name, path=asset_dir) return asset_dir def imprint( self, folder_path, asset_dir, container_name, asset_name, repre_entity, product_type, project_name ): data = { "schema": "ayon:container-2.0", "id": AYON_CONTAINER_ID, "namespace": asset_dir, "folder_path": folder_path, "container_name": container_name, "asset_name": asset_name, "loader": str(self.__class__.__name__), "representation": repre_entity["id"], "parent": repre_entity["versionId"], "product_type": product_type, # TODO these shold be probably removed "asset": folder_path, "family": product_type, "project_name": project_name } imprint(f"{asset_dir}/{container_name}", data) def load(self, context, name, namespace, options): """Load and containerise representation into Content Browser. 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. options (dict): Those would be data to be imprinted. Returns: list(str): list of container content """ # Create directory for asset and Ayon container folder_path = context["folder"]["path"] suffix = "_CON" path = self.filepath_from_context(context) asset_root, asset_name = format_asset_directory( context, self.loaded_asset_dir, self.loaded_asset_name ) tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( asset_root, suffix="") container_name += suffix asset_dir = self.import_and_containerize( path, asset_dir, container_name ) self.imprint( folder_path, asset_dir, container_name, asset_name, context["representation"], context["product"]["productType"], context["project"]["name"], ) asset_contents = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True ) for unreal_asset in asset_contents: unreal.EditorAssetLibrary.save_asset(unreal_asset) return asset_contents def update(self, container, context): folder_path = context["folder"]["path"] product_type = context["product"]["productType"] repre_entity = context["representation"] path = self.filepath_from_context(context) # Create directory for asset and Ayon container suffix = "_CON" asset_root, asset_name = format_asset_directory( context, self.loaded_asset_dir, self.loaded_asset_name ) tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( asset_root, suffix="") container_name += suffix asset_dir = self.import_and_containerize( path, asset_dir, container_name ) self.imprint( folder_path, asset_dir, container_name, asset_name, repre_entity, product_type, context["project"]["name"] ) asset_contents = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=False ) for unreal_asset in asset_contents: unreal.EditorAssetLibrary.save_asset(unreal_asset) def remove(self, container): path = container["namespace"] if unreal.EditorAssetLibrary.does_directory_exist(path): unreal.EditorAssetLibrary.delete_directory(path)
#!/project/ python3 """ Unit tests for socket snapping functionality Run this in Unreal Engine's Python console to test socket operations """ # import math from typing import Optional, Tuple import unreal class SocketSnappingUnitTest: """Unit tests for socket snapping mathematics and operations.""" def __init__(self): self.test_results = [] self.test_actors = [] def cleanup(self): """Clean up test actors.""" for actor in self.test_actors: if actor and actor.is_valid(): actor.destroy_actor() self.test_actors.clear() def assert_equal(self, actual, expected, tolerance=0.01, message=""): """Assert values are equal within tolerance.""" if isinstance(actual, (list, tuple)) and isinstance(expected, (list, tuple)): if len(actual) != len(expected): raise AssertionError(f"{message}: Length mismatch {len(actual)} != {len(expected)}") for a, e in zip(actual, expected, strict=True): if abs(a - e) > tolerance: raise AssertionError(f"{message}: {actual} != {expected}") else: if abs(actual - expected) > tolerance: raise AssertionError(f"{message}: {actual} != {expected}") def create_test_actor_with_socket( self, name: str, location: Tuple[float, float, float], socket_name: str, socket_offset: Tuple[float, float, float], ) -> unreal.Actor: """Create a test actor with a simulated socket position.""" # Use a basic cube mesh cube_mesh = unreal.EditorAssetLibrary.load_asset("/project/") if not cube_mesh: raise RuntimeError("Could not load cube mesh") # Spawn actor actor = unreal.EditorLevelLibrary.spawn_actor_from_object( cube_mesh, unreal.Vector(*location), unreal.Rotator(0, 0, 0) ) if not actor: raise RuntimeError(f"Failed to spawn actor {name}") actor.set_actor_label(name) self.test_actors.append(actor) # Store socket information as tags (since we can't add real sockets at runtime) actor.tags = [ f"socket:{socket_name}", f"socket_offset:{socket_offset[0]},{socket_offset[1]},{socket_offset[2]}", ] return actor def get_simulated_socket_transform(self, actor: unreal.Actor, socket_name: str) -> Optional[unreal.Transform]: """Get simulated socket transform from actor tags.""" socket_offset = None for tag in actor.tags: if tag.startswith(f"socket:{socket_name}"): # Found socket pass elif tag.startswith("socket_offset:"): parts = tag.split(":")[1].split(",") socket_offset = unreal.Vector(float(parts[0]), float(parts[1]), float(parts[2])) if socket_offset is None: return None # Calculate world transform actor_transform = actor.get_actor_transform() socket_transform = unreal.Transform() socket_transform.location = actor_transform.transform_position(socket_offset) socket_transform.rotation = actor_transform.rotation socket_transform.scale3d = actor_transform.scale3d return socket_transform def test_basic_socket_math(self): """Test basic socket transformation mathematics.""" print("Test 1: Basic Socket Math") # Create actor at origin actor = self.create_test_actor_with_socket( "TestActor_Math", location=(0, 0, 0), socket_name="TestSocket", socket_offset=(100, 0, 50) ) # Get socket world position socket_transform = self.get_simulated_socket_transform(actor, "TestSocket") # Verify socket is at expected world position expected_location = [100, 0, 50] actual_location = [socket_transform.location.x, socket_transform.location.y, socket_transform.location.z] self.assert_equal(actual_location, expected_location, tolerance=0.01, message="Socket world position") print("โœ… Basic socket math test passed") self.test_results.append(("Basic Socket Math", True)) def test_rotated_socket_math(self): """Test socket transformation with rotation.""" print("Test 2: Rotated Socket Math") # Create actor rotated 90 degrees actor = self.create_test_actor_with_socket( "TestActor_Rotated", location=(1000, 0, 0), socket_name="TestSocket", socket_offset=(100, 0, 0), # Socket 100 units forward ) # Rotate actor 90 degrees (yaw) actor.set_actor_rotation(unreal.Rotator(0, 0, 90)) # Get socket world position socket_transform = self.get_simulated_socket_transform(actor, "TestSocket") # After 90-degree rotation, forward (100, 0, 0) becomes right (0, 100, 0) expected_location = [1000, 100, 0] # Actor at 1000,0,0 + rotated offset actual_location = [socket_transform.location.x, socket_transform.location.y, socket_transform.location.z] self.assert_equal(actual_location, expected_location, tolerance=1.0, message="Rotated socket world position") print("โœ… Rotated socket math test passed") self.test_results.append(("Rotated Socket Math", True)) def test_socket_to_socket_alignment(self): """Test aligning two actors via their sockets.""" print("Test 3: Socket-to-Socket Alignment") # Create target actor with socket target = self.create_test_actor_with_socket( "Target_Actor", location=(2000, 0, 0), socket_name="ConnectSocket", socket_offset=(150, 0, 0), # Socket on right side ) # Create source actor with socket source = self.create_test_actor_with_socket( "Source_Actor", location=(2500, 500, 0), # Start elsewhere socket_name="AttachSocket", socket_offset=(-150, 0, 0), # Socket on left side ) # Calculate where source needs to be to align sockets target_socket_world = self.get_simulated_socket_transform(target, "ConnectSocket").location source_socket_local = unreal.Vector(-150, 0, 0) # Source actor should be positioned so its socket aligns with target socket new_source_location = target_socket_world - source_socket_local source.set_actor_location(new_source_location) # Verify sockets are aligned source_socket_world = self.get_simulated_socket_transform(source, "AttachSocket").location distance = (source_socket_world - target_socket_world).size() self.assert_equal(distance, 0, tolerance=1.0, message="Socket alignment distance") print("โœ… Socket-to-socket alignment test passed") self.test_results.append(("Socket-to-Socket Alignment", True)) def test_socket_with_offset(self): """Test socket snapping with additional offset.""" print("Test 4: Socket with Offset") # Create base actor base = self.create_test_actor_with_socket( "Base_Actor", location=(3000, 0, 0), socket_name="MountSocket", socket_offset=(0, 0, 100), # Socket on top ) # Create attachment with offset attachment = self.create_test_actor_with_socket( "Attachment_Actor", location=(3000, 0, 0), socket_name="BaseSocket", socket_offset=(0, 0, 0), # Socket at pivot ) # Apply socket position plus additional offset socket_world = self.get_simulated_socket_transform(base, "MountSocket").location additional_offset = unreal.Vector(0, 0, 50) # 50 units higher final_position = socket_world + additional_offset attachment.set_actor_location(final_position) # Verify position expected_z = 3000 + 100 + 50 # Base Z + socket offset + additional offset actual_z = attachment.get_actor_location().z self.assert_equal(actual_z, expected_z, tolerance=1.0, message="Socket with offset Z position") print("โœ… Socket with offset test passed") self.test_results.append(("Socket with Offset", True)) def test_complex_rotation_alignment(self): """Test complex rotation alignment scenarios.""" print("Test 5: Complex Rotation Alignment") # Create actor with complex rotation actor1 = self.create_test_actor_with_socket( "Complex_Actor1", location=(4000, 0, 0), socket_name="Socket1", socket_offset=(100, 50, 25) ) # Apply complex rotation (roll, pitch, yaw) actor1.set_actor_rotation(unreal.Rotator(15, 30, 45)) # Create second actor to align actor2 = self.create_test_actor_with_socket( "Complex_Actor2", location=(4500, 0, 0), socket_name="Socket2", socket_offset=(0, 0, 0) ) # Get socket transform and align actor2 socket_transform = self.get_simulated_socket_transform(actor1, "Socket1") actor2.set_actor_location(socket_transform.location) actor2.set_actor_rotation(socket_transform.rotation.rotator()) # Verify rotation matches expected_rotation = actor1.get_actor_rotation() actual_rotation = actor2.get_actor_rotation() self.assert_equal( [actual_rotation.roll, actual_rotation.pitch, actual_rotation.yaw], [expected_rotation.roll, expected_rotation.pitch, expected_rotation.yaw], tolerance=0.1, message="Complex rotation alignment", ) print("โœ… Complex rotation alignment test passed") self.test_results.append(("Complex Rotation Alignment", True)) def run_all_tests(self): """Run all unit tests.""" print("\n" + "=" * 50) print("Socket Snapping Unit Tests") print("=" * 50 + "\n") try: self.test_basic_socket_math() self.test_rotated_socket_math() self.test_socket_to_socket_alignment() self.test_socket_with_offset() self.test_complex_rotation_alignment() # Print summary print("\n" + "=" * 50) print("Test Summary") print("=" * 50) passed = sum(1 for _, result in self.test_results if result) total = len(self.test_results) print(f"โœ… Passed: {passed}/{total}") for test_name, result in self.test_results: icon = "โœ…" if result else "โŒ" print(f"{icon} {test_name}") if passed == total: print("\n๐ŸŽ‰ All tests passed!") else: print(f"\nโš ๏ธ {total - passed} tests failed") except Exception as e: print(f"\nโŒ Test failed with error: {str(e)}") import traceback traceback.print_exc() finally: self.cleanup() print("\n๐Ÿงน Cleaned up test actors") # Function to run from UE Python console def run_socket_tests(): """Run socket snapping unit tests.""" tester = SocketSnappingUnitTest() tester.run_all_tests() if __name__ == "__main__": run_socket_tests()
import unreal import os import time start_time = time.time() # Instances of unreal classes editor_util = unreal.EditorUtilityLibrary() editor_asset_lib = unreal.EditorAssetLibrary() # Get the selected assets selected_assets = editor_util.get_selected_assets() num_assets = len(selected_assets) num_copies = 3 total_num_copies = num_assets * num_copies text_label = "Duplicating Assets" running = True with unreal.ScopedSlowTask(total_num_copies, text_label) as slow_task: slow_task.make_dialog(True) # Iterate over the assets for asset in selected_assets: # Get the asset name and path to be duplicated asset_name = asset.get_fname() asset_path = editor_asset_lib.get_path_name_for_loaded_asset(asset) source_path = os.path.dirname(asset_path) for i in range(num_copies): # If user pressed the cancel button if slow_task.should_cancel(): running = False break new_name = f"{asset_name}_{i}" dest_path = os.path.join(source_path, new_name) duplicate = editor_asset_lib.duplicate_asset(asset_path, dest_path) slow_task.enter_progress_frame(1) if duplicate: unreal.log_warning(f"Duplicate from {source_path} at {dest_path} already exists.") if not running: break end_time = time.time() unreal.log(f"{num_assets} asset/s duplicated {num_assets} times in {end_time - start_time}.")
# 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 organize_world_outliner(name_mapping: dict[str, str], type_mapping: dict[unreal.Class, str]): editor_level_lib = unreal.EditorLevelLibrary() editor_filter_lib = unreal.EditorFilterLibrary() # get all actors and filter down to specific elements actors: unreal.Array[unreal.Actor] = editor_level_lib.get_all_level_actors() moved = 0 for name_sub_string in name_mapping.keys(): folder_name = name_mapping[name_sub_string] matched_actors: unreal.Array[unreal.Actor] = editor_filter_lib.by_id_name(actors, name_sub_string) for actor in matched_actors: actor_name = actor.get_fname() actor.set_folder_path(unreal.Name(folder_name)) unreal.log(f"Moved {actor_name} into {folder_name}") moved += 1 for actor_type in type_mapping.keys(): folder_name = type_mapping[actor_type] matched_actors: unreal.Array[unreal.Actor] = editor_filter_lib.by_class(actors, actor_type) for actor in matched_actors: actor_name = actor.get_fname() actor.set_folder_path(unreal.Name(folder_name)) unreal.log(f"Moved {actor_name} into {folder_name}") moved += 1 unreal.log(f"Moved {moved} actors into respective folders") organize_world_outliner({"BP_": "Blueprints"}, {unreal.StaticMeshActor: "StaticMeshActors", unreal.ReflectionCapture: "ReflectionCaptures"})
import unreal def open_level(level_path): if unreal.EditorAssetLibrary.does_asset_exist(level_path): unreal.EditorLevelLibrary.load_level(level_path) print(f"Successfully opened level: {level_path}") else: print(f"Level path '{level_path}' does not exist.") target_path:str open_level(target_path)
# 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 import os def remove_unused(instant_delete=True, trash_folder="/project/"): editor_util = unreal.EditorUtilityLibrary() editor_asset = unreal.EditorAssetLibrary() selected_assets = editor_util.get_selected_assets() asset_count = len(selected_assets) removed = 0 to_delete = [] for asset in selected_assets: # get the full path to the to be duplicated asset asset_path = editor_asset.get_path_name_for_loaded_asset(asset) # get a list of references for this asset asset_references = editor_asset.find_package_referencers_for_asset(asset_path, True) if 0 == len(asset_references): to_delete.append(asset) for asset in to_delete: asset_name = asset.get_package().get_name() if instant_delete: # instantly delete the assets if not editor_asset.delete_loaded_asset(asset): unreal.log_warning(f"Asset {asset_name} could not be deleted") else: removed += 1 else: # move the assets to the trash folder new_path = f"{trash_folder}/{str(asset_name)}" unreal.log(f"Move {str(asset)} to {new_path}") editor_asset.make_directory(os.path.dirname(new_path)) if not editor_asset.rename_loaded_asset(asset, new_path): unreal.log_warning(f"Asset {asset_name} could not be moved to Trash") else: removed += 1 unreal.log(f"{removed} of {len(to_delete)} to be deleted assets, of {asset_count} selected, removed") remove_unused(instant_delete=False, trash_folder="/project/")
import unreal # instances of unreal classes editor_level_lib = unreal.EditorLevelLibrary() editor_filter_lib = unreal.EditorFilterLibrary() # get all level actors level_actors = editor_level_lib.get_all_level_actors() static_mesh_actors = editor_filter_lib.by_class(level_actors, unreal.StaticMeshActor) deleted = 0 for actor in static_mesh_actors: actor_name = actor.get_fname() # get the static mesh through the static mesh component actor_mesh_com = actor.static_mesh_component actor_mesh = actor_mesh_com.static_mesh is_valid_actor = actor_mesh != None # if mesh not valid if not is_valid_actor: actor.destroy_actor() deleted += 1 unreal.log("The Mesh component of actor {} is invalid and has been deleted".format(actor_name)) unreal.log("{} actor has been deleted".format(deleted))
import unreal from pamux_unreal_tools.impl.material_function_impl import MaterialFunctionImpl from pamux_unreal_tools.base.material_function.material_function_factory_base import MaterialFunctionFactoryBase class MaterialFunctionFactory(MaterialFunctionFactoryBase): def __init__(self): super().__init__(unreal.MaterialFunction, unreal.MaterialFunctionFactoryNew(), MaterialFunctionImpl)
import json import unreal py_lib = unreal.PyToolkitBPLibrary() objects = py_lib.get_all_objects() res_list = [] for obj in objects: try: res_list.append(obj.get_path_name()) except: print("error -> %s" % obj) path = r"/project/.json" with open(path,'w') as f: json.dump(res_list,f,indent=4) # UMaterialInstanceConstant *URedArtToolkitBPLibrary::GetMaterialEditorSourceInstance(UMaterialEditorInstanceConstant *Editor) # { # return Editor->SourceInstance; # } red_lib = unreal.RedArtToolkitBPLibrary() def list_material_editor(num=1000): material_editor = {} for i in range(num): editor = unreal.load_object(None,"/project/.MaterialEditorInstanceConstant_%s" % i) if editor: material = red_lib.get_material_editor_source_instance(editor) if material: material_editor[material] = editor return material_editor edit_asset = red_lib.get_focused_edit_asset() material_editor = list_material_editor() editor = material_editor.get(edit_asset) if editor: pass menu = unreal.load_object(None,"/project/.ToolMenus_0:ToolMenu_61") print(menu.menu_name) section = unreal.load_object(None,"/project/.Selection_3") print(section) material = unreal.load_object(None,'/project/.MI_Wp_Snp_M82_D1_TPS') obj = material.get_base_material() print(material) editor = unreal.MaterialEditorInstanceConstant.cast(material) assets = red_lib.get_assets_opened_in_editor() print(assets) for asset in assets: editor = red_lib.get_focus_material_editor_instance(asset) print(editor) # instance = unreal.MaterialInstance.cast(asset) print(asset.parent()) print(instance) ['__class__', '__delattr__', '__dir__', '__doc__', '__eq__', '__format__', '__ge__', '__getattribute__', '__gt__', '__hash__', '__init__', '__init_subclass__', '__le__', '__lt__', '__ne__', '__new__', '__reduce__', '__reduce_ex__', '__repr__', '__setattr__', '__sizeof__', '__str__', '__subclasshook__', '_post_init', '_wrapper_meta_data', 'call_method', 'cast', 'font_parameter_values', 'get_base_material', 'get_class', 'get_default_object', 'get_editor_property', 'get_fname', 'get_full_name', 'get_name', 'get_outer', 'get_outermost', 'get_parameter_info', 'get_path_name', 'get_physical_material', 'get_physical_material_from_map', 'get_physical_material_mask', 'get_scalar_parameter_value', 'get_texture_parameter_value', 'get_typed_outer', 'get_vector_parameter_value', 'get_world', 'modify', 'override_subsurface_profile', 'parent', 'phys_material', 'rename', 'runtime_virtual_texture_parameter_values', 'scalar_parameter_values', 'set_editor_properties', 'set_editor_property', 'set_force_mip_levels_to_be_resident', 'static_class', 'subsurface_profile', 'texture_parameter_values', 'vector_parameter_values'] # section = unreal.load_class(None,"/project/.BP_RedEffectView_C") # print(section) # Blueprint'/project/.BP_RedEffectView' ['__class__', '__delattr__', '__dir__', '__doc__', '__eq__', '__format__', '__ge__', '__getattribute__', '__gt__', '__hash__', '__init__', '__init_subclass__', '__le__', '__lt__', '__ne__', '__new__', '__reduce__', '__reduce_ex__', '__repr__', '__setattr__', '__sizeof__', '__str__', '__subclasshook__', '_post_init', '_wrapper_meta_data', 'call_method', 'cast', 'get_class', 'get_default_object', 'get_editor_property', 'get_fname', 'get_full_name', 'get_name', 'get_outer', 'get_outermost', 'get_path_name', 'get_typed_outer', 'get_world', 'modify', 'rename', 'set_editor_properties', 'set_editor_property', 'static_class']
import unreal import logging logger = logging.getLogger(__name__) EAL = unreal.EditorAssetLibrary ATH = unreal.AssetToolsHelpers AT = ATH.get_asset_tools() from pamux_unreal_tools.generated.material_expression_wrappers import NamedRerouteDeclaration from pamux_unreal_tools.base.material.material_base import MaterialBase from pamux_unreal_tools.base.material_function.material_function_base import MaterialFunctionBase from pamux_unreal_tools.base.material_expression.material_expression_container_base import MaterialExpressionContainerBase from pamux_unreal_tools.utils.build_stack import BuildStack from pamux_unreal_tools.utils.pamux_asset_utils import PamuxAssetUtils from pamux_unreal_tools.utils.types import * class MaterialExpressionContainerFactoryBase: # container_wrapper_class: type[MaterialBase | MaterialFunctionBase] def __init__(self, asset_class: unreal.Class, asset_factory: unreal.Factory, container_wrapper_class) -> None: self.asset_class = asset_class self.asset_factory = asset_factory self.container_wrapper_class = container_wrapper_class # -> MaterialBase | MaterialFunctionBase def load(self, builder, container_path: str, virtual_inputs: SocketNames, virtual_outputs: SocketNames) -> MaterialExpressionContainerBase: return self.__load_wrapped_asset(builder, container_path, virtual_inputs, virtual_outputs) # -> MaterialBase | MaterialFunctionBase def loadAndClean(self, builder, container_path, virtual_inputs: SocketNames, virtual_outputs: SocketNames) -> MaterialExpressionContainerBase: result = self.__load_wrapped_asset(builder, container_path, virtual_inputs, virtual_outputs) result.deleteAllMaterialExpressions() return result # -> MaterialBase | MaterialFunctionBase def loadAndCleanOrCreate(self, builder, container_path, virtual_inputs: SocketNames, virtual_outputs: SocketNames) -> MaterialExpressionContainerBase: try: if EAL.does_asset_exist(container_path): return self.loadAndClean(builder, container_path, virtual_inputs, virtual_outputs) except: logger.error(f"Exception loading: {container_path}") return self.__create_wrapped_asset(builder, container_path, virtual_inputs, virtual_outputs) # -> MaterialBase | MaterialFunctionBase def __load_wrapped_asset(self, builder, asset_path: str, virtual_inputs: SocketNames, virtual_outputs: SocketNames) -> MaterialExpressionContainerBase: result = self.__load_and_wrap_asset(asset_path) result.builder = builder result.virtual_inputs = virtual_inputs result.virtual_outputs = virtual_outputs return result # -> MaterialBase | MaterialFunctionBase def __create_wrapped_asset(self, builder, asset_path: str, virtual_inputs: SocketNames, virtual_outputs: SocketNames) -> MaterialExpressionContainerBase: result = self.__create_and_wrap_asset(asset_path) result.builder = builder result.virtual_inputs = virtual_inputs result.virtual_outputs = virtual_outputs return result # -> MaterialBase | MaterialFunctionBase def __load_and_wrap_asset(self, asset_path: str) -> MaterialExpressionContainerBase: unrealAsset = EAL.load_asset(asset_path) if unrealAsset is None: raise Exception(f"Can't load asset: {asset_path}") return self.container_wrapper_class(unrealAsset) # -> MaterialBase | MaterialFunctionBase def __create_and_wrap_asset(self, asset_path: str) -> MaterialExpressionContainerBase: package_path, asset_name = PamuxAssetUtils.split_asset_path(asset_path) unrealAsset = AT.create_asset(asset_name, package_path, self.asset_class, self.asset_factory) if unrealAsset is None: raise Exception(f"Can't create asset: {asset_path}") return self.container_wrapper_class(unrealAsset)
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ An example script that uses the API to instantiate an HDA and then set the ramp points of a float ramp and a color ramp. """ import math import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.ramp_example_1_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def set_parameters(in_wrapper): print('set_parameters') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(set_parameters) # There are two ramps: heightramp and colorramp. The height ramp is a float # ramp. As an example we'll set the number of ramp points and then set # each point individually in_wrapper.set_ramp_parameter_num_points('heightramp', 6) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 0, 0.0, 0.1) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 1, 0.2, 0.6) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 2, 0.4, 1.0) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 3, 0.6, 1.4) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 4, 0.8, 1.8) in_wrapper.set_float_ramp_parameter_point_value('heightramp', 5, 1.0, 2.2) # For the color ramp, as an example, we can set the all the points via an # array. in_wrapper.set_color_ramp_parameter_points('colorramp', ( unreal.HoudiniPublicAPIColorRampPoint(position=0.0, value=unreal.LinearColor.GRAY), unreal.HoudiniPublicAPIColorRampPoint(position=0.5, value=unreal.LinearColor.GREEN), unreal.HoudiniPublicAPIColorRampPoint(position=1.0, value=unreal.LinearColor.RED), )) def print_parameters(in_wrapper): print('print_parameters') in_wrapper.on_post_processing_delegate.remove_callable(print_parameters) # Print the ramp points directly print('heightramp: num points {0}:'.format(in_wrapper.get_ramp_parameter_num_points('heightramp'))) heightramp_data = in_wrapper.get_float_ramp_parameter_points('heightramp') if not heightramp_data: print('\tNone') else: for idx, point_data in enumerate(heightramp_data): print('\t\t{0}: position={1:.6f}; value={2:.6f}; interpoloation={3}'.format( idx, point_data.position, point_data.value, point_data.interpolation )) print('colorramp: num points {0}:'.format(in_wrapper.get_ramp_parameter_num_points('colorramp'))) colorramp_data = in_wrapper.get_color_ramp_parameter_points('colorramp') if not colorramp_data: print('\tNone') else: for idx, point_data in enumerate(colorramp_data): print('\t\t{0}: position={1:.6f}; value={2}; interpoloation={3}'.format( idx, point_data.position, point_data.value, point_data.interpolation )) # Print all parameter values param_tuples = in_wrapper.get_parameter_tuples() print('parameter tuples: {}'.format(len(param_tuples) if param_tuples else 0)) if param_tuples: for param_tuple_name, param_tuple in param_tuples.items(): print('parameter tuple name: {}'.format(param_tuple_name)) print('\tbool_values: {}'.format(param_tuple.bool_values)) print('\tfloat_values: {}'.format(param_tuple.float_values)) print('\tint32_values: {}'.format(param_tuple.int32_values)) print('\tstring_values: {}'.format(param_tuple.string_values)) if not param_tuple.float_ramp_points: print('\tfloat_ramp_points: None') else: print('\tfloat_ramp_points:') for idx, point_data in enumerate(param_tuple.float_ramp_points): print('\t\t{0}: position={1:.6f}; value={2:.6f}; interpoloation={3}'.format( idx, point_data.position, point_data.value, point_data.interpolation )) if not param_tuple.color_ramp_points: print('\tcolor_ramp_points: None') else: print('\tcolor_ramp_points:') for idx, point_data in enumerate(param_tuple.color_ramp_points): print('\t\t{0}: position={1:.6f}; value={2}; interpoloation={3}'.format( idx, point_data.position, point_data.value, point_data.interpolation )) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset with auto-cook enabled _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform()) # Set the float and color ramps on post instantiation, before the first # cook. _g_wrapper.on_post_instantiation_delegate.add_callable(set_parameters) # Print the parameter state after the cook and output creation. _g_wrapper.on_post_processing_delegate.add_callable(print_parameters) if __name__ == '__main__': run()
import unreal import json import sys import os import subprocess import yaml import scripts.skeletalMeshNameFetcher as skeletalMeshNameFetcher import scripts.recording.takeRecorder as takeRecorder import scripts.levelSequence as levelSequence import scripts.communication.wsCommunicationScript as wsCommunicationScript import scripts.state.stateManagerScript as stateManagerScript import scripts.export.exportAndSend as exportAndSend import scripts.popUp as popUp import scripts.communication.callback as callback import scripts.utils.editorFuncs as editorFuncs import scripts.config.params as paramsmanager import scripts.utils.extraFuncs as extraFuncs # Set the parameters from the config file params = paramsmanager.Params().get() class KeepRunningTakeRecorder: """ Utility class for managing continuous recording with the Take Recorder. This class provides functionality to start and stop recording using the provided 'stateManager'. It utilizes Slate post-tick callbacks to continuously monitor the recording state and take appropriate actions. We are also able to replay the last recording. We need to hook on the tick function because in Unreal Engine, many API calls, especially thoserelated to editor functions, must be called from the main thread. Methods: - start(): Start the take recorder. - stop(): Stop the take recorder. - tick(delta_time: float): Perform actions based on the current state. """ def __init__(self, tk: takeRecorder.TakeRecorder, file): print("Initializing KeepRunningTakeRecorder...") self.tk = tk self.actorName = params["actor_name"] self.actorNameShorthand = params["actor_name_shorthand"] self.replayActor = editorFuncs.get_actor_by_name(params["replay_actor_name"]) self.slate_post_tick_handle = None self.resettingPopUpText = None self.resettingPopUpTitle = None def start(self) -> None: """ Start the take recorder. Registers a Slate post-tick callback to execute 'tick' method. """ print("Starting Take Recorder...") self.slate_post_tick_handle = unreal.register_slate_post_tick_callback(self.tick) popUp.show_popup_message("KeepRunningTakeRecorder", f"Tick hook started, keeping double recordings: True") def stop(self) -> None: """ Safely stop the take recorder and unregister the Slate post-tick callback. """ if self.slate_post_tick_handle is not None: try: print("Unregistering Slate post-tick callback...") unreal.unregister_slate_post_tick_callback(self.slate_post_tick_handle) self.slate_post_tick_handle = None print("Slate post-tick callback unregistered successfully.") except Exception as e: print(f"Error during unregistration: {e}") popUp.show_popup_message("KeepRunningTakeRecorder", f"Error during unregistration: {str(e)}") else: print("Slate post-tick callback was already unregistered or never registered.") def tick(self, delta_time: float) -> None: """ Perform actions based on the current state. If the recording state is "start", begin recording. If the recording state is "stop", stop recording. If the recording state is "replay_record", replay the last recording. """ # When resetting, we are waiting for the take recorder to be ready (making it so he has saved the last recording) if stateManager.get_recording_status() == stateManagerScript.Status.RESETTING: if self.tk.take_recorder_ready(): print("Resetting state to idle.") stateManager.set_recording_status(stateManagerScript.Status.IDLE) if self.resettingPopUpText: popUp.show_popup_message(self.resettingPopUpTitle, self.resettingPopUpText) self.resettingPopUpText = None self.resettingPopUpTitle = None return if stateManager.get_recording_status() == stateManagerScript.Status.DIE: self.stop() # Unregister the callback when stopping return if stateManager.get_recording_status() == stateManagerScript.Status.START: self.tk.start_recording() stateManager.set_recording_status(stateManagerScript.Status.RECORDING) return if stateManager.get_recording_status() == stateManagerScript.Status.STOP: stateManager.set_recording_status(stateManagerScript.Status.RESETTING) self.tk.stop_recording() return if stateManager.get_recording_status() == stateManagerScript.Status.REPLAY_RECORD: print("TEST: Replaying last recording...") # replay_actor = editorFuncs.get_actor_by_name(self.replayActor) # # Check if the actor reference was found # if replay_actor is None: # print(f"Actor '{self.replayActor}' not found in the current world. Retrying 5 times then Set state to resetting.") # for i in range(5): # replay_actor = editorFuncs.get_actor_by_name(self.replayActor) # if replay_actor is not None: # break # # stateManager.set_recording_status(stateManagerScript.Status.IDLE) # stateManager.set_recording_status(stateManagerScript.Status.RESETTING) # popUp.show_popup_message("replay", f"Actor '{self.replayActor}' not found in the current world. Set state to idle.") # raise ValueError(f"Actor '{self.replayActor}' not found in the current world.") print("TEST: FETCHING LAST ANIMATION") last_anim, location = self.tk.fetch_last_animation(actor_name=self.actorNameShorthand) if last_anim is None: for _ in range(5): last_anim, location = self.tk.fetch_last_animation(actor_name=self.actorNameShorthand) if last_anim is not None: break # stateManager.set_recording_status(stateManagerScript.Status.IDLE) self.resettingPopUpText = "No last recording found. Set state to idle." self.resettingPopUpTitle = "replay" stateManager.set_recording_status(stateManagerScript.Status.RESETTING) return # Using the statemanager, check if the location is the same as the last location (if it is, we are replaying the same recording) # This happens due to UnrealEngine not saving the last recording in time, it can take a while. Therefore we show a popup message if location == stateManager.get_last_location(): self.resettingPopUpText = "Replaying the same recording. Set state to idle. Please re-record if you want the export to work." self.resettingPopUpTitle = "replay" stateManager.set_recording_status(stateManagerScript.Status.RESETTING) return print(f"Replaying animation at: {location}") self.tk.replay_anim( replay_actor=self.replayActor, anim=last_anim ) stateManager.set_recording_status(stateManagerScript.Status.RESETTING) # stateManager.set_recording_status(stateManagerScript.Status.IDLE) return # Exporting needs to be done through the main thread since UE5.5, the subthread communicating with the websocket therefore # communicates with this main thread loop if stateManager.get_recording_status() == stateManagerScript.Status.FBX_EXPORT or stateManager.get_recording_status() == stateManagerScript.Status.EXPORT_FBX: anim, location = self.tk.fetch_last_animation(actor_name=self.actorNameShorthand) stateManager.set_last_location(location) if not self.tk.export_animation(location, stateManager.folder, stateManager.get_gloss_name(), actor_name=self.actorNameShorthand): stateManager.set_recording_status(stateManagerScript.Status.EXPORT_FAIL) else: stateManager.set_recording_status(stateManagerScript.Status.EXPORT_SUCCESS) if stateManager.get_recording_status() == stateManagerScript.Status.TORCH_TOGGLE: print("Toggling torch...") extraFuncs.torchToggle(editorFuncs.get_actor_by_name(self.actorName)) stateManager.set_recording_status(stateManagerScript.Status.IDLE) return return print("Starting recorder...") stateManager = stateManagerScript.StateManager(params["output_dir"]) stateManager.set_folder(params["output_dir"]) stateManager.set_recording_status(stateManagerScript.Status.IDLE) tk = takeRecorder.TakeRecorder(stateManager) ktk = KeepRunningTakeRecorder(tk, "") ktk.start() host = params["websocketServer"] if len(sys.argv) > 1: host = sys.argv[1] wsCom = wsCommunicationScript.websocketCommunication(host, tk, ktk, params["actor_name"], params["replay_actor_name"]) # wsCom.keep_running_take_recorder = tk
from foundation.mcp_app import UnrealMCP import foundation.utility as utility import unreal def register_resource(mcp:UnrealMCP): # @mcp.resource("cpp_code://cpp/{root}/{relative_path}/{plugin_name}") # def get_cpp_code(root : str, plugin_name: str, relative_path: str) -> str: # """Get code from the specified path. # The path should be relative to the Project Source directory. # Arguments: # root: The root path of the project. It should be "Project" or "Engine". # plugin_name: Optional, The name of the plugin. if is none, it will be the project name. # relative_path: The relative path to the file from the Project Source directory. # """ # try: # unreal.log(f"get_cpp_code: {root}, {plugin_name}, {relative_path}") # path = utility.combine_code_path(root, plugin_name, relative_path) # return path # # with open(path, "r") as file: # # return file.read() # except FileNotFoundError: # return f"File not found: {path}" pass
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 unreal.EditorAssetLibrary.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): target_point_re = re.compile("TargetPoint_([0-9]+)") target_points = {} camera_rig_rail = None camera = None skylight = None 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 target_point_matches = target_point_re.search(label) if target_point_matches is not None: target_points[target_point_matches.group(1)] = actor if 'SkyLight' in name: skylight = actor if 'CineCameraRigRail' in label: camera_rig_rail = actor attached_actors = actor.get_attached_actors() for child in attached_actors: if "Camera" in child.get_name(): camera = child # return camera, hdri_backdrop return camera_rig_rail, camera, 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, 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() # 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๏ผŒ if it doesn't exist, add_actor_to_layer will create it layer_subsystem.add_actor_to_layer(actor, layer_name) def render(output_path, start_frame=0, num_frames=0, mode="rgb"): subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) pipelineQueue = subsystem.get_queue() # delete all jobs before rendering 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/')) # This is already set (because we duplicated the main queue) but this is how you set what sequence is rendered for this job job.author = "Voia" job.job_name = "Synthetic Data" # Example of configuration loading if mode == 'rgb': newConfig = unreal.load_asset("/project/") elif mode == 'normals': # This is the normals configuration, which will render normals in the alpha channel newConfig = unreal.load_asset("/project/") else: newConfig = unreal.load_asset("/project/") # This is how you set the configuration for the job. You can also create a new configuration if you want. job.set_configuration(newConfig) # Now we can configure the job. Calling find_or_add_setting_by_class is how you add new settings or find the existing one. outputSetting = job.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineOutputSetting) outputSetting.output_resolution = unreal.IntPoint(1920, 1080) # HORIZONTAL outputSetting.file_name_format = "Image.{render_pass}.{frame_number}" outputSetting.flush_disk_writes_per_shot = True # Required for the OnIndividualShotFinishedCallback to get called. 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) # remove default jpg_settings = job.get_configuration().find_setting_by_class(unreal.MoviePipelineImageSequenceOutput_JPG) job.get_configuration().remove_setting(jpg_settings) # if cs_709: # set_709_color_space(job) png_settings = job.get_configuration().find_or_add_setting_by_class(unreal.MoviePipelineImageSequenceOutput_PNG) # png_settings.set_editor_property('write_alpha', False) # set render presets for given location # set_render_presets(self.rendering_stage, render_presets) job.get_configuration().initialize_transient_settings() # render... 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) def movie_finished(pipeline_executor, success): unreal.log('movie finished') unreal.log(pipeline_executor) unreal.log(success) # unreal.log(self.rendering_stage) # TODO: call render again with normals configuration if mode == 'rgb': png_settings.set_editor_property('write_alpha', False) render(output_path=output_path, mode="normals") elif mode == 'normals': png_settings.set_editor_property('write_alpha', True) render(output_path=output_path, mode="rgb_alpha") # elif mode == 'normals': # unreal.SystemLibrary.quit_editor() finished_callback = unreal.OnMoviePipelineExecutorFinished() finished_callback.add_callable(movie_finished) unreal.log("Starting Executor") # executor = subsystem.render_queue_with_executor(unreal.MoviePipelinePIEExecutor) global executor executor = unreal.MoviePipelinePIEExecutor(subsystem) # if executor: 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) if __name__ == '__main__': # get sequencer and clean it (keep only camera) ยทยทยทยทยทยทยท `` level_sequence = unreal.load_asset('/project/.RenderSequencer') clean_sequencer(level_sequence) # assumin a single camera and a single hdri camera_rig_rail, camera, target_points, skylight = find_relevant_assets(level_sequence) # find the intersect of keys random_key = random.choice(list(target_points.keys())) target_point = target_points[random_key] # skylight random_cubemap(skylight) # Get the CineCameraComponent from the CineCameraActor tracking_settings = camera.lookat_tracking_settings # Set the actor to look at tracking_settings.actor_to_track = target_point location = target_point.get_actor_location() camera_rig_rail_offset = unreal.Vector(-100.0, -30.0, 0.0) camera_rig_rail.set_actor_location(location + camera_rig_rail_offset, False, False) # location = unreal.Vector(-990, -290, 0.0) # # character # selected_skeletal_mesh_path = select_random_asset('/project/', asset_class='SkeletalMesh') # selected_skeletal_mesh_path = select_random_asset('/project/', asset_class='SkeletalMesh') # print(selected_skeletal_mesh_path) # #exit() # actor = spawn_actor(asset_path=selected_skeletal_mesh_path, location=location) # spawnable_actor = level_sequence.add_spawnable_from_instance(actor) # # animation (Selected random animation) # selected_animation_path = select_random_asset('/project/') # selected_animation_path = select_random_asset('/project/') # add_animation_to_actor(spawnable_actor, animation_path=selected_animation_path) 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"Skeletal Mesh: {selected_skeletal_mesh_path}") print(f"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) # delete the original import (keeping only the spawnable actor) unreal.get_editor_subsystem(unreal.EditorActorSubsystem).destroy_actor(actor) bind_camera_to_level_sequence(level_sequence, camera, start_frame=0, num_frames=150, move_radius=20) unreal.log(f"Selected character and animation: {selected_skeletal_mesh_path}, {selected_animation_path}") # this will render two passes (first is rgb following by normals) timestamp = datetime.now().strftime("%Y-%m-%d_%H-%M-%S") render(output_path="/project/" + timestamp + "\\", mode="rgb")
# 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 '''NA Number''' num = 39 '''NA Number''' '''Default Directories''' Basepath = '/project/' + str(num) + '/' BSAssetPath = Basepath + '/project/' AnimAssetPath = Basepath + '/Animation/' '''Default Directories''' bsNames = ["IdleRun_BS_Peaceful", "IdleRun_BS_Battle", "Down_BS", "Groggy_BS", "LockOn_BS", "Airborne_BS"] '''Value Set''' runSpeed = 400 walkSpeed = 150 defaultSamplingVector = unreal.Vector(0.0, 0.0, 0.0) defaultSampler = unreal.BlendSample() defaultSampler.set_editor_property("sample_value",defaultSamplingVector) Anims = unreal.EditorAssetLibrary.list_assets(AnimAssetPath) '''Value Set end''' '''BS Samplers Setting START ''' BS_idle_peace_path = BSAssetPath + bsNames[1] BS_idle_peace = unreal.EditorAssetLibrary.load_asset(BS_idle_peace_path) defaultSampler.set_editor_property("animation", '''BS Samplers Setting END ''' i=0 while i < len(Anims): found_word = Anims[i].find('idle') if found_word != -1: print('yes')
#! /project/ python # -*- coding: utf-8 -*- """ Initialization module for mca-package """ # mca python imports # software specific imports import unreal # mca python imports def get_content_browser_selection(): eul = unreal.EditorUtilityLibrary() selected_asset = eul.get_selected_assets() for selection in selected_asset: print(selection) return selected_asset
import unreal import csv import os contentPath = 'D:/project/' filename = "python/project/.csv" data = [] print('Project Path:', contentPath) with open(filename, 'r') as file: csv_reader = csv.reader(file) next(csv_reader) # Skip the header row for row in csv_reader: data.append(row) from_folder = contentPath + "/from" to_folder = contentPath + "/to" file_names = os.listdir(from_folder) for file_name in file_names: isFile = file_name.find(row[0]) if isFile != -1: new_file_name = file_name.replace(row[0], row[1]) new_file_path = os.path.join(to_folder, new_file_name) file_path = os.path.join(from_folder, file_name) if not os.path.exists(new_file_path): os.rename(file_path, new_file_path)
import json import os import re import time from collections.abc import Iterable from pathlib import Path from subprocess import run import unreal SELECTIVE_OBJECTS = [] projectpath = unreal.Paths.project_plugins_dir() newpath = projectpath + 'Uiana/project/.json' f = open(newpath) JsonMapTypeData = json.load(f) FILEBROWSER_PATH = os.path.join(os.getenv('WINDIR'), 'explorer.exe') # -------------------------- # def clear_level(): AllActors = unreal.EditorLevelLibrary.get_all_level_actors() for j in AllActors: unreal.EditorLevelLibrary.destroy_actor(j) def ReturnBPLoop(data, name): for lop in data: if lop["Name"] == name: return lop def return_parent(parent_name): actual_shader_name = parent_name[parent_name.rfind(' ')+1:len(parent_name)] DefEnv = import_shader(actual_shader_name) if not DefEnv: ParentName = "BaseEnv_MAT_V4" else: ParentName = actual_shader_name return ParentName def reduce_bp_json(BigData): FullJson = {} newjson = [] sceneroot = [] ChildNodes = [] GameObjects = [] for fnc in BigData: fName = fnc["Name"] fType = fnc["Type"] if "Properties" not in fnc: continue FProps = fnc["Properties"] if fType == "SimpleConstructionScript": SceneRoot = FProps["DefaultSceneRootNode"]["ObjectName"] sceneroot.append(SceneRoot[SceneRoot.rfind(':') + 1:len(SceneRoot)]) if "Node" in fName: Name = FProps["ComponentTemplate"]["ObjectName"] ActualName = Name[Name.rfind(':') + 1:len(Name)] Component = ReturnBPLoop(BigData, ActualName) FProps["CompProps"] = Component["Properties"] if "Properties" in Component else None newjson.append(fnc) if has_key("ChildNodes", FProps): for CN in FProps["ChildNodes"]: ChildObjectName = CN["ObjectName"] ChildName = ChildObjectName[ChildObjectName.rfind('.') + 1:len(ChildObjectName)] ChildNodes.append(ChildName) if fName == "GameObjectMesh": GameObjects.append(fnc) FullJson["Nodes"] = newjson FullJson["SceneRoot"] = sceneroot FullJson["GameObjects"] = GameObjects FullJson["ChildNodes"] = ChildNodes return FullJson def check_export(settings): exp_path = settings.selected_map.folder_path.joinpath("exported.yo") if exp_path.exists(): exp_data = json.load(open(exp_path)) val_version = exp_data[0] current_val_version = get_valorant_version() if settings.val_version != val_version or settings.dev_force_reexport: return True else: return True return False def write_export_file(): new_json = [get_valorant_version()] json_object = json.dumps(new_json, indent=4) return json_object def get_cubemap_texture(Seting): pathCube = Seting["ObjectName"] newtext = pathCube.replace("TextureCube ", "") AssetPath = (f'/project/{newtext}.{newtext}') TextureCubeMap = unreal.load_asset(AssetPath) return TextureCubeMap def get_valorant_version(): val_file = "/project/ Games\\Metadata\\valorant.live\\valorant.live.ok" if os.path.exists(val_file): with open(val_file, "r") as f: file = f.read() split_file = file.split('\n') return split_file[0].split('/')[-1].split('.')[0] else: return None def get_ies_texture(setting): pathIES = setting["ObjectName"] StartNewTextureName = pathIES NewTextureName = return_formatted_string(StartNewTextureName, "_") AssetPath = (f'/project/{NewTextureName}.{NewTextureName}') TextureIES = unreal.load_asset(AssetPath) return TextureIES def set_material_vector_value(Mat, ParamName, Value): unreal.MaterialEditingLibrary.set_material_instance_vector_parameter_value(Mat, ParamName, Value) unreal.MaterialEditingLibrary.update_material_instance(Mat) def set_material_scalar_value(Mat, ParamName, Value): unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(Mat, ParamName, Value) unreal.MaterialEditingLibrary.update_material_instance(Mat) def GetReadableUMapType(mapname): for j in JsonMapTypeData: NewMapName = j["Name"] MapType = j["StreamingType"] if mapname == NewMapName: return MapType BLACKLIST = [ "navmesh", "_breakable", "_collision", "windstreaks_plane", "sm_port_snowflakes_boundmesh", "M_Pitt_Caustics_Box", "box_for_volumes", "BombsiteMarker_0_BombsiteA_Glow", "BombsiteMarker_0_BombsiteB_Glow", "_col", "M_Pitt_Lamps_Glow", "SM_Pitt_Water_Lid", "Bombsite_0_ASiteSide", "Bombsite_0_BSiteSide" "For_Volumes", "Foxtrot_ASite_Plane_DU", "Foxtrot_ASite_Side_DU", "BombsiteMarker_0_BombsiteA_Glow", "BombsiteMarker_0_BombsiteB_Glow", "DirtSkirt", "Tech_0_RebelSupplyCargoTarpLargeCollision", ] def get_umap_type(mapname): for j in JsonMapTypeData: NewMapName = j["Name"] MapType = j["StreamingType"] if mapname == NewMapName: return eval(f'unreal.{MapType}') def import_shader(Shader): BaseShader = unreal.load_asset(f'/project/{Shader}') return BaseShader def return_object_name(name): rformPar = name.rfind(' ') + 1 return name[rformPar:len(name)] def mesh_to_asset(Mesh, Type, ActualType): if Mesh == None: return None Name = Mesh["ObjectName"] typestring = str(Type) NewName = Name.replace(f'{Type}', "") PathToGo = f'/project/{ActualType}/{NewName}' return unreal.load_asset(PathToGo) def path_convert(path: str) -> str: b, c, rest = path.split("\\", 2) if b == "ShooterGame": b = "Game" if c == "Content": c = "" return "\\".join((b, c, rest)) def get_scene_transform(prop): quat = unreal.Quat() LocationUnreal = unreal.Vector(0.0, 0.0, 0.0) ScaleUnreal = unreal.Vector(1.0, 1.0, 1.0) RotationUnreal = unreal.Rotator(0.0, 0.0, 0.0) if has_key("SceneAttachRelativeLocation",prop): loc = prop["SceneAttachRelativeLocation"] LocationUnreal = unreal.Vector(loc["X"], loc["Y"], loc["Z"]) if has_key("SceneAttachRelativeLocation",prop): rot = prop["SceneAttachRelativeRotation"] RotationUnreal = unreal.Rotator(rot["Roll"], rot["Pitch"], rot["Yaw"]) if has_key("SceneAttachRelativeLocation",prop): scale = prop["SceneAttachRelativeScale3D"] ScaleUnreal = unreal.Vector(scale["X"], scale["Y"], scale["Z"]) return unreal.Transform(LocationUnreal, RotationUnreal, ScaleUnreal) def get_transform(Prop): TransformData = None bIsInstanced = False Props = Prop Quat = unreal.Quat() if has_key("TransformData", Props): TransformData = Props["TransformData"] bIsInstanced = True if has_key("RelativeLocation", Props) or has_key("OffsetLocation", Props) or has_key("Translation", TransformData) : if bIsInstanced: Location = TransformData["Translation"] else: Location = Props["RelativeLocation"] LocationUnreal = unreal.Vector(Location["X"], Location["Y"], Location["Z"]) else: LocationUnreal = unreal.Vector(0.0, 0.0, 0.0) if has_key("RelativeScale3D", Props) or has_key("Scale3D", TransformData): if bIsInstanced: Scale = TransformData["Scale3D"] ScaleUnreal = unreal.Vector(Scale["X"], Scale["Y"], Scale["Z"]) else: Scale = Props["RelativeScale3D"] ScaleUnreal = unreal.Vector(Scale["X"], Scale["Y"], Scale["Z"]) else: ScaleUnreal = unreal.Vector(1.0, 1.0, 1.0) if has_key("RelativeRotation", Props) or has_key("Rotation", TransformData): if bIsInstanced: Rotation = TransformData["Rotation"] Quat = unreal.Quat(Rotation["X"], Rotation["Y"], Rotation["Z"], Rotation["W"]) RotationUnreal = unreal.Rotator(0.0, 0.0, 0.0) else: Rotation = Props["RelativeRotation"] RotationUnreal = unreal.Rotator(Rotation["Roll"], Rotation["Pitch"], Rotation["Yaw"]) else: RotationUnreal = unreal.Rotator(0.0, 0.0, 0.0) Trans = unreal.Transform(LocationUnreal, RotationUnreal, ScaleUnreal) if bIsInstanced: Trans.set_editor_property("rotation", Quat) return Trans def has_key(key, array): if array == None: return False if key in array: return True else: return False def GetClassName(self): return type(self).__name__ def return_formatted_string(string, prefix): start = string.rfind(prefix) + 1 end = len(string) return string[start:end] def has_transform(prop): bFactualBool = False if has_key("AttachParent", prop): bFactualBool = False if has_key("RelativeLocation", prop): bFactualBool = True if has_key("SceneAttachRelativeLocation", prop): bFactualBool = True if has_key("SceneAttachRelativeRotation", prop): bFactualBool = True if has_key("SceneAttachRelativeScale3D", prop): bFactualBool = True if has_key("RelativeRotation", prop): bFactualBool = True if has_key("RelativeScale3D", prop): bFactualBool = True if bFactualBool: return get_transform(prop) return bFactualBool def return_python_unreal_enum(value): ind = 0 value = re.sub(r'([a-z])([A-Z])', r'\1_\2', value) if value[0] == "_": ind = 1 return value[ind:len(value)].upper() def filter_objects(umap_DATA, current_umap_name) -> list: objects = umap_DATA filtered_list = [] # Debug check if SELECTIVE_OBJECTS: for filter_model_name in SELECTIVE_OBJECTS: for og_model in objects: object_type = get_object_type(og_model) if object_type == "mesh": if filter_model_name in og_model["Properties"]["StaticMesh"]["ObjectPath"]: og_model["Name"] = og_model["Properties"]["StaticMesh"]["ObjectPath"] filtered_list.append(og_model) elif object_type == "decal": if filter_model_name in og_model["Outer"]: og_model["Name"] = og_model["Outer"] filtered_list.append(og_model) elif object_type == "light": if filter_model_name in og_model["Outer"]: og_model["Name"] = og_model["Outer"] filtered_list.append(og_model) else: filtered_list = objects new_list = [] # Check for blacklisted items for og_model in filtered_list: objname = get_obj_name(data=og_model, mat=False) if not objname: continue model_name_lower = objname.lower() if is_blacklisted(model_name_lower): continue else: new_list.append(og_model) return new_list def is_blacklisted(object_name: str) -> bool: for blocked in BLACKLIST: if blocked.lower() in object_name.lower(): return True return False def get_obj_name(data: dict, mat: bool): if mat: s = data["ObjectPath"] else: if has_key("Properties", data) == False: return "None" if "StaticMesh" in data["Properties"]: d = data["Properties"]["StaticMesh"] if not d: return None s = d["ObjectPath"] else: if not has_key("Outer", data): return None s = data["Outer"] k = get_name(s) return k def get_name(s: str) -> str: return Path(s).stem def cast(object_to_cast=None, object_class=None): try: return object_class.cast(object_to_cast) except: return None def open_folder(path): """ Open a file explorer to a path :param path: path to folder :return: """ path = os.path.normpath(path) if os.path.isdir(path): run([FILEBROWSER_PATH, path]) def get_files(path: str, extension: str = "") -> list: """ Get all files in a directory :param path: path to directory :param extension: extension of files to get :return: list of files """ files = list() for file in os.listdir(path): if extension in file: files.append(Path(os.path.join(path, file))) return files def open_folder(path): """ Open a file explorer to a path :param path: path to folder :return: """ path = os.path.normpath(path) if os.path.isdir(path): run([FILEBROWSER_PATH, path]) def save_list(filepath: Path, lines: list): """ Save a list to a file :param filepath: path to file :param lines: list of lines :return: """ # Flatten umap objects lines = list(flatten_list(lines)) # Remove Duplicates lines = list(dict.fromkeys(lines)) with open(filepath.__str__(), 'w') as f: f.write('\n'.join(lines)) return filepath.__str__() def save_json(p: str, d): """ Save a dictionary to a json file :param p: path to file :param d: dictionary :return: """ with open(p, 'w') as jsonfile: json.dump(d, jsonfile, indent=4) def read_json(p: str) -> dict: """ Read a json file and return a dictionary :param p: path to file :return: """ with open(p) as json_file: return json.load(json_file) def get_mat(decal_dict): mat_name = get_obj_name(data=decal_dict, mat=True) return unreal.load_asset( f'/project/{mat_name}.{mat_name}') def get_scene_parent(obj, OuterName, umapfile): types = ["SceneComponent", "BrushComponent", "StaticMeshComponent"] if OuterName == 'PersistentLevel': OuterName = obj["Name"] for j in umapfile: tipo = j["Type"] if not has_key("Outer", j): continue outer = j["Outer"] if outer == "PersistentLevel": outer = j["Name"] # print(f'OuterName trying to find is {OuterName} and current outer is {outer} // also tipo is {tipo}') if has_key("Properties", j) == False: continue KeyOuter = has_key("AttachParent", j["Properties"]) if outer == OuterName and tipo in types and KeyOuter == False: return has_transform(j["Properties"]) # exit() def set_unreal_prop(self,prop_name,prop_value): try: self.set_editor_property(prop_name,prop_value) except: print(f'UianaPropLOG: Error setting {prop_name} to {prop_value}') def shorten_path(file_path, length) -> str: """ Shorten a path to a given length :param file_path: path to shorten :param length: length to shorten to :return: shortened path """ return f"..\{os.sep.join(file_path.split(os.sep)[-length:])}" def flatten_list(collection): """ Flatten a list of lists :param collection: list of lists :return: list """ for x in collection: if isinstance(x, Iterable) and not isinstance(x, str): yield from flatten_list(x) else: yield x def create_folders(self): for attr, value in self.__dict__.items(): if "path" in attr: f = Path(value) if not f.exists(): print(f"Creating folder {f}") f.mkdir(parents=True) # ANCHOR: Classes # -------------------------- # class Settings: def __init__(self, UESet): self.aes = UESet.vAesKey self.texture_format = ".png" ########## have to fix so it gets actual dir self.script_root = UESet.PPluginPath self.tools_path = self.script_root.joinpath("tools") self.importer_assets_path = self.script_root.joinpath("assets") self.paks_path = UESet.PPakFolder self.import_decals = UESet.bImportDecal self.import_blueprints = UESet.bImportBlueprint self.import_lights = UESet.bImportLights self.import_Mesh = UESet.bImportMesh self.import_materials = UESet.bImportMaterial self.import_sublevel = UESet.bImportSubLevels self.manual_lmres_mult = UESet.iManualLMResMult self.combine_umaps = False self.val_version = get_valorant_version() self.dev_force_reexport = False self.export_path = UESet.PExportPath self.assets_path = self.export_path.joinpath("export") self.maps_path = self.export_path.joinpath("maps") self.umodel = self.script_root.joinpath("tools", "umodel.exe") self.debug = False self.cue4extractor = self.script_root.joinpath("tools", "cue4extractor.exe") self.log = self.export_path.joinpath("import.log") self.umap_list_path = self.importer_assets_path.joinpath("umaps.json") self.umap_list = read_json(self.umap_list_path) self.selected_map = Map(UESet.fMapName, self.maps_path, self.umap_list) self.shaders = [ "VALORANT_Base", "VALORANT_Decal", "VALORANT_Emissive", "VALORANT_Emissive_Scroll", "VALORANT_Hologram", "VALORANT_Glass", "VALORANT_Blend", "VALORANT_Decal", "VALORANT_MRA_Splitter", "VALORANT_Normal_Fix", "VALORANT_Screen" ] create_folders(self) ## Map Definitions class Map: def __init__(self, selected_map_name: str, maps_path: Path, all_umaps: list): self.name = selected_map_name # print(maps_path, self.name) self.folder_path = maps_path.joinpath(self.name) self.umaps = all_umaps[self.name] # print(self) self.actors_path = self.folder_path.joinpath("actors") self.materials_path = self.folder_path.joinpath("materials") self.materials_ovr_path = self.folder_path.joinpath("materials_ovr") self.objects_path = self.folder_path.joinpath("objects") self.scenes_path = self.folder_path.joinpath("scenes") self.umaps_path = self.folder_path.joinpath("umaps") create_folders(self) # Actor definitions class actor_defs(): def __init__(self, Actor): self.data = Actor self.name = Actor["Name"] if has_key("Name", Actor) else None self.type = Actor["Type"] if has_key("Type", Actor) else None self.props = Actor["Properties"] if has_key("Properties", Actor) else {} ## add new attribute that gets every key from props that starts with "SceneAttach" and adds it to a dict if Actor has_key else none self.scene_props = {k: v for k, v in self.props.items() if k.startswith("SceneAttach")} if has_key("SceneAttach", self.props) else None self.outer = Actor["Outer"] if has_key("Outer", Actor) else None self.transform = has_transform(self.props) self.debug = f'ActorName: {self.name} // ActorType: {self.type} // ActorOuter: {self.outer} // ActorTransform: {self.transform} // ActorProps: {self.props.keys()}'
# SPDX-License-Identifier: Apache-2.0 # Copyright Contributors to the OpenTimelineIO project import re import unreal import opentimelineio as otio from opentimelineio.opentime import RationalTime, TimeRange from .util import METADATA_KEY_UE, METADATA_KEY_SUB_SEQ class ShotSectionProxy(object): """Shot section wrapper.""" def __init__(self, shot_section, parent): """ Args: shot_section (unreal.MovieSceneCinematicShotSection): Shot section. parent (LevelSequenceProxy): Proxy for section's parent level sequence. """ self.section = shot_section self.parent = parent def get_start_frame_offset(self): """Calculate start frame offset for this section's sub-sequence. Returns: int: Offset in frames """ start_ticks_offset = self.section.parameters.start_frame_offset.value ticks_per_frame = self.parent.get_ticks_per_frame() return round(float(start_ticks_offset) / float(ticks_per_frame)) def set_start_frame_offset(self, frames): """Set start frame offset for this section's sub-sequence. Args: frames (int): Start frame offset """ ticks_per_frame = self.parent.get_ticks_per_frame() self.section.parameters.start_frame_offset.value = frames * ticks_per_frame def get_time_scale(self): """Return this section's time scale, which scales the playback range of its sub-sequence. Returns: float: Time scalar """ time_scale = self.section.parameters.time_scale if hasattr(unreal, 'MovieSceneTimeWarpVariant'): # UE 5.5+ time_scale = time_scale.to_fixed_play_rate() return time_scale def set_time_scale(self, time_scale): """Set this section's time scale, which scales the playback range of its sub-sequence. Args: time_scale (float): Time scale value """ if hasattr(unreal, 'MovieSceneTimeWarpVariant'): time_scale = unreal.MovieSceneTimeWarpVariant(time_scale) self.section.parameters.time_scale = time_scale def get_range_in_parent(self): """Calculate OTIO item range within its parent track. Returns: otio.opentime.TimeRange: Section range """ frame_rate = self.parent.get_frame_rate() # NOTE: section.get_*_frame() methods always use floor rounding, so # we round from float-seconds here ourselves. parent_start_frame = round(self.section.get_start_frame_seconds() * frame_rate) parent_end_frame = round(self.section.get_end_frame_seconds() * frame_rate) parent_duration = parent_end_frame - parent_start_frame return TimeRange( start_time=RationalTime(parent_start_frame, frame_rate), duration=RationalTime(parent_duration, frame_rate), ) def update_from_item_range(self, item): """Update section range within its parent track from an OTIO item. Args: item (otio.schema.Item): Item to update ranges from """ range_in_parent = item.range_in_parent() if self.parent.global_start_time is not None: start_frames = ( range_in_parent.start_time + self.parent.global_start_time ).to_frames() end_frames = start_frames + range_in_parent.duration.to_frames() else: start_frames = range_in_parent.start_time.to_frames() end_frames = range_in_parent.end_time_exclusive().to_frames() self.section.set_range(start_frames, end_frames) def update_effects(self, item): """Add effects needed to represent this section to an OTIO item. Args: item (otio.schema.Item): Item to add effects to """ time_scale = self.get_time_scale() if time_scale != 1.0: item.effects.append(otio.schema.LinearTimeWarp(time_scalar=time_scale)) def update_from_effects(self, item): """Update shot section properties from OTIO item effects. Args: item (otio.schema.Item): item to get effects from """ time_scale = 1.0 for effect in item.effects: if isinstance(effect, otio.schema.LinearTimeWarp): time_scale *= effect.time_scalar self.set_time_scale(time_scale) def update_metadata(self, item): """Serialize shot section properties into OTIO item metadata. Args: item (otio.schema.Item): Item to set metadata on """ timecode_source = self.section.get_editor_property("timecode_source") timecode_obj = timecode_source.get_editor_property("timecode") timecode_str = "{h:02d}:{m:02d}:{s:02d}{sep}{f:02d}".format( sep=":" if not timecode_obj.drop_frame_format else ";", h=timecode_obj.hours, m=timecode_obj.minutes, s=timecode_obj.seconds, f=timecode_obj.frames, ) # NOTE: start_frame_offset and time_scale are omitted here since they # will factor into a clip's source range and effects. metadata = { "timecode": timecode_str, "is_active": self.section.is_active(), "is_locked": self.section.is_locked(), "pre_roll_frames": self.section.get_pre_roll_frames(), "post_roll_frames": self.section.get_post_roll_frames(), "can_loop": self.section.parameters.can_loop, "end_frame_offset": self.section.parameters.end_frame_offset.value, "first_loop_start_frame_offset": self.section.parameters.first_loop_start_frame_offset.value, "hierarchical_bias": self.section.parameters.hierarchical_bias, METADATA_KEY_SUB_SEQ: self.section.get_sequence().get_path_name(), "network_mask": self.section.get_editor_property("network_mask"), } item.metadata[METADATA_KEY_UE] = metadata def update_from_metadata(self, item): """Update shot section properties from deserialized OTIO item metadata. Args: item (otio.schema.Item): item to get metadata from """ metadata = item.metadata.get(METADATA_KEY_UE) if not metadata: return timecode_source = self.section.get_editor_property("timecode_source") if "timecode" in metadata: timecode_match = re.match( r"^" r"(?P<h>\d{2}):" r"(?P<m>\d{2}):" r"(?P<s>\d{2})(?P<sep>[:;])" r"(?P<f>\d{2})" r"$", metadata["timecode"], ) if timecode_match: timecode_obj = unreal.Timecode( hours=int(timecode_match.group("h")), minutes=int(timecode_match.group("m")), seconds=int(timecode_match.group("s")), frames=int(timecode_match.group("f")), drop_frame_format=timecode_match.group("sep") == ";", ) timecode_source.set_editor_property("timecode", timecode_obj) # NOTE: METADATA_KEY_SUB_SEQ is omitted here since it should have # already been applied by the calling code. # NOTE: start_frame_offset and time_scale are omitted here since they # will factor into a clip's source range and effects. if "is_active" in metadata: self.section.set_is_active(metadata["is_active"]) if "is_locked" in metadata: self.section.set_is_locked(metadata["is_locked"]) if "pre_roll_frames" in metadata: self.section.set_pre_roll_frames(metadata["pre_roll_frames"]) if "post_roll_frames" in metadata: self.section.set_post_roll_frames(metadata["post_roll_frames"]) if "can_loop" in metadata: self.section.parameters.can_loop = metadata["can_loop"] if "end_frame_offset" in metadata: self.section.parameters.end_frame_offset.value = metadata[ "end_frame_offset" ] if "first_loop_start_frame_offset" in metadata: self.section.parameters.first_loop_start_frame_offset.value = metadata[ "first_loop_start_frame_offset" ] if "hierarchical_bias" in metadata: self.section.parameters.hierarchical_bias = metadata["hierarchical_bias"] if "network_mask" in metadata: self.section.set_editor_property("network_mask", metadata["network_mask"])
import unreal _PYTHON_INTERPRETER_PATH = unreal.get_interpreter_executable_path() class Profiler(): def attach_debugger(): import debugpy debugpy.configure(python=_PYTHON_INTERPRETER_PATH) debugpy.listen(5678) print('Waiting for a debugger to attach...') debugpy.wait_for_client()
# 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()
# Copyright (C) 2024 Louis Vottero [email protected] All rights reserved. from __future__ import absolute_import import os import sys import traceback import string import subprocess import inspect import collections from functools import wraps from .. import util from .. import util_file from .. import data in_maya = False in_unreal = False def decorator_undo_chunk(function): @wraps(function) def wrapper(*args, **kwargs): return_value = None try: return_value = function(*args, **kwargs) except: pass return return_value return wrapper if util.is_in_maya(): in_maya = True import maya.cmds as cmds from vtool.maya_lib import core decorator_undo_chunk = core.undo_chunk if util.in_unreal: in_unreal = True import unreal from .. import unreal_lib from vtool import logger, unreal_lib log = logger.get_logger(__name__) log.info('Accessing') def get_current_process_instance(): path = util_file.get_current_vetala_process_path() process_inst = Process() process_inst.set_directory(path) return process_inst def find_processes(directory=None, return_also_non_process_list=False, stop_at_one=False): """ This will try to find the processes in the supplied directory. Args: directory(str): The directory to search for processes. return_also_non_process_list (bool): TODO: Fill description. stop_at_one (bool): TODO: Fill description. Returns: list: The processes in the directory. """ found = [] found_non = [] if not directory: if return_also_non_process_list: return [found, found_non] else: return found log.debug('Find Processes %s' % directory) dirs = [] try: dirs = os.listdir(directory) except: pass for folder in dirs: if stop_at_one: # only check found not found_non, because function is find "processes" if found: break if found_non and return_also_non_process_list: break if folder.startswith('.'): continue full_path = util_file.join_path(directory, folder) if is_process(full_path): found.append(folder) else: if return_also_non_process_list: if is_interesting_folder(folder, directory): found_non.append(folder) if not return_also_non_process_list: return found if return_also_non_process_list: return [found, found_non] def is_interesting_folder(folder_name, directory): full_path = util_file.join_path(directory, folder_name) if folder_name.find('.') > -1: if not folder_name.startswith('.'): if not util_file.is_file(full_path): return True else: return True return False def is_process(directory): if not directory: return False code_path = util_file.join_path(directory, '.code') if not util_file.exists(code_path): return False return True def is_process_enabled(directory): path = directory enable_path = util_file.join_path(path, Process.enable_filename) if util_file.exists(enable_path): return True return False def get_unused_process_name(directory=None, name=None): """ This will try to find a process named process in the directory. It will increment the name to process1 and beyond until it finds a unique name. If no directory supplied, it will search the current working directory. Args: directory (str): Directory to search for processes. name (str): name to give the process. Returns: str: The unique process name. """ if not directory: directory = util_file.get_cwd() processes = find_processes(directory) if name is None: name = Process.description new_name = name not_name = True inc = 1 while not_name: if new_name in processes: new_name = util.increment_last_number(new_name) if new_name not in processes: not_name = False if inc > 1000: break return new_name __internal_script_running = None def decorator_process_run_script(function): # decorator meant only to work with run_script, not to be used @wraps(function) def wrapper(self, script, hard_error=True, settings=None, return_status=False): self.current_script = script if in_maya: core.refresh() global __internal_script_running if __internal_script_running is None: __internal_script_running = True reset = True util.start_temp_log() try: if in_maya: cmds.undoInfo(openChunk=True) except: print(traceback.format_exc()) util.warning('Trouble prepping maya for script') put = None if self._data_override: put = self._data_override._put else: put = self._put self._put._cache_feedback = {} reset_process_builtins(self, {'put': put}) value = None if in_maya: mode = cmds.evaluationManager(query=True, mode=True)[0] cmds.evaluationManager(mode='off') cmds.evaluator(name='cache', enable=0) try: if not core.is_batch(): if not cmds.ogs(q=True, pause=True): cmds.ogs(pause=True) value = function(self, script, hard_error, settings, return_status) if not core.is_batch(): if cmds.ogs(q=True, pause=True): cmds.ogs(pause=True) util.global_tabs = 1 except: print(traceback.format_exc()) if not core.is_batch(): if cmds.ogs(q=True, pause=True): cmds.ogs(pause=True) cmds.evaluationManager(mode=mode) else: value = function(self, script, hard_error, settings, return_status) if 'reset' in locals(): __internal_script_running = None put = None if self._data_override: put = self._data_override._put else: put = self._put reset_process_builtins(self, {'put': put}) if in_maya: cmds.undoInfo(closeChunk=True) util.end_temp_log() if self.current_script: self.current_script = None return value return wrapper class Process(object): """ This class has functions to work on individual processes in the Process Manager. """ description = 'process' data_folder_name = '.data' code_folder_name = '.code' ramen_folder_name = '.ramen' backup_folder_name = '.backup' process_data_filename = 'manifest.data' enable_filename = '.enable' def __init__(self, name=None): self.runtime_values = None self._put = None self._runtime_values = None self._data_override = None self.option_settings = None log.debug('Initialize process %s' % name) self.directory = util_file.get_cwd() self.process_name = name self._data_parent_folder = None self.external_code_paths = [] self._reset() self._update_options = True self._option_result_function = None self._skip_children = None self._unreal_skeletal_mesh = None def _reset(self): self.parts = [] self.option_values = {} self.option_settings = None self.settings = None self._control_inst = None self._data_override = None self._runtime_globals = {} self.reset_runtime() self._data_folder = '' def _setup_options(self): if not self.option_settings or self._update_options: self._load_options() def _load_options(self): log.debug('Setup options') options = util_file.SettingsFile() self.option_settings = options self.option_settings.set_directory(self._get_override_path(), 'options.json') def _setup_settings(self): if not self.settings: log.debug('Setup process settings') settings = util_file.SettingsFile() self.settings = settings self.settings.set_directory(self._get_override_path(), 'settings.json') def _set_name(self, new_name): new_name = new_name.strip() self.process_name = new_name def _handle_old_folders(self, path): # here temporarily until old paths are out of use... # could take a long time. if util_file.is_dir(self.get_code_path()): return old_data_name = self.data_folder_name.replace('.', '_') old_code_name = self.code_folder_name.replace('.', '_') old_data_path = util_file.join_path(path, old_data_name) old_code_path = util_file.join_path(path, old_code_name) if util_file.is_dir(old_data_path): util_file.rename(old_data_path, self.data_folder_name) if util_file.is_dir(old_code_path): util_file.rename(old_code_path, self.code_folder_name) def _create_folder(self): path = util_file.create_dir(self.process_name, self.directory) if path and util_file.is_dir(path): self._handle_old_folders(path) util_file.create_dir(self.data_folder_name, path) code_folder = util_file.create_dir(self.code_folder_name, path) util_file.create_dir(self.ramen_folder_name, path) util_file.create_dir(self.backup_folder_name, path) manifest_folder = util_file.join_path(code_folder, 'manifest') if not util_file.is_dir(manifest_folder): self.create_code('manifest', 'script.manifest') return path def _create_sub_data_folder(self, data_name): data_path = self.get_data_folder(data_name) path = util_file.create_dir('.sub', data_path) return path def _get_path(self, name): directory = util_file.join_path(self.get_path(), name) return directory def _get_override_path(self): if not self._data_override: return self.get_path() if self._data_override: return self._data_override.get_path() def _get_relative_process_path(self, relative_path, from_override=False): path = None if not from_override: path = self.get_path() if from_override: path = self._get_override_path() if not path: return None, None split_path = path.split('/') split_relative_path = relative_path.split('/') up_directory = 0 new_sub_path = [] new_path = [] for sub_path in split_relative_path: if sub_path == '..': up_directory += 1 if sub_path != '..': new_sub_path.append(sub_path) if up_directory: new_path = split_path[:-up_directory] new_path = new_path + new_sub_path if up_directory == 0: new_path = split_path + split_relative_path new_path_test = '/'.join(new_path) if not util_file.is_dir(new_path_test): temp_split_path = list(split_path) temp_split_path.reverse() found_path = [] for inc in range(0, len(temp_split_path)): if temp_split_path[inc] == split_relative_path[0]: found_path = temp_split_path[inc + 1:] found_path.reverse() new_path = found_path + split_relative_path process_name = '/'.join([new_path[-1]]) process_path = '/'.join(new_path[:-1]) util.show('Relative process name: %s and path: %s' % (process_name, process_path)) return process_name, process_path def _get_parent_process_path(self, from_override=False): process_path = None if not from_override: process_path = self.get_path() if from_override: process_path = self._get_override_path() dir_name = util_file.get_dirname(process_path) process = Process() process.set_directory(dir_name) if process.is_process(): basename = util_file.get_basename(dir_name) path = util_file.get_dirname(dir_name) return basename, path else: return None, None def _get_code_file(self, name, basename=False): """ Args: name (str): The name of a code folder in the process. basename (bool): Whether to return the full path or just the name of the file. Returns: str: The path to the code file with the specified name in the current process. """ path = util_file.join_path(self.get_code_path(), name) code_name = name if not util_file.is_file(path): path = '' if not path: path = util_file.join_path(self.get_code_path(), name) code_name = util_file.get_basename(path) if not code_name == 'manifest': code_name = code_name + '.py' if code_name == 'manifest': code_name = code_name + '.data' path = util_file.join_path(path, code_name) return_value = None if basename: return_value = code_name if not basename: return_value = path return return_value def _get_enabled_children(self): path = self.get_path() found = [] disabled = [] for root, dirs, files in os.walk(path): for folder in dirs: if folder.startswith('.'): continue full_path = util_file.join_path(root, folder) folder_name = os.path.relpath(full_path, path) folder_name = util_file.fix_slashes(folder_name) if folder_name.startswith('.') or folder_name.find('/.') > -1: continue parent_disabled = False for dis_folder in disabled: if folder_name.startswith(dis_folder): parent_disabled = True break if parent_disabled: continue if not util_file.is_file_in_dir('.enable', full_path): disabled.append(folder_name) continue found.append(folder_name) found.reverse() return found def _get_control_inst(self): if not self._control_inst: self._control_inst = util_file.ControlNameFromSettingsFile(self.get_path()) def _get_data_instance(self, name, sub_folder): path = self.get_data_path() data_folder = data.DataFolder(name, path) current_sub_folder = sub_folder if sub_folder and sub_folder != False: current_sub_folder = data_folder.get_current_sub_folder() data_folder.set_sub_folder(sub_folder) if sub_folder == False: data_folder.set_sub_folder_to_default() instance = data_folder.get_folder_data_instance() return instance, current_sub_folder def _refresh_process(self): self._setup_options() self._setup_settings() self.runtime_values = {} if self._control_inst: self._control_inst.set_directory(self.get_path()) def _pass_module_globals(self, module): """ this was a test that might go further in the future. the major problem was integer variables where not passable the first time. """ module_variable_dict = util_file.get_module_variables(module) self._runtime_globals.update(module_variable_dict) def _source_script(self, script): util_file.delete_pyc(script) put = None if self._data_override: put = self._data_override._put else: put = self._put reset_process_builtins(self, {'put': put}) setup_process_builtins(self, {'put': put}) # util.show('Sourcing: %s' % script) module = util_file.source_python_module(script) status = None init_passed = False if module and not isinstance(module, str): init_passed = True if not module or isinstance(module, str): status = module init_passed = False return module, init_passed, status def _format_option_value(self, value, option_name=None): new_value = value option_type = None if isinstance(value, list): try: option_type = value[1] except: pass value = value[0] if option_type == 'dictionary': new_value = value[0] if isinstance(new_value, dict) and isinstance(value[1], list): new_value = collections.OrderedDict((key, new_value[key]) for key in value[1]) if isinstance(new_value, list): new_value = new_value[0] if option_type == 'note': new_value = value[0] if not option_type == 'script': if util.is_str(value): eval_value = None try: if value: eval_value = eval(value) except: pass if eval_value: if isinstance(eval_value, list) or isinstance(eval_value, tuple) or isinstance(eval_value, dict): new_value = eval_value value = eval_value if util.is_str(value): new_value = util.convert_str_to_list(value) if len(new_value) == 0: new_value = '' elif len(new_value) == 1: new_value = new_value[0] if self._option_result_function: new_value = self._option_result_function(new_value, option_name) # converting tuple to allow easier manipulation if isinstance(new_value, tuple): new_value = util.convert_to_sequence(new_value) log.debug('Formatted value: %s' % str(new_value)) return new_value def set_directory(self, directory): """ Args: directory (str): Directory path to the process that should be created or where an existing process lives. """ log.debug('Set process directory: %s' % directory) self.directory = directory self._reset() def load(self, name): """ Loads the named process into the instance. Args: name (str): Name of a process found in the directory. Returns: None """ log.debug('Load process: %s' % name) self._set_name(name) self._reset() def set_external_code_library(self, directory): """ Args: directory (str,list): Directory or list of directories where code can be sourced from. This makes it more convenient when writing scripts in a process. """ directory = util.convert_to_sequence(directory) self.external_code_paths = directory def is_process(self): """ Returns: bool: Check to see if the initialized process is valid. """ if not util_file.exists(self.get_code_path()): path = self.get_path() self._handle_old_folders(path) if not util_file.exists(self.get_code_path()): return False return True def set_enabled(self, bool_value): path = self.get_path() if bool_value: util_file.create_file(self.enable_filename, path) if not bool_value: util_file.delete_file(self.enable_filename, path, show_warning=False) def is_enabled(self): path = self.get_path() enable_path = util_file.join_path(path, self.enable_filename) if util_file.exists(enable_path): return True return False def has_sub_parts(self): process_path = self.get_path() if not process_path: return False files = util_file.get_folders(process_path) if not files: return False for filename in files: file_path = util_file.join_path(process_path, filename) if is_process(file_path): return True return False def get_non_process_parts(self): process_path = self.get_path() if not process_path: return folders = util_file.get_folders(process_path) found = [] for folder in folders: full_path = util_file.join_path(process_path, folder) if not is_process(full_path): continue found.append(full_path) return found def get_path(self): """ Returns: str: The full path to the process folder. If the process hasn't been created yet, this will return the directory set in set_directory. """ if not self.directory: return if self.process_name: return util_file.join_path(self.directory, self.process_name) if not self.process_name: return self.directory def get_name(self): """ Returns: str: The name of the process. """ if not self.process_name: return util_file.get_basename(self.directory) return self.process_name def get_basename(self): """ Returns: str: The name of the process. If no name return basename of directory. """ name = self.process_name if not name: name = self.directory return util_file.get_basename(name) def get_relative_process(self, relative_path): """ Args: relative_path (str): The path to a relative process. Returns: Process:An instance of a process at the relative path. If a name with no backslash is supplied, this will return any matching process parented directly under the current process. A relative path like, '../face' or '../../other_character' can be used. Every '..' signifies a folder above the current process. """ process_name, process_directory = self._get_relative_process_path(relative_path) if not process_name and process_directory: process_name = util_file.get_basename(process_directory) process_directory = util_file.get_dirname(process_directory) if not process_name and not process_directory: return """ test_path = util_file.join_path(process_directory, process_name) if not util_file.is_dir(test_path): util.warning('%s is not a valid path.' % test_path) """ process = Process(process_name) process.set_directory(process_directory) if self._data_override: override_process_name, override_process_directory = self._get_relative_process_path(relative_path, from_override=True) if override_process_name: override_process = Process(override_process_name) override_process.set_directory(override_process_directory) process.set_data_override(override_process) return process def get_sub_process_count(self): """ Returns: int: The number of sub processes under the current. """ found = self.get_sub_processes() if found: return len(found) def get_sub_processes(self): """ Returns: list: The process names found directly under the current process. """ process_path = self.get_path() found = find_processes(process_path) return found def get_sub_process(self, part_name): """ Args: part_name (str): The name of a child process. Returns: Process: A sub process if there is one that matches part_name. """ part_process = Process(part_name) part_process.set_directory(self.get_path()) return part_process def get_sub_process_by_index(self, index): found = self.get_sub_processes() if index < len(found): sub_process = Process(found[index]) sub_process.set_directory(self.get_path()) return sub_process def get_parent_process(self): name, path = self._get_parent_process_path() if not name: return parent_process = Process(name) parent_process.set_directory(path) if self._data_override: name, path = self._get_parent_process_path(from_override=True) if name: override_process = Process(name) override_process.set_directory(path) parent_process.set_data_override(override_process) util.show('Parent process: %s' % parent_process.get_path()) return parent_process def get_empty_process(self, path=None): process = Process() if path: process.set_directory(path) return process def get_backup_path(self, directory=None): if not self.directory: return None backup_directory = None if directory: backup_directory = directory if not directory: settings = util_file.get_vetala_settings_inst() backup = settings.get('backup_directory') if util_file.is_dir(backup): project = settings.get('project_directory') backup_directory = self.directory backup_settings = util_file.SettingsFile() backup_settings.set_directory(backup) project_name = util_file.fix_slashes(project) project_name = project_name.replace('/', '_') project_name = project_name.replace(':', '_') backup_settings.set(project_name, project) backup_directory = util_file.create_dir(project_name, backup) process_path = self.get_path() common_path = util_file.remove_common_path_simple(project, process_path) if common_path: backup_directory = util_file.create_dir(util_file.join_path(backup_directory, common_path)) if not backup_directory: backup_directory = self.get_path() backup_path = util_file.join_path(backup_directory, self.backup_folder_name) return backup_path def backup(self, comment='Backup', directory=None): backup_path = self.get_backup_path(directory) backup_path = util_file.create_dir('temp_process_backup', backup_path) util.show('Backing up to custom directory: %s' % backup_path) copy_process(self, backup_path) version = util_file.VersionFile(backup_path) version.save(comment) util_file.delete_dir(backup_path) # data --- def is_data_folder(self, name, sub_folder=None): """ Args: name (str): The name of a data folder in the process. sub_folder (str): TODO: Fill description. Returns: bool: True if the supplied name string matches the name of a data folder in the current process. """ path = self.get_data_folder(name, sub_folder) if not path: return False if util_file.is_dir(path): return True return False def is_folder_data(self, fullpath): data_file = util_file.join_path(fullpath, 'data.json') if util_file.exists(data_file): return True else: return False def get_folder_data_instance(self, fullpath): if not self.is_folder_data(fullpath): return path = util_file.get_dirname(fullpath) name = util_file.get_basename(fullpath) data_folder = data.DataFolder(name, path) return data_folder.get_folder_data_instance() def get_data_path(self, in_folder=True): """ Returns: str: The path to the data folder for this process. """ data_path = None if not self._data_override: data_path = self._get_path(self.data_folder_name) if self._data_override: data_path = self._data_override._get_path(self.data_folder_name) if data_path and self._data_parent_folder and in_folder: data_path = util_file.join_path(data_path, self._data_parent_folder) return data_path def get_data_folder(self, name, sub_folder=None): """ Args: name (str): The name of a data folder in the process. sub_folder (str): TODO: Fill description. Returns: str: The path to the data folder with the same name if it exists. """ folder = None if not sub_folder: folder = util_file.join_path(self.get_data_path(), name) if sub_folder: folder = util_file.join_path(self.get_data_sub_path(name), sub_folder) if util_file.is_dir(folder, case_sensitive=True): return folder def get_data_sub_path(self, name): """ Get that path where sub folders live """ path = self._create_sub_data_folder(name) return path def get_data_type(self, name): """ Args: name (str): The name of a data folder in the process. Returns: str: The name of the data type of the data folder with the same name if it exists. """ data_folder = self.get_data_folder(name) data_file = util_file.join_path(data_folder, 'data.json') if not util_file.is_file(data_file): return data_folder = data.DataFolder(name, self.get_data_path()) data_type = data_folder.get_data_type() return data_type def get_data_file_or_folder(self, name, sub_folder_name=None): """ Data is either saved to a top file or a top folder. This is the main data saved under the data folder. This file or folder is used for versioning. This will return the file or folder that gets versioned. """ path = self.get_data_path() data_folder = data.DataFolder(name, path) instance = data_folder.get_folder_data_instance() if not instance: return filepath = instance.get_file_direct(sub_folder_name) return filepath def get_data_version_count(self, data_name): data_folder = self.get_data_file_or_folder(data_name) version = util_file.VersionFile(data_folder) return len(version.get_version_numbers()) def get_data_versions(self, data_name): data_folder = self.get_data_file_or_folder(data_name) version = util_file.VersionFile(data_folder) return version.get_version_numbers() def get_data_version_paths(self, data_name): data_folder = self.get_data_file_or_folder(data_name) version = util_file.VersionFile(data_folder) paths = version.get_versions(return_version_numbers_also=False) found = [] for path in paths: path = version.get_version_path(path) found.append(path) return found def get_data_version_path(self, data_name, version_number): data_folder = self.get_data_file_or_folder(data_name) version = util_file.VersionFile(data_folder) path = version.get_version_path(version_number) return path def get_data_folders(self): """ Returns: list: A list of data folder names found in the current process. """ directory = self.get_data_path() folders = util_file.get_folders(directory) if '.sub' in folders: folders.remove('.sub') return folders def get_data_instance(self, name, sub_folder=None): """ Args: name (str): The name of a data folder in the process. sub_folder (str): TODO: Fill description. Returns: Process: An instance of the data type class for data with the specified name in the current process. This gives access to the data functions like import_data found in the data type class. """ path = self.get_data_path() named_path = self.get_data_folder(name) data_file = util_file.join_path(named_path, 'data.json') if not util_file.exists(data_file): return data_folder = data.DataFolder(name, path) return data_folder.get_folder_data_instance() def create_data(self, name, data_type, sub_folder=None): """ Args: name (str): The name of a data folder in the process. data_type (str): A string with the name of the data type of the data in the process. sub_folder (str): TODO: Fill description. Returns: str: The path to the new data folder. """ orig_name = name path = self.get_data_path() test_path = util_file.join_path(path, name) if not sub_folder: test_path = util_file.inc_path_name(test_path) name = util_file.get_basename(test_path) data_folder = data.DataFolder(name, path) data_folder.set_data_type(data_type) return_path = data_folder.folder_path if sub_folder: sub_path = self.get_data_sub_path(orig_name) sub_folder_path = util_file.join_path(sub_path, sub_folder) if util_file.is_dir(sub_folder_path): return sub_folder_path sub_folder_path = util_file.inc_path_name(sub_folder_path) return_path = util_file.create_dir(sub_folder_path) return return_path def add_build_data(self): build = self.get_data_folder('build') if not build: self.create_data('build', 'agnostic.platform') def has_sub_folder(self, data_name, sub_folder_name): """ Has a sub folder of name. """ sub_folders = self.get_data_sub_folder_names(data_name) if sub_folder_name in sub_folders: return True return False def create_sub_folder(self, data_name, sub_folder_name): data_type = self.get_data_type(data_name) return self.create_data(data_name, data_type, sub_folder_name) def get_data_sub_folder_names(self, data_name): sub_folder = self.get_data_sub_path(data_name) sub_folders = util_file.get_folders(sub_folder) return sub_folders def get_data_current_sub_folder(self, name): """ Get the currently set sub folder """ data_folder = data.DataFolder(name, self.get_data_path()) sub_folder = data_folder.get_current_sub_folder() return sub_folder def get_data_current_sub_folder_and_type(self, name): """ Get the currently set sub folder and its data type """ data_folder = data.DataFolder(name, self.get_data_path()) data_type = data_folder.get_data_type() sub_folder = data_folder.get_sub_folder() return sub_folder, data_type # ---- data IO def import_data(self, name, sub_folder=None): """ Convenience function which will run the import_data function found on the data_type instance for the specified data folder. Args: name (str): The name of a data folder in the process. sub_folder (str): TODO: Fill description. Returns: None """ split_name = name.split('.') if len(split_name) > 1: name = split_name[0] if sub_folder == None: sub_folder = split_name[1] data_folder_name = self.get_data_folder(name) if not sub_folder: util.show('Import data in: %s' % name) if sub_folder: util.show('Import data %s in sub folder %s' % (name, sub_folder)) if not util_file.is_dir(data_folder_name): util.warning('%s data folder does not exist in %s' % (name, self.get_data_path())) return instance, original_sub_folder = self._get_data_instance(name, sub_folder) if hasattr(instance, 'import_data'): value = instance.import_data() instance.set_sub_folder(original_sub_folder) return value else: util.warning('Could not import data %s in process %s.' ' It has no import function.' % (name, self.process_name)) def open_data(self, name, sub_folder=None): data_folder_name = self.get_data_folder(name) util.show('Open data in: %s' % data_folder_name) if not util_file.is_dir(data_folder_name): util.show('%s data does not exist in %s' % (name, self.get_data_path())) return instance, original_sub_folder = self._get_data_instance(name, sub_folder) return_value = None if hasattr(instance, 'import_data') and not hasattr(instance, 'open'): return_value = instance.import_data() instance.set_sub_folder(original_sub_folder) return return_value if hasattr(instance, 'open'): return_value = instance.open() instance.set_sub_folder(original_sub_folder) return return_value else: util.warning('Could not open data %s in process %s. It has no open function.' % (name, self.process_name)) def reference_data(self, name, sub_folder=None): data_folder_name = self.get_data_folder(name) util.show('Reference data in: %s' % data_folder_name) if not util_file.is_dir(data_folder_name): util.show('%s data does not exist in %s' % (name, self.get_data_path())) return instance, original_sub_folder = self._get_data_instance(name, sub_folder) return_value = None if hasattr(instance, 'maya_reference_data'): return_value = instance.maya_reference_data() else: util.warning('Could not reference data %s in process %s. ' 'has no reference function.' % (name, self.process_name)) instance.set_sub_folder(original_sub_folder) return return_value def save_data(self, name, comment='', sub_folder=None): """ Convenience function that tries to run the save function found on the data_type instance for the specified data folder. Not all data type instances have a save function. Args: name (str): The name of a data folder in the process. comment (str): TODO: Fill description. sub_folder (str): TODO: Fill description. Returns: None """ data_folder_name = self.get_data_folder(name) if not util_file.is_dir(data_folder_name): util.show('%s data does not exist in %s' % (name, self.get_data_path())) util.show('Could not save') return instance, original_sub_folder = self._get_data_instance(name, sub_folder) if not comment: comment = 'Saved through process class with no comment.' if hasattr(instance, 'save'): saved = instance.save(comment) instance.set_sub_folder(original_sub_folder) if saved: return True return False def export_data(self, name, comment='', sub_folder=None, list_to_export=None): """ Convenience function that tries to run the export function found on the data_type instance for the specified data folder. Not all data type instances have a save function. Args: name (str): The name of a data folder in the process. comment (str): TODO: Fill description. sub_folder (str): TODO: Fill description. Returns: None """ if list_to_export is None: list_to_export = [] data_folder_name = self.get_data_folder(name) if not util_file.is_dir(data_folder_name): util.show('%s data does not exist in %s' % (name, self.get_data_path())) util.show('Could not export') return instance, original_sub_folder = self._get_data_instance(name, sub_folder) if not comment: comment = 'Exported through process class with no comment.' if hasattr(instance, 'export_data'): selection_pass = False if util.python_version > 3: signature = inspect.signature(instance.export_data) if 'selection' in signature.parameters and list_to_export: selection_pass = True if util.python_version < 3: arg_spec = inspect.getargspec(instance.export_data) if 'selection' in arg_spec.args and list_to_export: selection_pass = True if selection_pass: exported = instance.export_data(comment, selection=list_to_export) else: exported = instance.export_data(comment) # need to get all the data types returning true or false on export instance.set_sub_folder(original_sub_folder) # if exported: # return True # return False # ---- data utils def set_data_parent_folder(self, folder_name): """ Within the data path, sets folder_name as the parent folder to the data """ self._data_parent_folder = folder_name def remove_data_parent_folder(self): self._data_parent_folder = None def rename_data(self, old_name, new_name): """ Renames the data folder specified with old_name to the new_name. Args: old_name (str): The current name of the data. new_name (str): The new name for the data. Returns: str: The new path to the data if rename was successful. """ data_folder = data.DataFolder(old_name, self.get_data_path()) return data_folder.rename(new_name) def delete_data(self, name, sub_folder=None): """ Deletes the specified data folder from the file system. Args: name (str): The name of a data folder in the process. sub_folder (str): TODO: Fill description. Returns: None """ data_folder = data.DataFolder(name, self.get_data_path()) data_folder.set_sub_folder(sub_folder) data_folder.delete() def copy_sub_folder_to_data(self, sub_folder_name, data_name): if not self.has_sub_folder(data_name, sub_folder_name): util.warning('Data %s has no sub folder: %s to copy from.' % (data_name, sub_folder_name)) return source_file = self.get_data_file_or_folder(data_name, sub_folder_name) target_file = self.get_data_file_or_folder(data_name) copy(source_file, target_file) def copy_data_to_sub_folder(self, data_name, sub_folder_name): if not self.has_sub_folder(data_name, sub_folder_name): util.warning('Data %s has no sub folder: %s to copy to.' % (data_name, sub_folder_name)) return source_file = self.get_data_file_or_folder(data_name) target_file = self.get_data_file_or_folder(data_name, sub_folder_name) copy(source_file, target_file) def remove_data_versions(self, name, sub_folder=None, keep=1): folder = self.get_data_folder(name, sub_folder) util_file.delete_versions(folder, keep) def cache_data_type_read(self, name): data_folder = data.DataFolder(name, self.get_data_path()) data_type = util_file.join_path(data_folder.folder_path, 'data.json') util_file.ReadCache.cache_read_data(data_type) def delete_cache_data_type_read(self, name): data_folder = data.DataFolder(name, self.get_data_path()) data_type = util_file.join_path(data_folder.folder_path, 'data.json') util_file.ReadCache.remove_read_data(data_type) # code --- def is_code_folder(self, name): """ Args: name (str): The name of a code folder in the process. Returns: bool: If the supplied name string matches the name of a code folder in the current process. """ path = self.get_code_folder(name) if not path: return False if util_file.is_dir(path): if util_file.is_file_in_dir('data.json', path): return True return False return False def get_code_path(self): """ Returns: str: The path to the code folder for this process. """ return self._get_path(self.code_folder_name) def get_code_folder(self, name): """ Args: name (str): The name of a code folder in the process. Returns: str: A path to the code folder with the supplied name string if it exists. """ if name.endswith('.py'): name = name[:-3] if name.endswith('.data'): name = name[:-5] folder = util_file.join_path(self.get_code_path(), name) if util_file.is_dir(folder): return folder def get_code_folders(self, code_name=None): """ Returns: list: A list of code folder names found in the current process. """ directory = self.get_code_path() if code_name: directory = util_file.join_path(directory, code_name) return util_file.get_code_folders(directory, recursive=True) def get_top_level_code_folders(self): folders = self.get_code_folders() found = [] for folder in folders: if folder.count('/') > 1: continue found.append(folder) return found def get_code_names(self, include_scripts=False): codes, states = self.get_manifest() code_names = [] if codes: for code in codes: code_name = code.split('.') if not self.is_code_folder(code_name[0]): continue if len(code_name) > 1 and code_name[1] == 'py': code_names.append(code_name[0]) code_names.insert(0, 'manifest') if include_scripts: result = util_file.get_all_rel_paths(self.get_code_path()) filter_names = ['.version', '__pycache__', '.pyc'] code_path = self.get_code_path() visited = {code_path:False} for path in result: found = False for name in filter_names: if path.find(name) > -1: found = True break if found: continue full_path = util_file.join_path(code_path, path) if self.is_folder_data(full_path): continue parent_path = util_file.get_dirname(full_path) parent_is_data = False if parent_path in visited: parent_is_data = visited[parent_path] else: parent_is_data = self.is_folder_data(parent_path) visited[parent_path] = parent_is_data if parent_is_data: continue code_names.append(util_file.fix_slashes(path)) return code_names def get_code_children(self, code_name): found = [] code_name = util_file.remove_extension(code_name) scripts, states = self.get_manifest() for script in scripts: if script.find('/') == -1: continue if script.startswith(code_name + '/'): sub_script = script[len(code_name + '/'):] if not sub_script.find('/') > -1: found.append(script) return found def get_code_type(self, name): """ Args: name (str): The name of a code folder in the process. Returns: str: The code type name of the code folder with the supplied name if the code folder exists. Otherwise return None. Right now only python code type is used by the Process Manager. """ # this was added because data folder is sometimes faulty path = util_file.join_path(self.get_code_path(), name) python_file = util_file.join_path(path, util_file.get_basename(name) + '.py') data_type = None if util_file.is_file(python_file): data_type = 'script.python' return data_type fullpath = util_file.join_path(self.get_code_path(), name) if self.is_folder_data(fullpath): data_folder = data.DataFolder(name, self.get_code_path()) data_type = data_folder.get_data_type() return data_type def get_code_files(self, basename=False, fast_with_less_checking=False): """ Args: basename (bool): Whether to return the full path or just the name of the file. fast_with_less_checking (bool): TODO: Fill description. Returns: list: The path to the code files found in the code folder for the current process. If basename is True, only return the file names without the path. """ directory = self.get_code_path() files = [] folders = self.get_code_folders() if not folders: return for folder in folders: path = util_file.join_path(directory, folder) code_file = util_file.join_path(path, (util_file.get_basename(folder) + '.py')) if util_file.is_file(code_file): files.append(code_file) continue if fast_with_less_checking: continue data_folder = data.DataFolder(folder, directory) data_instance = data_folder.get_folder_data_instance() if data_instance: file_path = data_instance.get_file() if not basename: files.append(file_path) if basename: rel_file_path = util_file.remove_common_path_simple(directory, file_path) split_path = rel_file_path.split('/') code_path = '/'.join(split_path[:-1]) files.append(code_path) return files def get_code_file(self, name, basename=False): """ Args: name (str): The name of a code folder in the process. basename (bool): Whether to return the full path or just the name of the file. Returns: str: The path to the code file with the specified name in the current process. """ path = self._get_code_file(name, basename) if not util_file.exists(path): first_matching = self.get_first_matching_code(name) if first_matching: return first_matching return return path def get_first_matching_code(self, name): codes = self.get_code_files(basename=False, fast_with_less_checking=True) short_name = util_file.get_basename(name) short_name = util_file.remove_extension(short_name) if codes: for code in codes: if code.endswith('%s.py' % short_name): return code def get_code_name_from_path(self, code_path): split_path = code_path.split('%s/' % self.code_folder_name) if len(split_path) == 2: parts = split_path[1].split('/') if len(parts) > 2: last_part = util_file.remove_extension(parts[-1]) if last_part == parts[-2]: if len(parts) > 2: return '/'.join(parts[:-1]) if last_part != parts[-2]: return '/'.join(parts) if len(parts) == 2: return parts[0] def get_code_module(self, name): """ Returns: module: The module instance bool: If the module sourced properly or not str: The status of the source. Error messages etc. """ script = self.get_code_file(name) module, init_passed, status = self._source_script(script) return module, init_passed, status def create_code(self, name, data_type='script.python', inc_name=False, import_data=None): """ Create a new code folder with the specified name and data_type. Args: name (str): The name of the code to create. data_type (str): Usually 'script.python'. inc_name (bool): Whether to increment the name. import_data (str): The name of data in the process. Lines will be added to the code file to import the data. Returns: str: Filename """ path = self.get_code_path() if not path: return if inc_name: test_path = util_file.join_path(path, name) if util_file.exists(test_path): test_path = util_file.inc_path_name(test_path) name = util_file.get_basename(test_path) path = util_file.get_dirname(test_path) log.info('Create code %s at path %s' % (name, path)) data_folder = data.DataFolder(name, path) data_folder.set_data_type(data_type) data_instance = data_folder.get_folder_data_instance() if not data_instance: return if name == 'manifest': data_instance.create() filename = data_instance.get_file() return filename if import_data: data_instance.set_lines(['', 'def main():', " process.import_data('%s')" % import_data]) if not import_data: data_instance.set_lines(['', 'def main():', ' return']) data_instance.create() filename = data_instance.get_file() if not self.is_in_manifest('%s.py' % name): self.set_manifest(['%s.py' % name], append=True) return filename def move_code(self, old_name, new_name): code_path = self.get_code_path() old_path = util_file.join_path(code_path, old_name) new_path = util_file.join_path(code_path, new_name) basename = util_file.get_basename(new_name) dirname = util_file.get_dirname(new_name) test_path = new_path if util_file.is_dir(test_path): last_number = 1 while util_file.is_dir(test_path): basename = util.replace_last_number(basename, last_number) new_name = basename if dirname: new_name = util_file.join_path(dirname, basename) test_path = util_file.join_path(code_path, new_name) last_number += 1 util_file.move(old_path, test_path) file_name = new_name old_basename = util_file.get_basename(old_name) new_basename = util_file.get_basename(new_name) update_path = util_file.join_path(test_path, old_basename + '.py') util_file.rename(update_path, new_basename + '.py') return file_name def rename_code(self, old_name, new_name): """ Renames the code folder specified with old_name to the new_name. Args: old_name (str): The current name of the code. new_name (str): The new name for the code. Returns: str: The new path to the code if rename was successful. """ new_name = util.clean_file_string(new_name) new_name = new_name.replace('.', '_') old_len = old_name.count('/') new_len = new_name.count('/') if old_len != new_len: util.warning('Rename works on code folders in the same folder. Try move instead.') return sub_new_name = util_file.remove_common_path(old_name, new_name) code_folder = data.DataFolder(old_name, self.get_code_path()) code_folder.rename(sub_new_name) name = new_name + '.py' return name """ def duplicate_code(self, name): source_path = util_file.join_path(self.get_code_path(), name) destination_path = util_file.join_path(self.get_code_path(), '%s_copy' % name) util_file.copy_dir(source_path, destination_path) return destination_path """ def delete_code(self, name): """ Deletes the specified data folder from the file system. Args: name (str): The name of a data folder in the process. Returns: None """ util_file.delete_dir(name, self.get_code_path()) def remove_code_versions(self, code_name, keep=1): folder = self.get_code_folder(code_name) util_file.delete_versions(folder, keep) #--- Ramen def get_ramen_path(self): """ Returns: str: The path to the ramen folder for this process. """ return self._get_path(self.ramen_folder_name) def get_ramen_graphs(self): ramen_path = self.get_ramen_path() ramen_path = util_file.join_path(ramen_path, 'graphs') folders = util_file.get_folders(ramen_path, recursive=False, filter_text=None, skip_dot_prefix=False) return folders def get_ramen_graph(self, graph_name): ramen_path = self.get_ramen_path() ramen_graph_path = util_file.join_path(ramen_path, 'graphs/%s' % graph_name) if util_file.is_dir(ramen_graph_path): return ramen_graph_path def get_ramen_file(self, graph_name): graph_path = self.get_ramen_graph(graph_name) filepath = util_file.join_path(graph_path, 'ramen.json') if util_file.is_file(filepath): return filepath def create_ramen_file(self, graph_name): ramen_file = self.get_ramen_file(graph_name) if not ramen_file: ramen_path = self.get_ramen_path() ramen_graph_path = util_file.join_path(ramen_path, 'graphs/%s' % graph_name) ramen_graph_path = util_file.create_dir(ramen_graph_path) if ramen_graph_path: ramen_file = util_file.create_file('ramen.json', ramen_graph_path) return ramen_file #--- settings def get_setting_names(self): option_file = self.get_option_file() option_name = util_file.get_basename_no_extension(option_file) settings_file = self.get_settings_file() settings_name = util_file.get_basename_no_extension(settings_file) return [settings_name, option_name] def get_setting_file(self, name): if name == 'options': return self.get_option_file() if name == 'settings': return self.get_settings_file() def get_settings_file(self): self._setup_settings() return self.settings.get_file() def get_settings_inst(self): self._setup_settings() return self.settings def set_setting(self, name, value): self._setup_settings() self.settings.set(name, value) def get_setting(self, name): self._setup_settings() return self.settings.get(name) def get_control(self, description, side): self._get_control_inst() return self._control_inst.get_name(description, side) # --- options def has_options(self): self._setup_options() return self.option_settings.has_settings() def add_option(self, name, value, group=None, option_type=None): self._setup_options() show_value = None if group: name = '%s.%s' % (group, name) if not group: name = '%s' % name if option_type == 'script': show_value = value value = [value, 'script'] if option_type == 'ui': show_value = value value = [value, 'ui'] if option_type == 'dictionary': show_value = value value = [value, 'dictionary'] if option_type == 'reference.group': show_value = value value = [value, 'reference.group'] if option_type == 'note': value = str(value) show_value = value value = [value, 'note'] has_option = self.option_settings.has_setting(name) if not has_option and show_value is not None: util.show('Creating option: %s with a value of: %s' % (name, show_value)) self.option_settings.set(name, value) def set_option(self, name, value, group=None): self._setup_options() if group: name = '%s.%s' % (group, name) if not group: name = '%s' % name self.option_settings.set(name, value) def get_unformatted_option(self, name, group=None): self._setup_options() if group: name = '%s.%s' % (group, name) if not group: name = '%s' % name value = self.option_settings.get(name) return value def set_option_index(self, index, name, group=None): self._setup_options() if group: name = '%s.%s' % (group, name) if not group: name = '%s' % name remove = False for thing in self.option_settings.settings_order: if thing == name: remove = True if remove: self.option_settings.settings_order.remove(name) self.option_settings.settings_order.insert(index, name) self.option_settings._write() def get_option(self, name, group=None): """ Get an option by name and group """ self._setup_options() value = self.get_unformatted_option(name, group) if value is None: match_value = self.get_option_match_and_group(name, return_first=True) if not match_value: return None value = match_value[0] match_group = match_value[1] if value and group: if not match_group.endswith(group): util.warning('Access option: %s, but it was not in group: % s' % (name, group)) group = match_group if value is None: util.warning('Trouble accessing option %s.' % name) if self.has_option(name, group): if group: util.warning('Could not find option: %s in group: %s' % (name, group)) else: util.warning('Could not find option: %s' % name) else: value = self._format_option_value(value, name) log.info('Get option: name: %s group: %s with value: %s' % (name, group, value)) util.show('< Option: %s, Group: %s, value: %s' % (name, group, value)) return value def get_option_match_and_group(self, name, return_first=True): """ Try to find a matching option in all the options Return the matching value and group """ self._setup_options() option_dict = self.option_settings.settings_dict found = {} for key in option_dict: split_key = key.split('.') group = '.'.join(split_key[:-1]) if split_key[-1] == name: value = None if return_first: value = self._format_option_value(option_dict[key], key) return value, group found[name] = [value, group] if not found: found = None return found def get_option_match(self, name, return_first=True): """ Try to find a matching option in all the options """ self._setup_options() option_dict = self.option_settings.settings_dict found = {} for key in option_dict: split_key = key.split('.') if split_key[-1] == name: value = None if return_first: value = self._format_option_value(option_dict[key], key) return value found[name] = value if not found: found = None return found def set_option_result_function(self, function_inst): """ Function to run on option results Function needs to accept two arguments (value, str) Function needs to return value """ self._option_result_function = function_inst def has_option(self, name, group=None): self._setup_options() if group: name = '%s.%s' % (group, name) return self.option_settings.has_setting_match(name) def get_options(self): self._setup_options() options = [] if self.option_settings: options = self.option_settings.get_settings() return options def get_option_name_at_index(self, index): count = len(self.option_settings.settings_order) if index >= count: util.warning('Option index out of range') return self.option_settings.settings_order[index] def get_option_file(self): self._setup_options() return self.option_settings.get_file() def clear_options(self): if self.option_settings: self.option_settings.clear() def save_default_option_history(self): option_file = self.get_option_file() version_file = util_file.VersionFile(option_file) version_file.set_version_folder_name('.backup/.option_versions') return version_file def load_default_option_history(self): option_file = self.get_option_file() version_file = util_file.VersionFile(option_file) version_file.set_version_folder_name('.backup/.option_versions') return version_file def get_option_history(self): option_file = self.get_option_file() version_file = util_file.VersionFile(option_file) version_file.set_version_folder_name('.backup/.option_versions') return version_file # --- manifest def get_manifest(self, manifest_file=None): """ Returns: tuple: (list, list) Two lists, scripts and states. The scripts list contains the name of scripts in the manifest. States contains the enabled/disabled state of the script. """ if not manifest_file: manifest_file = self.get_manifest_file() if not util_file.exists(manifest_file): return None, None lines = util_file.get_file_lines(manifest_file) if not lines: return None, None scripts = [] states = [] for line in lines: if not line: continue states.append(False) split_line = line.split() if len(split_line): script_name = ' '.join(split_line[:-1]) scripts.append(script_name) if len(split_line) >= 2: # TODO: remove eventually - this is because of pyside6 conversion bug. leave in code for a while just in case. if split_line[-1] == 'CheckState.Checked': state = 'True' elif split_line[-1] == 'CheckState.UnCheck': state = 'False' state = eval(split_line[-1]) states[-1] = state return scripts, states def get_manifest_dict(self, manifest_file=None): """ Returns: dict: name of code : state """ if not manifest_file: manifest_file = self.get_manifest_file() manifest_dict = {} if not util_file.is_file(manifest_file): return manifest_dict lines = util_file.get_file_lines(manifest_file) if not lines: return manifest_dict for line in lines: script_name = None if not line: continue split_line = line.split() if len(split_line): script_name = ' '.join(split_line[:-1]) manifest_dict[script_name] = False if len(split_line) >= 2 and script_name: state = eval(split_line[-1]) manifest_dict[script_name] = state return manifest_dict def get_manifest_folder(self): """ Returns: str: The path to the manifest folder. """ if not self.directory: return code_path = self.get_code_path() path = util_file.join_path(code_path, 'manifest') if not util_file.exists(path): try: self.create_code('manifest', 'script.manifest') except: util.warning('Could not create manifest in directory: %s' % code_path) return path def get_manifest_file(self): """ Returns: str: The path to the manifest file. """ if not self.directory: return manifest_path = self.get_manifest_folder() filename = util_file.join_path(manifest_path, self.process_data_filename) if not util_file.exists(filename): self.create_code('manifest', 'script.manifest') return filename def get_manifest_scripts(self, basename=True, fast_with_less_checks=False): """ Args: basename (bool): Whether to return the full path or just the name of the file. fast_with_less_checks (bool): TODO: Fill description. Returns: list: The code files named in the manifest. """ manifest_file = self.get_manifest_file() if not manifest_file: return if not util_file.is_file(manifest_file): return files = self.get_code_files(False, fast_with_less_checking=fast_with_less_checks) scripts, states = self.get_manifest() if basename: return scripts if not basename: found = [] for script in scripts: if script.count('/') > 0: dirname = util_file.get_dirname(script) basename = util_file.get_basename(script) sub_basename = util_file.get_basename_no_extension(basename) script = util_file.join_path(dirname, sub_basename) script = util_file.join_path(script, basename) for filename in files: if not filename: continue if filename.endswith(script) and filename not in found: found.append(filename) break return found def is_in_manifest(self, entry): filename = self.get_manifest_file() lines = util_file.get_file_lines(filename) for line in lines: split_line = line.split(' ') if split_line[0] == entry: return True return False def get_manifest_history(self): manifest_file = self.get_manifest_file() version_file = util_file.VersionFile(manifest_file) return version_file def set_manifest(self, scripts, states=None, append=False): """ This will tell the manifest what scripts to list. Scripts is a list of python files that need to correspond with code data. Args: scripts (list): List of scripts to add to the manifest. states (list): List that of states for that corresponds to the scripts list. append (bool): Whether to add the scripts to the end of the manifest or replace it. """ if states is None: states = [] manifest_file = self.get_manifest_file() lines = [] script_count = len(scripts) if states: state_count = len(states) if not states: state_count = 0 for inc in range(0, script_count): if scripts[inc] == 'manifest.py': continue if inc > state_count - 1: state = False if inc < state_count: state = states[inc] line = '%s %s' % (scripts[inc], state) lines.append(line) util_file.write_lines(manifest_file, lines, append=append) def has_script(self, script_name): if not script_name.endswith('.py'): script_name = script_name + '.py' scripts, states = self.get_manifest() if script_name in scripts: return True return False def get_script_parent(self, script_name): if not script_name.endswith('.py'): script_name = script_name + '.py' scripts, states = self.get_manifest() for inc in range(0, len(scripts)): if script_name == scripts[inc]: test_inc = inc - 1 if test_inc < 0: break while scripts[test_inc].count('/') != scripts[inc].count('/'): test_inc -= 1 if test_inc < 0: break if test_inc >= 0: return scripts[test_inc] def get_previous_script(self, script_name): if not script_name.endswith('.py'): script_name = script_name + '.py' scripts, states = self.get_manifest() if scripts is None and states is None: return None, None last_script = None last_state = None for script, state in zip(scripts, states): if last_script: if script_name == script: return last_script, last_state last_script = script last_state = state return None, None def insert_manifest_below(self, script_name, previous_script_name, state=False): if not script_name.endswith('.py'): script_name = script_name + '.py' if not previous_script_name.endswith('.py'): previous_script_name = previous_script_name + '.py' scripts, states = self.get_manifest() script_count = 0 if scripts: script_count = len(scripts) code_folders = self.get_code_folders() if not script_count and not code_folders: return for inc in range(0, len(scripts)): script = scripts[inc] if script == previous_script_name: scripts.insert(inc + 1, script_name) states.insert(inc + 1, state) break self.set_manifest(scripts, states) def get_script_state(self, script_name): if not script_name.endswith('.py'): script_name = script_name + '.py' scripts, states = self.get_manifest() if scripts is None and states is None: return False for script, state in zip(scripts, states): if script == script_name: return state def set_script_state(self, script_name, bool_value): if not script_name.endswith('.py'): script_name = script_name + '.py' scripts, states = self.get_manifest() if not scripts: util.warning('Could not update state on %s, because it is not in the manifest' % script_name) return for inc in range(0, len(scripts)): script = scripts[inc] if script == script_name: states[inc] = bool_value self.set_manifest(scripts, states) def sync_manifest(self): """ Sync the manifest with what's on disk. """ if not self.directory: return scripts, states = self.get_manifest() script_count = 0 if scripts: script_count = len(scripts) synced_scripts = [] synced_states = [] code_folders = self.get_code_folders() if not script_count and not code_folders: return for inc in range(0, script_count): script_name = util_file.remove_extension(scripts[inc]) filepath = self._get_code_file(script_name) if not util_file.exists(filepath): continue if scripts[inc] in synced_scripts: continue synced_scripts.append(scripts[inc]) synced_states.append(states[inc]) remove_inc = None for inc in range(0, len(code_folders)): if code_folders[inc] == script_name: remove_inc = inc break if code_folders in synced_scripts: if not code_folders[inc].count('/'): continue common_path = util_file.get_common_path(code_folders[inc], script_name) if common_path: common_path_name = common_path + '.py' if common_path_name in synced_scripts: code_script = code_folders[inc] + '.py' synced_scripts.append(code_script) synced_states.append(False) remove_inc = inc break if not remove_inc is None: code_folders.pop(remove_inc) for code_folder in code_folders: code_script = code_folder + '.py' synced_scripts.append(code_script) synced_states.append(False) self.set_manifest(synced_scripts, synced_states) # --- creation def add_part(self, name): """ Args: name (str): Name for a new process. Returns: Process: Instnace of the added part. """ part_process = Process(name) path = util_file.join_path(self.directory, self.process_name) if self.process_name: path = util_file.join_path(self.directory, self.process_name) if not self.process_name: path = self.directory part_process.set_directory(path) part_process.create() return part_process def create(self): """ Create the process. Return (str): Path to the process. """ return self._create_folder() def delete(self): """ Delete the process. Returns: None """ if self.process_name: util_file.delete_dir(self.process_name, self.directory) if not self.process_name: basename = util_file.get_basename(self.directory) dirname = util_file.get_dirname(self.directory) util_file.delete_dir(basename, dirname) def rename(self, new_name): """ Rename the process. Args: new_name (str): New name for the process. Returns: bool: Whether the process was renamed properly. """ split_name = new_name.split('/') if util_file.rename(self.get_path(), split_name[-1]): self.load(new_name) return True return False def find_code_file(self, script): """ Args: script (str): Name (or full path) of a code in the process """ if not util_file.is_file(script): script = util_file.remove_extension(script) script = self._get_code_file(script) if not util_file.is_file(script): script = self.get_first_matching_code(script) return script # --- run @decorator_process_run_script def run_script(self, script, hard_error=True, settings=None, return_status=False): """ Run a script in the process. Args: script(str): Name of a code in the process. hard_error (bool): Whether to error hard when errors encountered, or to just pass an error string. return_status (bool): TODO: Fill description. Returns: str: The status from running the script. This includes error messages. """ watch = util.StopWatch() watch.start(feedback=False) self._setup_options() sys.path.append(self.get_code_path()) orig_script = script status = None result = None init_passed = False module = None name = None try: script = self.find_code_file(script) if not script: if not script: watch.end() util.show('Could not find script: %s' % orig_script) return name = util_file.get_basename(script) for external_code_path in self.external_code_paths: if util_file.is_dir(external_code_path): if external_code_path not in sys.path: sys.path.append(external_code_path) util.show('\n________________________________________________') message = 'START\t%s\n' % name util.show(message) util.global_tabs = 2 module, init_passed, status = self._source_script(script) except Exception: util.warning('%s did not source' % script) status = traceback.format_exc() init_passed = False if hard_error: try: del module except: watch.end() util.warning('Could not delete module') util.error('%s\n' % status) raise Exception('Script did not source. %s' % script) if init_passed: try: if hasattr(module, 'main'): if not hasattr(module, 'process') or module.process is None: # for legacy, if process was set to None override it with this process module.process = self result = module.main() put = None if self._data_override: put = self._data_override._put else: put = self._put put.last_return = result self._runtime_globals['last_return'] = result status = 'Success' except Exception: status = traceback.format_exc() if hard_error: watch.end() util.error('%s\n' % status) raise Exception('Script errored on main. %s' % script) self._pass_module_globals(module) del module if not status == 'Success': util.show('%s\n' % status) minutes, seconds = watch.end() util.global_tabs = 1 message = '' if minutes and seconds: message = 'END\t%s\t %s minutes and %s seconds ' % (name, minutes, seconds) else: message = 'END\t%s\t %s seconds' % (name, seconds) util.show(message) util.show('------------------------------------------------\n') if return_status: return status else: return result def run_option_script(self, name, group=None, hard_error=True): script = self.get_option(name, group) self.run_code_snippet(script, hard_error) @decorator_undo_chunk def run_code_snippet(self, code_snippet_string, hard_error=True): script = code_snippet_string status = None try: for external_code_path in self.external_code_paths: if util_file.is_dir(external_code_path): if external_code_path not in sys.path: sys.path.append(external_code_path) pass_process = self if self._data_override: pass_process = self._data_override builtins = get_process_builtins(pass_process) exec(script, globals(), builtins) status = 'Success' except Exception: util.warning('script error!\n %s' % script) status = traceback.format_exc() if hard_error: util.error('%s\n' % status) raise if not status == 'Success': util.show('%s\n' % status) return status def run_script_group(self, script, clear_selection=True, hard_error=True): """ This runs the script and all of its children/grandchildren. """ status_list = [] scripts_that_error = [] skip_children = False if in_maya: if clear_selection: cmds.select(cl=True) status = None try: status = self.run_script(script, hard_error=True, return_status=True) if self._skip_children: skip_children = True self._skip_children = None except: if hard_error: util.error('%s\n' % status) raise status = 'fail' if not status == 'Success': scripts_that_error.append(script) if hard_error: message = 'Script: %s in run_script_group.' % script temp_log = '\nError: %s' % message util.record_temp_log(temp_log) raise Exception(message) children = self.get_code_children(script) if skip_children: children = [] skip_children = False child_count = len(children) manifest_dict = self.get_manifest_dict() progress_bar = None if in_maya: progress_bar = core.ProgressBar('Process Group', child_count) progress_bar.status('Processing Group: getting ready...') skip_children = False for child in children: if progress_bar: progress_bar.set_count(child_count) progress_bar.status('Processing: %s' % script) if progress_bar.break_signaled(): message = 'The script group was cancelled before finishing.' temp_log = '\nError: %s' % message util.record_temp_log(temp_log) raise Exception(message) if manifest_dict[child]: if in_maya: if clear_selection: cmds.select(cl=True) children = self.get_code_children(child) if skip_children: children = [] skip_children = False if children: try: status = self.run_script_group(child, hard_error=True) if self._skip_children: skip_children = True self._skip_children = None except: if hard_error: util.error('%s\n' % status) if progress_bar: progress_bar.end() raise status = 'fail' if not children: try: status = self.run_script(child, hard_error=True, return_status=True) if self._skip_children: skip_children = True self._skip_children = None except: if hard_error: util.error('%s\n' % status) if progress_bar: progress_bar.end() raise status = 'fail' if status == 'fail': scripts_that_error.append(child) if hard_error: if progress_bar: progress_bar.end() message = 'Script: %s in run_script_group.' % script temp_log = '\nError: %s' % message util.record_temp_log(temp_log) raise Exception(message) if progress_bar: progress_bar.inc() if not isinstance(status, list): status_list.append([child, status]) else: status_list += status if progress_bar: progress_bar.end() return status_list def skip_children(self): """ To be run during process to skip running of children scripts """ self._skip_children = None script_name = self.current_script script_path = self.find_code_file(script_name) if not script_path: return code_path = self.get_code_path() code_name = util_file.remove_common_path_simple(code_path, script_path) code_name = util_file.get_dirname(code_name) childs = self.get_code_children(code_name) if childs: self._skip_children = childs return childs def run(self, start_new=False): """ Run all the scripts in the manifest, respecting their on/off state. Returns: None """ self.option_settings = None self._setup_options() prev_process = os.environ.get('VETALA_CURRENT_PROCESS') util.set_env('VETALA_CURRENT_PROCESS', self.get_path()) util.show('\n-----------------------------------------' '-------------------------------------------------------------') watch = util.StopWatch() watch.start(feedback=False) name = self.get_name() message = '\n\n\aProcess: %s\t\a\n' % name manage_node_editor_inst = None if in_maya: manage_node_editor_inst = core.ManageNodeEditors() if start_new: core.start_new_scene() manage_node_editor_inst.turn_off_add_new_nodes() if core.is_batch(): message = '\n\nProcess: %s\n\n' % name util.show(message) util.show('\n\nProcess path: %s' % self.get_path()) util.show('Option path: %s' % self.get_option_file()) util.show('Settings path: %s' % self.get_settings_file()) util.show('Runtime values: %s\n\n' % self.runtime_values) scripts, states = self.get_manifest() if not scripts: util.show('No scripts!') return scripts_that_error = [] state_dict = {} progress_bar = None if in_maya: progress_bar = core.ProgressBar('Process', len(scripts)) progress_bar.status('Processing: getting ready...') status_list = [] skip_children = None for inc in range(0, len(scripts)): state = states[inc] script = scripts[inc] status = 'Skipped' check_script = util_file.remove_extension(script) if skip_children: if script.startswith(skip_children): state = False state_dict[check_script] = state if progress_bar: progress_bar.status('Processing: %s' % script) if progress_bar.break_signaled(): break if state: parent_state = True for key in state_dict: if script.find(key) > -1: parent_state = state_dict[key] if parent_state == False: break if not parent_state: util.show('\tSkipping: %s\n\n' % script) if progress_bar: progress_bar.inc() continue self._update_options = False if in_maya: cmds.select(cl=True) try: status = self.run_script(script, hard_error=False, return_status=True) if self._skip_children: skip_children = check_script self._skip_children = None except Exception: error = traceback.format_exc() util.error(error) status = 'fail' self._update_options = True if not status == 'Success': scripts_that_error.append(script) if not states[inc]: util.show('\n------------------------------------------------') util.show('Skipping: %s\n\n' % script) if progress_bar: progress_bar.inc() status_list.append([script, status]) minutes, seconds = watch.stop() if progress_bar: progress_bar.end() if scripts_that_error: util.show('\n\n\nThe following scripts errored during buil/project/') for script in scripts_that_error: util.show('\n' + script) util.show('\n\n') for status_entry in status_list: util.show('%s : %s' % (status_entry[1], status_entry[0])) util.show('\n\n') if minutes is None: util.show('\n\n\nProcess: %s\nPath: %s\nbuilt in %s seconds.\n\n' % (self.get_basename(), self.get_path(), seconds)) if minutes is not None: util.show('\n\n\nProcess: %s\nPath: %s\nbuilt in %s minutes, %s seconds.\n\n' % (self.get_basename(), self.get_path(), minutes, seconds)) util.set_env('VETALA_CURRENT_PROCESS', prev_process) if manage_node_editor_inst: manage_node_editor_inst.restore_add_new_nodes() return status_list def set_runtime_value(self, name, value): """ This stores data to run between scripts. Args: name (str): The name of the script. value : Can be many different types including str, list, tuple, float, int, etc. Returns: None """ util.show('> Runtime Variable: %s, value: %s.' % (name, value)) self.runtime_values[name] = value def get_runtime_value(self, name): """ Get the value stored with set_runtime_value. Args: name (str): The name given to the runtime value in set_runtime_value. Returns: The value stored in set_runtime_value. """ if name in self.runtime_values: value = self.runtime_values[name] util.show('< Runtime Variable: %s, value: %s' % (name, value)) return value def get_runtime_value_keys(self): """ Get the runtime value dictionary keys. Every time a value is set with set_runtime_value, and dictionary entry is made. Returns: list: keys in runtime value dictionary. """ return list(self.runtime_values.keys()) def set_data_override(self, process_inst): self._data_override = process_inst def get_data_override(self): return self._data_override def run_batch(self): process_path = self.get_path() util.set_env('VETALA_CURRENT_PROCESS', process_path) batch_path = util_file.get_process_batch_file() util_file.maya_batch_python_file(batch_path) def run_deadline(self): path = self.get_path() name = self.get_basename() stamp = util_file.get_date_and_time() batch_name = 'Vetala Batch: %s (%s)' % (name, util_file.get_date_and_time(separators=False)) sub_processes = self._get_enabled_children() sub_process_dict = {} for sub_process in sub_processes: sub_path = util_file.join_path(path, sub_process) dependents = [] for key in sub_process_dict: key_id = sub_process_dict[key] if key.startswith(sub_process): dependents.append(key_id) sub_job_id = run_deadline(sub_path, sub_process, parent_jobs=dependents, batch_name=batch_name) sub_process_dict[sub_process] = sub_job_id all_dependents = sub_process_dict.values() run_deadline(path, name, parent_jobs=all_dependents, batch_name=batch_name) def reset_runtime(self): if self._data_override: self._runtime_values = {} self._data_override._put = Put() else: self.runtime_values = {} self._put = Put() def run_ramen(self, graph_name='graph1'): ramen_path = self.get_ramen_path() full_path = '%s/graphs/%s/ramen.json' % (ramen_path, graph_name) util.show('Running Ramen: %s' % full_path) from ..ramen import eval as ramen_eval ramen_eval.run_json(full_path) def set_unreal_skeletal_mesh(self, filepath): util.set_env('VETALA_CURRENT_PROCESS_SKELETAL_MESH', value) self._unreal_skeletal_mesh = filepath def get_unreal_skeletal_mesh(self): return self._unreal_skeletal_mesh def set_unreal_control_rig(self, control_rig): if not in_unreal: return if control_rig == None: unreal_lib.graph.set_current_control_rig(None) return if isinstance(control_rig, unreal.ControlRigBlueprint): control_rig_inst = control_rig else: control_rig_inst = unreal_lib.core.get_control_rig_object(control_rig) unreal_lib.graph.current_control_rig = control_rig_inst def get_unreal_control_rig(self): from .. import unreal_lib return unreal_lib.graph.current_control_rig class Put(dict): """ keeps data between code runs """ def __init__(self): self.__dict__['_cache_feedback'] = {} def __getattribute__(self, attr): try: value = object.__getattribute__(self, attr) except: util.warning('Put has no attribute: %s' % attr) return if attr == '__dict__': return value if attr not in self.__dict__['_cache_feedback']: util.show('< put.%s %s' % (attr, value)) self.__dict__['_cache_feedback'][attr] = None return value def __setitem__(self, key, value): exec('self.%s = value' % key) self.__dict__[key] = value def __setattr__(self, key, value): if key != '_cache_feedback' and key != 'last_return': util.show('> put.%s=%s' % (key, value)) super(Put, self).__setattr__(key, value) self.__dict__['_cache_feedback'][key] = None def set(self, name, value): exec('self.%s = %s' % (name, value)) def get_attribute_names(self): return list(self.attribute_names.keys()) def get_default_directory(): """ Get a default directory to begin in. The directory is different if running from inside Maya. Returns: str: Path to the default directory. """ return util_file.get_default_directory() def copy(source_file_or_folder, target_file_or_folder, description=''): is_source_a_file = util_file.is_file(source_file_or_folder) copied_path = -1 if is_source_a_file: if util_file.exists(target_file_or_folder): util_file.delete_file(target_file_or_folder) copied_path = util_file.copy_file(source_file_or_folder, target_file_or_folder) if not is_source_a_file: if not util_file.exists(source_file_or_folder): util.warning('Nothing to copy: %s Data was probably created but not saved to yet. ' % util_file.get_dirname(source_file_or_folder)) return if util_file.exists(target_file_or_folder): util_file.delete_dir(target_file_or_folder) copied_path = util_file.copy_dir(source_file_or_folder, target_file_or_folder) if not copied_path: util.warning('Error copying %s to %s' % (source_file_or_folder, target_file_or_folder)) return if copied_path: util.show('Finished copying %s from %s to %s' % (description, source_file_or_folder, target_file_or_folder)) version = util_file.VersionFile(copied_path) version.save('Copied from %s' % source_file_or_folder) def copy_process(source_process, target_directory=None): """ source process is an instance of a process that you want to copy target_process is the instance of a process you want to copy to. If no target_process is specified, the target process will be set to the directory where the source process is located automatically. If there is already a process named the same in the target process, the name will be incremented. If you need to give the copy a specific name, you should rename it after copy. Args: source_process (instance): The instance of a process. target_directory (str): TODO: Fill description. """ if target_directory: parent_directory = util_file.get_dirname(target_directory) if parent_directory: if parent_directory == source_process.get_path(): util.error('Cannot paste parent under child. Causes recursion error') return sub_folders = source_process.get_sub_processes() source_name = source_process.get_name() source_name = source_name.split('/')[-1] if not target_directory: target_directory = util_file.get_dirname(source_process.get_path()) if not util_file.get_permission(target_directory): util.warning('Could not get permission in directory: %s' % target_directory) return new_name = get_unused_process_name(target_directory, source_name) new_process = Process() new_process.set_directory(target_directory) new_process.load(new_name) new_process.create() data_folders = source_process.get_data_folders() code_folders = source_process.get_code_names(include_scripts=True) settings = source_process.get_setting_names() ramens = source_process.get_ramen_graphs() if util.in_maya: progress = core.ProgressBar() data_count = len(data_folders) if data_count: if util.in_maya: progress.set_count(len(data_folders)) for data_folder in data_folders: if util.in_maya: progress.status('Copying Data: %s' % data_folder) progress.inc() copy_process_data(source_process, new_process, data_folder) if util.in_maya: if progress.break_signaled(): progress.end() return manifest_found = False if code_folders: if 'manifest' in code_folders: code_folders.remove('manifest') manifest_found = True code_count = len(code_folders) if code_count: if util.in_maya: progress.set_count(len(code_folders)) progress.inc(0) for code_folder in code_folders: if util.in_maya: progress.status('Copying Code: %s' % code_folder) progress.inc() copy_process_code(source_process, new_process, code_folder) if util.in_maya: if progress.break_signaled(): progress.end() return if util.in_maya: progress.end() for sub_folder in sub_folders: sub_process = new_process.get_sub_process(sub_folder) source_sub_process = source_process.get_sub_process(sub_folder) if not sub_process.is_process(): copy_process(source_sub_process, new_process.get_path()) if manifest_found: copy_process_code(source_process, new_process, 'manifest') for setting in settings: copy_process_setting(source_process, new_process, setting) for ramen in ramens: copy_process_ramen(source_process, new_process, ramen) return new_process def copy_process_into(source_process, target_process, merge_sub_folders=False): """ source_full_path = source_process.get_path() target_full_path = target_process.get_path() if source_full_path == target_full_path: return """ if source_process.process_name == target_process.process_name and source_process.directory == target_process.directory: util.warning('Source and target process are the same. Skipping merge.') return if not target_process: return if not target_process.is_process(): return sub_folders = source_process.get_sub_processes() source_name = source_process.get_name() source_name = source_name.split('/')[-1] data_folders = source_process.get_data_folders() code_folders = source_process.get_code_folders() settings = source_process.get_setting_names() for data_folder in data_folders: copy_process_data(source_process, target_process, data_folder) manifest_found = False if 'manifest' in code_folders: code_folders.remove('manifest') manifest_found = True for code_folder in code_folders: copy_process_code(source_process, target_process, code_folder) if sub_folders and merge_sub_folders: for sub_folder in sub_folders: sub_target = target_process.get_sub_process(sub_folder) if sub_target: if not sub_target.is_process(): sub_target.create() sub_process = source_process.get_sub_process(sub_folder) copy_process_into(sub_process, sub_target) if manifest_found: copy_process_code(source_process, target_process, 'manifest') for setting in settings: copy_process_setting(source_process, target_process, setting) def copy_process_data(source_process, target_process, data_name, replace=False, sub_folder=None): """ source_process and target_process need to be instances of the Process class. The instances should be set to the directory and process name desired to work with. data_name specifies the name of the data folder to copy. If replace the existing data with the same name will be deleted and replaced by the copy. Args: source_process (str): The instance of a process. target_process (str): The instance of a process. data_name (str): The name of the data to copy. replace (bool): Whether to replace the data in the target process or just version up. sub_folder (str): The name of the sub folder to copy """ data_type = source_process.get_data_type(data_name) is_folder = False if not data_type: is_folder = True data_folder_path = None path = source_process.get_data_path() if is_folder: util_file.create_dir(data_name, path) source_process.set_data_parent_folder(data_name) target_process.set_data_parent_folder(data_name) sub_folders = source_process.get_data_folders() for sub_data_folder in sub_folders: copy_process_data(source_process, target_process, sub_data_folder, replace=False, sub_folder=None) source_process.set_data_parent_folder(None) target_process.set_data_parent_folder(None) return if not target_process.is_process(): util.warning('Could not copy data, %s is not a vetala process.' % target_process) return if target_process.is_data_folder(data_name, sub_folder): data_folder_path = target_process.get_data_folder(data_name, sub_folder) if replace: other_data_type = target_process.get_data_type(data_name) if data_type != other_data_type: target_process.delete_data(data_name, sub_folder) copy_process_data(source_process, target_process, data_name, sub_folder) return if not target_process.is_data_folder(data_name, sub_folder): data_folder_path = target_process.create_data(data_name, data_type, sub_folder) instance = None if not is_folder: data_folder = data.DataFolder(data_name, path) instance = data_folder.get_folder_data_instance() if not instance: util.warning('Could not get data folder instances for: %s' % data_name) return filepath = instance.get_file_direct(sub_folder) if not filepath: return name = util_file.get_basename(filepath) destination_directory = util_file.join_path(data_folder_path, name) if not util_file.is_dir(data_folder_path): util_file.create_dir(data_folder_path) if sub_folder: sub_path = target_process.create_sub_folder(data_name, sub_folder) destination_directory = util_file.join_path(sub_path, name) copy(filepath, destination_directory, data_name) handle_copy_process_data_extras(filepath, destination_directory, target_process, data_name) if not sub_folder: sub_folders = source_process.get_data_sub_folder_names(data_name) for sub_folder in sub_folders: copy_process_data(source_process, target_process, data_name, replace, sub_folder) def handle_copy_process_data_extras(filepath, destination_directory, target_process, data_name): """ copies extra folders """ parent_path = util_file.get_dirname(filepath) parent_dest_path = util_file.get_dirname(destination_directory) settings = util_file.join_path(parent_path, 'data.json') settings_dest = util_file.join_path(parent_dest_path, 'data.json') util_file.copy_file(settings, settings_dest) if settings_dest in util_file.SettingsFile.__cache_settings__: util_file.SettingsFile.__cache_settings__.pop(settings_dest) target_process.cache_data_type_read(data_name) if util_file.is_dir(destination_directory): folders = util_file.get_folders(parent_path) for folder in folders: if folder.startswith('.'): continue other_folder = util_file.join_path(parent_path, folder) other_dest_folder = util_file.join_path(parent_dest_path, folder) if other_dest_folder == destination_directory: continue util_file.copy_dir(other_folder, other_dest_folder) def copy_process_code(source_process, target_process, code_name, replace=False): """ source_process and target_process need to be instances of the Process class. The instances should be set to the directory and process name desired to work with. code_name specifies the name of the code folder to copy. If replace the existing code with the same name will be deleted and replaced by the copy. Args: source_process (str): The instance of a process. target_process (str): The instance of a process. code_name (str): The name of the code to copy. replace (bool): Whether to replace the code in the target process or just version up. """ if code_name is None: return code_folder_path = None if target_process.is_code_folder(code_name): data_type = source_process.get_code_type(code_name) code_folder_path = target_process.get_code_folder(code_name) code_filepath = target_process.get_code_file(code_name) if not code_filepath: target_process.create_code(code_name, data_type, inc_name=False, import_data=None) code_filepath = target_process.get_code_file(code_name) code_file = util_file.get_basename(code_filepath) code_folder_path = util_file.join_path(code_folder_path, code_file) other_data_type = target_process.get_code_type(code_name) if data_type != other_data_type: if replace: target_process.delete_code(code_name) copy_process_code(source_process, target_process, code_name) return if source_process.is_code_folder(code_name): data_type = source_process.get_code_type(code_name) code_folder_path = target_process.create_code(code_name, data_type) path = source_process.get_code_path() data_folder = data.DataFolder(code_name, path) instance = data_folder.get_folder_data_instance() if not instance: return filepath = instance.get_file() copied_path = None destination_directory = None if filepath: destination_directory = code_folder_path path = target_process.get_code_path() data.DataFolder(code_name, path) data_folder.set_data_type(data_type) if util_file.is_file(filepath): copied_path = util_file.copy_file(filepath, destination_directory) if util_file.is_dir(filepath): copied_path = util_file.copy_dir(filepath, destination_directory) if copied_path: version = util_file.VersionFile(copied_path) version.save('Copied from %s' % filepath) if not copied_path: util.warning('Error copying %s to %s' % (filepath, destination_directory)) return source_path = util_file.join_path(source_process.get_code_path(), code_name) target_path = util_file.join_path(target_process.get_code_path(), code_name) else: source_path = util_file.join_path(source_process.get_code_path(), code_name) target_path = util_file.join_path(target_process.get_code_path(), code_name) if util_file.is_dir(source_path): util_file.create_dir(code_name, target_process.get_code_path()) if util_file.is_file(source_path): util_file.copy_file(source_path, target_path) util.show('Finished copying code from %s to %s' % (source_path, target_path)) def copy_process_setting(source_process, target_process, setting_name): filepath = source_process.get_setting_file(setting_name) if not filepath: return destination_path = target_process.get_path() destination_filepath = target_process.get_setting_file(setting_name) if util_file.is_file(destination_filepath): name = util_file.get_basename(destination_filepath) directory = util_file.get_dirname(destination_filepath) util_file.delete_file(name, directory) util_file.copy_file(filepath, destination_path) source_path = source_process.get_path() util.show('Finished copying options from %s' % source_path) def copy_process_ramen(source_process, target_process, graph_name): filepath = source_process.get_ramen_file(graph_name) if not filepath: return target_filepath = target_process.create_ramen_file(graph_name) copied_path = util_file.copy_file(filepath, target_filepath) if copied_path: version = util_file.VersionFile(copied_path) version.save('Copied from %s' % filepath) if not copied_path: util.warning('Error copying %s to %s' % (filepath, target_filepath)) return def get_vetala_settings_inst(): settings_path = os.environ.get('VETALA_SETTINGS') if not settings_path: return settings_inst = util_file.SettingsFile() settings_inst.set_directory(settings_path) return settings_inst def initialize_project_settings(project_directory, settings_inst=None): if not settings_inst: settings_inst = get_vetala_settings_inst() project_settings_dict = {} if not settings_inst.has_setting('project settings'): project_settings_dict = {project_directory: {}} settings_inst.set('project settings', project_settings_dict) if not project_settings_dict: project_settings_dict = settings_inst.get('project settings') if project_directory not in project_settings_dict: project_settings_dict[project_directory] = {} settings_inst.set('project settings', project_settings_dict) return project_settings_dict def get_project_setting(name, project_directory, settings_inst=None): if not settings_inst: settings_inst = get_vetala_settings_inst() if not settings_inst.has_setting('project settings'): return value = None project_settings_dict = settings_inst.get('project settings') if project_directory not in project_settings_dict: return if name in project_settings_dict[project_directory]: value = project_settings_dict[project_directory][name] return value def set_project_setting(name, value, project_directory, settings_inst=None): if settings_inst: settings_inst.reload() if not settings_inst: settings_inst = get_vetala_settings_inst() if not settings_inst.has_setting('project settings'): return project_settings_dict = settings_inst.get('project settings') if project_directory not in project_settings_dict: return project_settings_dict[project_directory][name] = value settings_inst.set('project settings', project_settings_dict) def get_custom_backup_directory(process_directory): settings = util_file.get_vetala_settings_inst() backup = settings.get('backup_directory') backup_directory = None if util_file.is_dir(backup): project = settings.get('project_directory') process_inst = Process() process_inst.set_directory(process_directory) backup_directory = process_directory backup_settings = util_file.SettingsFile() backup_settings.set_directory(backup) project_name = util_file.fix_slashes(project) project_name = project_name.replace('/', '_') project_name = project_name.replace(':', '_') backup_settings.set(project_name, project) backup_directory = util_file.create_dir(project_name, backup) util.show('Backing up to custom directory: %s' % backup_directory) process_path = process_inst.get_path() common_path = util_file.remove_common_path_simple(project, process_path) backup_directory = util_file.create_dir(util_file.join_path(backup_directory, common_path)) if not backup_directory: return return backup_directory def backup_process(process_path=None, comment='Backup', backup_directory=None): """ Backs up the process at the path to the process/.backup folder If backup directory given, backs up there. """ log.debug('Backup process at path: %s' % process_path) log.debug('Backup to custom path: %s' % backup_directory) process_inst = Process() process_inst.set_directory(process_path) if not backup_directory: backup_directory = get_custom_backup_directory(process_path) log.debug('Final backup path: %s' % backup_directory) process_inst.backup(comment, backup_directory) def get_process_builtins(process): builtins = {'process': process} code_builtins = util.get_code_builtins() builtins.update(code_builtins) return builtins def reset_process_builtins(process, custom_builtins=None): if custom_builtins is None: custom_builtins = {} if not custom_builtins: custom_builtins = {} builtins = get_process_builtins(process) custom_builtins.update(builtins) util.reset_code_builtins(builtins) def setup_process_builtins(process, custom_builtins=None): if custom_builtins is None: custom_builtins = {} if not custom_builtins: custom_builtins = {} builtins = get_process_builtins(process) custom_builtins.update(builtins) util.setup_code_builtins(custom_builtins) def run_deadline(process_directory, name, parent_jobs=None, batch_name=None): if parent_jobs is None: parent_jobs = [] deadline_command = util_file.get_deadline_command_from_settings() if not deadline_command: return process_inst = Process() process_inst.set_directory(process_directory) data_path = process_inst.get_data_path(in_folder=False) locator = cmds.spaceLocator() maya_filename = util_file.join_path(data_path, 'deadline.ma') if util_file.is_file_in_dir('deadline.ma', data_path): util_file.delete_file('deadline.ma', data_path) cmds.file(maya_filename, type='mayaAscii', exportSelected=True) cmds.delete(locator) settings = util_file.get_vetala_settings_inst() pool = settings.get('deadline_pool') group = settings.get('deadline_group') department = settings.get('deadline_department') from ..render_farm import util_deadline job = util_deadline.MayaJob() if batch_name: job.set_job_setting('BatchName', batch_name) if parent_jobs: job.set_parent_jobs(parent_jobs) job.set_current_process(process_directory) job.set_task_info(pool, group, 100) comment = '' job.set_task_description('Vetala Process: %s' % name, department, comment) job.set_deadline_path(deadline_command) job.set_output_path(data_path) job.set_scene_file_path(maya_filename) job_id = job.submit() return job_id
import unreal from .... import shelf_core import random from .. import gallery_class class GallaryButton(gallery_class.GallaryWidgetFactory): def with_content(self): return "Button" def on_click(self, button: unreal.Button): def on_click1(): color = [random.random(), random.random(), random.random(), 1] button.set_background_color(unreal.LinearColor(*color)) print(color) #button.set_color_and_opacity(unreal.LinearColor(*color, 1)) return on_click1 def create(self): icon_path = unreal.Paths.combine([unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_plugins_dir()), "UMGForPython/project/.png"]) button = shelf_core.create_button("Button", icon_path) button.on_clicked.add_callable(self.on_click(button)) return button
# /project/ # @CBgameDev Optimisation Script - Log Static Mesh UV Channel Count For LOD 0 # /project/ import unreal import sys # So we can grab arguments fed into the python script import os EditAssetLib = unreal.EditorAssetLibrary() StatMeshLib = unreal.EditorStaticMeshLibrary() workingPath = "/Game/" # Using the root directory notepadFilePath = os.path.dirname(__file__) + "//PythonOptimiseLog.txt" allAssets = EditAssetLib.list_assets(workingPath, True, False) selectedAssetsPath = workingPath LogStringsArray = [] numOfOptimisations = 0 numOfChannelsToCheckFor = int(float(sys.argv[1])) # pull value sent with script with unreal.ScopedSlowTask(len(allAssets), selectedAssetsPath) as ST: ST.make_dialog(True) for asset in allAssets: _assetData = EditAssetLib.find_asset_data(asset) _assetName = _assetData.get_asset().get_name() _assetPathName = _assetData.get_asset().get_path_name() _assetClassName = _assetData.get_asset().get_class().get_name() if _assetClassName == "StaticMesh": _staticMeshAsset = unreal.StaticMesh.cast(_assetData.get_asset()) _howManyUV_channels = StatMeshLib.get_num_uv_channels(_staticMeshAsset, 0) if _howManyUV_channels >= numOfChannelsToCheckFor: LogStringsArray.append(" [%s] - %s ------------> At Path: %s \n" % (_howManyUV_channels, _assetName, _assetPathName)) # unreal.log("Asset Name: [%s] %s Path: %s \n" % (_howManyUV_channels, _assetName, _assetPathName)) numOfOptimisations += 1 if ST.should_cancel(): break ST.enter_progress_frame(1, asset) # Write results into a log file # /project/ TitleOfOptimisation = "Log Static Mesh UV Channel Count For LOD 0" DescOfOptimisation = "Searches the entire project for static mesh assets that have a UV channel count above the value that you have set" SummaryMessageIntro = "-- Static Mesh Assets With UV Channels Numbering >= %s --" % numOfChannelsToCheckFor if unreal.Paths.file_exists(notepadFilePath): # Check if txt file already exists os.remove(notepadFilePath) # if does remove it # Create new txt file and run intro text file = open(notepadFilePath, "a+") # we should only do this if have a count? file.write("OPTIMISING SCRIPT by @CBgameDev \n") file.write("==================================================================================================== \n") file.write(" SCRIPT NAME: %s \n" % TitleOfOptimisation) file.write(" DESCRIPTION: %s \n" % DescOfOptimisation) file.write("==================================================================================================== \n \n") if numOfOptimisations <= 0: file.write(" -- NONE FOUND -- \n \n") else: for i in range(len(LogStringsArray)): file.write(LogStringsArray[i]) # Run summary text file.write("\n") file.write("======================================================================================================= \n") file.write(" SUMMARY: \n") file.write(" %s \n" % SummaryMessageIntro) file.write(" Found: %s \n \n" % numOfOptimisations) file.write("======================================================================================================= \n") file.write(" Logged to %s \n" % notepadFilePath) file.write("======================================================================================================= \n") file.close() os.startfile(notepadFilePath) # Trigger the notepad file to open
import unreal def export_assets(self): selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() for selectedAsset in selected_assets: assetName = selectedAsset.get_name() exportTask = unreal.AssetExportTask() exportTask.automated = True exportTask.filename = '/project/' + assetName + '.fbx' exportTask.object = selectedAsset exportTask.options = unreal.FbxExportOption() exportTask.prompt = False fbxExporter = unreal.StaticMeshExporterFBX() exportTask.exporter = fbxExporter fbxExporter.run_asset_export_task(exportTask)
# _ # (_) # _ __ ___ __ _ _ __ ___ ___ _ __ _ ___ _ __ ___ # | '_ ` _ \ / _` | '_ ` _ \ / _ \| '_ \| |/ _ \ '_ ` _ \ # | | | | | | (_| | | | | | | (_) | | | | | __/ | | | | | # |_| |_| |_|\__,_|_| |_| |_|\___/|_| |_|_|\___|_| |_| |_| # www.mamoniem.com # www.ue4u.xyz #Copyright 2022 Muhammad A.Moniem (@_mamoniem). All Rights Reserved. # import unreal @unreal.uclass() class MyEditorLvelLib(unreal.EditorLevelLibrary): pass allLevelActors = MyEditorLvelLib().get_all_level_actors() for actor in allLevelActors: if (actor.get_class() == unreal.SkeletalMeshActor.static_class()): unreal.log("Adding camera to actor: [%s]" % (actor.get_name())) actor_class = unreal.CineCameraActor actor_location = actor.get_actor_location() + (actor.get_actor_right_vector() * 200) #move it slightly to the front of the character actor_location.z += 150 #move on up vec (z) to fit the Mannequin head hight actor_rotation = actor.get_actor_rotation() _spawnedActor = unreal.EditorLevelLibrary.spawn_actor_from_class(actor_class, actor_location, actor_rotation) _focusSettings = unreal.CameraFocusSettings() _focusSettings.manual_focus_distance = 1320.0 _focusSettings.focus_method = unreal.CameraFocusMethod.MANUAL _focusSettings.focus_offset = 19.0 _focusSettings.smooth_focus_changes = False _lookAtSettings = unreal.CameraLookatTrackingSettings() _lookAtSettings.actor_to_track = actor _lookAtSettings.allow_roll = True _lookAtSettings.enable_look_at_tracking = True _lookAtSettings.relative_offset = unreal.Vector(0.0,0.0,150.0) _cineCameraComponent = _spawnedActor.get_cine_camera_component() _cineCameraComponent.set_editor_property("focus_settings", _focusSettings) _spawnedActor.lookat_tracking_settings = _lookAtSettings unreal.log("****************************************************")
# -*- coding: utf-8 -*- """ """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = 'timmyliang' __email__ = '[email protected]' __date__ = '2021-08-10 16:30:14' # import unreal # asset_tool = unreal.AssetToolsHelpers.get_asset_tools() # asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() # path = '/project/.90065_A' # data = asset_registry.get_asset_by_object_path(path) # print(data.is_u_asset()) # print(data.is_valid()) import unreal asset_reg = unreal.AssetRegistryHelpers.get_asset_registry() path ='/project/' # NOTE ็ฝ—ๅˆ—ๅ‡บๅ…ณ่”็š„ physic kwargs = {"class_names": ["PhysicsAsset"], "package_paths": [path],'recursive_paths':True} for data in asset_reg.get_assets(unreal.ARFilter(**kwargs)): print(data.object_path)
# -*- coding: utf-8 -*- """Extract camera from Unreal.""" import os import unreal from ayon_core.pipeline import publish from ayon_unreal.api.pipeline import ( UNREAL_VERSION, select_camera, get_tracks ) class ExtractCamera(publish.Extractor): """Extract a camera.""" label = "Extract Camera" hosts = ["unreal"] families = ["camera"] optional = True def process(self, instance): ar = unreal.AssetRegistryHelpers.get_asset_registry() # Define extract output file path staging_dir = self.staging_dir(instance) fbx_filename = "{}.fbx".format(instance.name) # Perform extraction self.log.info("Performing extraction..") # Check if the loaded level is the same of the instance if UNREAL_VERSION.major == 5: world = unreal.UnrealEditorSubsystem().get_editor_world() else: world = unreal.EditorLevelLibrary.get_editor_world() current_level = world.get_path_name() assert current_level == instance.data.get("level"), \ "Wrong level loaded" for member in instance.data.get('members'): data = ar.get_asset_by_object_path(member) if UNREAL_VERSION.major == 5: is_level_sequence = ( data.asset_class_path.asset_name == "LevelSequence") else: is_level_sequence = (data.asset_class == "LevelSequence") if is_level_sequence: sequence = data.get_asset() with select_camera(sequence): if UNREAL_VERSION.major == 5: params = None if UNREAL_VERSION.minor >= 4: params = unreal.SequencerExportFBXParams( world=world, root_sequence=sequence, sequence=sequence, bindings=sequence.get_bindings(), fbx_file_name=os.path.join(staging_dir, fbx_filename) ) else: params = unreal.SequencerExportFBXParams( world=world, root_sequence=sequence, sequence=sequence, bindings=sequence.get_bindings(), master_tracks=get_tracks(sequence), fbx_file_name=os.path.join(staging_dir, fbx_filename) ) unreal.SequencerTools.export_level_sequence_fbx(params) elif UNREAL_VERSION.major == 4 and UNREAL_VERSION.minor == 26: unreal.SequencerTools.export_fbx( world, sequence, sequence.get_bindings(), unreal.FbxExportOption(), os.path.join(staging_dir, fbx_filename) ) else: # Unreal 5.0 or 4.27 unreal.SequencerTools.export_level_sequence_fbx( world, sequence, sequence.get_bindings(), unreal.FbxExportOption(), os.path.join(staging_dir, fbx_filename) ) if not os.path.isfile(os.path.join(staging_dir, fbx_filename)): raise RuntimeError("Failed to extract camera") if "representations" not in instance.data: instance.data["representations"] = [] fbx_representation = { 'name': 'fbx', 'ext': 'fbx', 'files': fbx_filename, 'clipIn': instance.data["clipIn"], 'clipOut': instance.data["clipOut"], "stagingDir": staging_dir, } instance.data["representations"].append(fbx_representation)
# Copyright Epic Games, Inc. All Rights Reserved import unreal from getpass import getuser # Get a render queue pipeline_subsystem = unreal.get_editor_subsystem( unreal.MoviePipelineQueueSubsystem ) # Get the project settings project_settings = unreal.get_default_object( unreal.MovieRenderPipelineProjectSettings ) # Get the pipeline queue movie_pipeline_queue = pipeline_subsystem.get_queue() pipeline_executor = None def get_executor_instance(is_remote): """ Method to return an instance of a render executor :param bool is_remote: Flag to use the local or remote executor class :return: Executor instance """ is_soft_class_object = True # Convert the SoftClassPath into a SoftClassReference. # local executor class from the project settings try: class_ref = unreal.SystemLibrary.conv_soft_class_path_to_soft_class_ref( project_settings.default_local_executor ) # For Backwards compatibility. Older version returned a class object from # the project settings except TypeError: class_ref = project_settings.default_local_executor is_soft_class_object = False if is_remote: try: # Get the remote executor class class_ref = ( unreal.SystemLibrary.conv_soft_class_path_to_soft_class_ref( project_settings.default_remote_executor ) ) except TypeError: class_ref = project_settings.default_remote_executor is_soft_class_object = False if not class_ref: raise RuntimeError( "Failed to get a class reference to the default executor from the " "project settings. Check the logs for more details." ) if is_soft_class_object: # Get the executor class as this is required to get an instance of # the executor executor_class = unreal.SystemLibrary.load_class_asset_blocking( class_ref ) else: executor_class = class_ref global pipeline_executor pipeline_executor = unreal.new_object(executor_class) return pipeline_executor def execute_render(is_remote=False, executor_instance=None, is_cmdline=False): """ Starts a render :param bool is_remote: Flag to use the local or remote executor class :param executor_instance: Executor instance used for rendering :param bool is_cmdline: Flag to determine if the render was executed from a commandline. """ if not executor_instance: executor_instance = get_executor_instance(is_remote) if is_cmdline: setup_editor_exit_callback(executor_instance) # Start the Render unreal.log("MRQ job started...") unreal.log(f"Is remote render: {is_remote}") pipeline_subsystem.render_queue_with_executor_instance(executor_instance) return executor_instance def setup_editor_exit_callback(executor_instance): """ Setup callbacks for when you need to close the editor after a render :param executor_instance: Movie Pipeline executor instance """ unreal.log("Executed job from commandline, setting up shutdown callback..") # add a callable to the executor to be executed when the pipeline is done rendering executor_instance.on_executor_finished_delegate.add_callable( shutdown_editor ) # add a callable to the executor to be executed when the pipeline fails to render executor_instance.on_executor_errored_delegate.add_callable( executor_failed_callback ) def shutdown_editor(movie_pipeline=None, results=None): """ This method shutdown the editor """ unreal.log("Rendering is complete! Exiting...") unreal.SystemLibrary.quit_editor() def executor_failed_callback(executor, pipeline, is_fatal, error): """ Callback executed when a job fails in the editor """ unreal.log_error( f"An error occurred while executing a render.\n\tError: {error}" ) unreal.SystemLibrary.quit_editor() def get_asset_data(name_or_path, asset_class): """ Get the asset data for the asset name or path based on its class. :param str name_or_path: asset name or package name :param str asset_class: Asset class filter to use when looking for assets in registry :raises RuntimeError :return: Asset package if it exists """ # Get all the specified class assets in the project. # This is the only mechanism we can think of at the moment to allow # shorter path names in the commandline interface. This will allow users # to only provide the asset name or the package path in the commandline # interface based on the assumption that all assets are unique asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() # If the asset registry is still loading, wait for it to finish if asset_registry.is_loading_assets(): unreal.log_warning("Asset Registry is loading, waiting to complete...") asset_registry.wait_for_completion() unreal.log("Asset Registry load complete!") assets = asset_registry.get_assets( unreal.ARFilter(class_names=[asset_class]) ) # This lookup could potentially be very slow for asset in assets: # If a package name is provided lookup the package path. If a # packages startwith a "/" this signifies a content package. Content # packages can either be Game or plugin. Game content paths start # with "/Game" and plugin contents startswith /<PluginName> if name_or_path.startswith("/"): # Reconstruct the package path into a package name. eg. # /project/.package_name -> /project/ name_or_path = name_or_path.split(".")[0] if asset.package_name == name_or_path: return asset else: if asset.asset_name == name_or_path: return asset else: raise RuntimeError(f"`{name_or_path}` could not be found!") def setup_remote_render_jobs(batch_name, job_preset, render_jobs): """ This function sets up a render job with the options for a remote render. This is configured currently for deadline jobs. :param str batch_name: Remote render batch name :param str job_preset: Job Preset to use for job details :param list render_jobs: The list of render jobs to apply the ars to """ unreal.log("Setting up Remote render executor.. ") # Update the settings on the render job. # Currently, this is designed to work with deadline # Make sure we have the relevant attribute on the jobs. This remote cli # setup can be used with out-of-process rendering and not just deadline. unset_job_properties = [] for job in render_jobs: if hasattr(job, "batch_name") and not batch_name: unset_job_properties.append(job.name) if hasattr(job, "job_preset") and not job_preset: unset_job_properties.append(job.name) # If we find a deadline property on the job, and it's not set, raise an # error if unset_job_properties: raise RuntimeError( "These jobs did not have a batch name, preset name or preset " "library set. This is a requirement for deadline remote rendering. " "{jobs}".format( jobs="\n".join(unset_job_properties)) ) for render_job in render_jobs: render_job.batch_name = batch_name render_job.job_preset = get_asset_data( job_preset, "DeadlineJobPreset" ).get_asset() def set_job_state(job, enable=False): """ This method sets the state on a current job to enabled or disabled :param job: MoviePipeline job to enable/disable :param bool enable: Flag to determine if a job should be or not """ if enable: # Check for an enable attribute on the job and if not move along. # Note: `Enabled` was added to MRQ that allows disabling all shots in # a job. This also enables backwards compatibility. try: if not job.enabled: job.enabled = True except AttributeError: # Legacy implementations assumes the presence of a job means its # enabled return try: if job.enabled: job.enabled = False except AttributeError: # If the attribute is not available, go through and disable all the # associated shots. This behaves like a disabled job for shot in job.shot_info: unreal.log_warning( f"Disabling shot `{shot.inner_name}` from current render job `{job.job_name}`" ) shot.enabled = False def update_render_output(job, output_dir=None, output_filename=None): """ Updates that output directory and filename on a render job :param job: MRQ job :param str output_dir: Output directory for renders :param str output_filename: Output filename """ # Get the job output settings output_setting = job.get_configuration().find_setting_by_class( unreal.MoviePipelineOutputSetting ) if output_dir: new_output_dir = unreal.DirectoryPath() new_output_dir.set_editor_property( "path", output_dir ) unreal.log_warning( f"Overriding output directory! New output directory is `{output_dir}`." ) output_setting.output_directory = new_output_dir if output_filename: unreal.log_warning( "Overriding filename format! New format is `{output_filename}`." ) output_setting.file_name_format = output_filename def update_queue( jobs=None, shots=None, all_shots=False, user=None, ): """ This function configures and renders a job based on the arguments :param list jobs: MRQ jobs to render :param list shots: Shots to render from jobs :param bool all_shots: Flag for rendering all shots :param str user: Render user """ # Iterate over all the jobs and make sure the jobs we want to # render are enabled. # All jobs that are not going to be rendered will be disabled if the # job enabled attribute is not set or their shots disabled. # The expectation is, If a job name is specified, we want to render the # current state of that job. # If a shot list is specified, we want to only render that shot alongside # any other whole jobs (job states) that are explicitly specified, # else other jobs or shots that are not # needed are disabled for job in movie_pipeline_queue.get_jobs(): enable_job = False # Get a list of jobs to enable. # This will enable jobs in their current queue state awaiting other # modifications if shots are provided, if only the job name is # specified, the job will be rendered in its current state if jobs and (job.job_name in jobs): enable_job = True # If we are told to render all shots. Enable all shots for all jobs if all_shots: for shot in job.shot_info: shot.enabled = True # set the user for the current job job.author = user or getuser() # Set the job to enabled and move on to the next job set_job_state(job, enable=True) continue # If we have a list of shots, go through the shots associated # with this job, enable the shots that need to be rendered and # disable the others if shots and (not enable_job): for shot in job.shot_info: if shot.inner_name in shots or (shot.outer_name in shots): shot.enabled = True enable_job = True else: unreal.log_warning( f"Disabling shot `{shot.inner_name}` from current render job `{job.job_name}`" ) shot.enabled = False if enable_job: job.author = user or getuser() # Set the state of the job by enabling or disabling it. set_job_state(job, enable=enable_job)
# ๆœฌ่„šๆœฌ็”จไบŽๅฏผๅ‡บๅฝ“ๅ‰ๅœบๆ™ฏไธญๆฏไธชcomponentไธ‹้ขๆ‰€ๆœ‰body ็š„ relative transformๅ’Œ basecolor ๅˆฐ jsonๆ–‡ไปถไธญ import unreal import json from export_part_transform_relative_componet import get_actor_base_color # ้€’ๅฝ’ๆ”ถ้›†ๆ‰€ๆœ‰ๅญ็บงไธญ็š„StaticMeshActor def get_all_child_static_meshes(actor): static_mesh_actors = [] def _recursive_collect(child_actor): if isinstance(child_actor, unreal.StaticMeshActor): static_mesh_actors.append(child_actor) for grandchild in child_actor.get_attached_actors(): _recursive_collect(grandchild) # ไปŽๅˆๅง‹Actorๅผ€ๅง‹้€’ๅฝ’ for child in actor.get_attached_actors(): _recursive_collect(child) for static_mesh_actor in static_mesh_actors: unreal.log(static_mesh_actor.get_actor_label()) return static_mesh_actors def get_selected_child_staticmesh(root_actor : unreal.Actor): if not root_actor: unreal.log_warning("No DatasmithSceneActor Found!") return [] return get_all_child_static_meshes(root_actor) def get_relative_trans_with_color(saved_json_folder : str): actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors() ddm_datasmith = unreal.EditorFilterLibrary.by_class(actors, unreal.DatasmithSceneActor.static_class())[0] component_actors = ddm_datasmith.get_attached_actors()[0].get_attached_actors() # DatasmithSceneActor > Actor > Actor[This] part_count = 0 transform_data = [] for component_actor in component_actors: part_count += 1 component_actor_transform = component_actor.get_actor_transform() static_mesh_actors = get_selected_child_staticmesh(component_actor) unreal.log_warning(f"Component Actor: {component_actor.get_actor_label()} has {len(static_mesh_actors)} StaticMeshActor") for static_mesh_actor in static_mesh_actors: static_mesh_actor_transform = static_mesh_actor.get_actor_transform() relative_transform = component_actor_transform.inverse() * static_mesh_actor_transform relative_rotator = relative_transform.rotation.rotator() color = get_actor_base_color(static_mesh_actor) transform_info = { "name": static_mesh_actor.get_actor_label(), "location": { "x": relative_transform.translation.x, "y": relative_transform.translation.y, "z": relative_transform.translation.z }, "rotation": { "roll": relative_rotator.roll, "pitch": relative_rotator.pitch, "yaw": relative_rotator.yaw }, "color": { "r": color.r, "g": color.g, "b": color.b, "a": color.a } } transform_data.append(transform_info) file_path = f"{saved_json_folder}{static_mesh_actor.get_actor_label()}.json" with open(file_path, 'w') as json_file: json.dump(transform_info, json_file, indent=4) unreal.log(f"Transform {len(transform_data)} data exported to {file_path}") # ๆฏๆฌก่ฟญไปฃๆธ…็ฉบๅˆ—่กจ transform_data = [] static_mesh_actors = [] unreal.log(f"Exported {part_count} Json to {saved_json_folder}")
# -*- coding: utf-8 -*- """ """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = 'timmyliang' __email__ = '[email protected]' __date__ = '2020-08-28 08:52:34' import os import unreal sys_lib = unreal.SystemLibrary() def list_menu(num=1000): menu_list = set() for i in range(num): obj = unreal.find_object(None,"/project/.ToolMenus_0:ToolMenu_%s" % i) if not obj: continue menu_name = str(obj.menu_name) if menu_name != "None": menu_list.add(menu_name) return list(menu_list) def unreal_progress(tasks,label =u"่ฟ›ๅบฆ",total=None): total = total if total else len(tasks) with unreal.ScopedSlowTask(total, label) as task: task.make_dialog(True) for i, item in enumerate(tasks): if task.should_cancel(): break task.enter_progress_frame(1, "%s %s/%s" % (label,i, total)) yield i, item def convert_to_filename(path): content = sys_lib.get_project_content_directory() path = path.replace("/Game/", content) path = os.path.abspath(path).replace("\\", "/") if os.path.isdir(path): return path path = os.path.splitext(path)[0] return "%s.uasset" % path
""" This script describes how to import a USD Stage into actors and assets, also optionally specifying specific prim paths to import. The `prims_to_import` property can be left at its default value of ["/"] (a list with just the "/" prim path in it) to import the entire stage. The provided paths in `prims_to_import` are used as a USD population mask when opening the stage, and as such are subject to the rules described here: https://graphics.pixar.com/project/.html As an example, consider the following USD stage: #usda 1.0 def Xform "ParentA" { def Xform "ChildA" { } def Xform "ChildB" { } } def Xform "ParentB" { def Xform "ChildC" { } def Xform "ChildD" { } } In general, the main thing to keep in mind is that if "/ParentA" is within `prims_to_import`, ParentA and *all* of its children will be imported. As a consequence, having both "/ParentA" and "/project/" on the list is reduntant, as "/ParentA" will already lead to "/project/" being imported, as previously mentioned. """ import unreal ROOT_LAYER_FILENAME = r"/project/.usda" DESTINATION_CONTENT_PATH = r"/project/" options = unreal.UsdStageImportOptions() options.import_actors = True options.import_geometry = True options.import_skeletal_animations = True options.import_level_sequences = True options.import_materials = True options.prim_path_folder_structure = False options.prims_to_import = [ "/ParentA", # This will import ParentA, ChildA and ChildB "/project/" # This will import ParentB and ChildC only (and *not* import ChildD) ] task = unreal.AssetImportTask() task.set_editor_property('filename', ROOT_LAYER_FILENAME) task.set_editor_property('destination_path', DESTINATION_CONTENT_PATH) task.set_editor_property('automated', True) task.set_editor_property('options', options) task.set_editor_property('replace_existing', True) asset_tools = unreal.AssetToolsHelpers.get_asset_tools() asset_tools.import_asset_tasks([task]) asset_paths = task.get_editor_property("imported_object_paths") success = asset_paths and len(asset_paths) > 0
import unreal def open_base_materials_from_selection(): asset_tools = unreal.AssetToolsHelpers.get_asset_tools() selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() base_materials = [] for asset in selected_assets: if isinstance(asset, unreal.MaterialInstance): # MI๋งŒ ์ฒ˜๋ฆฌ base_material = asset.get_base_material() if base_material and base_material not in base_materials: base_materials.append(base_material) if base_materials: asset_tools.open_editor_for_assets(base_materials) else: unreal.log("No valid Material Instances selected.") open_base_materials_from_selection()
""" This script describes how to open and import USD Stages in ways that automatically configure the generated StaticMeshes for Nanite. In summary, there are two different settings you can use: The NaniteTriangleThreshold property (any static mesh generated with this many triangles or more will be enabled for Nanite), and the 'unrealNanite' property (force Nanite enabled or disabled on a per-prim basis). Note that there are two cases in which Nanite will not be enabled for generated StaticMeshes, even when using the above settings: - When the Mesh prim is configured for multiple LODs (by using Variants and Variant Sets); - When the generated StaticMesh would have led to more than 64 material slots. Additionally, when exporting existing UStaticMeshes to USD Mesh prims we will automatically emit the `uniform token unrealNanite = "enable"` attribute whenever the source UStaticMesh has "Enable Nanite Support" checked. The text below describes a "sample_scene.usda" file (some attributes omitted for brevity): # Assuming a triangle threshold of 2000, this prim will generate a StaticMesh with Nanite disabled: def Mesh "small_mesh" { # Mesh data with 1000 triangles } # Assuming a triangle threshold of 2000, this prim will generate a StaticMesh with Nanite enabled: def Mesh "large_mesh" { # Mesh data with 5000 triangles } # Assuming a triangle threshold of 2000, this prim will generate a StaticMesh with Nanite enabled: def Mesh "small_but_enabled" { # Mesh data with 1000 triangles uniform token unrealNanite = "enable" } # Assuming a triangle threshold of 2000, this prim will generate a StaticMesh with Nanite disabled: def Mesh "large_but_disabled" { # Mesh data with 5000 triangles uniform token unrealNanite = "disable" } # Assuming a triangle threshold of 2000 and that we're collapsing prims with "component" kind, # this prim hierarchy will lead to a StaticMesh with Nanite enabled, as the final StaticMesh will end up with 2000 # total triangles. def Xform "nanite_collapsed" ( kind = "component" ) { def Mesh "small_mesh_1" { # Mesh data with 1000 triangles } def Mesh "small_mesh_2" { # Mesh data with 1000 triangles } } # Assuming a triangle threshold of 2000 and that we're collapsing prims with "component" kind, # this prim hierarchy will lead to a StaticMesh with Nanite enabled. The combined triangle count is below the # threshold, however we have an 'unrealNanite' opinion on the root of the collapsed hierarchy that overrides it. # Note that in case of collapsing, we will only consider the 'unrealNanite' attribute on the root, and will # disregard opinions for it specified on each individual Mesh prim. def Xform "nanite_collapsed" ( kind = "component" ) { uniform token unrealNanite = "enable" def Mesh "small_mesh_1" { # Mesh data with 500 triangles } def Mesh "small_mesh_2" { # Mesh data with 500 triangles } } """ import unreal ROOT_LAYER_FILENAME = r"/project/.usda" DESTINATION_CONTENT_PATH = r"/project/" def specify_nanite_when_importing(): """ Describes how to specify the Nanite triangle threshold when importing a stage """ options = unreal.UsdStageImportOptions() options.import_actors = True options.import_geometry = True options.import_skeletal_animations = True options.nanite_triangle_threshold = 2000 # Use your threshold here task = unreal.AssetImportTask() task.set_editor_property('filename', ROOT_LAYER_FILENAME) task.set_editor_property('destination_path', DESTINATION_CONTENT_PATH) task.set_editor_property('automated', True) task.set_editor_property('options', options) task.set_editor_property('replace_existing', True) asset_tools = unreal.AssetToolsHelpers.get_asset_tools() asset_tools.import_asset_tasks([task]) asset_paths = task.get_editor_property("imported_object_paths") success = asset_paths and len(asset_paths) > 0 def specify_nanite_when_opening(): """ Describes how to specify the Nanite triangle threshold when opening a stage """ editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) stage_actor = editor_actor_subsystem.spawn_actor_from_class(unreal.UsdStageActor, unreal.Vector()) # Either one of the two lines below should work, without any difference stage_actor.set_editor_property('nanite_triangle_threshold', 2000) stage_actor.set_nanite_triangle_threshold(2000) stage_actor.set_editor_property('root_layer', unreal.FilePath(ROOT_LAYER_FILENAME))
# Copyright Epic Games, Inc. All Rights Reserved import os from abc import abstractmethod import traceback from deadline_rpc.client import RPCClient import unreal import __main__ class _RPCContextManager: """ Context manager used for automatically marking a task as complete after the statement is done executing """ def __init__(self, proxy, task_id): """ Constructor """ # RPC Client proxy self._proxy = proxy # Current task id self._current_task_id = task_id def __enter__(self): return self._proxy def __exit__(self, exc_type, exc_val, exc_tb): """ Called when the context manager exits """ # Tell the server the task is complete self._proxy.complete_task(self._current_task_id) class BaseRPC: """ Base class for communicating with a Deadline RPC server. It is recommended this class is subclassed for any script that need to communicate with deadline. The class automatically handles connecting and marking tasks as complete when some abstract methods are implemented """ def __init__(self, port=None, ignore_rpc=False, verbose=False): """ This allows you to get an instance of the class without expecting an automatic connection to a rpc server. This will allow you to have a class that can both be executed in a deadline commandline interface or as a class instance. :param port: Optional port to connect to :param ignore_rpc: Flag to short circuit connecting to a rpc server """ self._ignore_rpc = ignore_rpc self._proxy = None if not self._ignore_rpc: if not port: try: port = os.environ["DEADLINE_RPC_PORT"] except KeyError: raise RuntimeError( "There was no port specified for the rpc server" ) self._port = int(port) # Make a connection to the RPC server self._proxy = self.__establish_connection() self.current_task_id = -1 # Setting this to -1 allows us to # render the first task. i.e task 0 self._get_next_task = True self._tick_handle = None self._verbose_logging = verbose # Set up a property to notify the class when a task is complete self.__create_on_task_complete_global() self.task_complete = False self._sent_task_status = False # Start getting tasks to process self._execute() @staticmethod def __create_on_task_complete_global(): """ Creates a property in the globals that allows fire and forget tasks to notify the class when a task is complete and allowing it to get the next task :return: """ if not hasattr(__main__, "__notify_task_complete__"): __main__.__notify_task_complete__ = False return __main__.__notify_task_complete__ def __establish_connection(self): """ Makes a connection to the Deadline RPC server """ print(f"Connecting to rpc server on port `{self._port}`") try: _client = RPCClient(port=int(self._port)) proxy = _client.proxy proxy.connect() except Exception: raise else: if not proxy.is_connected(): raise RuntimeError( "A connection could not be made with the server" ) print(f"Connection to server established!") return proxy def _wait_for_next_task(self, delta_seconds): """ Checks to see if there are any new tasks and executes when there is :param delta_seconds: :return: """ # skip if our task is the same as previous if self.proxy.get_task_id() == self.current_task_id: if self._verbose_logging: print("Waiting on next task..") return print("New task received!") # Make sure we are explicitly told the task is complete by clearing # the globals when we get a new task __main__.__notify_task_complete__ = False self.task_complete = False # Unregister the tick handle and execute the task unreal.unregister_slate_post_tick_callback(self._tick_handle) self._tick_handle = None # Set the current task and execute self.current_task_id = self.proxy.get_task_id() self._get_next_task = False print(f"Executing task `{self.current_task_id}`") self.proxy.set_status_message("Executing task command") # Execute the next task # Make sure we fail the job if we encounter any exceptions and # provide the traceback to the proxy server try: self.execute() except Exception: trace = traceback.format_exc() print(trace) self.proxy.fail_render(trace) raise # Start a non-blocking loop that waits till its notified a task is # complete self._tick_handle = unreal.register_slate_post_tick_callback( self._wait_on_task_complete ) def _wait_on_task_complete(self, delta_seconds): """ Waits till a task is mark as completed :param delta_seconds: :return: """ if self._verbose_logging: print("Waiting on task to complete..") if not self._sent_task_status: self.proxy.set_status_message("Waiting on task completion..") self._sent_task_status = True if __main__.__notify_task_complete__ or self.task_complete: # Exiting the waiting loop unreal.unregister_slate_post_tick_callback(self._tick_handle) self._tick_handle = None print("Task marked complete. Getting next Task") self.proxy.set_status_message("Task complete!") # Reset the task status notification self._sent_task_status = False # Automatically marks a task complete when the execute function # exits with _RPCContextManager(self.proxy, self.current_task_id): self._get_next_task = True # This will allow us to keep getting tasks till the process is # closed self._execute() def _execute(self): """ Start the execution process """ if self._get_next_task and not self._ignore_rpc: # register a callback with the editor that will check and execute # the task on editor tick self._tick_handle = unreal.register_slate_post_tick_callback( self._wait_for_next_task ) @property def proxy(self): """ Returns an instance of the Client proxy :return: """ if not self._proxy: raise RuntimeError("There is no connected proxy!") return self._proxy @property def is_connected(self): """ Property that returns if a connection was made with the server :return: """ return self.proxy.is_connected() @abstractmethod def execute(self): """ Abstract methods that is executed to perform a task job/command. This method must be implemented when communicating with a Deadline RPC server :return: """ pass
# Copyright Epic Games, Inc. All Rights Reserved # Built-in import argparse import re from pathlib import Path from getpass import getuser from collections import OrderedDict # Internal from deadline_service import get_global_deadline_service_instance from deadline_job import DeadlineJob from deadline_menus import DeadlineToolBarMenu from deadline_utils import get_deadline_info_from_preset # Third Party import unreal # Editor Utility Widget path # NOTE: This is very fragile and can break if naming or pathing changes EDITOR_UTILITY_WIDGET = "/project/" def _launch_queue_asset_submitter(): """ Callback to execute to launch the queue asset submitter """ unreal.log("Launching queue submitter.") submitter_widget = unreal.EditorAssetLibrary.load_asset(EDITOR_UTILITY_WIDGET) # Get editor subsystem subsystem = unreal.get_editor_subsystem(unreal.EditorUtilitySubsystem) # Spawn the submitter widget subsystem.spawn_and_register_tab(submitter_widget) def register_menu_action(): """ Creates the toolbar menu """ if not _validate_euw_asset_exists(): unreal.log_warning( f"EUW `{EDITOR_UTILITY_WIDGET}` does not exist in the Asset registry!" ) return toolbar = DeadlineToolBarMenu() toolbar.register_submenu( "SubmitMRQAsset", _launch_queue_asset_submitter, label_name="Submit Movie Render Queue Asset", description="Submits a Movie Render Queue asset to Deadline" ) def _validate_euw_asset_exists(): """ Make sure our reference editor utility widget exists in the asset registry :returns: Array(AssetData) or None """ asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() asset_data = asset_registry.get_assets_by_package_name( EDITOR_UTILITY_WIDGET, include_only_on_disk_assets=True ) return True if asset_data else False def _execute_submission(args): """ Creates and submits the queue asset as a job to Deadline :param args: Commandline args """ unreal.log("Executing job submission") job_info, plugin_info = get_deadline_info_from_preset( job_preset=unreal.load_asset(args.submission_job_preset) ) # Due to some odd behavior in how Unreal passes string to the argparse, # it adds extra quotes to the string, so we will strip the quotes out to get # a single string representation. batch_name = args.batch_name[0].strip('"') # Update the Job Batch Name job_info["BatchName"] = batch_name # Set the name of the job if one is not set if not job_info.get("Name"): job_info["Name"] = Path(args.queue_asset).stem # Set the Author of the job if not job_info.get("UserName"): job_info["UserName"] = getuser() # Arguments to pass to the executable. command_args = [] # Append all of our inherited command line arguments from the editor. in_process_executor_settings = unreal.get_default_object( unreal.MoviePipelineInProcessExecutorSettings ) inherited_cmds = in_process_executor_settings.inherited_command_line_arguments # Sanitize the commandline by removing any execcmds that may # have passed through the commandline. # We remove the execcmds because, in some cases, users may execute a # script that is local to their editor build for some automated # workflow but this is not ideal on the farm. We will expect all # custom startup commands for rendering to go through the `Start # Command` in the MRQ settings. inherited_cmds = re.sub( ".(?P<cmds>-execcmds=[\w\W]+[\'\"])", "", inherited_cmds ) command_args.extend(inherited_cmds.split(" ")) command_args.extend( in_process_executor_settings.additional_command_line_arguments.split( " " ) ) # Build out custom queue command that will be used to render the queue on # the farm. queue_cmds = [ "py", "mrq_cli.py", "queue", str(args.queue_asset), "--remote", "--cmdline", "--batch_name", batch_name, "--deadline_job_preset", str(args.remote_job_preset) ] command_args.extend( [ "-nohmd", "-windowed", "-ResX=1280", "-ResY=720", '-execcmds="{cmds}"'.format(cmds=" ".join(queue_cmds)) ] ) # Append the commandline args from the deadline plugin info command_args.extend(plugin_info.get("CommandLineArguments", "").split(" ")) # Sanitize the commandline args command_args = [arg for arg in command_args if arg not in [None, "", " "]] # Remove all duplicates from the command args full_cmd_args = " ".join(list(OrderedDict.fromkeys(command_args))) # Get the current launched project file if unreal.Paths.is_project_file_path_set(): # Trim down to just "Game.uproject" instead of absolute path. game_name_or_project_file = ( unreal.Paths.convert_relative_path_to_full( unreal.Paths.get_project_file_path() ) ) else: raise RuntimeError( "Failed to get a project name. Please specify a project!" ) if not plugin_info.get("ProjectFile"): project_file = plugin_info.get("ProjectFile", game_name_or_project_file) plugin_info["ProjectFile"] = project_file # Update the plugin info. "CommandLineMode" tells Deadline to not use an # interactive process to execute the job but launch it like a shell # command and wait for the process to exit. `--cmdline` in our # commandline arguments will tell the editor to shut down when the job is # complete plugin_info.update( { "CommandLineArguments": full_cmd_args, "CommandLineMode": "true" } ) # Create a Deadline job from the selected preset library deadline_job = DeadlineJob(job_info, plugin_info) deadline_service = get_global_deadline_service_instance() # Submit the Deadline Job job_id = deadline_service.submit_job(deadline_job) unreal.log(f"Deadline job submitted. JobId: {job_id}") if __name__ == "__main__": unreal.log("Executing queue submitter action") parser = argparse.ArgumentParser( description="Submits queue asset to Deadline", add_help=False, ) parser.add_argument( "--batch_name", type=str, nargs='+', help="Deadline Batch Name" ) parser.add_argument( "--submission_job_preset", type=str, help="Submitter Deadline Job Preset" ) parser.add_argument( "--remote_job_preset", type=str, help="Remote Deadline Job Preset" ) parser.add_argument( "--queue_asset", type=str, help="Movie Pipeline Queue Asset" ) parser.set_defaults(func=_execute_submission) # Parse the arguments and execute the function callback arguments = parser.parse_args() arguments.func(arguments)
import unreal # ๋ผ์ดํŠธ ์•กํ„ฐ๋ฅผ ์„œ๋ธŒ ์‹œํ€€์Šค์— ์—ฐ๊ฒฐ def link_light_actors_to_sequence(LIT_sub_sequence_path): # EditorActorSubsystem์˜ ์ธ์Šคํ„ด์Šค๋ฅผ ๊ฐ€์ ธ์˜ต๋‹ˆ๋‹ค editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) allActors = editor_actor_subsystem.get_all_level_actors() # ํŠน์ • ํด๋ž˜์Šค ํƒ€์ž…์— ํ•ด๋‹นํ•˜๋Š” ๋ชจ๋“  ์•กํ„ฐ๋ฅผ ์ฐพ์Šต๋‹ˆ๋‹ค find_lightActor_classList = [unreal.DirectionalLight, unreal.SkyLight, unreal.PostProcessVolume, unreal.ExponentialHeightFog, unreal.SkyAtmosphere] possessableActor_classList = [] for cls in find_lightActor_classList: possessableActor_class = unreal.EditorFilterLibrary.by_class(allActors, cls) print(f"Filtered Class : {possessableActor_class}") possessableActor_classList.extend(possessableActor_class) # ํ•ด๋‹น ํƒ€์ž…์ด ์—†์œผ๋ฉด Spawnable๋กœ ์ถ”๊ฐ€ spawnableActor_classList = [] for cls in find_lightActor_classList: # ํ•ด๋‹น ํด๋ž˜์Šค์˜ ์•กํ„ฐ๊ฐ€ possessableActor_classList์— ์—†์œผ๋ฉด spawnable๋กœ ์ถ”๊ฐ€ if not any(isinstance(actor, cls) for actor in possessableActor_classList): spawnableActor_classList.append(cls) # Level์— ์žˆ๋Š” Actor๋ฅผ Level์—์„œ Sequence๋กœ ์—ฐ๊ฒฐ sub_sequence = unreal.load_asset(LIT_sub_sequence_path, unreal.LevelSequence) for cls in possessableActor_classList: sub_sequence.add_possessable(cls) print(f"{cls} has been created and linked to the sequence.") # Level์— ์—†๋Š” Actor๋ฅผ Spawnable๋กœ ์ถ”๊ฐ€ for cls in spawnableActor_classList: sub_sequence.add_spawnable_from_class(cls) print(f"{cls} has been created and linked to the sequence.") # ๋ณ€๊ฒฝ ์‚ฌํ•ญ ์ €์žฅ # unreal.EditorAssetLibrary.save_loaded_asset(sub_sequence) # ๋ฌธ์ž์—ด์„ ๋ถˆ๋ฆฌ์–ธ ๊ฐ’์œผ๋กœ ๋ณ€ํ™˜ def str_to_bool(s): if s == "true": return True elif s == "false": return False else: raise ValueError(f"Cannot convert {s} to a boolean value") # ์„œ๋ธŒ ์‹œํ€€์Šค ์—์…‹ ์ด๋ฆ„ ์ƒ์„ฑ def get_unique_asset_name(part, shot_name, project_name, ProjectName_CheckBox, directory): # Unreal Engine์˜ ์—์…‹ ๊ฒฝ๋กœ ํ˜•์‹์œผ๋กœ ๋ณ€๊ฒฝ asset_directory = directory.replace("\\", "/") # ~/LIT if ProjectName_CheckBox == "true": base_name = f"{part}_SUB_{project_name}_{shot_name}" # LIT_SUB_2024_Enchantress_Shot_02_03 else: base_name = f"{part}_SUB_{shot_name}" # LIT_SUB_Shot_02_03 # ์ดˆ๊ธฐ ๋ฒ„์ „ ๋ฒˆํ˜ธ ์„ค์ • counter = 2 asset_name = f"{base_name}_{counter:02d}" # LIT_SUB_Shot_02_03_01 # ๋””๋ ‰ํ† ๋ฆฌ ๋‚ด์˜ ๋ชจ๋“  ์—์…‹ ๊ฒฝ๋กœ๋ฅผ ๊ฐ€์ ธ์˜ด existing_assets = unreal.EditorAssetLibrary.list_assets(asset_directory) # ์—์…‹ ๊ฒฝ๋กœ์—์„œ ์ด๋ฆ„์„ ์ถ”์ถœํ•˜์—ฌ ํ™•์ธ for asset_path in existing_assets: asset = unreal.EditorAssetLibrary.load_asset(asset_path) exist_asset_name = unreal.SystemLibrary.get_object_name(asset) if exist_asset_name.startswith(base_name): try: # ๋ฒ„์ „ ๋ฒˆํ˜ธ ์ถ”์ถœ ๋ฐ ๋น„๊ต version_str = exist_asset_name.split("_")[-1] asset_counter = int(version_str) counter = max(counter, asset_counter + 1) except ValueError: continue # ์ตœ์ข… ์—์…‹ ์ด๋ฆ„ ์ƒ์„ฑ asset_name = f"{base_name}_{counter - 1:02d}" asset_path = f"{asset_directory}/{asset_name}" # ์—์…‹์ด ์ด๋ฏธ ์กด์žฌํ•˜๋ฉด ๋ฉ”์„ธ์ง€ ํ‘œ์‹œ ๋ฐ ์นด์šดํ„ฐ ์ฆ๊ฐ€ if unreal.EditorAssetLibrary.does_asset_exist(asset_path): exist_message = unreal.EditorDialog.show_message( message_type=unreal.AppMsgType.YES_NO, title="๊ฒฝ๊ณ ", message=f"{base_name}_{counter - 1:02d} : ์‹œํ€€์Šค๊ฐ€ ์ด๋ฏธ ์กด์žฌํ•ฉ๋‹ˆ๋‹ค.\n{base_name}_{counter:02d} : ์ด๋ฆ„์œผ๋กœ ์ƒ์„ฑํ•˜์‹œ๊ฒ ์Šต๋‹ˆ๊นŒ?\n์•„๋‹ˆ์š”๋ฅผ ์„ ํƒํ•˜๋ฉด ์ž‘์—…์ด ์ทจ์†Œ๋ฉ๋‹ˆ๋‹ค." ) if exist_message == unreal.AppReturnType.YES: asset_name = f"{base_name}_{counter:02d}" else: asset_name = "break" return asset_name def create_shot(ProjectSelected, ProjectName_CheckBox, LIT_CheckBox, FX_CheckBox, ANI_CheckBox): # ํ”„๋กœ์ ํŠธ ์„ ํƒ ์ฝค๋ณด๋ฐ•์Šค์—์„œ ์„ ํƒ๋œ ํ”„๋กœ์ ํŠธ ์ด๋ฆ„ ๊ฐ€์ ธ์˜ค๊ธฐ game_name = ProjectSelected print(f"game_name : {game_name}") # ์ตœ์†Œ ํ•˜๋‚˜์˜ ํŒŒํŠธ๋ฅผ ์„ ํƒํ–ˆ๋Š”์ง€ ํ™•์ธ if LIT_CheckBox == "false" and FX_CheckBox == "false" and ANI_CheckBox == "false": unreal.EditorDialog.show_message( message_type=unreal.AppMsgType.OK, title="๊ฒฝ๊ณ ", message="์ตœ์†Œ ํ•˜๋‚˜์˜ ํŒŒํŠธ๋ฅผ ์„ ํƒํ•ด์ฃผ์„ธ์š”." ) return # ์ฒดํฌ๋ฐ•์Šค ์„ ํƒ ์—ฌ๋ถ€ ๋”•์…”๋„ˆ๋ฆฌ ์ƒ์„ฑ checkBox_dict = { "LIT": str_to_bool(LIT_CheckBox), "FX": str_to_bool(FX_CheckBox), "ANI": str_to_bool(ANI_CheckBox) } partList = ["LIT", "FX", "ANI"] partSelected = [] for part in partList: if checkBox_dict[part]: partSelected.append(part) print(f"partSelected : {partSelected}") # ์ƒˆ ๋ ˆ๋ฒจ ์‹œํ€€์Šค ์—์…‹ ์ƒ์„ฑ focused_level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_focused_level_sequence() shot_name = focused_level_sequence.get_name() print(f"shot_name : {shot_name}") shot_path = focused_level_sequence.get_path_name() shot_package_path = "/".join(shot_path.split("/")[:-1]) #/project/ print(f"shot_package_path : {shot_package_path}") # ์ƒ์œ„ ํด๋” ์ด๋ฆ„์„ project_name์œผ๋กœ ๋ณ€์ˆ˜ ์ถ”๊ฐ€ project_name = shot_package_path.split("/")[-2] print(f"project_name : {project_name}") for part in partSelected: sub_package_path = shot_package_path + f"/Subsequence/{part}" asset_name = get_unique_asset_name(part, shot_name, project_name, ProjectName_CheckBox, sub_package_path) # ์„œ๋ธŒ ์‹œํ€€์Šค ์—์…‹ ์ƒ์„ฑ asset_tools = unreal.AssetToolsHelpers.get_asset_tools() if asset_name == "break": break else: sub_sequence_asset = asset_tools.create_asset( asset_name=asset_name, package_path=sub_package_path, asset_class=unreal.LevelSequence, factory=unreal.LevelSequenceFactoryNew() ) # ๋ฉ”์ธ ๋ ˆ๋ฒจ ์‹œํ€€์Šค ๋กœ๋“œ main_sequence_path = shot_path print(f"main_sequence_path : {main_sequence_path}") main_sequence = unreal.load_asset(main_sequence_path, unreal.LevelSequence) print(f"main_sequence : {main_sequence}") # ๋ฉ”์ธ ์‹œํ€€์Šค์— ์„œ๋ธŒ์‹œํ€€์Šค ํŠธ๋ž™ ์ถ”๊ฐ€ sub_track = main_sequence.add_track(unreal.MovieSceneSubTrack) # ์‹œ์ž‘๊ณผ ์ข…๋ฃŒ ํ”„๋ ˆ์ž„ ๊ฐ€์ ธ์˜ค๊ธฐ playback_range = main_sequence.get_playback_range() print(f"playback_range : {playback_range}") playback_start = playback_range.inclusive_start playback_end = playback_range.exclusive_end # ์„œ๋ธŒ์‹œํ€€์Šค ์„น์…˜ ์ถ”๊ฐ€ ๋ฐ ์„ค์ • sub_section = sub_track.add_section() sub_section.set_sequence(sub_sequence_asset) sub_section.set_range(playback_start, playback_end) # ์‹œ์ž‘๊ณผ ์ข…๋ฃŒ ํ”„๋ ˆ์ž„ ์„ค์ • # part๊ฐ€ LIT์ผ ๊ฒฝ์šฐ, ์„œ๋ธŒ ์‹œํ€€์Šค์— ๋ผ์ดํŠธ ์•กํ„ฐ ์—ฐ๊ฒฐ if part == "LIT": LIT_sub_sequence_path = sub_sequence_asset.get_path_name() link_light_actors_to_sequence(LIT_sub_sequence_path)
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ An example script that uses the API and HoudiniEngineV2.asyncprocessor.ProcessHDA. ProcessHDA is configured with the asset to instantiate, as well as 2 inputs: a geometry input (a cube) and a curve input (a helix). ProcessHDA is then activiated upon which the asset will be instantiated, inputs set, and cooked. The ProcessHDA class's on_post_processing() function is overridden to fetch the input structure and logged. The other state/phase functions (on_pre_instantiate(), on_post_instantiate() etc) are overridden to simply log the function name, in order to observe progress in the log. """ import math import unreal from HoudiniEngineV2.asyncprocessor import ProcessHDA _g_processor = None class ProcessHDAExample(ProcessHDA): @staticmethod def _print_api_input(in_input): print('\t\tInput type: {0}'.format(in_input.__class__)) print('\t\tbKeepWorldTransform: {0}'.format(in_input.keep_world_transform)) print('\t\tbImportAsReference: {0}'.format(in_input.import_as_reference)) if isinstance(in_input, unreal.HoudiniPublicAPIGeoInput): print('\t\tbPackBeforeMerge: {0}'.format(in_input.pack_before_merge)) print('\t\tbExportLODs: {0}'.format(in_input.export_lo_ds)) print('\t\tbExportSockets: {0}'.format(in_input.export_sockets)) print('\t\tbExportColliders: {0}'.format(in_input.export_colliders)) elif isinstance(in_input, unreal.HoudiniPublicAPICurveInput): print('\t\tbCookOnCurveChanged: {0}'.format(in_input.cook_on_curve_changed)) print('\t\tbAddRotAndScaleAttributesOnCurves: {0}'.format(in_input.add_rot_and_scale_attributes_on_curves)) input_objects = in_input.get_input_objects() if not input_objects: print('\t\tEmpty input!') else: print('\t\tNumber of objects in input: {0}'.format(len(input_objects))) for idx, input_object in enumerate(input_objects): print('\t\t\tInput object #{0}: {1}'.format(idx, input_object)) if hasattr(in_input, 'supports_transform_offset') and in_input.supports_transform_offset(): print('\t\t\tObject Transform Offset: {0}'.format(in_input.get_input_object_transform_offset(idx))) if isinstance(input_object, unreal.HoudiniPublicAPICurveInputObject): print('\t\t\tbClosed: {0}'.format(input_object.is_closed())) print('\t\t\tCurveMethod: {0}'.format(input_object.get_curve_method())) print('\t\t\tCurveType: {0}'.format(input_object.get_curve_type())) print('\t\t\tReversed: {0}'.format(input_object.is_reversed())) print('\t\t\tCurvePoints: {0}'.format(input_object.get_curve_points())) def on_failure(self): print('on_failure') global _g_processor _g_processor = None def on_complete(self): print('on_complete') global _g_processor _g_processor = None def on_pre_instantiation(self): print('on_pre_instantiation') def on_post_instantiation(self): print('on_post_instantiation') def on_post_auto_cook(self, cook_success): print('on_post_auto_cook, success = {0}'.format(cook_success)) def on_pre_process(self): print('on_pre_process') def on_post_processing(self): print('on_post_processing') # Fetch inputs, iterate over it and log node_inputs = self.asset_wrapper.get_inputs_at_indices() parm_inputs = self.asset_wrapper.get_input_parameters() if not node_inputs: print('No node inputs found!') else: print('Number of node inputs: {0}'.format(len(node_inputs))) for input_index, input_wrapper in node_inputs.items(): print('\tInput index: {0}'.format(input_index)) self._print_api_input(input_wrapper) if not parm_inputs: print('No parameter inputs found!') else: print('Number of parameter inputs: {0}'.format(len(parm_inputs))) for parm_name, input_wrapper in parm_inputs.items(): print('\tInput parameter name: {0}'.format(parm_name)) self._print_api_input(input_wrapper) def on_post_auto_bake(self, bake_success): print('on_post_auto_bake, succes = {0}'.format(bake_success)) def get_test_hda_path(): return '/project/.copy_to_curve_1_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def get_geo_asset_path(): return '/project/.Cube' def get_geo_asset(): return unreal.load_object(None, get_geo_asset_path()) def build_inputs(): print('configure_inputs') # get the API singleton houdini_api = unreal.HoudiniPublicAPIBlueprintLib.get_api() node_inputs = {} # Create a geo input geo_input = houdini_api.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_object = get_geo_asset() geo_input.set_input_objects((geo_object, )) # store the input data to the HDA as node input 0 node_inputs[0] = geo_input # Create a curve input curve_input = houdini_api.create_empty_input(unreal.HoudiniPublicAPICurveInput) # Create a curve wrapper/helper curve_object = unreal.HoudiniPublicAPICurveInputObject(curve_input) # Make it a Nurbs curve curve_object.set_curve_type(unreal.HoudiniPublicAPICurveType.NURBS) # Set the points of the curve, for this example we create a helix # consisting of 100 points curve_points = [] for i in range(100): t = i / 20.0 * math.pi * 2.0 x = 100.0 * math.cos(t) y = 100.0 * math.sin(t) z = i curve_points.append(unreal.Transform([x, y, z], [0, 0, 0], [1, 1, 1])) curve_object.set_curve_points(curve_points) # Set the curve wrapper as an input object curve_input.set_input_objects((curve_object, )) # Store the input data to the HDA as node input 1 node_inputs[1] = curve_input return node_inputs def run(): # Create the processor with preconfigured inputs global _g_processor _g_processor = ProcessHDAExample( get_test_hda(), node_inputs=build_inputs()) # Activate the processor, this will starts instantiation, and then cook if not _g_processor.activate(): unreal.log_warning('Activation failed.') else: unreal.log('Activated!') if __name__ == '__main__': run()
# -*- coding: utf-8 -*- import os import sys import subprocess import unreal from Utilities.Utils import Singleton import random 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.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) 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'] 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'] 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")