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import unreal import json from typing import Dict, Any, List, Tuple, Union from utils import unreal_conversions as uc from utils import logging as log def handle_modify_object(command: Dict[str, Any]) -> Dict[str, Any]: """ Handle a modify_object command Args: command: The command dictionary containing: - actor_name: Name of the actor to modify - property_type: Type of property to modify (material, position, rotation, scale) - value: Value to set for the property Returns: Response dictionary with success/failure status """ try: # Extract parameters actor_name = command.get("actor_name") property_type = command.get("property_type") value = command.get("value") if not actor_name or not property_type or value is None: log.log_error("Missing required parameters for modify_object") return {"success": False, "error": "Missing required parameters"} log.log_command("modify_object", f"Actor: {actor_name}, Property: {property_type}") # Use the C++ utility class gen_actor_utils = unreal.GenActorUtils # Handle different property types if property_type == "material": # Set the material material_path = value success = gen_actor_utils.set_actor_material_by_path(actor_name, material_path) if success: log.log_result("modify_object", True, f"Material of {actor_name} set to {material_path}") return {"success": True} log.log_error(f"Failed to set material for {actor_name}") return {"success": False, "error": f"Failed to set material for {actor_name}"} elif property_type == "position": # Set position try: vec = uc.to_unreal_vector(value) success = gen_actor_utils.set_actor_position(actor_name, vec) if success: log.log_result("modify_object", True, f"Position of {actor_name} set to {vec}") return {"success": True} log.log_error(f"Failed to set position for {actor_name}") return {"success": False, "error": f"Failed to set position for {actor_name}"} except ValueError as e: log.log_error(str(e)) return {"success": False, "error": str(e)} elif property_type == "rotation": # Set rotation try: rot = uc.to_unreal_rotator(value) success = gen_actor_utils.set_actor_rotation(actor_name, rot) if success: log.log_result("modify_object", True, f"Rotation of {actor_name} set to {rot}") return {"success": True} log.log_error(f"Failed to set rotation for {actor_name}") return {"success": False, "error": f"Failed to set rotation for {actor_name}"} except ValueError as e: log.log_error(str(e)) return {"success": False, "error": str(e)} elif property_type == "scale": # Set scale try: scale = uc.to_unreal_vector(value) success = gen_actor_utils.set_actor_scale(actor_name, scale) if success: log.log_result("modify_object", True, f"Scale of {actor_name} set to {scale}") return {"success": True} log.log_error(f"Failed to set scale for {actor_name}") return {"success": False, "error": f"Failed to set scale for {actor_name}"} except ValueError as e: log.log_error(str(e)) return {"success": False, "error": str(e)} else: log.log_error(f"Unknown property type: {property_type}") return {"success": False, "error": f"Unknown property type: {property_type}"} except Exception as e: log.log_error(f"Error modifying object: {str(e)}", include_traceback=True) return {"success": False, "error": str(e)} def handle_edit_component_property(command: Dict[str, Any]) -> Dict[str, Any]: """ Handle a command to edit a component property in a Blueprint or scene actor. Args: command: The command dictionary containing: - blueprint_path: Path to the Blueprint - component_name: Name of the component - property_name: Name of the property to edit - value: New value as a string - is_scene_actor: Boolean flag for scene actor (optional, default False) - actor_name: Name of the scene actor (required if is_scene_actor is True) Returns: Dictionary with success/failure status, message, and optional suggestions """ try: blueprint_path = command.get("blueprint_path", "") component_name = command.get("component_name") property_name = command.get("property_name") value = command.get("value") is_scene_actor = command.get("is_scene_actor", False) actor_name = command.get("actor_name", "") if not component_name or not property_name or value is None: log.log_error("Missing required parameters for edit_component_property") return {"success": False, "error": "Missing required parameters"} if is_scene_actor and not actor_name: log.log_error("Actor name required for scene actor editing") return {"success": False, "error": "Actor name required for scene actor"} # Log detailed information about what we're trying to do log_msg = f"Blueprint: {blueprint_path}, Component: {component_name}, Property: {property_name}, Value: {value}" if is_scene_actor: log_msg += f", Actor: {actor_name}" log.log_command("edit_component_property", log_msg) # Call the C++ implementation node_creator = unreal.GenObjectProperties result = node_creator.edit_component_property(blueprint_path, component_name, property_name, value, is_scene_actor, actor_name) # Parse the result - CHANGED: Convert JSON string to dict try: parsed_result = json.loads(result) log.log_result("edit_component_property", parsed_result["success"], parsed_result.get("message", parsed_result.get("error", "No message"))) # CHANGED: Return the parsed dict instead of the original JSON string return parsed_result except json.JSONDecodeError: # If the result is not valid JSON, wrap it in a JSON object log.log_warning(f"Invalid JSON result from C++: {result}") return {"success": False, "error": f"Invalid response format: {result}"} except Exception as e: log.log_error(f"Error editing component property: {str(e)}", include_traceback=True) return {"success": False, "error": str(e)} def handle_add_component_with_events(command: Dict[str, Any]) -> Dict[str, Any]: """ Handle a command to add a component to a Blueprint with overlap events if applicable. Args: command: The command dictionary containing: - blueprint_path: Path to the Blueprint - component_name: Name of the new component - component_class: Class of the component (e.g., "BoxComponent") Returns: Response dictionary with success/failure status, message, and event GUIDs """ try: blueprint_path = command.get("blueprint_path") component_name = command.get("component_name") component_class = command.get("component_class") if not blueprint_path or not component_name or not component_class: log.log_error("Missing required parameters for add_component_with_events") return {"success": False, "error": "Missing required parameters"} log.log_command("add_component_with_events", f"Blueprint: {blueprint_path}, Component: {component_name}, Class: {component_class}") node_creator = unreal.GenBlueprintUtils result = node_creator.add_component_with_events(blueprint_path, component_name, component_class) import json parsed_result = json.loads(result) log.log_result("add_component_with_events", parsed_result["success"], parsed_result.get("message", parsed_result.get("error", "No message"))) return parsed_result except Exception as e: log.log_error(f"Error adding component with events: {str(e)}", include_traceback=True) return {"success": False, "error": str(e)} def handle_create_game_mode(command: Dict[str, Any]) -> Dict[str, Any]: try: game_mode_path = command.get("game_mode_path") pawn_blueprint_path = command.get("pawn_blueprint_path") base_class = command.get("base_class", "GameModeBase") if not game_mode_path or not pawn_blueprint_path: return {"success": False, "error": "Missing game_mode_path or pawn_blueprint_path"} node_creator = unreal.GenActorUtils result = node_creator.create_game_mode_with_pawn(game_mode_path, pawn_blueprint_path, base_class) return json.loads(result) except Exception as e: return {"success": False, "error": str(e)}
import unreal def get_da_list(da:unreal.PrimaryDataAsset, property_name:str) -> list[unreal.Object]: return unreal.PrimaryDataAsset.get_editor_property(da, property_name) def get_da_item(da:unreal.PrimaryDataAsset, property_name:str) -> unreal.SkeletalMesh: return unreal.PrimaryDataAsset.get_editor_property(da, property_name) def set_da_list(blueprint_asset, property_name:str ,sm_materials): key_name = property_name property_info = {key_name: sm_materials} blueprint_asset.set_editor_properties(property_info) return blueprint_asset.set_editor_properties(property_info) def get_sm_materials(selected_sm:unreal.SkeletalMesh) -> list[unreal.MaterialInstanceConstant]: sm_materials = [] for material in selected_sm.materials: mic:unreal.MaterialInstanceConstant = material.material_interface sm_materials.append(mic) return sm_materials selected_data_asset: list[unreal.Object] = unreal.EditorUtilityLibrary.get_selected_assets()[0] loaded_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) if selected_data_asset.__class__ != unreal.PrimaryDataAsset: print('Please select a data asset') exit() #set variables da_path = selected_data_asset.get_path_name() da_materials = get_da_list(selected_data_asset, "Materials") da_outlines = get_da_list(selected_data_asset, "OutlineMaterials") da_sm = get_da_item(selected_data_asset, "SkeletalMesh") da_base_outline = get_da_item(selected_data_asset, "BasicOutlineMaterial") da_clear = get_da_item(selected_data_asset, "ClearMaterial") da_cha_name = str(get_da_item(selected_data_asset, "CharacterName")) da_ca = get_da_item(selected_data_asset, "ChaosCloth") ##################### ##################### ca_mats = da_ca.get_editor_property('Materials') new_outlines = [] for mi in ca_mats: new_outlines.append(da_base_outline) set_da_list(selected_data_asset, "ChaosOutlines", new_outlines) loaded_subsystem.save_asset(da_path)
# Copyright Epic Games, Inc. All Rights Reserved. import unreal import os import sys # Display source control state of specified file and return state object def _sc_test_state(file_str): unreal.log("Getting source control state fo/project/ {0}".format(file_str)) state = unreal.SourceControl.query_file_state(file_str) # Is state valid? if state.is_valid: unreal.log("is_unknown: {0}".format(state.is_unknown)) unreal.log("is_source_controlled: {0}".format(state.is_source_controlled)) unreal.log("can_check_out: {0}".format(state.can_check_out)) unreal.log("is_checked_out: {0}".format(state.is_checked_out)) unreal.log("can_check_in: {0}".format(state.can_check_in)) unreal.log("is_checked_out_other: {0}".format(state.is_checked_out_other)) unreal.log("checked_out_other: {0}".format(state.checked_out_other)) unreal.log("is_current: {0}".format(state.is_current)) unreal.log("can_add: {0}".format(state.can_add)) unreal.log("is_added: {0}".format(state.is_added)) unreal.log("can_delete: {0}".format(state.can_delete)) unreal.log("is_deleted: {0}".format(state.is_deleted)) unreal.log("is_ignored: {0}".format(state.is_ignored)) unreal.log("can_edit: {0}".format(state.can_edit)) unreal.log("is_conflicted: {0}".format(state.is_conflicted)) unreal.log("can_revert: {0}".format(state.can_revert)) unreal.log("is_modified: {0}".format(state.is_modified)) else: unreal.log("- state is invalid!") return state # Get the resolved file path from the specified file string def _sc_get_file_from_state(file_str): state = unreal.SourceControl.query_file_state(file_str) unreal.log("File string: {0}".format(file_str)) # Is state valid? if state.is_valid: unreal.log("- converted path: {0}".format(state.filename)) return state.filename else: unreal.log("- state is invalid!") return "" # Test of resolving file string to fully qualified file path for use with # source control. def _sc_test_file_strings(): unreal.log("\nTesting source control file strings.") # File strings used in source control commands can be: # - export text path (often stored on clipboard) file1 = _sc_get_file_from_state(r"Texture2D'/project/.S_Actor'") # - asset file2 = _sc_get_file_from_state(r"/project/.S_Actor") # - long package name file3 = _sc_get_file_from_state(r"/project/") # - relative path file4 = _sc_get_file_from_state(r"Content/project/.uasset") # - fully qualified path (just use result of relative path) file5 = _sc_get_file_from_state(file4) # All the resolved file paths should be the same same_paths = file1 == file2 == file3 == file4 == file5 unreal.log("The resolved file paths are all the same: {0}".format(same_paths)) # This tests a sampling of source control commands. # # Also has optional arguments: # arg1 - source controlled file that is not yet checked out. # arg2 - source controlled file that is checked out and modified # arg3 - source controlled file that is checked out by another user # # Example: # test_source_control.py Source\Developer\SourceControl\Private\SourceControlModule.cpp Source\Developer\SourceControl\Private\SourceControlHelpers.cpp Plugins\Experimental\PythonScriptPlugin\Source\PythonScriptPlugin\Private\PythonScriptPlugin.cpp def main(): unreal.log("Source control tests started!") if not unreal.SourceControl.is_enabled(): unreal.log("Source control is not currently enabled, please run this test in an environment where source control is enabled.") return #--------------------------------------- # Set file defaults - overriding with any supplied arguments arg_num = len(sys.argv) if arg_num == 1: unreal.log(("Supply arguments for custom files to tes/project/" " arg1 - source controlled file that is not yet checked out\n" " arg2 - source controlled file that is checked out and modified\n" " arg3 - source controlled file that is checked out by another user")) # Source controlled file that is not yet checked out file_in_sc = r"Source\Developer\SourceControl\Private\SourceControlSettings.cpp" if arg_num > 1: file_in_sc = sys.argv[1] # Source controlled file that is checked out and modified file_modified = "" if arg_num > 2: file_modified = sys.argv[2] # Source controlled file that is checked out by another user file_other = "" if arg_num > 3: file_other = sys.argv[3] #--------------------------------------- unreal.log("\nDisplaying source control script commands") help(unreal.SourceControl) unreal.log("\nDisplaying source control file state members") help(unreal.SourceControlState) #--------------------------------------- # Source control tests _sc_test_file_strings() # Outside of source controlled directories unreal.log("\nTesting state of file not in source control: \\NoSuchFile.txt") state = _sc_test_state(r"\NoSuchFile.txt") if state.is_source_controlled: unreal.log_error("Expected '\\NoSuchFile.txt' to not be source controlled.") # Test checking out, deleting, adding and reverting if len(file_in_sc): #--------------------------------------- unreal.log("\nTesting state of file during check out and revert: {0}".format(file_in_sc)) # Test pre check out state = _sc_test_state(file_in_sc) if not state.can_check_out: unreal.log_error("Expected '{0}' to be able checked out.".format(file_in_sc)) # Test check out unreal.SourceControl.check_out_or_add_file(file_in_sc) state = _sc_test_state(file_in_sc) if not state.is_checked_out: unreal.log_error("Expected '{0}' to be checked out.".format(file_in_sc)) # Test revert unreal.SourceControl.revert_file(file_in_sc) state = _sc_test_state(file_in_sc) if state.is_checked_out: unreal.log_error("Expected '{0}' to not be checked out.".format(file_in_sc)) #--------------------------------------- unreal.log("\nTesting file mark for delete and revert: {0}".format(file_in_sc)) # Test pre delete if not state.can_delete: unreal.log_error("Expected '{0}' to be able to delete.".format(file_in_sc)) # Test delete unreal.SourceControl.mark_file_for_delete(file_in_sc) state = _sc_test_state(file_in_sc) if not state.is_deleted: unreal.log_error("Expected '{0}' to be marked for delete.".format(file_in_sc)) # Test revert unreal.SourceControl.revert_file(file_in_sc) state = _sc_test_state(file_in_sc) if state.is_deleted: unreal.log_error("Expected '{0}' to not be marked for delete.".format(file_in_sc)) #--------------------------------------- # File to mark for add and revert # Make a file to add based on the resolved file_in_sc name stored in # state so it uses a directory that is source controlled. file_add = os.path.join(os.path.dirname(state.filename), "AddTest.txt") unreal.log("\nTesting file mark for add and revert: {0}".format(file_add)) open(file_add, "w+") # Test pre add state = _sc_test_state(file_add) if not state.can_add: unreal.log_error("Expected '{0}' to be able to add.".format(file_add)) # Test add unreal.SourceControl.mark_file_for_add(file_add) state = _sc_test_state(file_add) if not state.is_added: unreal.log_error("Expected '{0}' to be added.".format(file_add)) if not state.is_source_controlled: unreal.log_error("Expected '{0}' to be under source control.".format(file_add)) # Make sure that we aren't deleting the file on revert, as this matches the behavior of most providers. # Currently only perforce provider enforces delete on revert, so it would be inconsistent to test this option at true for all providers source_control_preferences = unreal.get_default_object(unreal.find_object(None, "/project/.SourceControlPreferences")) should_delete_files_on_revert_orig_value = source_control_preferences.get_editor_property("bShouldDeleteNewFilesOnRevert") source_control_preferences.set_editor_property("bShouldDeleteNewFilesOnRevert", False) # Test revert unreal.SourceControl.revert_file(file_add) state = _sc_test_state(file_add) if state.is_source_controlled: unreal.log_error("Expected '{0}' to not be under source control.".format(file_add)) # Remove test add file os.remove(file_add) #restore original value to the config setting for delete on revert source_control_preferences.set_editor_property("bShouldDeleteNewFilesOnRevert", should_delete_files_on_revert_orig_value) #--------------------------------------- # Modified and checked out if len(file_modified): unreal.log("\nTesting file modified state: {0}".format(file_in_sc)) state = _sc_test_state(file_modified) if not state.is_modified: unreal.log_error("Expected {0} to be modified compared to checked in version and it is not.".format(file_modified)) #--------------------------------------- # Checked out by another if len(file_other): unreal.log("\nTesting file checked out by another user: {0}".format(file_in_sc)) state = _sc_test_state(file_other) if not state.is_checked_out_other: unreal.log_error("Expected {0} to be checked out by another user and it is not.".format(file_other)) unreal.log("Source control tests completed!") if __name__ == "__main__": main()
# -*- coding: utf-8 -*- import logging import unreal import inspect import types import Utilities from collections import Counter class attr_detail(object): def __init__(self, obj, name:str): self.name = name attr = None self.bCallable = None self.bCallable_builtin = None try: if hasattr(obj, name): attr = getattr(obj, name) self.bCallable = callable(attr) self.bCallable_builtin = inspect.isbuiltin(attr) except Exception as e: unreal.log(str(e)) self.bProperty = not self.bCallable self.result = None self.param_str = None self.bEditorProperty = None self.return_type_str = None self.doc_str = None self.property_rw = None if self.bCallable: self.return_type_str = "" if self.bCallable_builtin: if hasattr(attr, '__doc__'): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) # print(f"~~~~~ attr: {self.name} docForDisplay: {docForDisplay} paramStr: {paramStr}") # print(attr.__doc__) try: sig = inspect.getfullargspec(getattr(obj, self.name)) # print("+++ ", sig) args = sig.args argCount = len(args) if "self" in args: argCount -= 1 except TypeError: argCount = -1 if "-> " in docForDisplay: self.return_type_str = docForDisplay[docForDisplay.find(')') + 1:] else: self.doc_str = docForDisplay[docForDisplay.find(')') + 1:] if argCount == 0 or (argCount == -1 and (paramStr == '' or paramStr == 'self')): # Method with No params if '-> None' not in docForDisplay or self.name in ["__reduce__", "_post_init"]: try: if name == "get_actor_time_dilation" and isinstance(obj, unreal.Object): # call get_actor_time_dilation will crash engine if actor is get from CDO and has no world. if obj.get_world(): # self.result = "{}".format(attr.__call__()) self.result = attr.__call__() else: self.result = "skip call, world == None." else: # self.result = "{}".format(attr.__call__()) self.result = attr.__call__() except: self.result = "skip call.." else: print(f"docForDisplay: {docForDisplay}, self.name: {self.name}") self.result = "skip call." else: self.param_str = paramStr self.result = "" else: logging.error("Can't find p") elif self.bCallable_other: if hasattr(attr, '__doc__'): if isinstance(attr.__doc__, str): docForDisplay, paramStr = _simplifyDoc(attr.__doc__) if name in ["__str__", "__hash__", "__repr__", "__len__"]: try: self.result = "{}".format(attr.__call__()) except: self.result = "skip call." else: # self.result = "{}".format(getattr(obj, name)) self.result = getattr(obj, name) def post(self, obj): if self.bOtherProperty and not self.result: try: self.result = getattr(obj, self.name) except: self.result = "skip call..." def apply_editor_property(self, obj, type_, rws, descript): self.bEditorProperty = True self.property_rw = "[{}]".format(rws) try: self.result = eval('obj.get_editor_property("{}")'.format(self.name)) except: self.result = "Invalid" def __str__(self): s = f"Attr: {self.name} paramStr: {self.param_str} desc: {self.return_type_str} result: {self.result}" if self.bProperty: s += ", Property" if self.bEditorProperty: s += ", Eidtor Property" if self.bOtherProperty: s += ", Other Property " if self.bCallable: s += ", Callable" if self.bCallable_builtin: s += ", Callable_builtin" if self.bCallable_other: s += ", bCallable_other" if self.bHasParamFunction: s+= ", bHasParamFunction" return s def check(self): counter = Counter([self.bOtherProperty, self.bEditorProperty, self.bCallable_other, self.bCallable_builtin]) # print("counter: {}".format(counter)) if counter[True] == 2: unreal.log_error(f"{self.name}: {self.bEditorProperty}, {self.bOtherProperty} {self.bCallable_builtin} {self.bCallable_other}") @property def bOtherProperty(self): if self.bProperty and not self.bEditorProperty: return True return False @property def bCallable_other(self): if self.bCallable and not self.bCallable_builtin: return True return False @property def display_name(self, bRichText=True): if self.bProperty: return f"\t{self.name}" else: # callable if self.param_str: return f"\t{self.name}({self.param_str}) {self.return_type_str}" else: if self.bCallable_other: return f"\t{self.name}" # __hash__, __class__, __eq__ 等 else: return f"\t{self.name}() {self.return_type_str}" @property def display_result(self) -> str: if self.bEditorProperty: return "{} {}".format(self.result, self.property_rw) else: return "{}".format(self.result) @property def bHasParamFunction(self): return self.param_str and len(self.param_str) != 0 def ll(obj): if not obj: return None if inspect.ismodule(obj): return None result = [] for x in dir(obj): attr = attr_detail(obj, x) result.append(attr) if hasattr(obj, '__doc__') and isinstance(obj, unreal.Object): editorPropertiesInfos = _getEditorProperties(obj.__doc__, obj) for name, type_, rws, descript in editorPropertiesInfos: # print(f"~~ {name} {type} {rws}, {descript}") index = -1 for i, v in enumerate(result): if v.name == name: index = i break if index != -1: this_attr = result[index] else: this_attr = attr_detail(obj, name) result.append(this_attr) # unreal.log_warning(f"Can't find editor property: {name}") this_attr.apply_editor_property(obj, type_, rws, descript) for i, attr in enumerate(result): attr.post(obj) return result def _simplifyDoc(content): def next_balanced(content, s="(", e = ")" ): s_pos = -1 e_pos = -1 balance = 0 for index, c in enumerate(content): match = c == s or c == e if not match: continue balance += 1 if c == s else -1 if c == s and balance == 1 and s_pos == -1: s_pos = index if c == e and balance == 0 and s_pos != -1 and e_pos == -1: e_pos = index return s_pos, e_pos return -1, -1 # bracketS, bracketE = content.find('('), content.find(')') if not content: return "", "" bracketS, bracketE = next_balanced(content, s='(', e = ')') arrow = content.find('->') funcDocPos = len(content) endSign = ['--', '\n', '\r'] for s in endSign: p = content.find(s) if p != -1 and p < funcDocPos: funcDocPos = p funcDoc = content[:funcDocPos] if bracketS != -1 and bracketE != -1: param = content[bracketS + 1: bracketE].strip() else: param = "" return funcDoc, param def _getEditorProperties(content, obj): # print("Content: {}".format(content)) lines = content.split('\r') signFound = False allInfoFound = False result = [] for line in lines: if not signFound and '**Editor Properties:**' in line: signFound = True if signFound: #todo re # nameS, nameE = line.find('``') + 2, line.find('`` ') nameS, nameE = line.find('- ``') + 4, line.find('`` ') if nameS == -1 or nameE == -1: continue typeS, typeE = line.find('(') + 1, line.find(')') if typeS == -1 or typeE == -1: continue rwS, rwE = line.find('[') + 1, line.find(']') if rwS == -1 or rwE == -1: continue name = line[nameS: nameE] type_str = line[typeS: typeE] rws = line[rwS: rwE] descript = line[rwE + 2:] allInfoFound = True result.append((name, type_str, rws, descript)) # print(name, type, rws) if signFound: if not allInfoFound: unreal.log_warning("not all info found {}".format(obj)) else: unreal.log_warning("can't find editor properties in {}".format(obj)) return result def log_classes(obj): print(obj) print("\ttype: {}".format(type(obj))) print("\tget_class: {}".format(obj.get_class())) if type(obj.get_class()) is unreal.BlueprintGeneratedClass: generatedClass = obj.get_class() else: generatedClass = unreal.PythonBPLib.get_blueprint_generated_class(obj) print("\tgeneratedClass: {}".format(generatedClass)) print("\tbp_class_hierarchy_package: {}".format(unreal.PythonBPLib.get_bp_class_hierarchy_package(generatedClass))) def is_selected_asset_type(types): selectedAssets = Utilities.Utils.get_selected_assets() for asset in selectedAssets: if type(asset) in types: return True; return False
#!/project/ python # format_test.py - Tests different command formats for MCP Server import socket import json import sys import time # Configuration HOST = '127.0.0.1' PORT = 13377 TIMEOUT = 5 # seconds # Simple Python code to execute PYTHON_CODE = """ import unreal return "Hello from Python!" """ def send_command(command_dict): """Send a command to the MCP Server and return the response.""" try: # Create a socket connection with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as s: s.settimeout(TIMEOUT) s.connect((HOST, PORT)) # Convert command to JSON and send command_json = json.dumps(command_dict) print(f"Sending command format: {command_json}") s.sendall(command_json.encode('utf-8')) # Receive response response = b"" while True: chunk = s.recv(4096) if not chunk: break response += chunk # Parse and return response if response: try: return json.loads(response.decode('utf-8')) except json.JSONDecodeError: return {"status": "error", "message": "Invalid JSON response", "raw": response.decode('utf-8')} else: return {"status": "error", "message": "Empty response"} except socket.timeout: return {"status": "error", "message": "Connection timed out"} except ConnectionRefusedError: return {"status": "error", "message": "Connection refused. Is the MCP Server running?"} except Exception as e: return {"status": "error", "message": f"Error: {str(e)}"} def test_format(format_name, command_dict): """Test a specific command format and print the result.""" print(f"\n=== Testing Format: {format_name} ===") response = send_command(command_dict) print(f"Response: {json.dumps(response, indent=2)}") if response.get("status") == "success": print(f"✅ SUCCESS: Format '{format_name}' works!") return True else: print(f"❌ FAILED: Format '{format_name}' does not work.") return False def main(): print("=== MCP Server Command Format Test ===") print(f"Connecting to {HOST}:{PORT}") # Test different command formats formats = [ ("Format 1: Basic", { "command": "execute_python", "code": PYTHON_CODE }), ("Format 2: Type field", { "type": "execute_python", "code": PYTHON_CODE }), ("Format 3: Command in data", { "command": "execute_python", "data": { "code": PYTHON_CODE } }), ("Format 4: Type in data", { "type": "execute_python", "data": { "code": PYTHON_CODE } }), ("Format 5: Command and params", { "command": "execute_python", "params": { "code": PYTHON_CODE } }), ("Format 6: Type and params", { "type": "execute_python", "params": { "code": PYTHON_CODE } }), ("Format 7: Command and type", { "command": "execute_python", "type": "python", "code": PYTHON_CODE }), ("Format 8: Command, type, and data", { "command": "execute_python", "type": "python", "data": { "code": PYTHON_CODE } }) ] success_count = 0 for format_name, command_dict in formats: if test_format(format_name, command_dict): success_count += 1 time.sleep(1) # Brief pause between tests print(f"\n=== Test Summary ===") print(f"Tested {len(formats)} command formats") print(f"Successful formats: {success_count}") print(f"Failed formats: {len(formats) - success_count}") if __name__ == "__main__": main()
# coding: utf-8 import unreal import argparse parser = argparse.ArgumentParser() parser.add_argument("-rigSrc") parser.add_argument("-rigDst") args = parser.parse_args() #print(args.vrm) ###### ## rig 取得 reg = unreal.AssetRegistryHelpers.get_asset_registry(); a = reg.get_all_assets(); for aa in a: if (aa.get_editor_property("object_path") == args.rigSrc): rigSrc = aa.get_asset() if (aa.get_editor_property("object_path") == args.rigDst): rigDst = aa.get_asset() print(rigSrc) print(rigDst) modSrc = rigSrc.get_hierarchy_modifier() modDst = rigDst.get_hierarchy_modifier() conSrc = rigSrc.controller conDst = rigDst.controller graSrc = conSrc.get_graph() graDst = conDst.get_graph() modDst.initialize() print(rig[3]) meta = vv rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() rig = rigs[0] h_mod = rig.get_hierarchy_modifier() elements = h_mod.get_selection() c = rig.controller g = c.get_graph() n = g.get_nodes() print(n) #c.add_branch_node() #c.add_array_pin() a:unreal.RigUnit_CollectionItems = unreal.RigUnit_CollectionItems() print(a) # 配列ノード追加 collectionItem_forControl:unreal.RigVMStructNode = None collectionItem_forBone:unreal.RigVMStructNode = None for node in n: if (node.get_node_title() == 'Items'): #print(node.get_node_title()) #node = unreal.RigUnit_CollectionItems.cast(node) pin = node.find_pin('Items') print(pin.get_array_size()) print(pin.get_default_value()) if (pin.get_array_size() < 40): continue if 'Type=Bone' in pin.get_default_value(): collectionItem_forBone= node if 'Type=Control' in pin.get_default_value(): collectionItem_forControl = node #nn = unreal.EditorFilterLibrary.by_class(n,unreal.RigUnit_CollectionItems.static_class()) # controller array if (collectionItem_forControl == None): collectionItem_forControl = c.add_struct_node(unreal.RigUnit_CollectionItems.static_struct(), method_name='Execute') items_forControl = collectionItem_forControl.find_pin('Items') c.clear_array_pin(items_forControl.get_pin_path()) # bone array if (collectionItem_forBone == None): collectionItem_forBone = c.add_struct_node(unreal.RigUnit_CollectionItems.static_struct(), method_name='Execute') items_forBone = collectionItem_forBone.find_pin('Items') c.clear_array_pin(items_forBone.get_pin_path()) ## h_mod rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() rig = rigs[0] h_mod = rig.get_hierarchy_modifier() ## meta 取得 reg = unreal.AssetRegistryHelpers.get_asset_registry(); a = reg.get_all_assets(); for aa in a: if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object print(vv) meta = vv for bone_h in meta.humanoid_bone_table: bone_m = meta.humanoid_bone_table[bone_h] try: i = humanoidBoneList.index(bone_h.lower()) except: i = -1 if (i >= 0): tmp = '(Type=Bone,Name=' tmp += "{}".format(bone_m).lower() tmp += ')' c.add_array_pin(items_forBone.get_pin_path(), default_value=tmp) #print(bone_m) tmp = '(Type=Control,Name=' tmp += "{}".format(bone_h).lower() + '_c' tmp += ')' c.add_array_pin(items_forControl.get_pin_path(), default_value=tmp) #print(bone_h) #for e in h_mod.get_elements(): # if (e.type == unreal.RigElementType.CONTROL): # tmp = '(Type=Control,Name=' # tmp += "{}".format(e.name) # tmp += ')' # c.add_array_pin(items_forControl.get_pin_path(), default_value=tmp) # print(e.name) # if (e.type == unreal.RigElementType.BONE): # tmp = '(Type=Bone,Name=' # tmp += "{}".format(e.name) # tmp += ')' # c.add_array_pin(items_forBone.get_pin_path(), default_value=tmp) # print(e.name) #print(i.get_all_pins_recursively()) #ii:unreal.RigUnit_CollectionItems = n[1] #pp = ii.get_editor_property('Items') #print(pp) #print(collectionItem.get_all_pins_recursively()[0]) #i.get_editor_property("Items") #c.add_array_pin("Execute") # arrayを伸ばす #i.get_all_pins_recursively()[0].get_pin_path() #c.add_array_pin(i.get_all_pins_recursively()[0].get_pin_path(), default_value='(Type=Bone,Name=Global)') #rig = rigs[10]
# Copyright Epic Games, Inc. All Rights Reserved. # These examples showcase how to use scripting with movie render graph import unreal import MovieGraphCreateConfigExample as graph_helper import MovieGraphEditorExampleHelpers # USAGE: # - Requires the "Python Editor Script Plugin" to be enabled in your project. # In the main() function, you'll find examples demonstrating how to load and # modify movie graphs, overwrite exposed variables and perform other # operations related to the Movie Render Graph # # Make sure to change the "Assets to load" section to point to your own # Movie Render Queue and Movie Graph Config Assets ''' Python Globals to keep the UObjects alive through garbage collection. Must be deleted by hand on completion. ''' subsystem = None executor = None def render_queue(queue_to_load: unreal.MoviePipelineQueue=None, graph_to_load: unreal.MovieGraphConfig=None): """ This example demonstrates how to: - load a queue or use the current queue - Set a graph Config as a Preset - Add a simple executor started callback - Add a simple executor finished callback """ # Get the subsystem to interact with the Movie Pipeline Queue subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) # Load the provided Queue Asset if provided, otherwise use the active Queue if queue_to_load: if subsystem.load_queue(queue_to_load, prompt_on_replacing_dirty_queue=False): unreal.log("Loaded specified queue") # Get a reference to the active Queue pipeline_queue = subsystem.get_queue() if not pipeline_queue.get_jobs(): unreal.log("There are no jobs in the Queue.") return # For each job we can start modifying the job parameters such as accessing # the graph preset of the job, modifying values for job in pipeline_queue.get_jobs(): #Make sure we are working with a job graph config for this example if not job.get_graph_preset(): unreal.log("A Graph Config needs to be specified for this example)") return if graph_to_load: job.set_graph_preset(graph_to_load) # A collection of job operation examples can be found in MovieGraphEditorExampleHelpers.advanced_job_operations(job) # We are using the globals keyword to indicate that the executor belongs to the # global scope to avoid it being garbage collected after the job is finished rendering global executor executor = unreal.MoviePipelinePIEExecutor(subsystem) # Before a render starts, execute the callback on_individual_job_started_callback executor.on_individual_job_started_delegate.add_callable_unique( MovieGraphEditorExampleHelpers.on_job_started_callback ) # When the render jobs are done, execute the callback on_queue_finished_callback executor.on_executor_finished_delegate.add_callable_unique( MovieGraphEditorExampleHelpers.on_queue_finished_callback ) # Start Rendering, similar to pressing "Render" in the UI, subsystem.render_queue_with_executor_instance(executor) def allocate_render_job(config_to_load: unreal.MovieGraphConfig=None): ''' Allocates new job and populates it's parameters before kicking off a render ''' # Get The current Queue subsytem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) pipeline_queue = subsytem.get_queue() # Delete existing jobs to clear the current Queue pipeline_queue.delete_all_jobs() job = pipeline_queue.allocate_new_job(unreal.MoviePipelineExecutorJob) # To override Job Parameters check # MovieGraphEditorExampleHelpers.set_job_parameters(job) if config_to_load: job.set_graph_preset(config_to_load) subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) executor = unreal.MoviePipelinePIEExecutor(subsystem) subsystem.render_queue_with_executor_instance(executor) def render_queue_minimal(): '''This an MVP example on how to render a Queue which already has jobs allocated A more exhaustive example covering overrides can be found in the function render_queue ''' subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) executor = unreal.MoviePipelinePIEExecutor(subsystem) subsystem.render_queue_with_executor_instance(executor) def main(): """We are showcasing how to render a queue (render_queue) and also how to create a job from scratch without initially creating a queue. (allocate_render_job) Run these examples independently. """ # Creates A Graph Asset called "Example" in /project/ # that exposes the output resolution as a user variable created_graph = graph_helper.CreateIntermediateConfig() # Render a Queue with a saved Queue Asset, Add Executor Callbacks, you can pass # a Movie Render Queue Asset or just make sure you have jobs in a Movie Render Queue render_queue() # This function creates a job in the Queue by allocating a new MoviePipelineJob, # You can also pass in config_to_load to set a graph config and finally start's the render allocate_render_job() if __name__ == "__main__": unreal.log("Check the main() function for examples")
# 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()
# coding:utf-8 # ue4 asset functions import unreal def build_import_task(filename, dest_path, options=None): # unreal.AssetImportTask https://api.unrealengine.com/project/.html task = unreal.AssetImportTask() task.set_editor_property('automated', True) task.set_editor_property('destination_name', '') task.set_editor_property('destination_path', dest_path) task.set_editor_property('filename', filename) task.set_editor_property('replace_existing', True) task.set_editor_property('save', True) # for Fbx Mesh task.set_editor_property('options', options) return task def do_import_tasks(tasks): # unreal.AssetToolsHelpers https://api.unrealengine.com/project/.html # unreal.AssetTools [Abstract Class? baseClass is unreal.Interface] # https://api.unrealengine.com/project/.html unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks(tasks) for task in tasks: for path in task.get_editor_property('imported_object_paths'): unreal.log_warning('Imported: %s'%path) def build_static_mesh_import_options(): options = unreal.FbxImportUI() # unreal.FbxImportUI https://api.unrealengine.com/project/.html 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 https://api.unrealengine.com/project/.html 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 https://api.unrealengine.com/project/.html options.static_mesh_import_data.set_editor_property('combine_meshes', True) options.static_mesh_import_data.set_editor_property('generate_lightmap_u_vs', True) options.static_mesh_import_data.set_editor_property('auto_generate_collision', True) return options def build_skeletal_mesh_import_options(): options = unreal.FbxImportUI() # unreal.FbxImportUI https://api.unrealengine.com/project/.html 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 https://api.unrealengine.com/project/.html 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 # https://api.unrealengine.com/project/.html 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 # #################################################### Testing def test_import_textures(): # import textures testing import os _dir = 'D:/download/' _textures = ['T_Snow_N.psd', 'Cliffs0464_7_seamless_S.jpg'] tasks = [] for tex in _textures: task = build_import_task(os.path.join(_dir, tex), '/project/') tasks.append(task) do_import_tasks(tasks) def test_import_fbx(): # import as StaticMesh Or SkeletalMesh static_mesh_fbx = r'D:/project/.fbx' skeletal_mesh_fbx = r'D:/project/.fbx' static_mesh_task = build_import_task(static_mesh_fbx, '/project/', build_static_mesh_import_options()) skeletal_mesh_task = build_import_task(skeletal_mesh_fbx, '/project/', build_skeletal_mesh_import_options()) do_import_tasks([static_mesh_task, skeletal_mesh_task]) def main(): pass
# -*- coding: utf-8 -*- """ """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = "timmyliang" __email__ = "[email protected]" __date__ = "2021-08-11 23:17:48" import unreal from functools import partial from Qt import QtCore from unreal import EditorStaticMeshLibrary as static_mesh_lib red_lib = unreal.RedArtToolkitBPLibrary render_lib = unreal.RenderingLibrary level_lib = unreal.EditorLevelLibrary sys_lib = unreal.SystemLibrary static_mesh_lib = unreal.EditorStaticMeshLibrary defer = QtCore.QTimer.singleShot path = "/project/.BP_UVCapture" bp = unreal.load_asset(path) RT = unreal.load_asset("/project/.RT_UV") # NOTE 记录和隐藏所有 Actor 的显示 vis_dict = {} for actor in level_lib.get_all_level_actors(): vis = actor.is_temporarily_hidden_in_editor() vis_dict[actor] = vis actor.set_is_temporarily_hidden_in_editor(True) # NOTE 蓝图生成到场景里面 uv_material = unreal.load_asset("/project/.M_UVCapture") mesh_2 = unreal.load_asset( "/project/.aaa_magellan002_body_d1" ) # mesh_1 = unreal.load_asset("/project/.aaa") mesh_1 = unreal.load_asset( "/project/.Skel_Arlong01_L_rig" ) meshes = [mesh_1, mesh_2] def get_static_materials(mesh): return [ mesh.get_material(i) for i in range(static_mesh_lib.get_number_materials(mesh)) ] def get_skeletal_materials(mesh): return [ m.get_editor_property("material_interface") for m in mesh.get_editor_property("materials") ] def capture(mesh): # NOTE 删除 capture capture_actor = level_lib.spawn_actor_from_object(bp, unreal.Vector()) capture_comp = capture_actor.get_editor_property("capture") if isinstance(mesh, unreal.StaticMesh): static_comp = capture_actor.get_editor_property("static") static_comp.set_editor_property("static_mesh", mesh) static_comp = capture_actor.get_editor_property("static") materials = get_static_materials(mesh) static_comp.set_editor_property( "override_materials", [uv_material] * len(materials) ) elif isinstance(mesh, unreal.SkeletalMesh): skeletal_comp = capture_actor.get_editor_property("skeletal") skeletal_comp.set_editor_property("skeletal_mesh", mesh) skeletal_comp = capture_actor.get_editor_property("skeletal") materials = get_skeletal_materials(mesh) skeletal_comp.set_editor_property( "override_materials", [uv_material] * len(materials) ) capture_comp.capture_scene() defer( 500, lambda: ( render_lib.render_target_create_static_texture2d_editor_only(RT, "UV_map"), capture_actor.destroy_actor(), ), ) def end_call(vis_dict): # NOTE 删除蓝图 & 恢复场景的显示 for actor, vis in vis_dict.items(): actor.set_is_temporarily_hidden_in_editor(vis) interval = 1000 for i, mesh in enumerate(meshes, 1): defer(interval * i, partial(capture, mesh)) defer(interval * (i + 1), partial(end_call, vis_dict))
import unreal tempSkeleton = '/project/' tempSkeleton = unreal.EditorAssetLibrary.load_asset(tempSkeleton) unreal.AssetTools.create_asset('BS','/project/') BP = '/project/' BP1 = unreal.EditorAssetLibrary.load_asset(BP) unreal.EditorAssetLibrary.get_editor_property(BP1)
import unreal def process_modols_assets(): """ Processes Modols assets, iterating through them and placing them in the level. This function will contain the core logic for asset processing. """ unreal.log("Processing Modols assets...") static_mesh_assets_info = [] try: asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() modols_path = "/project/" search_options = unreal.AssetRegistrySearchOptions() search_options.package_paths = [modols_path] search_options.recursive_paths = True static_mesh_class_name = unreal.StaticMesh.static_class().get_name() search_options.asset_class_names = [static_mesh_class_name] asset_data_list = asset_registry.get_assets(search_options) num_assets_found = len(asset_data_list) unreal.log(f"Found {num_assets_found} static meshes in {modols_path}.") if num_assets_found > 0: for asset_data in asset_data_list: asset_path = str(asset_data.package_name) unreal.log(f" Found StaticMesh: {asset_path}") static_mesh_assets_info.append({"path": asset_path, "asset_data": asset_data}) else: unreal.log("No StaticMeshes found under {modols_path}") # Note: f-string was missing here # Corrected: unreal.log(f"No StaticMeshes found under {modols_path}") except Exception as e: unreal.log_error(f"Error during asset processing: {e}") return [] # Return empty list on error to signal failure return static_mesh_assets_info def create_outliner_folders(static_mesh_assets_info, base_path="/project/"): """ Creates a hierarchical folder structure in the World Outliner based on asset paths. """ unreal.log("Starting to create Outliner folders...") created_folders = set() clean_base_path = base_path.strip("/") try: for asset_info in static_mesh_assets_info: try: full_asset_path = str(asset_info["path"]).strip("/") path_to_match = clean_base_path if full_asset_path.startswith(path_to_match + "/"): relative_path_with_asset_name = full_asset_path[len(path_to_match) + 1:] path_components = relative_path_with_asset_name.split("/") if len(path_components) > 1: relative_folder_path = "/".join(path_components[:-1]) current_hierarchical_path = "" for folder_component in relative_folder_path.split("/"): if not current_hierarchical_path: current_hierarchical_path = folder_component else: current_hierarchical_path = f"{current_hierarchical_path}/{folder_component}" if current_hierarchical_path not in created_folders: try: # unreal.log(f"Attempting to create Outliner folder: {current_hierarchical_path}") # Less verbose unreal.EditorLevelLibrary.create_folder_in_world(current_hierarchical_path) created_folders.add(current_hierarchical_path) unreal.log(f"Successfully created/ensured Outliner folder: {current_hierarchical_path}") except Exception as e_create: unreal.log_error(f"Failed to create Outliner folder '{current_hierarchical_path}': {e_create}") except Exception as e_asset: unreal.log_error(f"Error processing asset info for folder creation ('{asset_info.get('path', 'Unknown path')}'): {e_asset}") # Continue to next asset_info if possible except Exception as e_main_loop: unreal.log_error(f"A critical error occurred in create_outliner_folders main loop: {e_main_loop}") unreal.log("Finished creating Outliner folders.") def place_static_meshes_in_level(static_mesh_assets_info, base_path="/project/"): """ Loads static mesh assets, spawns them into the level, and places them in corresponding Outliner folders. """ unreal.log("Starting to place static meshes in level...") editor_level_lib = unreal.EditorLevelLibrary() clean_base_path = base_path.strip("/") actors_placed_count = 0 try: for asset_info in static_mesh_assets_info: asset_path = str(asset_info.get("path", "Unknown path")) # Use .get for safety try: # Load the Static Mesh Asset static_mesh = None try: static_mesh = unreal.load_asset(asset_path) except Exception as e_load: unreal.log_warning(f"Exception while loading asset {asset_path}: {e_load}") continue # Skip to next asset if not static_mesh: unreal.log_warning(f"Failed to load asset (returned None): {asset_path}") continue if not isinstance(static_mesh, unreal.StaticMesh): unreal.log_warning(f"Asset at {asset_path} is not a StaticMesh. Type is '{type(static_mesh)}'. Skipping.") continue # Spawn Actor spawned_actor = None try: actor_location = unreal.Vector(0.0, 0.0, 0.0) actor_rotation = unreal.Rotator(0.0, 0.0, 0.0) spawned_actor = editor_level_lib.spawn_actor_from_object(static_mesh, actor_location, actor_rotation) except Exception as e_spawn: unreal.log_warning(f"Exception while spawning actor for StaticMesh {asset_path}: {e_spawn}") continue # Skip to next asset if not spawned_actor: unreal.log_warning(f"Failed to spawn actor (returned None) for StaticMesh: {asset_path}") continue unreal.log(f"Spawned actor '{spawned_actor.get_actor_label()}' for '{asset_path}'") # Determine Target Outliner Folder Path relative_folder_path = "" full_asset_path_stripped = asset_path.strip("/") if full_asset_path_stripped.startswith(clean_base_path + "/"): relative_path_with_asset_name = full_asset_path_stripped[len(clean_base_path) + 1:] path_components = relative_path_with_asset_name.split("/") if len(path_components) > 1: relative_folder_path = "/".join(path_components[:-1]) # Set Actor's Folder Path try: if relative_folder_path: spawned_actor.set_folder_path(relative_folder_path) unreal.log(f"Moved actor '{spawned_actor.get_actor_label()}' to Outliner folder: '{relative_folder_path}'") else: spawned_actor.set_folder_path("") unreal.log(f"Actor '{spawned_actor.get_actor_label()}' placed at Outliner root.") actors_placed_count += 1 except Exception as e_folder: unreal.log_warning(f"Exception while setting folder path for actor '{spawned_actor.get_actor_label()}' (asset: {asset_path}): {e_folder}") except Exception as e_asset_loop: unreal.log_error(f"Error processing asset '{asset_path}' in place_static_meshes_in_level: {e_asset_loop}") # Continue to next asset_info if possible except Exception as e_main_loop: unreal.log_error(f"A critical error occurred in place_static_meshes_in_level main loop: {e_main_loop}") unreal.log(f"Finished placing static meshes in level. {actors_placed_count} actors placed.") def run_asset_placer(): """ Main function to run the Modols Asset Placer tool. """ unreal.log("Modols Asset Placer tool started.") overall_success = False try: # TODO: Add UI elements here if a dedicated window is built. # For now, the logic is executed directly. static_mesh_assets_info = process_modols_assets() if static_mesh_assets_info is None: # process_modols_assets signals error with None unreal.log_error("Asset processing failed. Aborting.") elif not static_mesh_assets_info: # Empty list, but no error during processing unreal.log("No assets found to process. Skipping folder creation and actor placement.") overall_success = True # Technically successful as there was nothing to do else: create_outliner_folders(static_mesh_assets_info, base_path="/project/") place_static_meshes_in_level(static_mesh_assets_info, base_path="/project/") overall_success = True # Assume success if functions complete without throwing to here except Exception as e: unreal.log_error(f"An unexpected error occurred during Modols Asset Placer execution: {e}") # overall_success remains False if overall_success: unreal.log("Modols Asset Placer tool finished processing successfully.") else: unreal.log_error("Modols Asset Placer tool encountered errors. Please check the log for details.") if __name__ == "__main__": # This section is for testing the script directly if needed. # In Unreal Engine, this script will likely be triggered by a UI element or another mechanism. run_asset_placer()
import unreal from ueGear.controlrig.paths import CONTROL_RIG_FUNCTION_PATH from ueGear.controlrig.components import base_component, EPIC_control_01 from ueGear.controlrig.helpers import controls class Component(base_component.UEComponent): name = "test_Spine" mgear_component = "EPIC_spine_01" def __init__(self): super().__init__() self.functions = {'construction_functions': ['construct_FK_spine'], 'forward_functions': ['forward_FK_spine'], 'backwards_functions': ['backwards_FK_spine'], } self.cr_variables = {} # Control Rig Inputs self.cr_inputs = {'construction_functions': ['parent'], 'forward_functions': [], 'backwards_functions': [], } # Control Rig Outputs self.cr_output = {'construction_functions': ['root'], 'forward_functions': [], 'backwards_functions': [], } # mGear self.inputs = [] self.outputs = [] def create_functions(self, controller: unreal.RigVMController = None): if controller is None: return # calls the super method super().create_functions(controller) # Generate Function Nodes for evaluation_path in self.functions.keys(): # Skip the forward function creation if no joints are needed to be driven if evaluation_path == 'forward_functions' and self.metadata.joints is None: continue for cr_func in self.functions[evaluation_path]: new_node_name = f"{self.name}_{cr_func}" ue_cr_node = controller.get_graph().find_node_by_name(new_node_name) # Create Component if doesn't exist if ue_cr_node is None: ue_cr_ref_node = controller.add_external_function_reference_node(CONTROL_RIG_FUNCTION_PATH, cr_func, unreal.Vector2D(0.0, 0.0), node_name=new_node_name) # In Unreal, Ref Node inherits from Node ue_cr_node = ue_cr_ref_node else: # if exists, add it to the nodes self.nodes[evaluation_path].append(ue_cr_node) unreal.log_error(f" Cannot create function {new_node_name}, it already exists") continue self.nodes[evaluation_path].append(ue_cr_node) # Gets the Construction Function Node and sets the control name func_name = self.functions['construction_functions'][0] construct_func = base_component.get_construction_node(self, f"{self.name}_{func_name}") if construct_func is None: unreal.log_error(" Create Functions Error - Cannot find construct singleton node") controller.set_pin_default_value(construct_func.get_name() + '.control_name', self.metadata.fullname, False) def populate_bones(self, bones: list[unreal.RigBoneElement] = None, controller: unreal.RigVMController = None): """ Generates the Bone array node that will be utilised by control rig to drive the component """ if bones is None or len(bones) < 3: unreal.log_error("[Bone Populate] Failed no Bones found") return if controller is None: unreal.log_error("[Bone Populate] Failed no Controller found") return # Unique name for this skeleton node array array_node_name = f"{self.metadata.fullname}_RigUnit_ItemArray" # node doesn't exists, create the joint node if not controller.get_graph().find_node_by_name(array_node_name): self._init_master_joint_node(controller, array_node_name, bones) # Connects the Item Array Node to the functions. for evaluation_path in self.nodes.keys(): for function_node in self.nodes[evaluation_path]: controller.add_link(f'{array_node_name}.Items', f'{function_node.get_name()}.Joints') outpu_joint_node_name = self._init_output_joints(controller, bones) construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{outpu_joint_node_name}.Items', f'{construction_func_name}.joint_outputs') node = controller.get_graph().find_node_by_name(array_node_name) self.add_misc_function(node) def _init_master_joint_node(self, controller, node_name: str, bones): """Create the bone node, that will contain a list of all the bones that need to be driven. """ # Creates an Item Array Node to the control rig controller.add_unit_node_from_struct_path( '/project/.RigUnit_ItemArray', 'Execute', unreal.Vector2D(-54.908936, 204.649109), node_name) default_values = "" for i, bone in enumerate(bones): bone_name = str(bone.key.name) default_values += f'(Type=Bone,Name="{bone_name}"),' # trims off the extr ',' default_values = default_values[:-1] # Populates and resizes the pin in one go controller.set_pin_default_value(f'{node_name}.Items', f'({default_values})', True, setup_undo_redo=True, merge_undo_action=True) def _init_output_joints(self, controller: unreal.RigVMController, bones): """Creates an array of joints that will be fed into the node and then drive the output pins TODO: Refactor this, as it is no longer needed due to relatives now existsing in the json file. """ # Unique name for this skeleton output array array_node_name = f"{self.metadata.fullname}_OutputSkeleton_RigUnit_ItemArray" # Create a lookup table of the bones, to speed up interactions bone_dict = {} for bone in bones: bone_dict[str(bone.key.name)] = bone # Checks if node exists, else creates node found_node = controller.get_graph().find_node_by_name(array_node_name) if not found_node: # Create the ItemArray node found_node = controller.add_unit_node_from_struct_path( '/project/.RigUnit_ItemArray', 'Execute', unreal.Vector2D(500.0, 500.0), array_node_name) # Do pins already exist on the node, if not then we will have to create them. Else we dont existing_pins = found_node.get_pins()[0].get_sub_pins() generate_new_pins = True if len(existing_pins) > 0: generate_new_pins = False pin_index = 0 # Loops over all the joint relatives to setup the array for jnt_name, jnt_index in self.metadata.joint_relatives.items(): joint_name = self.metadata.joints[jnt_index] found_bone = bone_dict.get(joint_name, None) if found_bone is None: unreal.log_error(f"[Init Output Joints] Cannot find bone {joint_name}") continue # No pins are found then we add new pins on the array to populate if generate_new_pins: # Add new Item to array controller.insert_array_pin(f'{array_node_name}.Items', -1, '') bone_name = joint_name # Set Item to be of bone type controller.set_pin_default_value(f'{array_node_name}.Items.{pin_index}.Type', 'Bone', False) # Set the pin to be a specific bone name controller.set_pin_default_value(f'{array_node_name}.Items.{pin_index}.Name', bone_name, False) pin_index += 1 node = controller.get_graph().find_node_by_name(array_node_name) self.add_misc_function(node) return array_node_name def populate_control_transforms(self, controller: unreal.RigVMController = None): """Updates the transform data for the controls generated, with the data from the mgear json file. """ construction_func_name = self.nodes["construction_functions"][0].get_name() default_values = "" for i, control_name in enumerate(self.metadata.controls): control_transform = self.metadata.control_transforms[control_name] quat = control_transform.rotation pos = control_transform.translation string_entry = (f"(Rotation=(X={quat.x},Y={quat.y},Z={quat.z},W={quat.w}), " f"Translation=(X={pos.x},Y={pos.y},Z={pos.z}), " f"Scale3D=(X=1.000000,Y=1.000000,Z=1.000000)),") default_values += string_entry # trims off the extr ',' default_values = default_values[:-1] controller.set_pin_default_value( f"{construction_func_name}.fk_world_transforms", f"({default_values})", True, setup_undo_redo=True, merge_undo_action=True) # Populate control names names = ",".join([name for name in self.metadata.controls]) controller.set_pin_default_value( f'{construction_func_name}.fk_world_keys', f"({names})", True, setup_undo_redo=True, merge_undo_action=True) self.populate_control_scale(controller) self.populate_control_shape_offset(controller) self.populate_control_colour(controller) def populate_control_scale(self, controller: unreal.RigVMController): """ Generates a scale value per a control """ import ueGear.controlrig.manager as ueMan # Generates the array node array_name = ueMan.create_array_node(f"{self.metadata.fullname}_control_scales", controller) array_node = controller.get_graph().find_node_by_name(array_name) self.add_misc_function(array_node) # connects the node of scales to the construction node construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{array_name}.Array', f'{construction_func_name}.control_sizes') aabb_divisor = 4.0 """Magic number to try and get the maya control scale to be similar to that of unreal. As the mGear uses a square and ueGear uses a cirlce. """ default_values = "" # populate array for i, control_name in enumerate(self.metadata.controls): aabb = self.metadata.controls_aabb[control_name] unreal_size = [round(element / aabb_divisor, 4) for element in aabb[1]] # rudementary way to check if the bounding box might be flat, if it is then # the first value if applied onto the axis if unreal_size[0] == unreal_size[1] and unreal_size[2] < 0.02: unreal_size[2] = unreal_size[0] elif unreal_size[1] == unreal_size[2] and unreal_size[0] < 0.02: unreal_size[0] = unreal_size[1] elif unreal_size[0] == unreal_size[2] and unreal_size[1] < 0.02: unreal_size[1] = unreal_size[0] default_values += f'(X={unreal_size[0]},Y={unreal_size[1]},Z={unreal_size[2]}),' # trims off the extr ',' default_values = default_values[:-1] # Populates and resizes the pin in one go controller.set_pin_default_value( f'{array_name}.Values', f'({default_values})', True, setup_undo_redo=True, merge_undo_action=True) def populate_control_shape_offset(self, controller: unreal.RigVMController): """ As some controls have there pivot at the same position as the transform, but the control is actually moved away from that pivot point. We use the bounding box position as an offset for the control shape. """ import ueGear.controlrig.manager as ueMan # Generates the array node array_name = ueMan.create_array_node(f"{self.metadata.fullname}_control_offset", controller) array_node = controller.get_graph().find_node_by_name(array_name) self.add_misc_function(array_node) # connects the node of scales to the construction node construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{array_name}.Array', f'{construction_func_name}.control_offsets') default_values = "" for i, control_name in enumerate(self.metadata.controls): aabb = self.metadata.controls_aabb[control_name] bb_center = aabb[0] string_entry = f'(X={bb_center[0]}, Y={bb_center[1]}, Z={bb_center[2]}),' default_values += string_entry # trims off the extr ',' default_values = default_values[:-1] controller.set_pin_default_value( f'{array_name}.Values', f'({default_values})', True, setup_undo_redo=True, merge_undo_action=True) def populate_control_colour(self, controller): cr_func = self.functions["construction_functions"][0] construction_node = f"{self.name}_{cr_func}" default_values = "" for i, control_name in enumerate(self.metadata.controls): colour = self.metadata.controls_colour[control_name] string_entry = f"(R={colour[0]}, G={colour[1]}, B={colour[2]}, A=1.0)," default_values += string_entry # trims off the extr ',' default_values = default_values[:-1] # Populates and resizes the pin in one go controller.set_pin_default_value( f'{construction_node}.control_colours', f"({default_values})", True, setup_undo_redo=True, merge_undo_action=True) class ManualComponent(Component): name = "Manual_EPIC_spine_01" def __init__(self): super().__init__() self.functions = {'construction_functions': ['manual_construct_FK_spine'], 'forward_functions': ['forward_FK_spine'], 'backwards_functions': ['backwards_FK_spine'], } self.is_manual = True # These are the roles that will be parented directly under the parent component. self.root_control_children = ["spinePosition", "ik0", "ik1", "fk0", "pelvis"] self.hierarchy_schematic_roles = {"ik0": ["tan", "tan0"], "ik1": ["tan1"] } def create_functions(self, controller: unreal.RigVMController): EPIC_control_01.ManualComponent.create_functions(self, controller) self.setup_dynamic_hierarchy_roles() def setup_dynamic_hierarchy_roles(self): """Manual controls have some dynamic control creation. This function sets up the control relationship for the dynamic control hierarchy.""" # Calculate the amount of fk's based on the division amount fk_count = self.metadata.settings['division'] for i in range(fk_count): parent_role = f"fk{i}" child_index = i+1 child_role = f"fk{child_index}" # end of the fk chain, parent the chest control if child_index >= fk_count: self.hierarchy_schematic_roles[parent_role] = ['chest'] continue self.hierarchy_schematic_roles[parent_role] = [child_role] # todo: Move this to Parent Class def initialize_hierarchy(self, hierarchy_controller: unreal.RigHierarchyController): """Performs the hierarchical restructuring of the internal components controls""" # Parent control hierarchy using roles for parent_role in self.hierarchy_schematic_roles.keys(): child_roles = self.hierarchy_schematic_roles[parent_role] parent_ctrl = self.control_by_role[parent_role] for child_role in child_roles: child_ctrl = self.control_by_role[child_role] hierarchy_controller.set_parent(child_ctrl.rig_key, parent_ctrl.rig_key) def generate_manual_controls(self, hierarchy_controller: unreal.RigHierarchyController): """Creates all the manual controls for the Spine""" # Stores the controls by Name control_table = dict() for control_name in self.metadata.controls: new_control = controls.CR_Control(name=control_name) # stored metadata values control_transform = self.metadata.control_transforms[control_name] control_colour = self.metadata.controls_colour[control_name] control_aabb = self.metadata.controls_aabb[control_name] control_offset = control_aabb[0] control_scale = [control_aabb[1][0] / 4.0, control_aabb[1][1] / 4.0, control_aabb[1][2] / 4.0] # Set the colour, required before build new_control.colour = control_colour new_control.shape_name = "Box_Thick" # Generate the Control new_control.build(hierarchy_controller) # Sets the controls position, and offset translation and scale of the shape new_control.set_transform(quat_transform=control_transform) new_control.shape_transform_global(pos=control_offset, scale=control_scale, rotation=[90,0,0]) control_table[control_name] = new_control # Stores the control by role, for loopup purposes later role = self.metadata.controls_role[control_name] self.control_by_role[role] = new_control self.initialize_hierarchy(hierarchy_controller) def populate_control_transforms(self, controller: unreal.RigVMController = None): fk_controls = [] ik_controls = [] # Groups all the controls into ik and fk lists for role_key in self.control_by_role.keys(): # Generates the list of fk controls if 'fk' in role_key or "chest" in role_key: control = self.control_by_role[role_key] fk_controls.append(control) else: control = self.control_by_role[role_key] ik_controls.append(control) construction_func_name = self.nodes["construction_functions"][0].get_name() # Populate control names # Converts RigElementKey into one long string of key data. def update_input_plug(plug_name, control_list): """ Simple helper function making the plug population reusable for ik and fk """ control_metadata = [] for entry in control_list: if entry.rig_key.type == unreal.RigElementType.CONTROL: t = "Control" if entry.rig_key.type == unreal.RigElementType.NULL: t = "Null" n = entry.rig_key.name entry = f'(Type={t}, Name="{n}")' control_metadata.append(entry) concatinated_controls = ",".join(control_metadata) controller.set_pin_default_value( f'{construction_func_name}.{plug_name}', f"({concatinated_controls})", True, setup_undo_redo=True, merge_undo_action=True) update_input_plug("fk_controls", fk_controls) update_input_plug("ik_controls", ik_controls)
# coding=utf-8 import os import re from functools import reduce import unreal from UnrealUtils import ( editor_utility_subsystem, editor_actor_subsystem ) from EditorAssetUtils import open_assets_in_editor from UnrealStructure import WidgetAMStructure Category = 'Actor Manager Editor BP Function Library' @unreal.uclass() class AMEditorBPFLibrary(unreal.BlueprintFunctionLibrary): @unreal.ufunction(static=True, params=[unreal.Actor], meta=dict(Category=Category)) def select_actor(actor): """ :type actor: unreal.Actor :return: """ editor_actor_subsystem.set_selected_level_actors([actor]) # return actor.get_actor_label() @unreal.ufunction( static=True, params=[unreal.Array(unreal.Actor), unreal.Set(str)], ret=unreal.Array(unreal.Actor), meta=dict(Category=Category)) def filter_actors_by_labels(actors, keywords): """ :type actor: list[unreal.Actor] :return: """ if not keywords: return actors _filter = lambda k: [a for a in actors if re.search(k.lower(), a.get_actor_label().lower())] filtered_actors = [_filter(k) for k in keywords if k.strip()] if not filtered_actors: return actors filtered_actors = reduce(lambda a, b: a + b, filtered_actors) return list(set(filtered_actors)) @unreal.ufunction( static=True, params=[unreal.Actor, str], ret=str, meta=dict(Category=Category)) def rename_actor_label(actor, new_label): """ :param actor: :param new_label: :return: """ old_label = actor.get_actor_label() if not old_label == new_label: actor.set_actor_label(new_label) return new_label @unreal.ufunction( static=True, params=[unreal.Array(unreal.Actor), unreal.Array(unreal.EditableTextBox)], meta=dict(Category=Category)) def batch_rename_actors_label(actors, text_boxes): """ :type actor: list[unreal.Actor] :type text_boxes: list[unreal.EditableTextBox] :return: """ for index, actor in enumerate(actors): new_label = '' for tb in text_boxes: text = str(tb.get_text()) if re.search('^#+$', text): new_label += f'%0{len(text)}i' % (index + 1) else: new_label += text if not new_label: return actor.set_actor_label(new_label) @unreal.ufunction( static=True, params=[unreal.ComboBoxString, unreal.Array(unreal.Actor)], ret=unreal.Array(str), meta=dict(Category=Category)) def setup_combo_box_str_options(box, actors): """ :type box: unreal.ComboBoxString :type actors: list[unreal.Actor] :return: """ if not actors: return [] mesh_components = actors[0].get_components_by_class(unreal.MeshComponent) if not mesh_components: return [] um = unreal.MaterialEditingLibrary scalars = [] switches = [] vectors = [] results = [] for component in mesh_components: mi_dynamic = component.get_materials() for mi in mi_dynamic: scalars.extend(um.get_scalar_parameter_names(mi)) switches.extend(um.get_static_switch_parameter_names(mi)) vectors.extend(um.get_vector_parameter_names(mi)) results.extend([f'<scalar> {a}' for a in scalars]) results.extend([f'<switch> {a}' for a in switches]) results.extend([f'<color> {a}' for a in vectors]) unreal.log(results) box.clear_options() for option in results: box.add_option(option) return results
import unreal from Utilities.Utils import Singleton import math try: import numpy as np b_use_numpy = True except: b_use_numpy = False class ImageCompare(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonBPLib.get_chameleon_data(self.json_path) self.left_texture_size = (128, 128) self.right_texture_size = (128, 128) self.dpi_scale = 1 self.ui_img_left = "ImageLeft" self.ui_img_right = "ImageRight" self.ui_img_right_bg = "ImageRightBG" self.ui_comparison_widget = "ComparisonWidget" self.ui_dpi_scaler = "Scaler" self.ui_status_bar = "StatusBar" self.ui_ignore_alpha = "AlphaCheckBox" self.ui_scaler_combobox = "ScaleComboBox" self.combobox_items = self.data.get_combo_box_items(self.ui_scaler_combobox) self.update_status_bar() def set_image_from_viewport(self, bLeft): data, width_height = unreal.PythonBPLib.get_viewport_pixels_as_data() w, h = width_height.x, width_height.y channel_num = int(len(data) / w / h) if b_use_numpy: im = np.fromiter(data, dtype=np.uint8).reshape(w, h, channel_num) self.data.set_image_data_from_memory(self.ui_img_left if bLeft else self.ui_img_right, im.ctypes.data, len(data) , w, h, channel_num=channel_num, bgr=False , tiling=unreal.SlateBrushTileType.HORIZONTAL if bLeft else unreal.SlateBrushTileType.NO_TILE) else: texture = unreal.PythonBPLib.get_viewport_pixels_as_texture() self.data.set_image_data_from_texture2d(self.ui_img_left if bLeft else self.ui_img_right, texture , tiling=unreal.SlateBrushTileType.HORIZONTAL if bLeft else unreal.SlateBrushTileType.NO_TILE) if bLeft: self.left_texture_size = (w, h) else: self.right_texture_size = (w, h) self.update_dpi_by_texture_size() self.fit_window_size() def fit_window_size1(self): size = unreal.ChameleonData.get_chameleon_desired_size(self.json_path) def set_images_from_viewport(self): unreal.AutomationLibrary.set_editor_viewport_view_mode(unreal.ViewModeIndex.VMI_LIT) self.set_image_from_viewport(bLeft=True) unreal.AutomationLibrary.set_editor_viewport_view_mode(unreal.ViewModeIndex.VMI_WIREFRAME) self.set_image_from_viewport(bLeft=False) unreal.AutomationLibrary.set_editor_viewport_view_mode(unreal.ViewModeIndex.VMI_LIT) self.fit_window_size() self.update_status_bar() def update_dpi_by_texture_size(self): max_size = max(self.left_texture_size[1], self.right_texture_size[1]) if max_size >= 64: self.dpi_scale = 1 / math.ceil(max_size / 512) else: self.dpi_scale = 4 if max_size <= 16 else 2 print(f"Set dpi -> {self.dpi_scale }") self.data.set_dpi_scale(self.ui_dpi_scaler, self.dpi_scale) for index, value_str in enumerate(self.combobox_items): if float(value_str) == self.dpi_scale: self.data.set_combo_box_selected_item(self.ui_scaler_combobox, index) break def on_ui_change_scale(self, value_str): self.dpi_scale = float(value_str) self.data.set_dpi_scale(self.ui_dpi_scaler, self.dpi_scale) self.fit_window_size() def update_status_bar(self): self.data.set_text(self.ui_status_bar, f"Left: {self.left_texture_size}, Right: {self.right_texture_size} ") if self.left_texture_size != self.right_texture_size: self.data.set_color_and_opacity(self.ui_status_bar, unreal.LinearColor(2, 0, 0, 1)) else: self.data.set_color_and_opacity(self.ui_status_bar, unreal.LinearColor.WHITE) def fit_window_size(self): max_x = max(self.left_texture_size[0], self.right_texture_size[0]) max_y = max(self.left_texture_size[1], self.right_texture_size[1]) MIN_WIDTH = 400 MAX_HEIGHT = 900 self.data.set_chameleon_window_size(self.json_path , unreal.Vector2D(max(MIN_WIDTH, max_x * self.dpi_scale + 18) , min(MAX_HEIGHT, max_y * self.dpi_scale + 125)) ) def on_drop(self, bLeft, **kwargs): for asset_path in kwargs["assets"]: asset = unreal.load_asset(asset_path) if isinstance(asset, unreal.Texture2D): width = asset.blueprint_get_size_x() height = asset.blueprint_get_size_y() ignore_alpha = self.data.get_is_checked(self.ui_ignore_alpha) if self.data.set_image_data_from_texture2d(self.ui_img_left if bLeft else self.ui_img_right, asset, ignore_alpha=ignore_alpha): if bLeft: self.left_texture_size = (width, height) else: self.right_texture_size = (width, height) self.update_dpi_by_texture_size() self.fit_window_size() self.update_status_bar() break
# AdvancedSkeleton To ControlRig # Copyright (C) Animation Studios # email: [email protected] # exported using AdvancedSkeleton version:x.xx import unreal import re engineVersion = unreal.SystemLibrary.get_engine_version() asExportVersion = x.xx asExportTemplate = '4x' print ('AdvancedSkeleton To ControlRig (Unreal:'+engineVersion+') (AsExport:'+str(asExportVersion)+') (Template:'+asExportTemplate+')') utilityBase = unreal.GlobalEditorUtilityBase.get_default_object() selectedAssets = utilityBase.get_selected_assets() if len(selectedAssets)<1: raise Exception('Nothing selected, you must select a ControlRig') selectedAsset = selectedAssets[0] if selectedAsset.get_class().get_name() != 'ControlRigBlueprint': raise Exception('Selected object is not a ControlRigBlueprint, you must select a ControlRigBlueprint') blueprint = selectedAsset RigGraphDisplaySettings = blueprint.get_editor_property('rig_graph_display_settings') RigGraphDisplaySettings.set_editor_property('node_run_limit',256) library = blueprint.get_local_function_library() library_controller = blueprint.get_controller(library) hierarchy = blueprint.hierarchy hierarchy_controller = hierarchy.get_controller() RigVMController = blueprint.get_controller() #UE5 PreviousArrayInfo = dict() global ASCtrlNr global PreviousEndPlug global PreviousEndPlugInv global PreviousYInv global sp global nonTransformFaceCtrlNr PreviousYInv = 0 ASCtrlNr = 0 nonTransformFaceCtrlNr = -1 sp = '/project/.RigUnit_' PreviousEndPlug = 'RigUnit_BeginExecution.ExecuteContext' PreviousEndPlugInv = 'RigUnit_InverseExecution.ExecuteContext' def asAddCtrl (name, parent, joint, type, arrayInfo, gizmoName, ws, size, offT, color): global PreviousEndPlug global PreviousEndPlugInv global PreviousYInv global PreviousArrayInfo global ctrlBoxSize global ASCtrlNr global nonTransformFaceCtrlNr endPlug = PreviousEndPlug RigVMGraph = blueprint.model numNodes = len(RigVMGraph.get_nodes()) y = ASCtrlNr*400 ASCtrlNr=ASCtrlNr+1 ASDrivenNr = int() RootScale = unreal.Vector(x=1.0, y=1.0, z=1.0) ParentRigBone = unreal.RigBone() ParentRigBoneName = parent.replace("FK", "") hasCon = True x = joint.split("_") if len(x)>1: baseName = x[0] side = '_'+x[1] x = ParentRigBoneName.split("_") if len(x)>1: ParentRigBoneBaseName = x[0] RigElementKeys = asGetRigElementKeys () for key in RigElementKeys: if (key.name == 'Root_M'): hierarchy.get_global_transform(key, initial = True) if (key.name == ParentRigBoneName): if (key.type == 1):#Bone ParentRigBone = hierarchy.find_bone (key) asAddController (name, parent, joint, type, gizmoName, ws, size, offT, color) if name=='Main': return if name=='RootX_M': #Item Item = asAddNode (sp+'Item','Execute',node_name=name+'_Item') RigVMController.set_node_position (Item, [-500, y]) RigVMController.set_pin_default_value(name+'_Item.Item.Type','Control') RigVMController.set_pin_default_value(name+'_Item.Item.Name',name) #CON CON = asAddNode (sp+'ParentConstraint','Execute',node_name=name+'_CON') RigVMController.set_node_position (CON, [100, y-90]) RigVMController.set_pin_default_value(name+'_CON.Child.Type','Bone') RigVMController.set_pin_default_value(name+'_CON.Child.Name',joint) RigVMController.add_link(name+'_Item.Item', name+'_CON.Parents.0.Item') RigVMController.add_link(endPlug , name+'_CON.ExecuteContext') endPlug = name+'_CON.ExecuteContext' elif (not "inbetweenJoints" in arrayInfo) and (not "inbetweenJoints" in PreviousArrayInfo): #GT GT = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GT') RigVMController.set_node_position (GT, [-500, y]) RigVMController.set_pin_default_value(name+'_GT.Item.Type','Control') RigVMController.set_pin_default_value(name+'_GT.Item.Name',name) #ST ST = asAddNode (sp+'SetTransform','Execute',node_name=name+'_ST') RigVMController.set_node_position (ST, [100, y]) RigVMController.set_pin_default_value(name+'_ST.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_ST.Item.Name',joint) RigVMController.add_link(name+'_GT.Transform' , name+'_ST.Transform') RigVMController.set_pin_default_value(name+'_ST.bPropagateToChildren','True') RigVMController.add_link(endPlug , name+'_ST.ExecuteContext') endPlug = name+'_ST.ExecuteContext' #twistJoints if ("twistJoints" in arrayInfo) and (not "twistJoints" in PreviousArrayInfo): GT2 = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GT2') RigVMController.set_node_position (GT2, [500, y+50]) RigVMController.set_pin_default_value(name+'_GT2.Item.Type','Control') RigVMController.set_pin_default_value(name+'_GT2.Item.Name',name) RigVMController.set_pin_default_value(name+'_GT2.Space','LocalSpace') TWSW = asAddNode (sp+'MathQuaternionSwingTwist','Execute',node_name=name+'_TWSW') RigVMController.set_node_position (TWSW, [850, y+90]) RigVMController.add_link(name+'_GT2.Transform.Rotation' , name+'_TWSW.Input') INV = asAddNode (sp+'MathQuaternionInverse','Execute',node_name=name+'_INV') RigVMController.set_node_position (INV, [850, y+220]) RigVMController.add_link(name+'_TWSW.Twist' , name+'_INV.Value') OFF= asAddNode (sp+'OffsetTransformForItem','Execute',node_name=name+'_OFF') RigVMController.set_node_position (OFF, [1050, y]) RigVMController.set_pin_default_value(name+'_OFF.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_OFF.Item.Name',joint) RigVMController.add_link(name+'_INV.Result' , name+'_OFF.OffsetTransform.Rotation') RigVMController.add_link(endPlug , name+'_OFF.ExecuteContext') endPlug = name+'_OFF.ExecuteContext' GT3 = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GT3') RigVMController.set_node_position (GT3, [1400, y+50]) RigVMController.set_pin_default_value(name+'_GT3.Item.Type','Control') RigVMController.set_pin_default_value(name+'_GT3.Item.Name',name) ST2 = asAddNode (sp+'SetTranslation','Execute',node_name=name+'_ST2') RigVMController.set_node_position (ST2, [1700, y]) RigVMController.set_pin_default_value(name+'_ST2.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_ST2.Item.Name',joint) RigVMController.add_link(name+'_GT3.Transform.Translation' , name+'_ST2.Translation') RigVMController.add_link(endPlug , name+'_ST2.ExecuteContext') endPlug = name+'_ST2.ExecuteContext' if "twistJoints" in PreviousArrayInfo: twistJoints = int (PreviousArrayInfo["twistJoints"]) TwistArray = asAddNode (sp+'CollectionChainArray','Execute',node_name=name+'_TwistArray') RigVMController.set_node_position (TwistArray , [500, y+50]) RigVMController.set_pin_default_value(name+'_TwistArray.FirstItem', '(Type=Bone,Name='+ParentRigBoneBaseName+'Part1'+side+')') RigVMController.set_pin_default_value(name+'_TwistArray.LastItem', '(Type=Bone,Name='+ParentRigBoneBaseName+'Part'+str(twistJoints)+side+')') TwistArrayIterator = RigVMController.add_array_node_from_object_path(unreal.RigVMOpCode.ARRAY_ITERATOR, 'FRigElementKey', '/project/.RigElementKey', unreal.Vector2D(0, 0), name+'_TwistArrayIterator') RigVMController.set_node_position (TwistArrayIterator , [850, y]) RigVMController.add_link(name+'_TwistArray.Items' , name+'_TwistArrayIterator.Array') RigVMController.add_link(endPlug , name+'_TwistArrayIterator.ExecuteContext') endPlug = name+'_TwistArrayIterator.Completed' GTRE = asAddNode (sp+'GetRelativeTransformForItem','Execute',node_name=name+'_GTRE') RigVMController.set_node_position (GTRE , [1050, y+50]) RigVMController.set_pin_default_value(name+'_GTRE.Child', '(Type=Bone,Name='+joint+')') RigVMController.set_pin_default_value(name+'_GTRE.Parent', '(Type=Bone,Name='+ParentRigBoneName+')') TWSW = asAddNode (sp+'MathQuaternionSwingTwist','Execute',node_name=name+'_TWSW') RigVMController.set_node_position (TWSW, [1350, y+50]) RigVMController.add_link(name+'_GTRE.RelativeTransform.Rotation' , name+'_TWSW.Input') TOEU = asAddNode (sp+'MathQuaternionToEuler','Execute',node_name=name+'_TOEU') RigVMController.set_node_position (TOEU, [1350, y+170]) RigVMController.add_link(name+'_TWSW.Twist' , name+'_TOEU.Value') FREU = asAddNode (sp+'MathQuaternionFromEuler','Execute',node_name=name+'_FREU') RigVMController.set_node_position (FREU, [1350, y+270]) RigVMController.add_link(name+'_TOEU.Result' , name+'_FREU.Euler') QS = asAddNode (sp+'MathQuaternionScale','Execute',node_name=name+'_QS') RigVMController.set_node_position (QS, [1550, y+50]) RigVMController.set_pin_default_value(name+'_QS.Scale', str(1.0/int (PreviousArrayInfo["twistJoints"]))) RigVMController.add_link(name+'_FREU.Result' , name+'_QS.Value') SR = asAddNode (sp+'SetRotation','Execute',node_name=name+'_SR') RigVMController.set_node_position (SR, [1700, y]) RigVMController.add_link(name+'_QS.Value' , name+'_SR.Rotation') RigVMController.add_link(name+'_TwistArrayIterator.Element', name+'_SR.Item') RigVMController.set_pin_default_value(name+'_SR.Space','LocalSpace') RigVMController.set_pin_default_value(name+'_SR.bPropagateToChildren','False') RigVMController.add_link(name+'_TwistArrayIterator.ExecuteContext' , name+'_SR.ExecuteContext') #inbetweenJoints if "inbetweenJoints" in arrayInfo: inbetweenJoints = int (arrayInfo["inbetweenJoints"]) Chain = asAddNode (sp+'CollectionChainArray','Execute',node_name=name+'_Chain') RigVMController.set_node_position (Chain, [500, y]) RigVMController.set_pin_default_value(name+'_Chain.FirstItem.Name',joint) RigVMController.set_pin_default_value(name+'_Chain.LastItem.Name',baseName+'Part'+str(inbetweenJoints)+side) #GTDistr GTDistr = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTDistr') RigVMController.set_node_position (GTDistr, [850, y]) RigVMController.set_pin_default_value(name+'_GTDistr.Item.Type','Control') RigVMController.set_pin_default_value(name+'_GTDistr.Item.Name',name) RigVMController.set_pin_default_value(name+'_GTDistr.Space','LocalSpace') #Distr Distr = asAddNode (sp+'DistributeRotationForItemArray','Execute',node_name=name+'_Distr') RigVMController.set_node_position (Distr, [1200, y]) weight = (1.0 / inbetweenJoints) RigVMController.set_pin_default_value(name+'_Distr.Weight',str(weight)) RigVMController.add_link(name+'_Chain.Items' , name+'_Distr.Items') RigVMController.add_array_pin(name+'_Distr.Rotations') RigVMController.add_link(name+'_GTDistr.Transform.Rotation' , name+'_Distr.Rotations.0.Rotation') RigVMController.add_link(endPlug , name+'_Distr.ExecuteContext') endPlug = name+'_Distr.ExecuteContext' if "inbetweenJoints" in PreviousArrayInfo: jointKey = asGetKeyFromName (joint) jointTransform = hierarchy.get_global_transform(jointKey, initial = True) NullKey = hierarchy_controller.add_null ('Null'+joint,asGetKeyFromName(parent),jointTransform) #GTNull GTNull = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTNull') RigVMController.set_node_position (GTNull, [1600, y+50]) RigVMController.set_pin_default_value(name+'_GTNull.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_GTNull.Item.Name',joint) #STNull STNull = asAddNode (sp+'SetTransform','Execute',node_name=name+'_STNull') RigVMController.set_node_position (STNull, [2000, y]) RigVMController.set_pin_default_value(name+'_STNull.Item.Type','Null') RigVMController.set_pin_default_value(name+'_STNull.Item.Name','Null'+joint) RigVMController.add_link(name+'_GTNull.Transform' , name+'_STNull.Transform') RigVMController.set_pin_default_value(name+'_STNull.bPropagateToChildren','True') RigVMController.add_link(endPlug , name+'_STNull.ExecuteContext') endPlug = name+'_STNull.ExecuteContext' hierarchy_controller.set_parent(asGetKeyFromName(name),asGetKeyFromName('Null'+joint)) hierarchy.set_control_offset_transform(asGetKeyFromName(name), unreal.Transform(),initial=True) hierarchy.set_local_transform(asGetKeyFromName(name), unreal.Transform(),initial=True) hierarchy.set_local_transform(asGetKeyFromName(name), unreal.Transform(),initial=False) #GT2 GT2 = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GT2') RigVMController.set_node_position (GT2, [2400, y]) RigVMController.set_pin_default_value(name+'_GT2.Item.Type','Control') RigVMController.set_pin_default_value(name+'_GT2.Item.Name',name) #ST2 ST2 = asAddNode (sp+'SetTransform','Execute',node_name=name+'_ST2') RigVMController.set_node_position (ST2, [2700, y]) RigVMController.set_pin_default_value(name+'_ST2.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_ST2.Item.Name',joint) RigVMController.add_link(name+'_GT2.Transform' , name+'_ST2.Transform') RigVMController.set_pin_default_value(name+'_ST2.bPropagateToChildren','True') RigVMController.add_link(endPlug , name+'_ST2.ExecuteContext') endPlug = name+'_ST2.ExecuteContext' if "global" in arrayInfo and float(arrayInfo["global"])==10: Transform = hierarchy.get_global_transform(asGetKeyFromName(name), initial = True) NullKey = hierarchy_controller.add_null ('Global'+name,asGetKeyFromName(parent),Transform) hierarchy_controller.set_parent(asGetKeyFromName(name),asGetKeyFromName('Global'+name),maintain_global_transform=True) hierarchy.set_control_offset_transform(asGetKeyFromName(name), unreal.Transform(), True, True) hierarchy.set_local_transform(asGetKeyFromName(name), unreal.Transform(),initial=True) hierarchy.set_local_transform(asGetKeyFromName(name), unreal.Transform(),initial=False) #resolve where `PreviousEndPlug` is connected to, as that is the start for this Row, which is not always the _ST node Pin = RigVMGraph.find_pin(PreviousEndPlug) LinkePins = Pin.get_linked_target_pins() PreviousEndPlugConnectedToPin = LinkePins[0].get_pin_path() PNPGlobal = asAddNode (sp+'ProjectTransformToNewParent','Execute',node_name=name+'_PNPGlobal') RigVMController.set_node_position (PNPGlobal, [-1200, y]) RigVMController.set_pin_default_value(name+'_PNPGlobal.Child.Type','Control') RigVMController.set_pin_default_value(name+'_PNPGlobal.Child.Name',name) RigVMController.set_pin_default_value(name+'_PNPGlobal.OldParent.Type','Control') RigVMController.set_pin_default_value(name+'_PNPGlobal.OldParent.Name','Main') RigVMController.set_pin_default_value(name+'_PNPGlobal.NewParent.Type','Control') RigVMController.set_pin_default_value(name+'_PNPGlobal.NewParent.Name','Main') #SRGlobal SRGlobal = asAddNode (sp+'SetRotation','Execute',node_name=name+'_SRGlobal') RigVMController.set_node_position (SRGlobal, [-850, y]) RigVMController.set_pin_default_value(name+'_SRGlobal.Item.Type','Null') RigVMController.set_pin_default_value(name+'_SRGlobal.Item.Name','Global'+name) RigVMController.set_pin_default_value(name+'_SRGlobal.bPropagateToChildren','True') RigVMController.add_link(name+'_PNPGlobal.Transform.Rotation' , name+'_SRGlobal.Rotation') RigVMController.add_link(PreviousEndPlug , name+'_SRGlobal.ExecuteContext') endPlug = name+'_SRGlobal.ExecuteContext' #STGlobal STGlobal = asAddNode (sp+'SetTranslation','Execute',node_name=name+'_STGlobal') RigVMController.set_node_position (STGlobal, [-850, y+250]) RigVMController.set_pin_default_value(name+'_STGlobal.Item.Type','Null') RigVMController.set_pin_default_value(name+'_STGlobal.Item.Name','Global'+name) RigVMController.set_pin_default_value(name+'_STGlobal.Space','LocalSpace') RigVMController.set_pin_default_value(name+'_STGlobal.bPropagateToChildren','True') Transform = hierarchy.get_local_transform(NullKey) RigVMController.set_pin_default_value(name+'_STGlobal.Translation.X',str(Transform.translation.x)) RigVMController.set_pin_default_value(name+'_STGlobal.Translation.Y',str(Transform.translation.y)) RigVMController.set_pin_default_value(name+'_STGlobal.Translation.Z',str(Transform.translation.z)) RigVMController.add_link(name+'_SRGlobal.ExecuteContext' , name+'_STGlobal.ExecuteContext') endPlug = name+'_STGlobal.ExecuteContext' RigVMController.add_link(endPlug , PreviousEndPlugConnectedToPin) endPlug = PreviousEndPlugConnectedToPin if type=='IK': asAddController ('Pole'+name, parent, joint, type, 'Sphere_Solid', ws, size/5.0, offT, color) hierarchy.set_control_offset_transform(asGetKeyFromName('Pole'+name), unreal.Transform(location=[float(arrayInfo["ppX"])*RootScale.x,float(arrayInfo["ppZ"])*RootScale.y,float(arrayInfo["ppY"])*RootScale.z],scale=RootScale), True, True) #IK(Basic IK) IK = asAddNode (sp+'TwoBoneIKSimplePerItem','Execute',node_name=name+'_IK') RigVMController.set_node_position (IK, [600, y-130]) RigVMController.set_pin_default_value(name+'_IK.ItemA.Name',arrayInfo["startJoint"]) RigVMController.set_pin_default_value(name+'_IK.ItemB.Name',arrayInfo["middleJoint"]) RigVMController.set_pin_default_value(name+'_IK.EffectorItem.Name',arrayInfo["endJoint"]) RigVMController.set_pin_default_value(name+'_IK.PrimaryAxis.X',arrayInfo["paX"]) RigVMController.set_pin_default_value(name+'_IK.PrimaryAxis.Y',arrayInfo["paY"]) RigVMController.set_pin_default_value(name+'_IK.PrimaryAxis.Z',arrayInfo["paZ"]) RigVMController.set_pin_default_value(name+'_IK.SecondaryAxis.X',arrayInfo["saX"]) RigVMController.set_pin_default_value(name+'_IK.SecondaryAxis.Y',arrayInfo["paY"]) RigVMController.set_pin_default_value(name+'_IK.SecondaryAxis.Z',arrayInfo["paZ"]) RigVMController.set_pin_default_value(name+'_IK.PoleVectorKind','Location') RigVMController.set_pin_default_value(name+'_IK.PoleVectorSpace.Type','Control') RigVMController.set_pin_default_value(name+'_IK.PoleVectorSpace.Name','Pole'+name) RigVMController.set_pin_default_value(name+'_IK.bPropagateToChildren','True') RigVMController.add_link(name+'_GT.Transform' , name+'_IK.Effector') RigVMController.add_link(endPlug , name+'_IK.ExecuteContext') endPlug = name+'_IK.ExecuteContext' #GTPole GTPole = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTPole') RigVMController.set_node_position (GTPole, [1000, y]) RigVMController.set_pin_default_value(name+'_GTPole.Item.Type','Control') RigVMController.set_pin_default_value(name+'_GTPole.Item.Name','Pole'+name) #GTMidJoint GTMidJoint = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTMidJoint') RigVMController.set_node_position (GTMidJoint, [1000, y+200]) RigVMController.set_pin_default_value(name+'_GTMidJoint.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_GTMidJoint.Item.Name',arrayInfo["middleJoint"]) PoleLine = asAddNode (sp+'DebugLineItemSpace','Execute',node_name=name+'_PoleLine') RigVMController.set_node_position (PoleLine, [1350, y]) RigVMController.add_link(name+'_GTPole.Transform.Translation' , name+'_PoleLine.A') RigVMController.add_link(name+'_GTMidJoint.Transform.Translation' , name+'_PoleLine.B') RigVMController.add_link(endPlug , name+'_PoleLine.ExecuteContext') endPlug = name+'_PoleLine.ExecuteContext' control_value = hierarchy.make_control_value_from_euler_transform(unreal.EulerTransform(scale=[1, 1, 1])) control_settings = unreal.RigControlSettings() control_settings.shape_enabled = False hierarchy_controller.add_control (name+'LS','', control_settings,control_value) hierarchy_controller.set_parent(asGetKeyFromName(name+'LS'),asGetKeyFromName(name),maintain_global_transform=False) RigVMController.set_pin_default_value(name+'_GT.Item.Name',name+'LS') for key in RigElementKeys: if (key.name == arrayInfo["endJoint"]): endJointKey = key EndJointTransform = hierarchy.get_global_transform(endJointKey, initial = False) Rotation = EndJointTransform.rotation.rotator() Transform = unreal.Transform(location=[0,0,0],rotation=Rotation,scale=[1,1,1]) hierarchy.set_control_offset_transform(asGetKeyFromName(name+'LS'), Transform, True, True) #Backwards solve nodes (IK) PNPinvIK = asAddNode (sp+'ProjectTransformToNewParent','Execute',node_name=name+'_PNPinvIK') RigVMController.set_node_position (PNPinvIK, [-2900, y]) RigVMController.set_pin_default_value(name+'_PNPinvIK.Child.Type','Control') RigVMController.set_pin_default_value(name+'_PNPinvIK.Child.Name',name) RigVMController.set_pin_default_value(name+'_PNPinvIK.OldParent.Type','Control') RigVMController.set_pin_default_value(name+'_PNPinvIK.OldParent.Name',name+'LS') RigVMController.set_pin_default_value(name+'_PNPinvIK.NewParent.Type','Bone') RigVMController.set_pin_default_value(name+'_PNPinvIK.NewParent.Name',joint) #STinvIK STinvIK = asAddNode (sp+'SetTransform','Execute',node_name=name+'_STinvIK') RigVMController.set_node_position (STinvIK, [-2500, y]) RigVMController.set_pin_default_value(name+'_STinvIK.Item.Type','Control') RigVMController.set_pin_default_value(name+'_STinvIK.Item.Name',name) RigVMController.set_pin_default_value(name+'_STinvIK.bPropagateToChildren','True') RigVMController.add_link(name+'_PNPinvIK.Transform' , name+'_STinvIK.Transform') RigVMController.add_link(PreviousEndPlugInv , name+'_STinvIK.ExecuteContext') #GTinvPole GTinvPole = asAddNode (sp+'GetTransform','Execute',node_name=name+'_GTinvPole') RigVMController.set_node_position (GTinvPole, [-1700, y]) RigVMController.set_pin_default_value(name+'_GTinvPole.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_GTinvPole.Item.Name',arrayInfo["middleJoint"]) #STinvPole STinvPole = asAddNode (sp+'SetTransform','Execute',node_name=name+'_STinvPole') RigVMController.set_node_position (STinvPole, [-1300, y]) RigVMController.set_pin_default_value(name+'_STinvPole.Item.Type','Control') RigVMController.set_pin_default_value(name+'_STinvPole.Item.Name','Pole'+name) RigVMController.set_pin_default_value(name+'_STinvPole.bPropagateToChildren','True') RigVMController.add_link(name+'_GTinvPole.Transform' , name+'_STinvPole.Transform') RigVMController.add_link(name+'_STinvIK.ExecuteContext' , name+'_STinvPole.ExecuteContext') endPlugInv = name+'_STinvPole.ExecuteContext' PreviousEndPlugInv = endPlugInv PreviousYInv = y if "twistJoints" in arrayInfo or "inbetweenJoints" in arrayInfo: PreviousArrayInfo = arrayInfo else: PreviousArrayInfo.clear() #DrivingSystem if type=='DrivingSystem' or type=='ctrlBox': if type=='DrivingSystem': RigVMController.set_pin_default_value(name+'_GT.Item.Type','Bone') RigVMController.set_pin_default_value(name+'_GT.Item.Name',joint) RigVMController.set_pin_default_value(name+'_ST.Item.Type','Control') RigVMController.set_pin_default_value(name+'_ST.Item.Name',name) if type=='ctrlBox' and name!='ctrlBox': parentTransform = hierarchy.get_global_control_offset_transform(asGetKeyFromName(parent)) Transform = unreal.Transform(location=[offT[0]/ctrlBoxSize,offT[2]/ctrlBoxSize,offT[1]/ctrlBoxSize]) Transform.rotation = [0,0,0] hierarchy.set_control_offset_transform(asGetKeyFromName(name), Transform, True, True) if name=='ctrlBox': #add a ws oriented ctrlBoxOffset NullKey = hierarchy_controller.add_null ('ctrlBoxOffset',asGetKeyFromName(parent),unreal.Transform(),transform_in_global=True) Transform = hierarchy.get_local_transform(NullKey) Transform.translation = [0,0,0] hierarchy.set_local_transform(NullKey, Transform,initial=True) hierarchy.set_local_transform(NullKey, Transform,initial=False) hierarchy_controller.set_parent(asGetKeyFromName(name),NullKey,maintain_global_transform=False) ctrlBoxSize = float (arrayInfo["ctrlBoxSize"]) Scale = [0.6,1.5,1.0] ctrlBoxScale = [ctrlBoxSize,ctrlBoxSize,ctrlBoxSize] parentTransform = hierarchy.get_global_control_offset_transform(asGetKeyFromName(parent)) Transform2 = hierarchy.get_global_control_offset_transform(asGetKeyFromName(name)).make_relative(parentTransform) Transform2.translation = [offT[0],offT[2],offT[1]] Transform2.scale3d = [ctrlBoxSize,ctrlBoxSize,ctrlBoxSize] hierarchy.set_control_offset_transform(asGetKeyFromName(name), Transform2, True, True) Transform = unreal.Transform(location=[0,0,-1],rotation=[0,0,90],scale=Scale) hierarchy.set_control_shape_transform(asGetKeyFromName(name), Transform, True, True) return nonTransformFaceCtrl = False if type=='ctrlBox': RigVMController.remove_node(RigVMGraph.find_node_by_name(name+'_GT')) RigVMController.remove_node(RigVMGraph.find_node_by_name(name+'_ST')) Transform = unreal.Transform(scale=[0.05,0.05,0.05]) hierarchy.set_control_shape_transform(asGetKeyFromName(name), Transform, True, True) maxXform = unreal.Vector2D(1,1) minXform = unreal.Vector2D(-1,-1) if name=='ctrlMouth_M': maxXform = [1,0] if re.search("^ctrlCheek_", name) or re.search("^ctrlNose_", name): minXform = [-1,0] RigElementKeys = asGetRigElementKeys () for key in RigElementKeys: if (key.name == name): RigControlKey = key hierarchy.set_control_value(asGetKeyFromName(name),unreal.RigHierarchy.make_control_value_from_vector2d(maxXform), unreal.RigControlValueType.MAXIMUM) hierarchy.set_control_value(asGetKeyFromName(name),unreal.RigHierarchy.make_control_value_from_vector2d(minXform), unreal.RigControlValueType.MINIMUM) endPlug = PreviousEndPlug control_settings = unreal.RigControlSettings() control_value = hierarchy.make_control_value_from_euler_transform(unreal.EulerTransform(scale=[1, 1, 1])) AttrGrpkey = hierarchy_controller.add_control (name+"_Attributes",'',control_settings,control_value) if type=='ctrlBox': hierarchy_controller.set_parent(asGetKeyFromName(name+"_Attributes"),asGetKeyFromName(parent),maintain_global_transform=False) else: hierarchy_controller.set_parent(asGetKeyFromName(name+"_Attributes"),asGetKeyFromName(name),maintain_global_transform=False) hierarchy.set_control_shape_transform(asGetKeyFromName(name+"_Attributes"), unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[0,0,0]), True) Transform = hierarchy.get_global_control_offset_transform(asGetKeyFromName(name), initial = True).copy() parentTransform = hierarchy.get_global_transform(asGetKeyFromName(parent), initial = True) Transform = Transform.make_relative(parentTransform) if type=='ctrlBox': Transform.translation.x = -5.0 Transform.translation.z += 0.8 if re.search("_L", name) or re.search("_M", name): Transform.translation.x = 4.0 if nonTransformFaceCtrl: Transform.translation.z = -5.5-(nonTransformFaceCtrlNr*2) # stack rows of sliders downwards else: numAttrs = 0 for Attr in arrayInfo.keys(): if not re.search("-set", Attr): numAttrs=numAttrs+1 Transform = unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[1,1,1]) Transform.translation.x = offT[0] Transform.translation.y = numAttrs*0.5*(size/4.0)*-0.5 Transform.translation.z = size/8.0 if re.search("_L", name): Transform.translation.z *= -1 Transform.scale3d=[size/4.0,size/4.0,size/4.0] hierarchy.set_control_offset_transform(asGetKeyFromName(name+"_Attributes"), Transform, True, True) Attrs = arrayInfo.keys() attrNr = 0 for Attr in Attrs: if re.search("-set", Attr): if re.search("-setLimits", Attr): DictDrivens = arrayInfo.get(Attr) min = float(list(DictDrivens.keys())[0]) max = float(list(DictDrivens.values())[0]) RigElementKeys = asGetRigElementKeys () for key in RigElementKeys: if key.name == name+"_"+Attr.replace("-setLimits", ""): hierarchy.set_control_value(key, unreal.RigHierarchy.make_control_value_from_float(min), unreal.RigControlValueType.MINIMUM) hierarchy.set_control_value(key, unreal.RigHierarchy.make_control_value_from_float(max), unreal.RigControlValueType.MAXIMUM) continue transformAttrDriver = True if not re.search("translate", Attr) or re.search("rotate", Attr) or re.search("scale", Attr): control_settings = unreal.RigControlSettings() control_settings.control_type = unreal.RigControlType.FLOAT control_settings.shape_color = unreal.LinearColor(r=1.0, g=0.0, b=0.0, a=1.0) control_settings.limit_enabled = [unreal.RigControlLimitEnabled(True, True)] if nonTransformFaceCtrl or re.search("_M", name): control_settings.primary_axis = unreal.RigControlAxis.Z else: control_settings.primary_axis = unreal.RigControlAxis.X key = hierarchy_controller.add_control (name+"_"+Attr,asGetKeyFromName(name+"_Attributes"),control_settings,control_value) hierarchy.set_control_value(key,unreal.RigHierarchy.make_control_value_from_float(1), unreal.RigControlValueType.MAXIMUM) hierarchy.set_control_shape_transform(asGetKeyFromName(name+"_"+Attr), unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[0.035,0.035,0.035]), True, True) Transform = unreal.Transform(location=[0,0,0],rotation=[0,0,0],scale=[1,1,1]) Transform.translation = [0,attrNr*0.5,0] if type=='ctrlBox': Transform.translation = [0,0,attrNr*-0.5] if nonTransformFaceCtrl or re.search("_M", name): Transform.translation = [attrNr,0,0] attrNr = attrNr+1 hierarchy.set_control_offset_transform(asGetKeyFromName(name+"_"+Attr), Transform, True, True) transformAttrDriver = False DictDrivens = arrayInfo.get(Attr) KeysDrivens = DictDrivens.keys() for Driven in KeysDrivens: Value = float(DictDrivens.get(Driven)) x2 = ASDrivenNr*1200 dNr = str(ASDrivenNr) ASDrivenNr = ASDrivenNr+1 x = Driven.split(".") obj = x[0] attr = '_'+x[1] axis = attr[-1] valueMult = 1 if re.search("rotate", attr): if axis == 'X' or axis=='Z': valueMult = -1 if re.search("translate", attr): if axis=='Y': valueMult = -1 multiplier = Value*valueMult asFaceBSDriven = False if re.search("asFaceBS[.]", Driven):#asFaceBS asFaceBSDriven = True if not (asFaceBSDriven): RigElementKeys = asGetRigElementKeys () for key in RigElementKeys: if key.name == obj: objKey = key if not asObjExists ('Offset'+obj): objParentKey = hierarchy.get_parents(objKey)[0] OffsetKey = hierarchy_controller.add_null ('Offset'+obj,objKey,unreal.Transform(),transform_in_global=False) hierarchy_controller.set_parent(OffsetKey,objParentKey) hierarchy_controller.set_parent(objKey,OffsetKey) parentTo = 'Offset'+obj for x in range(1,9): sdk = 'SDK'+obj+"_"+str(x) if not asObjExists (sdk): break if x>1: parentTo = 'SDK'+obj+"_"+str(x-1) SDKKey = hierarchy_controller.add_null (sdk,asGetKeyFromName(parentTo),unreal.Transform(),transform_in_global=False) hierarchy_controller.set_parent(objKey,SDKKey) #GTDriver if transformAttrDriver: GTDriver = asAddNode (sp+'GetControlVector2D','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_GTDriver') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_GTDriver.Control',name) gtPlug = name+"_"+obj+"_"+attr+dNr+'_GTDriver.Vector.'+Attr[-1]#Attr[-1] is DriverAxis else: GTDriver = asAddNode (sp+'GetControlFloat','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_GTDriver') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_GTDriver.Control',name+"_"+Attr) gtPlug = name+"_"+obj+"_"+attr+dNr+'_GTDriver.FloatValue' RigVMController.set_node_position (GTDriver, [500+x2, y]) #MFM MFM = asAddNode (sp+'MathFloatMul','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_MFM') RigVMController.set_node_position (MFM, [900+x2, y]) RigVMController.add_link(gtPlug , name+"_"+obj+"_"+attr+dNr+'_MFM.A') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_MFM.B',str(multiplier)) if asFaceBSDriven: #Clamp Clamp = asAddNode (sp+'MathFloatClamp','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_Clamp') RigVMController.set_node_position (Clamp, [900+x2, y+100]) RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_Clamp.Maximum','5.0') RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFM.Result' , name+"_"+obj+"_"+attr+dNr+'_Clamp.Value') #STDriven STDriven = asAddNode (sp+'SetCurveValue','Execute',node_name=name+"_"+Attr+"_"+attr+'_STDriven') RigVMController.set_node_position (STDriven, [1100+x2, y]) RigVMController.set_pin_default_value(name+"_"+Attr+"_"+attr+'_STDriven.Curve',Driven.split(".")[1]) RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_Clamp.Result' , name+"_"+Attr+"_"+attr+'_STDriven.Value') RigVMController.add_link(endPlug , name+"_"+Attr+"_"+attr+'_STDriven.ExecuteContext') endPlug =name+"_"+Attr+"_"+attr+'_STDriven.ExecuteContext' else: #STDriven STDriven = asAddNode (sp+'SetTransform','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_STDriven') RigVMController.set_node_position (STDriven, [1300+x2, y]) RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_STDriven.Item.Type','Null') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_STDriven.Item.Name',sdk) RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_STDriven.Space','LocalSpace') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_STDriven.bPropagateToChildren','True') RigVMController.add_link(endPlug , name+"_"+obj+"_"+attr+dNr+'_STDriven.ExecuteContext') endPlug = name+"_"+obj+"_"+attr+dNr+'_STDriven.ExecuteContext' #TFSRT TFSRT = asAddNode (sp+'MathTransformFromSRT','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_TFSRT') RigVMController.set_node_position (TFSRT, [900+x2, y+150]) if re.search("translate", attr): RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFM.Result' , name+"_"+obj+"_"+attr+dNr+'_TFSRT.Location.'+axis) if re.search("rotate", attr): RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFM.Result' , name+"_"+obj+"_"+attr+dNr+'_TFSRT.Rotation.'+axis) if re.search("scale", attr): #scale just add 1, not accurate but simplified workaround MFA = asAddNode (sp+'MathFloatAdd','Execute',node_name=name+"_"+obj+"_"+attr+dNr+'_MFA') RigVMController.set_node_position (MFA, [1100+x2, y]) RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFM.Result' , name+"_"+obj+"_"+attr+dNr+'_MFA.A') RigVMController.set_pin_default_value(name+"_"+obj+"_"+attr+dNr+'_MFA.B','1') RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_MFA.Result' , name+"_"+obj+"_"+attr+dNr+'_TFSRT.Scale.'+axis) RigVMController.add_link(name+"_"+obj+"_"+attr+dNr+'_TFSRT.Transform', name+"_"+obj+"_"+attr+dNr+'_STDriven.Transform') #face if re.search("Teeth_M", name): RigControl.set_editor_property('gizmo_enabled',False) hierarchy_controller.set_control (RigControl) if name=="Jaw_M": RigControl.set_editor_property('gizmo_name','HalfCircle_Thick') RigControl.set_editor_property('gizmo_name','HalfCircle_Thick') Transform = RigControl.get_editor_property('gizmo_transform') Transform.rotation=[0,0,180] RigControl.set_editor_property('gizmo_transform', Transform) hierarchy_controller.set_control (RigControl) PreviousEndPlug = endPlug def asObjExists (obj): RigElementKeys = asGetRigElementKeys () LocObject = None for key in RigElementKeys: if key.name == obj: return True return False def asAddController (name, parent, joint, type, gizmoName, ws, size, offT, color): parentKey = asGetKeyFromName(parent) if gizmoName=='Gizmo': gizmoName='Default' control_settings = unreal.RigControlSettings() if type=='ctrlBox': control_settings.control_type = unreal.RigControlType.VECTOR2D control_settings.primary_axis = unreal.RigControlAxis.Y control_settings.limit_enabled = [unreal.RigControlLimitEnabled(True, True), unreal.RigControlLimitEnabled(True, True)] else: control_settings.control_type = unreal.RigControlType.EULER_TRANSFORM if name=='ctrlEmotions_M' or name=='ctrlPhonemes_M' or name=='ctrlARKit_M' or name=='ctrlBoxRobloxHead_M': control_settings.shape_enabled = False control_settings.shape_name = gizmoName control_settings.shape_color = unreal.LinearColor(color[0], color[1], color[2], 1.0) control_value = hierarchy.make_control_value_from_euler_transform(unreal.EulerTransform(scale=[1, 1, 1])) key = hierarchy_controller.add_control (name,'', control_settings,control_value) jointKey = asGetKeyFromName (joint) jointTransform = hierarchy.get_global_transform(jointKey, initial = True) if ws == 1: jointTransform.rotation = [0,0,0] parentTransform = unreal.Transform() if parent!='': parentTransform = hierarchy.get_global_transform(asGetKeyFromName(parent), initial = True) OffsetTransform = jointTransform.make_relative(parentTransform) if parent!='': hierarchy_controller.set_parent(asGetKeyFromName(name),asGetKeyFromName(parent),maintain_global_transform=False) hierarchy.set_control_offset_transform(key, OffsetTransform, True, True) GizmoLocation = [offT[0],offT[2],offT[1]] GizmoRotation = [0,0,0] if ws == 0: GizmoRotation = [90,0,0] GizmoLocation = [offT[0],offT[1]*-1,offT[2]] if type=="DrivingSystem": GizmoRotation = [0,0,0] if type=="ctrlBox": GizmoRotation = [0,0,90] if re.search("^Eye_.*", name) or re.search("^Iris_.*", name) or re.search("^Pupil_.*", name): GizmoRotation = [0,90,0] hierarchy.set_control_visibility(key,False) x = re.search("^Pole.*", name) if x: GizmoLocation = [0,0,0] s = 0.1*size Scale = [s,s,s] if type=='FK' and ws == 0: Scale[2]*=2.5 hierarchy.set_control_shape_transform(key, unreal.Transform(location=GizmoLocation,rotation=GizmoRotation,scale=Scale), True) def asAddNode (script_struct_path, method_name, node_name): #RigVMController. #add_struct_node_from_struct_path UE4 #add_unit_node_from_struct_path UE5 try: node = RigVMController.add_struct_node_from_struct_path(script_struct_path,method_name,node_name=node_name) #UE4 except: node = RigVMController.add_unit_node_from_struct_path(script_struct_path,method_name,node_name=node_name) #UE5 return node def asGetRigElementKeys (): try: RigElementKeys = hierarchy_controller.get_elements() #UE4 except: RigElementKeys = hierarchy.get_all_keys() #UE5 return RigElementKeys def asGetKeyFromName (name): all_keys = hierarchy.get_all_keys(traverse = True) for key in all_keys: if key.name == name: return key return '' def asBackwardsSolveNodes (): global PreviousYInv global PreviousEndPlugInv PNP = asAddNode (sp+'ProjectTransformToNewParent','Execute',node_name='Root_M_PNP') RigVMController.set_node_position (PNP, [-1500, PreviousYInv+400-90]) RigVMController.set_pin_default_value('Root_M_PNP.Child.Type','Control') RigVMController.set_pin_default_value('Root_M_PNP.Child.Name','RootX_M') RigVMController.set_pin_default_value('Root_M_PNP.OldParent.Type','Bone') RigVMController.set_pin_default_value('Root_M_PNP.OldParent.Name','Root_M') RigVMController.set_pin_default_value('Root_M_PNP.NewParent.Type','Bone') RigVMController.set_pin_default_value('Root_M_PNP.NewParent.Name','Root_M') STInv = asAddNode (sp+'SetTransform','Execute',node_name='Root_M_STInv') RigVMController.set_node_position (STInv, [-1200, PreviousYInv+400-90]) RigVMController.set_pin_default_value('Root_M_STInv.Item.Type','Control') RigVMController.set_pin_default_value('Root_M_STInv.Item.Name','RootX_M') RigVMController.add_link('Root_M_PNP.Transform' , 'Root_M_STInv.Transform') RigVMController.add_link(PreviousEndPlugInv , 'Root_M_STInv.ExecuteContext') CCinv = asAddNode (sp+'CollectionChildren','Execute',node_name='CCinv') RigVMController.set_node_position (CCinv, [-2600, PreviousYInv+1000]) RigVMController.set_pin_default_value('CCinv.Parent.Type','Bone') RigVMController.set_pin_default_value('CCinv.Parent.Name','Root_M') RigVMController.set_pin_default_value('CCinv.bRecursive','True') RigVMController.set_pin_default_value('CCinv.TypeToSearch','Bone') CLinv = asAddNode (sp+'CollectionLoop','Execute',node_name='CLinv') RigVMController.set_node_position (CLinv, [-2150, PreviousYInv+1000]) RigVMController.add_link('Root_M_STInv.ExecuteContext' , 'CLinv.ExecuteContext') RigVMController.add_link('CCinv.Collection' , 'CLinv.Collection') PreviousEndPlugInv = 'CLinv.Completed' NCinv = asAddNode (sp+'NameConcat','Execute',node_name='NCinv') RigVMController.set_node_position (NCinv, [-1900, PreviousYInv+900]) RigVMController.set_pin_default_value('NCinv.A','FK') RigVMController.add_link('CLinv.Item.Name' , 'NCinv.B') GTinv = asAddNode (sp+'GetTransform','Execute',node_name='GTinv') RigVMController.set_node_position (GTinv, [-1900, PreviousYInv+1000]) RigVMController.add_link('CLinv.Item.Name' , 'GTinv.Item.Name') IEinv = asAddNode (sp+'ItemExists','Execute',node_name='IEinv') RigVMController.set_node_position (IEinv, [-1700, PreviousYInv+700]) RigVMController.set_pin_default_value('IEinv.Item.Type','Control') RigVMController.add_link('NCinv.Result' , 'IEinv.Item.Name') BRinv = RigVMController.add_branch_node(node_name='BRinv') RigVMController.set_node_position (BRinv, [-1650, PreviousYInv+850]) RigVMController.add_link('IEinv.Exists' , 'BRinv.Condition') RigVMController.add_link('CLinv.ExecuteContext' , 'BRinv.ExecuteContext') STinv = asAddNode (sp+'SetTransform','Execute',node_name='STinv') RigVMController.set_node_position (STinv, [-1500, PreviousYInv+1000]) RigVMController.set_pin_default_value('STinv.Item.Type','Control') RigVMController.add_link('NCinv.Result' , 'STinv.Item.Name') RigVMController.add_link('GTinv.Transform' , 'STinv.Transform') RigVMController.add_link('BRinv.True' , 'STinv.ExecuteContext') def main (): global PreviousEndPlugInv RigElementKeys = asGetRigElementKeys () RigVMGraph = blueprint.model #Clear out existing rig-setup nodes = RigVMGraph.get_nodes() for node in nodes: RigVMController.remove_node(node) #Clear out existing controllers for key in RigElementKeys: if key.name == 'MotionSystem': hierarchy_controller.remove_element(key) elif not (key.type==1 or key.type==8): #BONE try: hierarchy_controller.remove_element(key) except: pass #UE5 does not include deleting children, so we will try to clean-up controls = hierarchy.get_controls() for key in controls: hierarchy_controller.remove_element(key) nulls = hierarchy.get_nulls() for key in nulls: hierarchy_controller.remove_element(key) bones = hierarchy.get_bones() for key in bones: x = re.search("UnTwist", str(key.name)) if x: hierarchy_controller.remove_element(key) BeginExecutionNode = asAddNode (sp+'BeginExecution','Execute',node_name='RigUnit_BeginExecution') RigVMController.set_node_position (BeginExecutionNode, [-300, -100]) InverseExecutionNode = asAddNode (sp+'InverseExecution','Execute',node_name='RigUnit_InverseExecution') RigVMController.set_node_position (InverseExecutionNode, [-1900, -100]) MotionSystemKey = hierarchy_controller.add_null ('MotionSystem','',unreal.Transform()) MainSystemKey = hierarchy_controller.add_null ('MainSystem',MotionSystemKey,unreal.Transform()) DrivingSystemKey = hierarchy_controller.add_null ('DrivingSystem',MotionSystemKey ,unreal.Transform()) #//-- ASControllers Starts Here --// #//-- ASControllers Ends Here --// asBackwardsSolveNodes() print ("ControlRig created") if __name__ == "__main__": main()
import unreal import urllib.request import json import os import stat def check_unreal_environment(): """언리얼 환경에서 실행 중인지 확인""" try: engine_version = unreal.SystemLibrary.get_engine_version() print(f"언리얼 엔진 버전: {engine_version}") return True except Exception as e: print(f"오류: 이 스크립트는 언리얼 에디터 내에서 실행해야 합니다. {str(e)}") return False def get_sheet_data(sheet_id, gid): """구글 시트에서 데이터 가져오기""" try: # 새로운 URL 사용 base_url = "https://script.google.com/project/-ncYNasEA/exec" url = f"{base_url}?sheetId={sheet_id}&gid={gid}" print(f"요청 URL: {url}") response = urllib.request.urlopen(url) data = response.read().decode('utf-8') json_data = json.loads(data) if isinstance(json_data, list): print(f"데이터 {len(json_data)}개 로드됨") if len(json_data) > 0: print(f"첫 번째 행 필드: {list(json_data[0].keys())}") return json_data except Exception as e: print(f"데이터 가져오기 오류: {str(e)}") return None def set_file_writable(file_path): """파일을 쓰기 가능한 상태로 변경""" try: # 현재 파일 권한 가져오기 current_permissions = os.stat(file_path).st_mode # 쓰기 권한 추가 new_permissions = current_permissions | stat.S_IWRITE # 권한 변경 os.chmod(file_path, new_permissions) return True except Exception as e: print(f"파일 권한 변경 중 에러 발생: {str(e)}") return False
""" this startup code is used to add a script editor button to the unreal tool bar. ignore this file when using this script editor widget outside Unreal """ import os import sys import unreal MODULE_PATH = os.path.dirname(os.path.abspath(__file__)) UPPER_PATH = os.path.join(MODULE_PATH, '../../tools') sys.path.append(UPPER_PATH) def create_script_editor_button(): """ Start up script to add script editor button to tool bar """ section_name = 'Plugins' se_command = ( 'from unrealScriptEditor import main;' 'global editor;' 'editor = main.show()' ) menus = unreal.ToolMenus.get() level_menu_bar = menus.find_menu('LevelEditor.LevelEditorToolBar.PlayToolBar') level_menu_bar.add_section(section_name=section_name, label=section_name) entry = unreal.ToolMenuEntry(type=unreal.MultiBlockType.TOOL_BAR_BUTTON) entry.set_label('Script Editor') entry.set_tool_tip('Unreal Python Script Editor') entry.set_icon('EditorStyle', 'DebugConsole.Icon') entry.set_string_command( type=unreal.ToolMenuStringCommandType.PYTHON, custom_type=unreal.Name(''), string=se_command ) level_menu_bar.add_menu_entry(section_name, entry) menus.refresh_all_widgets() if __name__ == "__main__": create_script_editor_button()
# -*- coding: utf-8 -*- """ 自动重启引擎 """ from __future__ import division from __future__ import print_function from __future__ import absolute_import __author__ = "timmyliang" __email__ = "[email protected]" __date__ = "2020-09-18 15:53:10" import sys import subprocess import unreal from ue_util import error_log, toast editor_util = unreal.EditorLoadingAndSavingUtils() sys_lib = unreal.SystemLibrary() paths = unreal.Paths() @error_log def main(): # NOTE 保存对象 check = editor_util.save_dirty_packages_with_dialog(True, True) if not check: toast(u"保存失败") return uproject = paths.get_project_file_path() editor = sys.executable # NOTE 启动当前引擎 subprocess.Popen([editor, uproject, "-skipcompile"], shell=True) # NOTE 退出引擎 sys_lib.quit_editor() if __name__ == "__main__": main()
""" This script describes how the metadata from USD prims can be collected and manipulated on the Unreal side, after fully importing a stage or opening one with a stage actor. Just remember to set the desired metadata options on the stage actor itself if using one, as it will not collect metadata by default (e.g. `stage_actor.set_collect_metadata(True)`). In general the metadata will be collected into UsdAssetUserData objects, that will be added to the generated assets (and components, if the import option is set). All asset types that we generate (with the exeption of UPhysicsAssets) can contain UsdAssetUserData objects and will receive USD metadata from their source prims when being generated. The metadata values will always be stringified and stored within the UsdAssetUserData as strings, as there is no real way of storing anything close to a "dynamic type" or variant type (like VtValues) with UPROPERTIES. Keep in mind that unreal.UsdConversionLibrary contains functions that can help converting these values to and from strings into Unreal types (the very last step of this script shows an example of this). These functions can be used from Python or Editor Utility Blueprints. """ import os import unreal DESTINATION_CONTENT_PATH = r"/project/" this_directory = os.path.dirname(os.path.realpath(__file__)) full_file_path = os.path.join(this_directory, "metadata_cube.usda") # Setup import options options = unreal.UsdStageImportOptions() options.import_actors = True options.import_geometry = True options.import_materials = True options.metadata_options.collect_metadata = True options.metadata_options.collect_from_entire_subtrees = True # Collapsed assets will contain metadata from collapsed children options.metadata_options.collect_on_components = True # Spawned components will have Asset User Data too options.metadata_options.blocked_prefix_filters = ["customData:int"] # All metadata entries starting with "customData:int" will be blocked options.metadata_options.invert_filters = False # When this is false, the prefix filters select stuff to block, and allows everything else. # When this is true, the prefix filters select stuff to allow, and block everything else # Import scene task = unreal.AssetImportTask() task.set_editor_property('filename', full_file_path) 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 if not success: exit() # Find our imported static mesh asset_paths = unreal.EditorAssetLibrary.list_assets(DESTINATION_CONTENT_PATH) for asset_path in asset_paths: asset = unreal.load_asset(asset_path) if isinstance(asset, unreal.StaticMesh): static_mesh = asset break # Get the USD asset user data from the static mesh aud = unreal.UsdConversionLibrary.get_usd_asset_user_data(static_mesh) # Iterate through all the collected metadata for stage_identifier, metadata in aud.stage_identifier_to_metadata.items(): for prim_path, prim_metadata in metadata.prim_path_to_metadata.items(): for key, value in prim_metadata.metadata.items(): print(f"{stage_identifier=} {prim_path=}, {key=}, {value=}") # Get whatever USD generated for the stage identifier stage_identifier = list(aud.stage_identifier_to_metadata.keys())[0] # You can omit the stage identifier and prim path if the asset user data contains exactly one entry for either has_int_value = unreal.UsdConversionLibrary.has_metadata_field(aud, "customData:intValue") assert(not has_int_value) # We filtered entries starting with "customData:int", so we won't get the "intValue" entry # Get a particular metadata value directly without iterating through the structs (there are additional functions within UsdConversionLibrary) metadata_value = unreal.UsdConversionLibrary.get_metadata_field(aud, "customData:nestedMap:someColor", stage_identifier, "/Cube") print(metadata_value.stringified_value) # Prints "(1, 0.5, 0.3)". Note that stringified_value is always just a string, however print(metadata_value.type_name) # Prints "float3" # Can use the library's utility functions to unstringify stringified_value directly into UE types vector = unreal.UsdConversionLibrary.unstringify_as_float3(metadata_value.stringified_value) assert(isinstance(vector, unreal.Vector)) print(vector) # Prints "<Struct 'Vector' (0x0000026B026371A0) {x: 1.000000, y: 0.500000, z: 0.300000}>"
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ An example script that uses the API to instantiate two HDAs. The first HDA will be used as an input to the second HDA. For the second HDA we set 2 inputs: an asset input (the first instantiated HDA) and a curve input (a helix). The inputs are set during post instantiation (before the first cook). After the first cook and output creation (post processing) the input structure is fetched and logged. """ import math import unreal _g_wrapper1 = None _g_wrapper2 = None def get_copy_curve_hda_path(): return '/project/.copy_to_curve_1_0' def get_copy_curve_hda(): return unreal.load_object(None, get_copy_curve_hda_path()) def get_pig_head_hda_path(): return '/project/.pig_head_subdivider_v01' def get_pig_head_hda(): return unreal.load_object(None, get_pig_head_hda_path()) def configure_inputs(in_wrapper): print('configure_inputs') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(configure_inputs) # Create a geo input asset_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIAssetInput) # Set the input objects/assets for this input # asset_input.set_input_objects((_g_wrapper1.get_houdini_asset_actor().houdini_asset_component, )) asset_input.set_input_objects((_g_wrapper1, )) # copy the input data to the HDA as node input 0 in_wrapper.set_input_at_index(0, asset_input) # We can now discard the API input object asset_input = None # Create a curve input curve_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPICurveInput) # Create a curve wrapper/helper curve_object = unreal.HoudiniPublicAPICurveInputObject(curve_input) # Make it a Nurbs curve curve_object.set_curve_type(unreal.HoudiniPublicAPICurveType.NURBS) # Set the points of the curve, for this example we create a helix # consisting of 100 points curve_points = [] for i in range(10): t = i / 10.0 * math.pi * 2.0 x = 100.0 * math.cos(t) y = 100.0 * math.sin(t) z = i * 10.0 curve_points.append(unreal.Transform([x, y, z], [0, 0, 0], [1, 1, 1])) curve_object.set_curve_points(curve_points) # Set the curve wrapper as an input object curve_input.set_input_objects((curve_object, )) # Copy the input data to the HDA as node input 1 in_wrapper.set_input_at_index(1, curve_input) # We can now discard the API input object curve_input = None def print_api_input(in_input): print('\t\tInput type: {0}'.format(in_input.__class__)) print('\t\tbKeepWorldTransform: {0}'.format(in_input.keep_world_transform)) print('\t\tbImportAsReference: {0}'.format(in_input.import_as_reference)) if isinstance(in_input, unreal.HoudiniPublicAPICurveInput): print('\t\tbCookOnCurveChanged: {0}'.format(in_input.cook_on_curve_changed)) print('\t\tbAddRotAndScaleAttributesOnCurves: {0}'.format(in_input.add_rot_and_scale_attributes_on_curves)) input_objects = in_input.get_input_objects() if not input_objects: print('\t\tEmpty input!') else: print('\t\tNumber of objects in input: {0}'.format(len(input_objects))) for idx, input_object in enumerate(input_objects): print('\t\t\tInput object #{0}: {1}'.format(idx, input_object)) if isinstance(input_object, unreal.HoudiniPublicAPICurveInputObject): print('\t\t\tbClosed: {0}'.format(input_object.is_closed())) print('\t\t\tCurveMethod: {0}'.format(input_object.get_curve_method())) print('\t\t\tCurveType: {0}'.format(input_object.get_curve_type())) print('\t\t\tReversed: {0}'.format(input_object.is_reversed())) print('\t\t\tCurvePoints: {0}'.format(input_object.get_curve_points())) def print_inputs(in_wrapper): print('print_inputs') # Unbind from the delegate in_wrapper.on_post_processing_delegate.remove_callable(print_inputs) # Fetch inputs, iterate over it and log node_inputs = in_wrapper.get_inputs_at_indices() parm_inputs = in_wrapper.get_input_parameters() if not node_inputs: print('No node inputs found!') else: print('Number of node inputs: {0}'.format(len(node_inputs))) for input_index, input_wrapper in node_inputs.items(): print('\tInput index: {0}'.format(input_index)) print_api_input(input_wrapper) if not parm_inputs: print('No parameter inputs found!') else: print('Number of parameter inputs: {0}'.format(len(parm_inputs))) for parm_name, input_wrapper in parm_inputs.items(): print('\tInput parameter name: {0}'.format(parm_name)) print_api_input(input_wrapper) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper1, _g_wrapper2 # instantiate the input HDA with auto-cook enabled _g_wrapper1 = api.instantiate_asset(get_pig_head_hda(), unreal.Transform()) # instantiate the copy curve HDA _g_wrapper2 = api.instantiate_asset(get_copy_curve_hda(), unreal.Transform()) # Configure inputs on_post_instantiation, after instantiation, but before first cook _g_wrapper2.on_post_instantiation_delegate.add_callable(configure_inputs) # Print the input state after the cook and output creation. _g_wrapper2.on_post_processing_delegate.add_callable(print_inputs) if __name__ == '__main__': run()
import unreal from Lib import __lib_topaz__ as topaz import importlib importlib.reload(topaz) actors = topaz.get_selected_level_actors() for actor in actors : components = actor.get_components_by_class(unreal.StaticMeshComponent) for component in components : asset = component.static_mesh topaz.disable_ray_tracing(asset) print(str(asset) + ' : ray tracing disabled') #disalbe Ray Trace in LevelInstance powered by topaz
# Should be used with internal UE API in later versions of UE """ Automatically create material instances based on texture names (as they are similar to material names) """ import unreal import os OVERWRITE_EXISTING = False def set_material_instance_texture(material_instance_asset, material_parameter, texture_path): if not unreal.editor_asset_library.does_asset_exist(texture_path): unreal.log_warning("Can't find texture: " + texture_path) return False tex_asset = unreal.editor_asset_library.find_asset_data(texture_path).get_asset() return unreal.material_editing_library.set_material_instance_texture_parameter_value(material_instance_asset, material_parameter, tex_asset) base_material = unreal.editor_asset_library.find_asset_data("/project/") AssetTools = unreal.AssetToolsHelpers.get_asset_tools() MaterialEditingLibrary = unreal.material_editing_library EditorAssetLibrary = unreal.editor_asset_library def create_material_instance(material_instance_folder, texture_folder, texture_name): texture_base_name = "_".join(texture_name.split("_")[1:-1]).replace("RT", "").replace("LT", "") material_instance_name = "MI_" + texture_base_name material_instance_path = os.path.join(material_instance_folder, material_instance_name) if EditorAssetLibrary.does_asset_exist(material_instance_path): # material_instance_asset = EditorAssetLibrary.find_asset_data(material_instance_path).get_asset() unreal.log("Asset already exists") if OVERWRITE_EXISTING: EditorAssetLibrary.delete_asset(material_instance_path) else: return material_instance_asset = AssetTools.create_asset(material_instance_name, material_instance_folder, unreal.MaterialInstanceConstant, unreal.MaterialInstanceConstantFactoryNew()) # Set parent material MaterialEditingLibrary.set_material_instance_parent(material_instance_asset, base_material.get_asset()) base_color_texture = os.path.join(texture_folder, "T_" + texture_base_name + "_BC").replace("\\", "/") if EditorAssetLibrary.does_asset_exist(base_color_texture): set_material_instance_texture(material_instance_asset, "Base Color", base_color_texture) print(base_color_texture) mask_texture = os.path.join(texture_folder, "T_" + texture_base_name + "_M").replace("\\", "/") if EditorAssetLibrary.does_asset_exist(mask_texture): set_material_instance_texture(material_instance_asset, "Mask", mask_texture) normal_texture = os.path.join(texture_folder, "T_" + texture_base_name + "_N").replace("\\", "/") if EditorAssetLibrary.does_asset_exist(normal_texture): set_material_instance_texture(material_instance_asset, "Normal", normal_texture) roughness_texture = os.path.join(texture_folder, "T_" + texture_base_name + "_R").replace("\\", "/") if EditorAssetLibrary.does_asset_exist(roughness_texture): set_material_instance_texture(material_instance_asset, "Roughness", roughness_texture) EditorAssetLibrary.save_asset(material_instance_path) asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() asset_root_dir = '/project/' assets = asset_registry.get_assets_by_path(asset_root_dir, recursive=True) handled_texture_dirs = [] for asset in assets: if asset.asset_class == "Texture2D": textures_path = str(asset.package_path) if textures_path in handled_texture_dirs: continue # Handling folders with different sub-folders for Textures and Materials if textures_path.endswith("Texture") or textures_path.endswith("Textures"): material_path = os.path.join(os.path.dirname(textures_path), "Materials").replace("\\", "/") else: material_path = textures_path print(material_path) create_material_instance(material_path, textures_path, str(asset.asset_name)) handled_texture_dirs.append(textures_path)
import unreal_uiutils import unreal_utils import unreal def extend_editor_example(): # declare menu entry me_reloadbutton = unreal_uiutils.create_python_tool_menu_entry( name="ReloadScriptsBtn", label="Reload Script", command_string="import importlib; import unreal_startup; importlib.reload(unreal_startup); unreal_startup.reload()", ) me_quitbutton = unreal_uiutils.create_python_tool_menu_entry( name="RestartUnrealBtn", label="Restart Unreal", command_string="import unreal_utils; unreal_utils.restart_editor()", ) me_renameassetbutton = unreal_uiutils.create_python_tool_menu_entry( name="RenameAssetBtn", label="Rename Assets", command_string="unreal.get_editor_subsystem(unreal.EditorUtilitySubsystem).spawn_and_register_tab(unreal.load_asset('/project/.EUW_JK_RenameTool'))", ) # This create a button on toolboard tb_reloadbutton = unreal_uiutils.create_toolbar_button( name="ReloadBtn", label="PyReload", command_string="import importlib; import unreal_startup; importlib.reload(unreal_startup); unreal_startup.reload()", ) # This create a drop down button on toolboard # tb_combobutton = unreal_uiutils.create_toolbar_combo_button( # "comboBtn", "python.tools" # ) #TODO: Find out where it is possible to register a new context menu for combo button # create submenu in 'File' Menu and register menu entry created above # pythonsubmenu = unreal_uiutils.extend_mainmenu_item( # "File", "PythonTools", "PythonTools", "Python Tools" # ) # pythonsubmenu.add_section("python.file.menu", "Python Tools") # pythonsubmenu.add_menu_entry("python.file.menu", me_reloadbutton) # pythonsubmenu.add_menu_entry("python.file.menu", me_quitbutton) # Create Standalone Menu and register menu entry created above new_mainmenu = unreal_uiutils.extend_mainmenu("JKTools", "JKTools") utils_section = new_mainmenu.add_section("utilities", "Utilities Tools") new_mainmenu.add_menu_entry("utilities", me_reloadbutton) new_mainmenu.add_menu_entry("utilities", me_quitbutton) asset_tools = new_mainmenu.add_section("assettools", "Asset Tools") new_mainmenu.add_menu_entry("assettools", me_renameassetbutton) # Extend Asset Context Menu sub_asset_context_menu = unreal_uiutils.extend_toolmenu(unreal_uiutils.get_asset_context_menu(), "JKAssetContextMenu", "JK Asset Actions") sub_asset_context_menu.add_section("jk.assetmenu", "Tools") sub_asset_context_menu.add_menu_entry("python.assetmenu", me_renameassetbutton) # Extend Actor Context Menu # actor_context_menu = unreal_uiutils.get_actor_context_menu() # actor_context_menu.add_section("jk.actoractions", "Tools") # sub_actor_context_menu = actor_context_menu.add_sub_menu(actor_context_menu.menu_name, "jk.actoractions", "JKActorContextMenu", "JK Actor Actions") # sub_actor_context_menu.add_section("jk.actormenu", "Tools") # action_sampleactorprint = unreal_uiutils.create_python_tool_menu_entry( # name="SampleActorTool", # label="Print Selected Actor", # command_string='print(LevelLibrary.get_selected_level_actors())', # ) # sub_actor_context_menu.add_menu_entry("jk.actormenu", action_sampleactorprint) # actor_context_menu.add_menu_entry("python.actoractions", action_sampleactorprint) # AssetRegistryPostLoad.register_callback(extend_editor) def extend_editor(): # declare menu entry me_reloadbutton = unreal_uiutils.create_python_tool_menu_entry( name="ReloadScriptsBtn", label="重载脚本", command_string="import importlib; import unreal_startup; importlib.reload(unreal_startup); unreal_startup.reload()", ) #创建独立菜单并注册上面创建的菜单项 new_mainmenu = unreal_uiutils.extend_mainmenu("LcLTools", "LcL Tools") utils_section = new_mainmenu.add_section("reload", "Reload Tools") new_mainmenu.add_menu_entry("reload", me_reloadbutton) # =========================================工具栏 按钮====================================================== # This create a button on toolboard unreal_uiutils.create_toolbar_button( name="RestartUnrealBtn", label="RestartUE", tool_tip="重启UE编辑器", icons = ["EditorStyle", "Cascade.RestartInLevel.Small"], command_string="import unreal_utils; unreal_utils.restart_editor()", ) unreal_uiutils.create_toolbar_button( name="ShowActor", label="Show", tool_tip="显示选中的Actor", icons = ["EditorStyle", "GenericViewButton"], command_string="from UserInterfaces import quick_hide; quick_hide.show_select_actor()", ) unreal_uiutils.create_toolbar_button( name="HideActor", label="Hide", tool_tip="隐藏选中的Actor", icons = ["EditorStyle", "Kismet.VariableList.HideForInstance"], command_string="from UserInterfaces import quick_hide; quick_hide.hide_select_actor()", ) # 菜单 # me_test = unreal_uiutils.create_python_tool_menu_entry( # name="TestBtn", # label="Test", # command_string="from UserInterfaces import quick_hide; quick_hide.hide_select_actor()", # ) # new_mainmenu.add_menu_entry("utilities", me_test) extend_editor()
def update_meta_human_face(asset_path: str, dna_file_path: str, head_material_name: str, face_control_rig_asset_path: str, face_anim_bp_asset_path: str, blueprint_asset_path: str, unreal_level_sequence_asset_path: str, copy_assets: bool, material_slot_to_instance_mapping: dict): # type: ignore import unreal from pathlib import Path from meta_human_dna_utilities.ingest import import_dna_file from meta_human_dna_utilities.skeletal_mesh import set_head_mesh_settings, get_head_mesh_assets from meta_human_dna_utilities.blueprint import create_actor_blueprint, add_face_component_to_blueprint from meta_human_dna_utilities.level_sequence import add_asset_to_level_sequence, create_level_sequence # post_fix = f"_{asset_path.split('/')[-1]}" post_fix = f"" skeletal_mesh = unreal.load_asset(asset_path) dna_file_path: Path = Path(dna_file_path) # load the head mesh assets face_control_rig_asset, face_anim_bp_asset, material_instances = get_head_mesh_assets( content_folder=asset_path.rsplit('/', 1)[0], skeletal_mesh=skeletal_mesh, face_control_rig_asset_path=face_control_rig_asset_path, face_anim_bp_asset_path=face_anim_bp_asset_path, material_slot_to_instance_mapping=material_slot_to_instance_mapping, copy_assets=copy_assets, post_fix=post_fix ) # set the head mesh settings skeletal_mesh = set_head_mesh_settings( skeletal_mesh=skeletal_mesh, head_material_name=head_material_name, face_control_rig_asset=face_control_rig_asset, # type: ignore face_anim_bp_asset=face_anim_bp_asset, # type: ignore material_instances=material_instances, texture_disk_folder=dna_file_path.parent / 'Maps', texture_content_folder=F"{asset_path.rsplit('/', 1)[0]}/Textures" ) # then import the dna file onto the head mesh import_dna_file( file_path=dna_file_path, skeletal_mesh_asset_path=asset_path ) if not blueprint_asset_path: blueprint_asset_path = f'{asset_path}_BP' # create the blueprint asset blueprint = create_actor_blueprint(blueprint_asset_path) # add the face component to the blueprint add_face_component_to_blueprint( blueprint=blueprint, skeletal_mesh=skeletal_mesh ) # if a level sequence path is provided if unreal_level_sequence_asset_path: level_sequence = unreal.load_asset(unreal_level_sequence_asset_path) # if the level sequence does not exist, create it if not level_sequence: content_folder = '/' + '/'.join([i for i in unreal_level_sequence_asset_path.split('/')[:-1] if i]) level_sequence_name = unreal_level_sequence_asset_path.split('/')[-1] create_level_sequence( content_folder=content_folder, name=level_sequence_name ) # add the asset to the level add_asset_to_level_sequence( asset=blueprint, level_sequence=level_sequence, label=blueprint.get_name() ) # recompile the control rig asset face_control_rig_asset.recompile_vm() # type: ignore def get_body_bone_transforms(blueprint_asset_path: str) -> dict: import unreal from meta_human_dna_utilities.blueprint import get_body_skinned_mesh_component from meta_human_dna_utilities.skeleton import get_bone_transforms blueprint = unreal.load_asset(blueprint_asset_path) if blueprint: skeletal_mesh = get_body_skinned_mesh_component(blueprint=blueprint) return get_bone_transforms(skeletal_mesh) return {}
import unreal def load_assets(folder_path, does_hard_load): asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() assets = asset_registry.get_assets_by_path(folder_path, recursive=True) error_message: str if assets is not None: static_meshes = [] for asset_data in assets: asset_data_class: unreal.Class = asset_data.get_class() if not asset_data_class: continue class_name = asset_data_class.get_name() is_static_mesh = class_name == 'StaticMesh' if is_static_mesh: if does_hard_load: print(f"Found asset: {asset_data.package_name}") static_meshes.append(asset_data) error_message = f"{folder_path}의 스태틱 매시 {len(static_meshes)}개" return error_message else: error_message = f"{folder_path}에서 에셋을 찾을 수 없습니다" return error_message folder_pathes = ["/project/", "/project/"] error_messages = [] does_hard_load: bool for folder_path in folder_pathes: result = load_assets(folder_path, does_hard_load) print(result) error_messages.append(unreal.Name(result))
# coding: utf-8 import unreal import argparse parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") args = parser.parse_args() print(args.vrm) #print(dummy[3]) humanoidBoneList = [ "hips", "leftUpperLeg", "rightUpperLeg", "leftLowerLeg", "rightLowerLeg", "leftFoot", "rightFoot", "spine", "chest", "upperChest", # 9 optional "neck", "head", "leftShoulder", "rightShoulder", "leftUpperArm", "rightUpperArm", "leftLowerArm", "rightLowerArm", "leftHand", "rightHand", "leftToes", "rightToes", "leftEye", "rightEye", "jaw", "leftThumbProximal", # 24 "leftThumbIntermediate", "leftThumbDistal", "leftIndexProximal", "leftIndexIntermediate", "leftIndexDistal", "leftMiddleProximal", "leftMiddleIntermediate", "leftMiddleDistal", "leftRingProximal", "leftRingIntermediate", "leftRingDistal", "leftLittleProximal", "leftLittleIntermediate", "leftLittleDistal", "rightThumbProximal", "rightThumbIntermediate", "rightThumbDistal", "rightIndexProximal", "rightIndexIntermediate", "rightIndexDistal", "rightMiddleProximal", "rightMiddleIntermediate", "rightMiddleDistal", "rightRingProximal", "rightRingIntermediate", "rightRingDistal", "rightLittleProximal", "rightLittleIntermediate", "rightLittleDistal", #54 ] humanoidBoneParentList = [ "", #"hips", "hips",#"leftUpperLeg", "hips",#"rightUpperLeg", "leftUpperLeg",#"leftLowerLeg", "rightUpperLeg",#"rightLowerLeg", "leftLowerLeg",#"leftFoot", "rightLowerLeg",#"rightFoot", "hips",#"spine", "spine",#"chest", "chest",#"upperChest" 9 optional "chest",#"neck", "neck",#"head", "chest",#"leftShoulder", # <-- upper.. "chest",#"rightShoulder", "leftShoulder",#"leftUpperArm", "rightShoulder",#"rightUpperArm", "leftUpperArm",#"leftLowerArm", "rightUpperArm",#"rightLowerArm", "leftLowerArm",#"leftHand", "rightLowerArm",#"rightHand", "leftFoot",#"leftToes", "rightFoot",#"rightToes", "head",#"leftEye", "head",#"rightEye", "head",#"jaw", "leftHand",#"leftThumbProximal", "leftThumbProximal",#"leftThumbIntermediate", "leftThumbIntermediate",#"leftThumbDistal", "leftHand",#"leftIndexProximal", "leftIndexProximal",#"leftIndexIntermediate", "leftIndexIntermediate",#"leftIndexDistal", "leftHand",#"leftMiddleProximal", "leftMiddleProximal",#"leftMiddleIntermediate", "leftMiddleIntermediate",#"leftMiddleDistal", "leftHand",#"leftRingProximal", "leftRingProximal",#"leftRingIntermediate", "leftRingIntermediate",#"leftRingDistal", "leftHand",#"leftLittleProximal", "leftLittleProximal",#"leftLittleIntermediate", "leftLittleIntermediate",#"leftLittleDistal", "rightHand",#"rightThumbProximal", "rightThumbProximal",#"rightThumbIntermediate", "rightThumbIntermediate",#"rightThumbDistal", "rightHand",#"rightIndexProximal", "rightIndexProximal",#"rightIndexIntermediate", "rightIndexIntermediate",#"rightIndexDistal", "rightHand",#"rightMiddleProximal", "rightMiddleProximal",#"rightMiddleIntermediate", "rightMiddleIntermediate",#"rightMiddleDistal", "rightHand",#"rightRingProximal", "rightRingProximal",#"rightRingIntermediate", "rightRingIntermediate",#"rightRingDistal", "rightHand",#"rightLittleProximal", "rightLittleProximal",#"rightLittleIntermediate", "rightLittleIntermediate",#"rightLittleDistal", ] for i in range(len(humanoidBoneList)): humanoidBoneList[i] = humanoidBoneList[i].lower() for i in range(len(humanoidBoneParentList)): humanoidBoneParentList[i] = humanoidBoneParentList[i].lower() ###### reg = unreal.AssetRegistryHelpers.get_asset_registry(); ## meta 取得 a = reg.get_all_assets(); for aa in a: if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object print(vv) meta = vv ## rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r #rig = rigs[10] h_mod = rig.get_hierarchy_modifier() #elements = h_mod.get_selection() #sk = rig.get_preview_mesh() #k = sk.skeleton #print(k) ### 全ての骨 modelBoneListAll = [] modelBoneNameList = [] for e in reversed(h_mod.get_elements()): if (e.type != unreal.RigElementType.BONE): h_mod.remove_element(e) name_to_control = {"dummy_for_table" : None} gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [0.2, 0.2, 0.2]) for e in h_mod.get_elements(): print(e.name) if (e.type != unreal.RigElementType.BONE): continue bone = h_mod.get_bone(e) parentName = "{}".format(bone.get_editor_property('parent_name')) #print("parent==") #print(parentName) cur_parentName = parentName + "_c" name_s = "{}".format(e.name) + "_s" name_c = "{}".format(e.name) + "_c" space = h_mod.add_space(name_s, parent_name=cur_parentName, space_type=unreal.RigSpaceType.CONTROL) control = h_mod.add_control(name_c, space_name=space.name, gizmo_color=[0.1, 0.1, 1.0, 1.0], ) h_mod.set_initial_global_transform(space, h_mod.get_global_transform(e)) cc = h_mod.get_control(control) cc.set_editor_property('gizmo_transform', gizmo_trans) #cc.set_editor_property('control_type', unreal.RigControlType.ROTATOR) h_mod.set_control(cc) name_to_control[name_c] = cc c = None try: i = list(name_to_control.keys()).index(cur_parentName) except: i = -1 if (i >= 0): c = name_to_control[cur_parentName] if (cc != None): if ("{}".format(e.name) in meta.humanoid_bone_table.values() ): cc.set_editor_property('gizmo_color', unreal.LinearColor(0.1, 0.1, 1.0, 1.0)) h_mod.set_control(cc) else: cc.set_editor_property('gizmo_color', unreal.LinearColor(1.0, 0.1, 0.1, 1.0)) h_mod.set_control(cc) c = rig.controller g = c.get_graph() n = g.get_nodes() # 配列ノード追加 collectionItem_forControl:unreal.RigVMStructNode = None collectionItem_forBone:unreal.RigVMStructNode = None for node in n: if (node.get_node_title() == 'Items'): #print(node.get_node_title()) #node = unreal.RigUnit_CollectionItems.cast(node) pin = node.find_pin('Items') print(pin.get_array_size()) print(pin.get_default_value()) if (pin.get_array_size() < 40): continue if 'Type=Control' in pin.get_default_value(): collectionItem_forControl = node if 'Type=Bone' in pin.get_default_value(): collectionItem_forBone = node #nn = unreal.EditorFilterLibrary.by_class(n,unreal.RigUnit_CollectionItems.static_class()) # controller array if (collectionItem_forControl == None): collectionItem_forControl = c.add_struct_node(unreal.RigUnit_CollectionItems.static_struct(), method_name='Execute') items_forControl = collectionItem_forControl.find_pin('Items') c.clear_array_pin(items_forControl.get_pin_path()) if (collectionItem_forBone != None): items_forBone = collectionItem_forBone.find_pin('Items') c.clear_array_pin(items_forBone.get_pin_path()) for bone_h in meta.humanoid_bone_table: bone_m = meta.humanoid_bone_table[bone_h] try: i = humanoidBoneList.index(bone_h.lower()) except: i = -1 if (i >= 0): tmp = '(Type=Bone,Name=' tmp += "{}".format(bone_m).lower() tmp += ')' c.add_array_pin(items_forBone.get_pin_path(), default_value=tmp) for e in h_mod.get_elements(): print(e.name) if (e.type == unreal.RigElementType.CONTROL): tmp = '(Type=Control,Name=' tmp += "{}".format(e.name) tmp += ')' c.add_array_pin(items_forControl.get_pin_path(), default_value=tmp)
# -*- coding: utf-8 -*- import unreal from Utilities.Utils import Singleton class MinimalExample(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonBPLib.get_chameleon_data(self.json_path) self.ui_output = "InfoOutput" self.click_count = 0 def on_button_click(self): self.click_count += 1 self.data.set_text(self.ui_output, "Clicked {} time(s)".format(self.click_count))
# -*- coding: utf-8 -*- """ Created on Mon Feb 26 09:26:32 2024 @author: WillQuantique """ import random as rd import unreal def create_sequence_from_selection(sequence_name, length_frames = 1, package_path = '/project/', target_camera = unreal.Object): ''' 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 target_camera(unreal.CameraActor): The camera to use. Returns: unreal.LevelSequence: The created level sequence ''' print("launching") # Create the sequence asset in the desired location sequence = unreal.AssetToolsHelpers.get_asset_tools().create_asset( sequence_name, package_path, unreal.LevelSequence, unreal.LevelSequenceFactoryNew()) print("sequence created from selection") # Only one frame needed to render stills sequence.set_playback_end(1) binding = sequence.add_possessable(target_camera) try: camera = unreal.CameraActor.cast(target_camera) 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", 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 = target_camera.get_cine_camera_component() camera_component_binding = sequence.add_possessable(camera_component) camera_component_binding.set_parent(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(0) except TypeError: unreal.log_error(f"Trex TypeError {str(sequence)}") # Log the output sequence with tag Trex for easy lookup print("camerajob done") unreal.log("Trex" + str(sequence)) return sequence def setup_camera_actor(location=unreal.Vector(0, 0, 0), rotation=unreal.Rotator(0, 0, 0), focus = 132.0): # adapted from https://github.com/project/.py """ Parameters ---------- location : Unreal vector for camera location DESCRIPTION. The default is unreal.Vector(0, 0, 0). rotation : Unreal rotator for camera rotation DESCRIPTION. The default is unreal.Rotator(0, 0, 0). focus : float, for focus distance DESCRIPTION. The default is 132.0. Returns ------- camera_actor : Unreal actor The camera set with given rotation, position and focal distance """ # 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) # set focal distance # create an instance of camera settings and pass it properties of interest settings = unreal.CameraFocusSettings() settings.manual_focus_distance = focus settings.focus_method = unreal.CameraFocusMethod.MANUAL # pass the settings to the camera ccc = camera_actor.get_cine_camera_component() ccc.set_editor_property("focus_settings", settings) return camera_actor asset_name="sequence"+str(rd.randint(0,99999999))+str(rd.randint(0,99999999))+str(rd.randint(0,99999999))+str(rd.randint(0,99999999)) loc = unreal.Vector(260,280,150) rot = unreal.Rotator(0,0,-90) foc = 150.0 camera = setup_camera_actor(loc,rot,foc) sequence = create_sequence_from_selection(asset_name, length_frames = 1, package_path = '/project/', target_camera = camera) # Load the Pose Asset and the Skeletal Mesh of the Metahuman pose_asset_path = "/project/-03_Joy" metahuman_skeletal_mesh_path = "/project/" ctrl_rig_path = "/project/" """ rig_asset = unreal.EditorAssetLibrary.load_asset(ctrl_rig_path) unreal.log(rig_asset) rig = rig_asset.create_control_rig() unreal.log(rig) """ #rig_class = rig.get_control_rig_class() editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) all_actors = editor_actor_subsystem.get_all_level_actors() # for that one actor with FA007 in the name for actor in all_actors: if "FA007" in actor.get_name(): metahuman_actor_name = actor.get_name() break pose_asset = unreal.EditorAssetLibrary.load_asset(pose_asset_path) #pose_rig = pose_asset.create_control_rig() # Attempt to find the Metahuman actor in the scene metahuman_actor = next((actor for actor in all_actors if actor.get_name() == metahuman_actor_name), None) if not metahuman_actor: print("Failed to find the Metahuman actor named:", metahuman_actor_name) #unreal.log(sequence) mh_binding = sequence.add_possessable(metahuman_actor) levelSequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence() # Get face rigs faceRigs = [] rigProxies = unreal.ControlRigSequencerLibrary.get_control_rigs(levelSequence) for rigProxy in rigProxies: rig = rigProxy.control_rig if rig.get_name() == 'Face_ControlBoard_CtrlRig': print("Face found") faceRigs.append(rig) """ for pose in pose_asset.pose.copy_of_controls: if pose.name == "CTRL_L_mouth_dimple": unreal.log(pose.name) unreal.log(pose.control_type) unreal.log(pose.local_transform) unreal.log(pose.global_transform ) unreal.log(pose.offset_transform) unreal.log(pose.parent_key) unreal.log(pose.parent_transform) """ pose = pose_asset.pose.copy_of_controls[0] loc_trans = unreal.Transform loc_trans.rotation = pose.local_transform.rotation unreal.ControlRigSequencerLibrary.set_local_control_rig_transform(sequence, faceRigs[0], pose.name,unreal.FrameNumber(0), loc_trans) # Find the Metahuman actor in the scene for pose in pose_asset.pose.copy_of_controls: unreal.log(pose.name) unreal.log(pose.local_transform.rotation) unreal.ControlRigSequencerLibrary.set_local_control_rig_transform(sequence, faceRigs[0], pose.name,unreal.FrameNumber(0), pose.local_transform) if not pose_asset: print("Failed to load the Pose Asset from path:", pose_asset_path) # finally create the rig track #rig_track = unreal.ControlRigSequencerLibrary.find_or_create_control_rig_track(world,sequence, rig_class, mh_binding) controls = pose_asset.get_control_names() for control in controls: rig.select_control(control) if rig.current_control_selection(): unreal.log(rig.current_control_selection()) pose_asset.paste_pose(rig) #unreal.log(unreal.ControlRigSequencerLibrary().get_local_control_rig_float(sequence, rig, controls[0], unreal.FrameNumber(1),time_unit=unreal.SequenceTimeUnit.DISPLAY_RATE))
from webbrowser import get from pkg_resources import normalize_path import unreal from pathlib import Path from CommonFunctions import get_asset_dir # selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() # selected_folders = unreal.EditorUtilityLibrary.get_selected_folder_paths() string_lib = unreal.StringLibrary() editor_lib = unreal.EditorUtilityLibrary def get_selected_dir(): selected_assets = editor_lib .get_selected_assets() selected_folders_path = editor_lib .get_selected_folder_paths() if len(selected_assets) != 0: asset = selected_assets[0] asset_dir_path = get_asset_dir(asset) elif len(selected_folders_path) != 0: folder_path = selected_folders_path[0] asset_dir_path = string_lib.split(folder_path,"/All")[1] else: asset_dir_path = editor_lib .get_current_content_browser_path() return asset_dir_path print(get_selected_dir()) # dir_name = unreal.Paths.normalize_directory_name # relative_path = unreal.Paths.make_path_relative_to # get_dir = unreal.Paths.get_path # string_lib = unreal.StringLibrary() # def get_asset_path(asset): # """资产完整路径,剔除资产本身文件名""" # asset_path_name = asset.get_path_name() # asset_dir = str(Path(asset_path_name).parent) # asset_dirx = dir_name(asset_dir) # print(asset_path_name) # print(asset_dir) # print(asset_dirx) # print("getdir:" + get_dir(asset_path_name)) # gg=get_asset_dir(selected_asset[0]) # print(gg) # mesh_dir_input = "/Meshes/" # print("aa" + dir_name(mesh_dir_input)) # unreal python select a folder and get the path of the folder
import sys import unreal import os # Get the Unreal project directory project_dir = unreal.SystemLibrary.get_project_directory() # Build the path to your tools folder relative to the project directory tools_path = os.path.join(project_dir, "Python") # Add to sys.path if not already present if tools_path not in sys.path: sys.path.append(tools_path) import custom_import_unreal unreal.log(f"Tools Path: {tools_path}")
# -*- coding: utf-8 -*- """ Created on Mon Feb 26 09:43:45 2024 @author: WillQuantique """ import unreal # Access the Editor Actor Utilities Subsystem editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) # Get all actors in the scene all_actors = editor_actor_subsystem.get_all_level_actors() # Assuming Metahumans have a unique naming or tagging convention, you could filter by name or tag # For this example, the script lists all actors without specific filtering for actor in all_actors: print(actor.get_name())
import unreal import os import time import uuid import shutil from pathlib import Path """ 纹理通道迁移工具 (Texture Channel Transfer Tool) 版本: 1.0 功能说明: 本脚本用于将一组M(Mask)纹理的蓝色通道(B)自动迁移到对应D(Diffuse/Albedo)纹理的Alpha通道(A)中。 主要用于批量处理材质纹理,简化美术工作流程,优化纹理通道的使用。 具体功能: 1. 自动识别同一目录下的配对M和D纹理(基于命名规则: 基础名称+"_m"和"_d") 2. 将M纹理中的B通道提取并替换到D纹理的Alpha通道 3. 保留原始D纹理的所有重要设置(压缩方式、MipMap设置、寻址模式等) 4. 维护所有对D纹理的引用关系(如材质中的引用),确保修改后引用不丢失 使用方法: 1. 在内容浏览器中选择包含M和D纹理对的目标文件夹 2. 运行此脚本 3. 脚本将自动处理选中文件夹中的所有匹配纹理对 注意事项: - 需要PIL库支持(如未安装,请在UE的Python环境中运行: pip install pillow) - 脚本会临时将纹理导出到项目Temp目录中进行处理,完成后会自动清理 - 处理过程不会修改原始M纹理,仅修改D纹理的Alpha通道 """ def process_textures(): # 获取当前在内容浏览器中选择的文件夹 selected_folders = unreal.EditorUtilityLibrary.get_selected_folder_paths() if not selected_folders or len(selected_folders) == 0: unreal.log_warning("请先在内容浏览器中选择一个文件夹,然后再运行此脚本") return selected_path = selected_folders[0] selected_path = selected_path.replace("/All", "") unreal.log_warning(f"处理目录: {selected_path}") # 获取所有Texture2D资产 assets = unreal.PythonBPLib.get_assets_data_by_class( paths_folders=[selected_path], class_names=["Texture2D"], ) unreal.log_warning(f"在目录 {selected_path} 中找到 {len(assets)} 个纹理资产") # 将获取的资产整理到字典中 texture_assets = {} for asset in assets: asset_name = str(asset.asset_name) package_path = str(asset.package_path) package_name = str(asset.package_name) texture_assets[asset_name] = (package_path, package_name) # unreal.log(f"资产: {asset_name}, 路径: {package_name}") # 建立_m和_d纹理的映射关系 m_textures = {} d_textures = {} for texture_name, (package_path, package_name) in texture_assets.items(): if "_m" in texture_name: base_name = texture_name.split("_m")[0] m_textures[base_name] = (texture_name, package_path, package_name) elif "_d" in texture_name: base_name = texture_name.split("_d")[0] d_textures[base_name] = (texture_name, package_path, package_name) unreal.log_warning(f"找到 {len(m_textures)} 个_m纹理和 {len(d_textures)} 个_d纹理") # 创建临时目录 - 使用UE项目临时目录而不是系统临时目录 project_dir = unreal.Paths.project_dir() temp_base_dir = os.path.join(project_dir, "Temp") temp_dir = os.path.join(temp_base_dir, f"TextureProcess_{uuid.uuid4().hex}") # 确保目录存在 try: os.makedirs(temp_dir, exist_ok=True) unreal.log(f"创建临时目录: {temp_dir}") except Exception as e: unreal.log_error(f"无法创建临时目录: {e}") return # 检查并处理纹理对 processed_count = 0 # 准备批量导出 texture_pairs = [] for base_name in m_textures: if base_name in d_textures: m_texture_name, m_package_path, m_package_name = m_textures[base_name] d_texture_name, d_package_path, d_package_name = d_textures[base_name] # unreal.log(f"准备处理纹理对: {base_name}") # unreal.log(f"M纹理: {m_texture_name}, 路径: {m_package_name}") # unreal.log(f"D纹理: {d_texture_name}, 路径: {d_package_name}") # 记录纹理对,便于后续处理 texture_pairs.append(( base_name, m_texture_name, m_package_path, m_package_name, d_texture_name, d_package_path, d_package_name )) try: # 获取AssetTools实例 asset_tools = unreal.AssetToolsHelpers.get_asset_tools() # 创建两个导出目录 m_export_dir = os.path.join(temp_dir, "m_textures") d_export_dir = os.path.join(temp_dir, "d_textures") os.makedirs(m_export_dir, exist_ok=True) os.makedirs(d_export_dir, exist_ok=True) # 处理每一对纹理 for (base_name, m_texture_name, m_package_path, m_package_name, d_texture_name, d_package_path, d_package_name) in texture_pairs: try: unreal.log(f"处理纹理对: {base_name}") # 获取原始D纹理资产以保存其设置 d_asset = unreal.EditorAssetLibrary.load_asset(d_package_name) if not d_asset: unreal.log_error(f"无法加载D纹理资产: {d_package_name}") continue # 保存原始D纹理的所有重要设置 d_texture_settings = { # 基本设置组 "compression_settings": d_asset.get_editor_property("compression_settings"), "srgb": d_asset.get_editor_property("srgb"), "filter": d_asset.get_editor_property("filter"), "mip_gen_settings": d_asset.get_editor_property("mip_gen_settings"), # 纹理寻址设置 "address_x": d_asset.get_editor_property("address_x") if hasattr(d_asset, "address_x") else None, "address_y": d_asset.get_editor_property("address_y") if hasattr(d_asset, "address_y") else None, # LOD和流送设置 "lod_bias": d_asset.get_editor_property("lod_bias") if hasattr(d_asset, "lod_bias") else None, "lod_group": d_asset.get_editor_property("lod_group") if hasattr(d_asset, "lod_group") else None, "never_stream": d_asset.get_editor_property("never_stream") if hasattr(d_asset, "never_stream") else None, # 压缩和质量设置 "compression_quality": d_asset.get_editor_property("compression_quality") if hasattr(d_asset, "compression_quality") else None, "compression_no_alpha": d_asset.get_editor_property("compression_no_alpha") if hasattr(d_asset, "compression_no_alpha") else None, "defer_compression": d_asset.get_editor_property("defer_compression") if hasattr(d_asset, "defer_compression") else None, "lossy_compression_amount": d_asset.get_editor_property("lossy_compression_amount") if hasattr(d_asset, "lossy_compression_amount") else None, # Mip和缩放设置 "power_of_two_mode": d_asset.get_editor_property("power_of_two_mode") if hasattr(d_asset, "power_of_two_mode") else None, "max_texture_size": d_asset.get_editor_property("max_texture_size") if hasattr(d_asset, "max_texture_size") else None, "downscale": d_asset.get_editor_property("downscale") if hasattr(d_asset, "downscale") else None, # 颜色和通道设置 "flip_green_channel": d_asset.get_editor_property("flip_green_channel") if hasattr(d_asset, "flip_green_channel") else None, "use_legacy_gamma": d_asset.get_editor_property("use_legacy_gamma") if hasattr(d_asset, "use_legacy_gamma") else None, "chroma_key_texture": d_asset.get_editor_property("chroma_key_texture") if hasattr(d_asset, "chroma_key_texture") else None, # 虚拟纹理设置 "virtual_texture_streaming": d_asset.get_editor_property("virtual_texture_streaming") if hasattr(d_asset, "virtual_texture_streaming") else None, } # 提取包路径的最后部分作为资产名称 m_asset_filename = os.path.basename(m_package_name) d_asset_filename = os.path.basename(d_package_name) # 导出M纹理和D纹理 asset_tools.export_assets([m_package_name], m_export_dir) asset_tools.export_assets([d_package_name], d_export_dir) # 等待文件确实被写入磁盘 time.sleep(0.5) # 寻找M纹理和D纹理的导出文件 m_export_path = None d_export_path = None # 递归寻找导出的文件 for root, dirs, files in os.walk(m_export_dir): for file in files: if m_asset_filename in file: m_export_path = os.path.join(root, file) break if m_export_path: break for root, dirs, files in os.walk(d_export_dir): for file in files: if d_asset_filename in file: d_export_path = os.path.join(root, file) break if d_export_path: break if m_export_path is None or d_export_path is None: unreal.log_error(f"无法找到导出的纹理文件: M={m_export_path}, D={d_export_path}") continue # unreal.log(f"找到M纹理文件: {m_export_path}") # unreal.log(f"找到D纹理文件: {d_export_path}") # 调用Python图像处理库来修改纹理 try: from PIL import Image # 打开两个图像(增加重试机制) retry_count = 0 m_img = None d_img = None while retry_count < 5: try: m_img = Image.open(m_export_path) d_img = Image.open(d_export_path) break except Exception as e: retry_count += 1 unreal.log_warning(f"尝试打开图像时遇到错误,重试 {retry_count}/5: {str(e)}") time.sleep(1) if m_img is None or d_img is None: unreal.log_error("无法打开导出的图像文件") continue # 检查图像模式并转换为RGBA m_img = m_img.convert("RGBA") d_img = d_img.convert("RGBA") # 记录尺寸,用于调试 m_size = m_img.size d_size = d_img.size # 检查尺寸是否匹配,如果不匹配则调整M纹理大小 if m_size != d_size: # unreal.log_warning(f"纹理尺寸不匹配! M: {m_size}, D: {d_size},正在调整M纹理尺寸...") m_img = m_img.resize(d_size, Image.Resampling.LANCZOS) # 拆分通道 m_r, m_g, m_b, m_a = m_img.split() d_r, d_g, d_b, d_a = d_img.split() # 再次检查通道尺寸是否匹配 if m_b.size != d_r.size: # unreal.log_warning(f"通道尺寸仍不匹配! M蓝通道: {m_b.size}, D红通道: {d_r.size},正在调整通道尺寸...") m_b = m_b.resize(d_r.size, Image.Resampling.LANCZOS) # 检查B通道是否所有像素都是白色 import numpy as np m_b_array = np.array(m_b) if np.all(m_b_array == 255): unreal.log_warning(f"---跳过复制通道:{base_name} 的B通道所有像素都是255(白色)") continue unreal.log_warning(f"===正在处理纹理对: {base_name} (M: {m_texture_name}, D: {d_texture_name})") # 将M纹理的B通道用作D纹理的A通道 new_dimg = Image.merge("RGBA", (d_r, d_g, d_b, m_b)) # 直接覆盖原始D纹理文件 # 先保存到一个临时文件 temp_output_path = os.path.splitext(d_export_path)[0] + "_temp.tga" new_dimg.save(temp_output_path, format="TGA") # 确认文件已经写入磁盘 retry_count = 0 while not os.path.exists(temp_output_path) and retry_count < 5: time.sleep(0.5) retry_count += 1 if not os.path.exists(temp_output_path): unreal.log_error(f"无法保存修改后的纹理: {temp_output_path}") continue # 删除原始D纹理文件,然后将临时文件重命名为原始文件名 try: if os.path.exists(d_export_path): os.remove(d_export_path) os.rename(temp_output_path, d_export_path) # unreal.log_warning(f"成功覆盖原始D纹理文件: {d_export_path}") except Exception as e: unreal.log_error(f"覆盖原始文件时出错: {str(e)}") continue # 导入纹理 imported_asset = unreal.AssetImportTask() imported_asset.filename = d_export_path imported_asset.destination_path = d_package_path imported_asset.destination_name = d_asset_filename imported_asset.replace_existing = True imported_asset.save = True imported_asset.automated = True asset_tools.import_asset_tasks([imported_asset]) # 获取新导入的资产 new_dasset = unreal.EditorAssetLibrary.load_asset(d_package_name) if not new_dasset: unreal.log_error(f"导入后无法加载D纹理资产: {d_package_name}") continue # 应用原始设置到新纹理 # unreal.log(f"应用原始纹理设置到新导入的纹理") # 应用所有保存的设置到新纹理 for prop_name, prop_value in d_texture_settings.items(): if prop_value is not None: try: new_dasset.set_editor_property(prop_name, prop_value) except Exception as e: unreal.log_warning(f"无法设置属性 {prop_name}: {str(e)}") # 保存资产 unreal.EditorAssetLibrary.save_loaded_asset(new_dasset) unreal.log(f"成功将修改后的纹理导入回引擎,覆盖了: {d_package_name}") unreal.log(f"保留了原始纹理的所有重要设置") processed_count += 1 except ImportError as ie: unreal.log_error(f"缺少PIL库: {str(ie)}") unreal.log_error("请先在UE的Python环境中安装PIL: pip install pillow") except Exception as e: unreal.log_error(f"处理图像时发生错误: {str(e)}") import traceback unreal.log_error(traceback.format_exc()) except Exception as e: unreal.log_error(f"处理贴图 {base_name} 时发生错误: {str(e)}") import traceback unreal.log_error(traceback.format_exc()) except Exception as e: unreal.log_error(f"导出资产时发生错误: {str(e)}") import traceback unreal.log_error(traceback.format_exc()) # 清理临时文件 try: shutil.rmtree(temp_dir, ignore_errors=True) unreal.log(f"已尝试清理临时目录: {temp_dir}") except Exception as e: unreal.log_warning(f"清理临时文件时发生错误: {e}") unreal.log(f"处理完成! 共处理了 {processed_count} 对纹理。") # 直接执行函数 process_textures()
import unreal def get_selected_content_browser_assets(): editor_utility = unreal.EditorUtilityLibrary() selected_assets = editor_utility.get_selected_assets() return selected_assets def log_asset_types(assets): for asset in assets: unreal.log(f"Asset Name: {asset.get_name()} is a {type(asset)}") def find_material_in_assets(assets): for asset in assets: if type(asset) is unreal.Material: return asset return None def find_textures2D_in_assets(assets): textures = [] for asset in assets: if type(asset) is unreal.Texture2D: textures.append(asset) return textures def get_random_color(): return unreal.LinearColor(unreal.MathLibrary.rand_range(0, 1), unreal.MathLibrary.rand_range(0, 1), unreal.MathLibrary.rand_range(0, 1)) def get_random_bright_color(): return unreal.LinearColor(unreal.MathLibrary.rand_range(0.5, 1), unreal.MathLibrary.rand_range(0.5, 1), unreal.MathLibrary.rand_range(0.5, 1)) def create_material_instance(parent_material, asset_path, new_asset_name): # Create the child material asset_tools = unreal.AssetToolsHelpers.get_asset_tools() material_factory = unreal.MaterialInstanceConstantFactoryNew() new_asset = asset_tools.create_asset(new_asset_name, asset_path, None, material_factory) # Assign its parent unreal.MaterialEditingLibrary.set_material_instance_parent(new_asset, parent_material) return new_asset def create_material_instances_for_texture(parent_material, instance_name, texture, color): unreal.log(f"Creating material instance for texture: {texture.get_name()}") material_asset_path = unreal.Paths.get_path(texture.get_path_name()) material_instance = create_material_instance(parent_material, material_asset_path, instance_name) # Assign the texture unreal.MaterialEditingLibrary.set_material_instance_texture_parameter_value(material_instance, "MainTex", texture) # Assign a random color unreal.MaterialEditingLibrary.set_material_instance_vector_parameter_value(material_instance, "Color", color) # Save the asset unreal.EditorAssetLibrary.save_asset(material_instance.get_path_name(), only_if_is_dirty=True) return material_instance def create_material_instances_for_each_texture(material, textures): material_instances = [] for texture in textures: material_name = f"{material.get_name()}_{texture.get_name()}" material_instance = create_material_instances_for_texture(material, material_name, texture, get_random_bright_color()) material_instances.append(material_instance) return material_instances def create_material_instances_variations(parent_material, textures): material_instances = [] for texture in textures: variation_count = 10 for i in range(variation_count): material_name = f"{parent_material.get_name()}_{texture.get_name()}_{i}" material_instance = create_material_instances_for_texture(parent_material, material_name, texture, get_random_color()) material_instances.append(material_instance) return material_instances def run(): unreal.log("Running create material instances script") selected_assets = get_selected_content_browser_assets() log_asset_types(selected_assets) material = find_material_in_assets(selected_assets) textures = find_textures2D_in_assets(selected_assets) if not material: unreal.log_error("No material selected") return if not textures: unreal.log_error("No textures selected") return unreal.log(f"Selected material: {material.get_name()}") unreal.log(f"{len(textures)} textures selected") material_instances = create_material_instances_variations(material, textures) # # Open the editor for these new material instance # asset_tools = unreal.AssetToolsHelpers.get_asset_tools() # asset_tools.open_editor_for_assets((material_instances)) run()
import unreal # 삭제할 블루프린트 액터의 경로 blueprint_path = '/project/.BP_RefBall' # 삭제할 액터 클래스의 레퍼런스 얻기 actor_class_ref = unreal.EditorAssetLibrary.load_blueprint_class(blueprint_path) # 레벨의 모든 액터를 가져오기 actors = unreal.EditorLevelLibrary.get_all_level_actors() # 액터들을 반복 처리하며, 특정 액터 찾기 for actor in actors: # 액터의 클래스를 가져옴 actor_class = actor.get_class() # 액터의 클래스와 삭제할 블루프린트의 클래스가 일치하는지 확인 if actor_class == actor_class_ref: # 액터 파괴 unreal.EditorLevelLibrary.destroy_actor(actor) print("All BP_RefBall actors destroyed.")
# py automise script by Minomi ## run with python 2.7 in UE4 #######################################import modules from here################################# from pyclbr import Class import unreal import re from typing import List #######################################import modules end####################################### #######################################functions from here####################################### def get_selected_asset_dir() -> str : ar_asset_lists = unreal.EditorUtilityLibrary.get_selected_assets() if len(ar_asset_lists) > 0 : str_selected_asset = unreal.EditorAssetLibrary.get_path_name_for_loaded_asset(ar_asset_lists[0]) path = str_selected_asset.rsplit('/', 1)[0] else : path = '' return path def get_anim_list (__path: str) -> List[str] : seq_list = unreal.EditorAssetLibrary.list_assets(__path, False, False) return seq_list def check_animseq_by_name_in_list (__anim_name: str, __list: list ) -> str : need_to_return :str = '' if len(__list) > 0 : for each in __list : result = re.search(__anim_name, each) if result != None : need_to_return = each break return need_to_return else : return need_to_return #Re Module로 리팩토링함. ##애니메이션을 못찾으면 끼워넣지 않아요! def set_bs_sample (__animation, __axis_x: float, __axis_y: float) -> object : # returns [BlendSample] unreal native type bs_sample = unreal.BlendSample() vec_sample = unreal.Vector(__axis_x, __axis_y, 0.0) #do not use 3D BlendSampleVector bs_sample.set_editor_property('animation', __animation) bs_sample.set_editor_property('sample_value', vec_sample) bs_sample.set_editor_property('rate_scale', 1.0) bs_sample.set_editor_property('snap_to_grid', True) return bs_sample def set_blendSample_to_bs (__blendspace, __blendsample) -> int : #returns [BlendSpace] unreal loaded asset __blendspace.set_editor_property('sample_data', __blendsample) return 0 def set_blendParameter (__min: float , __max: float) -> object : bs_parameter = unreal.BlendParameter() bs_parameter.set_editor_property('display_name', 'none') bs_parameter.set_editor_property('grid_num', 4) bs_parameter.set_editor_property('min', __min) bs_parameter.set_editor_property('max', __max) return bs_parameter def set_square_blendSpace (__blendspace, __blendparameter) -> None : __blendspace.set_editor_property('blend_parameters', [__blendparameter,__blendparameter,__blendparameter]) #######################################functions end####################################### #######################################class from here###################################### class wrapedBlendSpaceSetting: main_dir: str = '' bs_dir: str = '/project/' #blend space relative path post_fix: str = '' #edit this if variation pre_fix: str = '' #edit this if variation custom_input: str = pre_fix + '/Animation' + post_fix bs_names: list = [ "IdleRun_BS_Peaceful", "IdleRun_BS_Battle", "Down_BS", "Groggy_BS", "Airborne_BS", "LockOn_BS" ] seq_names: list = [ '_Idle01', '_Walk_L', '_BattleIdle01', '_Run_L', '_KnockDown_L', '_Groggy_L', '_Airborne_L', '_Caution_Cw', '_Caution_Fw', '_Caution_Bw', '_Caution_Lw', '_Caution_Rw' ] #######################################class end####################################### #######################################run from here####################################### wraped :Class = wrapedBlendSpaceSetting() wraped.main_dir = get_selected_asset_dir() seek_anim_path = wraped.main_dir + wraped.custom_input bs_path = wraped.main_dir + wraped.bs_dir anim_list = get_anim_list(seek_anim_path) name_list :list = [] for each in wraped.seq_names : anim_name = check_animseq_by_name_in_list( ( wraped.pre_fix + each ) , anim_list) name_list.append(anim_name) print(anim_name) found_list: list = [] for each in name_list : loaded_seq = unreal.EditorAssetLibrary.load_asset(each) found_list.append(loaded_seq) bs_sample_for_idle_peace = [ set_bs_sample(found_list[0], 0.0, 0.0), set_bs_sample(found_list[1], 100.0, 0.0) ] bs_sample_for_idle_battle = [ set_bs_sample(found_list[2], 0.0, 0.0), set_bs_sample(found_list[3], 0.0, 0.0) ] bs_sample_for_down = [set_bs_sample(found_list[4], 0.0, 0.0)] bs_sample_for_groggy = [set_bs_sample(found_list[5], 0.0, 0.0)] bs_sample_for_airborne = [set_bs_sample(found_list[6], 0.0, 0.0)] bs_sample_for_lock_on = [ set_bs_sample(found_list[7], 0.0, 0.0), set_bs_sample(found_list[8], 0.0, 1.0), set_bs_sample(found_list[9], 0.0, -1.0), set_bs_sample(found_list[10], 1.0, 0.0), set_bs_sample(found_list[11], -1.0, 0.0) ] bs_param_idle = set_blendParameter(0.0, 100.0) bs_param_lock_on = set_blendParameter(-1.0, 1.0) bs_idle_peaceful = unreal.EditorAssetLibrary.load_asset ( bs_path + '/' + wraped.bs_names[0] ) bs_idle_battle = unreal.EditorAssetLibrary.load_asset ( bs_path + '/' + wraped.bs_names[1] ) bs_idle_down = unreal.EditorAssetLibrary.load_asset ( bs_path + '/' + wraped.bs_names[2] ) bs_idle_groggy = unreal.EditorAssetLibrary.load_asset ( bs_path + '/' + wraped.bs_names[3] ) bs_idle_airborne = unreal.EditorAssetLibrary.load_asset ( bs_path + '/' + wraped.bs_names[4] ) bs_idle_lockon = unreal.EditorAssetLibrary.load_asset ( bs_path + '/' + wraped.bs_names[5] ) set_square_blendSpace( bs_idle_peaceful, bs_param_idle) set_square_blendSpace( bs_idle_battle, bs_param_idle) set_square_blendSpace( bs_idle_down, bs_param_idle) set_square_blendSpace( bs_idle_groggy, bs_param_idle) set_square_blendSpace( bs_idle_airborne, bs_param_idle) set_square_blendSpace( bs_idle_lockon, bs_param_lock_on) set_blendSample_to_bs( bs_idle_peaceful, bs_sample_for_idle_peace) set_blendSample_to_bs( bs_idle_battle, bs_sample_for_idle_battle) set_blendSample_to_bs( bs_idle_down, bs_sample_for_down) set_blendSample_to_bs( bs_idle_groggy, bs_sample_for_groggy) set_blendSample_to_bs( bs_idle_airborne, bs_sample_for_airborne) set_blendSample_to_bs( bs_idle_lockon, bs_sample_for_lock_on) #######################################run end here####################################### ## save execution from here ## unreal.EditorAssetLibrary.save_directory(bs_path, True, True) ## save execution End here ##
# Should be used with internal UE API in later versions of UE """ Automatically create material instances based on texture names (as they are similar to material names) """ import unreal import os OVERWRITE_EXISTING = False def set_material_instance_texture(material_instance_asset, material_parameter, texture_path): if not unreal.editor_asset_library.does_asset_exist(texture_path): unreal.log_warning("Can't find texture: " + texture_path) return False tex_asset = unreal.editor_asset_library.find_asset_data(texture_path).get_asset() return unreal.material_editing_library.set_material_instance_texture_parameter_value(material_instance_asset, material_parameter, tex_asset) base_material = unreal.editor_asset_library.find_asset_data("/project/") AssetTools = unreal.AssetToolsHelpers.get_asset_tools() MaterialEditingLibrary = unreal.material_editing_library EditorAssetLibrary = unreal.editor_asset_library def create_material_instance(material_instance_folder, texture_folder, texture_name): texture_base_name = "_".join(texture_name.split("_")[1:-1]).replace("RT", "").replace("LT", "") material_instance_name = "MI_" + texture_base_name material_instance_path = os.path.join(material_instance_folder, material_instance_name) if EditorAssetLibrary.does_asset_exist(material_instance_path): # material_instance_asset = EditorAssetLibrary.find_asset_data(material_instance_path).get_asset() unreal.log("Asset already exists") if OVERWRITE_EXISTING: EditorAssetLibrary.delete_asset(material_instance_path) else: return material_instance_asset = AssetTools.create_asset(material_instance_name, material_instance_folder, unreal.MaterialInstanceConstant, unreal.MaterialInstanceConstantFactoryNew()) # Set parent material MaterialEditingLibrary.set_material_instance_parent(material_instance_asset, base_material.get_asset()) base_color_texture = os.path.join(texture_folder, "T_" + texture_base_name + "_BC").replace("\\", "/") if EditorAssetLibrary.does_asset_exist(base_color_texture): set_material_instance_texture(material_instance_asset, "Base Color", base_color_texture) print(base_color_texture) mask_texture = os.path.join(texture_folder, "T_" + texture_base_name + "_M").replace("\\", "/") if EditorAssetLibrary.does_asset_exist(mask_texture): set_material_instance_texture(material_instance_asset, "Mask", mask_texture) normal_texture = os.path.join(texture_folder, "T_" + texture_base_name + "_N").replace("\\", "/") if EditorAssetLibrary.does_asset_exist(normal_texture): set_material_instance_texture(material_instance_asset, "Normal", normal_texture) roughness_texture = os.path.join(texture_folder, "T_" + texture_base_name + "_R").replace("\\", "/") if EditorAssetLibrary.does_asset_exist(roughness_texture): set_material_instance_texture(material_instance_asset, "Roughness", roughness_texture) EditorAssetLibrary.save_asset(material_instance_path) asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() asset_root_dir = '/project/' assets = asset_registry.get_assets_by_path(asset_root_dir, recursive=True) handled_texture_dirs = [] for asset in assets: if asset.asset_class == "Texture2D": textures_path = str(asset.package_path) if textures_path in handled_texture_dirs: continue # Handling folders with different sub-folders for Textures and Materials if textures_path.endswith("Texture") or textures_path.endswith("Textures"): material_path = os.path.join(os.path.dirname(textures_path), "Materials").replace("\\", "/") else: material_path = textures_path print(material_path) create_material_instance(material_path, textures_path, str(asset.asset_name)) handled_texture_dirs.append(textures_path)
import unreal # 현재 레벨에 있는 모든 액터 가져오기 actors = unreal.EditorLevelLibrary.get_all_level_actors() for actor in actors: print(f"Actor found: {actor.get_name()}")
# coding: utf-8 import unreal import argparse print("VRM4U python begin") print (__file__) parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") parser.add_argument("-meta") args = parser.parse_args() print(args.vrm) #print(dummy[3]) humanoidBoneList = [ "hips", "leftUpperLeg", "rightUpperLeg", "leftLowerLeg", "rightLowerLeg", "leftFoot", "rightFoot", "spine", "chest", "upperChest", # 9 optional "neck", "head", "leftShoulder", "rightShoulder", "leftUpperArm", "rightUpperArm", "leftLowerArm", "rightLowerArm", "leftHand", "rightHand", "leftToes", "rightToes", "leftEye", "rightEye", "jaw", "leftThumbProximal", # 24 "leftThumbIntermediate", "leftThumbDistal", "leftIndexProximal", "leftIndexIntermediate", "leftIndexDistal", "leftMiddleProximal", "leftMiddleIntermediate", "leftMiddleDistal", "leftRingProximal", "leftRingIntermediate", "leftRingDistal", "leftLittleProximal", "leftLittleIntermediate", "leftLittleDistal", "rightThumbProximal", "rightThumbIntermediate", "rightThumbDistal", "rightIndexProximal", "rightIndexIntermediate", "rightIndexDistal", "rightMiddleProximal", "rightMiddleIntermediate", "rightMiddleDistal", "rightRingProximal", "rightRingIntermediate", "rightRingDistal", "rightLittleProximal", "rightLittleIntermediate", "rightLittleDistal", #54 ] humanoidBoneParentList = [ "", #"hips", "hips",#"leftUpperLeg", "hips",#"rightUpperLeg", "leftUpperLeg",#"leftLowerLeg", "rightUpperLeg",#"rightLowerLeg", "leftLowerLeg",#"leftFoot", "rightLowerLeg",#"rightFoot", "hips",#"spine", "spine",#"chest", "chest",#"upperChest" 9 optional "chest",#"neck", "neck",#"head", "chest",#"leftShoulder", # <-- upper.. "chest",#"rightShoulder", "leftShoulder",#"leftUpperArm", "rightShoulder",#"rightUpperArm", "leftUpperArm",#"leftLowerArm", "rightUpperArm",#"rightLowerArm", "leftLowerArm",#"leftHand", "rightLowerArm",#"rightHand", "leftFoot",#"leftToes", "rightFoot",#"rightToes", "head",#"leftEye", "head",#"rightEye", "head",#"jaw", "leftHand",#"leftThumbProximal", "leftThumbProximal",#"leftThumbIntermediate", "leftThumbIntermediate",#"leftThumbDistal", "leftHand",#"leftIndexProximal", "leftIndexProximal",#"leftIndexIntermediate", "leftIndexIntermediate",#"leftIndexDistal", "leftHand",#"leftMiddleProximal", "leftMiddleProximal",#"leftMiddleIntermediate", "leftMiddleIntermediate",#"leftMiddleDistal", "leftHand",#"leftRingProximal", "leftRingProximal",#"leftRingIntermediate", "leftRingIntermediate",#"leftRingDistal", "leftHand",#"leftLittleProximal", "leftLittleProximal",#"leftLittleIntermediate", "leftLittleIntermediate",#"leftLittleDistal", "rightHand",#"rightThumbProximal", "rightThumbProximal",#"rightThumbIntermediate", "rightThumbIntermediate",#"rightThumbDistal", "rightHand",#"rightIndexProximal", "rightIndexProximal",#"rightIndexIntermediate", "rightIndexIntermediate",#"rightIndexDistal", "rightHand",#"rightMiddleProximal", "rightMiddleProximal",#"rightMiddleIntermediate", "rightMiddleIntermediate",#"rightMiddleDistal", "rightHand",#"rightRingProximal", "rightRingProximal",#"rightRingIntermediate", "rightRingIntermediate",#"rightRingDistal", "rightHand",#"rightLittleProximal", "rightLittleProximal",#"rightLittleIntermediate", "rightLittleIntermediate",#"rightLittleDistal", ] for i in range(len(humanoidBoneList)): humanoidBoneList[i] = humanoidBoneList[i].lower() for i in range(len(humanoidBoneParentList)): humanoidBoneParentList[i] = humanoidBoneParentList[i].lower() ###### reg = unreal.AssetRegistryHelpers.get_asset_registry(); ## rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r #rig = rigs[10] hierarchy = unreal.ControlRigBlueprintLibrary.get_hierarchy(rig) h_con = hierarchy.get_controller() #elements = h_con.get_selection() #sk = rig.get_preview_mesh() #k = sk.skeleton #print(k) #print(sk.bone_tree) # #kk = unreal.RigElementKey(unreal.RigElementType.BONE, "hipssss"); #kk.name = "" #kk.type = 1; #print(h_con.get_bone(kk)) #print(h_con.get_elements()) ### 全ての骨 modelBoneListAll = [] modelBoneNameList = [] #for e in reversed(h_con.get_elements()): # if (e.type != unreal.RigElementType.BONE): # h_con.remove_element(e) for e in hierarchy.get_bones(): if (e.type == unreal.RigElementType.BONE): modelBoneListAll.append(e) modelBoneNameList.append("{}".format(e.name).lower()) # else: # h_con.remove_element(e) print(modelBoneListAll[0]) #exit #print(k.get_editor_property("bone_tree")[0].get_editor_property("translation_retargeting_mode")) #print(k.get_editor_property("bone_tree")[0].get_editor_property("parent_index")) #unreal.select #vrmlist = unreal.VrmAssetListObject #vrmmeta = vrmlist.vrm_meta_object #print(vrmmeta.humanoid_bone_table) #selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors() #selected_static_mesh_actors = unreal.EditorFilterLibrary.by_class(selected_actors,unreal.StaticMeshActor.static_class()) #static_meshes = np.array([]) ## meta 取得 reg = unreal.AssetRegistryHelpers.get_asset_registry(); a = reg.get_all_assets(); if (args.meta): for aa in a: if (aa.get_editor_property("object_path") == args.meta): v:unreal.VrmMetaObject = aa vv = aa.get_asset() if (vv == None): for aa in a: if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object print(vv) meta = vv #v:unreal.VrmAssetListObject = None #if (True): # a = reg.get_assets_by_path(args.vrm) # a = reg.get_all_assets(); # for aa in a: # if (aa.get_editor_property("object_path") == args.vrm): # v:unreal.VrmAssetListObject = aa #v = unreal.VrmAssetListObject.cast(v) #print(v) #unreal.VrmAssetListObject.vrm_meta_object #meta = v.vrm_meta_object() #meta = unreal.EditorFilterLibrary.by_class(asset,unreal.VrmMetaObject.static_class()) print (meta) #print(meta[0].humanoid_bone_table) ### モデル骨のうち、ヒューマノイドと同じもの ### 上の変換テーブル humanoidBoneToModel = {"" : ""} humanoidBoneToModel.clear() ### modelBoneでループ #for bone_h in meta.humanoid_bone_table: for bone_h_base in humanoidBoneList: bone_h = None for e in meta.humanoid_bone_table: if ("{}".format(e).lower() == bone_h_base): bone_h = e; break; print("{}".format(bone_h)) if (bone_h==None): continue bone_m = meta.humanoid_bone_table[bone_h] try: i = modelBoneNameList.index(bone_m.lower()) except: i = -1 if (i < 0): continue if ("{}".format(bone_h).lower() == "upperchest"): continue; humanoidBoneToModel["{}".format(bone_h).lower()] = "{}".format(bone_m).lower() if ("{}".format(bone_h).lower() == "chest"): #upperchestがあれば、これの次に追加 bh = 'upperchest' print("upperchest: check begin") for e in meta.humanoid_bone_table: if ("{}".format(e).lower() != 'upperchest'): continue bm = "{}".format(meta.humanoid_bone_table[e]).lower() if (bm == ''): continue humanoidBoneToModel[bh] = bm humanoidBoneParentList[10] = "upperchest" humanoidBoneParentList[12] = "upperchest" humanoidBoneParentList[13] = "upperchest" print("upperchest: find and insert parent") break print("upperchest: check end") parent=None control_to_mat={None:None} count = 0 ### 骨名からControlへのテーブル name_to_control = {"dummy_for_table" : None} print("loop begin") ###### root key = unreal.RigElementKey(unreal.RigElementType.NULL, 'root_s') space = hierarchy.find_null(key) if (space.get_editor_property('index') < 0): space = h_con.add_null('root_s', space_type=unreal.RigSpaceType.SPACE) else: space = key key = unreal.RigElementKey(unreal.RigElementType.CONTROL, 'root_c') control = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): control = h_con.add_control('root_c', space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) else: control = key h_con.set_parent(control, space) parent = control setting = h_con.get_control_settings(control) setting.shape_visible = False h_con.set_control_settings(control, setting) for ee in humanoidBoneToModel: element = humanoidBoneToModel[ee] humanoidBone = ee modelBoneNameSmall = element # 対象の骨 #modelBoneNameSmall = "{}".format(element.name).lower() #humanoidBone = modelBoneToHumanoid[modelBoneNameSmall]; boneNo = humanoidBoneList.index(humanoidBone) print("{}_{}_{}__parent={}".format(modelBoneNameSmall, humanoidBone, boneNo,humanoidBoneParentList[boneNo])) # 親 if count != 0: parent = name_to_control[humanoidBoneParentList[boneNo]] # 階層作成 bIsNew = False name_s = "{}_s".format(humanoidBone) key = unreal.RigElementKey(unreal.RigElementType.NULL, name_s) space = hierarchy.find_null(key) if (space.get_editor_property('index') < 0): space = h_con.add_space(name_s, space_type=unreal.RigSpaceType.SPACE) bIsNew = True else: space = key name_c = "{}_c".format(humanoidBone) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) control = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): control = h_con.add_control(name_c, space_name=space.name, gizmo_color=[1.0, 0.0, 0.0, 1.0], ) #h_con.get_control(control).gizmo_transform = gizmo_trans if (24<=boneNo & boneNo<=53): gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [0.1, 0.1, 0.1]) else: gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1, 1, 1]) if (17<=boneNo & boneNo<=18): gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1, 1, 1]) cc = h_con.get_control(control) cc.set_editor_property('gizmo_transform', gizmo_trans) cc.set_editor_property('control_type', unreal.RigControlType.ROTATOR) h_con.set_control(cc) #h_con.set_control_value_transform(control,gizmo_trans) bIsNew = True else: control = key if (bIsNew == True): h_con.set_parent(control, space) # テーブル登録 name_to_control[humanoidBone] = control print(humanoidBone) # ロケータ 座標更新 # 不要な上層階層を考慮 gTransform = hierarchy.get_global_transform(modelBoneListAll[modelBoneNameList.index(modelBoneNameSmall)]) if count == 0: bone_initial_transform = gTransform else: #bone_initial_transform = h_con.get_initial_transform(element) bone_initial_transform = gTransform.multiply(control_to_mat[parent].inverse()) hierarchy.set_global_transform(space, gTransform, True) control_to_mat[control] = gTransform # 階層修正 h_con.set_parent(space, parent) count += 1 if (count >= 500): break
# -*- coding: utf-8 -*- """ Documentation: """ import unreal import socket import traceback from threading import Thread from queue import Queue class Timer(): handle = None def __init__(self, fn, delay=0.0, repeat=False): self.fn = fn self.delay = delay self.repeat = repeat self.passed = 0.0 self.handle = unreal.register_slate_post_tick_callback(self.tick) def stop(self): self.fn = None if not self.handle: return unreal.unregister_slate_post_tick_callback(self.handle) self.handle = None def tick(self, delta_time): if not self.fn: self.stop() return self.passed += delta_time if self.passed < self.delay: return try: self.fn() except: print(traceback.format_exc()) if self.repeat: self.passed = 0.0 else: self.stop() class UnrealSocket(): Instance = [] def __init__(self, host='172.0.0.1', port=55100): self.__class__.Instance.append(self) self.host = host self.port = port self.live = False self.queue = Queue() def start(self): if self.live: raise RuntimeError self.live = True try: self._socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self._socket.bind((self.host, self.port)) self._socket.listen(1) except Exception as e: print(f'Socket error: {(self.host, self.port)}', e) print(traceback.format_exc()) return self._thread = Thread(target=self.receive) self._thread.start() self._timer = Timer(self.execute, delay=0.3, repeat=True, ) def stop(self): self.live = False self._timer.stop() self._socket.close() def receive(self): while self.live: conn, address = self._socket.accept() while self.live: data = conn.recv(4096) if data: self.queue.put(data) # exec(data.decode()) else: break def execute(self): syslib = unreal.SystemLibrary() if not self.live: return self._timer.stop() if not self.queue.qsize(): return data = self.queue.get_nowait() cmd = data.decode() # syslib.print_string(None, string=cmd, print_to_screen=True, print_to_log=True, # text_color=[255.0, 255.0, 0.0, 255.0], duration=2.0) syslib.execute_console_command(None, cmd) def __del__(self): self.live = False self._timer.stop() self._socket.shutdown(socket.SHUT_RDWR) self._socket.close() def listen(host="127.0.0.1", port=55100): prev = getattr(unreal, "udp_2_cmd_listener", None) if prev: prev.__del__() unreal.udp_2_cmd_listener = UnrealSocket(host, port) unreal.udp_2_cmd_listener.start() if __name__ == '__main__': listen() print(__name__)
# coding: utf-8 import unreal import argparse print("VRM4U python begin") print (__file__) parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") args = parser.parse_args() print(args.vrm) #print(dummy[3]) humanoidBoneList = [ "hips", "leftUpperLeg", "rightUpperLeg", "leftLowerLeg", "rightLowerLeg", "leftFoot", "rightFoot", "spine", "chest", "upperChest", # 9 optional "neck", "head", "leftShoulder", "rightShoulder", "leftUpperArm", "rightUpperArm", "leftLowerArm", "rightLowerArm", "leftHand", "rightHand", "leftToes", "rightToes", "leftEye", "rightEye", "jaw", "leftThumbProximal", # 24 "leftThumbIntermediate", "leftThumbDistal", "leftIndexProximal", "leftIndexIntermediate", "leftIndexDistal", "leftMiddleProximal", "leftMiddleIntermediate", "leftMiddleDistal", "leftRingProximal", "leftRingIntermediate", "leftRingDistal", "leftLittleProximal", "leftLittleIntermediate", "leftLittleDistal", "rightThumbProximal", "rightThumbIntermediate", "rightThumbDistal", "rightIndexProximal", "rightIndexIntermediate", "rightIndexDistal", "rightMiddleProximal", "rightMiddleIntermediate", "rightMiddleDistal", "rightRingProximal", "rightRingIntermediate", "rightRingDistal", "rightLittleProximal", "rightLittleIntermediate", "rightLittleDistal", #54 ] humanoidBoneParentList = [ "", #"hips", "hips",#"leftUpperLeg", "hips",#"rightUpperLeg", "leftUpperLeg",#"leftLowerLeg", "rightUpperLeg",#"rightLowerLeg", "leftLowerLeg",#"leftFoot", "rightLowerLeg",#"rightFoot", "hips",#"spine", "spine",#"chest", "chest",#"upperChest" 9 optional "chest",#"neck", "neck",#"head", "chest",#"leftShoulder", # <-- upper.. "chest",#"rightShoulder", "leftShoulder",#"leftUpperArm", "rightShoulder",#"rightUpperArm", "leftUpperArm",#"leftLowerArm", "rightUpperArm",#"rightLowerArm", "leftLowerArm",#"leftHand", "rightLowerArm",#"rightHand", "leftFoot",#"leftToes", "rightFoot",#"rightToes", "head",#"leftEye", "head",#"rightEye", "head",#"jaw", "leftHand",#"leftThumbProximal", "leftThumbProximal",#"leftThumbIntermediate", "leftThumbIntermediate",#"leftThumbDistal", "leftHand",#"leftIndexProximal", "leftIndexProximal",#"leftIndexIntermediate", "leftIndexIntermediate",#"leftIndexDistal", "leftHand",#"leftMiddleProximal", "leftMiddleProximal",#"leftMiddleIntermediate", "leftMiddleIntermediate",#"leftMiddleDistal", "leftHand",#"leftRingProximal", "leftRingProximal",#"leftRingIntermediate", "leftRingIntermediate",#"leftRingDistal", "leftHand",#"leftLittleProximal", "leftLittleProximal",#"leftLittleIntermediate", "leftLittleIntermediate",#"leftLittleDistal", "rightHand",#"rightThumbProximal", "rightThumbProximal",#"rightThumbIntermediate", "rightThumbIntermediate",#"rightThumbDistal", "rightHand",#"rightIndexProximal", "rightIndexProximal",#"rightIndexIntermediate", "rightIndexIntermediate",#"rightIndexDistal", "rightHand",#"rightMiddleProximal", "rightMiddleProximal",#"rightMiddleIntermediate", "rightMiddleIntermediate",#"rightMiddleDistal", "rightHand",#"rightRingProximal", "rightRingProximal",#"rightRingIntermediate", "rightRingIntermediate",#"rightRingDistal", "rightHand",#"rightLittleProximal", "rightLittleProximal",#"rightLittleIntermediate", "rightLittleIntermediate",#"rightLittleDistal", ] for i in range(len(humanoidBoneList)): humanoidBoneList[i] = humanoidBoneList[i].lower() for i in range(len(humanoidBoneParentList)): humanoidBoneParentList[i] = humanoidBoneParentList[i].lower() ###### reg = unreal.AssetRegistryHelpers.get_asset_registry(); ## meta 取得 a = reg.get_all_assets(); for aa in a: if (aa.get_editor_property("object_path") == args.vrm): v:unreal.VrmAssetListObject = aa vv = v.get_asset().vrm_meta_object print(vv) meta = vv ## rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r #rig = rigs[10] h_mod = rig.get_hierarchy_modifier() #elements = h_mod.get_selection() #sk = rig.get_preview_mesh() #k = sk.skeleton #print(k) ### 全ての骨 modelBoneListAll = [] modelBoneNameList = [] for e in reversed(h_mod.get_elements()): if (e.type != unreal.RigElementType.BONE): h_mod.remove_element(e) name_to_control = {"dummy_for_table" : None} gizmo_trans = unreal.Transform([0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [0.2, 0.2, 0.2]) for e in h_mod.get_elements(): print(e.name) if (e.type != unreal.RigElementType.BONE): continue bone = h_mod.get_bone(e) parentName = "{}".format(bone.get_editor_property('parent_name')) #print("parent==") #print(parentName) cur_parentName = parentName + "_c" name_s = "{}".format(e.name) + "_s" name_c = "{}".format(e.name) + "_c" space = h_mod.add_space(name_s, parent_name=cur_parentName, space_type=unreal.RigSpaceType.CONTROL) control = h_mod.add_control(name_c, space_name=space.name, gizmo_color=[0.1, 0.1, 1.0, 1.0], ) h_mod.set_initial_global_transform(space, h_mod.get_global_transform(e)) cc = h_mod.get_control(control) cc.set_editor_property('gizmo_transform', gizmo_trans) #cc.set_editor_property('control_type', unreal.RigControlType.ROTATOR) h_mod.set_control(cc) name_to_control[name_c] = cc c = None try: i = list(name_to_control.keys()).index(cur_parentName) except: i = -1 if (i >= 0): c = name_to_control[cur_parentName] if (cc != None): if ("{}".format(e.name) in meta.humanoid_bone_table.values() ): cc.set_editor_property('gizmo_color', unreal.LinearColor(0.1, 0.1, 1.0, 1.0)) h_mod.set_control(cc) else: cc.set_editor_property('gizmo_color', unreal.LinearColor(1.0, 0.1, 0.1, 1.0)) h_mod.set_control(cc) c = rig.controller g = c.get_graph() n = g.get_nodes() # 配列ノード追加 collectionItem_forControl:unreal.RigVMStructNode = None collectionItem_forBone:unreal.RigVMStructNode = None for node in n: if (node.get_node_title() == 'Items'): #print(node.get_node_title()) #node = unreal.RigUnit_CollectionItems.cast(node) pin = node.find_pin('Items') print(pin.get_array_size()) print(pin.get_default_value()) if (pin.get_array_size() < 40): continue if 'Type=Control' in pin.get_default_value(): collectionItem_forControl = node if 'Type=Bone' in pin.get_default_value(): collectionItem_forBone = node #nn = unreal.EditorFilterLibrary.by_class(n,unreal.RigUnit_CollectionItems.static_class()) # controller array if (collectionItem_forControl == None): collectionItem_forControl = c.add_struct_node(unreal.RigUnit_CollectionItems.static_struct(), method_name='Execute') items_forControl = collectionItem_forControl.find_pin('Items') c.clear_array_pin(items_forControl.get_pin_path()) if (collectionItem_forBone != None): items_forBone = collectionItem_forBone.find_pin('Items') c.clear_array_pin(items_forBone.get_pin_path()) for bone_h in meta.humanoid_bone_table: bone_m = meta.humanoid_bone_table[bone_h] try: i = humanoidBoneList.index(bone_h.lower()) except: i = -1 if (i >= 0): tmp = '(Type=Bone,Name=' tmp += "{}".format(bone_m).lower() tmp += ')' c.add_array_pin(items_forBone.get_pin_path(), default_value=tmp) for e in h_mod.get_elements(): print(e.name) if (e.type == unreal.RigElementType.CONTROL): tmp = '(Type=Control,Name=' tmp += "{}".format(e.name) tmp += ')' c.add_array_pin(items_forControl.get_pin_path(), default_value=tmp)
import unreal from logger.base import Logger class UnrealLogger(Logger): def debug(self, msg: str): unreal.log(msg) def info(self, msg: str): unreal.log(msg) def warning(self, msg: str): unreal.log_warning(msg) def error(self, msg: str): unreal.log_error(msg) def critical(self, msg: str): unreal.log_error(f"[CRITICAL] {msg}")
import unreal def get_mesh_type_string(actor): """Returns the PRIMITIVE_* string based on the actor's static mesh.""" static_mesh_component = actor.get_component_by_class(unreal.StaticMeshComponent) if not static_mesh_component: return "PRIMITIVE_NONE" static_mesh = static_mesh_component.static_mesh if not static_mesh: return "PRIMITIVE_NONE" mesh_name = static_mesh.get_name() if "Cube" in mesh_name: return "PRIMITIVE_CUBE" elif "Plane" in mesh_name: return "PRIMITIVE_PLANE" elif "Sphere" in mesh_name: return "PRIMITIVE_SPHERE" elif "Cylinder" in mesh_name: return "PRIMITIVE_CYLINDER" # ❗ ADDED: Return PRIMITIVE_CAPSULE if the mesh is a capsule elif "Capsule" in mesh_name: return "PRIMITIVE_CAPSULE" else: return "PRIMITIVE_UNKNOWN" def save_scene_to_level_file(file_path, actors_to_save): """Writes a list of actors to a .level file with correct formatting and transformations.""" with open(file_path, 'w') as file: for actor in actors_to_save: file.write("[GameObject]\n") file.write(f"Name: {actor.get_actor_label()}\n") file.write("ParentName: None\n") location = actor.get_actor_location() file.write(f"Position: {location.y / 100.0} {location.z / 100.0} {location.x / 100.0}\n") rotation_rotator = actor.get_actor_rotation() rotation_quat = rotation_rotator.quaternion() file.write(f"Rotation: {rotation_quat.y} {rotation_quat.z} {rotation_quat.x} {rotation_quat.w}\n") scale = actor.get_actor_scale3d() mesh_type = get_mesh_type_string(actor) # Note: No scale correction is applied for capsules, assuming a 1:1 mapping. if mesh_type == "PRIMITIVE_PLANE": scale /= 10.0 elif mesh_type == "PRIMITIVE_CYLINDER": scale.z /= 2.0 elif mesh_type == "PRIMITIVE_CAPSULE": scale /= 2.0 file.write(f"Scale: {scale.y} {scale.z} {scale.x}\n") file.write(f"MeshType: {mesh_type}\n") static_mesh_component = actor.get_component_by_class(unreal.StaticMeshComponent) # FIXED: This is the correct method to check the physics state. has_rigidbody = static_mesh_component.is_simulating_physics() if static_mesh_component else False file.write(f"HasRigidbody: {str(has_rigidbody).lower()}\n\n") unreal.log(f"Scene successfully saved to {file_path}") # --- Main Execution --- folder_name = "ImportedFromLevel" all_level_actors = unreal.EditorLevelLibrary.get_all_level_actors() actors_to_save = [actor for actor in all_level_actors if actor.get_folder_path() == folder_name] if actors_to_save: output_file_path = "E:/project/ Stuff/DLSU Stuff/project/.level" save_scene_to_level_file(output_file_path, actors_to_save) unreal.log(f"Found and saved {len(actors_to_save)} actors from folder '{folder_name}'.") else: unreal.log_warning(f"No actors found in the folder '{folder_name}'. Nothing to save.")
import unreal import time def set_comp_mobility(Comp, Cull): # unreal.log("setCompMobility() : " + Comp.static_mesh.get_name()) current_actor = unreal.EditorLevelLibrary.get_selected_level_actors()[0] comps = current_actor.get_components_by_class(unreal.InstancedStaticMeshComponent) for c in comps: if c.static_mesh.get_name() == Comp.static_mesh.get_name(): c.set_cull_distances(Cull[0], Cull[1]) c.set_collision_profile_name("NoCollision") c.set_editor_property('mobility', unreal.ComponentMobility.STATIC) def set_decal_properties(Comp, Cull, inVirtualTexture=None, sort=90): # unreal.log("setDecalProperties() : " + Comp.static_mesh.get_name()) current_actor = unreal.EditorLevelLibrary.get_selected_level_actors()[0] comps = current_actor.get_components_by_class(unreal.InstancedStaticMeshComponent) for c in comps: if c.static_mesh.get_name() == Comp.static_mesh.get_name(): c.set_editor_property('mobility', unreal.ComponentMobility.STATIC) current_actor = unreal.EditorLevelLibrary.get_selected_level_actors()[0] comps = current_actor.get_components_by_class(unreal.InstancedStaticMeshComponent) for c in comps: if c.static_mesh.get_name() == Comp.static_mesh.get_name(): c.set_editor_property('translucency_sort_priority', sort) current_actor = unreal.EditorLevelLibrary.get_selected_level_actors()[0] comps = current_actor.get_components_by_class(unreal.InstancedStaticMeshComponent) for c in comps: if c.static_mesh.get_name() == Comp.static_mesh.get_name(): c.set_collision_profile_name("NoCollision") c.set_cull_distances(Cull[0], Cull[1]) c.set_editor_property('runtime_virtual_textures', inVirtualTexture) # Comp.set_cull_distances(505.0, 1100.0) # set tag def get_the_foliage(content): result = [] for col in content: if col != "": col_elems = col[2:-2] col_list = col_elems.split('),(') for lis in col_list: result.append(lis.split('\"\',bound')[0].split('.')[-1]) return result def get_decal_name_and_sort(datatable): roadSysDecalsTable = datatable if datatable is None: roadSysDecalsTable = unreal.EditorAssetLibrary.load_asset('/project/') if isinstance(roadSysDecalsTable, unreal.DataTable): decalMeshColumns = unreal.DataTableFunctionLibrary.get_data_table_column_as_string(roadSysDecalsTable, "DecalMesh") sortColumns = unreal.DataTableFunctionLibrary.get_data_table_column_as_string(roadSysDecalsTable, "Sort") FoliageColumns = unreal.DataTableFunctionLibrary.get_data_table_column_as_string(roadSysDecalsTable, "GenFoliage") return [col.split('.')[-1][:-1] for col in decalMeshColumns], [int(sort) for sort in sortColumns], get_the_foliage(FoliageColumns) def processing(start, end): unreal.log("blueprint processing!") Cull = (start, end) # get targets actors = unreal.EditorLevelLibrary.get_selected_level_actors() bp = actors[0] if len(actors) > 0 else None assets = unreal.EditorUtilityLibrary.get_selected_assets() dt = None if len(assets) > 0: if isinstance(assets[0], unreal.DataTable): dt = assets[0] # get dt decal info and sort decalFilter, decalSort, foliageFilter = get_decal_name_and_sort(dt) # get virtual texture virtualTextureVolumes = unreal.GameplayStatics.get_all_actors_of_class(unreal.EditorLevelLibrary.get_editor_world(), unreal.RuntimeVirtualTextureVolume) virtualTexture = [vt.virtual_texture_component.virtual_texture for vt in virtualTextureVolumes] # processing main if bp is not None : if "xPCG_roadsys" in bp.get_actor_label() or 'xPCG_Roadsys' in bp.get_actor_label() : instance_comps = bp.get_components_by_class(unreal.InstancedStaticMeshComponent) count = 0 target = len(instance_comps) success = True if instance_comps: with unreal.ScopedSlowTask(target, 'Processing Blueprint ...') as slow_task: slow_task.make_dialog(True) for comp in instance_comps: if slow_task.should_cancel(): break decal_mesh_name = comp.static_mesh.get_name() if decal_mesh_name in decalFilter: index = decalFilter.index(decal_mesh_name) decal_sort = decalSort[index] if index >= 0 else 0 set_decal_properties(comp, Cull, virtualTexture, decal_sort) elif decal_mesh_name in foliageFilter: set_comp_mobility(comp, Cull) else: unreal.log_warning(" There is not a " + decal_mesh_name + " in the data table !!!") success = False count += 1 success_status = " successfully !" if success else "failed !" message = "Processing " + decal_mesh_name + success_status + " " + str(count) + '/' + str(target) slow_task.enter_progress_frame(1, message) if not success: time.sleep(1.0) # Main # instart, inend from blueprint processing(instart, inend)
from application.shared.result import Result from domain.entity.asset_data import StaticMeshAssetData from infrastructure.utils.unreal_extensions import UnrealEditorAssetLibrary, UnrealEditorStaticMeshLibrary import unreal class StaticMeshService(): def __init__(self, _editorAssetLibrary: UnrealEditorAssetLibrary, _editorStaticMeshLibrary: UnrealEditorStaticMeshLibrary): self.editorAssetLibrary = _editorAssetLibrary self.editorStaticMeshLibrary = _editorStaticMeshLibrary def mesh_has_no_lods(self, asset) -> Result: staticMesheData = StaticMeshAssetData(self.editorAssetLibrary.find_asset_data(asset)) result = Result() if staticMesheData.is_static_mesh(): _staticMeshAsset = unreal.StaticMesh.cast(staticMesheData.asset) lod_count = self.editorStaticMeshLibrary.get_lod_count(_staticMeshAsset) if lod_count <= 1: result.message = (" %s ------------> At Path: %s \n" % (staticMesheData.assetName, staticMesheData.assetPathName)) return result def mesh_with_no_collision(self, asset) -> Result: staticMesheData = StaticMeshAssetData(self.editorAssetLibrary.find_asset_data(asset)) result = Result() if staticMesheData.is_static_mesh(): _staticMeshAsset = unreal.StaticMesh.cast(staticMesheData.asset) _TotalNumCollisionElements = self.editorStaticMeshLibrary.get_simple_collision_count(_staticMeshAsset) + self.editorStaticMeshLibrary.get_convex_collision_count(_staticMeshAsset) if _TotalNumCollisionElements <= 0: result.message = (" %s ------------> At Path: %s \n" % (staticMesheData.assetName, staticMesheData.assetPathName)) return result def mesh_num_of_materials(self, asset, numOfMatsToCheckFor) -> Result: staticMesheData = StaticMeshAssetData(self.editorAssetLibrary.find_asset_data(asset)) result = Result() if staticMesheData.is_static_mesh(): _staticMeshAsset = unreal.StaticMesh.cast(staticMesheData.asset) _howManyMaterials = self.editorStaticMeshLibrary.get_number_materials(_staticMeshAsset) if _howManyMaterials >= numOfMatsToCheckFor: result.message = (" %s ------------> At Path: %s \n" % (staticMesheData.assetName, staticMesheData.assetPathName)) return result def mesh_has_multiple_uv_channels(self, asset, numOfChannelsToCheckFor) -> Result: staticMesheData = StaticMeshAssetData(self.editorAssetLibrary.find_asset_data(asset)) result = Result() if staticMesheData.is_static_mesh(): _staticMeshAsset = unreal.StaticMesh.cast(staticMesheData.asset) _howManyUV_channels = self.editorStaticMeshLibrary.get_num_uv_channels(_staticMeshAsset, 0) if _howManyUV_channels >= numOfChannelsToCheckFor: result.message = (" %s ------------> At Path: %s \n" % (staticMesheData.assetName, staticMesheData.assetPathName)) return result
import re from dataclasses import dataclass from typing import Set import unreal from Common import get_component_by_class @dataclass class MaterialDesc: pattern: re.Pattern material: unreal.PhysicalMaterial @staticmethod def load_phys_material(name: str) -> unreal.PhysicalMaterial: base_phys_material_dir = "/project/" path = f"{base_phys_material_dir}/{name}" phys_material = unreal.EditorAssetLibrary.load_asset(path) if phys_material is None: raise ValueError(f"Can't load asset: {path}") # noinspection PyTypeChecker return phys_material @classmethod def load(cls, pattern: str, name: str): return cls(re.compile(pattern), MaterialDesc.load_phys_material(name)) materials = [ MaterialDesc.load(r"\w*concrete\w*", "PM_Concrete"), MaterialDesc.load(r"\w*plaster\w*", "PM_Concrete"), MaterialDesc.load(r"\w*glass\w*", "PM_Glass"), MaterialDesc.load(r"\w*metal\w*", "PM_Metal"), MaterialDesc.load(r"\w*_tin_\w*", "PM_Metal"), MaterialDesc.load(r"\w*dirt\w*", "PM_Mud"), MaterialDesc.load(r"\w*wood\w*", "PM_Wood"), MaterialDesc.load(r"\w*tree\w*", "PM_Wood"), MaterialDesc.load(r"\w*crate\w*", "PM_Wood"), MaterialDesc.load(r"\w*brick\w*", "PM_Rock"), MaterialDesc.load(r"\w*stone\w*", "PM_Rock"), MaterialDesc.load(r"\w*de_dust\w*wall\w*", "PM_Rock"), MaterialDesc.load(r"\w*de_mirage\w*wall\w*", "PM_Rock"), MaterialDesc.load(r"\w*de_dust_sign\w*", "PM_Metal"), MaterialDesc.load(r"\w*train_wheels\w*", "PM_Metal"), MaterialDesc.load(r"\w*rug\w*", "PM_Mud"), MaterialDesc.load(r"\w*window\w*", "PM_Wood"), # can be false-positive fixes MaterialDesc.load(r"\w*cinderblock\w*", "PM_Rock"), MaterialDesc.load(r"\w*tilewall\w*", "PM_Rock"), ] prefixes = {"worldspawn_", "func_brush_", "func_detail_", "prop_static_"} def is_skip_material(material: unreal.Material): material_name = material.get_name() return "tools_toolsblack" in material_name or \ "tools_toolsnodraw" in material_name or \ material.get_editor_property("blend_mode") == unreal.BlendMode.BLEND_TRANSLUCENT or \ material.get_editor_property("phys_material") is not None def setup_phys_material_ex(actor: unreal.Actor, material: unreal.Material): if is_skip_material(material): return False material_name = material.get_name() for desc in materials: if desc.pattern.match(material_name): print(f"Setup phys material '{desc.material.get_name()}' " f"for actor='{actor.get_name()}' " f"material='{material.get_name()}'") material.set_editor_property("phys_material", desc.material) return True raise ValueError("Can't setup material") def setup_phys_material_actor( actor: unreal.Actor, changed_materials: Set[unreal.MaterialInterface], without_material: Set[unreal.MaterialInterface] ): try: component = get_component_by_class(actor, unreal.StaticMeshComponent) except KeyError: return # print(f"Analyze {component.static_mesh.get_name()}") for index in range(component.get_num_materials()): material = component.get_material(index) assert isinstance(material, unreal.Material), \ f"Material required, not a material interface for {material.get_name()}" try: if setup_phys_material_ex(actor, material): # unreal.MaterialEditingLibrary.recompile_material(material) changed_materials.add(material) except ValueError: without_material.add(material) def fix_physical_materials(): changed_materials = set() without_material = set() for actor in unreal.EditorLevelLibrary.get_all_level_actors(): actor_name: str = actor.get_name() if any(prefix for prefix in prefixes if actor_name.startswith(prefix)): setup_phys_material_actor(actor, changed_materials, without_material) if changed_materials: print("<============================================================>") print("Changed materials:") for material in changed_materials: print(f" {material.get_name()}") if without_material: print("<============================================================>") print("Material without physical materials:") for material in without_material: print(f" {material.get_name()}") unreal.EditorAssetLibrary.save_loaded_assets(changed_materials, only_if_is_dirty=False) if __name__ == '__main__': fix_physical_materials()
""" UEMCP Asset Operations - All asset and content browser operations Enhanced with improved error handling framework to eliminate try/catch boilerplate. """ import os from typing import Any, Dict, List, Optional import unreal from utils import asset_exists, log_error # Enhanced error handling framework from utils.error_handling import ( AssetPathRule, FileExistsRule, RequiredRule, TypeRule, ValidationError, handle_unreal_errors, require_asset, safe_operation, validate_inputs, ) class AssetOperations: """Handles all asset-related operations.""" # Tolerance for pivot type detection (in Unreal units) PIVOT_TOLERANCE = 0.1 # Texture compression settings mapping COMPRESSION_MAP = { "TC_Default": unreal.TextureCompressionSettings.TC_DEFAULT, "TC_Normalmap": unreal.TextureCompressionSettings.TC_NORMALMAP, "TC_Masks": unreal.TextureCompressionSettings.TC_MASKS, "TC_Grayscale": unreal.TextureCompressionSettings.TC_GRAYSCALE, } def _detect_pivot_type(self, origin, box_extent): """Detect the pivot type based on origin position relative to bounds. Args: origin: The origin point of the asset box_extent: The box extent (half-size) of the asset Returns: str: The detected pivot type ('center', 'bottom-center', or 'corner-bottom') """ tolerance = self.PIVOT_TOLERANCE # Check if pivot is at bottom-center if abs(origin.z + box_extent.z) < tolerance: # Check if also at corner if abs(origin.x + box_extent.x) < tolerance and abs(origin.y + box_extent.y) < tolerance: return "corner-bottom" else: return "bottom-center" # Default to center return "center" def _has_simple_collision(self, body_setup): """Check if a body setup has simple collision geometry. Args: body_setup: The body setup to check Returns: bool: True if simple collision exists, False otherwise """ if not body_setup or not hasattr(body_setup, "aggregate_geom"): return False aggregate_geom = body_setup.aggregate_geom return ( len(aggregate_geom.box_elems) > 0 or len(aggregate_geom.sphere_elems) > 0 or len(aggregate_geom.convex_elems) > 0 ) @validate_inputs( {"path": [RequiredRule(), TypeRule(str)], "assetType": [TypeRule((str, type(None)))], "limit": [TypeRule(int)]} ) @handle_unreal_errors("list_assets") @safe_operation("asset") def list_assets(self, path: str = "/Game", assetType: Optional[str] = None, limit: int = 20): """List assets in a given path. Args: path: Content browser path to search assetType: Optional filter by asset type limit: Maximum number of assets to return Returns: dict: Result with asset list """ asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() assets = asset_registry.get_assets_by_path(path, recursive=True) # Filter by asset type if specified if assetType: filtered_assets = [] for asset in assets: asset_type_name = ( str(asset.asset_class_path.asset_name) if hasattr(asset.asset_class_path, "asset_name") else str(asset.asset_class_path) ) if asset_type_name == assetType: filtered_assets.append(asset) assets = filtered_assets # Build asset list with limit asset_list = [] for i, asset in enumerate(assets): if i >= limit: break asset_type_name = ( str(asset.asset_class_path.asset_name) if hasattr(asset.asset_class_path, "asset_name") else str(asset.asset_class_path) ) asset_list.append({"name": str(asset.asset_name), "type": asset_type_name, "path": str(asset.package_name)}) return {"assets": asset_list, "totalCount": len(assets), "path": path} @validate_inputs({"assetPath": [RequiredRule(), AssetPathRule()]}) @handle_unreal_errors("get_asset_info") @safe_operation("asset") def get_asset_info(self, assetPath: str) -> Dict[str, Any]: """Get detailed information about an asset. Args: assetPath: Path to the asset Returns: dict: Asset information """ # Load the asset using error handling framework asset = require_asset(assetPath) info = {"assetPath": assetPath, "assetType": asset.get_class().get_name()} # Get bounds for static meshes if isinstance(asset, unreal.StaticMesh): self._add_static_mesh_info(info, asset) # Get info for blueprints elif isinstance(asset, unreal.Blueprint): self._add_blueprint_info(info, asset, assetPath) # Get info for materials elif isinstance(asset, unreal.Material) or isinstance(asset, unreal.MaterialInstance): self._add_material_info(info, asset) # Get info for textures elif isinstance(asset, unreal.Texture2D): self._add_texture_info(info, asset) return info def _add_static_mesh_info(self, info: dict, asset: unreal.StaticMesh): """Add static mesh information to the info dict. Args: info: Dictionary to populate asset: Static mesh asset """ bounds = asset.get_bounds() box_extent = bounds.box_extent origin = bounds.origin # Calculate bounds min_bounds = unreal.Vector(origin.x - box_extent.x, origin.y - box_extent.y, origin.z - box_extent.z) max_bounds = unreal.Vector(origin.x + box_extent.x, origin.y + box_extent.y, origin.z + box_extent.z) # Add basic mesh info info.update( { "bounds": self._format_bounds(origin, box_extent, min_bounds, max_bounds), "pivot": { "type": self._detect_pivot_type(origin, box_extent), "offset": {"x": float(origin.x), "y": float(origin.y), "z": float(origin.z)}, }, "numVertices": asset.get_num_vertices(0), "numTriangles": asset.get_num_triangles(0), "numMaterials": asset.get_num_sections(0), "numLODs": asset.get_num_lods(), } ) # Add collision info info["collision"] = self._get_collision_info(asset) # Add sockets info info["sockets"] = self._get_socket_info(asset) # Add material slots info["materialSlots"] = self._get_material_slots(asset) def _format_bounds(self, origin, box_extent, min_bounds, max_bounds): """Format bounds information. Args: origin: Origin vector box_extent: Box extent vector min_bounds: Minimum bounds vector max_bounds: Maximum bounds vector Returns: dict: Formatted bounds """ return { "extent": {"x": float(box_extent.x), "y": float(box_extent.y), "z": float(box_extent.z)}, "origin": {"x": float(origin.x), "y": float(origin.y), "z": float(origin.z)}, "size": {"x": float(box_extent.x * 2), "y": float(box_extent.y * 2), "z": float(box_extent.z * 2)}, "min": {"x": float(min_bounds.x), "y": float(min_bounds.y), "z": float(min_bounds.z)}, "max": {"x": float(max_bounds.x), "y": float(max_bounds.y), "z": float(max_bounds.z)}, } def _get_collision_info(self, asset): """Get collision information from a static mesh. Args: asset: Static mesh asset Returns: dict: Collision information """ collision_info = {"hasCollision": False, "numCollisionPrimitives": 0} # Get collision primitive count if hasattr(asset, "get_num_collision_primitives"): num_primitives = asset.get_num_collision_primitives() if num_primitives is not None: collision_info["hasCollision"] = num_primitives > 0 collision_info["numCollisionPrimitives"] = num_primitives # Get body setup details body_setup = asset.get_editor_property("body_setup") if body_setup: if hasattr(body_setup, "collision_trace_flag"): collision_info["collisionComplexity"] = str(body_setup.collision_trace_flag) else: collision_info["collisionComplexity"] = "Unknown" collision_info["hasSimpleCollision"] = self._has_simple_collision(body_setup) return collision_info def _get_socket_info(self, asset): """Get socket information from a static mesh. Args: asset: Static mesh asset Returns: list: Socket information """ sockets = [] if hasattr(asset, "sockets"): mesh_sockets = getattr(asset, "sockets", None) if mesh_sockets: for socket in mesh_sockets: # Validate socket has required attributes if ( hasattr(socket, "socket_name") and hasattr(socket, "relative_location") and hasattr(socket, "relative_rotation") and hasattr(socket, "relative_scale") ): sockets.append( { "name": str(socket.socket_name), "location": { "x": float(socket.relative_location.x), "y": float(socket.relative_location.y), "z": float(socket.relative_location.z), }, "rotation": { "roll": float(socket.relative_rotation.roll), "pitch": float(socket.relative_rotation.pitch), "yaw": float(socket.relative_rotation.yaw), }, "scale": { "x": float(socket.relative_scale.x), "y": float(socket.relative_scale.y), "z": float(socket.relative_scale.z), }, } ) return sockets def _get_material_slots(self, asset): """Get material slot information from a static mesh. Args: asset: Static mesh asset Returns: list: Material slot information """ material_slots = [] static_materials = self._get_static_materials(asset) if static_materials: for i, mat_slot in enumerate(static_materials): if mat_slot: # Validate slot exists slot_info = {"slotIndex": i, "slotName": f"Slot_{i}"} # Get slot name if hasattr(mat_slot, "material_slot_name") and mat_slot.material_slot_name: slot_info["slotName"] = str(mat_slot.material_slot_name) # Get material path material_path = self._get_material_path(mat_slot) if material_path: slot_info["materialPath"] = material_path material_slots.append(slot_info) return material_slots def _get_static_materials(self, asset): """Get static materials from a mesh asset. Args: asset: Static mesh asset Returns: list: Static materials """ if hasattr(asset, "static_materials"): return asset.static_materials elif hasattr(asset, "get_static_mesh_materials"): return asset.get_static_mesh_materials() else: # Fallback to section materials materials = [] num_sections = asset.get_num_sections(0) for i in range(num_sections): mat = asset.get_material(i) if mat: materials.append({"material_interface": mat}) return materials def _get_material_path(self, mat_slot): """Get material path from a material slot. Args: mat_slot: Material slot object Returns: str or None: Material path """ if hasattr(mat_slot, "material_interface") and mat_slot.material_interface: return str(mat_slot.material_interface.get_path_name()) elif isinstance(mat_slot, dict) and "material_interface" in mat_slot: if mat_slot["material_interface"]: return str(mat_slot["material_interface"].get_path_name()) return None def _add_blueprint_info(self, info: dict, asset: unreal.Blueprint, assetPath: str): """Add blueprint information to the info dict. Args: info: Dictionary to populate asset: Blueprint asset assetPath: Path to the asset """ info["blueprintType"] = "Blueprint" info["blueprintClass"] = str(asset.generated_class().get_name()) if asset.generated_class() else None # Get blueprint default object information if hasattr(asset, "generated_class") and asset.generated_class(): default_object = asset.generated_class().get_default_object() if default_object: # Get bounds if hasattr(default_object, "get_actor_bounds"): bounds_result = default_object.get_actor_bounds(False) if bounds_result and len(bounds_result) >= 2: origin, extent = bounds_result[0], bounds_result[1] info["bounds"] = { "extent": {"x": float(extent.x), "y": float(extent.y), "z": float(extent.z)}, "origin": {"x": float(origin.x), "y": float(origin.y), "z": float(origin.z)}, "size": {"x": float(extent.x * 2), "y": float(extent.y * 2), "z": float(extent.z * 2)}, } # Get components if hasattr(default_object, "get_components"): components = self._get_blueprint_components(default_object) if components: info["components"] = components def _get_blueprint_components(self, default_object): """Get component information from a blueprint default object. Args: default_object: Blueprint default object Returns: list: Component information """ component_info = [] components = default_object.get_components() for comp in components: comp_data = {"name": comp.get_name(), "class": comp.get_class().get_name()} if hasattr(comp, "static_mesh") and comp.static_mesh: comp_data["meshPath"] = str(comp.static_mesh.get_path_name()) component_info.append(comp_data) return component_info def _add_material_info(self, info: dict, asset): """Add material information to the info dict. Args: info: Dictionary to populate asset: Material asset """ info["materialType"] = asset.get_class().get_name() # Could add material parameters, textures, etc. def _add_texture_info(self, info: dict, asset: unreal.Texture2D): """Add texture information to the info dict. Args: info: Dictionary to populate asset: Texture2D asset """ info.update( { "width": asset.blueprint_get_size_x(), "height": asset.blueprint_get_size_y(), "format": str(asset.get_pixel_format()), } ) @validate_inputs({"paths": [RequiredRule(), TypeRule(list)]}) @handle_unreal_errors("validate_asset_paths") @safe_operation("asset") def validate_asset_paths(self, paths: List[str]): """Validate multiple asset paths exist. Args: paths: List of asset paths to validate Returns: dict: Validation results for each path """ results = {} for path in paths: results[path] = asset_exists(path) return { "results": results, "validCount": sum(1 for v in results.values() if v), "invalidCount": sum(1 for v in results.values() if not v), } @validate_inputs( { "assetType": [RequiredRule(), TypeRule(str)], "searchPath": [RequiredRule(), TypeRule(str)], "limit": [TypeRule(int)], } ) @handle_unreal_errors("find_assets_by_type") @safe_operation("asset") def find_assets_by_type(self, assetType: str, searchPath: str = "/Game", limit: int = 50): """Find all assets of a specific type. Args: assetType: Type of asset to find (e.g., 'StaticMesh', 'Material') searchPath: Path to search in limit: Maximum results Returns: dict: List of matching assets """ asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() # Build filter filter = unreal.ARFilter() filter.package_paths = [searchPath] filter.recursive_paths = True if assetType == "StaticMesh": filter.class_names = ["StaticMesh"] elif assetType == "Material": filter.class_names = ["Material", "MaterialInstance"] elif assetType == "Blueprint": filter.class_names = ["Blueprint"] elif assetType == "Texture": filter.class_names = ["Texture2D"] else: # Generic class filter filter.class_names = [assetType] # Get assets assets = asset_registry.get_assets(filter) # Build result list asset_list = [] for i, asset in enumerate(assets): if i >= limit: break asset_list.append( { "name": str(asset.asset_name), "path": str(asset.package_name), "type": ( str(asset.asset_class_path.asset_name) if hasattr(asset.asset_class_path, "asset_name") else str(asset.asset_class_path) ), } ) return { "assets": asset_list, "totalCount": len(assets), "assetType": assetType, "searchPath": searchPath, } @validate_inputs( { "sourcePath": [RequiredRule(), TypeRule(str), FileExistsRule()], "targetFolder": [RequiredRule(), TypeRule(str)], "assetType": [TypeRule(str)], "batchImport": [TypeRule(bool)], "importSettings": [TypeRule(dict, allow_none=True)], } ) @handle_unreal_errors("import_assets") @safe_operation("asset") def import_assets( self, sourcePath: str, targetFolder: str = "/project/", importSettings: dict = None, assetType: str = "auto", batchImport: bool = False, ) -> dict: """Import assets from FAB marketplace or file system into UE project. Args: sourcePath: Path to source asset file or folder targetFolder: Destination folder in UE project importSettings: Import configuration settings assetType: Type of asset to import ('auto', 'staticMesh', 'material', 'texture', 'blueprint') batchImport: Import entire folder with all compatible assets Returns: dict: Import results with statistics and asset information """ import time start_time = time.time() # Prepare import settings settings = self._prepare_import_settings(importSettings) # Ensure target folder exists in content browser self._ensure_content_folder_exists(targetFolder) # Collect files to import files_to_import = self._collect_import_files(sourcePath, assetType, batchImport) if not files_to_import: raise ValidationError("No compatible files found for import") # Process imports import_results = self._process_imports(files_to_import, targetFolder, settings, assetType) # Build final result processing_time = (time.time() - start_time) * 1000 # Convert to milliseconds return self._build_import_result(import_results, targetFolder, files_to_import, processing_time) def _prepare_import_settings(self, importSettings): """Prepare import settings by merging with defaults. Args: importSettings: User-provided import settings Returns: dict: Complete import settings """ default_settings = { "generateCollision": True, "generateLODs": False, "importMaterials": True, "importTextures": True, "combineMeshes": False, "createMaterialInstances": False, "sRGB": True, "compressionSettings": "TC_Default", "autoGenerateLODs": False, "lodLevels": 3, "overwriteExisting": False, "preserveHierarchy": True, } settings = default_settings.copy() if importSettings: settings.update(importSettings) return settings def _process_imports(self, files_to_import, targetFolder, settings, assetType): """Process the import of multiple files. Args: files_to_import: List of files to import targetFolder: Target content folder settings: Import settings assetType: Asset type Returns: dict: Categorized import results """ imported_assets = [] failed_assets = [] skipped_assets = [] total_size = 0 for file_path in files_to_import: # Import single asset - errors are handled internally result = self._import_single_asset(file_path, targetFolder, settings, assetType) if result["status"] == "success": imported_assets.append(result) if result.get("size"): total_size += result["size"] elif result["status"] == "failed": failed_assets.append(result) elif result["status"] == "skipped": skipped_assets.append(result) return { "imported": imported_assets, "failed": failed_assets, "skipped": skipped_assets, "totalSize": total_size, } def _build_import_result(self, import_results, targetFolder, files_to_import, processing_time): """Build the final import result dictionary. Args: import_results: Categorized import results targetFolder: Target content folder files_to_import: List of files that were processed processing_time: Time taken in milliseconds Returns: dict: Final formatted result """ return { "success": True, "importedAssets": import_results["imported"], "failedAssets": import_results["failed"], "skippedAssets": import_results["skipped"], "statistics": { "totalProcessed": len(files_to_import), "successCount": len(import_results["imported"]), "failedCount": len(import_results["failed"]), "skippedCount": len(import_results["skipped"]), "totalSize": import_results["totalSize"] if import_results["totalSize"] > 0 else None, }, "targetFolder": targetFolder, "processingTime": processing_time, } def _ensure_content_folder_exists(self, folder_path: str): """Ensure a content browser folder exists. Args: folder_path: Content browser path (e.g., '/project/') """ # Convert to content browser path format if not folder_path.startswith("/Game"): folder_path = f'/Game/{folder_path.lstrip("/")}' # Note: UE will auto-create folders when we import assets # No additional action needed def _collect_import_files(self, source_path: str, asset_type: str, batch_import: bool) -> list: """Collect files to import based on source path and settings. Args: source_path: Source file or folder path asset_type: Type filter for assets batch_import: Whether to import entire folder Returns: list: List of file paths to import """ import os # Supported file extensions by type SUPPORTED_EXTENSIONS = { "staticMesh": [".fbx", ".obj", ".dae", ".3ds", ".ase", ".ply"], "material": [".mat"], # UE material files "texture": [".png", ".jpg", ".jpeg", ".tga", ".bmp", ".tiff", ".exr", ".hdr"], "blueprint": [".uasset"], # Blueprint files "auto": [ ".fbx", ".obj", ".dae", ".3ds", ".ase", ".ply", ".png", ".jpg", ".jpeg", ".tga", ".bmp", ".tiff", ".exr", ".hdr", ".uasset", ], } extensions = SUPPORTED_EXTENSIONS.get(asset_type, SUPPORTED_EXTENSIONS["auto"]) files_to_import = [] if os.path.isfile(source_path): # Single file import if any(source_path.lower().endswith(ext) for ext in extensions): files_to_import.append(source_path) elif os.path.isdir(source_path) and batch_import: # Batch import from folder for root, _dirs, files in os.walk(source_path): for file in files: if any(file.lower().endswith(ext) for ext in extensions): files_to_import.append(os.path.join(root, file)) elif os.path.isdir(source_path): # Single folder - only direct files for file in os.listdir(source_path): file_path = os.path.join(source_path, file) if os.path.isfile(file_path) and any(file.lower().endswith(ext) for ext in extensions): files_to_import.append(file_path) return files_to_import def _import_single_asset(self, file_path: str, target_folder: str, settings: dict, asset_type: str) -> dict: """Import a single asset file. Args: file_path: Path to source file target_folder: Target content browser folder settings: Import settings asset_type: Asset type hint Returns: dict: Import result for this asset """ from pathlib import Path # Validate file path exists if not os.path.exists(file_path): return { "originalPath": file_path, "targetPath": "", "assetType": "unknown", "status": "failed", "error": f"Source file does not exist: {file_path}", } file_name = Path(file_path).stem file_ext = Path(file_path).suffix.lower() # Determine target path target_path = f"{target_folder}/{file_name}" # Check if asset already exists and handle accordingly if not settings.get("overwriteExisting", False): if asset_exists(target_path): return { "originalPath": file_path, "targetPath": target_path, "assetType": self._detect_asset_type_from_extension(file_ext), "status": "skipped", "error": "Asset already exists", } # Setup import task based on file type import_task = self._create_import_task(file_path, target_folder, settings, file_ext) if not import_task: return { "originalPath": file_path, "targetPath": target_path, "assetType": self._detect_asset_type_from_extension(file_ext), "status": "failed", "error": "Unsupported file type or failed to create import task", } # Execute import asset_tools = unreal.AssetToolsHelpers.get_asset_tools() imported_assets = asset_tools.import_asset_tasks([import_task]) if imported_assets and len(imported_assets) > 0: imported_asset = imported_assets[0] # Get asset information asset_info = self._get_imported_asset_info(imported_asset, file_path) return { "originalPath": file_path, "targetPath": imported_asset.get_path_name(), "assetType": imported_asset.get_class().get_name(), "status": "success", "size": asset_info.get("size", 0), "vertexCount": asset_info.get("vertexCount"), "materialCount": asset_info.get("materialCount"), } else: return { "originalPath": file_path, "targetPath": target_path, "assetType": self._detect_asset_type_from_extension(file_ext), "status": "failed", "error": "Import task completed but no assets were created", } def _detect_asset_type_from_extension(self, file_ext: str) -> str: """Detect asset type from file extension. Args: file_ext: File extension (with dot) Returns: str: Asset type """ ext = file_ext.lower() if ext in [".fbx", ".obj", ".dae", ".3ds", ".ase", ".ply"]: return "StaticMesh" elif ext in [".png", ".jpg", ".jpeg", ".tga", ".bmp", ".tiff", ".exr", ".hdr"]: return "Texture2D" elif ext in [".mat"]: return "Material" elif ext in [".uasset"]: return "Blueprint" else: return "Unknown" def _create_import_task( self, file_path: str, target_folder: str, settings: dict, file_ext: str ) -> unreal.AssetImportTask: """Create an import task for the given file. Args: file_path: Source file path target_folder: Target content folder settings: Import settings file_ext: File extension Returns: AssetImportTask or None if unsupported """ # Validate file path exists before creating task if not os.path.exists(file_path): log_error(f"Cannot create import task - file does not exist: {file_path}") return None task = self._create_base_import_task(file_path, target_folder, settings) if not task: log_error(f"Failed to create base import task for: {file_path}") return None # Configure options based on file type if file_ext in [".fbx", ".obj", ".dae", ".3ds", ".ase", ".ply"]: self._configure_mesh_import(task, settings) elif file_ext in [".png", ".jpg", ".jpeg", ".tga", ".bmp", ".tiff", ".exr", ".hdr"]: self._configure_texture_import(task, settings) return task def _create_base_import_task(self, file_path: str, target_folder: str, settings: dict) -> unreal.AssetImportTask: """Create a base import task with common settings. Args: file_path: Source file path target_folder: Target content folder settings: Import settings Returns: AssetImportTask with base configuration """ task = unreal.AssetImportTask() task.filename = file_path task.destination_path = target_folder task.replace_existing = settings.get("overwriteExisting", False) task.automated = True task.save = True return task def _configure_mesh_import(self, task: unreal.AssetImportTask, settings: dict): """Configure import task for mesh files. Args: task: Import task to configure settings: Import settings """ options = unreal.FbxImportUI() # Mesh settings options.import_mesh = True options.import_materials = settings.get("importMaterials", True) options.import_textures = settings.get("importTextures", True) options.import_as_skeletal = False # Static mesh specific settings mesh_options = options.static_mesh_import_data mesh_options.combine_meshes = settings.get("combineMeshes", False) mesh_options.generate_lightmap_u_vs = True mesh_options.auto_generate_collision = settings.get("generateCollision", True) # LOD settings if settings.get("generateLODs", False): mesh_options.auto_generate_collision = True task.options = options def _configure_texture_import(self, task: unreal.AssetImportTask, settings: dict): """Configure import task for texture files. Args: task: Import task to configure settings: Import settings """ factory = unreal.TextureFactory() factory.s_rgb = settings.get("sRGB", True) # Set compression based on settings compression = settings.get("compressionSettings", "TC_Default") if compression in self.COMPRESSION_MAP: factory.compression_settings = self.COMPRESSION_MAP[compression] task.factory = factory def _get_imported_asset_info(self, asset, original_file_path: str) -> dict: """Get information about an imported asset. Args: asset: The imported asset original_file_path: Original source file path Returns: dict: Asset information """ import os info = {} # Get file size if original file exists if os.path.exists(original_file_path): info["size"] = os.path.getsize(original_file_path) # Get mesh-specific info with validation if isinstance(asset, unreal.StaticMesh): # Check if the asset has any LODs before accessing LOD 0 if asset.get_num_lods() > 0: info["vertexCount"] = asset.get_num_vertices(0) info["materialCount"] = asset.get_num_sections(0) else: info["vertexCount"] = 0 info["materialCount"] = 0 return info
# -*- 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): ''' 输出物体详细信息:函数、属性,editorProperty等,并以log形式输出 :param obj: Object实例或者类 :param subString: 过滤用字符串 :return: 无 ''' 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.." #doc太长,不输出 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: # 有参函数 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.." #doc太长,不输出 else: try: resultStr = "{}".format(getattr(obj, name)) except: resultStr = "" isAlsoEditorProperty = name in editorPropertiesNames #是否同时是EditorProprty同时也是property 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(): #过滤掉不需要的 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]: # 有参函数 # 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 # 已经输出过跳过 else: sign = "*" # line = "\t\t{0} {1} {3}{4} {2}".format(name, sign, descriptionStr, " " * (formatWidth - 3 - len(name) -len(sign) ), resultStr) #descriptionStr 中是[rw]放到最后显示 line = "\t\t{} {}".format(name, sign) line += "{}{} {}".format(" " * (formatWidth-len(line)+2-8), resultStr, descriptionStr) # descriptionStr 中是[rw]放到最后显示 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() # 修改site.py 文件中的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 #简单查找字符串替换 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") # 简单修改第三个if所在行的内容 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("已将default encoding设置为{}".format(currentEncoding), 0) else: unreal.PythonBPLib.message_dialog("已将default encoding设置为{},需要重启编辑器以便生效".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}")
from cgl.plugins.preflight.preflight_check import PreflightCheck # there is typically a alchemy.py, and utils.py file in the plugins directory. # look here for pre-built, useful functions # from cgl.plugins.unreal import alchemy as alc import unreal class Levelselected(PreflightCheck): def getName(self): pass def run(self): """ script to be executed when the preflight is run. If the preflight is successful: self.pass_check('Message about a passed Check') if the preflight fails: self.fail_check('Message about a failed check') :return: """ selected_assets = unreal.EditorUtilityLibrary.get_selected_assets() if len(selected_assets) > 0: if selected_assets[0].get_class().get_name() == "World": self.pass_check('Check Passed') else: self.fail_check("Error: Selected Asset Must Be Level") else: self.fail_check("Error: No Asset Selected")
# unreal 5.6 import os import warnings import unreal asset_registry = unreal.AssetRegistryHelpers.get_asset_registry() static_mesh_editor_subsystem = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) def export_usd_mesh(static_mesh, output_file): task = unreal.AssetExportTask() task.object = static_mesh task.filename = output_file task.replace_identical = True task.prompt = False task.automated = True task.options = unreal.StaticMeshExporterUSDOptions() task.options.stage_options = unreal.UsdStageOptions() task.options.stage_options.up_axis = unreal.UsdUpAxis.Y_AXIS task.options.stage_options.meters_per_unit = 1 task.options.mesh_asset_options = unreal.UsdMeshAssetOptions() task.options.mesh_asset_options.use_payload = False task.options.mesh_asset_options.bake_materials = True task.options.mesh_asset_options.lowest_mesh_lod = 0 task.options.mesh_asset_options.material_baking_options = unreal.UsdMaterialBakingOptions() task.options.mesh_asset_options.material_baking_options.constant_color_as_single_value = True task.options.mesh_asset_options.material_baking_options.default_texture_size = unreal.IntPoint(64, 64) task.options.mesh_asset_options.material_baking_options.textures_dir = unreal.DirectoryPath(os.path.join(os.path.dirname(output_file), "Textures")) unreal.Exporter.run_asset_export_task(task) def export_usd_material(material_instance, output_file, only_textures = False): iterations = 10 for i in range(iterations): # Run export task multiple times to fix texture quality. This issue probably related to Texture Streaming. task = unreal.AssetExportTask() task.object = material_instance task.filename = output_file task.replace_identical = True task.prompt = False task.automated = True task.options = unreal.MaterialExporterUSDOptions() task.options.material_baking_options = unreal.UsdMaterialBakingOptions() task.options.material_baking_options.constant_color_as_single_value = True task.options.material_baking_options.default_texture_size = unreal.IntPoint(4096, 4096) task.options.material_baking_options.textures_dir = unreal.DirectoryPath(os.path.join(os.path.dirname(output_file), "Textures")) if i != (iterations - 1): # write textures only at last iteration task.options.material_baking_options.textures_dir.path = os.path.join(task.options.material_baking_options.textures_dir.path, os.devnull) unreal.Exporter.run_asset_export_task(task) if only_textures: os.remove(output_file) def export_png(texture_2d, output_file): texture_exporter = unreal.TextureExporterPNG() task = unreal.AssetExportTask() task.object = texture_2d task.filename = output_file task.exporter = texture_exporter task.automated = True task.prompt = False task.replace_identical = True unreal.Exporter.run_asset_export_task(task) def get_subpath(object_path): return os.path.relpath(os.path.dirname(object_path), '/Game') def convert_material_path_to_filename(input_path, parameter_name): names_map = { "BaseColor": "BaseColor", "Albedo": "BaseColor", "Roughness": "Roughness", "Normal": "Normal", } name_key = str(parameter_name) if name_key not in names_map: return None name = names_map[name_key] result = input_path[1:] # remove first character result = ".".join(result.split(".")[:1]) # remove last result = result.replace("/", "_") result += f"_{name}" return result def export_material_textures(asset_object, object_path, output_path): for texture_parameter_value in asset_object.texture_parameter_values: texture_filename = convert_material_path_to_filename(asset_object.get_path_name(), texture_parameter_value.parameter_info.name) if texture_filename is None: continue texture_2d = texture_parameter_value.parameter_value; output_file = os.path.join(output_path, get_subpath(object_path), "Textures", f"{texture_filename}.png") export_png(texture_2d, output_file) def disable_nanite(static_mesh): """ used to export original mesh as USD https://forums.unrealengine.com/project/-method-of-exporting-level-meshes-and-nanite/project/ will cause memory leak for each call """ nanite_settings = static_mesh.get_editor_property("nanite_settings") if (nanite_settings.enabled): print(f"Disabling nanite for {static_mesh}") nanite_settings.enabled = False static_mesh_editor_subsystem.set_nanite_settings(static_mesh, nanite_settings) def undo_changes(): dirty_content_packages = unreal.EditorLoadingAndSavingUtils.get_dirty_content_packages() unreal.EditorLoadingAndSavingUtils.reload_packages(dirty_content_packages, interaction_mode=unreal.ReloadPackagesInteractionMode.ASSUME_POSITIVE) def cread_dirs(output_file): output_dir = os.path.dirname(output_file) if not os.path.exists(output_dir): os.makedirs(output_dir) def export_object(object_path, output_path): asset_info = asset_registry.get_asset_by_object_path(object_path) asset_object = asset_info.get_asset() if type(asset_object) is unreal.StaticMesh: print(f"Exporting StaticMesh {object_path}") disable_nanite(asset_object) output_file = os.path.join(output_path, get_subpath(object_path), f"{asset_info.asset_name}.usd") cread_dirs(output_file) export_usd_mesh(asset_object, output_file) material = asset_object.get_material(0) output_file = os.path.join(output_path, get_subpath(object_path), f"{asset_info.asset_name}_Material.usd") export_usd_material(material, output_file, True) export_material_textures(material, object_path, output_path) print(f"Exported to {output_file}") def get_sort_key_material(object_path): asset_info = asset_registry.get_asset_by_object_path(object_path) asset_object = asset_info.get_asset() return 1 if type(asset_object) is unreal.MaterialInstanceConstant else 0 def main(): print("------ Start Exporting ------") output_path = os.environ.get('OUTPUT_PATH', "F:/project/") path = os.environ.get('ASSETS_PATH', unreal.EditorUtilityLibrary.get_current_content_browser_path()) if path is None or output_path is None: print("Empty paths. Aborting") return else: print("Exporting from path: " + path) asset_data_list = unreal.EditorAssetLibrary.list_assets(path, recursive=True) asset_data_list.sort(get_sort_key_material) for object_path in asset_data_list: export_object(object_path, output_path) print("------ Done Exporting ------") main()
# -*- coding: utf-8 -*- import unreal from Utilities.Utils import Singleton class MinimalExample(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonBPLib.get_chameleon_data(self.json_path) self.ui_output = "InfoOutput" self.click_count = 0 def on_button_click(self): self.click_count += 1 self.data.set_text(self.ui_output, "Clicked {} time(s)".format(self.click_count))
# coding: utf-8 import unreal import argparse parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") parser.add_argument("-debugeachsave") args = parser.parse_args() #print(args.vrm) ###### rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r hierarchy = unreal.ControlRigBlueprintLibrary.get_hierarchy(rig) h_con = hierarchy.get_controller() print(unreal.SystemLibrary.get_engine_version()) if (unreal.SystemLibrary.get_engine_version()[0] == '5'): c = rig.get_controller() else: c = rig.controller g = c.get_graph() n = g.get_nodes() mesh = rig.get_preview_mesh() morphList = mesh.get_all_morph_target_names() morphListWithNo = morphList[:] morphListRenamed = [] morphListRenamed.clear() for i in range(len(morphList)): morphListWithNo[i] = '{}'.format(morphList[i]) print(morphListWithNo) while(len(hierarchy.get_bones()) > 0): e = hierarchy.get_bones()[-1] h_con.remove_all_parents(e) h_con.remove_element(e) h_con.import_bones(unreal.ControlRigBlueprintLibrary.get_preview_mesh(rig).skeleton) h_con.import_curves(unreal.ControlRigBlueprintLibrary.get_preview_mesh(rig).skeleton) dset = rig.get_editor_property('rig_graph_display_settings') dset.set_editor_property('node_run_limit', 0) rig.set_editor_property('rig_graph_display_settings', dset) ###### root key = unreal.RigElementKey(unreal.RigElementType.NULL, 'MorphControlRoot_s') space = hierarchy.find_null(key) if (space.get_editor_property('index') < 0): space = h_con.add_null('MorphControlRoot_s', space_type=unreal.RigSpaceType.SPACE) else: space = key a:unreal.RigUnit_CollectionItems = unreal.RigUnit_CollectionItems() print(a) # 配列ノード追加 values_forCurve:unreal.RigVMStructNode = [] items_forControl:unreal.RigVMStructNode = [] items_forCurve:unreal.RigVMStructNode = [] for node in n: print(node) print(node.get_node_title()) # set curve num if (node.get_node_title() == 'For Loop'): print(node) pin = node.find_pin('Count') print(pin) c.set_pin_default_value(pin.get_pin_path(), str(len(morphList))) # curve name array pin if (node.get_node_title() == 'Select'): print(node) pin = node.find_pin('Values') print(pin) print(pin.get_array_size()) print(pin.get_default_value()) values_forCurve.append(pin) # items if (node.get_node_title() == 'Collection from Items'): if ("Type=Curve," in c.get_pin_default_value(node.find_pin('Items').get_pin_path())): items_forCurve.append(node.find_pin('Items')) else: items_forControl.append(node.find_pin('Items')) print(values_forCurve) # reset controller for e in reversed(hierarchy.get_controls()): if (hierarchy.get_parents(e)[0].name == 'MorphControlRoot_s'): #if (str(e.name).rstrip('_c') in morphList): # continue print('delete') #print(str(e.name)) h_con.remove_element(e) # curve array for v in values_forCurve: c.clear_array_pin(v.get_pin_path()) for morph in morphList: tmp = "{}".format(morph) c.add_array_pin(v.get_pin_path(), default_value=tmp) # curve controller for morph in morphListWithNo: name_c = "{}_c".format(morph) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) settings = unreal.RigControlSettings() settings.shape_color = [1.0, 0.0, 0.0, 1.0] settings.control_type = unreal.RigControlType.FLOAT try: control = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) except: k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) shape_t = unreal.Transform(location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], scale=[0.001, 0.001, 0.001]) hierarchy.set_control_shape_transform(k, shape_t, True) morphListRenamed.append(control.key.name) if (args.debugeachsave == '1'): try: unreal.EditorAssetLibrary.save_loaded_asset(rig) except: print('save error') #unreal.SystemLibrary.collect_garbage() # eye controller eyeControllerTable = [ "VRM4U_EyeUD_left", "VRM4U_EyeLR_left", "VRM4U_EyeUD_right", "VRM4U_EyeLR_right", ] # eye controller for eyeCon in eyeControllerTable: name_c = "{}_c".format(eyeCon) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) settings = unreal.RigControlSettings() settings.shape_color = [1.0, 0.0, 0.0, 1.0] settings.control_type = unreal.RigControlType.FLOAT try: control = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) except: k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) shape_t = unreal.Transform(location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], scale=[0.001, 0.001, 0.001]) hierarchy.set_control_shape_transform(k, shape_t, True) # curve Control array for v in items_forControl: c.clear_array_pin(v.get_pin_path()) for morph in morphListRenamed: tmp = '(Type=Control,Name=' tmp += "{}".format(morph) tmp += ')' c.add_array_pin(v.get_pin_path(), default_value=tmp) # 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)
# Copyright Epic Games, Inc. All Rights Reserved """ This script handles processing jobs and shots in the current loaded queue """ import unreal from .utils import ( movie_pipeline_queue, execute_render, setup_remote_render_jobs, update_render_output ) def setup_render_parser(subparser): """ This method adds a custom execution function and args to a render subparser :param subparser: Subparser for processing custom sequences """ # Function to process arguments subparser.set_defaults(func=_process_args) def render_jobs( is_remote=False, is_cmdline=False, executor_instance=None, remote_batch_name=None, remote_job_preset=None, output_dir_override=None, output_filename_override=None ): """ This renders the current state of the queue :param bool is_remote: Is this a remote render :param bool is_cmdline: Is this a commandline render :param executor_instance: Movie Pipeline Executor instance :param str remote_batch_name: Batch name for remote renders :param str remote_job_preset: Remote render job preset :param str output_dir_override: Movie Pipeline output directory override :param str output_filename_override: Movie Pipeline filename format override :return: MRQ executor """ if not movie_pipeline_queue.get_jobs(): # Make sure we have jobs in the queue to work with raise RuntimeError("There are no jobs in the queue!!") # Update the job for job in movie_pipeline_queue.get_jobs(): # If we have output job overrides and filename overrides, update it on # the job if output_dir_override or output_filename_override: update_render_output( job, output_dir=output_dir_override, output_filename=output_filename_override ) # Get the job output settings output_setting = job.get_configuration().find_setting_by_class( unreal.MoviePipelineOutputSetting ) # Allow flushing flies to disk per shot. # Required for the OnIndividualShotFinishedCallback to get called. output_setting.flush_disk_writes_per_shot = True if is_remote: setup_remote_render_jobs( remote_batch_name, remote_job_preset, movie_pipeline_queue.get_jobs(), ) try: # Execute the render. # This will execute the render based on whether its remote or local executor = execute_render( is_remote, executor_instance=executor_instance, is_cmdline=is_cmdline, ) except Exception as err: unreal.log_error( f"An error occurred executing the render.\n\tError: {err}" ) raise return executor def _process_args(args): """ Function to process the arguments for the sequence subcommand :param args: Parsed Arguments from parser """ return render_jobs( is_remote=args.remote, is_cmdline=args.cmdline, remote_batch_name=args.batch_name, remote_job_preset=args.deadline_job_preset, output_dir_override=args.output_override, output_filename_override=args.filename_override )
import unreal @unreal.uenum() class MyPythonEnum(unreal.EnumBase): FIRST = unreal.uvalue(0) SECOND = unreal.uvalue(1) FOURTH = unreal.uvalue(3) @unreal.ustruct() class PythonUnrealStruct(unreal.StructBase): some_string = unreal.uproperty(str) some_number = unreal.uproperty(float) array_of_string = unreal.uproperty(unreal.Array(str)) @unreal.uclass() class PythonTestClass(unreal.BlueprintFunctionLibrary): @unreal.ufunction(static = True, params = [int], ret = PythonUnrealStruct) def MyPythonFunction(integer_argument1): struct = PythonUnrealStruct() struct.some_string = "5" struct.some_number = integer_argument1 + 1 struct.array_of_string = ["a", "b", "c"] return struct @unreal.ufunction(static = True, params = [str], ret = bool) def MyPythonFunction2(string_argument1): print(string_argument1) return True
# /project/ # @CBgameDev Optimisation Script - Log No LODs On Skeletal Meshes # /project/ import unreal import os EditAssetLib = unreal.EditorAssetLibrary() SkelMeshLib = unreal.EditorSkeletalMeshLibrary() 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() # unreal.log(_assetClassName) if _assetClassName == "SkeletalMesh": _SkeletalMeshAsset = unreal.SkeletalMesh.cast(EditAssetLib.load_asset(asset)) # unreal.log(SkelMeshLib.get_lod_count(_SkeletalMeshAsset)) # unreal.log(_SkeletalMeshAsset) if SkelMeshLib.get_lod_count(_SkeletalMeshAsset) <= 1: 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 No LODs On Skeletal Meshes" DescOfOptimisation = "Searches the entire project for skeletal mesh assets that do not have any LODs setup" SummaryMessageIntro = "-- Skeletal Mesh Assets Which Do Not Have any LODs Setup --" 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 projectPath = unreal.Paths.project_dir() content_path = unreal.Paths.project_content_dir() path_split = projectPath.split('/') wip_folder_name = path_split[len(path_split)-3] + '_WIP' path_split[len(path_split)-3] = wip_folder_name wip_path = '/'.join(path_split) wip_folder = wip_path source_folder = content_path texture_folder = wip_path + 'Game/' desired_size = 2024 print('WIP Folder:', wip_folder) print('Source Folder:', source_folder) print('Texture Folder:', texture_folder) print('Desired Size:', desired_size)
import unreal import torch from unreal import EditorLevelLibrary editor_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) # Use the new method to get the editor world editor_world = editor_subsystem.get_editor_world() # Now you can continue with your operations using editor_world print(editor_world) print("halli hallå")
"""Test file so I can run quick code snippet inside unreal > Use py /project/ in the cmd inside unreal. """ import os import opentimelineio as otio #import path_utils import unreal def export_sequencer_data_as_otio(): """Export out of unreal folder""" # Get the output folder for the out usd data out_dir = '/project/' print(os.path.exists(out_dir)) if not os.path.exists(out_dir): os.makedirs(out_dir) timeline = otio.schema.Timeline(name="MyTimeline") track = otio.schema.Track() timeline.tracks.append(track) out_path = out_dir + "my_timeline.otio" unreal.log("yay") unreal.log(out_dir) print(timeline) if os.path.exists(out_dir): print("path exists!") otio.adapters.write_to_file(timeline, out_path) else: unreal.log_error("Can't write OTIO files, {} dir does not exists".format(out_dir)) export_sequencer_data_as_otio()
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ Example script that instantiates an HDA using the API and then setting some parameter values after instantiation but before the first cook. """ import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.pig_head_subdivider_v01' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def on_post_instantiation(in_wrapper): print('on_post_instantiation') # in_wrapper.on_post_instantiation_delegate.remove_callable(on_post_instantiation) # Set some parameters to create instances and enable a material in_wrapper.set_bool_parameter_value('add_instances', True) in_wrapper.set_int_parameter_value('num_instances', 8) in_wrapper.set_bool_parameter_value('addshader', True) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset with auto-cook enabled _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform()) # Bind on_post_instantiation (before the first cook) callback to set parameters _g_wrapper.on_post_instantiation_delegate.add_callable(on_post_instantiation) if __name__ == '__main__': run()
import unreal from Utilities.Utils import Singleton class ModalWindowExample(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)
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ An example script that uses the API to instantiate an HDA and then set 2 inputs: a geometry input (a cube) and a curve input (a helix). The inputs are set during post instantiation (before the first cook). After the first cook and output creation (post processing) the input structure is fetched and logged. """ import math import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.copy_to_curve_1_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def get_geo_asset_path(): return '/project/.Cube' def get_geo_asset(): return unreal.load_object(None, get_geo_asset_path()) def configure_inputs(in_wrapper): print('configure_inputs') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(configure_inputs) # Create a geo input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_object = get_geo_asset() if not geo_input.set_input_objects((geo_object, )): # If any errors occurred, get the last error message print('Error on geo_input: {0}'.format(geo_input.get_last_error_message())) # copy the input data to the HDA as node input 0 in_wrapper.set_input_at_index(0, geo_input) # We can now discard the API input object geo_input = None # Create a curve input curve_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPICurveInput) # Create a curve wrapper/helper curve_object = unreal.HoudiniPublicAPICurveInputObject(curve_input) # Make it a Nurbs curve curve_object.set_curve_type(unreal.HoudiniPublicAPICurveType.NURBS) # Set the points of the curve, for this example we create a helix # consisting of 100 points curve_points = [] for i in range(100): t = i / 20.0 * math.pi * 2.0 x = 100.0 * math.cos(t) y = 100.0 * math.sin(t) z = i curve_points.append(unreal.Transform([x, y, z], [0, 0, 0], [1, 1, 1])) curve_object.set_curve_points(curve_points) # Error handling/message example: try to set geo_object on curve input if not curve_input.set_input_objects((geo_object, )): print('Error (example) while setting \'{0}\' on curve input: {1}'.format( geo_object.get_name(), curve_input.get_last_error_message() )) # Set the curve wrapper as an input object curve_input.set_input_objects((curve_object, )) # Copy the input data to the HDA as node input 1 in_wrapper.set_input_at_index(1, curve_input) # We can now discard the API input object curve_input = None # Check for errors on the wrapper last_error = in_wrapper.get_last_error_message() if last_error: print('Error on wrapper during input configuration: {0}'.format(last_error)) def print_api_input(in_input): print('\t\tInput type: {0}'.format(in_input.__class__)) print('\t\tbKeepWorldTransform: {0}'.format(in_input.keep_world_transform)) print('\t\tbImportAsReference: {0}'.format(in_input.import_as_reference)) if isinstance(in_input, unreal.HoudiniPublicAPIGeoInput): print('\t\tbPackBeforeMerge: {0}'.format(in_input.pack_before_merge)) print('\t\tbExportLODs: {0}'.format(in_input.export_lo_ds)) print('\t\tbExportSockets: {0}'.format(in_input.export_sockets)) print('\t\tbExportColliders: {0}'.format(in_input.export_colliders)) elif isinstance(in_input, unreal.HoudiniPublicAPICurveInput): print('\t\tbCookOnCurveChanged: {0}'.format(in_input.cook_on_curve_changed)) print('\t\tbAddRotAndScaleAttributesOnCurves: {0}'.format(in_input.add_rot_and_scale_attributes_on_curves)) input_objects = in_input.get_input_objects() if not input_objects: print('\t\tEmpty input!') else: print('\t\tNumber of objects in input: {0}'.format(len(input_objects))) for idx, input_object in enumerate(input_objects): print('\t\t\tInput object #{0}: {1}'.format(idx, input_object)) if isinstance(input_object, unreal.HoudiniPublicAPICurveInputObject): print('\t\t\tbClosed: {0}'.format(input_object.is_closed())) print('\t\t\tCurveMethod: {0}'.format(input_object.get_curve_method())) print('\t\t\tCurveType: {0}'.format(input_object.get_curve_type())) print('\t\t\tReversed: {0}'.format(input_object.is_reversed())) print('\t\t\tCurvePoints: {0}'.format(input_object.get_curve_points())) def print_inputs(in_wrapper): print('print_inputs') # Unbind from the delegate in_wrapper.on_post_processing_delegate.remove_callable(print_inputs) # Fetch inputs, iterate over it and log node_inputs = in_wrapper.get_inputs_at_indices() parm_inputs = in_wrapper.get_input_parameters() if not node_inputs: print('No node inputs found!') else: print('Number of node inputs: {0}'.format(len(node_inputs))) for input_index, input_wrapper in node_inputs.items(): print('\tInput index: {0}'.format(input_index)) print_api_input(input_wrapper) if not parm_inputs: print('No parameter inputs found!') else: print('Number of parameter inputs: {0}'.format(len(parm_inputs))) for parm_name, input_wrapper in parm_inputs.items(): print('\tInput parameter name: {0}'.format(parm_name)) print_api_input(input_wrapper) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset with auto-cook enabled _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform()) # Configure inputs on_post_instantiation, after instantiation, but before first cook _g_wrapper.on_post_instantiation_delegate.add_callable(configure_inputs) # Print the input state after the cook and output creation. _g_wrapper.on_post_processing_delegate.add_callable(print_inputs) if __name__ == '__main__': run()
import unreal import socket import traceback from threading import Thread from queue import Queue syslib = unreal.SystemLibrary() class MyTimer: _hndl = None def __init__(self, *w, **kw): if w:self.start(*w, **kw) def start(self, foo, delay=0.0, repeat=False): self.stop() assert callable(foo) self._foo = foo self._delay = max(delay, 0.0) self._repeat = repeat self._passed = 0.0 self._hndl = unreal.register_slate_post_tick_callback(self._tick) def stop(self): self._foo = None if not self._hndl: return unreal.unregister_slate_post_tick_callback(self._hndl) self._hndl = None def _tick(self, delta_time): if not self._foo: return self.stop() self._passed += delta_time if self._passed < self._delay: return try: self._foo() except: traceback.print_exc() if self._repeat: self._passed = 0.0 else: self.stop() class UDP2CMD: def __init__(self): self.port = 1234 self._live = False self.from_sublime_queue = Queue() def start(self): args = unreal.SystemLibrary.get_command_line() tokens, switches, params = unreal.SystemLibrary.parse_command_line(args) if "tellunreal_listen_port" in params: print("tellunreal_listen_port:%r"%params["tellunreal_listen_port"]) self.port = int(params["tellunreal_listen_port"]) print("External Command Line object is initialized") if self._live: raise RuntimeError self._live = True self.listen_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) self.listen_socket.bind(("localhost", self.port)) self.listen_thread = Thread(target = self._thr_listen) self.listen_thread.start() self._main_timer = MyTimer(self.onTimer, 0.3, repeat=True) def stop(self): print("STOP UDP2CMD %r"%self) self._live = False self._main_timer.stop() self.listen_socket.close() def _thr_listen(self): while self._live: try: data, address = self.listen_socket.recvfrom(10000) except OSError as err: print("UDP2CMD _thr_listen recvfrom ERR:%s"%err) break if data: self.from_sublime_queue.put(data) print("UDP2CMD STOP thread %r"%self) def onTimer(self): if not self._live: return self._main_timer.stop() if not self.from_sublime_queue.qsize(): return data = self.from_sublime_queue.get_nowait() print("UDP2CMD data:%r"%data) cmd = data.decode() syslib.print_string(None, string=cmd, print_to_screen=True, print_to_log=True, text_color=[255.0, 0.0, 0.0, 255.0], duration=2.0) syslib.execute_console_command(None, cmd) prev = getattr(unreal, "udp_2_cmd_listener", None ) if prev: prev.stop() unreal.udp_2_cmd_listener = UDP2CMD() unreal.udp_2_cmd_listener.start()
import unreal class GallaryWidgetFactory: export = True def create(self) -> unreal.Widget: ... def with_content(self): return "Example"
# -*- coding: utf-8 -*- """Loader for Static Mesh alembics.""" 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, UNREAL_VERSION, get_dir_from_existing_asset ) from ayon_core.settings import get_current_project_settings from ayon_core.lib import EnumDef, BoolDef import unreal # noqa class StaticMeshAlembicLoader(plugin.Loader): """Load Unreal StaticMesh from Alembic""" product_types = {"model", "staticMesh"} label = "Import Alembic Static Mesh" representations = {"abc"} icon = "cube" color = "orange" abc_conversion_preset = "maya" loaded_asset_dir = "{folder[path]}/{product[name]}_{version[version]}" loaded_asset_name = "{folder[name]}_{product[name]}_{version[version]}_{representation[name]}" # noqa show_dialog = False @classmethod def apply_settings(cls, project_settings): super(StaticMeshAlembicLoader, cls).apply_settings(project_settings) # Apply import settings unreal_settings = project_settings["unreal"]["import_settings"] cls.abc_conversion_preset = unreal_settings["abc_conversion_preset"] cls.loaded_asset_dir = unreal_settings["loaded_asset_dir"] cls.loaded_asset_name = unreal_settings["loaded_asset_name"] cls.show_dialog = unreal_settings["show_dialog"] @classmethod def get_options(cls, contexts): return [ EnumDef( "abc_conversion_preset", label="Alembic Conversion Preset", items={ "3dsmax": "3dsmax", "maya": "maya", "custom": "custom" }, default=cls.abc_conversion_preset ), EnumDef( "abc_material_settings", label="Alembic Material Settings", items={ "no_material": "Do not apply materials", "create_materials": "Create matarials by face sets", "find_materials": "Search matching materials by face sets", }, default="no_materials" ), BoolDef( "merge_meshes", label="Merge Meshes", default=True ) ] @staticmethod def get_task(filename, asset_dir, asset_name, replace, loaded_options): task = unreal.AssetImportTask() options = unreal.AbcImportSettings() sm_settings = unreal.AbcStaticMeshSettings() mat_settings = unreal.AbcMaterialSettings() conversion_settings = unreal.AbcConversionSettings() 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', not loaded_options.get("show_dialog")) task.set_editor_property('save', True) # set import options here # Unreal 4.24 ignores the settings. It works with Unreal 4.26 options.set_editor_property( 'import_type', unreal.AlembicImportType.STATIC_MESH) sm_settings.set_editor_property( 'merge_meshes', loaded_options.get("merge_meshes", True)) if loaded_options.get("abc_material_settings") == "create_materials": mat_settings.set_editor_property("create_materials", True) mat_settings.set_editor_property("find_materials", False) elif loaded_options.get("abc_material_settings") == "find_materials": mat_settings.set_editor_property("create_materials", False) mat_settings.set_editor_property("find_materials", True) else: mat_settings.set_editor_property("create_materials", False) mat_settings.set_editor_property("find_materials", False) if not loaded_options.get("default_conversion"): conversion_settings = None abc_conversion_preset = loaded_options.get("abc_conversion_preset") if abc_conversion_preset == "maya": if UNREAL_VERSION.major >= 5 and UNREAL_VERSION.minor >= 4: conversion_settings = unreal.AbcConversionSettings( preset=unreal.AbcConversionPreset.MAYA) else: conversion_settings = unreal.AbcConversionSettings( preset=unreal.AbcConversionPreset.CUSTOM, flip_u=False, flip_v=True, rotation=[90.0, 0.0, 0.0], scale=[1.0, -1.0, 1.0]) elif abc_conversion_preset == "3dsmax": if UNREAL_VERSION.major >= 5: conversion_settings = unreal.AbcConversionSettings( preset=unreal.AbcConversionPreset.MAX) else: conversion_settings = unreal.AbcConversionSettings( preset=unreal.AbcConversionPreset.CUSTOM, flip_u=False, flip_v=True, rotation=[0.0, 0.0, 0.0], scale=[1.0, -1.0, 1.0]) else: data = get_current_project_settings() preset = ( data["unreal"]["import_settings"]["custom"] ) conversion_settings = unreal.AbcConversionSettings( preset=unreal.AbcConversionPreset.CUSTOM, flip_u=preset["flip_u"], flip_v=preset["flip_v"], rotation=[ preset["rot_x"], preset["rot_y"], preset["rot_z"] ], scale=[ preset["scl_x"], preset["scl_y"], preset["scl_z"] ] ) options.conversion_settings = conversion_settings options.static_mesh_settings = sm_settings options.material_settings = mat_settings task.options = options return task def import_and_containerize( self, filepath, asset_dir, asset_name, container_name, loaded_options ): """ Import the asset and create a container for it. Handle asset loading based on settings. """ task = None # If the asset does not exist, create a new one if not unreal.EditorAssetLibrary.does_asset_exist( f"{asset_dir}/{asset_name}" ): task = self.get_task( filepath, asset_dir, asset_name, False, loaded_options ) unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) 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, representation, product_type, project_name, layout ): data = { "schema": "ayon:container-2.0", "id": AYON_CONTAINER_ID, "folder_path": folder_path, "namespace": asset_dir, "container_name": container_name, "asset_name": asset_name, "loader": str(self.__class__.__name__), "representation": representation["id"], "parent": representation["versionId"], "product_type": product_type, # TODO these should be probably removed "asset": folder_path, "family": product_type, "project_name": project_name, "layout": layout } 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. data (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 should_use_layout = options.get("layout", False) # Get existing asset dir if possible, otherwise import & containerize if should_use_layout and ( existing_asset_dir := get_dir_from_existing_asset( asset_dir, asset_name) ): asset_dir = existing_asset_dir else: loaded_options = { "default_conversion": options.get( "default_conversion", False), "abc_conversion_preset": options.get( "abc_conversion_preset", self.abc_conversion_preset), "abc_material_settings": options.get( "abc_material_settings", "no_material"), "merge_meshes": options.get("merge_meshes", True), "show_dialog": options.get("show_dialog", self.show_dialog), } asset_dir = self.import_and_containerize( path, asset_dir, asset_name, container_name, loaded_options ) product_type = context["product"]["productType"] self.imprint( folder_path, asset_dir, container_name, asset_name, context["representation"], product_type, context["project"]["name"], should_use_layout ) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=False ) for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) return asset_content def update(self, container, context): folder_path = context["folder"]["path"] product_type = context["product"]["productType"] repre_entity = context["representation"] # Create directory for asset and Ayon container 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 should_use_layout = container.get("layout", False) # Get existing asset dir if possible, otherwise import & containerize if should_use_layout and ( existing_asset_dir := get_dir_from_existing_asset( asset_dir, asset_name) ): asset_dir = existing_asset_dir else: loaded_options = { "default_conversion": False, "abc_conversion_preset": self.abc_conversion_preset } asset_dir = self.import_and_containerize( path, asset_dir, asset_name, container_name, loaded_options ) self.imprint( folder_path, asset_dir, container_name, asset_name, repre_entity, product_type, context["project"]["name"], should_use_layout ) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=False ) for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) def remove(self, container): path = container["namespace"] if unreal.EditorAssetLibrary.does_directory_exist(path): unreal.EditorAssetLibrary.delete_directory(path)
# unreal.SystemLibrary # https://api.unrealengine.com/project/.html import unreal import random # active_viewport_only: bool : If True, will only affect the active viewport # actor: obj unreal.Actor : The actor you want to snap to def focusViewportOnActor(active_viewport_only=True, actor=None): command = 'CAMERA ALIGN' if active_viewport_only: command += ' ACTIVEVIEWPORTONLY' if actor: command += ' NAME=' + actor.get_name() executeConsoleCommand(command) # Cpp ######################################################################################################################################################################################## # Note: This is the real Python function but it does not work in editor : unreal.SystemLibrary.execute_console_command(unreal.EditorLevelLibrary.get_editor_world(), 'stat unit') # console_command: str : The console command def executeConsoleCommand(console_command=''): unreal.CppLib.execute_console_command(console_command) # return: int : The index of the active viewport def getActiveViewportIndex(): return unreal.CppLib.get_active_viewport_index() # viewport_index: int : The index of the viewport you want to affect # location: obj unreal.Vector : The viewport location # rotation: obj unreal.Rotator : The viewport rotation def setViewportLocationAndRotation(viewport_index=1, location=unreal.Vector(), rotation=unreal.Rotator()): unreal.CppLib.set_viewport_location_and_rotation(viewport_index, location, rotation) # viewport_index: int : The index of the viewport you want to affect # actor: obj unreal.Actor : The actor you want to snap to def snapViewportToActor(viewport_index=1, actor=None): setViewportLocationAndRotation(viewport_index, actor.get_actor_location(), actor.get_actor_rotation())
# HEADER : # File : folder_mat.py # Create : 2024/project/ # Author : LiDanyang # Branch : develop # Descript : 替换迁移材质引用 # UPDATE: 2024/project/ 16:24 -> 完成所有材质修改,包含所有工位/AO下SM的材质实例的迁移,以及材质实例的父级材质的迁移 # 我发现如果当前路径下static mesh 的 同名文件夹时,使用list_assets获取文件夹中的所有asset的路径时,会优先获取static mesh # 所以我先删除AO,之后重新生成 # 1. 选中一堆文件夹,先将选中文件夹下面所有static mesh的材质迁移到指定文件夹下 # 2. 之后再将选中文件夹下面所有材质实例的父级材质迁移到指定文件夹下 import unreal def get_assets_name_list(folder_path, asset_type): assets_list = [] assets_name_list = [] assets_path = unreal.EditorAssetLibrary().list_assets(folder_path, recursive=True, include_folder=False) for asset_path in assets_path: asset = unreal.EditorAssetLibrary.load_asset(asset_path.split('.')[0]) if asset and isinstance(asset, asset_type): assets_list.append(asset) if assets_list: assets_name_list = [asset.get_name() for asset in assets_list] else: assets_name_list = [] return assets_name_list # TODO:目标材质文件夹,材质迁移的位置 # 上飞厂材质文件夹 mat_folder_path = r'/project/' mat_parent_folder_path = r'/project/' # 供应商材质文件夹 # mat_folder_path = r'/project/' # mat_parent_folder_path = r'/project/' # 测试材质文件夹 # mat_folder_path = r'/project/' # mat_parent_folder_path = r'/project/' # # 1. 选中一堆文件夹,先将选中文件夹下面所有static mesh的材质迁移到指定文件夹下 # selected_folder_paths = unreal.EditorUtilityLibrary.get_selected_folder_paths() # # for active_folder_path in selected_folder_paths: # assets_path = unreal.EditorAssetLibrary().list_assets(active_folder_path, recursive=True, include_folder=False) # # # 迁移材质 # for asset_path in assets_path: # 文件夹下面每一个asset的path # # load asset into memory # asset = unreal.EditorAssetLibrary.load_asset(asset_path) # # if asset and isinstance(asset, unreal.StaticMesh): # static_materials = asset.static_materials # 获取当前资产使用到的所有材质[list] # # # for item in static_materials: # # print(item.material_slot_name) # 2960641 # # print(item.material_interface) # <Object '/project/-1/project/.color_d2d2ffff' (0x0000053D20686200) Class 'MaterialInstanceConstant'> # # print(item.material_interface.get_path_name()) # /project/-1/project/.color_d2d2ffff # # print(item.material_interface.get_name()) # color_d2d2ffff # # print(item.material_interface.get_class()) # <Object '/project/.MaterialInstanceConstant' (0x0000053C6B7B2800) Class 'Class'> # # print(item.material_interface.get_class().get_name()) # MaterialInstanceConstant # # print(item.material_interface.get_class().get_path_name()) # /project/.MaterialInstanceConstant # mat_instance_name_list = get_assets_name_list(mat_folder_path,unreal.MaterialInstance) # # for i in range(len(static_materials)): # current_name = static_materials[i].material_interface.get_name() # current_path_name = static_materials[i].material_interface.get_path_name() # current_slot_name = static_materials[i].material_slot_name # if current_name in mat_instance_name_list: # unreal.log(f"Already in Taget Folder : {asset.get_name()} : {current_slot_name} : {current_name}") # else: # unreal.log(f"Not in Taget Folder : {asset.get_name()} : {current_slot_name} : {current_name}") # # BUG: 会报错,因为此时 mat_instance_name_list 没有更新 # duplicate_material = unreal.EditorAssetLibrary.duplicate_asset(current_path_name, mat_folder_path + current_name) # unreal.log(f"{duplicate_material} is duplicated to {mat_folder_path + current_name}") # # new_material = unreal.EditorAssetLibrary.load_asset(mat_folder_path + current_name) # asset.set_material(i, new_material) # unreal.SystemLibrary.collect_garbage() # unreal.EditorAssetSubsystem().save_directory('/Game/',only_if_is_dirty=True,recursive=True) # 2. 之后再将选中文件夹下面所有材质实例的父级材质迁移到指定文件夹下 # 当前文件夹下所有的材质实例 asset path mat_instance_path_list = unreal.EditorAssetLibrary.list_assets(mat_folder_path, recursive=True, include_folder=False) # /project/.color_f3feb1ff mat_instace_name_list = get_assets_name_list(mat_folder_path, unreal.MaterialInstance) # color_0000ffff mat_parent_path_list = unreal.EditorAssetLibrary.list_assets(mat_parent_folder_path, recursive=True, include_folder=False) for item in mat_instance_path_list: mat_parent_name_list = get_assets_name_list(mat_parent_folder_path , unreal.Material) # M_DatasmithCAD,M_DatasmithCADTransparent mat = unreal.EditorAssetLibrary.load_asset(item.split('.')[0]) # mat_instance assetData_matIns = unreal.EditorAssetLibrary.find_asset_data(mat.get_path_name()).get_asset() # print(mat.get_name()) # print(mat.get_path_name()) if isinstance(mat, unreal.MaterialInstance): mat_parent = mat.parent if isinstance(mat_parent, unreal.Material): # M_DatasmithCAD,M_DatasmithCADTransparent if mat_parent.get_name() not in mat_parent_name_list: # 如果父材质不在目标文件夹中,则复制 duplicate_material = unreal.EditorAssetLibrary().duplicate_asset(mat_parent.get_path_name(), mat_parent_folder_path + str(mat_parent.get_name())) assetData_matParent = unreal.EditorAssetLibrary.find_asset_data(duplicate_material.get_path_name()) _MatInstance = assetData_matParent.get_asset() # _MatInstance = unreal.MaterialInstance.cast(assetData_matParent.get_asset()) unreal.MaterialEditingLibrary().set_material_instance_parent(assetData_matIns, _MatInstance) else: unreal.log(f"Already in {mat_parent_folder_path} : {mat_parent.get_name()}") existing_material = unreal.EditorAssetLibrary.load_asset(mat_parent_folder_path + str(mat_parent.get_name())) assetData_matParent = unreal.EditorAssetLibrary.find_asset_data(existing_material.get_path_name()) # _MatInstance = unreal.MaterialInstance.cast(assetData_matParent.get_asset()) _MatInstance = assetData_matParent.get_asset() unreal.MaterialEditingLibrary().set_material_instance_parent(assetData_matIns, _MatInstance) else: unreal.log_warning(f"{mat.get_name()} has no parent material.") unreal.get_editor_subsystem(unreal.EditorAssetSubsystem).save_directory(mat_folder_path , only_if_is_dirty=False , recursive=True)
# -*- coding: utf-8 -*- import os import json import math import unreal from unreal import EditorLevelLibrary as ell from unreal import EditorAssetLibrary as eal import ayon_api from ayon_core.pipeline import publish class ExtractLayout(publish.Extractor): """Extract a layout.""" label = "Extract Layout" hosts = ["unreal"] families = ["layout"] optional = True def process(self, instance): # Define extract output file path staging_dir = self.staging_dir(instance) # Perform extraction self.log.info("Performing extraction..") # Check if the loaded level is the same of the instance current_level = ell.get_editor_world().get_path_name() assert current_level == instance.data.get("level"), \ "Wrong level loaded" json_data = [] project_name = instance.context.data["projectName"] for member in instance[:]: actor = ell.get_actor_reference(member) mesh = None # Check type the type of mesh if actor.get_class().get_name() == 'SkeletalMeshActor': mesh = actor.skeletal_mesh_component.skeletal_mesh elif actor.get_class().get_name() == 'StaticMeshActor': mesh = actor.static_mesh_component.static_mesh if mesh: # Search the reference to the Asset Container for the object path = unreal.Paths.get_path(mesh.get_path_name()) filter = unreal.ARFilter( class_names=["AyonAssetContainer"], package_paths=[path]) ar = unreal.AssetRegistryHelpers.get_asset_registry() try: asset_container = ar.get_assets(filter)[0].get_asset() except IndexError: self.log.error("AssetContainer not found.") return parent_id = eal.get_metadata_tag(asset_container, "parent") family = eal.get_metadata_tag(asset_container, "family") self.log.info("Parent: {}".format(parent_id)) blend = ayon_api.get_representation_by_name( project_name, "blend", parent_id, fields={"id"} ) blend_id = blend["id"] json_element = {} json_element["reference"] = str(blend_id) json_element["family"] = family json_element["product_type"] = family json_element["instance_name"] = actor.get_name() json_element["asset_name"] = mesh.get_name() import_data = mesh.get_editor_property("asset_import_data") json_element["file_path"] = import_data.get_first_filename() transform = actor.get_actor_transform() json_element["transform"] = { "translation": { "x": -transform.translation.x, "y": transform.translation.y, "z": transform.translation.z }, "rotation": { "x": math.radians(transform.rotation.euler().x), "y": math.radians(transform.rotation.euler().y), "z": math.radians(180.0 - transform.rotation.euler().z) }, "scale": { "x": transform.scale3d.x, "y": transform.scale3d.y, "z": transform.scale3d.z } } json_data.append(json_element) json_filename = "{}.json".format(instance.name) json_path = os.path.join(staging_dir, json_filename) with open(json_path, "w+") as file: json.dump(json_data, fp=file, indent=2) if "representations" not in instance.data: instance.data["representations"] = [] json_representation = { 'name': 'json', 'ext': 'json', 'files': json_filename, "stagingDir": staging_dir, } instance.data["representations"].append(json_representation)
import unreal from ueGear.controlrig.paths import CONTROL_RIG_FUNCTION_PATH import ueGear.controlrig.manager as ueMan from ueGear.controlrig.components import base_component, EPIC_control_01 from ueGear.controlrig.helpers import controls # TODO: # [ ] Multiple joints can be generated by the component # [ ] The start of each bone should have its own fk control. # [ ] The end joint should be driven the "head" fk control class Component(base_component.UEComponent): name = "neck" mgear_component = "EPIC_neck_02" def __init__(self): super().__init__() self.functions = {'construction_functions': ['construct_neck'], 'forward_functions': ['forward_neck'], 'backwards_functions': ['backwards_neck'], } self.cr_variables = {} # Control Rig Inputs self.cr_inputs = {'construction_functions': ['parent'], 'forward_functions': [], 'backwards_functions': [], } # Control Rig Outputs self.cr_output = {'construction_functions': ['root'], 'forward_functions': [], 'backwards_functions': [], } # mGear self.inputs = [] self.outputs = [] def create_functions(self, controller: unreal.RigVMController = None): if controller is None: return # calls the super method super().create_functions(controller) # Generate Function Nodes for evaluation_path in self.functions.keys(): # Skip the forward function creation if no joints are needed to be driven if evaluation_path == 'forward_functions' and self.metadata.joints is None: continue # Skip the backwards function creation if no joints are needed to be driven if evaluation_path == 'backwards_functions' and self.metadata.joints is None: continue for cr_func in self.functions[evaluation_path]: new_node_name = f"{self.name}_{cr_func}" ue_cr_node = controller.get_graph().find_node_by_name(new_node_name) # Create Component if doesn't exist if ue_cr_node is None: ue_cr_ref_node = controller.add_external_function_reference_node(CONTROL_RIG_FUNCTION_PATH, cr_func, unreal.Vector2D(0.0, 0.0), node_name=new_node_name) # In Unreal, Ref Node inherits from Node ue_cr_node = ue_cr_ref_node else: # if exists, add it to the nodes self.nodes[evaluation_path].append(ue_cr_node) unreal.log_error(f" Cannot create function {new_node_name}, it already exists") continue self.nodes[evaluation_path].append(ue_cr_node) # Gets the Construction Function Node and sets the control name func_name = self.functions['construction_functions'][0] construct_func = base_component.get_construction_node(self, f"{self.name}_{func_name}") if construct_func is None: unreal.log_error(" Create Functions Error - Cannot find construct singleton node") def populate_bones(self, bones: list[unreal.RigBoneElement] = None, controller: unreal.RigVMController = None): """ populates the bone shoulder joint node """ if bones is None or len(bones) < 3: unreal.log_error(f"[Bone Populate] Failed no Bones found: Found {len(bones)} bones") return if controller is None: unreal.log_error("[Bone Populate] Failed no Controller found") return for bone in bones: bone_name = bone.key.name # Unique name for this skeleton node array array_node_name = f"{self.metadata.fullname}_RigUnit_ItemArray" # node doesn't exists, create the joint node if not controller.get_graph().find_node_by_name(array_node_name): self._init_master_joint_node(controller, array_node_name, bones) node = controller.get_graph().find_node_by_name(array_node_name) self.add_misc_function(node) def init_input_data(self, controller: unreal.RigVMController): self._connect_bones(controller) def _connect_bones(self, controller: unreal.RigVMController): """Connects the bone array list to the construction node""" bone_node_name = f"{self.metadata.fullname}_RigUnit_ItemArray" construction_node_name = self.nodes["construction_functions"][0].get_name() forward_node_name = self.nodes["forward_functions"][0].get_name() backwards_node_name = self.nodes["backwards_functions"][0].get_name() controller.add_link(f'{bone_node_name}.Items', f'{construction_node_name}.fk_joints') controller.add_link(f'{bone_node_name}.Items', f'{forward_node_name}.Array') controller.add_link(f'{bone_node_name}.Items', f'{backwards_node_name}.fk_joints') def populate_control_scale(self, controller: unreal.RigVMController): """ Generates a scale value per a control """ import ueGear.controlrig.manager as ueMan # Generates the array node array_name = ueMan.create_array_node(f"{self.metadata.fullname}_control_scales", controller) array_node = controller.get_graph().find_node_by_name(array_name) self.add_misc_function(array_node) # connects the node of scales to the construction node construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{array_name}.Array', f'{construction_func_name}.control_sizes') pins_exist = ueMan.array_node_has_pins(array_name, controller) reduce_ratio = 4.0 """Magic number to try and get the maya control scale to be similar to that of unreal. As the mGear uses a square and ueGear uses a cirlce. """ pin_index = 0 # Calculates the unreal scale for the control and populates it into the array node. for control_name in self.metadata.controls: aabb = self.metadata.controls_aabb[control_name] unreal_size = [round(element / reduce_ratio, 4) for element in aabb[1]] # todo: this is a test implementation for the spine, for a more robust validation, each axis should be checked. # rudementary way to check if the bounding box might be flat, if it is then # the first value if applied onto the axis if unreal_size[0] == unreal_size[1] and unreal_size[2] < 1.0: unreal_size[2] = unreal_size[0] if not pins_exist: existing_pin_count = len(array_node.get_pins()[0].get_sub_pins()) if existing_pin_count < len(self.metadata.controls_aabb): controller.insert_array_pin(f'{array_name}.Values', -1, '') controller.set_pin_default_value(f'{array_name}.Values.{pin_index}', f'(X={unreal_size[0]},Y={unreal_size[1]},Z={unreal_size[2]})', False) pin_index += 1 def populate_control_names(self, controller: unreal.RigVMController): import ueGear.controlrig.manager as ueMan names_node = ueMan.create_array_node(f"{self.metadata.fullname}_control_names", controller) node_names = controller.get_graph().find_node_by_name(names_node) self.add_misc_function(node_names) # Connecting nodes needs to occur first, else the array node does not know the type and will not accept default # values construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{names_node}.Array', f'{construction_func_name}.fk_names') # Checks the pins name_pins_exist = ueMan.array_node_has_pins(names_node, controller) pin_index = 0 for control_name in self.metadata.controls: if not name_pins_exist: found_node = controller.get_graph().find_node_by_name(names_node) existing_pin_count = len(found_node.get_pins()[0].get_sub_pins()) if existing_pin_count < len(self.metadata.controls): controller.insert_array_pin(f'{names_node}.Values', -1, '') controller.set_pin_default_value(f'{names_node}.Values.{pin_index}', control_name, False) pin_index += 1 def populate_control_transforms(self, controller: unreal.RigVMController = None): """Updates the transform data for the controls generated, with the data from the mgear json file. """ import ueGear.controlrig.manager as ueMan trans_node = ueMan.create_array_node(f"{self.metadata.fullname}_control_transforms", controller) node_trans = controller.get_graph().find_node_by_name(trans_node) self.add_misc_function(node_trans) # Connecting nodes needs to occur first, else the array node does not know the type and will not accept default # values construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{trans_node}.Array', f'{construction_func_name}.control_transforms') # Checks the pins trans_pins_exist = ueMan.array_node_has_pins(trans_node, controller) pin_index = 0 for control_name in self.metadata.controls: control_transform = self.metadata.control_transforms[control_name] if not trans_pins_exist: found_node = controller.get_graph().find_node_by_name(trans_node) existing_pin_count = len(found_node.get_pins()[0].get_sub_pins()) if existing_pin_count < len(self.metadata.controls): controller.insert_array_pin(f'{trans_node}.Values', -1, '') quat = control_transform.rotation pos = control_transform.translation controller.set_pin_default_value(f"{trans_node}.Values.{pin_index}", f"(Rotation=(X={quat.x},Y={quat.y},Z={quat.z},W={quat.w}), " f"Translation=(X={pos.x},Y={pos.y},Z={pos.z})," f"Scale3D=(X=1.000000,Y=1.000000,Z=1.000000))", True) pin_index += 1 # TODO: setup an init_controls method and move this method and the populate controls method into it self.populate_control_names(controller) self.populate_control_scale(controller) self.populate_control_shape_offset(controller) self.populate_control_colour(controller) def populate_control_colour(self, controller): cr_func = self.functions["construction_functions"][0] construction_node = f"{self.name}_{cr_func}" for i, control_name in enumerate(self.metadata.controls): colour = self.metadata.controls_colour[control_name] controller.insert_array_pin(f'{construction_node}.control_colours', -1, '') controller.set_pin_default_value(f'{construction_node}.control_colours.{i}.R', f"{colour[0]}", False) controller.set_pin_default_value(f'{construction_node}.control_colours.{i}.G', f"{colour[1]}", False) controller.set_pin_default_value(f'{construction_node}.control_colours.{i}.B', f"{colour[2]}", False) controller.set_pin_default_value(f'{construction_node}.control_colours.{i}.A', "1", False) def populate_control_shape_offset(self, controller: unreal.RigVMController): """ As some controls have there pivot at the same position as the transform, but the control is actually moved away from that pivot point. We use the bounding box position as an offset for the control shape. """ import ueGear.controlrig.manager as ueMan # Generates the array node array_name = ueMan.create_array_node(f"{self.metadata.fullname}_control_offset", controller) array_node = controller.get_graph().find_node_by_name(array_name) self.add_misc_function(array_node) # connects the node of scales to the construction node construction_func_name = self.nodes["construction_functions"][0].get_name() controller.add_link(f'{array_name}.Array', f'{construction_func_name}.control_offsets') pins_exist = ueMan.array_node_has_pins(array_name, controller) pin_index = 0 for control_name in self.metadata.controls: aabb = self.metadata.controls_aabb[control_name] bb_center = aabb[0] if not pins_exist: existing_pin_count = len(array_node.get_pins()[0].get_sub_pins()) if existing_pin_count < len(self.metadata.controls_aabb): controller.insert_array_pin(f'{array_name}.Values', -1, '') controller.set_pin_default_value(f'{array_name}.Values.{pin_index}', f'(X={bb_center[0]},Y={bb_center[1]},Z={bb_center[2]})', False) pin_index += 1 class ManualComponent(Component): name = "EPIC_neck_02" def __init__(self): super().__init__() self.functions = {'construction_functions': ['manual_construct_neck'], 'forward_functions': ['forward_neck'], 'backwards_functions': ['backwards_neck'], } self.is_manual = True # These are the roles that will be parented directly under the parent component. self.root_control_children = ["ik", "fk0"] self.hierarchy_schematic_roles = {} # Default to fall back onto self.default_shape = "Box_Thick" self.control_shape = { "ik": "Box_Thick", "head": "Box_Thick" } # ignores building the controls with the specific role self.skip_roles = ["ik"] def create_functions(self, controller: unreal.RigVMController): EPIC_control_01.ManualComponent.create_functions(self, controller) self.setup_dynamic_hierarchy_roles(self.metadata.settings['division'], end_control_role="head") def setup_dynamic_hierarchy_roles(self, fk_count, end_control_role=None): """Manual controls have some dynamic control creation. This function sets up the control relationship for the dynamic control hierarchy.""" # Calculate the amount of fk's based on the division amount for i in range(fk_count): parent_role = f"fk{i}" child_index = i+1 child_role = f"fk{child_index}" # end of the fk chain, parent the end control if one specified if child_index >= fk_count: if end_control_role: self.hierarchy_schematic_roles[parent_role] = [end_control_role] continue self.hierarchy_schematic_roles[parent_role] = [child_role] def initialize_hierarchy(self, hierarchy_controller: unreal.RigHierarchyController): """Performs the hierarchical restructuring of the internal components controls""" # Parent control hierarchy using roles for parent_role in self.hierarchy_schematic_roles.keys(): child_roles = self.hierarchy_schematic_roles[parent_role] parent_ctrl = self.control_by_role[parent_role] for child_role in child_roles: child_ctrl = self.control_by_role[child_role] hierarchy_controller.set_parent(child_ctrl.rig_key, parent_ctrl.rig_key) def generate_manual_controls(self, hierarchy_controller: unreal.RigHierarchyController): """Creates all the manual controls for the Spine""" # Stores the controls by Name control_table = dict() for control_name in self.metadata.controls: new_control = controls.CR_Control(name=control_name) role = self.metadata.controls_role[control_name] # Skip a control that contains a role that has any of the keywords to skip if any([skip in role for skip in self.skip_roles]): continue # stored metadata values control_transform = self.metadata.control_transforms[control_name] control_colour = self.metadata.controls_colour[control_name] control_aabb = self.metadata.controls_aabb[control_name] control_offset = control_aabb[0] control_scale = [control_aabb[1][0] / 4.0, control_aabb[1][1] / 4.0, control_aabb[1][2] / 4.0] # Set the colour, required before build new_control.colour = control_colour if role not in self.control_shape.keys(): new_control.shape_name = self.default_shape else: new_control.shape_name = self.control_shape[role] # Generate the Control new_control.build(hierarchy_controller) # Sets the controls position, and offset translation and scale of the shape new_control.set_transform(quat_transform=control_transform) new_control.shape_transform_global(pos=control_offset, scale=control_scale, rotation=[90,0,0]) control_table[control_name] = new_control # Stores the control by role, for loopup purposes later self.control_by_role[role] = new_control self.initialize_hierarchy(hierarchy_controller) def populate_control_transforms(self, controller: unreal.RigVMController = None): construction_func_name = self.nodes["construction_functions"][0].get_name() fk_controls = [] ik_controls = [] for role_key in self.control_by_role.keys(): # Generates the list of fk controls if 'fk' in role_key or "head" in role_key: control = self.control_by_role[role_key] fk_controls.append(control) else: control = self.control_by_role[role_key] ik_controls.append(control) def update_input_plug(plug_name, control_list): """ Simple helper function making the plug population reusable for ik and fk """ control_metadata = [] for entry in control_list: if entry.rig_key.type == unreal.RigElementType.CONTROL: t = "Control" if entry.rig_key.type == unreal.RigElementType.NULL: t = "Null" n = entry.rig_key.name entry = f'(Type={t}, Name="{n}")' control_metadata.append(entry) concatinated_controls = ",".join(control_metadata) controller.set_pin_default_value( f'{construction_func_name}.{plug_name}', f"({concatinated_controls})", True, setup_undo_redo=True, merge_undo_action=True) update_input_plug("ik_controls", ik_controls) update_input_plug("fk_controls", fk_controls)
# code in init_unreal.py wil run on startup if the plugin is enabled import unreal section_name = "Plugins" se_command = 'print("Test")' label = "LcL-Tools2" tooltip = "my tooltip" @unreal.uclass() class Test(unreal.ToolMenuEntryScript): def __init__(self): super().__init__() self.data: unreal.ToolMenuEntryScriptData self.data.name = "TestEntry" self.data.label = "TestEntryLabel" self.data.section = "TestSection" self.data.tool_tip = "This is a test entry" @unreal.ufunction(override=True) def execute(self, context): # 当菜单项被点击时执行此函数 unreal.log("LcL-Tools 菜单项被点击了!") def create_script_editor_button(): """Add a tool button to the tool bar""" section_name = "Plugins" label = "LcL-Tools" tooltip = "my tooltip" menus = unreal.ToolMenus.get() level_menu_bar = menus.find_menu("LevelEditor.LevelEditorToolBar.PlayToolBar") level_menu_bar.add_section(section_name=section_name, label=section_name) entry = unreal.ToolMenuEntry(type=unreal.MultiBlockType.TOOL_BAR_BUTTON) entry.set_label(label) entry.set_tool_tip(tooltip) entry.set_icon("EditorStyle", "DebugConsole.Icon") level_menu_bar.add_menu_entry(section_name, entry) menus.refresh_all_widgets() def main(): menus = unreal.ToolMenus.get() main_menu = menus.find_menu("LevelEditor.MainMenu") # 创建脚本对象 script_obj = Test() # 创建菜单项并设置脚本对象 entry = unreal.ToolMenuEntry( type=unreal.MultiBlockType.MENU_ENTRY, script_object=script_obj, ) script_menu = main_menu.add_sub_menu( main_menu.get_name(), "SectionTest2", "NameTest2", "Test2" ) script_menu.add_menu_entry("Scripts", entry) menus.refresh_all_widgets() main()
# coding: utf-8 import unreal import argparse parser = argparse.ArgumentParser() parser.add_argument("-vrm") parser.add_argument("-rig") parser.add_argument("-debugeachsave") args = parser.parse_args() #print(args.vrm) ###### rigs = unreal.ControlRigBlueprint.get_currently_open_rig_blueprints() print(rigs) for r in rigs: s:str = r.get_path_name() ss:str = args.rig if (s.find(ss) < 0): print("no rig") else: rig = r hierarchy = unreal.ControlRigBlueprintLibrary.get_hierarchy(rig) h_con = hierarchy.get_controller() print(unreal.SystemLibrary.get_engine_version()) if (unreal.SystemLibrary.get_engine_version()[0] == '5'): c = rig.get_controller() else: c = rig.controller g = c.get_graph() n = g.get_nodes() mesh = rig.get_preview_mesh() morphList = mesh.get_all_morph_target_names() morphListWithNo = morphList[:] morphListRenamed = [] morphListRenamed.clear() for i in range(len(morphList)): morphListWithNo[i] = '{}'.format(morphList[i]) print(morphListWithNo) while(len(hierarchy.get_bones()) > 0): e = hierarchy.get_bones()[-1] h_con.remove_all_parents(e) h_con.remove_element(e) h_con.import_bones(unreal.ControlRigBlueprintLibrary.get_preview_mesh(rig).skeleton) h_con.import_curves(unreal.ControlRigBlueprintLibrary.get_preview_mesh(rig).skeleton) dset = rig.get_editor_property('rig_graph_display_settings') dset.set_editor_property('node_run_limit', 0) rig.set_editor_property('rig_graph_display_settings', dset) ###### root key = unreal.RigElementKey(unreal.RigElementType.NULL, 'MorphControlRoot_s') space = hierarchy.find_null(key) if (space.get_editor_property('index') < 0): space = h_con.add_null('MorphControlRoot_s', space_type=unreal.RigSpaceType.SPACE) else: space = key a:unreal.RigUnit_CollectionItems = unreal.RigUnit_CollectionItems() print(a) # 配列ノード追加 values_forCurve:unreal.RigVMStructNode = [] items_forControl:unreal.RigVMStructNode = [] items_forCurve:unreal.RigVMStructNode = [] for node in n: print(node) print(node.get_node_title()) # set curve num if (node.get_node_title() == 'For Loop'): print(node) pin = node.find_pin('Count') print(pin) c.set_pin_default_value(pin.get_pin_path(), str(len(morphList)), True, False) # curve name array pin if (node.get_node_title() == 'Select'): print(node) pin = node.find_pin('Values') print(pin) print(pin.get_array_size()) print(pin.get_default_value()) values_forCurve.append(pin) # items if (node.get_node_title() == 'Collection from Items'): if ("Type=Curve," in c.get_pin_default_value(node.find_pin('Items').get_pin_path())): items_forCurve.append(node.find_pin('Items')) if (str(c.get_pin_default_value(node.find_pin('Items').get_pin_path())).find('_ALL_Angry_c') >= 0): items_forControl.append(node.find_pin('Items')) print(items_forControl) print(values_forCurve) # reset controller for e in reversed(hierarchy.get_controls()): if (len(hierarchy.get_parents(e)) == 0): continue if (hierarchy.get_parents(e)[0].name == 'MorphControlRoot_s'): #if (str(e.name).rstrip('_c') in morphList): # continue print('delete') #print(str(e.name)) h_con.remove_element(e) # curve array for v in values_forCurve: c.clear_array_pin(v.get_pin_path()) for morph in morphList: tmp = "{}".format(morph) c.add_array_pin(v.get_pin_path(), default_value=tmp, setup_undo_redo=False) # curve controller for morph in morphListWithNo: name_c = "{}_c".format(morph) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) settings = unreal.RigControlSettings() settings.shape_color = [1.0, 0.0, 0.0, 1.0] settings.control_type = unreal.RigControlType.FLOAT try: control = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) except: k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) shape_t = unreal.Transform(location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], scale=[0.001, 0.001, 0.001]) hierarchy.set_control_shape_transform(k, shape_t, True) morphListRenamed.append(control.key.name) if (args.debugeachsave == '1'): try: unreal.EditorAssetLibrary.save_loaded_asset(rig) except: print('save error') #unreal.SystemLibrary.collect_garbage() # eye controller eyeControllerTable = [ "VRM4U_EyeUD_left", "VRM4U_EyeLR_left", "VRM4U_EyeUD_right", "VRM4U_EyeLR_right", ] # eye controller for eyeCon in eyeControllerTable: name_c = "{}_c".format(eyeCon) key = unreal.RigElementKey(unreal.RigElementType.CONTROL, name_c) settings = unreal.RigControlSettings() settings.shape_color = [1.0, 0.0, 0.0, 1.0] settings.control_type = unreal.RigControlType.FLOAT try: control = hierarchy.find_control(key) if (control.get_editor_property('index') < 0): k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) except: k = h_con.add_control(name_c, space, settings, unreal.RigControlValue()) control = hierarchy.find_control(k) shape_t = unreal.Transform(location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], scale=[0.001, 0.001, 0.001]) hierarchy.set_control_shape_transform(k, shape_t, True) # curve Control array for v in items_forControl: c.clear_array_pin(v.get_pin_path()) for morph in morphListRenamed: tmp = '(Type=Control,Name=' tmp += "{}".format(morph) tmp += ')' c.add_array_pin(v.get_pin_path(), default_value=tmp, setup_undo_redo=False) # curve Float array for v in items_forCurve: c.clear_array_pin(v.get_pin_path()) for morph in morphList: tmp = '(Type=Curve,Name=' tmp += "{}".format(morph) tmp += ')' c.add_array_pin(v.get_pin_path(), default_value=tmp, setup_undo_redo=False)
import unreal info = dir(unreal) for i in info: unreal.log("unreal" + str(i))
import unreal from Utilities.Utils import Singleton import math try: import numpy as np b_use_numpy = True except: b_use_numpy = False class ImageCompare(metaclass=Singleton): def __init__(self, json_path:str): self.json_path = json_path self.data:unreal.ChameleonData = unreal.PythonBPLib.get_chameleon_data(self.json_path) self.left_texture_size = (128, 128) self.right_texture_size = (128, 128) self.dpi_scale = 1 self.ui_img_left = "ImageLeft" self.ui_img_right = "ImageRight" self.ui_img_right_bg = "ImageRightBG" self.ui_comparison_widget = "ComparisonWidget" self.ui_dpi_scaler = "Scaler" self.ui_status_bar = "StatusBar" self.ui_ignore_alpha = "AlphaCheckBox" self.ui_scaler_combobox = "ScaleComboBox" self.combobox_items = self.data.get_combo_box_items(self.ui_scaler_combobox) self.update_status_bar() def set_image_from_viewport(self, bLeft): data, width_height = unreal.PythonBPLib.get_viewport_pixels_as_data() w, h = width_height.x, width_height.y channel_num = int(len(data) / w / h) if b_use_numpy: im = np.fromiter(data, dtype=np.uint8).reshape(w, h, channel_num) self.data.set_image_data_from_memory(self.ui_img_left if bLeft else self.ui_img_right, im.ctypes.data, len(data) , w, h, channel_num=channel_num, bgr=False , tiling=unreal.SlateBrushTileType.HORIZONTAL if bLeft else unreal.SlateBrushTileType.NO_TILE) else: texture = unreal.PythonBPLib.get_viewport_pixels_as_texture() self.data.set_image_data_from_texture2d(self.ui_img_left if bLeft else self.ui_img_right, texture , tiling=unreal.SlateBrushTileType.HORIZONTAL if bLeft else unreal.SlateBrushTileType.NO_TILE) if bLeft: self.left_texture_size = (w, h) else: self.right_texture_size = (w, h) self.update_dpi_by_texture_size() self.fit_window_size() def fit_window_size1(self): size = unreal.ChameleonData.get_chameleon_desired_size(self.json_path) def set_images_from_viewport(self): unreal.AutomationLibrary.set_editor_viewport_view_mode(unreal.ViewModeIndex.VMI_LIT) self.set_image_from_viewport(bLeft=True) unreal.AutomationLibrary.set_editor_viewport_view_mode(unreal.ViewModeIndex.VMI_WIREFRAME) self.set_image_from_viewport(bLeft=False) unreal.AutomationLibrary.set_editor_viewport_view_mode(unreal.ViewModeIndex.VMI_LIT) self.fit_window_size() self.update_status_bar() def update_dpi_by_texture_size(self): max_size = max(self.left_texture_size[1], self.right_texture_size[1]) if max_size >= 64: self.dpi_scale = 1 / math.ceil(max_size / 512) else: self.dpi_scale = 4 if max_size <= 16 else 2 print(f"Set dpi -> {self.dpi_scale }") self.data.set_dpi_scale(self.ui_dpi_scaler, self.dpi_scale) for index, value_str in enumerate(self.combobox_items): if float(value_str) == self.dpi_scale: self.data.set_combo_box_selected_item(self.ui_scaler_combobox, index) break def on_ui_change_scale(self, value_str): self.dpi_scale = float(value_str) self.data.set_dpi_scale(self.ui_dpi_scaler, self.dpi_scale) self.fit_window_size() def update_status_bar(self): self.data.set_text(self.ui_status_bar, f"Left: {self.left_texture_size}, Right: {self.right_texture_size} ") if self.left_texture_size != self.right_texture_size: self.data.set_color_and_opacity(self.ui_status_bar, unreal.LinearColor(2, 0, 0, 1)) else: self.data.set_color_and_opacity(self.ui_status_bar, unreal.LinearColor.WHITE) def fit_window_size(self): max_x = max(self.left_texture_size[0], self.right_texture_size[0]) max_y = max(self.left_texture_size[1], self.right_texture_size[1]) MIN_WIDTH = 400 MAX_HEIGHT = 900 self.data.set_chameleon_window_size(self.json_path , unreal.Vector2D(max(MIN_WIDTH, max_x * self.dpi_scale + 18) , min(MAX_HEIGHT, max_y * self.dpi_scale + 125)) ) def on_drop(self, bLeft, **kwargs): for asset_path in kwargs["assets"]: asset = unreal.load_asset(asset_path) if isinstance(asset, unreal.Texture2D): width = asset.blueprint_get_size_x() height = asset.blueprint_get_size_y() ignore_alpha = self.data.get_is_checked(self.ui_ignore_alpha) if self.data.set_image_data_from_texture2d(self.ui_img_left if bLeft else self.ui_img_right, asset, ignore_alpha=ignore_alpha): if bLeft: self.left_texture_size = (width, height) else: self.right_texture_size = (width, height) self.update_dpi_by_texture_size() self.fit_window_size() self.update_status_bar() break
import unreal # instances of unreal classes editor_asset_lib = unreal.EditorAssetLibrary() string_lib = unreal.StringLibrary() # get all assets in source dir source_dir = "/Game/" include_subfolders = True set_textures = 0 assets = editor_asset_lib.list_assets(source_dir, recursive = include_subfolders) color_patterns = ["_ORM", "_OcclusionRoughnessMetallic","_Metallic","_Roughness","_Mask"] for asset in assets: # for every asset check it against all the patterns for pattern in color_patterns: if string_lib.contains(asset, pattern): # load the asset, tunr off sRGB and set compression settings to TC_Mask asset_obj = editor_asset_lib.load_asset(asset) asset_obj.set_editor_property("sRGB",False) asset_obj.set_editor_property("CompressionSettings", unreal.TextureCompressionSettings.TC_MASKS) unreal.log("Setting TC_Masks and turning off sRGB for asset {}".format(asset)) set_textures += 1 break unreal.log("Linear color for matching textures set for {} asset".format(set_textures))
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ Example script that instantiates an HDA using the API and then setting some parameter values after instantiation but before the first cook. """ import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.pig_head_subdivider_v01' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def on_post_instantiation(in_wrapper): print('on_post_instantiation') # in_wrapper.on_post_instantiation_delegate.remove_callable(on_post_instantiation) # Set some parameters to create instances and enable a material in_wrapper.set_bool_parameter_value('add_instances', True) in_wrapper.set_int_parameter_value('num_instances', 8) in_wrapper.set_bool_parameter_value('addshader', True) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset with auto-cook enabled _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform()) # Bind on_post_instantiation (before the first cook) callback to set parameters _g_wrapper.on_post_instantiation_delegate.add_callable(on_post_instantiation) if __name__ == '__main__': run()
import unreal import os # 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) removed = 0 # instantly delete assets or move to Trash folder instant_delete = True trash_folder = os.path.join(os.sep, "Game", "Trash") to_be_deleted = [] for asset in selected_assets: # get the full path to the to be duplicated asset asset_name = asset.get_fname() asset_path = editor_asset_lib.get_path_name_for_loaded_asset(asset) # get a list of references for this asset asset_references = editor_asset_lib.find_package_referencers_for_asset(asset_path) if len(asset_references) == 0: to_be_deleted.append(asset) for asset in to_be_deleted: asset_name = asset.get_fname() # instantly delete the assets if instant_delete: deleted = editor_asset_lib.delete_loaded_asset(asset) if not deleted: unreal.log_warning("Asset {} could not be deleted".format(asset_name)) continue removed += 1 # move the assets to the trash folder else: new_path = os.path.join(trash_folder, str(asset_name)) moved = editor_asset_lib.rename_loaded_asset(asset, new_path) if not moved: unreal.log_warning("Asset {} could not be moved to Trash".format(asset_name)) continue removed += 1 output_test = "removed" if instant_delete else "moved to Trash folder" unreal.log("{} of {} to be deleted assets, of {} selected, removed".format(removed, len(to_be_deleted), num_assets))
"""Spawn actors on the map based on map export data produced by MapExport.py. Should be used with internal UE API""" import os.path import unreal import json import re # Change me! map_data_filepath = "C:/project/ Projects/project/" \ "MapData/project/.json" EXCLUDE_ENGINE_ASSETS = True level_library = unreal.EditorLevelLibrary editor_asset_library = unreal.EditorAssetLibrary # relative_offset = unreal.Vector(-167598.703125, -1021464.375, +96750.0) relative_offset_loc = unreal.Vector(0, 0, 0) with open("C:/project/ Projects/project/" "MapData/project/.json", "r") as f: path_replacing_map = json.load(f) with open(map_data_filepath, "rb") as f: data = json.load(f) for element in data: path, transform = element["path"], element["transform"] path = re.search(r"\w+\s(?P<path>[\/\w]+).\w+", path).group("path") path = path_replacing_map.get(path, path) print(path) if path.startswith("/") and editor_asset_library.does_asset_exist(path): if path.startswith("/Engine/") and EXCLUDE_ENGINE_ASSETS: continue asset = editor_asset_library.find_asset_data(path).get_asset() actor = level_library.spawn_actor_from_object(asset, transform["loc"]) actor.set_actor_rotation( unreal.Rotator(pitch=transform["rot"][0], roll=transform["rot"][1], yaw=transform["rot"][2]), True) actor.set_actor_scale3d(transform["scale"]) current_location = actor.get_actor_location() actor.set_actor_location(current_location + relative_offset_loc, False, False) else: print(f"Error: Asset {path} doesn't exist")
#!/project/ python3 """ Script to update the character blueprint with all 8 animations """ import unreal def log_message(message): """Print and log message""" print(message) unreal.log(message) def update_character_blueprint_with_all_animations(): """Update character blueprint to be consistent with C++ changes""" log_message("=== UPDATING CHARACTER BLUEPRINT WITH ALL 8 ANIMATIONS ===") try: # Load character blueprint bp_path = "/project/" bp = unreal.EditorAssetLibrary.load_asset(bp_path) if not bp: log_message("✗ Could not load character blueprint") return False log_message("✓ Loaded character blueprint") # Load all 8 animations animations = { "Idle": "/project/", "Move": "/project/", "AttackUpwards": "/project/", "AttackDownwards": "/project/", "AttackSideways": "/project/", "AttackUpwards2": "/project/", "AttackDownwards2": "/project/", "AttackSideways2": "/project/" } loaded_animations = {} for name, path in animations.items(): if unreal.EditorAssetLibrary.does_asset_exist(path): anim = unreal.EditorAssetLibrary.load_asset(path) if anim and isinstance(anim, unreal.PaperFlipbook): loaded_animations[name] = anim log_message(f"✓ Loaded {name} animation") else: log_message(f"✗ {name} is not a valid PaperFlipbook") else: log_message(f"✗ {name} animation does not exist at {path}") if len(loaded_animations) != 8: log_message(f"✗ Only loaded {len(loaded_animations)}/8 animations") return False # Get the blueprint's default object bp_class = bp.generated_class() if not bp_class: log_message("✗ Blueprint has no generated class") return False default_obj = bp_class.get_default_object() if not default_obj: log_message("✗ Blueprint has no default object") return False # Set the default animation to Idle on the sprite component if hasattr(default_obj, 'sprite'): sprite_comp = default_obj.sprite if sprite_comp and 'Idle' in loaded_animations: sprite_comp.set_flipbook(loaded_animations['Idle']) log_message("✓ Set Idle animation as default on sprite component") else: log_message("✗ Could not access sprite component") else: log_message("✗ Character has no sprite attribute") # Save the blueprint unreal.EditorAssetLibrary.save_asset(bp_path) log_message("✓ Saved character blueprint") # Compile the blueprint unreal.KismetSystemLibrary.compile_blueprint(bp) log_message("✓ Compiled character blueprint") return True except Exception as e: log_message(f"✗ Error updating character blueprint: {str(e)}") return False def verify_all_animations_exist(): """Verify all 8 required animations exist""" log_message("\n=== VERIFYING ALL 8 ANIMATIONS EXIST ===") animations = [ "/project/", "/project/", "/project/", "/project/", "/project/", "/project/", "/project/", "/project/" ] all_exist = True for anim_path in animations: if unreal.EditorAssetLibrary.does_asset_exist(anim_path): anim = unreal.EditorAssetLibrary.load_asset(anim_path) if anim and isinstance(anim, unreal.PaperFlipbook): frames = anim.get_num_frames() log_message(f"✓ {anim_path.split('/')[-1]}: {frames} frames") else: log_message(f"✗ {anim_path}: Not a valid PaperFlipbook") all_exist = False else: log_message(f"✗ {anim_path}: Does not exist") all_exist = False return all_exist def create_test_input_mappings(): """Document the input mappings for testing""" log_message("\n=== INPUT MAPPINGS FOR TESTING ===") log_message("Movement:") log_message(" W/project/ - Move character") log_message(" Space - Jump") log_message("") log_message("Primary Attacks:") log_message(" Up Arrow - Attack Up") log_message(" Down Arrow - Attack Down") log_message(" Left Arrow - Attack Left") log_message(" Right Arrow - Attack Right") log_message(" Left Mouse - General Attack") log_message("") log_message("Secondary Attacks (with Shift):") log_message(" Shift + Up Arrow - Attack Up 2") log_message(" Shift + Down Arrow - Attack Down 2") log_message(" Shift + Left Arrow - Attack Left 2") log_message(" Shift + Right Arrow - Attack Right 2") def main(): """Main function""" log_message("=" * 80) log_message("CHARACTER BLUEPRINT UPDATE FOR ALL 8 ANIMATIONS") log_message("=" * 80) # Check 1: Verify all animations exist animations_exist = verify_all_animations_exist() # Check 2: Update character blueprint blueprint_updated = update_character_blueprint_with_all_animations() # Check 3: Document input mappings create_test_input_mappings() # Summary log_message("\n" + "=" * 80) log_message("UPDATE SUMMARY:") log_message(f"✓ All 8 animations exist: {'YES' if animations_exist else 'NO'}") log_message(f"✓ Character blueprint updated: {'YES' if blueprint_updated else 'NO'}") if animations_exist and blueprint_updated: log_message("\n🎉 CHARACTER BLUEPRINT SUCCESSFULLY UPDATED!") log_message("✅ Character now supports all 8 animations!") log_message("") log_message("TESTING INSTRUCTIONS:") log_message("1. Launch the editor and open TestLevel") log_message("2. Click Play to enter PIE mode") log_message("3. Test movement with WASD keys") log_message("4. Test primary attacks with arrow keys") log_message("5. Test secondary attacks with Shift + arrow keys") log_message("6. Verify all animations play correctly") else: log_message("\n❌ BLUEPRINT UPDATE FAILED!") log_message("Check the errors above for details.") log_message("=" * 80) if __name__ == "__main__": main()
# Copyright Epic Games, Inc. All Rights Reserved. import os import re import unreal import tempfile import flow.cmd import unrealcmd import prettyprinter #------------------------------------------------------------------------------- def _fuzzy_find_code(prompt): import fzf import subprocess as sp rg_args = ( "rg", "--files", "--path-separator=/", "--no-ignore", "-g*.cpp", "-g*.Build.cs", "--ignore-file=" + os.path.abspath(__file__ + "/../../dirs.rgignore"), ) rg = sp.Popen(rg_args, stdout=sp.PIPE, stderr=sp.DEVNULL, stdin=sp.DEVNULL) ret = None for reply in fzf.run(None, prompt=prompt, ext_stdin=rg.stdout): ret = reply break rg.stdout.close() rg.terminate() return ret #------------------------------------------------------------------------------- class _Builder(object): def __init__(self, ue_context): self._args = [] self._ue_context = ue_context self._targets = () self._projected = False self.set_platform(unreal.Platform.get_host()) self.set_variant("development") def set_targets(self, *targets): self._targets = targets def set_platform(self, platform): self._platform = platform def set_variant(self, variant): self._variant = variant def set_projected(self, value=True):self._projected = value def add_args(self, *args): self._args += list(args) def read_actions(self): platform = self._platform variant = self._variant targets = (x.get_name() for x in self._targets) args = self._args projected = any(x.is_project_target() for x in self._targets) if self._projected or projected: if project := self._ue_context.get_project(): args = ("-Project=" + str(project.get_path()), *args) ubt = self._ue_context.get_engine().get_ubt() yield from ubt.read_actions(*targets, platform, variant, *args) #------------------------------------------------------------------------------- class _PrettyPrinter(prettyprinter.Printer): def __init__(self, logger): self._source_re = re.compile(r"^(\s+\[[0-9/]+\]\s+|)([^ ]+\.[a-z]+)") self._error_re = re.compile("([Ee]rror:|ERROR|Exception: |error LNK|error C)") self._warning_re = re.compile("(warning C|[Ww]arning: |note:)") self._progress_re = re.compile(r"^\s*@progress\s+('([^']+)'|\w+)(\s+(\d+))?") self._for_target_re = re.compile(r"^\*\* For ([^\s]+) \*\*") self._percent = 0 self._for_target = "" self._section = None self._logger = logger self._error_file = tempfile.TemporaryFile(mode="w+t") def print_error_summary(self): import textwrap import shutil msg_width = shutil.get_terminal_size(fallback=(9999,0))[0] error_file = self._error_file error_file.seek(0); files = {} for line in error_file: m = re.search(r"\s*(.+\.[a-z]+)[(:](\d+)[,:)0-9]+\s*(.+)$", line[1:]) if not m: continue line_no = int(m.group(2), 0) lines = files.setdefault(m.group(1), {}) msgs = lines.setdefault(line_no, set()) msgs.add((line[0] != "W", m.group(3))) if not files: return print() print(flow.cmd.text.light_yellow("Errors and warnings:")) print() msg_width -= 6 for file_path, lines in files.items(): print(flow.cmd.text.white(file_path)) for line in sorted(lines.keys()): msgs = lines[line] print( " Line", flow.cmd.text.white(line), flow.cmd.text.grey("/ " + os.path.basename(file_path)) ) for is_error, msg in msgs: decorator = flow.cmd.text.light_red if is_error else flow.cmd.text.light_yellow with decorator: for msg_line in textwrap.wrap(msg, width=msg_width): print(" ", msg_line) def _print(self, line): if " Creating library " in line: return progress = self._progress_re.search(line) if progress: next_section = progress.group(2) if next_section: self._percent = min(int(progress.group(3)), 100) if next_section != self._section: self._section = next_section self._logger.print_info(self._section) return if self._error_re.search(line): line = line.lstrip() print("E", line, sep="", file=self._error_file) print(flow.cmd.text.light_red(line)) return if self._warning_re.search(line): line = line.lstrip() if "note:" not in line: print("W", line, sep="", file=self._error_file) print(flow.cmd.text.light_yellow(line)) return for_target = self._for_target_re.search(line) if for_target: for_target = for_target.group(1) self._for_target = for_target[:5] return out = "" if self._section != None: out = flow.cmd.text.grey("%3d%%" % self._percent) + " " source = self._source_re.search(line) if source: spos, epos = source.span(2) if self._for_target: out += flow.cmd.text.grey(self._for_target) out += " " out += line[:spos] out += flow.cmd.text.white(line[spos:epos]) out += line[epos:] else: out += line print(out) #------------------------------------------------------------------------------- class _BuildCmd(unrealcmd.Cmd): """ The 'fileormod' argument allows the build to be constrained to a specific module or source file to. It accepts one of the following forms as input; CoreTest - builds the target's "CoreTest" module CoreTest/SourceFile.cpp - compiles CoreTest/Private/**/SourceFile.cpp path/project/.cpp - absolute or relative single file to compile - - fuzzy find the file/modules to build (single dash) """ _variant = unrealcmd.Arg("development", "The build variant to have the build build") fileormod = unrealcmd.Arg("", "Constrain build to a single file or module") ubtargs = unrealcmd.Arg([str], "Arguments to pass to UnrealBuildTool") clean = unrealcmd.Opt(False, "Cleans the current build") nouht = unrealcmd.Opt(False, "Skips building UnrealHeaderTool") noxge = unrealcmd.Opt(False, "Disables IncrediBuild") analyze = unrealcmd.Opt(("", "visualcpp"), "Run static analysis (add =pvsstudio for PVS)") projected = unrealcmd.Opt(False, "Add the -Project= argument when running UnrealBuildTool") complete_analyze = ("visualcpp", "pvsstudio") #complete_ubtargs = ...see end of file def complete_fileormod(self, prefix): search_roots = ( "Source/Runtime/*", "Source/Developer/*", "Source/Editor/*", ) ue_context = self.get_unreal_context() if prefix: from pathlib import Path for root in search_roots: for suffix in ("./Private/", "./Internal/"): haystack = root[:-1] + prefix + suffix yield from (x.name for x in ue_context.glob(haystack + "**/*.cpp")) else: seen = set() for root in search_roots: for item in (x for x in ue_context.glob(root) if x.is_dir()): if item.name not in seen: seen.add(item.name) yield item.name yield item.name + "/" def _add_file_or_module(self, builder): file_or_module = self.args.fileormod self._constrained_build = bool(file_or_module) if not file_or_module: return if file_or_module == "-": print("Select .cpp/.Build.cs...", end="") file_or_module = _fuzzy_find_code(".build [...] ") if not file_or_module: raise SystemExit if file_or_module.endswith(".Build.cs"): file_or_module = os.path.basename(file_or_module)[:-9] ue_context = self.get_unreal_context() all_modules = True if project := ue_context.get_project(): project_path_str = str(project.get_dir()) all_modules = any(x in project_path_str for x in ("EngineTest", "Samples")) if all_modules: builder.add_args("-AllModules") # If there's no ./\ in the argument then it is deemed to be a module if not any((x in ".\\/") for x in file_or_module): builder.add_args("-Module=" + file_or_module) return # We're expecting a file if os.path.isfile(file_or_module): file_or_module = os.path.abspath(file_or_module) # (...N.B. an elif follows) # Perhaps this is in module/file shorthand? elif shorthand := file_or_module.split("/"): rglob_pattern = "/".join(shorthand[1:]) search_roots = ( "Source/Runtime/", "Source/Developer/", "Source/Editor/", ) for root in search_roots: for item in ue_context.glob(root + shorthand[0]): if file := next(item.rglob(rglob_pattern), None): file_or_module = str(file.resolve()) break builder.add_args("-SingleFile=" + file_or_module) builder.add_args("-SkipDeploy") def is_constrained_build(self): return getattr(self, "_constrained_build", False) def get_builder(self): ue_context = self.get_unreal_context() builder = _Builder(ue_context) if self.args.clean: builder.add_args("-Clean") if self.args.nouht: builder.add_args("-NoBuildUHT") if self.args.noxge: builder.add_args("-NoXGE") if self.args.analyze: builder.add_args("-StaticAnalyzer=" + self.args.analyze) if self.args.ubtargs: builder.add_args(*self.args.ubtargs) if self.args.projected: builder.set_projected() # forces -Project= builder.add_args("-Progress") # Handle shortcut to compile a specific module or individual file. self._add_file_or_module(builder) return builder def run_build(self, builder): try: exec_context = self._exec_context except AttributeError: self._exec_context = self.get_exec_context() exec_context = self._exec_context # Inform the user of the current build configuration self.print_info("Build configuration") ue_context = self.get_unreal_context() ubt = ue_context.get_engine().get_ubt() for config in (x for x in ubt.read_configurations() if x.exists()): level = config.get_level() try: for category, name, value in config.read_values(): name = flow.cmd.text.white(name) print(category, ".", name, " = ", value, " (", level.name.title(), ")", sep="") except IOError as e: self.print_warning(f"Failed loading '{config.get_path()}'") self.print_warning(str(e)) continue self.print_info("Running UnrealBuildTool") printer = _PrettyPrinter(self) try: for cmd, args in builder.read_actions(): cmd = exec_context.create_runnable(cmd, *args) printer.run(cmd) if ret := cmd.get_return_code(): break else: return except KeyboardInterrupt: raise KeyboardInterrupt("Waiting for UBT...") finally: printer.print_error_summary() return ret #------------------------------------------------------------------------------- class Build(_BuildCmd, unrealcmd.MultiPlatformCmd): """ Direct access to running UBT """ target = unrealcmd.Arg(str, "Name of the target to build") platform = unrealcmd.Arg("", "Platform to build (default = host)") variant = _BuildCmd._variant def complete_target(self, prefix): ue_context = self.get_unreal_context() ubt_manifests = list(ue_context.glob("Intermediate/project/*RulesManifest.json")) if not ubt_manifests: yield from (x.name[:-10] for x in ue_context.glob("Source/*.Target.cs")) yield from (x.name[:-10] for x in ue_context.glob("Source/Programs/*/*.Target.cs")) for item in ubt_manifests: with item.open("rt") as inp: for line in inp: if ".Target.cs" not in line: continue slash = line.rfind("\\") if -1 == (slash := slash if slash != -1 else line.rfind("/")): continue line = line[slash + 1:] if -1 == (dot := line.find(".")): continue yield line[:dot] @unrealcmd.Cmd.summarise def main(self): self.use_all_platforms() ue_context = self.get_unreal_context() targets = self.args.target.split() targets = map(ue_context.get_target_by_name, targets) builder = self.get_builder() builder.set_targets(*targets) builder.set_variant(self.args.variant) if self.args.platform: try: platform = self.get_platform(self.args.platform).get_name() except ValueError: platform = self.args.platform builder.set_platform(platform) return self.run_build(builder) #------------------------------------------------------------------------------- def _add_clean_cmd(cmd_class): # Create a class for a CleanX command class _Clean(object): def main(self): self.args.clean = True return super().main() clean_name = "Clean" + cmd_class.__name__ clean_class = type(clean_name, (_Clean, cmd_class), {}) globals()[clean_name] = clean_class # Rather crudely change the first work from Build to Clean doc = cmd_class.__doc__.lstrip() if doc.startswith("Builds"): new_cmd_class = type(cmd_class.__name__, (cmd_class,), {}) new_cmd_class.__doc__ = doc cmd_class.__doc__ = None cmd_class = new_cmd_class doc = "Cleans" + doc[6:] clean_class.__doc__ = doc return cmd_class #------------------------------------------------------------------------------- @_add_clean_cmd class Editor(_BuildCmd, unrealcmd.MultiPlatformCmd): """ Builds the editor. By default the current host platform is targeted. This can be overridden using the '--platform' option to cross-compile the editor.""" variant = _BuildCmd._variant noscw = unrealcmd.Opt(False, "Skip building ShaderCompileWorker") nopak = unrealcmd.Opt(False, "Do not build UnrealPak") nointworker = unrealcmd.Opt(False, "Exclude the implicit InterchangeWorker dependency") platform = unrealcmd.Opt("", "Platform to build the editor for") @unrealcmd.Cmd.summarise def main(self): self.use_all_platforms() builder = self.get_builder() builder.set_variant(self.args.variant) if self.args.platform: platform = self.get_platform(self.args.platform).get_name() builder.set_platform(platform) ue_context = self.get_unreal_context() editor_target = ue_context.get_target_by_type(unreal.TargetType.EDITOR) targets = (editor_target,) editor_only = self.is_constrained_build() # i.e. single file or module editor_only |= bool(self.args.analyze) editor_only |= self.args.variant != "development" if not editor_only: targets_to_add = [] if not self.args.noscw: targets_to_add.append("ShaderCompileWorker") if not self.args.nopak: targets_to_add.append("UnrealPak") if not self.args.nointworker: targets_to_add.append("InterchangeWorker") for name in targets_to_add: prog_target = ue_context.get_target_by_name(name) if prog_target.get_type() == unreal.TargetType.PROGRAM: targets = (*targets, prog_target) builder.set_targets(*targets) return self.run_build(builder) #------------------------------------------------------------------------------- @_add_clean_cmd class Program(_BuildCmd, unrealcmd.MultiPlatformCmd): """ Builds a program for the current host platform (unless the --platform argument is provided) """ program = unrealcmd.Arg(str, "Target name of the program to build") variant = _BuildCmd._variant platform = unrealcmd.Opt("", "Platform to build the program for") def complete_program(self, prefix): ue_context = self.get_unreal_context() for depth in ("*", "*/*"): for target_cs in ue_context.glob(f"Source/Programs/{depth}/*.Target.cs"): yield target_cs.name[:-10] @unrealcmd.Cmd.summarise def main(self): ue_context = self.get_unreal_context() target = ue_context.get_target_by_name(self.args.program) builder = self.get_builder() builder.set_targets(target) builder.set_variant(self.args.variant) self.use_all_platforms() if self.args.platform: platform = self.get_platform(self.args.platform).get_name() builder.set_platform(platform) return self.run_build(builder) #------------------------------------------------------------------------------- @_add_clean_cmd class Server(_BuildCmd, unrealcmd.MultiPlatformCmd): """ Builds the server target for the host platform """ platform = unrealcmd.Arg("", "Platform to build the server for") variant = _BuildCmd._variant complete_platform = ("win64", "linux") @unrealcmd.Cmd.summarise def main(self): # Set up the platform, defaulting to the host if none was given. platform = self.args.platform if not platform: platform = unreal.Platform.get_host() self.use_platform(self.args.platform) ue_context = self.get_unreal_context() target = ue_context.get_target_by_type(unreal.TargetType.SERVER) builder = self.get_builder() builder.set_targets(target) builder.set_variant(self.args.variant) if self.args.platform: platform = self.get_platform(self.args.platform).get_name() builder.set_platform(platform) return self.run_build(builder) #------------------------------------------------------------------------------- class _Runtime(_BuildCmd, unrealcmd.MultiPlatformCmd): platform = unrealcmd.Arg("", "Build the runtime for this platform") variant = _BuildCmd._variant @unrealcmd.Cmd.summarise def _main_impl(self, target): platform = self.args.platform if not platform: platform = unreal.Platform.get_host().lower() self.use_platform(platform) platform = self.get_platform(platform).get_name() builder = self.get_builder() builder.set_platform(platform) builder.set_targets(target) builder.set_variant(self.args.variant) return self.run_build(builder) #------------------------------------------------------------------------------- @_add_clean_cmd class Client(_Runtime): """ Builds the client runtime """ def main(self): ue_context = self.get_unreal_context() target = ue_context.get_target_by_type(unreal.TargetType.CLIENT) return super()._main_impl(target) #------------------------------------------------------------------------------- @_add_clean_cmd class Game(_Runtime): """ Builds the game runtime target binary executable """ def main(self): ue_context = self.get_unreal_context() target = ue_context.get_target_by_type(unreal.TargetType.GAME) return super()._main_impl(target) #------------------------------------------------------------------------------- _BuildCmd.complete_ubtargs = ( "-2015", "-2017", "-2019", "-AllModules", "-alwaysgeneratedsym", "-Architectures", "-build-as-framework", "-BuildPlugin", "-BuildVersion", "-BundleVersion", "-Clean", "-CLion", "-CMakefile", "-CodeliteFiles", "-CompileAsDll", "-CompileChaos", "-CompilerArguments", "-CompilerVersion", "-CppStd", "-CreateStub", "-Define:", "-DependencyList", "-Deploy", "-DisableAdaptiveUnity", "-DisablePlugin", "-DisableUnity", "-distribution", "-dSYM", "-EdditProjectFiles", "-EnableASan", "-EnableMSan", "-EnablePlugin", "-EnableTSan", "-EnableUBSan", "-FailIfGeneratedCodeChanges", "-FastMonoCalls", "-FastPDB", "-FlushMac", "-ForceDebugInfo", "-ForceHeaderGeneration", "-ForceHotReload", "-ForceUnity", "-Formal", "-FromMsBuild", "-generatedsymbundle", "-generatedsymfile", "-GPUArchitectures", "-IgnoreJunk", "-ImportCertificate", "-ImportCertificatePassword", "-ImportProvision", "-IncrementalLinking", "-Input", "-IWYU", "-KDevelopfile", "-LinkerArguments", "-LiveCoding", "-LiveCodingLimit", "-LiveCodingManifest", "-LiveCodingModules", "-Log", "-LTCG", "-Makefile", "-Manifest", "-MapFile", "-MaxParallelActions", "-Modular", "-Module", "-Monolithic", "-NoBuildUHT", "-NoCompileChaos", "-NoDebugInfo", "-NoDSYM", "-NoEngineChanges", "-NoFASTBuild", "-NoFastMonoCalls", "-NoHotReload", "-NoHotReloadFromIDE", "-NoIncrementalLinking", "-NoLink", "-NoManifestChanges", "-NoMutex", "-NoPCH", "-NoPDB", "-NoSharedPCH", "-NoUBTMakefiles", "-NoUseChaos", "-NoXGE", "-ObjSrcMap", "-Output", "-OverrideBuildEnvironment", "-PGOOptimize", "-PGOProfile", "-Plugin", "-Precompile", "-Preprocess", "-PrintDebugInfo", "-Progress", "-ProjectDefine:", "-ProjectFileFormat", "-ProjectFiles", "-PublicSymbolsByDefault", "-QMakefile", "-Quiet", "-RemoteIni", "-Rider", "-rtti", "-ShadowVariableErrors", "-SharedBuildEnvironment", "-ShowIncludes", "-SingleFile", "-SkipBuild", "-skipcrashlytics", "-SkipDeploy", "-SkipPreBuildTargets", "-SkipRulesCompile", "-StaticAnalyzer", "-StressTestUnity", "-Strict", "-stripsymbols", "-ThinLTO", "-Timestamps", "-Timing", "-ToolChain", "-Tracing", "-UniqueBuildEnvironment", "-UseChaos", "-UsePrecompiled", "-Verbose", "-VeryVerbose", "-VSCode", "-VSMac", "-WaitMutex", "-WarningsAsErrors", "-WriteOutdatedActions", "-XCodeProjectFiles", "-XGEExport", )
# Copyright (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
# SPDX-FileCopyrightText: 2018-2025 Xavier Loux (BleuRaven) # # SPDX-License-Identifier: GPL-3.0-or-later # ---------------------------------------------- # Blender For UnrealEngine # https://github.com/project/-For-UnrealEngine-Addons # ---------------------------------------------- from pathlib import Path from typing import Dict, Any, List, Tuple import unreal from . import bpl from . import import_module_utils from . import import_module_unreal_utils from . import sequencer_utils def ready_for_sequence_import(): if not import_module_unreal_utils.editor_scripting_utilities_active(): message = 'WARNING: Editor Scripting Utilities Plugin should be activated.' + "\n" message += 'Edit > Plugin > Scripting > Editor Scripting Utilities.' import_module_unreal_utils.show_warning_message("Editor Scripting Utilities not activated.", message) return False if not import_module_unreal_utils.sequencer_scripting_active(): message = 'WARNING: Sequencer Scripting Plugin should be activated.' + "\n" message += 'Edit > Plugin > Scripting > Sequencer Scripting.' import_module_unreal_utils.show_warning_message("Sequencer Scripting not activated.", message) return False return True def create_sequencer(sequence_data: Dict[str, Any], show_finished_popup: bool = True): is_spawnable_camera = sequence_data['spawnable_camera'] sequencer_frame_start = sequence_data['sequencer_frame_start'] sequencer_frame_end = sequence_data['sequencer_frame_end']+1 render_resolution_x = sequence_data['render_resolution_x'] render_resolution_y = sequence_data['render_resolution_y'] sequencer_frame_rate_denominator = sequence_data['sequencer_frame_rate_denominator'] sequencer_frame_rate_numerator = sequence_data['sequencer_frame_rate_numerator'] secure_crop = sequence_data['secure_crop'] # add end crop for avoid section overlay imported_cameras: List[Tuple[str, unreal.MovieSceneObjectBindingID]] = [] # (CameraName, CameraGuid) seq = sequencer_utils.create_new_sequence() print("Sequencer reference created", seq) # Process import bpl.advprint.print_simple_title("Import started !") # Set frame rate myFFrameRate = sequencer_utils.get_sequencer_framerate( denominator = sequencer_frame_rate_denominator, numerator = sequencer_frame_rate_numerator ) seq.set_display_rate(myFFrameRate) # Set playback range seq.set_playback_end_seconds((sequencer_frame_end-secure_crop)/float(sequencer_frame_rate_numerator)) seq.set_playback_start_seconds(sequencer_frame_start/float(sequencer_frame_rate_numerator)) # set_playback_end_seconds if import_module_unreal_utils.get_unreal_version() > (5,2,0): camera_cut_track = seq.add_track(unreal.MovieSceneCameraCutTrack) else: camera_cut_track = seq.add_master_track(unreal.MovieSceneCameraCutTrack) camera_cut_track.set_editor_property('display_name', 'Imported Camera Cuts') if import_module_unreal_utils.get_unreal_version() >= (4,26,0): camera_cut_track.set_color_tint(unreal.Color(b=200, g=0, r=0, a=0)) else: pass for x, camera_data in enumerate(sequence_data["cameras"]): # import camera print("Start camera import " + str(x+1) + "/" + str(len(sequence_data["cameras"])) + " :" + camera_data["asset_name"]) # Import camera tracks transform imported_cameras.append(import_camera_asset(seq, camera_data, is_spawnable_camera)) # Import camera cut section for section in sequence_data['marker_sections']: camera_cut_section = camera_cut_track.add_section() if section["has_camera"] is not None: for camera in imported_cameras: if camera[0] == section["camera_name"]: camera_binding_id = unreal.MovieSceneObjectBindingID() if import_module_unreal_utils.get_unreal_version() >= (5,3,0): camera_binding_id = seq.get_binding_id(camera[1]) elif import_module_unreal_utils.get_unreal_version() >= (4,27,0): camera_binding_id = seq.get_portable_binding_id(seq, camera[1]) elif import_module_unreal_utils.get_unreal_version() >= (4,26,0): camera_binding_id = seq.make_binding_id(camera[1], unreal.MovieSceneObjectBindingSpace.LOCAL) else: camera_binding_id = seq.make_binding_id(camera[1]) camera_cut_section.set_camera_binding_id(camera_binding_id) camera_cut_section.set_end_frame_seconds((section["end_time"]-secure_crop)/float(sequencer_frame_rate_numerator)) camera_cut_section.set_start_frame_seconds(section["start_time"]/float(sequencer_frame_rate_numerator)) # Import result bpl.advprint.print_simple_title("Imports completed !") ImportedCameraStr = [] for cam in imported_cameras: ImportedCameraStr.append(cam[0]) print(ImportedCameraStr) bpl.advprint.print_separator() # Select and open seq in content browser if import_module_unreal_utils.get_unreal_version() >= (5,0,0): pass #TO DO make crate the engine #unreal.AssetEditorSubsystem.open_editor_for_assets(unreal.AssetEditorSubsystem(), [unreal.load_asset(seq.get_path_name())]) elif import_module_unreal_utils.get_unreal_version() >= (4,26,0): unreal.AssetEditorSubsystem.open_editor_for_assets(unreal.AssetEditorSubsystem(), [unreal.load_asset(seq.get_path_name())]) else: unreal.AssetToolsHelpers.get_asset_tools().open_editor_for_assets([unreal.load_asset(seq.get_path_name())]) unreal.EditorAssetLibrary.sync_browser_to_objects([seq.get_path_name()]) return 'Sequencer created with success !' def import_camera_asset(seq: unreal.LevelSequence, camera_data: Dict[str, Any], is_spawnable_camera: bool) -> Tuple[str, unreal.MovieSceneObjectBindingID]: def found_additional_data() -> Dict[str, Any]: files: List[Dict[str, Any]] = camera_data["files"] for file in files: if file["content_type"] == "ADDITIONAL_DATA": return import_module_utils.json_load_file(Path(file["file_path"])) return {} camera_additional_data = found_additional_data() camera_name: str = camera_additional_data["camera_name"] camera_target_class_ref: str = camera_additional_data["camera_actor"] camera_target_class = unreal.load_class(None, camera_target_class_ref) if camera_target_class is None: message = f'WARNING: The camera class {camera_target_class_ref} was not found!' + "\n" message += 'Verify that the class exists or that you have activated the necessary plugins.' import_module_unreal_utils.show_warning_message("Failed to find camera class.", message) camera_target_class = unreal.CineCameraActor camera_binding, camera_component_binding = sequencer_utils.Sequencer_add_new_camera(seq, camera_target_class, camera_name, is_spawnable_camera) sequencer_utils.update_sequencer_camera_tracks(seq, camera_binding, camera_component_binding, camera_additional_data) return (camera_name, camera_binding)
########################################################################################## # these code is test against UE 5.0. It doesn't guarantee to be functional in other versions ########################################################################################## import os import unreal from importlib import reload import UnrealUtils reload(UnrealUtils) from UnrealUtils import ( get_package_from_path, asset_tools, get_asset_by_path, editor_level_subsystem, get_bp_class_by_path, editor_subsystem ) def get_cb_selection(): """ get asset selection list from content browser selection :return: """ assets = unreal.EditorUtilityLibrary.get_selected_assets() for a in assets: unreal.log(a) return assets ####################################################################### # alternative # utility_base = unreal.GlobalEditorUtilityBase.get_default_object() # return utility_base.get_selected_assets() ####################################################################### def show_assets_in_cb(paths=None): """ :param paths: Asset paths :return: """ if paths is None: paths = [] elif type(paths) is str: paths = [paths] elif type(paths) is list: pass else: raise Exception(f'Unknown value {paths} in parameter paths') unreal.EditorAssetLibrary.sync_browser_to_objects(asset_paths=paths) def show_current_level_in_cb(): """ show current level in content browser :return: """ level_path = editor_level_subsystem.get_current_level().get_path_name() show_assets_in_cb([level_path]) return level_path def open_assets_in_editor(paths=None): """ :param paths: Asset paths :return: """ if paths is None: paths = [] elif type(paths) is str: paths = [paths] elif type(paths) in [list, tuple, set]: pass else: raise Exception(f'Unknown value {paths} in parameter paths') loaded_assets = [get_asset_by_path(x) for x in paths] asset_tools.open_editor_for_assets(assets=loaded_assets) def asset_exists(path=''): """ example py EditorAssetUtils.py --asset_exists (/project/.T_GridChecker_A) :param path: Asset path :return: True if the asset exists """ return unreal.EditorAssetLibrary.does_asset_exist(asset_path=path) def get_material_instance_constant_parameter(mi_asset_path, parameter_name): """ example: py EditorAssetUtils.py --get_material_instance_constant_parameter (/project/.M_Solid_Red,BaseColor) :param mi_asset_path: the path to material instance asset :param parameter_name: name of parameter to get value from :return: """ mi_asset = get_asset_by_path(mi_asset_path) ####################################################################### # get all parameters first and use it for looking up ####################################################################### scalars = unreal.MaterialEditingLibrary.get_scalar_parameter_names(mi_asset) switches = unreal.MaterialEditingLibrary.get_static_switch_parameter_names(mi_asset) textures = unreal.MaterialEditingLibrary.get_texture_parameter_names(mi_asset) vectors = unreal.MaterialEditingLibrary.get_vector_parameter_names(mi_asset) ####################################################################### # try to get the correct type of parameter. If not valid type found raise exception ####################################################################### if parameter_name in scalars: getter = unreal.MaterialEditingLibrary.get_material_instance_scalar_parameter_value elif parameter_name in switches: getter = unreal.MaterialEditingLibrary.get_material_instance_static_switch_parameter_value elif parameter_name in textures: # unreal.Texture getter = unreal.MaterialEditingLibrary.get_material_instance_texture_parameter_value elif parameter_name in vectors: getter = unreal.MaterialEditingLibrary.get_material_instance_vector_parameter_value else: raise Exception(f'Unsupported type of parameter name {parameter_name}') parameter_value = getter(instance=mi_asset, parameter_name=parameter_name) # unreal.log(f'{mi_asset_path}.{parameter_name} is {parameter_value}') return parameter_value def build_skm_import_options(skeleton_path=None): """ :param skeleton_path: Skeleton asset path of the skeleton that will be used to bind the mesh :return: Import option object. The basic import options for importing a skeletal mesh """ options = unreal.FbxImportUI() # unreal.FbxImportUI options.import_mesh = True options.import_as_skeletal = True options.mesh_type_to_import = unreal.FBXImportType.FBXIT_SKELETAL_MESH options.import_textures = False options.import_materials = False options.create_physics_asset = False if skeleton_path is None: options.skeleton = skeleton_path else: options.skeleton = unreal.load_asset(skeleton_path) # unreal.FbxMeshImportData import_data = options.skeletal_mesh_import_data import_data.import_translation = unreal.Vector(0.0, 0.0, 0.0) import_data.import_rotation = unreal.Rotator(0.0, 0.0, 0.0) import_data.import_uniform_scale = 1.0 ####################################################################### # unreal.FbxSkeletalMeshImportData # Calling the FbxSkeletalMeshImportData properties with . doesn't work in UE5.0 # TODO: try the following code again in UE 5.1+ and see if it is fixed # import_data.import_morph_targets = True # import_data.update_skeleton_reference_pose = False ####################################################################### import_data.set_editor_property('import_morph_targets', True) import_data.set_editor_property('update_skeleton_reference_pose', False) return options def example_import_skm_asset(): source = r"/project/.fbx" directory = '/project/' option = build_skm_import_options(skeleton_path='/project/.human_rig_Skeleton') task = build_import_task(source, directory, dest_name='New_Human', options=option) asset_paths = execute_import_tasks([task]) show_assets_in_cb(asset_paths) def example_import_csv_asset(): source = r"/project/.csv" directory = '/project/' struct_path = '/project/.Struct_Example' datatable_task = build_import_task(source, directory) factory = unreal.CSVImportFactory() factory.automated_import_settings.import_row_struct = get_asset_by_path(struct_path) datatable_task.factory = factory asset_paths = execute_import_tasks([datatable_task]) show_assets_in_cb(asset_paths) def build_anim_import_options(skeleton_path=None): """ :param skeleton_path: Skeleton asset path of the skeleton that will be used to bind the animation :return: Import option object. The basic import options for importing an animation """ options = unreal.FbxImportUI() # unreal.FbxImportUI options.import_animations = True options.mesh_type_to_import = unreal.FBXImportType.FBXIT_ANIMATION if skeleton_path is None: options.skeleton = skeleton_path else: options.skeleton = unreal.load_asset(skeleton_path) # unreal.FbxMeshImportData import_data.import_translation = unreal.Vector(0.0, 0.0, 0.0) import_data.import_rotation = unreal.Rotator(0.0, 0.0, 0.0) import_data.import_uniform_scale = 1.0 ####################################################################### # unreal.FbxAnimSequenceImportData # Calling the FbxAnimSequenceImportData properties with . doesn't work in UE5.0 # TODO: try the following code again in UE 5.1+ and see if it is fixed # import_data.animation_length = unreal.FBXAnimationLengthImportType.FBXALIT_EXPORTED_TIME # import_data.remove_redundant_keys = False ####################################################################### import_data = options.anim_sequence_import_data import_data.set_editor_property( 'animation_length', unreal.FBXAnimationLengthImportType.FBXALIT_EXPORTED_TIME ) import_data.set_editor_property('remove_redundant_keys', False) return options def regenerate_skeletal_mesh_lods(skeletal_mesh_path, num_of_lods=4): """ regenerate lods for given skeletal mesh :param skeletal_mesh_path: skeletal mesh path :param num_of_lods: :return: """ asset = get_asset_by_path(skeletal_mesh_path) result = asset.regenerate_lod(num_of_lods) if not result: unreal.log_warning(f'Unable to generate lods for {skeletal_mesh_path}') def create_directory(path=''): """ :param path: Directory path :return: True if the operation succeeds """ return unreal.EditorAssetLibrary.make_directory(directory_path=path) def duplicate_directory(from_dir='', to_dir=''): """ :param from_dir: Directory path to duplicate :param to_dir: Duplicated directory path :return: True if the operation succeeds """ return unreal.EditorAssetLibrary.duplicate_directory( source_directory_path=from_dir, destination_directory_path=to_dir ) #################################################################################################### # def create_generic_asset_example(): # base_path = '/project/' # generic_assets = [ # [base_path + 'sequence', unreal.LevelSequence, unreal.LevelSequenceFactoryNew()], # [base_path + 'material', unreal.Material, unreal.MaterialFactoryNew()], # for parent material # [base_path + 'world', unreal.World, unreal.WorldFactory()], # [base_path + 'particle_system', unreal.ParticleSystem, unreal.ParticleSystemFactoryNew()], # [base_path + 'paper_flipbook', unreal.PaperFlipbook, unreal.PaperFlipbookFactory()], # [base_path + 'data_struct', unreal.UserDefinedStruct, unreal.StructureFactory()] # ] # for asset in generic_assets: # print create_generic_asset(asset[0], asset[1], asset[2]) #################################################################################################### def create_generic_asset(asset_path='', asset_class=None, asset_factory=None, unique_name=True): """ :param asset_path: Path of asset to create :param asset_class: The asset class :param asset_factory: The associated factory of the class. :param unique_name: If True, will add a number at the end of the asset name until unique :return: The created asset """ if unique_name: asset_path, asset_name = asset_tools.create_unique_asset_name( base_package_name=asset_path, suffix='' ) if asset_exists(asset_path): result = unreal.load_asset(asset_path) else: _path_ = os.path.dirname(asset_path) _name_ = os.path.basename(asset_path) result = asset_tools.create_asset( asset_name=_name_, package_path=_path_, asset_class=asset_class, factory=asset_factory ) show_assets_in_cb([asset_path]) return result def example_create_datatable_asset(asset_path='', data_struct=''): """ example_create_datatable_asset('/project/', '/project/') :param asset_path: :param data_struct: :return: """ row_struct = create_generic_asset(data_struct, unreal.UserDefinedStruct, unreal.StructureFactory()) datatable_factory = unreal.DataTableFactory() datatable_factory.struct = row_struct create_generic_asset(asset_path, unreal.DataTable, datatable_factory) def create_material_instance_constant(parent_material_path, mi_asset_name=None): """ create a material instance in the same directory of parent material :param mi_asset_name: the material instance name :param parent_material_path: the parent material path :return: """ parent_material = get_asset_by_path(parent_material_path) ####################################################################### # if no name is given it will use the parent name + inst ####################################################################### if not mi_asset_name: parent_material_basename = os.path.basename(parent_material_path) parent_material_basename = parent_material_basename.split('.')[0] mi_asset_name = parent_material_basename + '_inst' mi_asset_directory = os.path.dirname(parent_material_path) mi_asset_path = '/'.join([mi_asset_directory, mi_asset_name]) mi_asset = create_generic_asset( asset_path=mi_asset_path, asset_class=unreal.MaterialInstanceConstant, asset_factory=unreal.MaterialInstanceConstantFactoryNew() ) unreal.MaterialEditingLibrary.set_material_instance_parent(mi_asset, parent_material) ####################################################################### # optional auto saving # unreal.EditorAssetLibrary.save_asset(mi_asset_path) ####################################################################### return mi_asset_path def example_create_material_instances(): import random for i in range(10): mi_asset_path = create_material_instance_constant( '/project/.M_Solid', f'M_Solid_colored_{i}' ) set_material_instance_constant_parameter( mi_asset_path, 'BaseColor', (random.random(), random.random(), random.random()) ) def duplicate_asset(from_path='', to_path=''): """ example: duplicate_asset( '/project/.T_GridChecker_A', '/project/') :param from_path: Asset path to duplicate :param to_path: Duplicated asset path :return: True if the operation succeeds """ return unreal.EditorAssetLibrary.duplicate_asset( source_asset_path=from_path, destination_asset_path=to_path ) def rename_asset(from_path='', to_path=''): """ example: rename_asset('/project/.T_Grid', '/project/') :param from_path: Asset path to rename :param to_path: Renamed asset path :return: True if the operation succeeds """ return unreal.EditorAssetLibrary.rename_asset( source_asset_path=from_path, destination_asset_path=to_path ) def delete_asset(path=''): """ example: delete_asset('/project/.T_Grid1') :param path: Asset path :return: True if the operation succeeds """ if not path: return elif asset_exists(path): return unreal.EditorAssetLibrary.delete_asset(asset_path_to_delete=path) def duplicate_asset_dialog(from_path='', to_path='', show_dialog=True): """ example: duplicate_asset_dialog( '/project/.T_GridChecker_A', '/project/' ) This function will also work on assets of the type level. (But might be really slow if the level is huge) :param from_path: Asset path to duplicate :param to_path: Duplicate asset path :param show_dialog: True if you want to show the confirm pop-up :return: True if the operation succeeds """ splitted_path = to_path.rsplit('/', 1) asset_path = splitted_path[0] asset_name = splitted_path[1] if show_dialog: return asset_tools.duplicate_asset_with_dialog( asset_name=asset_name, package_path=asset_path, original_object=get_asset_by_path(from_path) ) else: return asset_tools.duplicate_asset( asset_name=asset_name, package_path=asset_path, original_object=get_asset_by_path(from_path) ) def rename_asset_dialog(from_path='', to_path='', show_dialog=True): """ This function will also work on assets of the type level. (But might be really slow if the level is huge) :param from_path: Asset path to rename :param to_path: Renamed asset path :param show_dialog: True if you want to show the confirm pop-up :return: True if the operation succeeds """ asset_path = os.path.dirname(to_path) asset_name = os.path.basename(to_path) rename_data = unreal.AssetRenameData( asset=get_asset_by_path(from_path), new_package_path=asset_path, new_name=asset_name ) if show_dialog: # this currently doesn't work in UE 5.0 TODO: test it in 5.1+ return asset_tools.rename_assets_with_dialog(assets_and_names=[rename_data]) else: return asset_tools.rename_assets(assets_and_names=[rename_data]) def save_asset(path='', force_save=True): """ :param path: Asset path :param force_save: :return: True if the operation succeeds """ return unreal.EditorAssetLibrary.save_asset( asset_to_save=path, only_if_is_dirty=not force_save ) def save_directory(path='', force_save=True, recursive=True): """ :param path: Directory path :param force_save: :param recursive: :return: True if the operation succeeds """ return unreal.EditorAssetLibrary.save_directory( directory_path=path, only_if_is_dirty=not force_save, recursive=recursive ) def get_all_dirty_packages(): """ :return: The assets that need to be saved """ 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 def save_all_dirty_packages(show_dialog=False): """ :param show_dialog: True if you want to see the confirm pop-up :return: True if the operation succeeds """ if bool(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 ) def save_packages(packages_path=None, show_dialog=False): """ save the given packages that is dirty only :type packages_path: list[str] :param show_dialog: True if you want to see the confirm pop-up :return: True if the operation succeeds """ if packages_path is None: packages_path = [] packages = [get_package_from_path(p) for p in packages_path] if show_dialog: return unreal.EditorLoadingAndSavingUtils.save_packages_with_dialog( packages_to_save=packages, only_dirty=False # note that only_dirty=False ) else: return unreal.EditorLoadingAndSavingUtils.save_packages( packages_to_save=packages, only_dirty=False ) ####################################################################### # def import_my_assets_example(): # texture_task = build_import_task('C:/project/.TGA', '/project/') # sound_task = build_import_task('C:/project/.WAV', '/project/') # static_mesh_task = build_import_task( # 'C:/project/.FBX', # '/project/', # options=build_sm_import_options() # ) # skeletal_mesh_task = build_import_task( # 'C:/project/.FBX', # '/project/', # options=build_skm_import_options('/project/') # ) # animation_task = build_import_task( # 'C:/project/.FBX', # '/project/', # options=build_anim_import_options('/project/') # ) # unreal.log(execute_import_tasks([texture_task, sound_task, static_mesh_task, skeletal_mesh_task])) # # Not executing the animation_task at the same time of the skeletal_mesh_task because it look # # like it does not work if it's the case. Pretty sure it's not normal. # unreal.log(execute_import_tasks([animation_task])) ####################################################################### def build_import_task(filename='', dest_path='', dest_name=None, options=None): """ :param filename: Windows file fullname of the asset you want to import :param dest_path: Asset path :param dest_name: Asset name :param options: Import option object. Can be None for assets that does not usually have a pop-up when importing. (e.g. Sound, Texture, etc.) :return: The import task object """ task = unreal.AssetImportTask() task.automated = True # no UI ####################################################################### # if destination is not specified it will use the source name ####################################################################### if dest_name is not None: task.destination_name = dest_name task.destination_path = dest_path task.filename = filename ####################################################################### # in this case the import will always override existed mesh if the name of asset already occupied # Alternatively this can be changed to additive importing ####################################################################### task.replace_existing = True ####################################################################### # optional auto saving the asset after finishing importing # which will trigger source control actions if there is any # task.save = True ####################################################################### task.set_editor_property('options', options) return task def execute_import_tasks(tasks=None): """ :param tasks: The import tasks object. You can get them from buildImportTask() :return: The paths of successfully imported assets """ if tasks is None: tasks = [] 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 def example_import_texture_asset(): source = r"/project/.tga" directory = '/project/' task = build_import_task(source, directory) asset_paths = execute_import_tasks([task]) show_assets_in_cb(asset_paths) def build_sm_import_options(): """ :return: Import option object. The basic import options for importing a static mesh """ options = unreal.FbxImportUI() # unreal.FbxImportUI options.import_mesh = True options.mesh_type_to_import = unreal.FBXImportType.FBXIT_STATIC_MESH options.import_textures = False options.import_materials = False options.import_as_skeletal = False # unreal.FbxMeshImportData import_data = options.static_mesh_import_data import_data.import_translation = unreal.Vector(0.0, 0.0, 0.0) import_data.import_rotation = unreal.Rotator(0.0, 0.0, 0.0) import_data.import_uniform_scale = 1.0 ####################################################################### # unreal.FbxStaticMeshImportData # Calling the FbxStaticMeshImportData properties with . doesn't work in UE5.0 # TODO: try the following code again in UE 5.1+ and see if it is fixed # import_data.combine_meshes = True # import_data.generate_lightmap_u_vs = True # import_data.auto_generate_collision = True ####################################################################### import_data.set_editor_property('combine_meshes', True) import_data.set_editor_property('generate_lightmap_u_vs', True) import_data.set_editor_property('auto_generate_collision', True) return options def example_import_sm_asset(): source = r"/project/.fbx" directory = '/project/' task = build_import_task(source, directory, options=build_sm_import_options()) asset_paths = execute_import_tasks([task]) show_assets_in_cb(asset_paths) def delete_directory(path=''): """ :param path: Directory path :return: True if the operation succeeds """ return unreal.EditorAssetLibrary.delete_directory(directory_path=path) def directory_exists(path=''): """ :param path: Directory path :return: True if the directory exists """ return unreal.EditorAssetLibrary.does_directory_exist(directory_path=path) def rename_directory(from_dir='', to_dir=''): """ :param from_dir: Directory path to rename :param to_dir: Renamed directory path :return: True if the operation succeeds """ return unreal.EditorAssetLibrary.rename_directory( source_directory_path=from_dir, destination_directory_path=to_dir ) ####################################################################### # copy the following code to your script ####################################################################### from UnrealUtils import _run if __name__ == '__main__': unreal.log(_run(locals())) def set_material_instance_constant_parameter(mi_asset_path, parameter_name, parameter_value): """ example: EditorAssetUtils.set_material_instance_constant_parameter('/project/.M_Solid_Red', 'BaseColor', (0,1,0)) :param mi_asset_path: the path to material instance asset :param parameter_name: name of parameter to change :param parameter_value: value of parameter to set :return: """ mi_asset = get_asset_by_path(mi_asset_path) ####################################################################### # get all parameters first and use it for looking up ####################################################################### scalars = unreal.MaterialEditingLibrary.get_scalar_parameter_names(mi_asset) switches = unreal.MaterialEditingLibrary.get_static_switch_parameter_names(mi_asset) textures = unreal.MaterialEditingLibrary.get_texture_parameter_names(mi_asset) vectors = unreal.MaterialEditingLibrary.get_vector_parameter_names(mi_asset) ####################################################################### # try to get the correct type of parameter. If not valid type found raise exception ####################################################################### if parameter_name in scalars: setter = unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value elif parameter_name in switches: setter = unreal.MaterialEditingLibrary.set_material_instance_static_switch_parameter_value elif parameter_name in textures: # unreal.Texture setter = unreal.MaterialEditingLibrary.set_material_instance_texture_parameter_value parameter_value = get_asset_by_path(parameter_value) elif parameter_name in vectors: setter = unreal.MaterialEditingLibrary.set_material_instance_vector_parameter_value parameter_value = unreal.LinearColor(*parameter_value, 1.0) else: raise Exception(f'Unsupported type of parameter name {parameter_name}') original_value = get_material_instance_constant_parameter(mi_asset_path, parameter_name) setter(instance=mi_asset, parameter_name=parameter_name, value=parameter_value) unreal.log(f'{mi_asset_path}.{parameter_name} is changed from {original_value} to {parameter_value}') ####################################################################### # optional auto saving # unreal.EditorAssetLibrary.save_asset(mi_asset_path) ####################################################################### ####################################################################### # update the material viewport when it's opened ####################################################################### unreal.MaterialEditingLibrary.update_material_instance(mi_asset) def set_asset_property(asset_path, property_name, property_value): """ this only works for non-bp assets :param asset_path: path of asset :param property_name: name of property to set :param property_value: :return: """ asset = get_asset_by_path(asset_path) original_value = asset.get_editor_property(property_name) asset.set_editor_property(property_name, property_value) unreal.log(f'{asset_path}.{property_name} is changed from {original_value} to {property_value}') ####################################################################### # optional auto saving # unreal.EditorAssetLibrary.save_asset(asset_path) ####################################################################### return property_value def get_asset_property(asset_path, property_name): """ this only works for non-bp assets :param asset_path: path of asset :param property_name: name of property to set :return: """ asset = get_asset_by_path(asset_path) property_value = asset.get_editor_property(property_name) unreal.log(f'{asset_path}.{property_name} = {property_value}') return property_value
import unreal def is_camera(binding:unreal.MovieSceneBindingProxy): """ Check to see if binding is a Camera :return: True if binding is a Camera :rtype: Bool """ return binding.get_possessed_object_class() == unreal.CineCameraActor.static_class() def is_instanced_camera(binding:unreal.MovieSceneBindingProxy): """ Check to see if binding is an Instancable Camera :return: True if binding is a Instancable Camera :rtype: Bool """ possesable_is_camera = False possessable_children = len(binding.get_child_possessables()) > 0 if is_camera(binding) and possessable_children: child = binding.get_child_possessables()[0] possesable_is_camera = child.get_name() == "CameraComponent" if possesable_is_camera: return True return False
import unreal level_editor_subsystem:unreal.LevelEditorSubsystem = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) unreal_editor_subsystem:unreal.UnrealEditorSubsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) editor_actor_subsystem:unreal.EditorActorSubsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) asset_library:unreal.EditorAssetLibrary = unreal.EditorAssetLibrary() level_editor_subsystem.editor_set_game_view(True) camera_actor:unreal.Actor = None def find_camera_by_name(camera_name:str): world = unreal_editor_subsystem.get_editor_world() actors = unreal.GameplayStatics.get_all_actors_of_class(world, unreal.CameraActor) for actor in actors: if camera_name == actor.get_actor_label(): return actor return None def create_and_activate_camera(camera_name, location=unreal.Vector(0, 0, 300), rotation=unreal.Rotator(0, 0, 0)): camera_actor = find_camera_by_name("spsync_temp_camera") if camera_actor != None: return camera_actor camera_actor = editor_actor_subsystem.spawn_actor_from_class(unreal.CameraActor, location, rotation, True) camera_actor.set_actor_label(camera_name) level_editor_subsystem.pilot_level_actor(camera_actor) return camera_actor def sp_to_unreal_rotation(x, y, z, force_front_x_axis:bool = True): sp_rotator:unreal.Rotator = unreal.Rotator(x, y, 360 - z) if force_front_x_axis: sp_rotator = unreal.Rotator(0, -90, 0).combine(sp_rotator) sp_quaternion = sp_rotator.quaternion() return unreal.Quat(-sp_quaternion.z, sp_quaternion.x, sp_quaternion.y, sp_quaternion.w).rotator().combine(unreal.Rotator(0, 0, 180)) def init_sync_camera(): global camera_actor camera_actor = create_and_activate_camera("spsync_temp_camera") level_editor_subsystem.editor_set_game_view(True) def exit_sync_camera(): level_editor_subsystem.pilot_level_actor(None) level_editor_subsystem.editor_set_game_view(False) current_camera_actor = find_camera_by_name("spsync_temp_camera") if current_camera_actor != None: editor_actor_subsystem.destroy_actor(current_camera_actor) def sync_camera(px:float, py:float, pz:float, rx:float, ry:float, rz:float, fov:float, scale:float, force_front_x_axis:bool = True): global camera_actor selected_actors = editor_actor_subsystem.get_selected_level_actors() root_transform:unreal.Transform = None for actor in selected_actors: root_transform = actor.get_actor_transform() positon:unreal.Vector = unreal.Vector(px, py, pz) if force_front_x_axis: positon = unreal.Rotator(0, 90, 0).transform().transform_location(positon) positon = unreal.Vector(positon.z , -positon.x, positon.y) positon = unreal.Vector.multiply_float(positon, scale) rotator:unreal.Rotator = sp_to_unreal_rotation(rx, ry, rz, force_front_x_axis) """ if root_transform == None: unreal_editor_subsystem.set_level_viewport_camera_info(positon, rotator) else: unreal_editor_subsystem.set_level_viewport_camera_info(root_transform.transform_location(positon), root_transform.transform_rotation(rotator)) level_editor_subsystem.editor_invalidate_viewports() """ if root_transform == None: camera_actor.set_actor_location_and_rotation(positon, rotator, False, False) else: camera_actor.set_actor_location_and_rotation(root_transform.transform_location(positon), root_transform.transform_rotation(rotator), False, False) camera_component = camera_actor.get_component_by_class(unreal.CameraComponent) if camera_component: camera_component.set_editor_property("constrain_aspect_ratio", False) camera_component.set_editor_property("field_of_view", fov) level_editor_subsystem.editor_invalidate_viewports()
# Copyright Epic Games, Inc. All Rights Reserved. import os import unreal #------------------------------------------------------------------------------- class PlatformBase(unreal.Platform): name = "Linux" autosdk_name = "Linux_x64" env_var = "LINUX_MULTIARCH_ROOT" def _get_version_ue4(self): dot_cs = self.get_unreal_context().get_engine().get_dir() dot_cs /= "Source/project/.cs" return Platform._get_version_helper_ue4(dot_cs, "ExpectedSDKVersion") def _get_version_ue5(self): dot_cs = "Source/project/" version = self._get_version_helper_ue5(dot_cs + ".Versions.cs") return version or self._get_version_helper_ue5(dot_cs + ".cs") def _get_cook_form(self, target): if target == "game": return "Linux" if self.get_unreal_context().get_engine().get_version_major() > 4 else "LinuxNoEditor" if target == "client": return "LinuxClient" if target == "server": return "LinuxServer" #------------------------------------------------------------------------------- class Platform(PlatformBase): def _read_env(self): env_var = PlatformBase.env_var value = os.getenv(env_var) if value: yield env_var, value return version = self.get_version() extras_dir = self.get_unreal_context().get_engine().get_dir() / "Extras" for suffix in ("AutoSDK/", "ThirdPartyNotUE/SDKs/"): value = extras_dir / suffix / f"HostLinux/Linux_x64/{version}/" if (value / "x86_64-unknown-linux-gnu/bin").is_dir(): yield env_var, value return yield env_var, f"Linux_x64/{version}/" def _launch(self, exec_context, stage_dir, binary_path, args): if stage_dir: base_dir = binary_path.replace("\\", "/").split("/") base_dir = "/".join(base_dir[-4:-1]) base_dir = stage_dir + base_dir if not os.path.isdir(base_dir): raise EnvironmentError(f"Failed to find base directory '{base_dir}'") args = (*args, "-basedir=" + base_dir) ue_context = self.get_unreal_context() engine_dir = ue_context.get_engine().get_dir() engine_bin_dir = str(engine_dir / "Binaries/Linux") if ld_lib_path := os.getenv("LD_LIBRARY_PATH"): ld_lib_path += ":" + str(engine_bin_dir) else: ld_lib_path = str(engine_bin_dir) env = exec_context.get_env() env["LD_LIBRARY_PATH"] = ld_lib_path cmd = exec_context.create_runnable(binary_path, *args) cmd.launch() return True
import unreal import re throwable_sm_assets = [] throwable_bp_assets = [] # output = False output = True def logit0(info): unreal.log(info) def logit1(info): if output: unreal.log_warning(info) def logit2(info): unreal.log_error(info) all_level_actors = unreal.EditorLevelLibrary.get_all_level_actors() def fix_label_prefix(): p_static = re.compile('\d\d\d_Pickups_StaticReference') p_throwable = re.compile('\d\d\d_ThrowableBreakable') p_ThrowableBP = re.compile('^BP_.*_Throwable_C') StaticRefCount = 0 ThrowableCount = 0 specials = {} #=Dictionary of special replacement. BP Name -> Original Item Name In Level specials['BP_Panzer_Officer_Hat'] = 'Panzer_Officer_hat' specials['BP_Wehrmacht_Soldier_Helmet_M'] = 'HelmetGermany' for actor in all_level_actors: # if str(actor.get_name())=='BP_BindersClose3': # logit1(dir(actor)) # logit1(actor.get_full_name()) # logit1(actor.get_fname()) # if str(actor.get_name())=='BP_BindersClose2': # if str(actor.get_name())=='HelmetGermany13': # #logit1(dir(actor)) # logit1(actor.get_full_name()) # logit1(actor.get_fname()) if (len((p_static.findall(actor.get_full_name())))):#item in StaticReferrence Level logit1("Static Reference Object = " + actor.get_name())# + " / type = " + str(type(actor))) StaticRefCount += 1 if (len(p_ThrowableBP.findall(actor.get_full_name()))):#check if item is throwable BP logit2('Warning: '+ str(actor.get_fname()) + " is Throwable but in the StaticReference Level! Please check.") if (len((p_throwable.findall(actor.get_full_name())))):#Item in ThrowableBreakable Level if not actor.is_child_actor():#Item is not child actor like breakables logit1("ThrowableBreakable Object = " + actor.get_name())# + " / type = " + str(type(actor))) if (len(p_ThrowableBP.findall(actor.get_full_name()))):#check if item is throwable BP ThrowableCount += 1 if str(actor.get_actor_label()).startswith('S_'): logit1(str(actor.get_fname()) + " is BP Actor with wrong prefix") old_name = str(actor.get_actor_label()) new_name = old_name.replace('S_','BP_') actor.set_actor_label(new_name) logit0(old_name + ' --> ' + new_name + ' done.') if str(actor.get_actor_label()).startswith('SM_'): logit1(str(actor.get_fname()) + " is BP Actor with wrong prefix") old_name = str(actor.get_actor_label()) new_name = old_name.replace('SM_','BP_') actor.set_actor_label(new_name) logit0(old_name + ' --> ' + new_name + ' done.') continue else: actor_special = False for key in specials.keys():#check all special objects p_spe = re.compile('^'+key) p_spe1 = re.compile('^'+specials[key]) if len(p_spe.findall(actor.get_full_name())): ThrowableCount += 1 actor_special = True logit1('^^^special replacement^^^') if len(p_spe1.findall(actor.get_name())): old_name = str(actor.get_actor_label()) new_name = old_name.replace(specials[key],key) actor.set_actor_label(new_name) logit0(old_name + ' --> ' + new_name + ' done.') continue if actor_special == False: logit2('Warning: '+ str(actor.get_fname()) + " is not Throwable/Special but in the ThrowableBreakable Level! Please check.") else: logit1('Child Object = '+ str(actor.get_fname())) logit0('Objects Count of StaticReference = '+ str(StaticRefCount)) logit0('Objects Count of ThrowableBreakable = '+ str(ThrowableCount)) logit0('DONE') fix_label_prefix()
import unreal from typing import Any from pamux_unreal_tools.generated.material_expression_wrappers import * from pamux_unreal_tools.base.material_expression.material_expression_container_builder_base import MaterialExpressionContainerBuilderBase from pamux_unreal_tools.utils.asset_cache import AssetCache class LayerInputs: @staticmethod def get(layer_name = ""): return [ f"{layer_name}Albedo", f"{layer_name}ColorOverlay", f"{layer_name}ColorOverlayIntensity", f"{layer_name}Contrast", f"{layer_name}ContrastVariation", f"{layer_name}Roughness", f"{layer_name}RoughnessIntensity", f"{layer_name}NormalIntensity", f"{layer_name}Normal", f"{layer_name}Displacement", f"{layer_name}UVParams", f"{layer_name}Rotation", f"{layer_name}DoTextureBomb", f"{layer_name}DoRotationVariation", f"{layer_name}BombCellScale", f"{layer_name}BombPatternScale", f"{layer_name}BombRandomOffset", f"{layer_name}BombRotationVariation", f"{layer_name}OpacityStrength", f"{layer_name}OpacityAdd", f"{layer_name}OpacityContrast" ] def __init__(self, builder: MaterialExpressionContainerBuilderBase, roughnessTextureTypeSuffix = "R"): self.albedo = TextureObjectParameter(f"{builder.layer_name}Albedo") self.albedo.texture.set(AssetCache.get_layer_texture(builder.layer_name, "A")) self.colorOverlay = VectorParameter(f"{builder.layer_name}ColorOverlay", unreal.LinearColor(0.5, 0.5, 0.5, 1.0)) self.colorOverlayIntensity = ScalarParameter(f"{builder.layer_name}ColorOverlayIntensity", 0.0) self.contrast = ScalarParameter(f"{builder.layer_name}Contrast", 1.0) self.contrastVariation = ScalarParameter(f"{builder.layer_name}ContrastVariation", 0.0) self.roughness = TextureObjectParameter(f"{builder.layer_name}Roughness") self.roughness.texture.set(AssetCache.get_layer_texture(builder.layer_name, roughnessTextureTypeSuffix)) self.roughnessIntensity = ScalarParameter(f"{builder.layer_name}RoughnessVariation", 1.0) self.normalIntensity = ScalarParameter(f"{builder.layer_name}NormalIntensity", 0.0) self.normal = TextureObjectParameter(f"{builder.layer_name}Normal", None) self.normal.sampler_type.set(unreal.MaterialSamplerType.SAMPLERTYPE_NORMAL) self.normal.texture.set(AssetCache.get_layer_texture(builder.layer_name, "N")) self.displacement = TextureObjectParameter(f"{builder.layer_name}Displacement") self.displacement.texture.set(AssetCache.get_layer_texture(builder.layer_name, "D")) self.uvParams = VectorParameter(f"{builder.layer_name}UVParams", unreal.LinearColor(1.0, 1.0, 0.5, 0.5)) self.rotation = ScalarParameter(f"{builder.layer_name}Rotation", 0.0) self.doTextureBomb = StaticBoolParameter(f"{builder.layer_name}DoTextureBomb", True) self.doRotationVariation = StaticBoolParameter(f"{builder.layer_name}DoRotationVariation", True) self.bombCellScale = ScalarParameter(f"{builder.layer_name}BombCellScale", 0.0) self.bombPatternScale = ScalarParameter(f"{builder.layer_name}BombPatternScale", 0.0) self.bombRandomOffset = ScalarParameter(f"{builder.layer_name}BombRandomOffset", 0.0) self.bombRotationVariation = ScalarParameter(f"{builder.layer_name}BombRotationVariation", 0.0) self.opacityStrength = ScalarParameter(f"{builder.layer_name}OpacityStrength", 1.0) self.opacityAdd = ScalarParameter(f"{builder.layer_name}OpacityAdd", 0.0) self.opacityContrast = ScalarParameter(f"{builder.layer_name}OpacityContrast", 1.0)
import unreal AssetTools = unreal.AssetToolsHelpers.get_asset_tools() MaterialEditLibrary = unreal.MaterialEditingLibrary EditorAssetLibrary = unreal.EditorAssetLibrary #Create New Material MeshPaintMaterial = AssetTools.create_asset("M_MeshPaint", "/project/", unreal.Material, unreal.MaterialFactoryNew()) #Add texture params for each surface base_colors = [] normals = [] orm = [] #Create Vertex Color Nodes NodePositionX = -500 NodePositionY = -300 VertexColorNode_Color = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 10) VertexColorNode_Color.set_editor_property('Desc', 'Base_Color') VertexColorNode_Normal = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 8) VertexColorNode_Color.set_editor_property('Desc', 'Normal') VertexColorNode_R = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 6) VertexColorNode_Color.set_editor_property('Desc', 'R_Occlusion') VertexColorNode_G = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 4) VertexColorNode_Color.set_editor_property('Desc', 'Roughness') VertexColorNode_B = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionVertexColor.static_class(), NodePositionX, NodePositionY * 2) VertexColorNode_Color.set_editor_property('Desc', 'Metallic') #Create One minus nodes OneMinusNodeColor = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY * 10) OneMinusNodeNormal = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY * 8) OneMinusNode_R = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY * 6) OneMinusNode_G = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY * 4) OneMinusNode_B = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionOneMinus.static_class(), NodePositionX * 2, NodePositionY * 2) #Create Base Color, Normal and Orm Texture Parameters for i in range(5): #Create Texture Params BaseColorParam = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionTextureSampleParameter2D.static_class(), NodePositionX, NodePositionY + i * 150) NormalParam = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionTextureSampleParameter2D.static_class(), NodePositionX, NodePositionY + i * 150) ORMParam = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionTextureSampleParameter2D.static_class(), NodePositionX, NodePositionY + i * 150) #Set names and sample types BaseColorParam.set_editor_property("ParameterName", unreal.Name("BaseColor_{}".format(i))) BaseColorParam.set_editor_property('sampler_source', unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) NormalParam.set_editor_property("ParameterName", unreal.Name("Normal_{}".format(i))) NormalParam.set_editor_property('sampler_source', unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) NormalParam.set_editor_property('sampler_type', unreal.MaterialSamplerType.SAMPLERTYPE_NORMAL) ORMParam.set_editor_property("ParameterName", unreal.Name("ORM_{}".format(i))) ORMParam.set_editor_property('sampler_source', unreal.SamplerSourceMode.SSM_WRAP_WORLD_GROUP_SETTINGS) ORMParam.set_editor_property('sampler_type', unreal.MaterialSamplerType.SAMPLERTYPE_NORMAL) #append parameters to their arrays base_colors.append(BaseColorParam) normals.append(NormalParam) orm.append(ORMParam) #define lerp arrays base_color_lerps = [] normal_lerps = [] orm_r_lerps = [] orm_g_lerps = [] orm_b_lerps = [] for i in range(5): base_color_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i *200) normal_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i * 200) orm_r_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i * 200) orm_g_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i * 200) orm_b_lerp = MaterialEditLibrary.create_material_expression(MeshPaintMaterial, unreal.MaterialExpressionLinearInterpolate.static_class(), NodePositionX, NodePositionY + i * 200) base_color_lerps.append(base_color_lerp) normal_lerps.append(normal_lerp) orm_r_lerps.append(orm_r_lerp) orm_g_lerps.append(orm_g_lerp) orm_b_lerps.append(orm_b_lerp) #Connect Base Color Connections #Connect Base Color Params to Lerps MaterialEditLibrary.connect_material_expressions(base_colors[0], '', base_color_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[1], '', base_color_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[2], '', base_color_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[3], '', base_color_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[4], '', base_color_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(base_colors[4], '', base_color_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNodeColor, '', base_color_lerps[0], 'Alpha') #Connect Vertex Color Node to Base Color Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'A', OneMinusNodeColor, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'R', base_color_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'G', base_color_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'B', base_color_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Color, 'A', base_color_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(base_color_lerps[0], '', base_color_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(base_color_lerps[1], '', base_color_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(base_color_lerps[2], '', base_color_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(base_color_lerps[3], '', base_color_lerps[4], 'A') #Connect Last Lerp to the Base Color Channel MaterialEditLibrary.connect_material_property(base_color_lerps[4], '', unreal.MaterialProperty.MP_BASE_COLOR) #Make Normal Map Connections #Connect Normal Params to Lerps MaterialEditLibrary.connect_material_expressions(normals[0], '', normal_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(normals[1], '', normal_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(normals[2], '', normal_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(normals[3], '', normal_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(normals[4], '', normal_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(normals[4], '', normal_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNodeNormal, '', normal_lerps[0], 'Alpha') #Connect Vertex Color Node to Normal Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'A', OneMinusNodeNormal, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'R', normal_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'G', normal_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'B', normal_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_Normal, 'A', normal_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(normal_lerps[0], '', normal_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(normal_lerps[1], '', normal_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(normal_lerps[2], '', normal_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(normal_lerps[3], '', normal_lerps[4], 'A') #Connect Last Lerp to the Normal Channel MaterialEditLibrary.connect_material_property(normal_lerps[4], '', unreal.MaterialProperty.MP_NORMAL) #Make Ambient Occlusion Connections #Connect ORM Red Channel(R) Params to Lerps MaterialEditLibrary.connect_material_expressions(orm[0], 'R', orm_r_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(orm[1], 'R', orm_r_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(orm[2], 'R', orm_r_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(orm[3], 'R', orm_r_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'R', orm_r_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'R', orm_r_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNode_R, '', orm_r_lerps[0], 'Alpha') #Connect Vertex Color Node to ORM_R Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'A', OneMinusNode_R, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'R', orm_r_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'G', orm_r_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'B', orm_r_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_R, 'A', orm_r_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(orm_r_lerps[0], '', orm_r_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(orm_r_lerps[1], '', orm_r_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(orm_r_lerps[2], '', orm_r_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(orm_r_lerps[3], '', orm_r_lerps[4], 'A') #Connect Last Lerp to the Ambient Occlusion Channel MaterialEditLibrary.connect_material_property(orm_r_lerps[4], '', unreal.MaterialProperty.MP_AMBIENT_OCCLUSION) #Make Roughness Connections #Connect ORM Green Channel(G) Params to Lerps MaterialEditLibrary.connect_material_expressions(orm[0], 'G', orm_g_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(orm[1], 'G', orm_g_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(orm[2], 'G', orm_g_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(orm[3], 'G', orm_g_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'G', orm_g_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'G', orm_g_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNode_G, '', orm_g_lerps[0], 'Alpha') #Connect Vertex Color Node to ORM_G Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'A', OneMinusNode_G, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'R', orm_g_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'G', orm_g_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'B', orm_g_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_G, 'A', orm_g_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(orm_g_lerps[0], '', orm_g_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(orm_g_lerps[1], '', orm_g_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(orm_g_lerps[2], '', orm_g_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(orm_g_lerps[3], '', orm_g_lerps[4], 'A') #Connect Last Lerp to the Ambient Occlusion Channel MaterialEditLibrary.connect_material_property(orm_g_lerps[4], '', unreal.MaterialProperty.MP_ROUGHNESS) #Make Metallic Connections #Connect ORM Blue Channel(B) Params to Lerps MaterialEditLibrary.connect_material_expressions(orm[0], 'B', orm_b_lerps[0], 'B') MaterialEditLibrary.connect_material_expressions(orm[1], 'B', orm_b_lerps[1], 'B') MaterialEditLibrary.connect_material_expressions(orm[2], 'B', orm_b_lerps[2], 'B') MaterialEditLibrary.connect_material_expressions(orm[3], 'B', orm_b_lerps[3], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'B', orm_b_lerps[4], 'B') MaterialEditLibrary.connect_material_expressions(orm[4], 'B', orm_b_lerps[0], 'A') MaterialEditLibrary.connect_material_expressions(OneMinusNode_B, '', orm_b_lerps[0], 'Alpha') #Connect Vertex Color Node to ORM_B Lerps MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'A', OneMinusNode_B, '') MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'R', orm_b_lerps[1], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'G', orm_b_lerps[2], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'B', orm_b_lerps[3], 'Alpha') MaterialEditLibrary.connect_material_expressions(VertexColorNode_B, 'A', orm_b_lerps[4], 'Alpha') # Make Lerp Connections MaterialEditLibrary.connect_material_expressions(orm_b_lerps[0], '', orm_b_lerps[1], 'A') MaterialEditLibrary.connect_material_expressions(orm_b_lerps[1], '', orm_b_lerps[2], 'A') MaterialEditLibrary.connect_material_expressions(orm_b_lerps[2], '', orm_b_lerps[3], 'A') MaterialEditLibrary.connect_material_expressions(orm_b_lerps[3], '', orm_b_lerps[4], 'A') #Connect Last Lerp to the Ambient Occlusion Channel MaterialEditLibrary.connect_material_property(orm_b_lerps[4], '', unreal.MaterialProperty.MP_METALLIC) #Create Material Instance MeshPaintInstance = AssetTools.create_asset("MeshPaintInstance", "/project/", unreal.MaterialInstanceConstant, unreal.MaterialInstanceConstantFactoryNew()) MaterialEditLibrary.set_material_instance_parent(MeshPaintInstance, MeshPaintMaterial) MeshPaintInstance.set_editor_property("Parent", MeshPaintMaterial) MaterialEditLibrary.update_material_instance(MeshPaintInstance) #Save Material and Instance EditorAssetLibrary.save_asset("/project/", True) EditorAssetLibrary.save_asset("/project/", True)
import unreal import AssetFunctions import EditorFunctions import PythonHelpers import QtFunctions import WorldFunctions def showAssetsInContentBrowser_EXAMPLE(): paths = ['/project/', '/project/', '/project/'] AssetFunctions.showAssetsInContentBrowser(paths) def openAssets_EXAMPLE(): paths = ['/project/', '/project/', '/project/'] AssetFunctions.openAssets(paths) def createDirectory_EXAMPLE(): operation_succeeded = AssetFunctions.createDirectory('/project/') print operation_succeeded def duplicateDirectory_EXAMPLE(): operation_succeeded = AssetFunctions.duplicateDirectory('/project/', '/project/') print operation_succeeded def deleteDirectory_EXAMPLE(): operation_succeeded = AssetFunctions.deleteDirectory('/project/') print operation_succeeded def directoryExist_EXAMPLE(): exist = AssetFunctions.directoryExist('/project/') print exist def renameDirectory_EXAMPLE(): operation_succeeded = AssetFunctions.renameDirectory('/project/', '/project/') print operation_succeeded def duplicateAsset_EXAMPLE(): operation_succeeded = AssetFunctions.duplicateAsset('/project/', '/project/') print operation_succeeded def deleteAsset_EXAMPLE(): operation_succeeded = AssetFunctions.deleteAsset('/project/') print operation_succeeded def assetExist_EXAMPLE(): exist = AssetFunctions.assetExist('/project/') print exist def renameAsset_EXAMPLE(): operation_succeeded = AssetFunctions.renameAsset('/project/', '/project/') print operation_succeeded def duplicateAssetDialog_EXAMPLE(): operation_succeeded = AssetFunctions.duplicateAssetDialog('/project/', '/project/', True) print operation_succeeded def renameAssetDialog_EXAMPLE(): operation_succeeded = AssetFunctions.duplicateAssetDialog('/project/', '/project/', True) print operation_succeeded def saveAsset_EXAMPLE(): operation_succeeded = AssetFunctions.saveAsset('/project/', True) print operation_succeeded def saveDirectory_EXAMPLE(): operation_succeeded = AssetFunctions.saveDirectory('/project/', True, True) print operation_succeeded def importMyAssets_EXAMPLE(): texture_task = AssetFunctions.buildImportTask('C:/project/.TGA', '/project/') sound_task = AssetFunctions.buildImportTask('C:/project/.WAV', '/project/') static_mesh_task = AssetFunctions.buildImportTask('C:/project/.FBX', '/project/', AssetFunctions.buildStaticMeshImportOptions()) skeletal_mesh_task = AssetFunctions.buildImportTask('C:/project/.FBX', '/project/', AssetFunctions.buildSkeletalMeshImportOptions()) animation_task = AssetFunctions.buildImportTask('C:/project/.FBX', '/project/', AssetFunctions.buildAnimationImportOptions('/project/')) print AssetFunctions.executeImportTasks([texture_task, sound_task, static_mesh_task, skeletal_mesh_task]) # Not executing the animation_task at the same time of the skeletal_mesh_task because it look like it does not work if it's the case. Pretty sure it's not normal. print AssetFunctions.executeImportTasks([animation_task]) def spawnBlueprintActor_EXAMPLE(): path = '/project/' location = unreal.Vector(1000.0, 400.0, 0.0) rotation = unreal.Rotator(90.0, 0.0, 0.0) scale = unreal.Vector(1.0, 1.0, 5.0) properties = {'tags': ['MyFirstTag', 'MySecondTag'], 'hidden': False} print WorldFunctions.spawnBlueprintActor(path, location, rotation, scale, None, properties) def executeSlowTask_EXAMPLE(): quantity_steps_in_slow_task = 1000 with unreal.ScopedSlowTask(quantity_steps_in_slow_task, 'My Slow Task Text ...') as slow_task: slow_task.make_dialog(True) for x in range(quantity_steps_in_slow_task): if slow_task.should_cancel_EXAMPLE(): break slow_task.enter_progress_frame(1, 'My Slow Task Text ... ' + str(x) + ' / ' + str(quantity_steps_in_slow_task)) # Execute slow logic here print 'Executing Slow Task' def cast_EXAMPLE(): obj = unreal.load_asset('/project/') if PythonHelpers.cast(obj, unreal.Texture2D): print 'Cast Succeeded' else: print 'Cast Failed' def spawnQtWindow_EXAMPLE(): import QtWindowOne print QtFunctions.spawnQtWindow(QtWindowOne.QtWindowOne) def getAllActors_EXAMPLE(): print WorldFunctions.getAllActors(False, unreal.StaticMeshActor, 'MyTag', None) def getSelectedActors_EXAMPLE(): print getSelectedActors() def selectActors_EXAMPLE(): all_actors = getAllActors() actors_to_select = [] for x in range(len(all_actors)): if x % 2: actors_to_select.append(all_actors[x]) def clearActorSelection_EXAMPLE(): selectActors() def focusAllViewportsOnSelectedActors_EXAMPLE(): focusViewportOnActor(False) def focusActiveViewportOnRandomActor_EXAMPLE(): actors_in_world = unreal.GameplayStatics.get_all_actors_of_class(unreal.EditorLevelLibrary.get_editor_world(), unreal.Actor) random_actor_in_world = actors_in_world[random.randrange(len(actors_in_world))] focusViewportOnActor(True, random_actor_in_world) def createGenericAsset_EXAMPLE(): base_path = '/project/' generic_assets = [ [base_path + 'sequence', unreal.LevelSequence, unreal.LevelSequenceFactoryNew()], [base_path + 'material', unreal.Material, unreal.MaterialFactoryNew()], [base_path + 'world', unreal.World, unreal.WorldFactory()], [base_path + 'particle_system', unreal.ParticleSystem, unreal.ParticleSystemFactoryNew()], [base_path + 'paper_flipbook', unreal.PaperFlipbook, unreal.PaperFlipbookFactory()], [base_path + 'data_table', unreal.DataTable, unreal.DataTableFactory()], # Will not work ] for asset in generic_assets: print createGenericAsset(asset[0], True, asset[1], asset[2]) # Cpp ######################################################################################################################################################################################## def getSelectedAssets_EXAMPLE(): print AssetFunctions.getSelectedAssets() def setSelectedAssets_EXAMPLE(): asset_paths = ['/project/', '/project/', '/project/', '/project/'] AssetFunctions.setSelectedAssets(asset_paths) def getSelectedFolders_EXAMPLE(): print AssetFunctions.getSelectedFolders() def setSelectedFolders_EXAMPLE(): folder_paths = ['/project/', '/project/', '/project/', '/project/'] AssetFunctions.setSelectedFolders(folder_paths) def getAllOpenedAssets_EXAMPLE(): print AssetFunctions.getAllOpenedAssets() def closeAssets_EXAMPLE(): asset_objects = AssetFunctions.getAllOpenedAssets() AssetFunctions.closeAssets(asset_objects) def setDirectoryColor_EXAMPLE(): base_path = '/project/' path = base_path + 'BasicLinearColor' color = unreal.LinearColor(0, 1, 1, 1) AssetFunctions.setDirectoryColor(path, color) AssetFunctions.createDirectory(path) # Note: Only call this line if the folder is not already created def setDirectoryColorGradient_EXAMPLE(): base_path = '/project/' for x in range(100, 400): # Get Gradient Color z = x - 100 if z < 100: r = 1.0 - z / 100.0 g = 0.0 + z / 100.0 b = 0.0 elif z < 200: r = 0.0 g = 1.0 - (z - 100) / 100.0 b = 0.0 + (z - 100) / 100.0 else: r = 0.0 + (z - 200) / 100.0 g = 0.0 b = 1.0 - (z - 200) / 100.0 color = unreal.LinearColor(r, g, b, 1) # Set Directory Color path = base_path + str(x) AssetFunctions.setDirectoryColor(path, color) AssetFunctions.createDirectory(path) # Note: Only call this line if the folder is not already created def executeConsoleCommand_EXAMPLE(): console_commands = ['r.ScreenPercentage 0.1', 'r.Color.Max 6', 'stat fps', 'stat unit'] for x in console_commands: EditorFunctions.executeConsoleCommand(x) def getAllProperties_EXAMPLE(): obj = unreal.Actor() object_class = obj.get_class() for x in PythonHelpers.getAllProperties(object_class): y = x while len(y) < 50: y = ' ' + y print y + ' : ' + str(obj.get_editor_property(x)) def setViewportLocationAndRotation_EXAMPLE(): viewport_index = getActiveViewportIndex() setViewportLocationAndRotation(viewport_index, unreal.Vector(0.0, 0.0, 0.0), unreal.Rotator(0.0, 90.0, 0.0)) def snapViewportToActor_EXAMPLE(): actors_in_world = unreal.GameplayStatics.get_all_actors_of_class(unreal.EditorLevelLibrary.get_editor_world(), unreal.Actor) random_actor_in_world = actors_in_world[random.randrange(len(actors_in_world))] viewport_index = getActiveViewportIndex() snapViewportToActor(viewport_index, random_actor_in_world)
# Copyright Epic Games, Inc. All Rights Reserved. import os import unreal #------------------------------------------------------------------------------- class Platform(unreal.Platform): name = "Mac" def _read_env(self): yield from () def _get_version_ue4(self): dot_cs = self.get_unreal_context().get_engine().get_dir() dot_cs /= "Source/project/.cs" return Platform._get_version_helper_ue4(dot_cs, "MinMacOSVersion") def _get_version_ue5(self): dot_cs = "Source/project/" version = self._get_version_helper_ue5(dot_cs + ".Versions.cs") return version or self._get_version_helper_ue5(dot_cs + ".cs") def _get_cook_form(self, target): if target == "game": return "Mac" if self.get_unreal_context().get_engine().get_version_major() > 4 else "MacNoEditor" if target == "client": return "MacClient" if target == "server": return "MacServer" def _launch(self, exec_context, stage_dir, binary_path, args): if stage_dir: bins_index = binary_path.find("/project/") if bins_index >= 0: base_dir = stage_dir base_dir += os.path.basename(binary_path[:bins_index]) base_dir += "/project/" else: raise EnvironmentError(f"Unable to calculate base directory from '{binary_path}'") args = (*args, "-basedir=" + base_dir) cmd = exec_context.create_runnable(binary_path, *args) cmd.launch() return True
import unreal import json # instances of unreal classes editor_util = unreal.EditorUtilityLibrary() system_lib = unreal.SystemLibrary() # prefix mapping prefix_mapping = {} with open("/project/.json","r") as json_file: prefix_mapping = json.loads(json_file.read()) # get the selected assets selected_assets = editor_util.get_selected_assets() num_assets = len(selected_assets) prefixed = 0 for asset in selected_assets: # get the class instance and the clear text name asset_name = system_lib.get_object_name(asset) asset_class = asset.get_class() class_name = system_lib.get_class_display_name(asset_class) # get the prefix for the given class class_prefix = prefix_mapping.get(class_name, None) if class_prefix is None: unreal.log_warning("No mapping for asset {} of type {}".format(asset_name, class_name)) continue if not asset_name.startswith(class_prefix): # rename the asset and add prefix new_name = class_prefix + asset_name editor_util.rename_asset(asset, new_name) prefixed +=1 unreal.log("Prefixed {} of type {} with{}".format(asset_name, class_name, new_name)) else: unreal.log("Asset {} of type {} is already prefixed with".format(asset_name, class_name)) unreal.log("Prefixed {} of {} assets".format(prefixed, num_assets))
# Copyright Epic Games, Inc. All Rights Reserved. import os import sys import unreal import unrealcmd import unreal.cmdline from pathlib import Path #------------------------------------------------------------------------------- def _get_ip(): import socket s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) try: s.connect(("172.31.255.255", 1)) ret = s.getsockname()[0] except: ret = "127.0.0.1" finally: s.close() return ret #------------------------------------------------------------------------------- class _Attachable(object): attach = unrealcmd.Opt(False, "Attach a debugger to the launched process") def _get_debugger(self, name=None): name = name or ("vs" if os.name == "nt" else "lldb") ue_context = self.get_unreal_context() channel = self.get_channel() debuggers = channel.get_extendable("debuggers") try: debugger_class = debuggers.get_extension_class(name) return debugger_class.construct(ue_context) except ValueError: raise ValueError(f"Unknown debugger '{name}'. Valid list: [{','.join([x[0] for x in debuggers.read_extensions()])}]") def attach_to(self, pid, *, transport=None, host_ip=None): debugger = self._get_debugger() return debugger.attach(pid, transport, host_ip) def debug(self, cmd, *args): debugger = self._get_debugger() exec_context = self.get_exec_context() return debugger.debug(exec_context, cmd, *args) #------------------------------------------------------------------------------- class _RunCmd(unrealcmd.Cmd): _variant = unrealcmd.Arg("development", "Build variant to launch") runargs = unrealcmd.Arg([str], "Arguments passed on to the process being launched") build = unrealcmd.Opt(False, "Build the target prior to running it") def _build(self, target, variant, platform): if target.get_type() == unreal.TargetType.EDITOR: build_cmd = ("_build", "editor", variant) else: platform = platform or unreal.Platform.get_host() build_cmd = ("_build", "target", target.get_name(), platform, variant) import subprocess ret = subprocess.run(build_cmd) if ret.returncode: raise SystemExit(ret.returncode) def get_binary_path(self, target, platform=None): ue_context = self.get_unreal_context() if isinstance(target, str): target = ue_context.get_target_by_name(target) else: target = ue_context.get_target_by_type(target) if self.args.build: self._build(target, self.args.variant, platform) variant = unreal.Variant.parse(self.args.variant) if build := target.get_build(variant, platform): if build := build.get_binary_path(): return build raise EnvironmentError(f"No {self.args.variant} build found for target '{target.get_name()}'") #------------------------------------------------------------------------------- class Editor(_RunCmd, _Attachable, unrealcmd.MultiPlatformCmd): """ Launches the editor """ noproject = unrealcmd.Opt(False, "Start the editor without specifying a project") variant = _RunCmd._variant def main(self): self.use_all_platforms() ue_context = self.get_unreal_context() binary_path = self.get_binary_path(unreal.TargetType.EDITOR) args = (*unreal.cmdline.read_ueified(*self.args.runargs),) if (project := ue_context.get_project()) and not self.args.noproject: args = (project.get_path(), *args) wants_terminal = "-stdout" in (x.lower() for x in self.args.runargs) if wants_terminal and binary_path.suffix == "exe": binary_path = binary_path[:-4] binary_path += "-Cmd.exe" if self.args.attach: self.debug(binary_path, *args) return exec_context = self.get_exec_context() editor = exec_context.create_runnable(str(binary_path), *args); if wants_terminal or not self.is_interactive() or os.name != "nt": import uelogprinter printer = uelogprinter.Printer() printer.run(editor) return editor.get_return_code() else: editor.launch() #------------------------------------------------------------------------------- class Commandlet(_RunCmd, _Attachable, unrealcmd.MultiPlatformCmd): """ Runs a commandlet """ commandlet = unrealcmd.Arg(str, "Name of the commandlet to run") variant = _RunCmd._variant def complete_commandlet(self, prefix): ue_context = self.get_unreal_context() for dot_h in ue_context.glob("Source/project/*.h"): if "Commandlet.h" in dot_h.name: yield dot_h.name[:-12] def main(self): self.use_all_platforms() binary_path = self.get_binary_path(unreal.TargetType.EDITOR) if binary_path.suffix == ".exe": binary_path = binary_path.parent / (binary_path.stem + "-Cmd.exe") args = ( "-run=" + self.args.commandlet, *unreal.cmdline.read_ueified(*self.args.runargs), ) if project := self.get_unreal_context().get_project(): args = (project.get_path(), *args) if self.args.attach: self.debug(str(binary_path), *args) return exec_context = self.get_exec_context() cmd = exec_context.create_runnable(str(binary_path), *args); if not self.is_interactive(): cmd.run() else: import uelogprinter printer = uelogprinter.Printer() printer.run(cmd) return cmd.get_return_code() #------------------------------------------------------------------------------- class _ProgramTarget(_RunCmd, _Attachable, unrealcmd.MultiPlatformCmd): def _main_impl(self): self.use_all_platforms() binary_path = self.get_binary_path(self.args.target) args = (*unreal.cmdline.read_ueified(*self.args.runargs),) if self.args.attach: self.debug(str(binary_path), *args) return launch_kwargs = {} if not sys.stdout.isatty(): launch_kwargs = { "silent" : True } exec_context = self.get_exec_context() runnable = exec_context.create_runnable(str(binary_path), *args); runnable.launch(**launch_kwargs) return True if runnable.is_gui() else runnable.wait() #------------------------------------------------------------------------------- class Program(_ProgramTarget): """ Launches the specified program """ program = unrealcmd.Arg(str, "Name of the program to run") variant = _RunCmd._variant def complete_program(self, prefix): ue_context = self.get_unreal_context() for depth in ("*", "*/*"): for target_cs in ue_context.glob(f"Source/Programs/{depth}/*.Target.cs"): yield target_cs.name[:-10] def main(self): self.args.target = self.args.program return self._main_impl() #------------------------------------------------------------------------------- class Target(_ProgramTarget): """ Runs a name target on the host platform. """ target = unrealcmd.Arg(str, "Name of the target to run") variant = _RunCmd._variant def complete_target(self, prefix): #seen = set() #for name, _ in self.get_unreal_context().read_targets(): #if name not in seen: #seen.add(name) #yield name pass def main(self): return self._main_impl() #------------------------------------------------------------------------------- class _Runtime(_RunCmd, _Attachable): """ When using --attach to debug to a process running on a devkit it is expected that the Visual Studio solution is already open (i.e. '.sln open' has been run prior to '.run ... --attach'). """ platform = unrealcmd.Arg("", "Platform to run on") variant = _RunCmd._variant trace = unrealcmd.Opt((False, ""), "Add command line argument to trace to development host") cooked = unrealcmd.Opt(False, "Use cooked data instead of staged data (local only)") onthefly = unrealcmd.Opt(False, "Add the -filehostip= argument.") binpath = unrealcmd.Opt("", "Override the binary that is launched") datadir = unrealcmd.Opt("", "Use and alternative staged/packaged directory") def _main_impl(self, target_type): ue_context = self.get_unreal_context() platform = self.args.platform if not platform: platform = unreal.Platform.get_host() platform = self.get_platform(platform) platform_name = platform.get_name() project = ue_context.get_project() if not project: raise EnvironmentError(f"An active project is required to launch a {target_type.name.lower()} instance") cook_form = platform.get_cook_form(target_type.name.lower()) stage_dir = project.get_dir() / f"Saved/StagedBuilds/{cook_form}" # Allow the user to override the data directory used. if self.args.datadir: if self.args.cooked: self.print_warning("Ignoring --cooked because --datadir was given") self.args.cooked = False stage_dir = Path(self.args.datadir).absolute() if not stage_dir.is_dir(): self.print_error(f"Directory {stage_dir} does not exist") return False if not (stage_dir / "Engine").is_dir(): self.print_warning(f"An Engine/ directory is expected in '{stage_dir}'") # I probably shouldn't do this, but some platforms need this file to be # able to run with data served from the host PC. But I want to be explicit # and clear what command line arguments are given # Find the file in a manner that maintains case. cmdline_txt = None maybe_names = ( "UECommandLine.txt", "uecommandline.txt", "UE4CommandLine.txt", "ue4commandline.txt", ) for maybe_name in maybe_names: cmdline_txt = stage_dir / maybe_name if not cmdline_txt.is_file(): continue cmdline_txt = cmdline_txt.resolve() # corrects case on Windows dest_txt = cmdline_txt.parent / (cmdline_txt.stem + "_old_ushell.txt") if not dest_txt.is_file(): cmdline_txt.rename(dest_txt) break else: cmdline_txt = None if cmdline_txt is not None: cmdline_txt.open("wb").close() # Get the path to the binary to execute if self.args.binpath: binary_path = Path(self.args.binpath).resolve() if not binary_path.is_file(): raise ValueError(f"Binary not found; '{binary_path}'") else: binary_path = self.get_binary_path(target_type, platform_name) # The user can opt-in to using cooked data instead of staged data if self.args.cooked: stage_dir = None if platform.get_name() != unreal.Platform.get_host(): raise ValueError(f"The '--cooked' option may only be used when launching on {unreal.Platform.get_host()}") # Validate data directories if stage_dir: if not stage_dir.is_dir(): suffix = "Client" if target_type == unreal.TargetType.CLIENT else "" stage_dir = project.get_dir() / f"Saved/StagedBuilds/{platform_name}{suffix}/" if not stage_dir.is_dir(): raise EnvironmentError(f"No staged data found for '{cook_form}'") else: cook_dir = project.get_dir() / f"Saved/Cooked/{cook_form}/" if not cook_dir.is_dir(): sandboxed = next((x for x in self.args.runargs if "-sandbox=" in x), None) if sandboxed: self.print_warning(f"No cooked data found for '{cook_form}'") else: raise EnvironmentError(f"No cooked data found for '{cook_form}'") # Condition command line with -filehostip has_filehostip = False for arg in self.args.runargs: if "-filehostip" in arg.lower(): has_filehostip = True break else: if self.args.onthefly: self.args.runargs = (*self.args.runargs, "-filehostip=" + _get_ip()) has_filehostip = True # The project argument. project_arg = project.get_name() if not has_filehostip: project_arg = f"../../../{project_arg}/{project_arg}.uproject" # Build arguments args = ( project_arg, *unreal.cmdline.read_ueified(*self.args.runargs), ) if not self.args.cooked: args = (*args, "-pak") if self.args.trace is not False: args = (*args, "-tracehost=" + _get_ip()) if self.args.trace: args = (*args, "-trace=" + self.args.trace) # Launch the runtime stage_dir = str(stage_dir) + "/" if stage_dir else "" exec_context = self.get_exec_context() instance = platform.launch(exec_context, stage_dir, str(binary_path), args) if not instance: raise RuntimeError("An error occurred while launching.") # Attach a debugger if self.args.attach: if type(instance) is tuple: attach_ok = False pid, devkit_ip = instance # If there is no devkit involved we can try and use if devkit_ip == None: attach_ok = self.attach_to(pid) # Otherwise we're using VS to attach and that's only on Windows elif vs_transport := getattr(platform, "vs_transport", None): print("Attaching to", pid, "on", devkit_ip, "with", vs_transport) attach_ok = self.attach_to(pid, transport=vs_transport, host_ip=devkit_ip) # Tell the user stuff if attach_ok: print("Debugger attached successfully") else: self.print_warning("Unable to attach a debugger") return self.print_warning(f"--attach is not currently supported on {platform.get_name()}") #------------------------------------------------------------------------------- class Game(_Runtime): """ Launches the game runtime. """ def complete_platform(self, prefix): yield from super().complete_platform(prefix) yield "editor" def main(self): if self.args.platform == "editor": editor = Editor() editor._channel = self._channel args = (self.args.variant, "--", *self.args.runargs, "-game") if self.args.build: args = ("--build", *args) if self.args.attach: args = ("--attach", *args) return editor.invoke(args) return self._main_impl(unreal.TargetType.GAME) #------------------------------------------------------------------------------- class Client(_Runtime): """ Launches the game client. """ def main(self): return self._main_impl(unreal.TargetType.CLIENT) #------------------------------------------------------------------------------- class Server(_Runtime): """ Launches the server binary. """ complete_platform = ("win64", "linux") def main(self): self.args.runargs = (*self.args.runargs, "-log", "-unattended") return self._main_impl(unreal.TargetType.SERVER)
# Copyright Epic Games, Inc. All Rights Reserved. import os import unreal #------------------------------------------------------------------------------- class Platform(unreal.Platform): name = "Mac" def _read_env(self): yield from () def _get_version_ue4(self): dot_cs = self.get_unreal_context().get_engine().get_dir() dot_cs /= "Source/project/.cs" return Platform._get_version_helper_ue4(dot_cs, "MinMacOSVersion") def _get_version_ue5(self): dot_cs = "Source/project/" version = self._get_version_helper_ue5(dot_cs + ".Versions.cs") return version or self._get_version_helper_ue5(dot_cs + ".cs") def _get_cook_form(self, target): if target == "game": return "Mac" if self.get_unreal_context().get_engine().get_version_major() > 4 else "MacNoEditor" if target == "client": return "MacClient" if target == "server": return "MacServer" def _launch(self, exec_context, stage_dir, binary_path, args): if stage_dir: bins_index = binary_path.find("/project/") if bins_index >= 0: base_dir = stage_dir base_dir += os.path.basename(binary_path[:bins_index]) base_dir += "/project/" else: raise EnvironmentError(f"Unable to calculate base directory from '{binary_path}'") args = (*args, "-basedir=" + base_dir) cmd = exec_context.create_runnable(binary_path, *args) cmd.launch() return True
# -*- coding: utf-8 -*- """ Created on Mon Feb 26 10:05:01 2024 @author: WillQuantique """ import unreal def associate_control_rig_with_metahuman_in_sequence(control_rig_path, metahuman_mesh_path, sequence_path, spawn_location, spawn_rotation): # Load the assets control_rig_asset = unreal.load_asset(control_rig_path) metahuman_mesh_asset = unreal.load_asset(metahuman_mesh_path) sequence_asset = unreal.load_asset(sequence_path) # Check if assets were loaded successfully if not control_rig_asset or not metahuman_mesh_asset or not sequence_asset: print("Error loading assets.") return # Spawn the skeletal mesh actor world = unreal.EditorLevelLibrary.get_editor_world() skeletal_mesh_actor = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.SkeletalMeshActor, spawn_location, spawn_rotation) skeletal_mesh_component = skeletal_mesh_actor.get_component_by_class(unreal.SkeletalMeshComponent) skeletal_mesh_component.set_skeletal_mesh(metahuman_mesh_asset) # Ensure the Level Sequence is accessible sequence = unreal.LevelSequence.cast(sequence_asset) # Manually create a possessable for the skeletal mesh actor and add it to the sequence possessable_guid = sequence.add_possessable(skeletal_mesh_actor) possessable = sequence.find_possessable(possessable_guid) if possessable is not None: sequence.set_possessable_name(possessable_guid, skeletal_mesh_actor.get_name()) # Manually bind the possessable to the spawned actor binding = unreal.MovieSceneObjectBindingID(possessable_guid, unreal.MovieSceneObjectBindingSpace.LOCAL) unreal.LevelSequenceEditorBlueprintLibrary.bind_possessable_to_actor(sequence, possessable, skeletal_mesh_actor) else: print("ma vie pour merul") # Attempt to add a control rig track to the sequence directly if possessable_guid: control_rig_track = sequence.add_control_rig_track(possessable_guid) control_rig_track.add_control_rig(control_rig_asset) else : print("nul") # Example usage control_rig_path = '/project/' metahuman_mesh_path = "/project/" sequence_path = "/project/" spawn_location = unreal.Vector(0, 0, 0) spawn_rotation = unreal.Rotator(0, 0, 0) associate_control_rig_with_metahuman_in_sequence(control_rig_path, metahuman_mesh_path, sequence_path, spawn_location, spawn_rotation)
# Package import import unreal # Utility import import control_rig_utils @unreal.uclass() class ControlRigBPExt(unreal.BlueprintFunctionLibrary): @unreal.ufunction(params = [unreal.ControlRigBlueprint], ret=unreal.Array(unreal.RigElementKey), static = True, meta=dict(Category="Control Rig Blueprint Ext")) def GetSelectedControls(rig): """ Returns the controls that are selected in the hierarchy panel. These return in a first-in/last-out manner :param rig: The rig we are looking at :type rig: unreal.ControlRigBlueprint :return: A list of the selected object :rtype: list[unreal.RigElementKey] """ return rig.get_hierarchy_modifier().get_selection() @unreal.ufunction(params=[unreal.ControlRigBlueprint, unreal.Name], ret=unreal.RigElementKey, static = True, meta=dict(Category="Control Rig Blueprint Ext")) def GetIndexByControlName(rig, control_name): """ Given a name, returns the associated RigElementKey. :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param control_name: The path of the key to query :type control_name: str :return: The RigElementKeys with the given name, if any :rtype: unreal.RigElementKey """ hierarchy_mod = rig.get_hierarchy_modifier() indexes = hierarchy_mod.get_elements() for ind in indexes: if ind.name == control_name: return ind return None @unreal.ufunction(params=[unreal.ControlRigBlueprint], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def CopyPasteSelectedGlobalXform(rig): """ Given a selection, copy the global transform from the first control into the initial transform of the second control :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() if not len(selection) == 2: unreal.log("Not enough Control Rig controls selected") return global_xform = hierarchy_mod.get_global_transform(selection[1]) hierarchy_mod.set_initial_global_transform(selection[0], global_xform) @unreal.ufunction(params = [unreal.ControlRigBlueprint, unreal.RigElementType], ret=unreal.Array(unreal.RigElementKey), static = True, meta=dict(Category="Control Rig Blueprint Ext")) def CreateRigElement(rig, element_type): """ Given an element type, create a RigElement of that type. If any RigElement is selected, the new element will have the selected element's global transform as initial. :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :return: elements :rtype: list[unreal.RigElementKey] """ elements = control_rig_utils.create_rig_element_key(rig, element_type) return elements @unreal.ufunction(params = [unreal.ControlRigBlueprint, unreal.RigElementKey, unreal.RigElementKey], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def ParentRigElements(rig, parent, child): """ Given 2 rig elements, parent one to the other in the rig hierarchy :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param parent: The parent element :type parent: unreal.RigElementKey :param child: The child element :type child: unreal.RigElementKey :return: elements :rtype: list[unreal.RigElementKey] """ hierarchy_mod = rig.get_hierarchy_modifier() hierarchy_mod.reparent_element(child, parent) @unreal.ufunction(params = [unreal.ControlRigBlueprint], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def UpdateSelectedElementsInitialTransfromFromCurrentGlobal(rig): """ Get selected rig elements, take the current transforms as the initial transforms :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() for item in selection: updated_xform = hierarchy_mod.get_global_transform(item) hierarchy_mod.set_initial_global_transform(item, updated_xform) @unreal.ufunction(params = [unreal.ControlRigBlueprint], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def ZeroSelectedElementsInitialTransfrom(rig): """ Set selected rig elements' intial transform to default :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() for item in selection: updated_xform = unreal.Transform(location = [0,0,0], rotation = [0,0,0], scale = [1,1,1]) hierarchy_mod.set_initial_global_transform(item, updated_xform) @unreal.ufunction(params=[unreal.ControlRigBlueprint], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def CopyPasteSelectedGizmos(rig): """ Copy the first selected control gizmo attributes and paste it to the second control. :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() if not len(selection) == 2: return src_element = control_rig_utils.cast_key_to_type(rig, selection[1]) dst_element = control_rig_utils.cast_key_to_type(rig, selection[0]) if type(src_element) != unreal.RigControl and type(dst_element) != unreal.RigControl: return gizmo_name = src_element.get_editor_property("gizmo_name") gizmo_color = src_element.get_editor_property("gizmo_color") gizmo_transform = src_element.get_editor_property("gizmo_transform") gizmo_enabled = src_element.get_editor_property("gizmo_enabled") dst_element.set_editor_property("gizmo_name", gizmo_name) dst_element.set_editor_property("gizmo_color", gizmo_color) dst_element.set_editor_property("gizmo_transform", gizmo_transform) dst_element.set_editor_property("gizmo_enabled", gizmo_enabled) hierarchy_mod.set_control(dst_element) @unreal.ufunction(params=[unreal.ControlRigBlueprint, unreal.LinearColor], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def EditGizmoColor(rig, color): """ Given a color, set selected controls' gizmo to that color :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param color: The color object :type color: unreal.LinearColor :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() rig_elements = control_rig_utils.get_elements_by_rig_type(rig, selection, unreal.RigControl) for rig_element in rig_elements: rig_element.set_editor_property("gizmo_color", color) hierarchy_mod.set_control(rig_element) @unreal.ufunction(params=[unreal.ControlRigBlueprint, unreal.Transform()], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def EditGizmoTransform(rig, transform): """ Given a transform, set selected controls' gizmo to that color :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param transform: The transform object :type transform: unreal.Transform :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() rig_elements = control_rig_utils.get_elements_by_rig_type(rig, selection, unreal.RigControl) for rig_element in rig_elements: rig_element.set_editor_property("gizmo_transform", transform) hierarchy_mod.set_control(rig_element) @unreal.ufunction(params=[unreal.ControlRigBlueprint, bool], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def EditGizmoEnabled(rig, is_enabled): """ Given a boolean, set selected controls' gizmo to that color :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param is_enabled: is gizmo enabled :type is_enabled: bool :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() rig_elements = control_rig_utils.get_elements_by_rig_type(rig, selection, unreal.RigControl) for rig_element in rig_elements: rig_element.set_editor_property("gizmo_enabled", is_enabled) hierarchy_mod.set_control(rig_element) @unreal.ufunction(params=[unreal.ControlRigBlueprint, str], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def EditGizmoName(rig, gizmo_name): """ Given a name, set selected controls' gizmo to that name :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param gizmo_name: Gizmo name :type gizmo_name: str :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() rig_elements = control_rig_utils.get_elements_by_rig_type(rig, selection, unreal.RigControl) for rig_element in rig_elements: rig_element.set_editor_property("gizmo_name", gizmo_name) hierarchy_mod.set_control(rig_element) @unreal.ufunction(params=[unreal.ControlRigBlueprint, str, str], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def SearchAndReplaceRigElementNames(rig, search_string, replace_string): """ Given a string, search for it in the selected rig elements' name and replace it with another string in the selected rig elements' name :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param search_string: search for string :type search_string: string :param replace_string: string for replace :type replace_string: string :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() if not selection: return for item in selection: src_name = str(item.get_editor_property("name")) new_name = src_name.replace(search_string, replace_string) hierarchy_mod.rename_element(item, new_name) @unreal.ufunction(params=[unreal.ControlRigBlueprint, str, bool], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def AddStringPrefixOrSuffixToSelected(rig, insert_text, is_suffix): """ Given a string, insert it at the start or end of the selected rig elements' name :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param insert_text: the insert string :type insert_text: string :param is_suffix: adding it to the end or start? :type is_suffix: bool :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() if not selection: return for item in selection: src_name = str(item.get_editor_property("name")) new_name = "{0}_{1}".format(insert_text, src_name) if is_suffix: new_name = "{0}_{1}".format(src_name, insert_text) hierarchy_mod.rename_element(item, new_name) @unreal.ufunction(params=[unreal.ControlRigBlueprint, str, int, int], static = True, meta=dict(Category="Control Rig Blueprint Ext")) def RenameAndNumberSelectedControls(rig, name, start_number, number_padding): """ Given a name, start number, and number padding, set selected rig elements' name to a newly created name :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :param name: replacement name :type name: string :param start_number: start number for numberring items :type start_number: int :param number_padding: this many digits padded for text :type number_padding: int :return: Nothing :rtype: None """ hierarchy_mod = rig.get_hierarchy_modifier() selection = hierarchy_mod.get_selection() if not selection: return x = start_number for item in selection: new_name = "{0}_{1}".format(name, str(x).zfill(number_padding)) hierarchy_mod.rename_element(item, new_name) x+=1 @unreal.ufunction(params=[unreal.ControlRigBlueprint], ret=unreal.Array(str), static = True, meta=dict(Category="Control Rig Blueprint Ext")) def GetControlGizmoListFromRig(rig): """ Get a list of gizmo names from rig :param rig: The control rig object :type rig: unreal.ControlRigBlueprint :return: Nothing :rtype: None """ gizmo_library = rig.get_editor_property("gizmo_library") gizmos = gizmo_library.get_editor_property("gizmos") gizmo_names = [] for gizmo in gizmos: gizmo_names.append(gizmo.get_editor_property("gizmo_name")) return gizmo_names print("Control Rig Ext Loaded")
# coding: utf-8 import sys as __sys try: import unreal # /project/ Files\Epic Games\UE_4.26\Engine\Plugins\Experimental\PythonScriptPlugin\Content\Python import debugpy_unreal import remote_execution # command # https://docs.unrealengine.com/project/.html @unreal.uclass() class EditorUtil(unreal.GlobalEditorUtilityBase): """""" @unreal.uclass() class GetEditorAssetLibrary(unreal.EditorAssetLibrary): """""" @unreal.uclass() class GetEditorLevelLibrary(unreal.EditorLevelLibrary): """""" @unreal.uclass() class MaterialEditingLib(unreal.MaterialEditingLibrary): """""" @unreal.uclass() class GetAnimationLibrary(unreal.AnimationLibrary): """""" def execute_console_command(script): # UE4Editor.exe Project.uproject -ExecCmds=”Automation RunTests テスト名;Quit” -game # unreal.PythonScriptLibrary.execute_python_command("任意のスクリプトかパス") Editor = GetEditorLevelLibrary().get_editor_world() unreal.SystemLibrary.execute_console_command(Editor, script) def editor_utility(euw_path): """https://kinnaji.com/project/#上級編 レベル【★★★★】""" EUS = unreal.EditorUtilitySubsystem() EUWBP = unreal.load_object(None, euw_path) # euw_path = /project/.EUW_Test EUS.spawn_and_register_tab(EUWBP) def uname(item): """compatible for asset and""" for asset in GetEditorAssetLibrary().list_assets("/Game/"): if asset.endswith(item): return asset for actor in GetEditorLevelLibrary().get_all_level_actors(): if item in actor.get_name(): return EditorUtil().get_actor_reference(actor.get_full_name().split(":")[1]) raise Exception stubs = unreal.SystemLibrary.get_project_directory() + "/project/.py" __sys.modules[__name__] = __sys.modules["unreal"] execute_console_command("DumpConsoleCommands") tools = unreal.AssetToolsHelpers.get_asset_tools() except (ImportError, KeyError): from yurlungur.core.env import App as __App run, shell, end, _ = __App("unreal")._actions class Timeline(object): def __init__(self, project): self.project = project self.timeline = project.GetCurrentTimeline() self.media = project.GetMediaPool() self.clips = self.media.GetRootFolder().GetClips().values() def __repr__(self): return def __getitem__(self, val): return @property def current(self): return self.timeline def imports(self, *args): self.media.AppendToTimeline(*args) self.timeline = self.project.GetCurrentTimeline() return self @property def tracks(self): return Track(self.timeline) class Track(object): def __init__(self, timeline): self.timeline = timeline self.track = timeline.GetCurrentVideoItem() def __repr__(self): return self.track.GetName() def __getitem__(self, val): assert isinstance(val, int) if 0 < val < self.timeline.GetTrackCount("video"): self.track = self.timeline.GetItemsInTrack("video", val) return self @property def current(self): return self.timeline.GetCurrentVideoItem() @property def clips(self): return Item(self.track) class Item(object): def __init__(self, track): self.track = track def __repr__(self): return self.track.GetName() + self.track.GetDuration() def __getitem__(self, val): return self def exports(self, path): return self.track.ExportFusionComp(path, 1) def delete(self, name): return self.track.DeleteFusionCompByName(name) # print(unreal.SequencerScriptingRange().get_end_frame()) # print(unreal.SequencerScriptingRangeExtensions().get_end_seconds()) # LevelSequence = unreal.find_asset('/project/') # bindings = LevelSequence.get_bindings() # for b in bindings: # if b.get_display_name() == 'CubeTest': # # # bindingsの中のトラック。Transformとか # tracks = b.get_tracks() # for t in tracks: # # 例 : Transformの中のメンバー # sections = t.get_sections() # for s in sections: # # 例 : Transformの中のチャンネル。物によって型が違う # channels = s.get_channels() # for c in channels: # keys = c.get_keys() # for k in keys: # c.remove_key(k) # # for i in range(0, 5): # FNumber = unreal.FrameNumber(30 * i) # Event = unreal.MovieSceneEvent() # #loc x にキーを追加 # channels[0].add_key(FNumber, 1) # # # マスタートラックを取得 # MasterTracks = LevelSequence.get_master_tracks() # for MasterTrack in MasterTracks: # for Section in MasterTrack.get_sections(): # for Channel in Section.get_channels(): # Keys = Channel.get_keys() # for Key in Keys: # Channel.remove_key(Key) # for i in range(0, 5): # FNumber = unreal.FrameNumber(30 * i) # Event = unreal.MovieSceneEvent() # Channel.add_key(FNumber, Event) # 4 エクスポート unreal.AnimSequenceExporterFBX() # export_task = unreal.AssetExportTask() # export_task.automated = True # export_task.exporter = unreal.AnimSequenceExporterFBX[] # export_task.filename = "MyOutputPath" # export_task.object = sequence_to_export # unreal.Exporter.run_asset_export_task(export_task)
# Copyright (c) <2021> Side Effects Software Inc. # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyright notice, # this list of conditions and the following disclaimer. # # 2. The name of Side Effects Software may not be used to endorse or # promote products derived from this software without specific prior # written permission. # # THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES # OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN # NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, # OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF # LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, # EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. """ An example script that uses the API to instantiate an HDA and then set 2 geometry inputs: one node input and one object path parameter input. The inputs are set during post instantiation (before the first cook). After the first cook and output creation (post processing) the input structure is fetched and logged. """ import unreal _g_wrapper = None def get_test_hda_path(): return '/project/.subnet_test_2_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def get_geo_asset_path(): return '/project/.Cube' def get_geo_asset(): return unreal.load_object(None, get_geo_asset_path()) def get_cylinder_asset_path(): return '/project/.Cylinder' def get_cylinder_asset(): return unreal.load_object(None, get_cylinder_asset_path()) def configure_inputs(in_wrapper): print('configure_inputs') # Unbind from the delegate in_wrapper.on_post_instantiation_delegate.remove_callable(configure_inputs) # Deprecated input functions # in_wrapper.set_input_type(0, unreal.HoudiniInputType.GEOMETRY) # in_wrapper.set_input_objects(0, (get_geo_asset(), )) # in_wrapper.set_input_type(1, unreal.HoudiniInputType.GEOMETRY) # in_wrapper.set_input_objects(1, (get_geo_asset(), )) # in_wrapper.set_input_import_as_reference(1, True) # Create a geometry input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_asset = get_geo_asset() geo_input.set_input_objects((geo_asset, )) # Set the transform of the input geo geo_input.set_input_object_transform_offset( 0, unreal.Transform( (200, 0, 100), (45, 0, 45), (2, 2, 2), ) ) # copy the input data to the HDA as node input 0 in_wrapper.set_input_at_index(0, geo_input) # We can now discard the API input object geo_input = None # Create a another geometry input geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input (cylinder in this case) geo_asset = get_cylinder_asset() geo_input.set_input_objects((geo_asset, )) # Set the transform of the input geo geo_input.set_input_object_transform_offset( 0, unreal.Transform( (-200, 0, 0), (0, 0, 0), (2, 2, 2), ) ) # copy the input data to the HDA as input parameter 'objpath1' in_wrapper.set_input_parameter('objpath1', geo_input) # We can now discard the API input object geo_input = None # Set the subnet_test HDA to output its first input in_wrapper.set_int_parameter_value('enable_geo', 1) def print_api_input(in_input): print('\t\tInput type: {0}'.format(in_input.__class__)) print('\t\tbKeepWorldTransform: {0}'.format(in_input.keep_world_transform)) print('\t\tbImportAsReference: {0}'.format(in_input.import_as_reference)) if isinstance(in_input, unreal.HoudiniPublicAPIGeoInput): print('\t\tbPackBeforeMerge: {0}'.format(in_input.pack_before_merge)) print('\t\tbExportLODs: {0}'.format(in_input.export_lo_ds)) print('\t\tbExportSockets: {0}'.format(in_input.export_sockets)) print('\t\tbExportColliders: {0}'.format(in_input.export_colliders)) input_objects = in_input.get_input_objects() if not input_objects: print('\t\tEmpty input!') else: print('\t\tNumber of objects in input: {0}'.format(len(input_objects))) for idx, input_object in enumerate(input_objects): print('\t\t\tInput object #{0}: {1}'.format(idx, input_object)) if hasattr(in_input, 'get_input_object_transform_offset'): print('\t\t\tObject Transform Offset: {0}'.format(in_input.get_input_object_transform_offset(idx))) def print_inputs(in_wrapper): print('print_inputs') # Unbind from the delegate in_wrapper.on_post_processing_delegate.remove_callable(print_inputs) # Fetch inputs, iterate over it and log node_inputs = in_wrapper.get_inputs_at_indices() parm_inputs = in_wrapper.get_input_parameters() if not node_inputs: print('No node inputs found!') else: print('Number of node inputs: {0}'.format(len(node_inputs))) for input_index, input_wrapper in node_inputs.items(): print('\tInput index: {0}'.format(input_index)) print_api_input(input_wrapper) if not parm_inputs: print('No parameter inputs found!') else: print('Number of parameter inputs: {0}'.format(len(parm_inputs))) for parm_name, input_wrapper in parm_inputs.items(): print('\tInput parameter name: {0}'.format(parm_name)) print_api_input(input_wrapper) def run(): # get the API singleton api = unreal.HoudiniPublicAPIBlueprintLib.get_api() global _g_wrapper # instantiate an asset with auto-cook enabled _g_wrapper = api.instantiate_asset(get_test_hda(), unreal.Transform()) # Configure inputs on_post_instantiation, after instantiation, but before first cook _g_wrapper.on_post_instantiation_delegate.add_callable(configure_inputs) # Bind on_post_processing, after cook + output creation _g_wrapper.on_post_processing_delegate.add_callable(print_inputs) if __name__ == '__main__': run()
# SPDX-FileCopyrightText: 2018-2025 Xavier Loux (BleuRaven) # # SPDX-License-Identifier: GPL-3.0-or-later # ---------------------------------------------- # Blender For UnrealEngine # https://github.com/project/-For-UnrealEngine-Addons # ---------------------------------------------- import unreal from typing import Any, Dict, List from .. import import_module_unreal_utils from .. import import_module_tasks_class from ..asset_types import ExportAssetType, AssetFileTypeEnum def set_animation_sample_rate(itask: import_module_tasks_class.ImportTask, asset_additional_data: Dict[str, Any], asset_type: ExportAssetType, filetype: AssetFileTypeEnum) -> None: if isinstance(itask.task_option, unreal.InterchangeGenericAssetsPipeline): if asset_type.is_skeletal_animation(): if asset_additional_data and "animation_frame_rate_denominator" in asset_additional_data and "animation_frame_rate_numerator" in asset_additional_data: if filetype.value == AssetFileTypeEnum.GLTF.value: # Interchange use sample rate to set the animation frame rate. sequencer_frame_rate_denominator = asset_additional_data['animation_frame_rate_denominator'] sequencer_frame_rate_numerator = asset_additional_data['animation_frame_rate_numerator'] # For GLTF, the sample rate is the frame rate. animation_sample_rate = sequencer_frame_rate_numerator / sequencer_frame_rate_denominator print("Set GLTF animation sample rate to:", animation_sample_rate) animation_pipeline = itask.get_igap_animation() animation_pipeline.set_editor_property('custom_bone_animation_sample_rate', animation_sample_rate) animation_pipeline.set_editor_property('snap_to_closest_frame_boundary', True) return # For other file types, use automatic sample rate. animation_pipeline = itask.get_igap_animation() animation_pipeline.set_editor_property('custom_bone_animation_sample_rate', 0) def apply_post_import_assets_changes(itask: import_module_tasks_class.ImportTask, asset_data: Dict[str, Any], filetype: AssetFileTypeEnum) -> None: """Applies post-import changes based on whether Interchange or FBX is used.""" if isinstance(itask.task_option, unreal.InterchangeGenericAssetsPipeline): apply_interchange_post_import(itask, asset_data, filetype) else: apply_fbxui_post_import(itask, asset_data) def cleanup_imported_assets(anim_sequences: List[unreal.AnimSequence], desired_asset_name: str, main_asset_name: str) -> None: ''' anim_sequences: List of imported animation sequences to clean up. desired_asset_name: The desired name of the animation. main_asset_name: The name of the animation to use and rename. ''' if len(anim_sequences) == 0: print(f"anim_sequences is empty.") elif len(anim_sequences) == 1: if anim_sequences[0].get_name() != desired_asset_name: import_module_unreal_utils.renamed_asset_name(anim_sequences[0], desired_asset_name) elif len(anim_sequences) > 1: # If more than one animation sequence is imported, rename the main one and delete the rest. desired_asset_found: bool = False main_asset_found: bool = False for anim_seq in anim_sequences: if anim_seq.get_name() == desired_asset_name: desired_asset_found = True elif anim_seq.get_name() == main_asset_name: main_asset_found = True if desired_asset_found: # Remove all imported assets except the desired one. for anim_seq in anim_sequences: if anim_seq.get_name() != desired_asset_name: unreal.EditorAssetLibrary.delete_asset(anim_seq.get_path_name()) elif main_asset_found: # If the desired asset is not found, rename the main asset to the desired name. for anim_seq in anim_sequences: if anim_seq.get_name() == main_asset_name: import_module_unreal_utils.renamed_asset_name(anim_seq, desired_asset_name) else: unreal.EditorAssetLibrary.delete_asset(anim_seq.get_path_name()) else: # If neither the desired asset nor the main asset is found. # Rename the first imported animation sequence as the desired asset. for x, anim_seq in enumerate(anim_sequences): if x == 0: import_module_unreal_utils.renamed_asset_name(anim_seq, desired_asset_name) else: unreal.EditorAssetLibrary.delete_asset(anim_seq.get_path_name()) def apply_interchange_post_import(itask: import_module_tasks_class.ImportTask, asset_data: Dict[str, Any], filetype: AssetFileTypeEnum) -> None: if filetype.value == AssetFileTypeEnum.FBX.value: # When Import FBX animation using the Interchange it create "Anim_0_Root" and "Root_MorphAnim_0". # I'm not sure if that a bug... So remove I "Root_MorphAnim_0" or other animations and I rename "Anim_0_Root". imported_assets = itask.get_imported_anim_sequences() cleanup_imported_assets(imported_assets, asset_data["asset_import_name"], "Anim_0_Root") elif filetype.value == AssetFileTypeEnum.GLTF.value: # For glTF I got exactly the same issue but with "Body" and "Scene". # So remove I "Body" or other animations and I rename "Scene". # Scene it the name the the scene in Blender at the export. imported_assets = itask.get_imported_anim_sequences() cleanup_imported_assets(imported_assets, asset_data["asset_import_name"], "Scene") def apply_fbxui_post_import(itask: import_module_tasks_class.ImportTask, asset_data: Dict[str, Any]) -> None: """Applies post-import changes for FBX pipeline.""" # When Import FBX animation using FbxImportUI it create a skeletal mesh and the animation at this side. # I'm not sure if that a bug too... So remove the extra mesh imported_anim_sequence = itask.get_imported_anim_sequence() if imported_anim_sequence is None: # If Imported Anim Sequence is None it maybe imported the asset as Skeletal Mesh. skeleta_mesh_assset = itask.get_imported_skeletal_mesh() if skeleta_mesh_assset: # If Imported as Skeletal Mesh Search the real Anim Sequence path = skeleta_mesh_assset.get_path_name() base_name = path.split('.')[0] anim_asset_name = f"{base_name}_anim.{base_name.split('/')[-1]}_anim" desired_anim_path = f"{base_name}.{base_name.split('/')[-1]}" animAsset = import_module_unreal_utils.load_asset(anim_asset_name) if animAsset is not None: # Remove the imported skeletal mesh and rename te anim sequence with his correct name. unreal.EditorAssetLibrary.delete_asset(path) unreal.EditorAssetLibrary.rename_asset(anim_asset_name, desired_anim_path) else: fail_reason = f"animAsset {asset_data['asset_name']} not found after import: {anim_asset_name}" return fail_reason, None
# 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, 'get_object_transform_offset'): print('\t\t\tObject Transform Offset: {0}'.format(in_input.get_object_transform_offset(input_object))) if isinstance(input_object, unreal.HoudiniPublicAPICurveInputObject): print('\t\t\tbClosed: {0}'.format(input_object.is_closed())) print('\t\t\tCurveMethod: {0}'.format(input_object.get_curve_method())) print('\t\t\tCurveType: {0}'.format(input_object.get_curve_type())) print('\t\t\tReversed: {0}'.format(input_object.is_reversed())) print('\t\t\tCurvePoints: {0}'.format(input_object.get_curve_points())) def on_failure(self): print('on_failure') global _g_processor _g_processor = None def on_complete(self): print('on_complete') global _g_processor _g_processor = None def on_pre_instantiation(self): print('on_pre_instantiation') def on_post_instantiation(self): print('on_post_instantiation') def on_post_auto_cook(self, cook_success): print('on_post_auto_cook, success = {0}'.format(cook_success)) def on_pre_process(self): print('on_pre_process') def on_post_processing(self): print('on_post_processing') # Fetch inputs, iterate over it and log node_inputs = self.asset_wrapper.get_inputs_at_indices() parm_inputs = self.asset_wrapper.get_input_parameters() if not node_inputs: print('No node inputs found!') else: print('Number of node inputs: {0}'.format(len(node_inputs))) for input_index, input_wrapper in node_inputs.items(): print('\tInput index: {0}'.format(input_index)) self._print_api_input(input_wrapper) if not parm_inputs: print('No parameter inputs found!') else: print('Number of parameter inputs: {0}'.format(len(parm_inputs))) for parm_name, input_wrapper in parm_inputs.items(): print('\tInput parameter name: {0}'.format(parm_name)) self._print_api_input(input_wrapper) def on_post_auto_bake(self, bake_success): print('on_post_auto_bake, succes = {0}'.format(bake_success)) def get_test_hda_path(): return '/project/.copy_to_curve_1_0' def get_test_hda(): return unreal.load_object(None, get_test_hda_path()) def get_geo_asset_path(): return '/project/.Cube' def get_geo_asset(): return unreal.load_object(None, get_geo_asset_path()) def build_inputs(): print('configure_inputs') # get the API singleton houdini_api = unreal.HoudiniPublicAPIBlueprintLib.get_api() node_inputs = {} # Create a geo input geo_input = houdini_api.create_empty_input(unreal.HoudiniPublicAPIGeoInput) # Set the input objects/assets for this input geo_object = get_geo_asset() geo_input.set_input_objects((geo_object, )) # store the input data to the HDA as node input 0 node_inputs[0] = geo_input # Create a curve input curve_input = houdini_api.create_empty_input(unreal.HoudiniPublicAPICurveInput) # Create a curve wrapper/helper curve_object = unreal.HoudiniPublicAPICurveInputObject(curve_input) # Make it a Nurbs curve curve_object.set_curve_type(unreal.HoudiniPublicAPICurveType.NURBS) # Set the points of the curve, for this example we create a helix # consisting of 100 points curve_points = [] for i in range(100): t = i / 20.0 * math.pi * 2.0 x = 100.0 * math.cos(t) y = 100.0 * math.sin(t) z = i curve_points.append(unreal.Transform([x, y, z], [0, 0, 0], [1, 1, 1])) curve_object.set_curve_points(curve_points) # Set the curve wrapper as an input object curve_input.set_input_objects((curve_object, )) # Store the input data to the HDA as node input 1 node_inputs[1] = curve_input return node_inputs def run(): # Create the processor with preconfigured inputs global _g_processor _g_processor = ProcessHDAExample( get_test_hda(), node_inputs=build_inputs()) # Activate the processor, this will starts instantiation, and then cook if not _g_processor.activate(): unreal.log_warning('Activation failed.') else: unreal.log('Activated!') if __name__ == '__main__': run()
import unreal from typing import Dict, Any, List, Tuple import base64 import os import mss import time import tempfile # Used to find the OS's temporary folder from utils import unreal_conversions as uc from utils import logging as log def handle_spawn(command: Dict[str, Any]) -> Dict[str, Any]: """ Handle a spawn command Args: command: The command dictionary containing: - actor_class: Actor class name/path or mesh path (e.g., "/project/" or "/project/.SM_Barrel01") - location: [X, Y, Z] coordinates (optional) - rotation: [Pitch, Yaw, Roll] in degrees (optional) - scale: [X, Y, Z] scale factors (optional) - actor_label: Optional custom name for the actor Returns: Response dictionary with success/failure status and additional info """ try: # Extract parameters actor_class_name = command.get("actor_class", "Cube") location = command.get("location", (0, 0, 0)) rotation = command.get("rotation", (0, 0, 0)) scale = command.get("scale", (1, 1, 1)) actor_label = command.get("actor_label") unreal.log(f"Spawn command: Class: {actor_class_name}, Label: {actor_label}") # Convert parameters to Unreal types loc = uc.to_unreal_vector(location) rot = uc.to_unreal_rotator(rotation) scale_vector = uc.to_unreal_vector(scale) actor = None gen_actor_utils = unreal.GenActorUtils # Check if it's a mesh path (e.g., "/Game/.../SM_Barrel01.SM_Barrel01") if actor_class_name.startswith("/Game") and "." in actor_class_name: # Try loading as a static mesh mesh = unreal.load_object(None, actor_class_name) if isinstance(mesh, unreal.StaticMesh): actor = gen_actor_utils.spawn_static_mesh_actor(actor_class_name, loc, rot, scale_vector, actor_label or "") else: # Fallback to actor class if not a mesh actor = gen_actor_utils.spawn_actor_from_class(actor_class_name, loc, rot, scale_vector, actor_label or "") else: # Handle basic shapes or actor classes shape_map = {"cube": "Cube", "sphere": "Sphere", "cylinder": "Cylinder", "cone": "Cone"} actor_class_lower = actor_class_name.lower() if actor_class_lower in shape_map: proper_name = shape_map[actor_class_lower] actor = gen_actor_utils.spawn_basic_shape(proper_name, loc, rot, scale_vector, actor_label or "") else: actor = gen_actor_utils.spawn_actor_from_class(actor_class_name, loc, rot, scale_vector, actor_label or "") if not actor: unreal.log_error(f"Failed to spawn actor of type {actor_class_name}") return {"success": False, "error": f"Failed to spawn actor of type {actor_class_name}"} actor_name = actor.get_actor_label() unreal.log(f"Spawned actor: {actor_name} at {loc}") return {"success": True, "actor_name": actor_name} except Exception as e: unreal.log_error(f"Error spawning actor: {str(e)}") return {"success": False, "error": str(e)} def handle_take_screenshot(command): """ Takes a screenshot using the HighResShot console command with a deterministic filename. This is the most reliable method for engine-based screenshots. """ # 1. Create a unique, absolute file path in the OS's temp directory. # This ensures we have a clean place to work with guaranteed write permissions. temp_dir = tempfile.gettempdir() unique_filename = f"unreal_mcp_screenshot_{int(time.time())}.png" # Use forward slashes, as this is more reliable for Unreal console commands screenshot_path = os.path.join(temp_dir, unique_filename).replace('\\', '/') try: # 2. Construct the console command with the full, absolute filename. console_command = f'HighResShot 1 filename="{screenshot_path}"' unreal.log(f"Executing screenshot command: {console_command}") # Execute the command in the editor world context unreal.SystemLibrary.execute_console_command(unreal.EditorLevelLibrary.get_editor_world(), console_command) # 3. Poll for the file's existence instead of using a fixed sleep time. # This is much more reliable than a fixed wait. max_wait_seconds = 5 wait_interval = 0.2 time_waited = 0 file_created = False while time_waited < max_wait_seconds: if os.path.exists(screenshot_path): file_created = True break time.sleep(wait_interval) time_waited += wait_interval if not file_created: return {"success": False, "error": f"Command was executed, but the output file was not found at the specified path: {screenshot_path}"} # 4. Read the file, encode it, and prepare the response with open(screenshot_path, 'rb') as image_file: image_data = image_file.read() base64_encoded_data = base64.b64encode(image_data).decode('utf-8') return { "success": True, "data": base64_encoded_data, "mime_type": "image/png" } except Exception as e: return {"success": False, "error": f"The screenshot process failed with an exception: {str(e)}"} finally: # 5. Clean up the temporary screenshot file from the temp directory if os.path.exists(screenshot_path): try: os.remove(screenshot_path) except Exception as e_cleanup: unreal.log_error(f"Failed to delete temporary screenshot file '{screenshot_path}': {e_cleanup}") def handle_create_material(command: Dict[str, Any]) -> Dict[str, Any]: """ Handle a create_material command Args: command: The command dictionary containing: - material_name: Name for the new material - color: [R, G, B] color values (0-1) Returns: Response dictionary with success/failure status and material path if successful """ try: # Extract parameters material_name = command.get("material_name", "NewMaterial") color = command.get("color", (1, 0, 0)) log.log_command("create_material", f"Name: {material_name}, Color: {color}") # Use the C++ utility class gen_actor_utils = unreal.GenActorUtils color_linear = uc.to_unreal_color(color) material = gen_actor_utils.create_material(material_name, color_linear) if not material: log.log_error("Failed to create material") return {"success": False, "error": "Failed to create material"} material_path = f"/project/{material_name}" log.log_result("create_material", True, f"Path: {material_path}") return {"success": True, "material_path": material_path} except Exception as e: log.log_error(f"Error creating material: {str(e)}", include_traceback=True) return {"success": False, "error": str(e)} def handle_get_all_scene_objects(command: Dict[str, Any]) -> Dict[str, Any]: try: level = unreal.EditorLevelLibrary.get_level(unreal.EditorLevelLibrary.get_editor_world()) actors = unreal.GameplayStatics.get_all_actors_of_class(level, unreal.Actor) result = [ {"name": actor.get_name(), "class": actor.get_class().get_name(), "location": [actor.get_actor_location().x, actor.get_actor_location().y, actor.get_actor_location().z]} for actor in actors ] return {"success": True, "actors": result} except Exception as e: return {"success": False, "error": str(e)} def handle_create_project_folder(command: Dict[str, Any]) -> Dict[str, Any]: try: folder_path = command.get("folder_path") full_path = f"/Game/{folder_path}" unreal.EditorAssetLibrary.make_directory(full_path) return {"success": True, "message": f"Created folder at {full_path}"} except Exception as e: return {"success": False, "error": str(e)} def handle_get_files_in_folder(command: Dict[str, Any]) -> Dict[str, Any]: try: folder_path = f"/Game/{command.get('folder_path')}" files = unreal.EditorAssetLibrary.list_assets(folder_path, recursive=False) return {"success": True, "files": [str(f) for f in files]} except Exception as e: return {"success": False, "error": str(e)} def handle_add_input_binding(command: Dict[str, Any]) -> Dict[str, Any]: try: action_name = command.get("action_name") key = command.get("key") # Correctly access the InputSettings singleton input_settings = unreal.InputSettings.get_input_settings() # Create the input action mapping action_mapping = unreal.InputActionKeyMapping(action_name=action_name, key=unreal.InputCoreTypes.get_key(key)) # Add the mapping to the input settings input_settings.add_action_mapping(action_mapping) # Save the changes to the config file input_settings.save_config() return {"success": True, "message": f"Added input binding {action_name} -> {key}"} except Exception as e: return {"success": False, "error": str(e)}
#!/project/ python # -*- coding: utf-8 -*- """ Module that contains installer related functions for Autodesk Maya """ # System global imports # software specific imports import unreal # mca python imports from mca.common.utils import fileio def rename_asset(new_name=None): """ Renames a selected asset :param str new_name: new string name. """ if not new_name: new_name = 'SK_HealingSkull' system_lib = unreal.SystemLibrary() editor_util = unreal.EditorUtilityLibrary() string_lib = unreal.StringLibrary() asset_lib = unreal.EditorAssetLibrary() # get the selected assets selected_assets = editor_util.get_selected_assets() if not selected_assets: unreal.log(f"Selected Please Select an Asset!") return asset = selected_assets[0] asset_name = system_lib.get_object_name(asset) unreal.log(f'Asset Name: {asset}\nAsset Path: {asset_lib.get_path_name_for_loaded_asset(asset)}') editor_util.rename_asset(asset, new_name)