Ejemplo n.º 1
0
              variant_set_name)
        continue
    material_name = target_description.find('name').text.replace(' ', '_')

    actors = []
    if not material_name in material_actors:
        print("did not find actors with material " + material_name)
    else:
        actors = material_actors[material_name]

    variant_list = variant_switch.find('VariantList')
    variants = variant_list.find('Variants')
    for variant in variants:
        # create new mariant instance
        variant_name = variant.find('Name').text
        variant = unreal.Variant()
        variant.set_display_text(variant_name)
        unreal.VariantManagerLibrary.add_variant(variant_set, variant)
        # create new dummy material instance
        variant_sanitized_name = unreal.PackageTools.sanitize_package_name(
            variant_name).replace(')', '_').replace('(', '_')
        variant_path = content_output + variant_sanitized_name
        if unreal.EditorAssetLibrary.does_asset_exist(variant_path):
            material = unreal.EditorAssetLibrary.load_asset(variant_path)
        else:
            material = asset_tools.create_asset(
                variant_sanitized_name, content_output,
                unreal.MaterialInstanceConstant,
                unreal.MaterialInstanceConstantFactoryNew())
            unreal.EditorAssetLibrary.save_loaded_asset(material)
        # capture the actor material in the variant
# detail than test_variant_manager.py

import unreal

# Create all assets and objects we'll use
lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset(
    "LVS", "/Game/")
lvs_actor = unreal.VariantManagerLibrary.create_level_variant_sets_actor(lvs)
if lvs is None or lvs_actor is None:
    print "Failed to spawn either the LevelVariantSets asset or the LevelVariantSetsActor!"
    quit()

var_set1 = unreal.VariantSet()
var_set1.set_display_text("My VariantSet")

var1 = unreal.Variant()
var1.set_display_text("Variant 1")

# Adds the objects to the correct parents
lvs.add_variant_set(var_set1)
var_set1.add_variant(var1)

# Spawn a simple cube static mesh actor
cube = unreal.EditorAssetLibrary.load_asset(
    "StaticMesh'/Engine/BasicShapes/Cube.Cube'")
spawned_actor = None
if cube:
    location = unreal.Vector()
    rotation = unreal.Rotator()
    spawned_actor = unreal.EditorLevelLibrary.spawn_actor_from_object(
        cube, location, rotation)
Ejemplo n.º 3
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if lvs is None:
    print(
        "Failed to spawn either the LevelVariantSets asset or the LevelVariantSetsActor!"
    )
    quit()

var_set_colors = unreal.VariantSet()
var_set_colors.set_display_text("Colors")

var_set_letters = unreal.VariantSet()
var_set_letters.set_display_text("Letters")

var_set_fruits = unreal.VariantSet()
var_set_fruits.set_display_text("Fruits")

var_red = unreal.Variant()
var_red.set_display_text("Red")

var_green = unreal.Variant()
var_green.set_display_text("Green")

var_blue = unreal.Variant()
var_blue.set_display_text("Blue")

var_a = unreal.Variant()
var_a.set_display_text("A")

var_b = unreal.Variant()
var_b.set_display_text("B")

var_apple = unreal.Variant()
lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset(
    "LVS", "/Game/")
lvs_actor = unreal.VariantManagerLibrary.create_level_variant_sets_actor(lvs)
if lvs is None or lvs_actor is None:
    print(
        "Failed to spawn either the LevelVariantSets asset or the LevelVariantSetsActor!"
    )
    quit()

var_set1 = unreal.VariantSet()
var_set1.set_display_text("My VariantSet")

var_set2 = unreal.VariantSet()
var_set2.set_display_text("VariantSet we'll delete")

var1 = unreal.Variant()
var1.set_display_text("Variant 1")

var2 = unreal.Variant()
var2.set_display_text("Variant 2")

var3 = unreal.Variant()
var3.set_display_text("Variant 3")

var4 = unreal.Variant()
var4.set_display_text("Variant 4")

var5 = unreal.Variant()
var5.set_display_text("Variant 5")

# Adds the objects to the correct parents
Ejemplo n.º 5
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if __name__ == "__main__":
    lvs = unreal.VariantManagerLibrary.create_level_variant_sets_asset(
        "LVS", "/Game/")
    lvs_actor = unreal.VariantManagerLibrary.create_level_variant_sets_actor(
        lvs)
    if lvs is None or lvs_actor is None:
        print(
            "Failed to spawn either the LevelVariantSets asset or the LevelVariantSetsActor!"
        )
        quit()

    var_set1 = unreal.VariantSet()
    var_set1.set_display_text("My VariantSet")

    varTexture = unreal.Variant()
    varTexture.set_display_text("From texture")

    varPath = unreal.Variant()
    varPath.set_display_text("From path")

    varCam = unreal.Variant()
    varCam.set_display_text("From cam")

    varViewport = unreal.Variant()
    varViewport.set_display_text("From viewport")

    lvs.add_variant_set(var_set1)
    var_set1.add_variant(varTexture)
    var_set1.add_variant(varPath)
    var_set1.add_variant(varCam)