def test_variable(self):
     new_blueprint = ue.create_blueprint(Character, '/Game/Tests/Blueprints/Test2_' + self.random_string)
     ue.blueprint_add_member_variable(new_blueprint, 'TestValue', 'int')
     ue.compile_blueprint(new_blueprint)
     new_actor = self.world.actor_spawn(new_blueprint.GeneratedClass)
     new_actor.TestValue = 17
     self.assertEqual(new_actor.get_property('TestValue'), 17)
Esempio n. 2
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 def test_variable(self):
     new_blueprint = ue.create_blueprint(
         Character, '/Game/Tests/Blueprints/Test2_' + self.random_string)
     ue.blueprint_add_member_variable(new_blueprint, 'TestValue', 'int')
     ue.compile_blueprint(new_blueprint)
     new_actor = self.world.actor_spawn(new_blueprint.GeneratedClass)
     new_actor.TestValue = 17
     self.assertEqual(new_actor.get_property('TestValue'), 17)
import unreal_engine as ue
from unreal_engine.classes import K2Node_InputKey, K2Node_SpawnActorFromClass, Actor, Character, KismetMathLibrary
from unreal_engine.structs import Key

# create  a new blueprint
new_blueprint = ue.create_blueprint(Actor, '/Game/StrangeBlueprint')

# add a member float variable
ue.blueprint_add_member_variable(new_blueprint, 'Speed', 'float')

# get a reference to the first graph page
uber_page = new_blueprint.UberGraphPages[0]

# get good coordinates for a new node
x, y = uber_page.graph_get_good_place_for_new_node()
# add the Speed variable to the graph
uber_page.graph_add_node_variable_get('Speed', None, x, y)

x, y = uber_page.graph_get_good_place_for_new_node()
# add a custom event to the graph
hello_world = uber_page.graph_add_node_custom_event('Hello World', x, y)

# get a reference to the 'then' pin
hello_world_then = hello_world.node_find_pin('then')

x, y = uber_page.graph_get_good_place_for_new_node()
# add a 'Spawn Actor From Class' node
spawn_actor_node = uber_page.graph_add_node(K2Node_SpawnActorFromClass, x, y)

# set its Class pin
pin_class = spawn_actor_node.node_find_pin('Class')
Esempio n. 4
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import unreal_engine as ue
from unreal_engine.classes import BlueprintFactory, DirectionalLightComponent, K2Node_Event

import time

# create new blueprint from factory
bpFactory = BlueprintFactory()
bp = bpFactory.factory_create_new('/Game/test' + str(int(time.time())))

# add intensity variable
intensity = ue.blueprint_add_member_variable(bp, 'intensity', 'float')
# set its visibility to True
ue.blueprint_set_variable_visibility(bp, 'intensity', True)

# add directional light component
directLightComponent = ue.add_component_to_blueprint(
    bp, DirectionalLightComponent, "Directional_light")

# add node variables (get) to the graph
intensity_node = bp.UberGraphPages[0].graph_add_node_variable_get(
    'intensity', None, 200, 100)
directional_light_node = bp.UberGraphPages[0].graph_add_node_variable_get(
    'Directional_light', None, 200, 0)

# add the SetIntensity node (from DirectionalLightComponent)
directional_light_set_intensity = bp.UberGraphPages[
    0].graph_add_node_call_function(DirectionalLightComponent.SetIntensity,
                                    400, 0)

# link variables
intensity_node.node_find_pin('intensity').make_link_to(
def stereo_setup_level_bp_variable(player_sets=[]):		
	from unreal_engine.classes import KismetMathLibrary, K2Node_Timeline, K2Node_ExecutionSequence, K2Node_IfThenElse

	world = ue.get_editor_world()
	level_bp = world.CurrentLevel.get_level_script_blueprint()
	left_channel = player_sets[0]
	if len(player_sets==4):
		right_channel = player_sets[1]
	else:
		right_channel = None
		
	pin = EdGraphPinType(PinCategory='object', PinSubCategoryObject=MediaPlayer)
	left_media = ue.blueprint_add_member_variable(level_bp, left_channel.get_name(), pin, None, left_channel.get_path_name())
	right_media = ue.blueprint_add_member_variable(level_bp, right_channel.get_name(), pin, None, right_channel.get_path_name())

	uber_page = level_bp.UberGraphPages[0]

	# 添加media player节点
	# ----------------------------------------------
	y, x = uber_page.graph_get_good_place_for_new_node()
	node_left_media = uber_page.graph_add_node_variable_get(left_channel.get_name(), None, x, y)
	y, x = uber_page.graph_get_good_place_for_new_node()
	node_right_media = uber_page.graph_add_node_variable_get(right_channel.get_name(), None, x, y)

	# 添加open source节点
	# ----------------------------------------------
	y, x = uber_page.graph_get_good_place_for_new_node()
	node_open_source_L = uber_page.graph_add_node_call_function(MediaPlayer.OpenSource, x, y)
	y, x = uber_page.graph_get_good_place_for_new_node()
	node_open_source_R = uber_page.graph_add_node_call_function(MediaPlayer.OpenSource, x, y)

	# 连接media source,没办法单独的设置资源,只能通过变量来设置
	# ----------------------------------------------
	pin = EdGraphPinType(PinCategory='object', PinSubCategoryObject=FileMediaSource)
	ue.blueprint_add_member_variable(level_bp, player_sets[2].get_name(), pin, None, player_sets[2].get_path_name())
	pin = EdGraphPinType(PinCategory='object', PinSubCategoryObject=FileMediaSource)
	ue.blueprint_add_member_variable(level_bp, player_sets[3].get_name(), pin, None, player_sets[3].get_path_name())

	c = uber_page.graph_add_node_variable_get(player_sets[2].get_name(), None, x, y)
	d = uber_page.graph_add_node_variable_get(player_sets[3].get_name(), None, x, y)

	pin1=c.node_find_pin(player_sets[2].get_name())
	pin2=node_open_source_L.node_find_pin("MediaSource")
	pin1.make_link_to(pin2)
	pin1=d.node_find_pin(player_sets[3].get_name())
	pin2=node_open_source_R.node_find_pin("MediaSource")
	pin1.make_link_to(pin2)

	# 添加>=节点, call_function的函数名可以大写也可以小写,直接按照C++文档的来就可以
	# ----------------------------------------------
	y, x = uber_page.graph_get_good_place_for_new_node()
	node_greater = uber_page.graph_add_node_call_function(KismetMathLibrary.EqualEqual_FloatFloat, x, y)
	
	# 添加branch节点
	# ----------------------------------------------
	i = K2Node_IfThenElse()
	y, x = uber_page.graph_get_good_place_for_new_node()
	node_branch = uber_page.graph_add_node(i, x, y)

	# 连接节点
	# ----------------------------------------------
	pin1 = node_greater.node_find_pin("ReturnValue")
	pin2 = node_branch.node_find_pin("Condition")
	pin1.make_link_to(pin2)

	pin1 = node_left_media.node_find_pin(left_channel.get_name())
	pin2 = node_open_source_L.node_find_pin('self')
	pin1.make_link_to(pin2)

	pin1 = node_right_media.node_find_pin(right_channel.get_name())
	pin2 = node_open_source_R.node_find_pin('self')
	pin1.make_link_to(pin2)

	pin1 = node_open_source_L.node_find_pin("then")
	pin2 = node_open_source_R.node_find_pin("execute")
	pin1.make_link_to(pin2)

	pin1 = node_branch.node_find_pin("Then")
	pin2 = node_open_source_L.node_find_pin("execute")
	pin1.make_link_to(pin2)

	# compile the blueprint
	ue.compile_blueprint(level_bp)

	# open related editor
	ue.open_editor_for_asset(level_bp)
	return node_branch.node_find_pin, node_greater.node_find_pin("A")
Esempio n. 6
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# add a cone
cone = world.actor_spawn(Actor)
cone.set_actor_label('A Cone')
cone_mesh = cone.add_actor_component(StaticMeshComponent, 'Cone')
cone_mesh.StaticMesh = ue.load_object(StaticMesh, '/Engine/BasicShapes/Cone')
cone.InitialLifeSpan = 30.0

# add a better cone
cone2 = world.actor_spawn(StaticMeshActor)
cone2.StaticMeshComponent.StaticMesh = ue.load_object(
    StaticMesh, '/Engine/BasicShapes/Cone')
cone2.set_actor_label('A Better Cone')

# create a new bleprint
bp = ue.create_blueprint(Pawn, '/Game/SuperEvilPawn')
ue.add_component_to_blueprint(bp, PawnSensingComponent, 'Eyes')
point_light = ue.add_component_to_blueprint(bp, PointLightComponent, 'Light')
point_light.Intensity = 9999.9
ue.blueprint_add_member_variable(bp, 'SightPower', 'float')
ue.blueprint_set_variable_visibility(bp, 'SightPower', False)

ue.compile_blueprint(bp)

# instantiate a new actor using the previously created blueprint
super_evil_pawn = world.actor_spawn(bp.GeneratedClass)
super_evil_pawn.set_actor_label('Super Evil Pawn')
super_evil_pawn.SightPower = 2217.30

# save them all
ue.editor_save_all()
Esempio n. 7
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import unreal_engine as ue

from unreal_engine.classes import Material, BlueprintFactory, Blueprint, Actor, Texture2D, SkeletalMesh
from unreal_engine.structs import EdGraphPinType, Vector, Rotator, EdGraphTerminalType
from unreal_engine.enums import EPinContainerType

import time

bp = ue.create_blueprint(Actor, '/Game/FooActor' + str(int(time.time())))

pin = EdGraphPinType(PinCategory='object', PinSubCategoryObject=Material)
ue.blueprint_add_member_variable(
    bp, 'TestMat', pin, None,
    '/Engine/MapTemplates/Materials/BasicAsset03.BasicAsset03')

pin = EdGraphPinType(PinCategory='class', PinSubCategoryObject=Texture2D)
ue.blueprint_add_member_variable(bp, 'TestTextureClass', pin)

pin = EdGraphPinType(PinCategory='struct', PinSubCategoryObject=Vector)
ue.blueprint_add_member_variable(bp, 'TestVector', pin, None, '17,22,30')

pin = EdGraphPinType(PinCategory='struct',
                     PinSubCategoryObject=Rotator,
                     ContainerType=EPinContainerType.Array)
ue.blueprint_add_member_variable(
    bp, 'TestRotator', pin, None,
    '((Pitch=0.000000,Yaw=3.000000,Roll=0.000000),(Pitch=1.000000,Yaw=0.000000,Roll=0.000000))'
)

pin = EdGraphPinType(PinCategory='string',
                     ContainerType=EPinContainerType.Map,
import unreal_engine as ue
from unreal_engine.classes import K2Node_InputKey, K2Node_SpawnActorFromClass, Actor, Character, KismetMathLibrary

# create  a new blueprint
new_blueprint = ue.create_blueprint(Actor, '/Game/StrangeBlueprint')

# add a member float variable
ue.blueprint_add_member_variable(new_blueprint, 'Speed', 'float')

# get a reference to the first graph page
uber_page = new_blueprint.UberGraphPages[0]

# get good coordinates for a new node
x, y = uber_page.graph_get_good_place_for_new_node()
# add the Speed variable to the graph
uber_page.graph_add_node_variable_get('Speed', None, x, y)

x, y = uber_page.graph_get_good_place_for_new_node()
# add a custom event to the graph
hello_world = uber_page.graph_add_node_custom_event('Hello World', x, y)

# get a reference to the 'then' pin
hello_world_then = hello_world.node_find_pin('then')

x, y = uber_page.graph_get_good_place_for_new_node()
# add a 'Spawn Actor From Class' node
spawn_actor_node = uber_page.graph_add_node(K2Node_SpawnActorFromClass, x, y)

# set its Class pin
pin_class = spawn_actor_node.node_find_pin('Class')
pin_class.default_object = Character
import unreal_engine as ue
from unreal_engine.structs import EdGraphPinType

world = ue.get_editor_world()
level_bp = world.CurrentLevel.get_level_script_blueprint()
pin = EdGraphPinType(PinCategory='string')
ue.blueprint_add_member_variable(level_bp, 'TestString', pin)
ue.open_editor_for_asset(level_bp)
cone = world.actor_spawn(Actor)
cone.set_actor_label('A Cone')
cone_mesh = cone.add_actor_component(StaticMeshComponent, 'Cone')
cone_mesh.StaticMesh = ue.load_object(StaticMesh, '/Engine/BasicShapes/Cone')
cone.InitialLifeSpan = 30.0

# add a better cone
cone2 = world.actor_spawn(StaticMeshActor)
cone2.StaticMeshComponent.StaticMesh = ue.load_object(StaticMesh, '/Engine/BasicShapes/Cone')
cone2.set_actor_label('A Better Cone')

# create a new bleprint
bp = ue.create_blueprint(Pawn, '/Game/SuperEvilPawn')
ue.add_component_to_blueprint(bp, PawnSensingComponent, 'Eyes')
point_light = ue.add_component_to_blueprint(bp, PointLightComponent, 'Light')
point_light.Intensity = 9999.9
ue.blueprint_add_member_variable(bp, 'SightPower', 'float')
ue.blueprint_set_variable_visibility(bp, 'SightPower', False)

ue.compile_blueprint(bp)

# instantiate a new actor using the previously created blueprint
super_evil_pawn = world.actor_spawn(bp.GeneratedClass)
super_evil_pawn.set_actor_label('Super Evil Pawn')
super_evil_pawn.SightPower = 2217.30

# save them all
ue.editor_save_all()


import unreal_engine as ue

from unreal_engine.classes import Material, BlueprintFactory, Blueprint, Actor, Texture2D, SkeletalMesh
from unreal_engine.structs import EdGraphPinType, Vector, Rotator, EdGraphTerminalType
from unreal_engine.enums import EPinContainerType

import time

bp = ue.create_blueprint(Actor, '/Game/FooActor' + str(int(time.time())))

pin = EdGraphPinType(PinCategory='object', PinSubCategoryObject=Material)
ue.blueprint_add_member_variable(bp, 'TestMat', pin, None, '/Engine/MapTemplates/Materials/BasicAsset03.BasicAsset03')

pin = EdGraphPinType(PinCategory='class', PinSubCategoryObject=Texture2D)
ue.blueprint_add_member_variable(bp, 'TestTextureClass', pin)

pin = EdGraphPinType(PinCategory='struct',PinSubCategoryObject=Vector)
ue.blueprint_add_member_variable(bp, 'TestVector', pin, None, '17,22,30')

pin = EdGraphPinType(PinCategory='struct',PinSubCategoryObject=Rotator,ContainerType=EPinContainerType.Array)
ue.blueprint_add_member_variable(bp, 'TestRotator', pin, None, '((Pitch=0.000000,Yaw=3.000000,Roll=0.000000),(Pitch=1.000000,Yaw=0.000000,Roll=0.000000))')

pin = EdGraphPinType(PinCategory='string',ContainerType=EPinContainerType.Map,PinValueType=EdGraphTerminalType(TerminalCategory='object',TerminalSubCategoryObject=SkeletalMesh))
ue.blueprint_add_member_variable(bp, 'TestMap', pin, None, '(("firstKey", SkeletalMesh\'"/Game/Skel001"\'),("secondKey", SkeletalMesh\'"/Game/Skel002"\'))')

ue.compile_blueprint(bp)

ue.open_editor_for_asset(bp)