Esempio n. 1
0
def WBPsel():
    try:
        filename = unreal_engine.save_file_dialog('Save a Text file', '', '',
                                                  'TXT|*.txt')[0]
        selwb = ue.get_selected_assets()
        settext = []
        count = 0
        startline = '위젯블루프린트이름\t위젯오브젝트이름\t문자열\t폰트이름\tLocalKey\tLocalNameSpace\t기획 로컬 체크\t코드제어 여부\t비고\n'
        settext.append(startline)

        for wb in selwb:
            try:
                ue.log('{0} SaveText : {1}'.format(count, wb.get_name()))
                for i in WBAssetObj(wb):
                    settext.append(i)
            except:
                ue.log('Error!! : {0}'.format(wb.get_name()))
            count = count + 1
        #텍스트파일 생성
        if len(settext) > 1:
            TextwriteAll(settext, filename)
        else:
            ue.log('### 저장 할 정보가 없습니다###')
    except:
        ue.log('### 저장을 취소하였습니다###')
def export_selected_asset(savePath=None):
    uasset = ue.get_selected_assets()
    savePath = ue.open_directory_dialog("")
    if not savePath:
        savePath = ue.open_directory_dialog("")
    if savePath:
        ue.export_assets(staticMeshes, savePath)
    def pick_content(self, vm, event_args):
        '''
        Command to gather the UE4 selected Content Browser asset

        Args:
            vm (UnrealTools.UE4AssetCreator.DestructionCreatorVM): C# view model object sending the command
            event_args (PickContentEventArgs): C# EventArgs to pass over the string Path of a UE4 asset
        '''

        event_args.Path = ue.get_selected_assets()[0].get_path_name()
def rotate_selected_assets_data(degrees):
    for asset in ue.get_selected_assets():
        if asset.is_a(Texture2D):
            data = asset.texture_get_source_data()
            
            size = (asset.texture_get_width(), asset.texture_get_height())
           
            img = Image.frombytes('RGBA', size, bytes(data))
            
            out = img.rotate(degrees)

            asset.texture_set_source_data(out.tobytes())
Esempio n. 5
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def Wtestxx():
    selbp = ue.get_selected_assets()
    for aa in selbp:
        aa.save_package()
        uw = aa.WidgetTree
        allwid = uw.AllWidgets
        for wb in allwid:
            if wb.get_class().get_name() == 'TextBlock':
                try:
                    ue.log(wb.get_name())
                    wb.Text = ''
                except:
                    ue.log('Error!!')
            if wb.get_class().get_name() == 'IMTextBlock':
                try:
                    ue.log(wb.get_name())
                    ue.log(wb.Content)
                    wb.Content = ''
                except:
                    ue.log('Error!!')
        ue.compile_blueprint(aa)
        aa.save_package()
			seq_num_pin = node_sequence.add_pin()
			seq_num_pin.make_link_to(pin_branch_exec)

		

		
# -------------------------------------------------------------------------------------------------------------------------------------- #		
import unreal_engine as ue
import sys
sys.path.append(r"C:\Python36\Lib\site-packages")
import PySide2
from PySide2 import QtGui
from PySide2 import QtWidgets


assets = ue.get_selected_assets()
property_list = []
for asset in assets:
	asset_properties = asset.properties()
	for p in asset_properties:
		if p not in property_list:
			property_list.append(p)


app = QtWidgets.QApplication.instance()
if not app:
	app = QtWidgets.QApplication()        

class widget(QtWidgets.QWidget):
	def __init__(self, parent=None):
		super(widget, self).__init__(parent)	
Esempio n. 7
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import unreal_engine as ue
from unreal_engine.structs import KAggregateGeom


mesh = ue.get_selected_assets()[0]

mesh.BodySetup.AggGeom = KAggregateGeom()

mesh.static_mesh_generate_kdop26()
mesh.static_mesh_generate_kdop18()
mesh.static_mesh_generate_kdop10x()
mesh.static_mesh_generate_kdop10y()
mesh.static_mesh_generate_kdop10z()
Esempio n. 8
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import unreal_engine as ue
from unreal_engine.structs import KAggregateGeom

mesh = ue.get_selected_assets()[0]

mesh.BodySetup.AggGeom = KAggregateGeom()

mesh.static_mesh_generate_kdop26()
mesh.static_mesh_generate_kdop18()
mesh.static_mesh_generate_kdop10x()
mesh.static_mesh_generate_kdop10y()
mesh.static_mesh_generate_kdop10z()
Esempio n. 9
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def fn_sel():
    arraylist = []
    selbp = ue.get_selected_assets()
    for i in selbp:
        arraylist.append(i.get_path_name())
    fn_writetext(arraylist)
Esempio n. 10
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                # extract root motion
                root_motion = [position - data.pos_keys[0] for position in data.pos_keys]

                # remove root motion from original track
                data.pos_keys = [data.pos_keys[0]]
                new_anim.add_new_raw_track(name, data)

                # create a new track (the root motion one)
                root_data = FRawAnimSequenceTrack()
                root_data.pos_keys = root_motion
                # ensure empty rotations !
                root_data.rot_keys = [FQuat()]
        
                 # add  the track
                new_anim.add_new_raw_track('root', root_data)
            else:
                new_anim.add_new_raw_track(name, data)

        new_anim.save_package()


root_motion_fixer = RootMotionFixer()

for uobject in ue.get_selected_assets():
    if uobject.is_a(SkeletalMesh):
        root_motion_fixer.add_root_to_skeleton(uobject)
    elif uobject.is_a(AnimSequence):
        root_motion_fixer.split_hips(uobject)
    else:
        raise DialogException('Only Skeletal Meshes are supported')
Esempio n. 11
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# run this script in the python editor of the UE4 editor after selecting an asset in the asset browser
# in order to see that path for this class (useful for loading a class via ue.load_class).

import unreal_engine as ue

ue.log(ue.get_selected_assets()[0].get_path_name())