A shared folder with AI prompts and code snippets
From workspace: Unreal Engine
Team: Main
Total snippets: 20
20 snippets
A user-friendly application designed to streamline the process of building Unreal Engine plugins. With an intuitive interface, it allows users to easily select the Unreal Engine directory, the plugin’s .uplugin file, and the output destination.
#How to build? #This code need to be compiled externally, on any other IDE, like VSCode, need to install python on your computer. #Python: https://www.python.org/downloads/ #VSCode: https://code.visualstudio.com/download #To run the script, run...
Shows how to correctly get a blueprint's generated class and how to call a function or modify a property of this blueprint.
import unreal world = unreal.UnrealEditorSubsystem().get_editor_world() # in 5.3 and later, use unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) # first, get your blueprint asset by any means you want (here from selected asset) bp_asset...
DBV Unreal Smart Cleaner was born because of the necessity of Unreal Developers who have many Unreal Engine projects in their computer that they don't want to remove from it but that have problems with the disc space.
import argparse import os import shutil import sys #DBVUnrealSmartCleaner was born because of the necessity of Unreal Developers who have many Unreal Engine projects in their computer that they don't want to remove from it but that have problems...
Place Assets from a folder into the level in the form of a 2D Grid. Each Asset is unique and can be picked with the Actor Palette plugin.
import unreal ################### # Variables to change spacing = 500 folder_path = "/Game/[Path]" # [Path] For exemple Art/MyStaticMeshFolder ################### editor_util = unreal.EditorLevelLibrary() asset_registry =...
Editor Utility Widget Python Code - Add fps, startframe and endframe input variables to your Execute Python Script node
import unreal editor_asset_lib = unreal.EditorAssetLibrary() secStart = startframe / fps secEnd = endframe / fps if objref.get_class().get_name() == "LevelSequence": ls = unreal.LevelSequenceEditorBlueprintLibrary() path =...
import unreal editor_asset_lib = unreal.EditorAssetLibrary() if objref.get_class().get_name() == "Texture2D": path = editor_asset_lib.get_path_name_for_loaded_asset(objref) asset =...
import unreal editor_asset_lib = unreal.EditorAssetLibrary() if objref.get_class().get_name() == "StaticMesh": path = editor_asset_lib.get_path_name_for_loaded_asset(objref) asset = editor_asset_lib.load_asset(path) MeshSet =...
import unreal editor_asset_lib = unreal.EditorAssetLibrary() if objref.get_class().get_name() == "StaticMesh": path = editor_asset_lib.get_path_name_for_loaded_asset(objref) asset = editor_asset_lib.load_asset(path) MeshSet =...
import unreal editor_asset_lib = unreal.EditorAssetLibrary() if objref.get_class().get_name() == "Texture2D": path = editor_asset_lib.get_path_name_for_loaded_asset(objref) asset =...
Sometimes you just have to update some values on multiple blueprints - this should help speed the process up significantly.
def change_blueprint_default_value(blueprint_generated_class, variable_name, new_value): blueprint = unreal.load_object(None, blueprint_generated_class) some_actor_cdo = unreal.get_default_object(blueprint) ...
Accepts a path to an image and moves the mouse to the image location on-screen.
import pyautogui as PAG screenshotIcon = "your_path_to_file" def locateImage(): CurrentScreen = PAG.screenshot() CurrentScreen.save("your_name_to_save.extension") findImage = PAG.locateOnScreen(screenshotIcon, grayscale=False,...
Linear to Gamma conversion and back in Python. It might be useful to someone.
# GAMMA TO LINEAR def convert_ue4_color_gl(rgb_value): color_value = float((rgb_value / 255) ** 2.2) return color_value_gl # LINEAR TO GAMMA def convert_ue4_color_lg(rgb_value): color_value = float((255 * pow(rgb_value, 1 / 2.2))) ...
Python code to create a master material
import unreal AssetMatTools = unreal.AssetToolsHelpers.get_asset_tools() MaterialEditingLibrary = unreal.MaterialEditingLibrary EditorAssetLibrary = unreal.EditorAssetLibrary rc_master_mat = AssetMatTools.create_asset(master_mat_name,...
Define UClass UProperty UFunction in python and access in BP
import unreal @unreal.uclass() class MyStaticMeshActor(unreal.StaticMeshActor): value1 = unreal.uproperty(int,meta=dict(Category="MyStaticMeshActor")) value2 = unreal.uproperty(float,meta=dict(Category="MyStaticMeshActor")) value3 =...
Two example functions on how to import the contents of a CSV file into a StringTable or a DataTable. Most of this is declared in Python, but a small workaround in C++ is needed for ST. Would like to make a full tutorial on this topic in the future.
/*ToolEditorSubsystem is a UEditorSubsystem I have inside an editor module*/ bool UToolEditorSubsystem::ImportStringTableFromCSV(UStringTable* Table, FString FilePath) { Table->Modify(); return...
Simple snippet on how to declare blueprint nodes in python, showing unreal.uclass and unreal.ufunction decorators.
import unreal @unreal.uclass() class MyPyFunctionLibrary(unreal.BlueprintFunctionLibrary): @unreal.ufunction(static=True, meta=dict(Category="Python")) def hello_world(): unreal.log("Hello world!") ...
Short example of retrieving all the AnimNotify tags in an AnimSequence and printing their names to the unreal log using Python.
import unreal def log_all_notifies(anim): notifies = list( filter( lambda x: x.notify is not None, unreal.AnimationLibrary.get_animation_notify_events(anim), ) ) for notify in notifies: ...
An example showing how to load in a control rig, creating a couple of nodes in it, and connecting them together in Python.
import unreal unreal.load_module('ControlRigDeveloper') # change asset path for your own case rig = unreal.load_object(name = '/Game/ControlRig/Samples/Mannequin_ControlRig', outer = None) # access to the controller to perform...
Loads in a control rig and loops through all nodes and pins of the graph and prints them out.
import unreal unreal.load_module('ControlRigDeveloper') rig = unreal.load_object(name = '/Game/ControlRig/Samples/Mannequin_ControlRig', outer = None) # access to the graph for introspection # get_model accesses the “Rig Graph” of a Control...
Creates a new level sequence asset in Python and shows an example of modifying it by setting the frame rate of it.
import unreal # Get asset tools asset_tools = unreal.AssetToolsHelpers.get_asset_tools() # Creates a Level Sequence - /Game/Test_LS level_sequence = unreal.AssetTools.create_asset(asset_tools, asset_name = "Test_LS", package_path = "/Game/",...