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PythonBPLib

Function Name Description
get_all_property_names Get all property names on the given 'UClass'
get_bool_property Get the bool value of a named bool property on the given object. Only for the property that cannot be get with 'GetEditorProperty'
set_bool_property Set the value of a named bool property on the given object. Only for the property that cannot be set with 'SetEditorProperty'
get_string_property Get the value of a named FString property on the given object. Only for the property that cannot be get with 'GetEditorProperty'
set_string_property Set the value of a named FString property on the given object. Only for the property that cannot be set with 'SetEditorProperty'
get_float_property Get the value of a named float property on the given object. Only for the property that cannot be get with 'GetEditorProperty'
set_float_property Set the value of a named float property on the given object. Only for the property that cannot be set with 'SetEditorProperty'
get_int_property Get the value of a named int property on the given object. Only for the property that cannot be get with 'GetEditorProperty'
set_int_property Set the value of a named int property on the given object. Only for the property that cannot be set with 'SetEditorProperty'
get_vector_property Get the value of a named Vector property on the given object. Only for the property that cannot be get with 'GetEditorProperty'
set_vector_property Set the value of a named Vector property on the given object. Only for the property that cannot be set with 'SetEditorProperty'
get_object_property Get the value of a named UObject property on the given object. Only for the property that cannot be get with 'GetEditorProperty'
set_object_property Set the value of a named object property on the given object. Only for the property that cannot be set with 'SetEditorProperty'
get_object_flags Get actors that in specified folder, in World Outliner.
call_function Calling a function by name on given object.
get_all_objects Get all UObject in the 'world'.
get_objects_by_class Get all specified class's UObjects in the 'world'.
get_all_worlds Get all 'worlds' in editor。
get_bp_class_hierarchy_package Get the classes hierarchy of the blueprint instance class.
get_redirectors_destination_object Get the destination object of the Redirector.
fix_up_redirectors_in_folder Fixup all redirector In specified folders
fix_up_redirectors Fix up specified redirectors.
get_selected_assets_paths Get the selected assets paths in content browser
set_selected_assets_by_paths Select specified assets in content browser.
get_selected_folder Get the selected folder's paths in content browser.
set_selected_folder Select specified folder in content browser.
set_folder_color Set the of specified folder's color in content browser.
clear_folder_color Clear the of specified folder's color in content browser.
sync_to_assets Sync Assets in Content Browser.
get_selected_components Get selected components in World Outliner.
create_folder_in_outliner Create new folder in World Outliner.
set_selected_folder_path Sets the folder path for all the selected actors.
delete_folder Delete specified folder in World Outliner.
get_actors_from_folder Get actors that in specified folder, in World Outliner.
rename_folder_in_world Rename the specified path to a new name.
close_editor_for_assets Close all active editors for the supplied asset.
get_all_deps Get all dependencies of specified package path.
get_all_refs Get all referencers of specified package path
get_assets_data_by_package_names Gets asset data for the assets in the packages
get_assets_data_by_class Get AssetDatas for the assets in specified folders and types.
list_assets_by_class Get asset paths(assetData.ObjectPath)for the specified folders and types.
select_none De-select all actors. Does nothing if GEdSelectionLock is true.
select_named_actor Select actor by name(ID Name)
select_component Select specified component of current actor
select_actor Select specified actor.
find_actor_by_name Get actor by name(ID Name) in specified World
find_actors_by_label_name Get actor by Label name(display Name) in specified World
execute_console_command Execute Console Command
exec_python_command Execute Python Command if Python is available
set_anim_blueprint Assign the animBlueprint to the SkeletalMeshComponent, this will clear and re-initializes the anim instance with the new class and sets animation mode to 'AnimationBlueprint'
get_anim_blueprint_generated_class Get the generated class of the animBlueprint
get_blueprint_generated_class Get the generated class of the Blueprint
get_static_mesh_section_info Get the material indexes of specified LOD in static mesh
set_static_mesh_lod_material_id Assign the specified section material in Mesh
message_dialog Open a modal message box dialog
confirm_dialog Open a modal message box dialog with Yes/No/Cancel button.
open_file_dialog Open a files picker dialog.
save_file_dialog Open a save file dialog.
open_directory_dialog Open a directory picker dialog.
get_plugin_base_dir Get the base directory of named plug-in.
set_clipboard_content Set the string content to clipboard
get_clipboard_content Get the string content From clipboard
notification Adds a floating notification
get_all_chameleon_data_paths Get the chameleonData by JSON file path
get_chameleon_data Get the chameleonData by JSON file path
multi_line_trace_at_once_by_profile Trace Multi rays against the world using a specific profile in a gird and return the first blocking hits,
sample_heights Trace rays against the world using a specific profile in a gird and return the first blocking hits,
gc Deletes all unreferenced objects, keeping objects that have any of the passed in KeepFlags set. Will wait for other threads to unlock GC.
pilot_level_actor Moves the viewport camera according to the actors location and rotation
eject_pilot_level_actor Eject the viewport camera
get_pilot_level_actor Get the Pilot actor of current Active viewport
get_level_viewport_camera_info Get the location and rotation of level viewport camera
get_level_viewport_camera_fov Get the fov of level viewport camera
set_level_viewport_camera_fov Set the fov of level viewport camera
get_level_viewport_camera_aspect Get the aspect of level viewport camera
get_level_viewport_size Get the size of level viewport
get_level_viewport_camera_speed Get the speed setting(1-8) of level viewport camera
set_level_viewport_camera_speed Set the speed setting(1-8) of level viewport camera
set_level_viewport_camera_info Set the location and rotation of level viewport camera
set_level_viewport_real_time Set the viewport real-time state.
request_viewport_focus_on_selection Move the editor camera in front of selection.
set_level_viewport_is_in_game_view Set IsInGameView of level view.
set_level_viewport_locked Set Whether showing the exact camera view when locking a viewport to a camera.
get_resource_size Get the size of the object/resource for use in memory tools
spawn_actor_from_object Create an actor and place it in the world editor. The Actor can be created from a Factory, Archetype, Blueprint, Class or an Asset.
spawn_actor_from_class Create an actor and place it in the world editor. Can be created from a Blueprint or a Class.
add_component Create a specified Component for actor.
delete_asset Delete the asset in path.
enable_world_composition Enable World Composition in current level.
export_map Exports the specified actor mesh to .obj file.
diff_assets Compare assets by 3rd compare tools, for instance: p4merge etc..
open_pick_path_dialog Open A 'UE style' Pick Path Dialog
open_new_asset_path_dialog Open A 'UE style' Pick Asset Path Dialog
save_thumbnail Save the Thumbnail of assets to disc.
apply_instance_changes_to_blueprint Apply Instance Changes To Blueprint
get_viewport_pixels Get the raw pixels from first active viewport
get_viewport_pixels_as_texture Get the content of first active viewport as Texture2D
get_viewport_pixels_as_data Get the raw pixels from first active viewport as RawData
get_viewport_linear_color_pixels Get the raw linear color pixels from first active viewport
viewport_redraw Redraw the first active viewport
update_reflection_capture_preview_shape None
break_soft_object Break the SoftObject content into Array: [AssetPathString, SubPathString]
get_unreal_version Get the Version of Unreal Engine in a map(dict). The keys: ["Major", "Minor", "Patch"]
get_ta_python_version Get the Version of TAPython in a map(dict). The keys: ["Major", "Minor", "Patch"]
guid_from_string Generate a Guid instance from Guid value string. The new Guid's value will to the input guid string.
get_modifier_keys_state Get the modifier keys state in TMap. Control/Alt/Shift/Command/CapsLock etc.
get_latest_context_object None
snapshot_details Take a snapshot of the details panel and save it to a file.
get_class_path_name Get the ClassPathName of the asset.
calculate_projection_matrix Calculate the Projection Matrix by fov and near plane.
calculate_view_matrix Calculate the View Matrix by ViewLocation and ViewRotation.
calculate_vp_matrix Calculate the ViewProjection Matrix by ViewLocation, ViewRotation, HorzFOVDegrees and NearPlane.
calculate_inv_view_projection_matrix Calculate the inverse ViewProjection Matrix by ViewLocation, ViewRotation, HorzFOVDegrees and NearPlane.
project_world_to_view Project world position to view position.
frustum_trace Trace rays against the world using a specific profile in a gird in Frustum and return the hits.

get_all_property_names

Get all property names on the given 'UClass'

unreal.PythonBPLib.get_all_property_names(class_, flag=-1) -> Array[str]
    Get all property names on the given 'UClass'

    Args:
        class_ (type(Class)): The UClass of the Properties you are looking for.
        flag (int32): The EPropertyFlags for filter the Properties, 1 = EPropertyFlags.CPF_Edit, the default value -1 for all properties.

    Returns:
        Array[str]: all the property names of the Class.

get_bool_property

Get the bool value of a named bool property on the given object. Only for the property that cannot be get with 'GetEditorProperty'

unreal.PythonBPLib.get_bool_property(object, property_name) -> bool
    Get the bool value of a named bool property on the given object.  Only for the property that cannot be get with 'GetEditorProperty'

    Args:
        object (Object): The object you want to retrieve a property value from.
        property_name (str): The name of the object's bool property.

    Returns:
        bool: The bool value of property.

set_bool_property

Set the value of a named bool property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

unreal.PythonBPLib.set_bool_property(object, property_name, new_value) -> bool
    Set the value of a named bool property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

    Args:
        object (Object): The object you want to set a property value on.
        property_name (str): The name of the object's bool property.
        new_value (bool): The new bool value

    Returns:
        bool: Whether the property was set.

get_string_property

Get the value of a named FString property on the given object. Only for the property that cannot be get with 'GetEditorProperty'

unreal.PythonBPLib.get_string_property(object, property_name) -> str
    Get the value of a named FString property on the given object. Only for the property that cannot be get with 'GetEditorProperty'

    Args:
        object (Object): The object you want to retrieve a property value from.
        property_name (str): The name of the object's FString property.

    Returns:
        str: The string value of property.

set_string_property

Set the value of a named FString property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

unreal.PythonBPLib.set_string_property(object, property_name, new_value) -> bool
    Set the value of a named FString property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

    Args:
        object (Object): The object you want to set a property value on.
        property_name (str): The name of the object's FString property.
        new_value (str): The new FString value

    Returns:
        bool: Whether the property was set.

get_float_property

Get the value of a named float property on the given object. Only for the property that cannot be get with 'GetEditorProperty'

unreal.PythonBPLib.get_float_property(object, property_name) -> float
    Get the value of a named float property on the given object.  Only for the property that cannot be get with 'GetEditorProperty'

    Args:
        object (Object): The object you want to retrieve a property value from.
        property_name (str): The name of the object's float property.

    Returns:
        float: The float value of property.

set_float_property

Set the value of a named float property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

unreal.PythonBPLib.set_float_property(object, property_name, new_value) -> bool
    Set the value of a named float property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

    Args:
        object (Object): The object you want to set a property value on.
        property_name (str): The name of the object's float property.
        new_value (float): The new float value

    Returns:
        bool: Whether the property was set.

get_int_property

Get the value of a named int property on the given object. Only for the property that cannot be get with 'GetEditorProperty'

unreal.PythonBPLib.get_int_property(object, property_name) -> int32
    Get the value of a named int property on the given object. Only for the property that cannot be get with 'GetEditorProperty'

    Args:
        object (Object): The object you want to retrieve a property value from.
        property_name (str): The name of the object's int property.

    Returns:
        int32: The int value of property.

set_int_property

Set the value of a named int property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

unreal.PythonBPLib.set_int_property(object, property_name, new_value) -> bool
    Set the value of a named int property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

    Args:
        object (Object): The object you want to set a property value on.
        property_name (str): The name of the object's int property.
        new_value (int32): The new int value

    Returns:
        bool: Whether the property was set.

get_vector_property

Get the value of a named Vector property on the given object. Only for the property that cannot be get with 'GetEditorProperty'

unreal.PythonBPLib.get_vector_property(object, property_name) -> Vector
    Get the value of a named Vector property on the given object. Only for the property that cannot be get with 'GetEditorProperty'
    note: added in v1.0.9

    Args:
        object (Object): The object you want to retrieve a property value from.
        property_name (str): The name of the object's int property.

    Returns:
        Vector: The Vector value of property.

set_vector_property

Set the value of a named Vector property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

unreal.PythonBPLib.set_vector_property(object, property_name, new_value) -> bool
    Set the value of a named Vector property on the given object. Only for the property that cannot be set with 'SetEditorProperty'
    note: added in v1.0.9

    Args:
        object (Object): The object you want to set a property value on.
        property_name (str): The name of the object's int property.
        new_value (Vector): The new Vector value

    Returns:
        bool: Whether the property was set.

get_object_property

Get the value of a named UObject property on the given object. Only for the property that cannot be get with 'GetEditorProperty'

unreal.PythonBPLib.get_object_property(object, property_name) -> Object
    Get the value of a named UObject property on the given object. Only for the property that cannot be get with 'GetEditorProperty'

    Args:
        object (Object): The object you want to retrieve a property value from.
        property_name (str): The name of the object's UObject property.

    Returns:
        Object: The UObject value of property.

set_object_property

Set the value of a named object property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

unreal.PythonBPLib.set_object_property(object, property_name, new_value) -> bool
    Set the value of a named object property on the given object. Only for the property that cannot be set with 'SetEditorProperty'

    Args:
        object (Object): The object you want to set a property value on.
        property_name (str): The name of the object's UObject property.
        new_value (Object): The new object value

    Returns:
        bool: Whether the property was set.

get_object_flags

Get actors that in specified folder, in World Outliner.

unreal.PythonBPLib.get_object_flags(object) -> int32
    Get actors that in specified folder, in World Outliner.
    note: added in v1.0.4. The Result can be better displayed with the Utilities.Utils.EObjectFlags(IntFlag)

    Args:
        object (Object): The object you want to get the EObjectFlags.

    Returns:
        int32: The flag values in int32

call_function

Calling a function by name on given object.

unreal.PythonBPLib.call_function(object, functio_name_and_args) -> bool
    Calling a function by name on given object.
    deprecated: Use obj.call_method instead

    Args:
        object (Object): The object you want to call the function.
        functio_name_and_args (str): The function name and the args.

    Returns:
        bool: Whether the function was called.

get_all_objects

Get all UObject in the 'world'.

unreal.PythonBPLib.get_all_objects(world, include_dead) -> Array[Object]
    Get all UObject in the 'world'.

    Args:
        world (World): The world owned the UObjects.
        include_dead (bool): Whether include the 'dead' (PendingKill | Unreachable) UObject or not.

    Returns:
        Array[Object]:

        out_objects (Array[Object]): The All UObject in the world.

get_objects_by_class

Get all specified class's UObjects in the 'world'.

unreal.PythonBPLib.get_objects_by_class(world, object_class) -> Array[Object]
    Get all specified class's UObjects in the 'world'.

    Args:
        world (World): The world owned the actors.
        object_class (type(Class)): The specified of classes for query.

    Returns:
        Array[Object]:

        out_objects (Array[Object]): The UObjects of specified class in the world.

get_all_worlds

Get all 'worlds' in editor。

unreal.PythonBPLib.get_all_worlds() -> Array[World]
    Get all 'worlds' in editor。

    Returns:
        Array[World]:

        out_worlds (Array[World]): The worlds in the editor.

get_bp_class_hierarchy_package

Get the classes hierarchy of the blueprint instance class.

unreal.PythonBPLib.get_bp_class_hierarchy_package(class_) -> Array[Package] or None
    Get the classes hierarchy of the blueprint instance class.

    Args:
        class_ (type(Class)): The blueprint instance class you want to query.

    Returns:
        Array[Package] or None: Whether Retrieve the BP hierarchy succeeded.

        out_bpg_classes_package (Array[Package]): Array of classes hierarchy. 0th = this

get_redirectors_destination_object

Get the destination object of the Redirector.

unreal.PythonBPLib.get_redirectors_destination_object(redirector_obj) -> Object
    Get the destination object of the Redirector.

    Args:
        redirector_obj (Object): the Redirector Object.

    Returns:
        Object: a pointer to the Redirector's destination object.

fix_up_redirectors_in_folder

Fixup all redirector In specified folders

unreal.PythonBPLib.fix_up_redirectors_in_folder(folder_paths, allowed_to_prompt_to_load_assets=True) -> bool
    Fixup all redirector In specified folders
    note: Param FolderPaths

    Args:
        folder_paths (Array[str]): The folder paths array for fixup redirectors.
        allowed_to_prompt_to_load_assets (bool):

    Returns:
        bool: Whether fixup task succeeded.

fix_up_redirectors

Fix up specified redirectors.

unreal.PythonBPLib.fix_up_redirectors(redirector_objs) -> bool
    Fix up specified redirectors.

    Args:
        redirector_objs (Array[Object]): The redirector objects to be fixed.

    Returns:
        bool: Whether fix up task succeeded

get_selected_assets_paths

Get the selected assets paths in content browser

unreal.PythonBPLib.get_selected_assets_paths() -> Array[str]
    Get the selected assets paths in content browser

    Returns:
        Array[str]: The paths of selected assets.

set_selected_assets_by_paths

Select specified assets in content browser.

unreal.PythonBPLib.set_selected_assets_by_paths(paths) -> None
    Select specified assets in content browser.

    Args:
        paths (Array[str]): The assets paths that will be selected, if empty, deselected current selection.

get_selected_folder

Get the selected folder's paths in content browser.

unreal.PythonBPLib.get_selected_folder() -> Array[str]
    Get the selected folder's paths in content browser.

    Returns:
        Array[str]: The paths of current selected folders.

set_selected_folder

Select specified folder in content browser.

unreal.PythonBPLib.set_selected_folder(folders) -> None
    Select specified folder in content browser.

    Args:
        folders (Array[str]):

set_folder_color

Set the of specified folder's color in content browser.

unreal.PythonBPLib.set_folder_color(folder_path, color) -> None
    Set the of specified folder's color in content browser.

    Args:
        folder_path (str): The folder path in project. For example: "/Game/StarterContent"
        color (LinearColor): The color of folder.

clear_folder_color

Clear the of specified folder's color in content browser.

unreal.PythonBPLib.clear_folder_color(folder_path) -> None
    Clear the of specified folder's color in content browser.

    Args:
        folder_path (str): The folder path in project. For example: "/Game/StarterContent"

sync_to_assets

Sync Assets in Content Browser.

unreal.PythonBPLib.sync_to_assets(asset_data_list, allow_locked_browsers=False, focus_content_browser=True) -> None
    Sync Assets in Content Browser.

    Args:
        asset_data_list (Array[AssetData]): Asset Data list
        allow_locked_browsers (bool): Allow Sync in Locked Browsers
        focus_content_browser (bool): Set focus to the content browser

get_selected_components

Get selected components in World Outliner.

unreal.PythonBPLib.get_selected_components() -> Array[ActorComponent]
    Get selected components in World Outliner.

    Returns:
        Array[ActorComponent]: The selected actor components.

create_folder_in_outliner

Create new folder in World Outliner.

unreal.PythonBPLib.create_folder_in_outliner(world, new_folder_name) -> None
    Create new folder in World Outliner.

    Args:
        world (World): World Context.
        new_folder_name (Name): The name of new folder.

set_selected_folder_path

Sets the folder path for all the selected actors.

unreal.PythonBPLib.set_selected_folder_path(path) -> None
    Sets the folder path for all the selected actors.

    Args:
        path (Name): The folder path name in World Outliner.

delete_folder

Delete specified folder in World Outliner.

unreal.PythonBPLib.delete_folder(world, folder_to_delete) -> None
    Delete specified folder in World Outliner.

    Args:
        world (World):
        folder_to_delete (Name): The name of folder path which need to be deleted.

get_actors_from_folder

Get actors that in specified folder, in World Outliner.

unreal.PythonBPLib.get_actors_from_folder(world, path) -> Array[Actor]
    Get actors that in specified folder, in World Outliner.
    note: added in v1.0.4

    Args:
        world (World): World Context
        path (str): The folder path name in World Outliner.

    Returns:
        Array[Actor]:

        out_actors (Array[Actor]):

rename_folder_in_world

Rename the specified path to a new name.

unreal.PythonBPLib.rename_folder_in_world(world, old_path, new_path) -> bool
    Rename the specified path to a new name.

    Args:
        world (World): World Context
        old_path (Name): Old Folder Path
        new_path (Name): New Folder Path

    Returns:
        bool:

close_editor_for_assets

Close all active editors for the supplied asset.

unreal.PythonBPLib.close_editor_for_assets(assets) -> None
    Close all active editors for the supplied asset.
    note: Also can use unreal.get_editor_subsystem(unreal.AssetEditorSubsystem).close_all_editors_for_asset(assets) instead

    Args:
        assets (Array[Object]): Array of assets that will be closed.

get_all_deps

Get all dependencies of specified package path.

unreal.PythonBPLib.get_all_deps(package_path, recursive, dependency_type=3) -> (out_dps_wf=Array[str], parent_indexs=Array[int32])
    Get all dependencies of specified package path.

    Args:
        package_path (Name): the name of the package for which to gather dependencies.
        recursive (bool): recursive or not.
        dependency_type (int32): Which kinds of dependency to include in the output list. For example: 3: package (Soft|Hard), 18: manage(SoftManager|HardManage), 25: all

    Returns:
        tuple:

        out_dps_wf (Array[str]): a list of packages that are referenced by the package whose path is PackageName, wide first.

        parent_indexs (Array[int32]):

get_all_refs

Get all referencers of specified package path

unreal.PythonBPLib.get_all_refs(package_path, recursive, dependency_type=3) -> (out_refs_wf=Array[str], parent_index=Array[int32])
    Get all referencers of specified package path

    Args:
        package_path (Name): the name of the package for which to gather references.
        recursive (bool): recursive or not
        dependency_type (int32): which kinds of dependency to include in the output list. For example: 3: package (Soft|Hard), 18: manage(SoftManager|HardManage) ,25: all

    Returns:
        tuple:

        out_refs_wf (Array[str]): a list of packages that reference the package whose path is PackageName, wide first

        parent_index (Array[int32]): a list of index of OutRefsWF element's parent

get_assets_data_by_package_names

Gets asset data for the assets in the packages

unreal.PythonBPLib.get_assets_data_by_package_names(package_names) -> Array[AssetData]
    Gets asset data for the assets in the packages
    note: This is 'batch' version of  unreal.AssetRegistry.get_assets_by_package_name(...)

    Args:
        package_names (Array[str]): the package names for the requested assets (eg, /Game/MyFolder/MyAsset)

    Returns:
        Array[AssetData]:

        out_asset_datas (Array[AssetData]):

get_assets_data_by_class

Get AssetDatas for the assets in specified folders and types.

unreal.PythonBPLib.get_assets_data_by_class(paths_folders, class_names) -> Array[AssetData]
    Get AssetDatas for the assets in specified folders and types.

    Args:
        paths_folders (Array[str]): Array of target folders.
        class_names (Array[Name]): Specified class types. For example, ["World", "MaterialInstance", "StaticMesh", and so on..]

    Returns:
        Array[AssetData]:

        out_asset_datas (Array[AssetData]): Result of AssetDatas.

list_assets_by_class

Get asset paths(assetData.ObjectPath)for the specified folders and types.

unreal.PythonBPLib.list_assets_by_class(paths_folders, class_names) -> Array[Name]
    Get asset paths(assetData.ObjectPath)for the specified folders and types.

    Args:
        paths_folders (Array[str]): Array of target folders.
        class_names (Array[Name]): Specified class types.

    Returns:
        Array[Name]:

        out_object_path (Array[Name]): Result of asset paths.

select_none

De-select all actors. Does nothing if GEdSelectionLock is true.

unreal.PythonBPLib.select_none(note_selection_change=True, deselect_bsp_surfs=True) -> None
    De-select all actors.  Does nothing if GEdSelectionLock is true.

    Args:
        note_selection_change (bool): If true, call NoteSelectionChange().
        deselect_bsp_surfs (bool): If true, also deselected all BSP surfaces.

select_named_actor

Select actor by name(ID Name)

unreal.PythonBPLib.select_named_actor(name, clear_selected=True) -> Actor
    Select actor by name(ID Name)

    Args:
        name (str): The ID Name of actor, not the label name.
        clear_selected (bool): If true, deselected before select new actor.

    Returns:
        Actor: A pointer to the named actor or NULL if not found.

select_component

Select specified component of current actor

unreal.PythonBPLib.select_component(component, selected, notify=True) -> None
    Select specified component of current actor

    Args:
        component (ActorComponent): The Component to be selected.
        selected (bool): Select or deSelect.
        notify (bool): Notify or not.

select_actor

Select specified actor.

unreal.PythonBPLib.select_actor(actor, selected, notify, select_even_if_hidden=False, force_refresh=False) -> None
    Select specified actor.

    Args:
        actor (Actor): The Actor to be selected.
        selected (bool): Select or deSelect.
        notify (bool): Notify or not.
        select_even_if_hidden (bool): If True, actor will be selected even it's hidden
        force_refresh (bool): Force Refresh or not

find_actor_by_name

Get actor by name(ID Name) in specified World

unreal.PythonBPLib.find_actor_by_name(name, world=None, include_dead=True) -> Actor
    Get actor by name(ID Name) in specified World

    Args:
        name (str): Name(ID Name) of actor
        world (World): World Context
        include_dead (bool): Include dead object or not

    Returns:
        Actor: A pointer to the named actor or NULL if not found.

find_actors_by_label_name

Get actor by Label name(display Name) in specified World

unreal.PythonBPLib.find_actors_by_label_name(name, world=None, include_dead=True) -> Array[Actor]
    Get actor by Label name(display Name) in specified World
    note: added in v1.0.3

    Args:
        name (str): Name(Label Name) of actor
        world (World): World Context
        include_dead (bool):

    Returns:
        Array[Actor]: A pointer to the named actor or NULL if not found.

execute_console_command

Execute Console Command

unreal.PythonBPLib.execute_console_command(console_command) -> None
    Execute Console Command

    Args:
        console_command (str): The console command

exec_python_command

Execute Python Command if Python is available

unreal.PythonBPLib.exec_python_command(python_command, force_game_thread=False) -> None
    Execute Python Command if Python is available

    Args:
        python_command (str): The python command
        force_game_thread (bool): Force running python command in GameThread. For example modify the UI in a thread.

set_anim_blueprint

Assign the animBlueprint to the SkeletalMeshComponent, this will clear and re-initializes the anim instance with the new class and sets animation mode to 'AnimationBlueprint'

unreal.PythonBPLib.set_anim_blueprint(mesh_component, anim_blueprint) -> None
    Assign the animBlueprint to the SkeletalMeshComponent, this will clear and re-initializes the anim instance with the new class and sets animation mode to 'AnimationBlueprint'
    deprecated: Use the function in PythonMeshLib instead.

    Args:
        mesh_component (SkeletalMeshComponent): Skeletal mesh component
        anim_blueprint (AnimBlueprint): The new AnimBlueprint

get_anim_blueprint_generated_class

Get the generated class of the animBlueprint

unreal.PythonBPLib.get_anim_blueprint_generated_class(anim_blueprint) -> type(Class)
    Get the generated class of the animBlueprint

    Args:
        anim_blueprint (AnimBlueprint): Skeletal mesh component return a Pointer to the 'most recent' fully generated class

    Returns:
        type(Class):

get_blueprint_generated_class

Get the generated class of the Blueprint

unreal.PythonBPLib.get_blueprint_generated_class(blueprint) -> Object
    Get the generated class of the Blueprint
    deprecated: Use blueprint.generated_class() instead

    Args:
        blueprint (Blueprint): The blueprint instance you want to query. return a Pointer to the 'most recent' fully generated class

    Returns:
        Object:

get_static_mesh_section_info

Get the material indexes of specified LOD in static mesh

unreal.PythonBPLib.get_static_mesh_section_info(mesh, lod_level) -> Array[int32]
    Get the material indexes of specified LOD in static mesh

    Args:
        mesh (StaticMesh): The mesh component
        lod_level (int32): Specified LOD

    Returns:
        Array[int32]:

        out_material_indexs (Array[int32]): Result Material Indexes array

set_static_mesh_lod_material_id

Assign the specified section material in Mesh

unreal.PythonBPLib.set_static_mesh_lod_material_id(mesh, lod_level, section_index, id_in_mesh_static_material, modify_immediately=True) -> None
    Assign the specified section material in Mesh

    Args:
        mesh (StaticMesh): The mesh component.
        lod_level (int32): Specified LOD.
        section_index (int32): The Section ID in mesh.
        id_in_mesh_static_material (int32): The Material Index in mesh's material slots.
        modify_immediately (bool): Modify Immediately or not.

message_dialog

Open a modal message box dialog

unreal.PythonBPLib.message_dialog(message, dialog_title) -> None
    Open a modal message box dialog
    para: DialogTitle             Text of title in dialog

    Args:
        message (str): Text of message to show
        dialog_title (str):

confirm_dialog

Open a modal message box dialog with Yes/No/Cancel button.

unreal.PythonBPLib.confirm_dialog(message, dialog_title, with_cancel_button=False) -> bool
    Open a modal message box dialog with Yes/No/Cancel button.

    Args:
        message (str): Text of message to show.
        dialog_title (str): Text of title in dialog.
        with_cancel_button (bool): Show cancel button or not.

    Returns:
        bool:

open_file_dialog

Open a files picker dialog.

unreal.PythonBPLib.open_file_dialog(dialog_title, default_path, default_file, file_types) -> Array[str]
    Open a files picker dialog.
    DefaultFile: Default file name of dialog
    FileTypes: File types filter. For example: "Saved JSON (*.json)|*.json"
    OutFilenames: The picked files paths

    Args:
        dialog_title (str): Text of dialog title
        default_path (str): Default path of dialog
        default_file (str):
        file_types (str):

    Returns:
        Array[str]:

        out_filenames (Array[str]):

save_file_dialog

Open a save file dialog.

unreal.PythonBPLib.save_file_dialog(dialog_title, default_path, default_file, file_types) -> Array[str]
    Open a save file dialog.
    DefaultFile: Default file name of dialog
    FileTypes: File types filter
    OutFilenames: The picked files path

    Args:
        dialog_title (str): Text of dialog title
        default_path (str): Default path of dialog
        default_file (str):
        file_types (str):

    Returns:
        Array[str]:

        out_filenames (Array[str]):

open_directory_dialog

Open a directory picker dialog.

unreal.PythonBPLib.open_directory_dialog(dialog_title, default_path) -> str or None
    Open a directory picker dialog.
    OutFolderName: The picked folder path

    Args:
        dialog_title (str): Text of dialog title
        default_path (str): Default path of dialog

    Returns:
        str or None:

        out_folder_name (str):

get_plugin_base_dir

Get the base directory of named plug-in.

unreal.PythonBPLib.get_plugin_base_dir(plugin_name) -> str
    Get the base directory of named plug-in.

    Args:
        plugin_name (str): Name of the plug-in

    Returns:
        str:

set_clipboard_content

Set the string content to clipboard

unreal.PythonBPLib.set_clipboard_content(str) -> None
    Set the string content to clipboard

    Args:
        str (str): Text to paste

get_clipboard_content

Get the string content From clipboard

unreal.PythonBPLib.get_clipboard_content() -> str
    Get the string content From clipboard

    Returns:
        str:

        dest (str):

notification

Adds a floating notification

unreal.PythonBPLib.notification(message, info_level=0, expire_duration=5.000000, width_override=-1.000000, log_to_console=True, hyperlink_text="", on_hyperlink_click_command="") -> None
    log: 0, warning: 1, Error 2 ||-1

    Args:
        message (str):
        info_level (int32):
        expire_duration (float):
        width_override (float):
        log_to_console (bool):
        hyperlink_text (str):
        on_hyperlink_click_command (str):

get_all_chameleon_data_paths

Get the chameleonData by JSON file path

unreal.PythonBPLib.get_all_chameleon_data_paths() -> Array[str]
    Get the chameleonData by JSON file path

    Returns:
        Array[str]: All path of current Chameleon Tools's JSON file paths.

get_chameleon_data

Get the chameleonData by JSON file path

unreal.PythonBPLib.get_chameleon_data(tools_json_path) -> ChameleonData
    Get the chameleonData by JSON file path

    Args:
        tools_json_path (str): Path of the JSON file path, which was binded when create the widget

    Returns:
        ChameleonData:

multi_line_trace_at_once_by_profile

Trace Multi rays against the world using a specific profile in a gird and return the first blocking hits,

unreal.PythonBPLib.multi_line_trace_at_once_by_profile(context_obj, start_locs, end_locs, profile_name, draw_debug_type, draw_time) -> (out_is_hit=Array[bool], out_hit_locs=Array[Vector])
    Trace Multi rays against the world using a specific profile in a gird and return the first blocking hits,

    Args:
        context_obj (Object): World Content Object
        start_locs (Array[Vector]): Center of the ray trace gird
        end_locs (Array[Vector]): Width of the grid
        profile_name (Name): The 'profile' used to determine which components to hit
        draw_debug_type (DrawDebugTrace): Draw Debug Type: unreal.DrawDebugTrace.FOR_DURATION, FOR_ONE_FRAME, NONE, PERSISTENT
        draw_time (float): Debug line display duration

    Returns:
        tuple:

        out_is_hit (Array[bool]):

        out_hit_locs (Array[Vector]): The locations of hit result.

sample_heights

Trace rays against the world using a specific profile in a gird and return the first blocking hits,

unreal.PythonBPLib.sample_heights(context_obj, center, width, height, grid_size, trace_depth, profile_name, draw_debug_type, draw_time, default_height) -> (out_x_count=int32, out_y_count=int32, out_hit_locs=Array[Vector])
    Trace rays against the world using a specific profile in a gird and return the first blocking hits,

    Args:
        context_obj (Object): World Content Object
        center (Vector): Center of the ray trace gird
        width (float): Width of the grid
        height (float): The height of ray trace start point
        grid_size (float): The ray trace interval size
        trace_depth (float): Distance from trace start point to the end point
        profile_name (Name): The 'profile' used to determine which components to hit
        draw_debug_type (DrawDebugTrace): Draw Debug Type: unreal.DrawDebugTrace.FOR_DURATION, FOR_ONE_FRAME, NONE, PERSISTENT
        draw_time (float): Debug line display duration
        default_height (float): The 'default height' when trace has no result

    Returns:
        tuple:

        out_x_count (int32): The count of trace point in axis-x

        out_y_count (int32): The count of trace point in axis-y

        out_hit_locs (Array[Vector]): The locations of hit result.

gc

Deletes all unreferenced objects, keeping objects that have any of the passed in KeepFlags set. Will wait for other threads to unlock GC.

unreal.PythonBPLib.gc(keep_flags, perform_full_purge=True) -> None
    Deletes all unreferenced objects, keeping objects that have any of the passed in KeepFlags set. Will wait for other threads to unlock GC.

    Args:
        keep_flags (int32): objects with those flags will be kept regardless of being referenced or not
        perform_full_purge (bool): if true, perform a full purge after the mark pass

pilot_level_actor

Moves the viewport camera according to the actors location and rotation

unreal.PythonBPLib.pilot_level_actor(actor_to_pilot) -> None
    Moves the viewport camera according to the actors location and rotation

    Args:
        actor_to_pilot (Actor): The actor to pilot

eject_pilot_level_actor

Eject the viewport camera

unreal.PythonBPLib.eject_pilot_level_actor() -> None
    Eject the viewport camera

get_pilot_level_actor

Get the Pilot actor of current Active viewport

unreal.PythonBPLib.get_pilot_level_actor() -> Actor
    Get the Pilot actor of current Active viewport

    Returns:
        Actor: The pilot actor

get_level_viewport_camera_info

Get the location and rotation of level viewport camera

unreal.PythonBPLib.get_level_viewport_camera_info() -> (camera_location=Vector, camera_rotation=Rotator) or None
    Get the location and rotation of level viewport camera

    Returns:
        tuple or None:

        camera_location (Vector): Location of level viewport camera

        camera_rotation (Rotator): Rotation of level viewport camera

get_level_viewport_camera_fov

Get the fov of level viewport camera

unreal.PythonBPLib.get_level_viewport_camera_fov() -> float
    Get the fov of level viewport camera

    Returns:
        float: The fov of camera in degree.

set_level_viewport_camera_fov

Set the fov of level viewport camera

unreal.PythonBPLib.set_level_viewport_camera_fov(fov) -> bool
    Set the fov of level viewport camera
    note: added in v1.2.0

    Args:
        fov (float): Fov value of level viewport camera.

    Returns:
        bool: True if fov is set successfully.

get_level_viewport_camera_aspect

Get the aspect of level viewport camera

unreal.PythonBPLib.get_level_viewport_camera_aspect() -> float
    Get the aspect of level viewport camera
    note: added in v1.2.0

    Returns:
        float: The aspect of camera.

get_level_viewport_size

Get the size of level viewport

unreal.PythonBPLib.get_level_viewport_size() -> IntPoint
    Get the size of level viewport
    note: added in v1.2.0

    Returns:
        IntPoint: The size(FIntPoint) of viewport

get_level_viewport_camera_speed

Get the speed setting(1-8) of level viewport camera

unreal.PythonBPLib.get_level_viewport_camera_speed() -> int32
    Get the speed setting(1-8) of level viewport camera
    note: added in v1.0.9

    Returns:
        int32: the speed setting of viewport's camera

set_level_viewport_camera_speed

Set the speed setting(1-8) of level viewport camera

unreal.PythonBPLib.set_level_viewport_camera_speed(speed) -> None
    Set the speed setting(1-8) of level viewport camera
    note: added in v1.0.9

    Args:
        speed (int32): Speed value of level viewport camera. 1 <= Speed <=8

set_level_viewport_camera_info

Set the location and rotation of level viewport camera

unreal.PythonBPLib.set_level_viewport_camera_info(camera_location, camera_rotation) -> None
    Set the location and rotation of level viewport camera

    Args:
        camera_location (Vector): Location of level viewport camera
        camera_rotation (Rotator): Rotation of level viewport camera

set_level_viewport_real_time

Set the viewport real-time state.

unreal.PythonBPLib.set_level_viewport_real_time(realtime) -> None
    Set the viewport real-time state.

    Args:
        realtime (bool): Whether real-time or not

request_viewport_focus_on_selection

Move the editor camera in front of selection.

unreal.PythonBPLib.request_viewport_focus_on_selection(context_obj=None) -> None
    Move the editor camera in front of selection.

    Args:
        context_obj (Object): Context Object for get the world.

set_level_viewport_is_in_game_view

Set IsInGameView of level view.

unreal.PythonBPLib.set_level_viewport_is_in_game_view(game_view) -> None
    Set IsInGameView of level view.

    Args:
        game_view (bool): Is game view.

set_level_viewport_locked

Set Whether showing the exact camera view when locking a viewport to a camera.

unreal.PythonBPLib.set_level_viewport_locked(locked) -> None
    Set Whether showing the exact camera view when locking a viewport to a camera.

    Args:
        locked (bool): Game view locked state.

get_resource_size

Get the size of the object/resource for use in memory tools

unreal.PythonBPLib.get_resource_size(object, exclusive) -> int32
    Get the size of the object/resource for use in memory tools
    This is the simple version which just returns the total number of bytes used by this object.
    note: Exclusive: Only include memory used by non-UObject resources that are directly owned by this UObject. This is used to show memory actually used at runtime, otherwise include exclusive resources and UObject serialized memory for this and all child UObjects, but not memory for external referenced assets or editor only members. This is used in the editor to estimate maximum required memory. Detail sea EResourceSizeMode

    Args:
        object (Object): The object you want to query.
        exclusive (bool): Exclusive or not

    Returns:
        int32: The cumulative size of this object in memory

spawn_actor_from_object

Create an actor and place it in the world editor. The Actor can be created from a Factory, Archetype, Blueprint, Class or an Asset.

unreal.PythonBPLib.spawn_actor_from_object(obj_to_use, location, rotation=[0.000000, 0.000000, 0.000000], transient=False, select_actors=False) -> Actor
    Create an actor and place it in the world editor. The Actor can be created from a Factory, Archetype, Blueprint, Class or an Asset.
    The actor will be created in the current level and will be selected.
    note: This is alternative version of EditorLevelLibaray.SpawnActorFromObject, and fixed the memory leak issus in before UE 4.27

    Args:
        obj_to_use (Object):
        location (Vector): Location of the new actor.
        rotation (Rotator):
        transient (bool):
        select_actors (bool):

    Returns:
        Actor: The created actor.

spawn_actor_from_class

Create an actor and place it in the world editor. Can be created from a Blueprint or a Class.

unreal.PythonBPLib.spawn_actor_from_class(actor_class, location, rotation=[0.000000, 0.000000, 0.000000], transient=False, select_actors=False) -> Actor
    Create an actor and place it in the world editor. Can be created from a Blueprint or a Class.
    The actor will be created in the current level and will be selected.
    note: This is alternative version of EditorLevelLibaray.SpawnActorFromClass, and fixed the memory leak issus in before UE 4.27

    Args:
        actor_class (type(Class)): Asset to attempt to use for an actor to place.
        location (Vector): Location of the new actor.
        rotation (Rotator):
        transient (bool):
        select_actors (bool):

    Returns:
        Actor: The created actor.

add_component

Create a specified Component for actor.

unreal.PythonBPLib.add_component(component_class, actor, parent_component, name="None") -> ActorComponent
    Create a specified Component for actor.

    Args:
        component_class (type(Class)): The Component type.
        actor (Actor): The actor owner the created component.
        parent_component (SceneComponent): The parent component for created component.The root component will be used when null.
        name (Name): The Name for the created Component

    Returns:
        ActorComponent: The created component.

delete_asset

Delete the asset in path.

unreal.PythonBPLib.delete_asset(asset_path_to_delete, show_confirmation=True) -> bool
    Delete the asset in path.
    note: This can't undo.

    Args:
        asset_path_to_delete (str): The Component type.
        show_confirmation (bool): Show confirmation dialog or not.

    Returns:
        bool:

enable_world_composition

Enable World Composition in current level.

unreal.PythonBPLib.enable_world_composition(world, enable) -> bool
    Enable World Composition in current level.

    Args:
        world (World): The World context.
        enable (bool): Enable the World Composition option or not.

    Returns:
        bool:

export_map

Exports the specified actor mesh to .obj file.

unreal.PythonBPLib.export_map(actor, filename, export_selected_actors_only) -> None
    Exports the specified actor mesh to .obj file.
    note: Useful when export landscape to mesh obj.

    Args:
        actor (Actor): The actor to be export.
        filename (str): Filename to export to.
        export_selected_actors_only (bool): If true, export only the selected actors.

diff_assets

Compare assets by 3rd compare tools, for instance: p4merge etc..

unreal.PythonBPLib.diff_assets(asset_a, asset_b) -> None
    Compare assets by 3rd compare tools, for instance: p4merge etc..

    Args:
        asset_a (Object):
        asset_b (Object):

open_pick_path_dialog

Open A 'UE style' Pick Path Dialog

unreal.PythonBPLib.open_pick_path_dialog(dialog_title="Pick Path", default_path="/Game/") -> str
    Open A 'UE style' Pick Path Dialog
    note: The DefaultPaht should starts with '/Game', and ends with '/' if pick a folder in 'Content'; 'Engine Content/some_folder' for folder in 'Engine Content'

    Args:
        dialog_title (str): The Title for Dialog
        default_path (str): Default Folder, should ends with '/'.

    Returns:
        str:

open_new_asset_path_dialog

Open A 'UE style' Pick Asset Path Dialog

unreal.PythonBPLib.open_new_asset_path_dialog(dialog_title="Pick Asset Path", default_path="", allow_read_only_folders=True) -> str
    Open A 'UE style' Pick Asset Path Dialog
    note: The DefaultPaht should starts with '/Game'

    Args:
        dialog_title (str): The Title for Dialog
        default_path (str): Default path and name for new asset path.
        allow_read_only_folders (bool):

    Returns:
        str:

save_thumbnail

Save the Thumbnail of assets to disc.

unreal.PythonBPLib.save_thumbnail(object_path, output_path) -> None
    Save the Thumbnail of assets to disc.

    Args:
        object_path (str): The specified path of asset
        output_path (str): Thumbnail output path

apply_instance_changes_to_blueprint

Apply Instance Changes To Blueprint

unreal.PythonBPLib.apply_instance_changes_to_blueprint(actor) -> int32
    Apply Instance Changes To Blueprint

    Args:
        actor (Actor): The target actor

    Returns:
        int32: Changed Properties count

get_viewport_pixels

Get the raw pixels from first active viewport

unreal.PythonBPLib.get_viewport_pixels() -> (Array[Color], out_size_xy=IntPoint)
    Get the raw pixels from first active viewport
    note: added in v1.0.4

    Returns:
        IntPoint: Pixel Color Array, and the size of image in FIntPoint

        out_size_xy (IntPoint):

get_viewport_pixels_as_texture

Get the content of first active viewport as Texture2D

unreal.PythonBPLib.get_viewport_pixels_as_texture() -> Texture2D
    Get the content of first active viewport as Texture2D
    note: added in v1.2.0
    note: need UE5.0+

    Returns:
        Texture2D: Texture2D of viewport's content

get_viewport_pixels_as_data

Get the raw pixels from first active viewport as RawData

unreal.PythonBPLib.get_viewport_pixels_as_data() -> (Array[uint8], out_size_xy=IntPoint)
    Get the raw pixels from first active viewport as RawData
    note: added in v1.2.0

    Returns:
        IntPoint: RawData(uint8) Array, and the size of image(FIntPoint)

        out_size_xy (IntPoint):

get_viewport_linear_color_pixels

Get the raw linear color pixels from first active viewport

unreal.PythonBPLib.get_viewport_linear_color_pixels(remove_alpha=True) -> (Array[LinearColor], out_size_xy=IntPoint)
    Get the raw linear color pixels from first active viewport
    note: added in v1.0.11

    Args:
        remove_alpha (bool):

    Returns:
        IntPoint: Pixel Color Array, and the size of image

        out_size_xy (IntPoint):

viewport_redraw

Redraw the first active viewport

unreal.PythonBPLib.viewport_redraw() -> None
    Redraw the first active viewport
    note: added in v1.0.4

update_reflection_capture_preview_shape

unreal.PythonBPLib.update_reflection_capture_preview_shape(capture_component) -> None
    Update Reflection Capture Preview Shape

    Args:
        capture_component (ReflectionCaptureComponent):

break_soft_object

Break the SoftObject content into Array: [AssetPathString, SubPathString]

unreal.PythonBPLib.break_soft_object(soft_object_path) -> Array[str]
    Break the SoftObject content into Array:  [AssetPathString, SubPathString]
    note: added in v1.0.4

    Args:
        soft_object_path (SoftObjectPath):

    Returns:
        Array[str]: AssetPathString and SubPathString of the SoftObect in a array.

get_unreal_version

Get the Version of Unreal Engine in a map(dict). The keys: ["Major", "Minor", "Patch"]

unreal.PythonBPLib.get_unreal_version() -> Map[str, int32]
    Get the Version of Unreal Engine in a map(dict). The keys: ["Major", "Minor", "Patch"]
    note: added in v1.0.4

    Returns:
        Map[str, int32]: The versions of current engine.

get_ta_python_version

Get the Version of TAPython in a map(dict). The keys: ["Major", "Minor", "Patch"]

unreal.PythonBPLib.get_ta_python_version() -> Map[str, int32]
    Get the Version of TAPython in a map(dict). The keys: ["Major", "Minor", "Patch"]
    note: added in v1.0.9

    Returns:
        Map[str, int32]: The versions of current engine.

guid_from_string

Generate a Guid instance from Guid value string. The new Guid's value will to the input guid string.

unreal.PythonBPLib.guid_from_string(guid_str) -> Guid
    Generate a Guid instance from Guid value string. The new Guid's value will to the input guid string.
    note: added in v1.0.4

    Args:
        guid_str (str): string of guid value, the length should equal 32.

    Returns:
        Guid: Guid

get_modifier_keys_state

Get the modifier keys state in TMap. Control/Alt/Shift/Command/CapsLock etc.

unreal.PythonBPLib.get_modifier_keys_state() -> Map[str, bool]
    Get the modifier keys state in TMap. Control/Alt/Shift/Command/CapsLock etc.
    note: added in v1.0.10

    Returns:
        Map[str, bool]: Modifier keys state in TMap<FString, bool>. Keys: "AnyModifiersDown", "IsShiftDown", "IsLeftShiftDown", "IsRightShiftDown", "IsControlDown", "IsLeftControlDown", "IsRightControlDown", "IsAltDown", "IsLeftAltDown", "IsRightAltDown", "IsAltDown", "IsLeftControlDown", "IsRightControlDown", "IsCommandDown", "IsLeftCommandDown", "AreCapsLocked", "IsRightCommandDown"

get_latest_context_object

unreal.PythonBPLib.get_latest_context_object() -> ToolMenuContext
    UFUNCTION(BlueprintCallable, meta = (Keywords = "Python Editor"), Category = "PythonEditor")
    static void GetContext(FName NameIn, UClass* InClass);

    Returns:
        ToolMenuContext:

snapshot_details

Take a snapshot of the details panel and save it to a file.

unreal.PythonBPLib.snapshot_details(start_from_docking, override_window_size=[0.000000, 0.000000], image_file_path="") -> Array[str]
    Take a snapshot of the details panel and save it to a file.
    note: added in v1.0.10

    Args:
        start_from_docking (bool): Whether to start from docking or not.
        override_window_size (Vector2D): Override the window size.
        image_file_path (str): The path of image file to save.

    Returns:
        Array[str]: The path of image file saved.

get_class_path_name

Get the ClassPathName of the asset.

unreal.PythonBPLib.get_class_path_name(asset) -> str
    Get the ClassPathName of the asset.
    note: added in v1.0.11, need UE5.0+

    Args:
        asset (Object): The asset to get ClassPathName.

    Returns:
        str: The ClassPathName of the asset.

calculate_projection_matrix

Calculate the Projection Matrix by fov and near plane.

unreal.PythonBPLib.calculate_projection_matrix(horz_fov_degrees, near_plane=1.000000) -> Matrix
    Calculate the Projection Matrix by fov and near plane.
    note: added in v1.2.0

    Args:
        horz_fov_degrees (float): The horizontal fov in degree.
        near_plane (float): The near plane.

    Returns:
        Matrix: The Projection Matrix.

calculate_view_matrix

Calculate the View Matrix by ViewLocation and ViewRotation.

unreal.PythonBPLib.calculate_view_matrix(view_location, view_rotation) -> Matrix
    Calculate the View Matrix by ViewLocation and ViewRotation.
    note: added in v1.2.0

    Args:
        view_location (Vector): The ViewLocation.
        view_rotation (Rotator): The ViewRotation.

    Returns:
        Matrix: The View Matrix.

calculate_vp_matrix

Calculate the ViewProjection Matrix by ViewLocation, ViewRotation, HorzFOVDegrees and NearPlane.

unreal.PythonBPLib.calculate_vp_matrix(view_location, view_rotation, horz_fov_degrees, near_plane=1.000000) -> Matrix
    Calculate the ViewProjection Matrix by ViewLocation, ViewRotation, HorzFOVDegrees and NearPlane.
    note: added in v1.2.0

    Args:
        view_location (Vector): The ViewLocation.
        view_rotation (Rotator): The ViewRotation.
        horz_fov_degrees (float): The horizontal fov in degree.
        near_plane (float): The near plane.

    Returns:
        Matrix: The ViewProjection Matrix.

calculate_inv_view_projection_matrix

Calculate the inverse ViewProjection Matrix by ViewLocation, ViewRotation, HorzFOVDegrees and NearPlane.

unreal.PythonBPLib.calculate_inv_view_projection_matrix(view_location, view_rotation, horz_fov_degrees, near_plane) -> Matrix
    Calculate the inverse ViewProjection Matrix by ViewLocation, ViewRotation, HorzFOVDegrees and NearPlane.
    note: added in v1.2.0

    Args:
        view_location (Vector): The ViewLocation.
        view_rotation (Rotator): The ViewRotation.
        horz_fov_degrees (float): The horizontal fov in degree.
        near_plane (float): The near plane.

    Returns:
        Matrix: The inverse ViewProjection Matrix.

project_world_to_view

Project world position to view position.

unreal.PythonBPLib.project_world_to_view(world_position, view_projection_matrix) -> Vector or None
    Project world position to view position.
    note: added in v1.2.0

    Args:
        world_position (Vector): The world position.
        view_projection_matrix (Matrix): The ViewProjection Matrix.

    Returns:
        Vector or None: Pos in view space or not.

        out_view_pos (Vector): The view position.

frustum_trace

Trace rays against the world using a specific profile in a gird in Frustum and return the hits.

unreal.PythonBPLib.frustum_trace(world, view_info, x_steps, y_steps, include_border, trace_distance, profile_name, debug_draw) -> Array[TAPythonPrimitiveHitResult]
    Trace rays against the world using a specific profile in a gird in Frustum and return the hits.
    note: added in v1.2.0
    note: need UE5.0+

    Args:
        world (World): The world to trace in.
        view_info (MinimalViewInfo): The ViewInfo of the camera.
        x_steps (int32): The count of trace point in frustum axis-x
        y_steps (int32): The count of trace point in frustum axis-y
        include_border (bool): Include the border of frustum or not.
        trace_distance (float): Distance from trace start point to the end point
        profile_name (Name): The 'profile' used to determine which components to hit
        debug_draw (bool): Debug draw or not.

    Returns:
        Array[TAPythonPrimitiveHitResult]:

        primitive_hit_results (Array[TAPythonPrimitiveHitResult]):

Other Editor Python Libs: