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: