UE 一些基础的python

发布于:2025-07-22 ⋅ 阅读:(13) ⋅ 点赞:(0)

参考: Unreal Python API

使用 Python 导入资产

导入贴图和音频

# coding: utf-8
import os

import unreal

# import AssetFunction_1 as af
# reload(af)
# af.importMyAssets()

asset_folder = 'D:/ue4/test/asset'
texture_jpg = os.path.join(asset_folder, 'dear.jpg').replace('\\','/')
sound_mp3 = os.path.join(asset_folder, 'easy.mp3').replace('\\','/')

def importMyAssets():
    texture_task = bulidImportTask(texture_jpg, '/Game/MyAsset/Textures')
    sound_task = bulidImportTask(sound_mp3, '/Game/MyAsset/Sounds')
    executeImportTasks([texture_task, sound_task])

# ! 设置导入资产属性
def bulidImportTask(filename, destination_path):
    task = unreal.AssetImportTask()
    task.set_editor_property('automated', True)
    task.set_editor_property('destination_name', '')
    task.set_editor_property('destination_path', destination_path)
    task.set_editor_property('filename', filename)
    task.set_editor_property('replace_existing', True)
    task.set_editor_property('save', True)
    return task

def executeImportTasks(tasks):
    unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks(tasks)
    for task in tasks:
        for path in task.get_editor_property('imported_object_paths'):
            print 'Imported {}'.format(path)

导入fbx

# coding: utf-8
import os

import unreal

# import AssetFunction_2 as af
# reload(af)
# af.importMyAssets()

asset_folder = 'D:/ue4/test/asset'
static_mesh_fbx = os.path.join(asset_folder, 'static_fbx.fbx').replace('\\','/')
skeletal_mesh_fbx = os.path.join(asset_folder, 'skeletal_fbx.fbx').replace('\\','/')

def importMyAssets():
    # ! 静态网格
    static_mesh_task = bulidImportTask(static_mesh_fbx, '/Game/MyAsset/StaticMeshes', buildStaticMeshImportOptions())
    # ! 带骨骼的网格
    skeletal_mesh_task = bulidImportTask(skeletal_mesh_fbx, '/Game/MyAsset/SkeletalMeshes', buildSkeletalMeshImportOptions())
    executeImportTasks([static_mesh_task, skeletal_mesh_task])

def bulidImportTask(filename, destination_path, options=None):
    task = unreal.AssetImportTask()
    task.set_editor_property('automated', True)
    task.set_editor_property('destination_name', '')
    task.set_editor_property('destination_path', destination_path)
    task.set_editor_property('filename', filename)
    task.set_editor_property('replace_existing', True)
    task.set_editor_property('save', True)
    task.set_editor_property('options', options)
    return task

def executeImportTasks(tasks):
    unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks(tasks)
    for task in tasks:
        for path in task.get_editor_property('imported_object_paths'):
            print 'Imported {}'.format(path)

def buildStaticMeshImportOptions():
    options = unreal.FbxImportUI()
    # unreal.FbxImportUI
    options.set_editor_property('import_mesh', True)
    options.set_editor_property('import_textures', False)
    options.set_editor_property('import_materials', True)
    options.set_editor_property('import_as_skeletal', False) # Static Mesh
    # unreal.FbxMeshImportData
    options.static_mesh_import_data.set_editor_property('import_translation', unreal.Vector(50.0, 0.0, 0.0))
    options.static_mesh_import_data.set_editor_property('import_rotation', unreal.Rotator(0.0, 110.0, 0.0))
    options.static_mesh_import_data.set_editor_property('import_uniform_scale', 1.0)
    # unreal.FbxStaticMeshImportData
    options.static_mesh_import_data.set_editor_property('combine_meshes', True)
    options.static_mesh_import_data.set_editor_property('generate_lightmap_u_vs', True)
    options.static_mesh_import_data.set_editor_property('auto_generate_collision', True)
    return options

def buildSkeletalMeshImportOptions():
    options = unreal.FbxImportUI()
    # unreal.FbxImportUI
    options.set_editor_property('import_mesh', True)
    options.set_editor_property('import_textures', True)
    options.set_editor_property('import_materials', True)
    options.set_editor_property('import_as_skeletal', True) # Skeletal Mesh
    # unreal.FbxMeshImportData
    options.skeletal_mesh_import_data.set_editor_property('import_translation', unreal.Vector(0.0, 0.0, 0.0))
    options.skeletal_mesh_import_data.set_editor_property('import_rotation', unreal.Rotator(0.0, 0.0, 0.0))
    options.skeletal_mesh_import_data.set_editor_property('import_uniform_scale', 1.0)
    # unreal.FbxSkeletalMeshImportData
    options.skeletal_mesh_import_data.set_editor_property('import_morph_targets', True)
    options.skeletal_mesh_import_data.set_editor_property('update_skeleton_reference_pose', False)
    return options

创建、复制、删除、重命名资产和文件夹

# coding: utf-8
import os

import unreal

# import AssetFunction_3 as af
# reload(af)
# af.createDirectory()

# ! 创建文件夹 ~/MyNewDirectory
def createDirectory():
    unreal.EditorAssetLibrary.make_directory('/Game/MyAsset/MyNewDirectory')

# ! 复制文件夹 ~/MyNewDirectory -> ~/MyNewDirectory_Duplicated
def duplicateDirectory():
    return unreal.EditorAssetLibrary.duplicate_directory('/Game/MyAsset/MyNewDirectory', '/Game/MyAsset/MyNewDirectory_Duplicated')

# ! 删除文件夹 ~/MyNewDirectory
def deleteDirectory():
    unreal.EditorAssetLibrary.delete_directory('/Game/MyAsset/MyNewDirectory')

# ! 重命名文件夹 ~/MyNewDirectory_Duplicated -> ~/MyNewDirectory_Renamed
def renameDirectory():
    return unreal.EditorAssetLibrary.rename_directory('/Game/MyAsset/MyNewDirectory_Duplicated', '/Game/MyAsset/MyNewDirectory_Renamed')

# ! 复制资产 ~/dear -> ~/dear_Duplicated
def duplicateAsset():
    return unreal.EditorAssetLibrary.duplicate_asset('/Game/MyAsset/Textures/dear', '/Game/MyAsset/Textures/dear_Duplicated')

# ! 删除资产 ~/dear
def deleteAsset():
    unreal.EditorAssetLibrary.delete_asset('/Game/MyAsset/Textures/dear')

# ! 判断资产是否存在
def assetExist():
    print unreal.EditorAssetLibrary.does_asset_exist('/Game/MyAsset/Textures/dear')
    print unreal.EditorAssetLibrary.does_asset_exist('/Game/MyAsset/Textures/dear_Duplicated')

# ! 重命名资产 ~/dear_Duplicated -> ~/dear_Renamed
def renameAsset():
    unreal.EditorAssetLibrary.rename_asset('/Game/MyAsset/Textures/dear_Duplicated', '/Game/MyAsset/Textures/dear_Renamed')

# ! 显示复制资产提示框 ~/dear_Renamed -> ~/dear_Duplicated
def duplicateAssetDialog(show_dialog=True):
    if show_dialog:
        unreal.AssetToolsHelpers.get_asset_tools().duplicate_asset_with_dialog('dear_Duplicated', '/Game/MyAsset/Textures', unreal.load_asset('/Game/MyAsset/Textures/dear_Renamed'))
    else:
        unreal.AssetToolsHelpers.get_asset_tools().duplicate_asset('dear_Duplicated', '/Game/MyAsset/Textures', unreal.load_asset('/Game/MyAsset/Textures/dear_Renamed'))

# ! 显示重命名提示框 
# ! ~/dear_Renamed -> ~/dear_Renamed_2
# ! ~/dear_Duplicated -> ~/dear_Duplicated_Renamed
def renameAssetDialog(show_dialog=True):
    first_renmae_data = unreal.AssetRenameData(unreal.load_asset('/Game/MyAsset/Textures/dear_Renamed'), '/Game/MyAsset/Textures', 'dear_Renamed_2')
    second_rename_data = unreal.AssetRenameData(unreal.load_asset('/Game/MyAsset/Textures/dear_Duplicated'), '/Game/MyAsset/Textures', 'dear_Duplicated_Renamed')
    if show_dialog:
        unreal.AssetToolsHelpers.get_asset_tools().rename_assets_with_dialog([first_renmae_data, second_rename_data])
    else:
        unreal.AssetToolsHelpers.get_asset_tools().rename_assets([first_renmae_data, second_rename_data])

获取世界中的指定Actor

有三种方法筛选Actor:

  • 获取选择的Actor:unreal.EditorLevelLibrary.get_selected_level_actors()
  • 通过类型获取: unreal.GameplayStatics.get_all_actors_of_class() 通过 tag 获取:
  • unreal.GameplayStatics.get_all_actors_of_class()
# coding: utf-8

import unreal

def getSelectedActors():
    # ! Selected
    selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors()
    return selected_actors

def getClassActors(actor_class):
    # ! Class
    world = unreal.EditorLevelLibrary.get_editor_world()
    class_actors = unreal.GameplayStatics.get_all_actors_of_class(world, actor_class)
    return class_actors

def getTagActors(actor_tag):
    # ! Tag
    world = unreal.EditorLevelLibrary.get_editor_world()
    tag_actors = unreal.GameplayStatics.get_all_actors_with_tag(world, actor_tag)
    return tag_actors

def getAllActors():
    # ! All
    world = unreal.EditorLevelLibrary.get_editor_world()
    all_actors = unreal.GameplayStatics.get_all_actors_of_class(world, unreal.Actor)
    return all_actors

def sortActors(use_selection = False, actor_class = None, actor_tag = None):
    """如果有指定,则筛选指定 Actors。否则返回全部 Actors

    """
    # ! return all actors
    if not use_selection and not actor_class and not actor_tag:
        return getAllActors()

    # ! get sort actors
    selected_actors, class_actors, tag_actors = [], [], []
    if use_selection:
        selected_actors = list(getSelectedActors())
    if actor_class:
        class_actors = list(getClassActors(actor_class))
    if actor_tag:
        tag_actors = list(getTagActors(actor_tag))

    final_actors = selected_actors + class_actors + tag_actors
    for actor in final_actors:
        if use_selection and actor in selected_actors:
            pass
        else:
            final_actors.remove(actor)
            continue
        if actor_class and actor in class_actors:
            pass
        else:
            final_actors.remove(actor)
            continue
        if actor_tag and actor in tag_actors:
            pass
        else:
            final_actors.remove(actor)
            continue
    if final_actors:
        return final_actors
    else:
        return getAllActors()


def cast(object_to_cast, object_class):
    try:
        return object_class.cast(object_to_cast)
    except:
        return getAllActors()

写这个的时候,发现获取出来的 Actors 存储都是用的 数组 array,虽然方法有些和列表 List 相同,但是使用起来效果不一样,最终打印结果数组显示和数组内元素显示有差异。

使用 Qt 进行界面开发

主函数 QtFunctions

# coding: utf-8

import unreal
import sys
sys.path.append('C:/Python27/Lib/site-packages')

from PySide import QtGui

def __QtAppTick__(delta_seconds):
    for window in opened_windows:
        window.eventTick(delta_seconds)

def __QtAppQuit__():
    unreal.unregister_slate_post_tick_callback(tick_handle)

def __QtWindowClosed__(window=None):
    if window in opened_windows:
        opened_windows.remove(window)

unreal_app = QtGui.QApplication.instance()
if not unreal_app:
    unreal_app = QtGui.QApplication(sys.argv)
    tick_handle = unreal.register_slate_post_tick_callback(__QtAppTick__)
    unreal_app.aboutToQuit.connect(__QtAppQuit__)
    existing_windows = {}
    opened_windows = []

def spawnQtWindow(desired_window_class=None):
    window = existing_windows.get(desired_window_class, None)
    if not window:
        window = desired_window_class()
        existing_windows[desired_window_class] = window
        window.aboutToClose = __QtWindowClosed__
    if window not in opened_windows:
        opened_windows.append(window)
    window.show()
    window.activateWindow()

实现位移函数 QtWindowOne

# coding: utf-8

import unreal
import os
import sys
sys.path.append('C:/Python27/Lib/site-packages')

from PySide.QtGui import *
from PySide import QtUiTools

WINDOW_NAME = 'Qt Window One'
UI_FILE_FULLNAME = os.path.join(os.path.dirname(__file__), 'ui', 'window_move.ui').replace('\\','/')

class QtWindowOne(QWidget):
    def __init__(self, parent=None):
        super(QtWindowOne, self).__init__(parent)
        self.aboutToClose = None
        self.widget = QtUiTools.QUiLoader().load(UI_FILE_FULLNAME)
        self.widget.setParent(self)
        self.setWindowTitle(WINDOW_NAME)
        self.setGeometry(100, 100, self.widget.width(),self.widget.height())
        self.initialiseWidget()

    def clossEvent(self, event):  
        if self.aboutToClose:
            self.aboutToClose(self)
        event.accept()

    def eventTick(self, delta_seconds):
        self.myTick(delta_seconds)

    def initialiseWidget(self):
        self.time_while_this_window_is_open = 0.0
        self.random_actor = None
        self.random_actor_is_going_up = True
        self.widget.pushButton.clicked.connect(self.moveRandomActorInScene)

    def moveRandomActorInScene(self):
        import random
        import WorldFunctions_2
        all_actors = WorldFunctions_2.sortActors(use_selection=False, actor_class=unreal.StaticMeshActor, actor_tag=None)
        rand = random.randrange(0, len(all_actors))
        self.random_actor = all_actors[rand]

    def myTick(self, delta_seconds):
        self.time_while_this_window_is_open += delta_seconds
        self.widget.label.setText("{} Seconds".format(self.time_while_this_window_is_open))
        if self.random_actor:
            actor_location = self.random_actor.get_actor_location()
            speed = 300.0 * delta_seconds
            if self.random_actor_is_going_up:
                if actor_location.z > 1000.0:
                    self.random_actor_is_going_up = False
            else:
                speed = -speed
                if actor_location.z < 0.0:
                    self.random_actor_is_going_up = True
            self.random_actor.add_actor_world_offset(unreal.Vector(0.0, 0.0, speed), False, False)

实现旋转函数(部分) QtWindowTwo

def myTick(self, delta_seconds):
    self.time_while_this_window_is_open += delta_seconds
    self.widget.label.setText("{} Seconds".format(self.time_while_this_window_is_open))
    if self.random_actor:
        speed = 90.0 * delta_seconds
        self.random_actor.add_actor_world_rotation(unreal.Rotator(0.0, 0.0, speed), False, False)

实现缩放函数(部分) QtWindowThree

def myTick(self, delta_seconds):
    self.time_while_this_window_is_open += delta_seconds
    self.widget.label.setText("{} Seconds".format(self.time_while_this_window_is_open))
    if self.random_actor:
        actor_scale = self.random_actor.get_actor_scale3d()
        speed = 3.0 * delta_seconds
        if self.random_actor_is_going_up:
            if actor_scale.z > 2.0:
                self.random_actor_is_going_up = False
        else:
            speed = -speed
            if actor_scale.z < 0.5:
                self.random_actor_is_going_up = True
        self.random_actor.set_actor_scale3d(unreal.Vector(actor_scale.x + speed, actor_scale.y + speed, actor_scale.z + speed))

在世界中选择和取消选择物体

获取选择物体:unreal.EditorLevelLibrary.get_selected_level_actors()

设置选择物体:unreal.EditorLevelLibrary.set_selected_level_actors(actors_to_select)

WorldFunctions_3.py文件

# coding: utf-8

import unreal

# return: obj List unreal.Actor : The selected actors in the world
def getSelectedActors():
    return unreal.EditorLevelLibrary.get_selected_level_actors()

# Note: Will always clear the selection before selecting.
# actors_to_select: obj List unreal.Actor : The actors to select.
def selectActors(actors_to_select=[]):
    unreal.EditorLevelLibrary.set_selected_level_actors(actors_to_select)

def selectActors_EXAMPLE():
    import WorldFunctions_2
    all_actors = WorldFunctions_2.sortActors()
    actors_to_select = []
    for x in range(len(all_actors)):
        if x % 2:
            actors_to_select.append(all_actors[x])
    selectActors(actors_to_select)

def clearActorSelection_EXAMPLE():
    selectActors()

在视口中聚焦物体

# coding: utf-8
import unreal
import random

# active_viewport_only: bool : If True, will only affect the active viewport
# actor: obj unreal.Actor : The actor you want to snap to
def focusViewportOnActor(active_viewport_only=True, actor=None):
    # ! focus command
    command = 'CAMERA ALIGN'
    if active_viewport_only:
        command += ' ACTIVEVIEWPORTONLY'
    if actor:
        command += ' NAME=' + actor.get_name()
    unreal.CppLib.execute_console_command(command)

def focusAllViewportsOnSelectedActors_EXAMPLE():
    focusViewportOnActor(False)

def focusActiveViewportOnRandomActor_EXAMPLE():
    actors_in_world = unreal.GameplayStatics.get_all_actors_of_class(unreal.EditorLevelLibrary.get_editor_world(), unreal.Actor)
    random_actor_in_world = actors_in_world[random.randrange(len(actors_in_world))]
    focusViewportOnActor(True, random_actor_in_world)

创建 generic 资产

# coding: utf-8

import unreal


def createGenericAsset(asset_path='', unique_name=True, asset_class=None, asset_factory=None):
    if unique_name:
        asset_path, asset_name = unreal.AssetToolsHelpers.get_asset_tools().create_unique_asset_name(base_package_name=asset_path, suffix='')
    if not unreal.EditorAssetLibrary.does_asset_exist(asset_path=asset_path):
        path = asset_path.rsplit('/', 1)[0]
        name = asset_path.rsplit('/', 1)[1]
        return unreal.AssetToolsHelpers.get_asset_tools().create_asset(asset_name=name, package_path=path, asset_class=asset_class, factory=asset_factory)
    return unreal.load_asset(asset_path)

def createGenericAsset_EXAMPLE():
    base_path = '/Game/MyAsset/GenericAssets/'
    generic_assets = [
        [base_path + 'sequence',        unreal.LevelSequence,  unreal.LevelSequenceFactoryNew()],
        [base_path + 'material',        unreal.Material,       unreal.MaterialFactoryNew()],
        [base_path + 'world',           unreal.World,          unreal.WorldFactory()],
        [base_path + 'particle_system', unreal.ParticleSystem, unreal.ParticleSystemFactoryNew()],
        [base_path + 'paper_flipbook',  unreal.PaperFlipbook,  unreal.PaperFlipbookFactory()],
        [base_path + 'data_table',      unreal.DataTable,      unreal.DataTableFactory()], # Will not work
    ]
    for asset in generic_assets:
        print createGenericAsset(asset[0], True, asset[1], asset[2])

利用 Blueprint 运行Python代码

原理和利用 Blueprint 运行 cmd 代码相同。

build.cs 加上 “Python”, “PythonScriptPlugin”
C++ .h(部分)

UFUNCTION(BlueprintCallable, Category = "Unreal Python")
    static void ExecutePythonScript(FString PythonScript);

C++ .cpp(部分)

#include "../Plugins/Experimental/PythonScriptPlugin/Source/PythonScriptPlugin/Private/PythonScriptPlugin.h"

void UCppLib::ExecutePythonScript(FString PythonScript) {
    FPythonScriptPlugin::Get()->ExecPythonCommand(*PythonScript);
}

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