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UnrealEnginePython/examples/blueprint_example_generator.py at develop · 20tab/UnrealEnginePython · GitHub
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examples
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blueprint_example_generator.py
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blueprint_example_generator.py
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import
unreal_engine
as
ue
from
unreal_engine
.
classes
import
BlueprintFactory
,
DirectionalLightComponent
,
K2Node_Event
import
time
# create new blueprint from factory
bpFactory
=
BlueprintFactory
()
bp
=
bpFactory
.
factory_create_new
(
'/Game/test'
+
str
(
int
(
time
.
time
())))
# add intensity variable
intensity
=
ue
.
blueprint_add_member_variable
(
bp
,
'intensity'
,
'float'
)
# set its visibility to True
ue
.
blueprint_set_variable_visibility
(
bp
,
'intensity'
,
True
)
# add directional light component
directLightComponent
=
ue
.
add_component_to_blueprint
(
bp
,
DirectionalLightComponent
,
"Directional_light"
)
# add node variables (get) to the graph
intensity_node
=
bp
.
UberGraphPages
[
0
].
graph_add_node_variable_get
(
'intensity'
,
None
,
200
,
100
)
directional_light_node
=
bp
.
UberGraphPages
[
0
].
graph_add_node_variable_get
(
'Directional_light'
,
None
,
200
,
0
)
# add the SetIntensity node (from DirectionalLightComponent)
directional_light_set_intensity
=
bp
.
UberGraphPages
[
0
].
graph_add_node_call_function
(
DirectionalLightComponent
.
SetIntensity
,
400
,
0
)
# link variables
intensity_node
.
node_find_pin
(
'intensity'
).
make_link_to
(
directional_light_set_intensity
.
node_find_pin
(
'NewIntensity'
))
directional_light_node
.
node_find_pin
(
'Directional_light'
).
make_link_to
(
directional_light_set_intensity
.
node_find_pin
(
'self'
))
# a commodity function for finding an event node
def
get_event_node
(
event_name
):
for
node
in
bp
.
UberGraphPages
[
0
].
Nodes
:
if
node
.
is_a
(
K2Node_Event
):
if
node
.
EventReference
.
MemberName
==
event_name
:
return
node
# get the ReceiveBeginPlay event node
begin_play_node
=
get_event_node
(
'ReceiveBeginPlay'
)
# link BeginPlay to SetIntensity
begin_play_node
.
node_find_pin
(
'then'
).
make_link_to
(
directional_light_set_intensity
.
node_find_pin
(
'execute'
))
# compile the blueprint
ue
.
compile_blueprint
(
bp
)
# open related editor
ue
.
open_editor_for_asset
(
bp
)
# spawn it
ue
.
get_editor_world
().
actor_spawn
(
bp
.
GeneratedClass
)
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