unreal.InterchangeManager

class unreal.InterchangeManager(outer=None, name='None')

Bases: unreal.Object

Interchange Manager

C++ Source:

  • Module: InterchangeEngine

  • File: InterchangeManager.h

classmethod create_source_data(file_name) InterchangeSourceData
  • Script helper to create a source data object pointing on a file on disk

return:: A new UInterchangeSourceData.

Parameters

file_name (str) –

Return type

InterchangeSourceData

export_asset(asset, is_automated=False) bool

Call this to start an export asset process, the caller must specify a source data.

Parameters
  • asset (Object) –

  • is_automated (bool) – If true the exporter will not show any UI or dialog

Returns

true if the import succeed, false otherwise.

Return type

bool

export_scene(world, is_automated=False) bool

Call this to start an export scene process, the caller must specify a source data This import process can import many different asset and there transform (USceneComponent) and store the result in a blueprint and add the blueprint to the level.

Parameters
  • world (Object) –

  • is_automated (bool) – If true the import asset will not show any UI or dialog

Returns

true if the import succeed, false otherwise.

Return type

bool

classmethod get_interchange_manager_scripted() InterchangeManager

Return the interchange manager singleton pointer. note: We need to return a pointer to have a valid Blueprint callable function

Return type

InterchangeManager

get_registered_factory_class(class_to_make)

Script helper to get a registered factory for a specified class return:: if found, we return the factory class that is registered. Return NULL if nothing found.

Parameters

class_to_make (type(Class)) –

Return type

type(Class)

import_asset(content_path, source_data, import_asset_parameters) bool

Call this to start an import asset process, the caller must specify a source data. This import process can import many different asset, but all in the game content.

Parameters
  • content_path (str) – The content path where to import the assets

  • source_data (InterchangeSourceData) – The source data input we want to translate

  • import_asset_parameters (ImportAssetParameters) – All import asset parameter we need to pass to the import asset function

Returns

true if the import succeed, false otherwise.

Return type

bool

import_scene(content_path, source_data, import_asset_parameters) bool

Call this to start an import scene process, the caller must specify a source data. This import process can import many different asset and there transform (USceneComponent) and store the result in a blueprint and add the blueprint to the level.

Parameters
  • content_path (str) – The content path where to import the assets

  • source_data (InterchangeSourceData) – The source data input we want to translate, this object will be duplicate to allow multithread safe operations

  • import_asset_parameters (ImportAssetParameters) – All import asset parameter we need to pass to the import asset function

Returns

true if the import succeed, false otherwise.

Return type

bool