unreal
¶
- unreal._redirect_warning(message, category, filename, lineno, file=None, line=None)¶
- unreal.find_asset(name, type=Object, follow_redirectors=True) Object -- find an already loaded Unreal asset with the given name, optionally validating its type ¶
- unreal.find_object(outer, name, type=Object, follow_redirectors=True) Object -- find an already loaded Unreal object with the given outer and name, optionally validating its type ¶
- unreal.find_package(name) Package -- find an already loaded Unreal package with the given name ¶
- unreal.flush_generated_type_reinstancing() None -- flush any pending reinstancing requests for Python generated types ¶
- unreal.generate_class(type) None -- generate an Unreal class for the given Python type ¶
- unreal.generate_enum(type) None -- generate an Unreal enum for the given Python type ¶
- unreal.generate_struct(type) None -- generate an Unreal struct for the given Python type ¶
- unreal.get_blueprint_generated_types(...) -> tuple(type)/type/None -- get the Python types (will return a tuple for multiple types) for the given set of Blueprint asset paths (may be a sequence type or set of arguments)¶
- unreal.get_default_object(type) Object -- get the Unreal class default object (CDO) of the given type ¶
- unreal.get_editor_subsystem() subsystem -- returns the requested subsystem could be null ¶
- unreal.get_engine_subsystem() subsystem -- returns the requested subsystem could be null ¶
- unreal.get_interpreter_executable_path() str -- get the path to the Python interpreter executable of the Python SDK this plugin was compiled against ¶
- unreal.get_type_from_class(class) type -- get the best matching Python type for the given Unreal class ¶
- unreal.get_type_from_enum(enum) type -- get the best matching Python type for the given Unreal enum ¶
- unreal.get_type_from_struct(struct) type -- get the best matching Python type for the given Unreal struct ¶
- unreal.is_editor() Bool -- tells if the editor is running or not ¶
- unreal.load_asset(name, type=Object, follow_redirectors=True) Object -- load an Unreal asset with the given name, optionally validating its type ¶
- unreal.load_class(outer, name, type=Object) Class -- load an Unreal class with the given outer and name, optionally validating its base type ¶
- unreal.load_module(str) None -- load the given Unreal module and generate any Python code for its reflected types ¶
- unreal.load_object(outer, name, type=Object, follow_redirectors=True) Object -- load an Unreal object with the given outer and name, optionally validating its type ¶
- unreal.load_package(name) Package -- load an Unreal package with the given name ¶
- unreal.LOCTABLE(id, key) Text -- get a localized Text from the given string table id and key ¶
- unreal.log(str) None -- log the given argument as information in the LogPython category ¶
- unreal.log_error(str) None -- log the given argument as an error in the LogPython category ¶
- unreal.log_flush() None -- flush the log to disk ¶
- unreal.log_warning(str) None -- log the given argument as a warning in the LogPython category ¶
- unreal.new_object(type, outer=Transient, name=Default, base_type=Object) Object -- create an Unreal object of the given class (and optional outer and name), optionally validating its type ¶
- unreal.NSLOCTEXT(ns, key, source) Text -- create a localized Text from the given namespace, key, and source string ¶
- unreal.parent_external_window_to_slate(external_window, parent_search_method=SlateParentWindowSearchMethod.ACTIVE_WINDOW) None -- parent the given OS specific external window handle to a suitable Slate window ¶
- unreal.purge_object_references(obj, include_inners=True) None -- purge all references to the given Unreal object from any living Python objects ¶
- unreal.register_python_shutdown_callback(callable) _DelegateHandle -- register the given callable (with no input arguments) as a callback to execute immediately before Python shutdown ¶
- unreal.register_slate_post_tick_callback(callable) _DelegateHandle -- register the given callable (taking a single float) as a pre-tick callback in Slate ¶
- unreal.register_slate_pre_tick_callback(callable) _DelegateHandle -- register the given callable (taking a single float) as a pre-tick callback in Slate ¶
- unreal.reload(str) None -- reload the given Unreal Python module ¶
- unreal.uclass()¶
decorator used to define UClass types from Python
- unreal.uenum()¶
decorator used to define UEnum types from Python
- unreal.ufunction(meta=None, ret=None, params=None, override=None, static=None, pure=None, getter=None, setter=None)¶
decorator used to define UFunction fields from Python
- unreal.unregister_python_shutdown_callback(handle) None -- unregister the given handle from a previous call to register_python_shutdown_callback ¶
- unreal.unregister_slate_post_tick_callback(handle) None -- unregister the given handle from a previous call to register_slate_post_tick_callback ¶
- unreal.unregister_slate_pre_tick_callback(handle) None -- unregister the given handle from a previous call to register_slate_pre_tick_callback ¶
- unreal.uproperty(type, meta=None, getter=None, setter=None)¶
function used to define UProperty fields from Python
- unreal.ustruct()¶
decorator used to define UStruct types from Python
- unreal.uvalue(val, meta=None)¶
function used to define constant values from Python