unreal.InterchangeManager
¶
- class unreal.InterchangeManager(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
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:
- export_asset(asset, is_automated=False) bool ¶
Call this to start an export asset process, the caller must specify a source data.
- 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.
- 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:
- 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.
- 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:
- 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: