unreal.AssetTools
¶
- class unreal.AssetTools(outer=None, name='None')¶
Bases:
unreal.Interface
Asset Tools
C++ Source:
Module: AssetTools
File: IAssetTools.h
- create_asset(asset_name, package_path, asset_class, factory, calling_context='None') → Object¶
Creates an asset with the specified name, path, and factory
- Parameters
- Returns
the new asset or NULL if it fails
- Return type
- create_asset_with_dialog(asset_name, package_path, asset_class, factory, calling_context='None') → Object¶
Opens an asset picker dialog and creates an asset with the specified name and path
- create_unique_asset_name(base_package_name, suffix) -> (out_package_name=str, out_asset_name=str)¶
Creates a unique package and asset name taking the form InBasePackageName+InSuffix
- duplicate_asset(asset_name, package_path, original_object) → Object¶
Creates an asset with the specified name and path. Uses OriginalObject as the duplication source.
- duplicate_asset_with_dialog(asset_name, package_path, original_object) → Object¶
Opens an asset picker dialog and creates an asset with the specified name and path. Uses OriginalObject as the duplication source.
- duplicate_asset_with_dialog_and_title(asset_name, package_path, original_object, dialog_title) → Object¶
Opens an asset picker dialog and creates an asset with the specified name and path. Uses OriginalObject as the duplication source. Uses DialogTitle as the dialog’s title.
- export_assets_with_dialog(assets_to_export, prompt_for_individual_filenames) → None¶
Exports the specified objects to file. First prompting the user to pick an export directory and optionally prompting the user to pick a unique directory per file
- find_soft_references_to_object(target_object)¶
Returns list of objects that soft reference the given soft object path. This will load assets into memory to verify
- Parameters
target_object (SoftObjectPath) –
- Returns
referencing_objects (Array(Object)):
- Return type
- import_asset_tasks(import_tasks) → None¶
Imports assets using tasks specified.
- Parameters
import_tasks (Array(AssetImportTask)) – Tasks that specify how to import each file
- import_assets_automated(import_data)¶
Imports assets using data specified completely up front. Does not ever ask any questions of the user or show any modal error messages
- Parameters
import_data (AutomatedAssetImportData) –
- Returns
list of successfully imported assets
- Return type
- import_assets_with_dialog(destination_path)¶
Opens a file open dialog to choose files to import to the destination path.
- open_editor_for_assets(assets) → None¶
Opens editor for assets deprecated: Please use UAssetEditorSubsystem::OpenEditorForAssets instead.
- rename_assets(assets_and_names) → bool¶
Renames assets using the specified names.
- Parameters
assets_and_names (Array(AssetRenameData)) –
- Returns
- Return type
- rename_assets_with_dialog(assets_and_names, auto_checkout=False) → AssetRenameResult¶
Renames assets using the specified names.
- Parameters
assets_and_names (Array(AssetRenameData)) –
auto_checkout (bool) –
- Returns
- Return type
- rename_referencing_soft_object_paths(packages_to_check, asset_redirector_map) → None¶
Function that renames all FSoftObjectPath object with the old asset path to the new one.
- Parameters
packages_to_check (Array(Package)) – Packages to check for referencing FSoftObjectPath.
asset_redirector_map (Map(SoftObjectPath, SoftObjectPath)) – Map from old asset path to new asset path