unreal.Exporter
¶
- class unreal.Exporter(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
C++ Source:
Module: Engine
File: Exporter.h
Editor Properties: (see get_editor_property/set_editor_property)
export_task
(AssetExportTask): [Read-Write] Export Taskformat_description
(Array[str]): [Read-Write] Format Description: Descriptiong of the export formatformat_extension
(Array[str]): [Read-Write] Format Extension: File extension to use for this exportersupported_class
(type(Class)): [Read-Write] Supported Class: Supported class of this exportertext
(bool): [Read-Write] Text: If true, this will export the data as text
- property export_task: AssetExportTask¶
[Read-Write] Export Task
- Type:
- property format_description: Array[str]¶
[Read-Write] Format Description: Descriptiong of the export format
- property format_extension: Array[str]¶
[Read-Write] Format Extension: File extension to use for this exporter
- classmethod run_asset_export_task(task) bool ¶
Export the given object to file. Child classes do not override this, but they do provide an Export() function to do the resource-specific export work.
- Parameters:
task (AssetExportTask) – The task to export.
- Returns:
true if the the object was successfully exported
- Return type:
- classmethod run_asset_export_tasks(export_tasks) bool ¶
Export the given objects to files. Child classes do not override this, but they do provide an Export() function to do the resource-specific export work.
- Parameters:
export_tasks (Array[AssetExportTask]) – The array of tasks to export.
- Returns:
true if all tasks ran without error
- Return type:
- script_run_asset_export_task(task) bool ¶
Export the given object to file. Overridden by script based exporters.
- Parameters:
task (AssetExportTask) – The task to export.
- Returns:
true if overridden by script exporter.
- Return type: