unreal.InterchangeManager¶
- class unreal.InterchangeManager(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectInterchange Manager
C++ Source:
Module: InterchangeEngine
File: InterchangeManager.h
- classmethod create_source_data(file_name) InterchangeSourceData¶
Script helper to create a source data object that points to 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 asset export process. The caller must specify a source data.
- export_scene(world, is_automated=False) bool¶
Call this to start a scene export process. The caller must specify a source data.
- classmethod get_interchange_manager_scripted() InterchangeManager¶
Return the pointer to the Interchange Manager singleton. 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:: The registered factory class if found, or NULL if no registered factory was found.
- import_asset(content_path, source_data, import_asset_parameters) Array[Object] or None¶
Call this to start a synchronous asset import process. This process can import many different assets into the game content. Note: In blueprint depending on the event you use to start the import its possible to have a deadlock, use the async function if its what you are experimenting
- Parameters:
content_path (str) – The path where the imported assets will be created.
source_data (InterchangeSourceData) – The source data input to translate.
import_asset_parameters (ImportAssetParameters) – All parameters that need to be passed to the import asset function.
- Returns:
true if the import succeeds, or false otherwise.
out_imported_objects (Array[Object]):
- Return type:
- import_scene(content_path, source_data, import_asset_parameters) bool¶
Call this to start a synchronous scene import process. This process can import many different assets and their transforms (USceneComponent). Note: In blueprint depending on the event you use to start the import its possible to have a deadlock, use the async function if its what you are experimenting
- Parameters:
content_path (str) – The path where the imported assets will be created.
source_data (InterchangeSourceData) – The source data input to translate. This object will be duplicated to allow thread-safe operations.
import_asset_parameters (ImportAssetParameters) – All parameters that need to be passed to the import asset function.
- Returns:
true if the import succeeds, or false otherwise.
- Return type:
- scripted_import_asset_async(content_path, source_data, import_asset_parameters) bool¶
Call this from blueprint or python to start an asynchronous asset import process. This process can import many different assets into the game content.
- Parameters:
content_path (str) – The path where the imported assets will be created.
source_data (InterchangeSourceData) – The source data input to translate.
import_asset_parameters (ImportAssetParameters) – All parameters that need to be passed to the import asset function.
- Returns:
true if the import was started, or false otherwise.
- Return type:
- scripted_import_scene_async(content_path, source_data, import_asset_parameters) bool¶
Call this to start a asynchronous scene import process. This process can import many different assets and their transforms (USceneComponent).
- Parameters:
content_path (str) – The path where the imported assets will be created.
source_data (InterchangeSourceData) – The source data input to translate. This object will be duplicated to allow thread-safe operations.
import_asset_parameters (ImportAssetParameters) – All parameters that need to be passed to the import asset function.
- Returns:
true if the import was started, or false otherwise.
- Return type: