unreal.InterchangeManager¶
- class unreal.InterchangeManager(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectInterchange Manager
C++ Source:
Module: InterchangeEngine
File: InterchangeManager.h
- can_reimport(object) Array[str] or None¶
Returns true if Interchange can create this type of asset and is able to translate its source files.
- can_translate_source_data(source_data, scene_import_only=False) bool¶
Check whether there is a registered translator for this source data. This allows us to bypass the original asset tools system to import supported assets. Note:: Temporary until FBX level import is production ready
- Parameters:
source_data (InterchangeSourceData) – The source data input we want to translate to Uod.
scene_import_only (bool)
- Returns:
True if there is a registered translator that can handle handle this source data, or false otherwise, when bSceneImportOnly is false. Otherwise, returns true only if the translator supports level import
- Return type:
- cancel_all_tasks() None¶
This function cancels all tasks and finishes them as fast as possible. We use this if the user cancels the work or if the editor exits. note: This is a asynchronous call. Tasks will be completed (canceled) soon.
- 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.
- get_asset_import_data(asset) InterchangeAssetImportData¶
Returns the list of supported formats for a given translator type.
- Parameters:
asset (Object)
- Return type:
- 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.
- get_supported_asset_type_formats(for_translator_asset_type, for_translator_type=InterchangeTranslatorType.INVALID, strict_match_translator_type=False) Array[str]¶
Returns the list of formats supporting the specified translator asset type.
- Parameters:
for_translator_asset_type (InterchangeTranslatorAssetType)
for_translator_type (InterchangeTranslatorType)
strict_match_translator_type (bool)
- Return type:
- get_supported_formats(for_translator_type) Array[str]¶
Returns the list of supported formats for a given translator type.
- Parameters:
for_translator_type (InterchangeTranslatorType)
- Return type:
- get_supported_formats_for_object(object, source_file_index) Array[str]¶
Returns the list of supported formats for a given Object.
- get_translator_for_source_data(source_data) InterchangeTranslatorBase¶
Return the first translator that can translate the source data.
- Parameters:
source_data (InterchangeSourceData) – The source data that you want a translator for. *
- Returns:
return a matching translator, or nullptr if no translators exist for the source data.
- Return type:
- 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:
- is_interchange_active() bool¶
Return true if Interchange is actively importing or exporting, or false otherwise.
- Return type:
- is_object_being_imported(object) bool¶
Return true if the object is being imported, or false otherwise. If the user imports multiple file in the same folder, it’s possible to have the same asset name in two different files.
- reimport_asset(object_to_reimport, import_asset_parameters) Array[Object] or None¶
Call this to start a synchronous asset re-import process. This process can re-import many different assets into the game content. Note: The interchange manager will by default use the last file use to re-import the ObjectToReimport. If the file doesn’t exist and the bAutomated flag is: - true, the function will return false and log a warning - false, a dialog will ask 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:
object_to_reimport (Object) – The object to re-import.
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:
- 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:
- scripted_reimport_asset_async(object_to_reimport, 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. Note: The interchange manager will by default use the last file use to re-import the ObjectToReimport. If the file doesn’t exist and the bAutomated flag is: - true, the function will return false and log a warning - false, a dialog will ask Note: If you need an event for when the import is done use the ImportAssetParameters events.
- Parameters:
object_to_reimport (Object) – The object to re-import.
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:
- wait_until_all_tasks_done(cancel) None¶
Wait synchronously until all tasks are done.
- Parameters:
cancel (bool)
- warn_if_interchange_is_active() bool¶
Return false if Interchange is not actively importing or exporting. If Interchange is active, it will display a notification to let the user know they can cancel the asynchronous import/export to be able to complete the operation they requested. (This is called by the exit editor operation.)
- Return type: