unreal.InterchangePipelineBase
¶
- class unreal.InterchangePipelineBase(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Interchange Pipeline Base
C++ Source:
Module: InterchangeCore
File: InterchangePipelineBase.h
- does_property_states_exist(property_path) bool ¶
Return true if the property has valid states, false if no states was set for the property
- find_or_add_property_states(property_path) InterchangePipelinePropertyStates ¶
Return a mutable property states Reference. Add the property states if it doesnt exist.
- Parameters:
property_path (Name) –
- Return type:
- scripted_can_execute_on_any_thread(pipeline_task) bool ¶
Non virtual helper to allow blueprint to implement event base function let the interchange know if it can run asynchronously. the Interchange manager is calling this function not the virtual one that is call by the default implementation.
- Parameters:
pipeline_task (InterchangePipelineTask) –
- Return type:
- scripted_execute_export_pipeline(base_node_container) None ¶
Non virtual helper to allow blueprint to implement event base function let the interchange know if it can run asynchronously. the Interchange manager is calling this function not the virtual one that is call by the default implementation.
- Parameters:
base_node_container (InterchangeBaseNodeContainer) –
- scripted_execute_pipeline(base_node_container, source_datas) None ¶
ScriptedExecutePipeline, is call after the translation and before we parse the graph to call the factory. This is where factory node should be created by the pipeline. Each factory node represent an unreal asset create that will be create by an interchange factory. note: the FTaskPipeline is calling this function not the virtual one that is call by the default implementation.
- Parameters:
base_node_container (InterchangeBaseNodeContainer) –
source_datas (Array[InterchangeSourceData]) –
- scripted_execute_post_factory_pipeline(base_node_container, factory_node_key, created_asset, is_a_reimport) None ¶
ScriptedExecutePostFactoryPipeline is call after the factory create the unreal asset but before calling PostEditChange. note: the FTaskPreCompletion task is calling this function not the virtual one that is call by the default implementation.
- Parameters:
base_node_container (InterchangeBaseNodeContainer) –
factory_node_key (str) –
created_asset (Object) –
is_a_reimport (bool) –
- scripted_execute_post_import_pipeline(base_node_container, factory_node_key, created_asset, is_a_reimport) None ¶
ScriptedExecutePostImportPipeline is call after we completely import an asset, PostEditChange is already called. This can be useful if you need an asset build data to finish the setup of another asset. example: PhysicsAsset need skeletal mesh render data to be build properly. note: the FTaskPipelinePostImport is calling this function not the virtual one that is call by the default implementation.
- Parameters:
base_node_container (InterchangeBaseNodeContainer) –
factory_node_key (str) –
created_asset (Object) –
is_a_reimport (bool) –
- scripted_execute_pre_import_pipeline(base_node_container, source_datas) None ¶
Scripted Execute Pre Import Pipeline
- Parameters:
base_node_container (InterchangeBaseNodeContainer) –
source_datas (Array[InterchangeSourceData]) –