unreal
¶
- unreal._redirect_warning(message, category, filename, lineno, file=None, line=None)¶
- unreal.find_asset(name, type=Object, follow_redirectors=True) → Object – find an already loaded Unreal asset with the given name, optionally validating its type¶
- unreal.find_object(outer, name, type=Object, follow_redirectors=True) → Object – find an already loaded Unreal object with the given outer and name, optionally validating its type¶
- unreal.find_package(name) → Package – find an already loaded Unreal package with the given name¶
- unreal.flush_generated_type_reinstancing() → None – flush any pending reinstancing requests for Python generated types¶
- unreal.generate_class(type) → None – generate an Unreal class for the given Python type¶
- unreal.generate_enum(type) → None – generate an Unreal enum for the given Python type¶
- unreal.generate_struct(type) → None – generate an Unreal struct for the given Python type¶
- unreal.get_blueprint_generated_types(...) -> tuple(type)/type/None -- get the Python types (will return a tuple for multiple types) for the given set of Blueprint asset paths (may be a sequence type or set of arguments)¶
- unreal.get_default_object(type) → Object – get the Unreal class default object (CDO) of the given type¶
- unreal.get_editor_subsystem() → subsystem – returns the requested subsystem could be null¶
- unreal.get_engine_subsystem() → subsystem – returns the requested subsystem could be null¶
- unreal.get_interpreter_executable_path() → str – get the path to the Python interpreter executable of the Python SDK this plugin was compiled against¶
- unreal.get_type_from_class(class) → type – get the best matching Python type for the given Unreal class¶
- unreal.get_type_from_enum(enum) → type – get the best matching Python type for the given Unreal enum¶
- unreal.get_type_from_struct(struct) → type – get the best matching Python type for the given Unreal struct¶
- unreal.is_editor() → Bool – tells if the editor is running or not¶
- unreal.load_asset(name, type=Object, follow_redirectors=True) → Object – load an Unreal asset with the given name, optionally validating its type¶
- unreal.load_class(outer, name, type=Object) → Class – load an Unreal class with the given outer and name, optionally validating its base type¶
- unreal.load_module(str) → None – load the given Unreal module and generate any Python code for its reflected types¶
- unreal.load_object(outer, name, type=Object, follow_redirectors=True) → Object – load an Unreal object with the given outer and name, optionally validating its type¶
- unreal.load_package(name) → Package – load an Unreal package with the given name¶
- unreal.LOCTABLE(id, key) → Text – get a localized Text from the given string table id and key¶
- unreal.log(str) → None – log the given argument as information in the LogPython category¶
- unreal.log_error(str) → None – log the given argument as an error in the LogPython category¶
- unreal.log_flush() → None – flush the log to disk¶
- unreal.log_warning(str) → None – log the given argument as a warning in the LogPython category¶
- unreal.new_object(type, outer=Transient, name=Default, base_type=Object) → Object – create an Unreal object of the given class (and optional outer and name), optionally validating its type¶
- unreal.NSLOCTEXT(ns, key, source) → Text – create a localized Text from the given namespace, key, and source string¶
- unreal.parent_external_window_to_slate(external_window, parent_search_method=SlateParentWindowSearchMethod.ACTIVE_WINDOW) → None – parent the given OS specific external window handle to a suitable Slate window¶
- unreal.purge_object_references(obj, include_inners=True) → None – purge all references to the given Unreal object from any living Python objects¶
- unreal.register_python_shutdown_callback(callable) → _DelegateHandle – register the given callable (with no input arguments) as a callback to execute immediately before Python shutdown¶
- unreal.register_slate_post_tick_callback(callable) → _DelegateHandle – register the given callable (taking a single float) as a pre-tick callback in Slate¶
- unreal.register_slate_pre_tick_callback(callable) → _DelegateHandle – register the given callable (taking a single float) as a pre-tick callback in Slate¶
- unreal.reload(str) → None – reload the given Unreal Python module¶
- unreal.uclass()¶
decorator used to define UClass types from Python
- unreal.uenum()¶
decorator used to define UEnum types from Python
- unreal.ufunction(meta=None, ret=None, params=None, override=None, static=None, pure=None, getter=None, setter=None)¶
decorator used to define UFunction fields from Python
- unreal.unregister_python_shutdown_callback(handle) → None – unregister the given handle from a previous call to register_python_shutdown_callback¶
- unreal.unregister_slate_post_tick_callback(handle) → None – unregister the given handle from a previous call to register_slate_post_tick_callback¶
- unreal.unregister_slate_pre_tick_callback(handle) → None – unregister the given handle from a previous call to register_slate_pre_tick_callback¶
- unreal.uproperty(type, meta=None, getter=None, setter=None)¶
function used to define UProperty fields from Python
- unreal.ustruct()¶
decorator used to define UStruct types from Python
- unreal.uvalue(val, meta=None)¶
function used to define constant values from Python