插件
官方
商城
Python Editorhttps://www.fab.com/listings/f4c99ba0-1a86-4f6a-b19d-2fd13f15961b
GitHUB
好像只更新到了2020年4.2x的版本。可能有大佬改了5.x的版本。也希望分享给我一份。谢谢
https://github.com/20tab/UnrealEnginePython
学习笔记
网上教程一大堆。边学边写。学会到哪写到哪。哪天不更新了。就是这个笔记又太监了。写的不对的地方喷的时候也麻烦轻点。
Sequencer中的Python脚本https://dev.epicgames.com/documentation/zh-cn/unreal-engine/python-scripting-in-sequencer-in-unreal-engine?application_version=5.0
UE 使用Python控制Sequencehttps://zhuanlan.zhihu.com/p/13347612063
这下面这个文档解释的比较细:
UE5 中用 Python 接口创建 Level Sequence 与设置 TriggerEvent-腾讯云开发者社区-腾讯云遇到了一个美术需求,需要批量读取一段动画,制作成 UE 中的 Level Sequence,然后给动画添加几个 Event Track。随后,需要在 Event Track 中添加 Trigger Event,设置插件 uDraper 布料的缓存数据路径。总之,最终效果如下:https://cloud.tencent.com/developer/article/2146577
跟着学的案例
目前还没“复刻”成功=复制粘贴都不行.gif:
复刻成功=没学会:
1.这个Json文件少了个]。其他按照他这个做基本能复刻。
UE5 Python脚本自动化Sequence Key帧_ue sequnece python-CSDN博客
2.Json(latitude,longitude,elevation)= Python(uex,uey,uez)。因为我没有PythonEditor所以改成了固定的main方式。
【UE4】Python读取Json数据创建对应关卡序列_json设计关卡-CSDN博客
Json相关
读取(祖传代码)
(filename = 外部输入的名字)特别要注意的是Json格式问题。
#def JsonGetData(filename):# 读取/项目目录/JsonFile中的JSON文件数据存入json_dataroot_path = unreal.SystemLibrary.get_project_directory() + 'Content/Json/'final_path = root_path + filename + '.json'fp = open(final_path, 'r', encoding='utf-8')json_str = fp.read()json_data = json.loads(json_str)unreal.log("=== INFO: Json Get OK ===")return json_data
报这个错误就是Json格式出现问题了。
JSON在线 | JSON解析格式化—SO JSON在线工具
解析
示例
"commands": [{"commandtype": "Create","objectcreateinfo": {"object": {"id": "1","objecttype": "myship"},"propertys": [{"key": "DisplayName","value": "我的船","propertytype": "String","displaystring": "我的船"}],
#读取各项数据创建关键帧commands = json_data["commands"]#循环获取commands里面的数据for index in range(0,len(commands)):#for command in commands:#json中commandtype为Create时执行if commands[index]["commandtype"] == "Create":# 获取到"commands->objectcreateinfo->object->objecttype"这一层是否等于myshipif commands[index]["objectcreateinfo"]["object"]["objecttype"] == "myship":
Main方法
没有这个函数的话。直接右键运行是不会执行任何东西的。
//有这个右键脚本运行才能有效
if __name__ == '__main__':create()
python获取场景中的actor
# 获取Actor子系统以抓取选定的Actoractor_system = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)# 获取选定的Actoractor = actor_system.get_selected_level_actors()[0]# 将Actor作为可拥有物添加到关卡中actor_binding = level_sequence.add_possessable(actor)# 刷新以直观地查看添加的新绑定unreal.LevelSequenceEditorBlueprintLibrary.refresh_current_level_sequence()# 使用绑定将轨迹添加到Sequencer(由轨迹类型指定)transform_track = actor_binding.add_track(unreal.MovieScene3DTransformTrack)
属性/状态
#transform# 将分段添加到轨迹以便能够设置范围、参数或属性transform_section = transform_track.add_section()#位移:获取位置的xyz通道channel_location_x = transform_section.get_channels()[0]channel_location_y = transform_section.get_channels()[1]channel_location_z = transform_section.get_channels()[2]#获取旋转yz的关键帧channel_rotation_x = transform_section.get_channels()[3]channel_rotation_y = transform_section.get_channels()[4]channel_rotation_z = transform_section.get_channels()[5]#添加关键帧links = json_path["links"]for index in range(0, len(links)):new_time0 = unreal.FrameNumber(value=index*int(json_path["fov"]))#channel_fov.add_key(new_time0, float(json_path["fov"]), 0.0)channel_location_x.add_key(new_time0, float(links[index]["x"]), 0.0)channel_location_y.add_key(new_time0, float(links[index]["y"]), 0.0)channel_location_z.add_key(new_time0, float(links[index]["z"]), 0.0)channel_rotation_x.add_key(new_time1, float(links[index]["roll"]), 0.0)channel_rotation_y.add_key(new_time1, float(links[index]["pitch"]), 0.0)channel_rotation_z.add_key(new_time1, float(links[index]["yaw"]), 0.0)#设置显示隐藏:#为actor添加可视性(隐藏)关键帧channel_visibility_bool = visibility_section.get_channels()[0]#添加关键帧channel_visibility_bool.add_key(new_time,False)
获取蓝图自定义的变量(感谢DeepSeeK)
import unreal# 方法1:获取当前关卡中所有蓝图实例
def get_blueprint_variable(actor_class_name, variable_name):# 获取当前关卡所有Actoractors = unreal.EditorLevelLibrary.get_all_level_actors()# 遍历查找目标蓝图类实例for actor in actors:if actor.get_class().get_name() == actor_class_name:# 检查变量是否存在if actor.property_exists(variable_name):value = actor.get_editor_property(variable_name)print(f"Found variable '{variable_name}': {value}")return valueelse:print(f"Variable '{variable_name}' not found in actor.")return Noneprint(f"Actor of class '{actor_class_name}' not found.")return None# 使用示例:获取类名为"MyBlueprintClass"的Actor的"MyVariable"变量
get_blueprint_variable("MyBlueprintClass", "MyVariable")# 方法2:通过选中Actor获取(需提前在编辑器中选中)
selected_actors = unreal.EditorLevelLibrary.get_selected_level_actors()
if selected_actors:actor = selected_actors[0]value = actor.get_editor_property("MyVariable")print(f"Selected actor's variable value: {value}")#我自己是用的这个写法(上面都是DeepSeek发的)# 获取Actor子系统以抓取选定的Actoractor_system = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)# 获取选定的Actoractor = actor_system.get_selected_level_actors()[0]print(actor)value = actor.get_editor_property("TestInt")
Sequence添加Int/float轨道
# 创建整型轨道(int)int_track = actor_binding.add_track(unreal.MovieSceneIntegerTrack)property_name_int = "VAR_Index"int_track.set_property_name_and_path(property_name_int, property_name_int)#将分段添加到轨迹以便能够设置范围、参数或属性int_section = int_track.add_section()#设置开始和结束帧数int_section.set_start_frame_seconds(0)int_section.set_end_frame_seconds(600)channel_int = int_section.get_channels()[0] # 假设第一个通道是整型通道 # 创建浮点轨道(假设变量类型为float)float_track = actor_binding.add_track(unreal.MovieSceneFloatTrack)property_name = "Alpha"float_track.set_property_name_and_path(property_name, property_name)#将分段添加到轨迹以便能够设置范围、参数或属性float_section = float_track.add_section()#设置开始和结束帧数float_section.set_start_frame_seconds(0)float_section.set_end_frame_seconds(600)channel_float = float_section.get_channels()[0] # 假设第一个通道是float通道links = json_path["links"]for index in range(0, len(links)):new_time0 = unreal.FrameNumber(value=index*int(json_path["fov"]))#channel_fov.add_key(new_time0, float(json_path["fov"]), 0.0)channel_int.add_key(new_time0, float(links[index]["va"]), 0.0)#print("index",float(links[index]["va"]))#float_track.add_key(new_time0, float(links[index]["al"]), 0.0)channel_float.add_key(new_time0, float(links[index]["al"]), 0.0)
尝试
Json
{"starttimestamp": 0,"endtimestamp": 600,"frametime": 60,"seqname": "VideoPlayerSeqSpline","fov": 60,"links": [{"x": 0,"y": 0,"z": 0},{"x": 1088.2844551244866,"y": -6.1749946553391055e-05,"z": 9.0949470177292824e-13},{"x": 962.03462911456836,"y": 1326.0205919409059,"z": -2.1247876702545909e-07},{"x": 1655.6119959682651,"y": 1939.9672775097956,"z": 6.2318827929175313e-06},{"x": 2921.7209372361831,"y": 1163.8111134544288,"z": -1.546140993013978e-11},{"x": 3168.7212710348158,"y": -502.86935341987612,"z": 36.471531137039221},{"x": 3168.7212776581878,"y": -1900.5658369533642,"z": 36.471531137031945},{"x": 3168.7212858682856,"y": -2762.9053314381854,"z": 15.992892525690252},{"x": 1705.8193762352209,"y": -2821.7894823782708,"z": 15.992892525679338},{"x": 1705.8193759169985,"y": -1617.7851900597982,"z": 15.992892525679792},{"x": 273.03898678036694,"y": -1617.7851516590028,"z": 15.992892525679792}]
}
Python
#连接虚幻API库
import unreal,json,osdef JsonGetData(filename):# 读取/项目目录/JsonFile中的JSON文件数据存入json_dataroot_path = unreal.SystemLibrary.get_project_directory() + 'Content/Json/'final_path = root_path + filename + '.json'fp = open(final_path, 'r', encoding='utf-8')json_str = fp.read()json_data = json.loads(json_str)unreal.log("=== INFO: Json Get OK ===")return json_datadef Seqcreate():json_path = JsonGetData("test")# 获取资产工具asset_tools = unreal.AssetToolsHelpers.get_asset_tools()# 在根内容文件夹中创建一个名为LevelSequenceName的关卡序列level_sequence = unreal.AssetTools.create_asset(asset_tools, asset_name=json_path["seqname"],package_path="/Game/Sequence/",asset_class=unreal.LevelSequence,factory=unreal.LevelSequenceFactoryNew())# 创建一个帧率对象并设置为所需的fps数值frame_rate = unreal.FrameRate(numerator=json_path["frametime"], denominator=1)# 设置显示速率level_sequence.set_display_rate(frame_rate)# 设置播放范围level_sequence.set_playback_start(json_path["starttimestamp"])level_sequence.set_playback_end(json_path["endtimestamp"])# 获取Actor子系统以抓取选定的Actoractor_system = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)# 获取选定的Actoractor = actor_system.get_selected_level_actors()[0]# 将Actor作为可拥有物添加到关卡中actor_binding = level_sequence.add_possessable(actor)# 刷新以直观地查看添加的新绑定unreal.LevelSequenceEditorBlueprintLibrary.refresh_current_level_sequence()# 使用绑定将轨迹添加到Sequencer(由轨迹类型指定)transform_track = actor_binding.add_track(unreal.MovieScene3DTransformTrack) # 将分段添加到轨迹以便能够设置范围、参数或属性transform_section = transform_track.add_section()transform_section.set_start_frame_seconds(json_path["starttimestamp"])transform_section.set_end_frame_seconds(json_path["endtimestamp"])channel_location_x = transform_section.get_channels()[0]channel_location_y = transform_section.get_channels()[1]channel_location_z = transform_section.get_channels()[2]links = json_path["links"]for index in range(0, len(links)):new_time0 = unreal.FrameNumber(value=index*int(json_path["fov"]))#channel_fov.add_key(new_time0, float(json_path["fov"]), 0.0)channel_location_x.add_key(new_time0, float(links[index]["x"]), 0.0)channel_location_y.add_key(new_time0, float(links[index]["y"]), 0.0)channel_location_z.add_key(new_time0, float(links[index]["z"]), 0.0)unreal.EditorAssetLibrary.save_loaded_asset(level_sequence, False)# 刷新以直观地查看新增的轨迹和分段unreal.LevelSequenceEditorBlueprintLibrary.refresh_current_level_sequence()unreal.log("=== INFO: Seq Create Completed Please check the file===")if __name__ == '__main__':Seqcreate()