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# ----------------------------------------------------------------------------
# Requirements
# ----------------------------------------------------------------------------

# Plugins: 
#   Scripting -
#       Python
#       Editor Scripting Utilities
#       Python Foundation Packages
#   Geometry -
#       Geometry
#       Geometry Processing
#       Geometry Script

# ----------------------------------------------------------------------------
# Import from /includes
# ----------------------------------------------------------------------------
import unreal

# ----------------------------------------------------------------------------
# Unreal Library Classes
# ----------------------------------------------------------------------------
ur = unreal
ur_edit_asset_lib = unreal.EditorAssetLibrary()
ur_asset_helper = unreal.AssetToolsHelpers.get_asset_tools()  
ur_subsystem: unreal.SubobjectDataSubsystem = unreal.get_engine_subsystem(unreal.SubobjectDataSubsystem)

physics_actor: unreal.Name = unreal.Name("PhysicsActor")
block_all: unreal.Name = unreal.Name("BlockAll")

# ----------------------------------------------------------------------------
# Import from /includes
# ----------------------------------------------------------------------------

#===========================================================================
# * set_pivot_center_bottom()
# * 
# * Purpose: 
#===========================================================================                           
def set_pivot_center_bottom(input_sm:unreal.StaticMesh,outline_actor:unreal.Actor):
    if outline_actor==None:
        return
    
    print('set_pivot_center_bottom() -- Start')            
    asset_options = unreal.GeometryScriptCopyMeshFromAssetOptions()
    requested_lod = unreal.GeometryScriptMeshReadLOD()
    dm = unreal.DynamicMesh()
    print(f'{unreal.GeometryScript_AssetUtils.copy_mesh_from_static_mesh(input_sm,dm,asset_options,requested_lod)}')
                
    mesh_bounds = input_sm.get_bounds()
    
    center = mesh_bounds.origin         # we need to keep this somewhere as we lose world positions when pivot is bottom center.
    extent = mesh_bounds.box_extent
    
    bottom_center = unreal.Vector(center.x, center.y, center.z )#- extent.z)    

    print(f'DynamicMesh = {dm}','[SPCB]')
    print(f'Location = {center}','[SPCB]')
    print(f'Extent = {extent}','[SPCB]')
    print(f'Bottom Center = {bottom_center}','[SPCB]')

    dm.translate_pivot_to_location(bottom_center)
    #outline_actor.set_actor_location(center,False,False)

    options = unreal.GeometryScriptCopyMeshToAssetOptions()

    target_lod = unreal.GeometryScriptMeshWriteLOD()
    unreal.GeometryScript_AssetUtils.copy_mesh_to_static_mesh(dm,input_sm,options,target_lod)
    #unreal.EditorAssetLibrary.save_asset(input_sm)
    print('set_pivot_center_bottom() -- End')
    
print('Pivot Fixer by T.J.Roughton')

mesh_h = ur_edit_asset_lib.load_asset('/Game/Mesh/Cube')
set_pivot_center_bottom(mesh_h,'/Game/Mesh/Cube_Fix')
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