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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
import os
# ----------------------------------------------------------------------------
# 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
# ----------------------------------------------------------------------------
#================================================
# * find_asset_outliner()
# ?
# @ input string
# @ return actor that was found
#================================================
def find_asset_outliner(input:str) -> unreal.Actor:
dyn_mesh = unreal.DynamicMesh()
actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
actorsList = actor_subsystem.get_all_level_actors()
geomesh_transform = unreal.GeometryScript_MeshTransforms
actor:unreal.Actor
for actor in actorsList:
actorLabel = actor.get_actor_label()
actorLocation = actor.get_actor_location()
geomesh_transform.translate_pivot_to_location
input_actor = os.path.basename(os.path.normpath(input))
if (actorLabel==input) or (actorLabel==input_actor):
print(f'Actor label found')
return actor
return None
#===========================================================================
# * set_pivot_center_bottom()
# *
# * Purpose:
#===========================================================================
def set_pivot_center_bottom(asset_path:str):
print('set_pivot_center_bottom() -- Start')
asset_options = unreal.GeometryScriptCopyMeshFromAssetOptions()
requested_lod = unreal.GeometryScriptMeshReadLOD()
input_sm:unreal.StaticMesh = ur_edit_asset_lib.load_asset(asset_path)
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]')
# move the pivot
dm.translate_pivot_to_location(bottom_center)
# move the object back to where it was.
asset_outliner = find_asset_outliner(asset_path)
asset_outliner.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')
# example usage
#set_pivot_center_bottom('/Game/Mesh/0x1C995_0_002')
#set_pivot_center_bottom('/Game/Mesh/0x1C995_1_002')
#set_pivot_center_bottom('/Game/Mesh/0x1C995_2_002')
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