unreal.AssetTools

class unreal.AssetTools(outer=None, name='None')

Bases: unreal.Interface

Asset Tools

C++ Source:

  • Module: AssetTools
  • File: IAssetTools.h
create_asset(asset_name, package_path, asset_class, factory, calling_context="None") → Object

Creates an asset with the specified name, path, and factory

Parameters:
  • asset_name (str) – the name of the new asset
  • package_path (str) – the package that will contain the new asset
  • asset_class (type(Class)) – the class of the new asset
  • factory (Factory) – the factory that will build the new asset
  • calling_context (Name) – optional name of the module or method calling CreateAsset() - this is passed to the factory
Returns:

the new asset or NULL if it fails

Return type:

Object

create_asset_with_dialog(asset_name, package_path, asset_class, factory, calling_context="None") → Object

Opens an asset picker dialog and creates an asset with the specified name and path

Parameters:
Returns:

Return type:

Object

create_unique_asset_name(base_package_name, suffix) -> (out_package_name=str, out_asset_name=str)

Creates a unique package and asset name taking the form InBasePackageName+InSuffix

Parameters:
  • base_package_name (str) –
  • suffix (str) –
Returns:

out_package_name (str):

out_asset_name (str):

Return type:

tuple

duplicate_asset(asset_name, package_path, original_object) → Object

Creates an asset with the specified name and path. Uses OriginalObject as the duplication source.

Parameters:
  • asset_name (str) –
  • package_path (str) –
  • original_object (Object) –
Returns:

Return type:

Object

duplicate_asset_with_dialog(asset_name, package_path, original_object) → Object

Opens an asset picker dialog and creates an asset with the specified name and path. Uses OriginalObject as the duplication source.

Parameters:
  • asset_name (str) –
  • package_path (str) –
  • original_object (Object) –
Returns:

Return type:

Object

export_assets(assets_to_export, export_path) → None

Exports the specified objects to file.

Parameters:
  • assets_to_export (Array(str)) – List of full asset names (e.g /Game/Path/Asset) to export
  • export_path (str) – The directory path to export to.
export_assets_with_dialog(assets_to_export, prompt_for_individual_filenames) → None

Exports the specified objects to file. First prompting the user to pick an export directory and optionally prompting the user to pick a unique directory per file

Parameters:
  • assets_to_export (Array(str)) – List of assets to export
  • prompt_for_individual_filenames (bool) –
find_soft_references_to_object(target_object) -> Array(Object)

Returns list of objects that soft reference the given soft object path. This will load assets into memory to verify

Parameters:target_object (SoftObjectPath) –
Returns:referencing_objects (Array(Object)):
Return type:Array(Object)
import_asset_tasks(import_tasks) → None

Imports assets using tasks specified.

Parameters:import_tasks (Array(AssetImportTask)) – Tasks that specify how to import each file
import_assets_automated(import_data) -> Array(Object)

Imports assets using data specified completely up front. Does not ever ask any questions of the user or show any modal error messages

Parameters:import_data (AutomatedAssetImportData) –
Returns:list of successfully imported assets
Return type:Array(Object)
import_assets_with_dialog(destination_path) -> Array(Object)

Opens a file open dialog to choose files to import to the destination path.

Parameters:destination_path (str) – Path to import files to
Returns:list of successfully imported assets
Return type:Array(Object)
open_editor_for_assets(assets) → None

Opens editor for assets

Parameters:assets (Array(Object)) –
rename_assets(assets_and_names) → bool

Renames assets using the specified names.

Parameters:assets_and_names (Array(AssetRenameData)) –
Returns:
Return type:bool
rename_assets_with_dialog(assets_and_names, auto_checkout=False) → None

Renames assets using the specified names.

Parameters: