unreal.EditorTutorial

class unreal.EditorTutorial(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

An asset used to build a stage-by-stage tutorial in the editor

C++ Source:

  • Plugin: GuidedTutorials

  • Module: IntroTutorials

  • File: EditorTutorial.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_to_use (SoftObjectPath): [Read-Write] Asset to open & attach the tutorial to. Non-widget-bound content will appear in the asset’s window

  • category (str): [Read-Write] Category of this tutorial, used to organize tutorials when presented to the user

  • hide_in_browser (bool): [Read-Write] Hide this tutorial in the tutorials browser

  • icon (str): [Read-Write] Icon name for this tutorial, used when presented to the user in the tutorial browser. This is a name for the icon in the Slate editor style. Only used if there isn’t a valid texture to use.

  • is_standalone (bool): [Read-Write] A standalone tutorial displays no navigation buttons and each content widget has a close button

  • next_tutorial (SoftClassPath): [Read-Write] Tutorial to optionally chain onto after this tutorial completes

  • previous_tutorial (SoftClassPath): [Read-Write] Tutorial to optionally chain back to if the “back” button is clicked on the first stage

  • search_tags (Text): [Read-Write] Comma seperated list of tags the search will use to help find this tutorial

  • sort_order (int32): [Read-Write] Sorting priority, used by the tutorial browser

  • stages (Array[TutorialStage]): [Read-Write] The various stages of this tutorial

  • summary_content (TutorialContent): [Read-Write] Content to be displayed for this tutorial when presented to the user in summary

  • texture (Texture2D): [Read-Write] Texture for this tutorial, used when presented to the user in the tutorial browser.

  • title (Text): [Read-Write] Title of this tutorial, used when presented to the user

classmethod begin_tutorial(tutorial_to_start, restart) None

Begin a tutorial. Note that this will end the current tutorial that is in progress, if any

Parameters:
get_actor_reference(path_to_actor) Actor

Attempts to find the actor specified by PathToActor in the current editor world

Parameters:

path_to_actor (str) – The path to the actor (e.g. PersistentLevel.PlayerStart)

Returns:

A reference to the actor, or none if it wasn’t found

Return type:

Actor

classmethod get_engine_folder_visibilty() bool

Returns the visibility of the engine folder in the content browser

Return type:

bool

classmethod go_to_next_tutorial_stage() None

Advance to the next stage of a tutorial

classmethod go_to_previous_tutorial_stage() None

Advance to the previous stage of a tutorial

on_tutorial_closed() None

Event fired when a tutorial is closed

on_tutorial_launched() None

Event fired when a tutorial is launched

on_tutorial_stage_ended(stage_name) None

Event fired when a tutorial stage ends

Parameters:

stage_name (Name) –

on_tutorial_stage_started(stage_name) None

Event fired when a tutorial stage begins

Parameters:

stage_name (Name) –

classmethod open_asset(asset) None

Open an asset for use by a tutorial

Parameters:

asset (Object) – The asset to open

classmethod set_engine_folder_visibilty(new_visibility) None

Sets the visibility of the engine folder in the content browser

Parameters:

new_visibility (bool) –

property sort_order: int

[Read-Only] Sorting priority, used by the tutorial browser

Type:

(int32)