unreal.InterchangeManager

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

Bases: Object

Interchange Manager

C++ Source:

  • Module: InterchangeEngine

  • File: InterchangeManager.h

classmethod create_source_data(file_name) InterchangeSourceData
  • Script helper to create a source data object that points to a file on disk.

return:: A new UInterchangeSourceData.

Parameters:

file_name (str) –

Return type:

InterchangeSourceData

export_asset(asset, is_automated=False) bool

Call this to start an asset export process. The caller must specify a source data.

Parameters:
  • asset (Object) – The asset to export.

  • is_automated (bool) – If true, the exporter will not show any UI or dialogs.

Returns:

true if the export succeeds, or false otherwise.

Return type:

bool

export_scene(world, is_automated=False) bool

Call this to start a scene export process. The caller must specify a source data.

Parameters:
  • world (Object) – The scene to export.

  • is_automated (bool) – If true, the import process will not show any UI or dialogs.

Returns:

true if the export succeeds, or false otherwise.

Return type:

bool

classmethod get_interchange_manager_scripted() InterchangeManager

Return the pointer to the Interchange Manager singleton. note: We need to return a pointer to have a valid Blueprint-callable function.

Return type:

InterchangeManager

get_registered_factory_class(class_to_make)

Script helper to get a registered factory for a specified class. return:: The registered factory class if found, or NULL if no registered factory was found.

Parameters:

class_to_make (type(Class)) –

Return type:

type(Class)

import_asset(content_path, source_data, import_asset_parameters) bool

Call this to start an asset import process. The caller must specify the source data. This process can import many different assets into the game content.

Parameters:
  • content_path (str) – The path where the imported assets will be created.

  • source_data (InterchangeSourceData) – The source data input to translate.

  • import_asset_parameters (ImportAssetParameters) – All parameters that need to be passed to the import asset function.

Returns:

true if the import succeeds, or false otherwise.

Return type:

bool

import_scene(content_path, source_data, import_asset_parameters) bool

Call this to start a scene import process. The caller must specify the source data. This process can import many different assets and their transforms (USceneComponent), store the result in a Blueprint, and add the Blueprint to the level.

Parameters:
  • content_path (str) – The path where the imported assets will be created.

  • source_data (InterchangeSourceData) – The source data input to translate. This object will be duplicated to allow thread-safe operations.

  • import_asset_parameters (ImportAssetParameters) – All parameters that need to be passed to the import asset function.

Returns:

true if the import succeeds, or false otherwise.

Return type:

bool