unreal

unreal._redirect_warning(message, category, filename, lineno, file=None, line=None)
unreal.find_asset(name: str, type: Class | type = Object.static_class(), follow_redirectors: bool = True) Any -- find an already loaded Unreal asset with the given name, optionally validating its type
unreal.find_object(outer: Object | None, name: str, type: Class | type = Object.static_class(), follow_redirectors: bool = True) Any -- find an already loaded Unreal object with the given outer and name, optionally validating its type
unreal.find_package(name: str) Optional[Package] -- find an already loaded Unreal package with the given name
unreal.flush_generated_type_reinstancing() None -- flush any pending reinstancing requests for Python generated types
unreal.generate_class(class_type: type) None -- generate an Unreal class for the given Python type
unreal.generate_enum(enum_type: type) None -- generate an Unreal enum for the given Python type
unreal.generate_struct(struct_type: type) None -- generate an Unreal struct for the given Python type
unreal.get_blueprint_generated_types(paths: Iterable[str]) -> Optional[Union[type, Tuple[type, ...]]] -- get the Python types (will return a tuple for multiple types) for the given set of Blueprint asset paths (may be a sequence type or set of arguments)
unreal.get_default_object(type: Class | type) Any -- get the Unreal class default object (CDO) of the given type
unreal.get_editor_subsystem(subsystem: Class | type[_EditorSubsystemTypeVar]) Optional[_EditorSubsystemTypeVar] -- returns the requested Editor subsystem or None
unreal.get_engine_subsystem(subsystem: Class | type[_EngineSubsystemTypeVar]) Optional[_EngineSubsystemTypeVar] -- returns the requested Engine subsystem or None
unreal.get_interpreter_executable_path() str -- get the path to the Python interpreter executable of the Python SDK this plugin was compiled against
unreal.get_type_from_class(class_: Class) type -- get the best matching Python type for the given Unreal class
unreal.get_type_from_enum(enum: Enum) type -- get the best matching Python type for the given Unreal enum
unreal.get_type_from_struct(struct: Struct) type -- get the best matching Python type for the given Unreal struct
unreal.is_editor() bool -- tells if the editor is running or not
unreal.load_asset(name: str, type: Class | type = Object.static_class(), follow_redirectors: bool = True) Any -- load an Unreal asset with the given name, optionally validating its type
unreal.load_class(outer: Object | None, name: str, type: Class | type = Object.static_class()) Optional[Class] -- load an Unreal class with the given outer and name, optionally validating its base type
unreal.load_module(module: str) None -- load the given Unreal module and generate any Python code for its reflected types
unreal.load_object(outer: Object | None, name: str, type: Class | type = Object.static_class(), follow_redirectors: bool = True) Any -- load an Unreal object with the given outer and name, optionally validating its type
unreal.load_package(name: str) Optional[Package] -- load an Unreal package with the given name
unreal.LOCTABLE(id: Name | str, key: str) Text -- get a localized Text from the given string table id and key
unreal.log(arg: Any) None -- log the given argument as information in the LogPython category
unreal.log_error(arg: Any) None -- log the given argument as an error in the LogPython category
unreal.log_flush() None -- flush the log to disk.
unreal.log_warning(arg: Any) None -- log the given argument as a warning in the LogPython category
unreal.new_object(type: Class | type, outer: Object | None = None, name: Name | str = '', base_type: Object | None = None) Any -- create an Unreal object of the given class (and optional outer and name), optionally validating its type
unreal.NSLOCTEXT(ns: str, key: str, source: str) Text -- create a localized Text from the given namespace, key, and source string
unreal.parent_external_window_to_slate(external_window_handle: object, parent_search_method: SlateParentWindowSearchMethod = SlateParentWindowSearchMethod.ACTIVE_WINDOW) None -- parent the given OS specific external window handle to a suitable Slate window
unreal.purge_object_references(obj: Object, include_inners: bool = True) None -- purge all references to the given Unreal object from any living Python objects
unreal.register_python_shutdown_callback(callable: Callable[[], None]) object -- register the given callable (with no input arguments) as a callback to execute immediately before Python shutdown
unreal.register_slate_post_tick_callback(callable: Callable[[float], None] | DelegateBase) object -- register the given callable (taking a single float) as a pre-tick callback in Slate
unreal.register_slate_pre_tick_callback(callable: Callable[[float], None] | DelegateBase) object -- register the given callable (taking a single float) as a pre-tick callback in Slate
unreal.reload(module: str) None -- reload the given Unreal Python module.
unreal.uclass()

decorator used to define UClass types from Python

unreal.uenum()

decorator used to define UEnum types from Python

unreal.ufunction(meta=None, ret=None, params=None, override=None, static=None, pure=None, getter=None, setter=None)

decorator used to define UFunction fields from Python

unreal.unregister_python_shutdown_callback(handle: object) None -- unregister the given handle from a previous call to register_python_shutdown_callback
unreal.unregister_slate_post_tick_callback(handle: object) None -- unregister the given handle from a previous call to register_slate_post_tick_callback
unreal.unregister_slate_pre_tick_callback(handle: object) None -- unregister the given handle from a previous call to register_slate_pre_tick_callback
unreal.uproperty(type, meta=None, getter=None, setter=None)

function used to define UProperty fields from Python

unreal.ustruct()

decorator used to define UStruct types from Python

unreal.uvalue(val, meta=None)

function used to define constant values from Python