a lot of stuff
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Executable
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import unreal
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sub = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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actors = sub.get_all_level_actors()
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unreal.log(f"{len(actors)} actors in level")
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Executable
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import unreal
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OLD = unreal.load_asset("/Game/ImportedAssets/Trees/SM_tree04.SM_tree04")
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NEW = unreal.load_asset("/Game/ImportedAssets/Trees/SM_tree01.SM_tree01")
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sub = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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actors = sub.get_all_level_actors()
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old_mesh_count = 0
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for actor in actors:
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comp = actor.get_component_by_class(unreal.StaticMeshComponent)
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if comp and comp.static_mesh == OLD:
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old_mesh_count += 1
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print(f"Found {old_mesh_count} instances of the old mesh")
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Executable
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import unreal
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OLD = unreal.load_asset("/Game/ImportedAssets/Trees/SM_tree04.SM_tree04")
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NEW = unreal.load_asset("/Game/ImportedAssets/Trees/SM_tree01.SM_tree01")
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sub = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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actors = sub.get_all_level_actors()
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old_mesh_count = 0
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with unreal.ScopedEditorTransaction("Swap meshes"):
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for actor in actors:
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comp = actor.get_component_by_class(unreal.StaticMeshComponent)
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if comp and comp.static_mesh == OLD:
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comp.set_editor_property("static_mesh", NEW)
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# comp.set_static_mesh(NEW) -- tak tez mozna ale undo nie zadziala bo zmiana nie jest robiona przez edytor wiec jej on nie rejestruje
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old_mesh_count += 1
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unreal.log(f"Swapped {old_mesh_count} meshes")
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