"""Run inside Unreal (Python console / Execute Python Script). Watches a disk folder for FBX + textures named by convention (Name.fbx, Name_BC/_N/_M/_R/_E.png), imports everything without opening the import dialog, and wires the textures into a Material Instance per mesh. """ import os, unreal SRC_DIR = r"C:\Users\koleg\Documents\Unreal Projects\ExampleProject\DemoAssets\RobotPolice" DEST_PATH = "/Game/ImportedAssets" MASTER_MATERIAL = f"{DEST_PATH}/M_Master" # suffix -> (texture parameter name, material property, sampled channel) PARAMS = { "_BC": ("BaseColor", unreal.MaterialProperty.MP_BASE_COLOR, "RGB"), "_N": ("Normal", unreal.MaterialProperty.MP_NORMAL, "RGB"), "_M": ("Metallic", unreal.MaterialProperty.MP_METALLIC, "R"), "_R": ("Roughness", unreal.MaterialProperty.MP_ROUGHNESS, "R"), "_E": ("Emissive", unreal.MaterialProperty.MP_EMISSIVE_COLOR, "RGB"), } asset_tools = unreal.AssetToolsHelpers.get_asset_tools() mel = unreal.MaterialEditingLibrary def get_or_create_master_material(): if unreal.EditorAssetLibrary.does_asset_exist(MASTER_MATERIAL): return unreal.EditorAssetLibrary.load_asset(MASTER_MATERIAL) material = asset_tools.create_asset("M_Master", DEST_PATH, unreal.Material, unreal.MaterialFactoryNew()) for i, (suffix, (param, prop, channel)) in enumerate(PARAMS.items()): tex = mel.new_material_expression(material, unreal.MaterialExpressionTextureSampleParameter2D, -400, i * 200) tex.set_editor_property("parameter_name", param) mel.connect_material_property(tex, channel, prop) mel.recompile_material(material) return material def import_task(filename, name, options=None): task = unreal.AssetImportTask() task.filename = filename task.destination_path = DEST_PATH task.destination_name = name task.automated = True task.save = True task.replace_existing = True if options: task.options = options asset_tools.import_asset_tasks([task]) return unreal.load_asset(f"{DEST_PATH}/{name}") def import_fbx(filename, name): options = unreal.FbxImportUI() options.mesh_type_to_import = unreal.FBXImportType.FBXIT_SKELETAL_MESH options.import_mesh = True options.import_as_skeletal = True options.import_animations = True options.create_physics_asset = False options.import_materials = False options.import_textures = False return import_task(filename, name, options) master = get_or_create_master_material() # group source files by base name: {"RobotPolice": {"fbx": "...", "_BC": "...", ...}} groups = {} for f in os.listdir(SRC_DIR): stem, ext = os.path.splitext(f) if ext.lower() == ".fbx": groups.setdefault(stem, {})["fbx"] = f continue for suffix in PARAMS: if stem.endswith(suffix): groups.setdefault(stem[: -len(suffix)], {})[suffix] = f break for base_name, files in groups.items(): if "fbx" not in files: continue import_fbx(os.path.join(SRC_DIR, files["fbx"]), base_name) mi = asset_tools.create_asset(f"MI_{base_name}", DEST_PATH, unreal.MaterialInstanceConstant, unreal.MaterialInstanceConstantFactoryNew()) mel.set_material_instance_parent(mi, master) for suffix, (param, _, _) in PARAMS.items(): if suffix not in files: continue texture = import_task(os.path.join(SRC_DIR, files[suffix]), f"T_{base_name}{suffix}") mel.set_material_instance_texture_parameter_value(mi, param, texture) unreal.EditorAssetLibrary.save_asset(mi.get_path_name()) print(f"Imported {len(groups)} asset(s) into {DEST_PATH}")