121 lines
4.7 KiB
Python
121 lines
4.7 KiB
Python
"""Run inside Unreal (Python console / Execute Python Script).
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Watches a disk folder for FBX + textures named by convention (Name.fbx,
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Name_BC/_N/_M/_R/_E.png), imports everything without opening the import
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dialog, and wires the textures into a Material Instance per mesh.
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"""
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import os, unreal
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DEMO_ROOT = r"C:\Users\koleg\Documents\Unreal Projects\ExampleProject\DemoAssets"
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DEST_ROOT = "/Game/ImportedAssets"
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MASTER_MATERIAL = f"{DEST_ROOT}/M_Master"
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# suffix -> (texture parameter name, material property, sampled channel)
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PARAMS = {
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"_BC": ("BaseColor", unreal.MaterialProperty.MP_BASE_COLOR, "RGB"),
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"_N": ("Normal", unreal.MaterialProperty.MP_NORMAL, "RGB"),
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"_M": ("Metallic", unreal.MaterialProperty.MP_METALLIC, "R"),
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"_R": ("Roughness", unreal.MaterialProperty.MP_ROUGHNESS, "R"),
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"_E": ("Emissive", unreal.MaterialProperty.MP_EMISSIVE_COLOR, "RGB"),
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}
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asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
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mel = unreal.MaterialEditingLibrary
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def get_or_create_master_material():
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if unreal.EditorAssetLibrary.does_asset_exist(MASTER_MATERIAL):
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return unreal.EditorAssetLibrary.load_asset(MASTER_MATERIAL)
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material = asset_tools.create_asset("M_Master", DEST_ROOT, unreal.Material, unreal.MaterialFactoryNew())
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for i, (suffix, (param, prop, channel)) in enumerate(PARAMS.items()):
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tex = mel.create_material_expression(material, unreal.MaterialExpressionTextureSampleParameter2D, -400, i * 200)
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tex.set_editor_property("parameter_name", param)
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mel.connect_material_property(tex, channel, prop)
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mel.recompile_material(material)
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return material
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def import_task(filename, name, dest_path, options=None):
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task = unreal.AssetImportTask()
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task.filename = filename
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task.destination_path = dest_path
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task.destination_name = name
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task.automated = True
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task.save = True
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task.replace_existing = True
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if options:
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task.options = options
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asset_tools.import_asset_tasks([task])
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return unreal.load_asset(f"{dest_path}/{name}")
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def import_fbx(filename, name, dest_path):
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options = unreal.FbxImportUI()
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options.mesh_type_to_import = unreal.FBXImportType.FBXIT_SKELETAL_MESH
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options.import_mesh = True
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options.import_as_skeletal = True
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options.import_animations = True
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options.create_physics_asset = False
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options.import_materials = False
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options.import_textures = False
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return import_task(filename, name, dest_path, options)
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def assign_material(skeletal_mesh, material):
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new_slots = []
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for slot in skeletal_mesh.get_editor_property("materials"):
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new_slot = unreal.SkeletalMaterial()
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new_slot.set_editor_property("material_interface", material)
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new_slot.set_editor_property("material_slot_name", slot.get_editor_property("material_slot_name"))
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new_slot.set_editor_property("uv_channel_data", slot.get_editor_property("uv_channel_data"))
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new_slots.append(new_slot)
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skeletal_mesh.set_editor_property("materials", new_slots)
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skeletal_mesh.modify()
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skeletal_mesh.post_edit_change()
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unreal.EditorAssetLibrary.save_asset(skeletal_mesh.get_path_name())
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master = get_or_create_master_material()
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asset_count = 0
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for asset_folder in os.listdir(DEMO_ROOT):
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src_dir = os.path.join(DEMO_ROOT, asset_folder)
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if not os.path.isdir(src_dir):
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continue
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dest_path = f"{DEST_ROOT}/{asset_folder}"
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# group source files by base name: {"RobotPolice": {"fbx": "...", "_BC": "...", ...}}
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groups = {}
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for f in os.listdir(src_dir):
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stem, ext = os.path.splitext(f)
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if ext.lower() == ".fbx":
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groups.setdefault(stem, {})["fbx"] = f
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continue
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for suffix in PARAMS:
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if stem.endswith(suffix):
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groups.setdefault(stem[: -len(suffix)], {})[suffix] = f
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break
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for base_name, files in groups.items():
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if "fbx" not in files:
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continue
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mesh = import_fbx(os.path.join(src_dir, files["fbx"]), base_name, dest_path)
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mi = asset_tools.create_asset(f"MI_{base_name}", dest_path, unreal.MaterialInstanceConstant,
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unreal.MaterialInstanceConstantFactoryNew())
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mel.set_material_instance_parent(mi, master)
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for suffix, (param, _, _) in PARAMS.items():
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if suffix not in files:
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continue
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texture = import_task(os.path.join(src_dir, files[suffix]), f"T_{base_name}{suffix}", dest_path)
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mel.set_material_instance_texture_parameter_value(mi, param, texture)
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unreal.EditorAssetLibrary.save_asset(mi.get_path_name())
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assign_material(mesh, mi)
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asset_count += 1
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print(f"Imported {asset_count} asset(s) into {DEST_ROOT}")
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