Files
PythonInUnreal/Content/Python/auto_import_pipeline.py
T
2026-09-05 00:40:53 +02:00

115 lines
4.3 KiB
Python

"""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
DEMO_ROOT = r"C:\Users\koleg\Documents\Unreal Projects\ExampleProject\DemoAssets"
DEST_ROOT = "/Game/ImportedAssets"
MASTER_MATERIAL = f"{DEST_ROOT}/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_ROOT, unreal.Material, unreal.MaterialFactoryNew())
for i, (suffix, (param, prop, channel)) in enumerate(PARAMS.items()):
tex = mel.create_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, dest_path, 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, dest_path):
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, dest_path, options)
def assign_material(skeletal_mesh, material):
slots = skeletal_mesh.get_editor_property("materials")
for slot in slots:
slot.set_editor_property("material_interface", material)
skeletal_mesh.set_editor_property("materials", slots)
unreal.EditorAssetLibrary.save_asset(skeletal_mesh.get_path_name())
master = get_or_create_master_material()
asset_count = 0
for asset_folder in os.listdir(DEMO_ROOT):
src_dir = os.path.join(DEMO_ROOT, asset_folder)
if not os.path.isdir(src_dir):
continue
dest_path = f"{DEST_ROOT}/{asset_folder}"
# 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
mesh = import_fbx(os.path.join(src_dir, files["fbx"]), base_name, dest_path)
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}", dest_path)
mel.set_material_instance_texture_parameter_value(mi, param, texture)
unreal.EditorAssetLibrary.save_asset(mi.get_path_name())
assign_material(mesh, mi)
asset_count += 1
print(f"Imported {asset_count} asset(s) into {DEST_ROOT}")