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fix python logic
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Resources/set_editor_property.py

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import unreal
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import sys
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asset_path = sys.argv[1]
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asset_property = sys.argv[2]
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asset_value = sys.argv[3]
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is_texture = sys.argv[4]
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in_scene = sys.argv[5]
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asset_class = sys.argv[6]
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method = sys.argv[7]
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world = unreal.EditorLevelLibrary.get_editor_world
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if is_texture == "1":
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# Load texture
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value = unreal.EditorAssetLibrary.load_asset(asset_value)
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else:
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value = asset_value
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if in_scene == "0":
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# print(in_scene)
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# Asset to be loaded from Editor Content
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# from that, get the class default object ( the actual template for the blueprint )
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blueprint_generated = unreal.EditorAssetLibrary.load_blueprint_class(asset_path)
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my_act = unreal.get_default_object(blueprint_generated)
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if in_scene == "1":
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lst_actors = unreal.EditorLevelLibrary.get_all_level_actors()
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for act in lst_actors:
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act_label = act.get_actor_label()
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if asset_class in act_label:
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my_act = act
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if asset_property != "/":
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my_act.set_editor_property(asset_property,value)
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if method == "import_tile":
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my_act.import_tile(my_act)
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if method == "match_landscape_size":
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my_act.match_landscape_size(my_act)
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# print('tets')
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# if(len(method) == 0):
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# print(method)
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# Asset to be loaded from Scene
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# print(asset_path)
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# asset = unreal.find_object(None, asset_path)
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# print (type(asset))
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# blueprint_class_default = unreal.get_default_object(asset)
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# print (type(blueprint_class_default))
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# print(dir(blueprint_class_default))
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# blueprint_class_default.set_editor_property('height_map',value)
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# m = unreal.find_object("EarthLandscapeClip")
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# m = unreal.load_object(Blueprint, asset_path)
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# act = unreal.load_class(Class, ' + asset_class + ')
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# print(act)
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# # set or get properties
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# blueprint_class_default.set_editor_property(asset_property, value)
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# unreal.EditorAssetLibrary.save_asset(asset_path)

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