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Roberto De Ioris
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Jan 8, 2017
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import unreal_engine as ue | ||
from unreal_engine import FVector | ||
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from unreal_engine.classes import Actor, Pawn, Character, ProjectileMovementComponent, PawnSensingComponent, StaticMesh | ||
from unreal_engine.classes import StaticMeshComponent, StaticMeshActor, PointLightComponent | ||
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world = ue.get_editor_world() | ||
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for i in range(0, 10): | ||
new_pawn = world.actor_spawn(Pawn, FVector(0, 0, i * 1000)) | ||
new_pawn.set_actor_label("FooBarPawn {0}".format(i)) | ||
projectile = new_pawn.add_actor_component(ProjectileMovementComponent, 'Projectile Movement') | ||
projectile.InitialSpeed = 173.0 | ||
projectile.MaxSpeed = 999.9 | ||
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for i in range(0, 10): | ||
new_character = world.actor_spawn(Character, FVector(i * 100, 0, i * 1000)) | ||
new_character.set_actor_label("FooBarCharacter {0}".format(i)) | ||
sensing = new_character.add_actor_component(PawnSensingComponent, 'Ears') | ||
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# add a cone | ||
cone = world.actor_spawn(Actor) | ||
cone.set_actor_label('A Cone') | ||
cone_mesh = cone.add_actor_component(StaticMeshComponent, 'Cone') | ||
cone_mesh.StaticMesh = ue.load_object(StaticMesh, '/Engine/BasicShapes/Cone') | ||
cone.InitialLifeSpan = 30.0 | ||
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# add a better cone | ||
cone2 = world.actor_spawn(StaticMeshActor) | ||
cone2.StaticMeshComponent.StaticMesh = ue.load_object(StaticMesh, '/Engine/BasicShapes/Cone') | ||
cone2.set_actor_label('A Better Cone') | ||
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# create a new bleprint | ||
bp = ue.create_blueprint(Pawn, '/Game/SuperEvilPawn') | ||
ue.add_component_to_blueprint(bp, PawnSensingComponent, 'Eyes') | ||
point_light = ue.add_component_to_blueprint(bp, PointLightComponent, 'Light') | ||
point_light.Intensity = 9999.9 | ||
ue.blueprint_add_member_variable(bp, 'SightPower', 'float') | ||
ue.blueprint_set_variable_visibility(bp, 'SightPower', False) | ||
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ue.compile_blueprint(bp) | ||
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super_evil_pawn = world.actor_spawn(bp.GeneratedClass) | ||
super_evil_pawn.set_actor_label('Super Evil Pawn') | ||
super_evil_pawn.SightPower = 2217.30 | ||
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ue.editor_save_all() | ||
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