Extensions

WARNING

This feature set is still very new and could be subject to change.

Supported Extensions

See the Supported Extensions section for details on extensions that ship with the Send to Unreal addon and are supported by this repository.

Extensions provide a python interface for Send to Unreal users to quickly and cleanly extend its functionality with a minimal amount of code. Within an extension class several things can be defined:

1

In this diagram each blue arrow that plugs into a blue block represents how the extension factory takes pieces of your extension class and plugs in its logic within the send to unreal operation.

Note

The queue can run many asset tasks, therefore the extension logic added in the asset task area will be fired as many times as there are assets. However, anything outside the asset task will be run once per send to unreal operation.

Example

Here is a simple example

The Code

import bpy
from pprint import pprint
from send2ue.core.extension import ExtensionBase

class ExampleExtension(ExtensionBase):
    name = 'example'
    hello_property: bpy.props.StringProperty(default='Hello world')

    def draw_validations(self, dialog, layout, properties):
        row = layout.row()
        row.prop(self, 'hello_property')

    def pre_operation(self, properties):
        properties.unreal_mesh_folder_path = '/Game/example_extension/test/'

    def pre_validations(self, properties):
        if self.hello_property != 'Hello world':
            return False
        return True

    def pre_mesh_export(self, asset_data, properties):
        pprint(asset_data)

This adds a property, a pre operation task that changes the unreal_mesh_folder_path value, a pre mesh export task that prints out the asset data of the mesh, and a validation that checks to ensure that hello_property is equal to "Hello world", otherwise it returns False which terminates the send to unreal operation execution.

Note

At minimum, an extension must have the class attribute name defined. Everything else is optional. A more advanced extension example is available hereopen in new window.

Installation

Save the extension code in a folder. This folder is know as the Extensions Repo Folder. You can place as many extensions in this folder as needed. In this example, the file is saved toC:\extension_repo\example.py.

2

Then in the Send to Unreal addon preferences set the Extensions Repo Folder to C:\extension_repo. Then click the Reload Extensions button.

Note

Alternatively, this can be installed with python:

# this is handy for reloading your changes as you develop extensions
bpy.context.preferences.addons['send2ue'].preferences.extensions_repo_path = 'C:\extension_repo'
bpy.ops.send2ue.reload_extensions()

Test

Now when we use Send to Unreal to with the default cube, we can see the asset_data dictionary printing in the console and that the cube got sent to the /Game/example_extension/test/ folder in the unreal project.

3

This same approach can be applied to many other use cases where you need to extend the Send to Unreal operation. For practical examples check out the send2ue/resourcesopen in new window folder.

Tasks

Tasks contain logic for key points within the runtime of the send to unreal operation. This is done by registering methods on the extension's property group class. When the Send to Unreal operation gets run, the extension tasks get executed. The methods below can be implemented in an extension class and the Send to Unreal extension factory will inject the tasks.

filter_objects

Defines a filter for the armature and mesh objects after they have been initially collected.

  • param list[bpy.types.Object] armature_objects A list of armature objects.
  • param list[bpy.types.Object] mesh_objects A list of mesh objects.
  • returns A tuple which is a filtered list of armature objects, and a filtered list of meshes objects.
  • rtype tuple(list, list)
filter_objects(self, armature_objects, mesh_objects)

pre_operation

Defines the pre operation logic that will be run before the send to unreal operation.

  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
pre_operation(self, properties)

post_operation

Defines the post operation logic that will be run before the send to unreal operation.

  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
post_operation(self, properties)

pre_validations

Defines the pre validation logic that will be an injected operation.

  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
  • return bool Whether or not the validation has passed.
pre_validations(self, properties)

post_validations

Defines the post validation logic that will be an injected operation.

  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
  • return bool Whether or not the validation has passed.
post_validations(self, properties)

pre_animation_export

Defines the pre animation export logic that will be an injected operation.

  • param dict asset_data A mutable dictionary of asset data for the current asset.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
pre_animation_export(self, asset_data, properties)

post_animation_export

Defines the post animation export logic that will be an injected operation.

  • param dict asset_data A mutable dictionary of asset data for the current asset.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
post_animation_export(self, asset_data, properties)

pre_mesh_export

Defines the pre mesh export logic that will be an injected operation.

  • param dict asset_data A mutable dictionary of asset data for the current asset.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
pre_mesh_export(self, asset_data, properties)

post_mesh_export

Defines the post mesh export logic that will be an injected operation.

  • param dict asset_data A mutable dictionary of asset data for the current asset.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
post_mesh_export(self, asset_data, properties)

pre_import

Defines the pre import logic that will be an injected operation.

  • param dict asset_data A mutable dictionary of asset data for the current asset.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
pre_import(self, asset_data, properties)

post_import

Defines the post import logic that will be an injected operation.

  • param dict asset_data A mutable dictionary of asset data for the current asset.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
post_import(self, asset_data, properties)

Utility Operators

Utility operators are authored just like you would author any other blender operator. The class attribute utility_operators is a place where a list of operator classes can be assigned. This list of operator classes will be auto registered and added to the utilities submenu under Pipeline > Utilities

class ExtensionBase:
    utility_operators = [
        YourOperatorClass
    ]

Refer to the blender API docsopen in new window for more information.

Properties

Extension properties must be defined in the extension class's annotations. This is done using the : instead of = for assignment like so:

class ExampleExtension(ExtensionBase):
    name = 'example'
    hello_property: bpy.props.StringProperty(default='Hello world')

Note

Properties can be any property type in bpy.props

All properties defined in the extension class get registered as a sub property group within the send2ue scene data hierarchy. In the above example, the hello_property could be accessed within an extension task method like:

self.hello_property

Or globally like:

bpy.context.scene.send2ue.extensions.example.hello_property

Note

Extension properties get saved when the blend file is saved, and can have their values saved to templates just like the default properties that exist in the Send to Unreal tool.

Asset Data Dictionary

During the life cycle of the Send to Unreal operation a dictionary asset_data is created that contains all assets that will be sent in the operation. Per asset, data gets fetched and passed into the task method via the asset_data param in certain extension task methods. i.e pre_mesh_export(self, asset_data, properties).

Note

Any asset_data dictionary value that is prefixed with _ i.e. _asset_type etc. has no effect on how Send to Unreal uses that data. However, changing values not prefixed with an underscore will change the Send to Unreal behavior.

Here is an example of a potential renaming use case.

from send2ue.core.extension import ExtensionBase
class ExampleExtension(ExtensionBase):
    name = 'example'
    def pre_mesh_export(self, asset_data, properties):
        # the asset data using the current asset id
        path, ext = asset_data['file_path'].split('.')
        asset_path = asset_data['asset_path']

        asset_data['file_path'] = f'{path}_added_this.{ext}'
        asset_data['asset_path'] = f'{asset_path}_added_this'
        pprint(asset_data)
        self.update_asset_data(asset_data)

Here you can see that we forced a rename of the asset by changing the fbx name, then we updated the asset path so that Send to Unreal would still have a reference to the imported asset.

Note

In order for the asset_data to be updated you must call self.update_asset_data(asset_data) like shown above.

This is what the Mesh's asset_data looks like from the example above after being modified:

{
 '_asset_type': 'MESH',
 '_mesh_object_name': 'Cube1',
 'asset_folder': '/Game/example_extension/test/',
 'asset_path': '/Game/example_extension/test/Cube1_added_this',
 'file_path': 'C:\\Users\\User~1\\AppData\\Local\\Temp\\blender\\send2ue\\data\\mesh\\Cube1_added_this.fbx',
 'import_mesh': True,
 'lods': None,
 'skeletal_mesh': False,
 'skeleton_asset_path': '',
 'sockets': {}
}

WARNING

Modifying this dictionary incorrectly will produce errors. You must implement your own validations to ensure this is modified correctly.

Draws

Defining draws for your extension is a way to make your extension properties available to be edited by the user. Using the same example extension above, the draw_validations implementation adds this UI into the Send to Unreal Settings Dialog.

4

draw_validations

Can be overridden to draw an interface for the extension under the validations tab.

  • param Send2UnrealDialog dialog The dialog class.
  • param bpy.types.UILayout layout The extension layout area.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
draw_validations(self, dialog, layout, properties)

draw_export

Can be overridden to draw an interface for the extension under the export tab.

  • param Send2UnrealDialog dialog The dialog class.
  • param bpy.types.UILayout layout The extension layout area.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
draw_export(self, dialog, layout, properties)

draw_import

Can be overridden to draw an interface for the extension under the import tab.

  • param Send2UnrealDialog dialog The dialog class.
  • param bpy.types.UILayout layout The extension layout area.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
draw_import(self, dialog, layout, properties)

draw_paths

Can be overridden to draw an interface for the extension under the paths tab.

  • param Send2UnrealDialog dialog The dialog class.
  • param bpy.types.UILayout layout The extension layout area.
  • param Send2UeSceneProperties properties The scene property group that contains all the addon properties.
draw_paths(self, dialog, layout, properties)

RPC Library

There is a submodule within send2ue that can be used to make your own rpc calls. Here is a basic example of how you can force an asset to be renamed in the post_import method of an extension.

from send2ue.core.extension import ExtensionBase
from send2ue.dependencies.unreal import remote_unreal_decorator


@remote_unreal_decorator
def rename_unreal_asset(source_asset_path, destination_asset_path):
    if unreal.EditorAssetLibrary.does_asset_exist(destination_asset_path):
        unreal.EditorAssetLibrary.delete_asset(destination_asset_path)
    return unreal.EditorAssetLibrary.rename_asset(source_asset_path, destination_asset_path)

class ExampleExtension(ExtensionBase):
    name = 'example'
    def post_import(self):
        asset_path = self.asset_data[self.asset_id]['asset_path']
        rename_unreal_asset(asset_path, f'{asset_path}_renamed_again')

Notice how you can define remote unreal functions on the fly by just wrapping your function with the remote_unreal_decorator. The RPC library has a factory that takes care of teleporting your code and imports over to the open unreal editor.

Note

RPC calls must be defined as function or a staticmethod of a class, and only basic python data types can be marshalled through the function parameters. No object params or kwargs are excepted.