Stumbling Toward 'Awesomeness'

A Technical Art Blog

Tuesday, March 20, 2018

Python Ships in Unreal Engine 4.19

ADDING THE PLUGIN

For anyone with version 4.19 of the engine or later, you now have access to Python. It’s marked ‘experimental’, enable it under plugins:

You then can enter python through the command line:

As the Python implementation wraps blueprint and blutilities, you only have access to things exposed through blueprint.

INSTALLING THIRD PARTY LIBRARIES

The team has made it a lot easier to install 3rd party libraries by shipping with pip.exe, it’s in this folder: <build>\Engine\Source\ThirdParty\Python\Win64\Scripts

Here’s an example of installing PySide into the build:

&gt;&gt;pip install --target=Y:\Build\UE_4.19\Engine\Source\ThirdParty\Python\Win64\Lib\site-packages Pyside
Collecting Pyside
  Using cached PySide-1.2.4-cp27-none-win_amd64.whl
Installing collected packages: Pyside
Successfully installed Pyside-1.2.4
posted by Chris at 10:15 AM  

Friday, March 16, 2018

GitHub and converting tools to Maya 2017

Hey guys, I have multiple tools on github and have never converted them to Maya 2017 / Pyside.  I see many of you have forked them to add that support.

What’s the best way to deal with this? Should I just update the tools to only work with PySide2? Is there an option through github to branch my own tool, or let people know that for older Maya support they need to grab up to a certain changelist?

posted by Chris at 6:29 PM  

Monday, March 5, 2018

uExport: A Simple Maya Tool for Exporting to UE4


I posted the skeleton of this a while ago in the post “Why does everyone write their own FBX exporter?“, many people asked me for the exporter over the years and I sent it to them. Since that post, uExport has become the way we get all characters into UE4 at Epic. It’s been crazy to see this little fledgling tool, developed largely in spare time to allow us to export non-A.R.T.v1 rigs (like the kite and deer in the first demo I worked on at Epic) become something we rely on so much.

It’s here on GitHub, there’s a lot more info in the readme.

posted by Chris at 9:05 PM  

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