Add MVP character proxy selection
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import unreal
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MATERIAL_FOLDER = "/Game/Agrarian/Characters/Materials"
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CHARACTER_PROXY_MATERIALS = {
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"M_AGR_CharacterProxy_Workwear_Male": {
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"color": unreal.LinearColor(0.23, 0.20, 0.15, 1.0),
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"roughness": 0.88,
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},
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"M_AGR_CharacterProxy_Workwear_Female": {
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"color": unreal.LinearColor(0.20, 0.24, 0.18, 1.0),
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"roughness": 0.88,
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},
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}
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def ensure_character_proxy_materials():
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unreal.EditorAssetLibrary.make_directory(MATERIAL_FOLDER)
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asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
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created = []
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for asset_name, spec in CHARACTER_PROXY_MATERIALS.items():
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asset_path = f"{MATERIAL_FOLDER}/{asset_name}"
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material = unreal.EditorAssetLibrary.load_asset(asset_path)
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if not material:
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material = asset_tools.create_asset(asset_name, MATERIAL_FOLDER, unreal.Material, unreal.MaterialFactoryNew())
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if not material:
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raise RuntimeError(f"Could not create character proxy material: {asset_path}")
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base_color = unreal.MaterialEditingLibrary.create_material_expression(
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material, unreal.MaterialExpressionConstant3Vector, -420, -120
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)
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base_color.set_editor_property("constant", spec["color"])
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unreal.MaterialEditingLibrary.connect_material_property(
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base_color, "", unreal.MaterialProperty.MP_BASE_COLOR
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)
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roughness = unreal.MaterialEditingLibrary.create_material_expression(
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material, unreal.MaterialExpressionConstant, -420, 80
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)
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roughness.set_editor_property("r", spec["roughness"])
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unreal.MaterialEditingLibrary.connect_material_property(
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roughness, "", unreal.MaterialProperty.MP_ROUGHNESS
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)
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unreal.MaterialEditingLibrary.recompile_material(material)
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created.append(asset_path)
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unreal.EditorAssetLibrary.save_loaded_asset(material)
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return created
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def main():
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created = ensure_character_proxy_materials()
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if created:
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for asset_path in created:
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unreal.log(f"Created MVP character proxy material: {asset_path}")
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else:
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unreal.log("MVP character proxy materials already exist.")
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main()
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