import unreal def load(path): asset = unreal.EditorAssetLibrary.load_asset(path) if not asset: raise RuntimeError(f"Could not load {path}") return asset def mapping_found(context, action, key_name): mapping_data = context.get_editor_property("default_key_mappings") for mapping in list(mapping_data.get_editor_property("mappings")): mapping_key = mapping.get_editor_property("key") if ( mapping.get_editor_property("action") == action and str(mapping_key.get_editor_property("key_name")) == key_name ): return True return False def main(): action = load("/Game/Input/Actions/IA_Interact") context = load("/Game/Input/IMC_Default") character_bp = load("/Game/Agrarian/Blueprints/Characters/BP_AgrarianPlayerCharacter") character_cdo = unreal.get_default_object(character_bp.generated_class()) missing = [] for key_name in ["E", "Gamepad_FaceButton_Left"]: if not mapping_found(context, action, key_name): missing.append(f"missing mapping {key_name}") assigned_action = character_cdo.get_editor_property("InteractAction") if assigned_action != action: missing.append("BP_AgrarianPlayerCharacter InteractAction is not IA_Interact") if missing: raise RuntimeError("Interact input verification failed: " + "; ".join(missing)) unreal.log("Agrarian interact input verification complete.") main()