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AgrarianGameArchive/Scripts/setup_agrarian_player_blueprints.py
T
2026-05-17 17:57:17 -07:00

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3.7 KiB
Python

import unreal
SOURCE_CHARACTER = "/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"
SOURCE_CONTROLLER = "/Game/ThirdPerson/Blueprints/BP_ThirdPersonPlayerController"
SOURCE_GAME_MODE = "/Game/ThirdPerson/Blueprints/BP_ThirdPersonGameMode"
DEST_ROOT = "/Game/Agrarian/Blueprints/Characters"
DEST_CHARACTER = f"{DEST_ROOT}/BP_AgrarianPlayerCharacter"
DEST_CONTROLLER = f"{DEST_ROOT}/BP_AgrarianPlayerController"
DEST_GAME_MODE = f"{DEST_ROOT}/BP_AgrarianGameMode"
KNOWN_RECIPE_ASSETS = [
"/Game/Agrarian/DataAssets/Recipes/DA_Recipe_Campfire",
"/Game/Agrarian/DataAssets/Recipes/DA_Recipe_PrimitiveFrame",
"/Game/Agrarian/DataAssets/Recipes/DA_Recipe_PrimitiveWallPanel",
"/Game/Agrarian/DataAssets/Recipes/DA_Recipe_PrimitiveRoofPanel",
"/Game/Agrarian/DataAssets/Recipes/DA_Recipe_PrimitiveShelter",
"/Game/Agrarian/DataAssets/Recipes/DA_Recipe_BasicTool",
"/Game/Agrarian/DataAssets/Recipes/DA_Recipe_SimpleContainer",
"/Game/Agrarian/DataAssets/Recipes/DA_Recipe_Bandage",
]
def ensure_directory(path):
if not unreal.EditorAssetLibrary.does_directory_exist(path):
if not unreal.EditorAssetLibrary.make_directory(path):
raise RuntimeError(f"Could not create content directory: {path}")
def duplicate_if_missing(source_path, destination_path):
if unreal.EditorAssetLibrary.does_asset_exist(destination_path):
unreal.log(f"Keeping existing asset: {destination_path}")
return unreal.EditorAssetLibrary.load_asset(destination_path)
if not unreal.EditorAssetLibrary.does_asset_exist(source_path):
raise RuntimeError(f"Source asset missing: {source_path}")
duplicated = unreal.EditorAssetLibrary.duplicate_asset(source_path, destination_path)
if not duplicated:
raise RuntimeError(f"Could not duplicate {source_path} to {destination_path}")
unreal.log(f"Created {destination_path} from {source_path}")
return duplicated
def load_blueprint_class(path):
generated_class = unreal.EditorAssetLibrary.load_blueprint_class(path)
if not generated_class:
raise RuntimeError(f"Could not load generated Blueprint class: {path}")
return generated_class
def load_required_asset(path):
asset = unreal.EditorAssetLibrary.load_asset(path)
if not asset:
raise RuntimeError(f"Required asset not found: {path}")
return asset
def main():
ensure_directory(DEST_ROOT)
character_bp = duplicate_if_missing(SOURCE_CHARACTER, DEST_CHARACTER)
controller_bp = duplicate_if_missing(SOURCE_CONTROLLER, DEST_CONTROLLER)
game_mode_bp = duplicate_if_missing(SOURCE_GAME_MODE, DEST_GAME_MODE)
character_class = load_blueprint_class(DEST_CHARACTER)
controller_class = load_blueprint_class(DEST_CONTROLLER)
character_cdo = unreal.get_default_object(character_class)
game_mode_cdo = unreal.get_default_object(game_mode_bp.generated_class())
game_mode_cdo.set_editor_property("default_pawn_class", character_class)
game_mode_cdo.set_editor_property("player_controller_class", controller_class)
crafting_component = character_cdo.get_editor_property("crafting_component")
if not crafting_component:
raise RuntimeError("BP_AgrarianPlayerCharacter is missing CraftingComponent")
crafting_component.set_editor_property(
"known_recipe_assets",
[load_required_asset(path) for path in KNOWN_RECIPE_ASSETS],
)
unreal.BlueprintEditorLibrary.compile_blueprint(character_bp)
unreal.EditorAssetLibrary.save_loaded_asset(character_bp)
unreal.EditorAssetLibrary.save_loaded_asset(controller_bp)
unreal.EditorAssetLibrary.save_loaded_asset(game_mode_bp)
unreal.log(
"Agrarian player Blueprint assets are ready: "
f"{DEST_CHARACTER}, {DEST_CONTROLLER}, {DEST_GAME_MODE}"
)
main()