92 lines
2.8 KiB
Python
92 lines
2.8 KiB
Python
import unreal
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MAP_PATH = "/Game/ThirdPerson/Lvl_ThirdPerson"
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PLACEMENTS = [
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{
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"label": "AGR_WoodResourceNode_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location": unreal.Vector(650.0, -150.0, 120.0),
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"rotation": unreal.Rotator(0.0, 15.0, 0.0),
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},
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{
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"label": "AGR_FiberResourceNode_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location": unreal.Vector(560.0, 140.0, 90.0),
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"rotation": unreal.Rotator(0.0, -10.0, 0.0),
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},
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{
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"label": "AGR_Campfire_01",
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
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"location": unreal.Vector(900.0, 120.0, 60.0),
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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{
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"label": "AGR_PrimitiveShelter_01",
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
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"location": unreal.Vector(1200.0, -260.0, 140.0),
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"rotation": unreal.Rotator(0.0, -20.0, 0.0),
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},
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{
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"label": "AGR_RabbitWildlife_01",
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"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
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"location": unreal.Vector(450.0, 420.0, 100.0),
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"rotation": unreal.Rotator(0.0, 135.0, 0.0),
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},
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]
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def load_blueprint_class(path):
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generated_class = unreal.EditorAssetLibrary.load_blueprint_class(path)
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if not generated_class:
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raise RuntimeError(f"Could not load Blueprint class: {path}")
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return generated_class
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def get_actor_label(actor):
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try:
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return actor.get_actor_label()
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except Exception:
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return actor.get_name()
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def remove_existing_placed_actors(labels):
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for actor in unreal.EditorLevelLibrary.get_all_level_actors():
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if get_actor_label(actor) in labels:
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unreal.EditorLevelLibrary.destroy_actor(actor)
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def set_actor_label(actor, label):
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try:
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actor.set_actor_label(label, mark_dirty=True)
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except TypeError:
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actor.set_actor_label(label)
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def main():
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if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
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raise RuntimeError(f"Could not load map: {MAP_PATH}")
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labels = {placement["label"] for placement in PLACEMENTS}
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remove_existing_placed_actors(labels)
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for placement in PLACEMENTS:
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actor_class = load_blueprint_class(placement["class_path"])
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actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
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actor_class,
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placement["location"],
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placement["rotation"],
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placement["label"],
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)
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if not actor:
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raise RuntimeError(f"Could not spawn {placement['class_path']}")
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unreal.log(f"Placed {placement['label']} at {placement['location']}")
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unreal.EditorLevelLibrary.save_current_level()
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unreal.log("Agrarian test map placement setup complete.")
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main()
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