Open c0ffymachyne opened 6 years ago
Hi, the plugin will automatically import Scripts/ue_site.py on boot. This is where you can put initialization/automatic code.
A more powerful alternative is the commandlet mode:
-run=PyCommandlet path_to_python_script.py
that will avoid apening the whole editor
I am not sure when ue_site.py is being called but it gives me ImportError:
LogPython: Error: cannot import name PyFbxFactory LogPython: Error: ImportError: cannot import name PyFbxFactory
Is this because the plugin is installed as a part of the project and not the editor itself ?
PyCommandlet does not seem to run the file at all (still trying to get it to work).
Code is OK and running successfully from the editor.
Hi @rdeioris ,
Thank you so much for help !
PyCommandlet is running the script. I believe it does not like dots in the middle of the filepath and does not seem to work with relative paths "/Game/Scripts/...".
Hi, you may want to check this:
Hi @unbit ,
Thanks, I will give this this a try.
Hi @rdeioris,
Running the same code via PyCommandlet and UEP Editor yields different results. PyCommandlet execution is not creating a Skeleton for SkeletalMesh in case of FBX import. I have tried default importUI settings but no luck. Do I have to create Skeleton manually and assign it to the mesh.Skeleton ?
I have to run some project assembly process from within the command line and this flag seems to only be working with UE4's native python. How can I use it with your extension ? Is there any other way to run python script right after project has been opened (from command line without any user interaction).
Thank you.