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* restart the editor and a popup should appear asking your for confirmation of the build of the plugin.
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* Once the plugin is built, go to the output log console and filter for 'Python'. You should see the Python VM banner.
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Upgrading on MacOSX
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-------------------
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To upgrade to the latest development version of UnrealEnginePython:
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* move to the Plugins directory in the project directory and use git pull
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```sh
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git pull
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```
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* move to UnrealEnginePython/Binaries from the Plugin directory
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* remove the plugin library UE4Editor-UnrealEnginePython.dylib to warn UnrealEngine to recompile the plugin
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```sh
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rm UE4Editor-UnrealEnginePython.dylib
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```
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* restart the editor and a popup should appear asking your for confirmation of the build of the plugin.
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* Once the plugin is built, go to the output log console and filter for 'Python'. You should see the Python VM banner.
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# Installation on other platforms
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Currently only Windows and MacOSX are supported, Linux support should be available soon. We are investigating Android support too via the kivy project.
@@ -321,315 +341,7 @@ Remember, there is no need to implement every single engine class method, the re
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Most-used methods are implemented directly as uobject methods for performance reasons.
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---
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```py
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x, y, z = uobject.get_actor_location()
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```
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get the current actor location (automatically retrieve the actor from the component if needed)
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---
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```py
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uobject.set_actor_location(x, y, z)
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```
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set the current actor location (automatically retrieve the actor from the component if needed)
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---
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```py
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pitch, yaw, roll = uobject.get_actor_rotation()
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```
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get the current actor rotation (automatically retrieve the actor from the component if needed)
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---
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```py
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uobject.set_actor_rotation(pitch, yaw, roll)
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```
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set the current actor rotation (automatically retrieve the actor from the component if needed)
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---
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```py
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x, y, z = uobject.get_actor_forward()
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```
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get the current actor forward vector (automatically retrieve the actor from the component if needed)
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---
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```py
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x, y, z = uobject.get_actor_right()
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```
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get the current actor right vector (automatically retrieve the actor from the component if needed)
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---
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```py
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x, y, z = uobject.get_actor_up()
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```
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get the current actor up vector (automatically retrieve the actor from the component if needed)
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---
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```py
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x, y, z = uobject.get_actor_velocity()
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```
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get the current actor velocity vector (automatically retrieve the actor from the component if needed)
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---
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```py
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value = uobject.get_property('name')
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```
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get the property value of a uobject
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NOTE: currently only floats and objects values are supported
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---
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```py
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uobject.set_property('name', value)
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```
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set the property of a uobject
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NOTE: currently only floats and strings values are supported
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---
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```py
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properties_list = uobject.properties()
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```
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get the list of properties available for the uobject (as a list of string names)
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---
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```py
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uobject.call('function arg0 arg1 argN....')
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```
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this is probably the most important functionality of the Unreal Engine reflection system.
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It allows you to call a method/function exposed by a uobject passing it arguments.
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For example you have an uobject mapped to a UTextRenderComponent and you want to change the text:
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```py
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text_render_component.call('SetText Hello')
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```
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will call the UTextRenderComponent::SetText(FString value) method passing 'Hello' as the string argument
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This methods allows you to interface with basically every engine features, but is is obviously slower than directly calling C++ methods.
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Use it for calling blueprint functions, or while waiting for the addition of new specific-methods in the uobject api ;)
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---
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```py
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actor = uobject.get_owner()
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```
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get the owner of an object (generally called by a component to get its actor)
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---
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```py
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world = uobject.get_world()
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```
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get the world containing an object. (currently useful only for testing and comparison)
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---
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```py
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name = uobject.get_name()
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```
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get the name of the uobject
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---
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```py
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full_name = uobject.get_full_name()
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```
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get the full name of the uobject
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---
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```py
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# really slow !
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found_uobject = uobject.find_object('name')
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```
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find an object (by name) in the same world of the caller (SLOW, do not use it unless you know what you are doing)
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---
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```py
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# really really slow !
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found_uobjects = uobject.all_objects()
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```
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get the list of all uobjects in the same world of the caller (REALLY SLOW, do not use it unless you know what you are doing)
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---
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```py
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found_actors = uobject.all_actors()
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```
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get the list of all actors available in the same world of the caller. A bit slow.
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---
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```py
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uclass = uobject.get_class()
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```
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this is the same as calling ->GetClass() in c++. You can get the UClass of a uobject.
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---
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```py
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uclass = uobject.actor_spawn(uclass[, x, y, z, pitch, yaw, roll])
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```
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spawn an actor. uclass is the reference you can get via get_class() or unreal_engine.find_class()
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