Files
ChildHood/tools/asset-catalog/probe_collision_api.py
T
starmen1265 9f6572600b feat(tools): 添加UE5资产探索脚本系统asset-catalog
- discover_assets: 枚举Content资产,按UE5类型分类,输出index.json
- analyze_meshes: 包围盒/锚点/bbox_faces(area+orientation)/Line Trace细节包围盒/规则Tags
- analyze_materials: 动态参数提取/base_color_hex自动转换/规则Tags
- analyze_blueprints: generated_class API Actor检测/组件提取/interaction推断Tags
- run_all编排器: 断点续跑/步骤控制/错误traceback/UE5 JSON序列化兼容
- probe脚本: UE5.7 API探测(TraceTypeQuery/DrawDebugTrace枚举发现)
2026-06-09 19:01:50 +08:00

160 lines
6.0 KiB
Python

"""UE5 Python API collision/trace 探测脚本。
测试哪些碰撞查询 API 在 UE5.7 Python 中可用。
用法: exec(open(r"...\probe_collision_api.py").read())
"""
import unreal
print("=" * 60)
print("UE5 Collision API Probe")
print("=" * 60)
# ---- 1. ETraceTypeQuery enum ----
print("\n--- ETraceTypeQuery ---")
try:
val = unreal.ETraceTypeQuery.TRACE_TYPE_QUERY1
print(f" ETraceTypeQuery.TRACE_TYPE_QUERY1 = {val}")
except Exception as e:
print(f" ETraceTypeQuery: FAIL - {e}")
try:
val = unreal.TraceTypeQuery.TRACE_TYPE_QUERY1
print(f" TraceTypeQuery.TRACE_TYPE_QUERY1 = {val}")
except Exception as e:
print(f" TraceTypeQuery: FAIL - {e}")
# Try integer directly
print("\n--- line_trace_single with integer channel ---")
try:
# Spawn a test cube
mesh = unreal.load_asset("/Game/BlockingStarterPack/Meshes/Primitives/SM_Cube.SM_Cube")
if mesh:
subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
actor = subsys.spawn_actor_from_object(mesh, unreal.Vector(0, 0, 0))
if actor:
bb = mesh.get_bounding_box()
print(f" Cube bbox: min=({bb.min.x},{bb.min.y},{bb.min.z}) max=({bb.max.x},{bb.max.y},{bb.max.z})")
# Try line_trace_single with int 0
try:
hit = unreal.SystemLibrary.line_trace_single(
actor,
unreal.Vector(50, 50, 200),
unreal.Vector(50, 50, -200),
0, # integer instead of enum
False, [], None,
)
if hit:
print(f" line_trace_single(int=0): HIT at ({hit.impact_point.x},{hit.impact_point.y},{hit.impact_point.z})")
else:
print(f" line_trace_single(int=0): no hit")
except Exception as e:
print(f" line_trace_single(int=0): FAIL - {e}")
# Try with None for draw_debug
try:
hit = unreal.SystemLibrary.line_trace_single(
actor,
unreal.Vector(50, 50, 200),
unreal.Vector(50, 50, -200),
0,
False, [],
)
if hit:
print(f" line_trace_single(6-arg): HIT at ({hit.impact_point.x},{hit.impact_point.y},{hit.impact_point.z})")
else:
print(f" line_trace_single(6-arg): no hit")
except Exception as e:
print(f" line_trace_single(6-arg): FAIL - {e}")
# ---- 2. sphere_overlap_components ----
print("\n--- sphere_overlap_components ---")
try:
result = unreal.SystemLibrary.sphere_overlap_components(
actor,
unreal.Vector(50, 50, 50),
20.0,
[], # object types
unreal.StaticMeshComponent,
)
print(f" sphere_overlap_components: found {len(result) if result else 0} components")
except Exception as e:
print(f" sphere_overlap_components: FAIL - {e}")
# ---- 3. box_overlap_components ----
print("\n--- box_overlap_components ---")
try:
result = unreal.SystemLibrary.box_overlap_components(
actor,
unreal.Vector(50, 50, 50),
unreal.Vector(10, 10, 10),
[],
unreal.StaticMeshComponent,
)
print(f" box_overlap_components: found {len(result) if result else 0} components")
except Exception as e:
print(f" box_overlap_components: FAIL - {e}")
# ---- 4. component-level queries ----
print("\n--- Component-level queries ---")
try:
smc = actor.get_component_by_class(unreal.StaticMeshComponent)
if smc:
print(f" SMC found: {smc.get_name()}")
# get_closest_point_on_collision
try:
cp = smc.get_closest_point_on_collision(unreal.Vector(0, 0, 200))
if cp:
print(f" get_closest_point_on_collision(0,0,200): ({cp.x},{cp.y},{cp.z})")
else:
print(f" get_closest_point_on_collision: returned None")
except Exception as e:
print(f" get_closest_point_on_collision: FAIL - {e}")
# get_bounding_box on component
try:
cbb = smc.get_bounding_box()
print(f" component.get_bounding_box: min=({cbb.min.x},{cbb.min.y},{cbb.min.z}) max=({cbb.max.x},{cbb.max.y},{cbb.max.z})")
except Exception as e:
print(f" component.get_bounding_box: FAIL - {e}")
except Exception as e:
print(f" Component queries: FAIL - {e}")
# Cleanup
unreal.EditorLevelLibrary.destroy_actor(actor)
except Exception as e:
print(f" Setup error: {e}")
# ---- 5. Check what SystemLibrary has ----
print("\n--- SystemLibrary overlap/trace methods ---")
methods = [m for m in dir(unreal.SystemLibrary) if 'overlap' in m.lower() or 'trace' in m.lower()]
for m in methods:
print(f" {m}")
print("\n--- EditorLevelLibrary methods ---")
methods = [m for m in dir(unreal.EditorLevelLibrary) if 'overlap' in m.lower() or 'trace' in m.lower()]
for m in methods:
print(f" {m}")
print("\n" + "=" * 60)
print("Probe complete.")
# Write results to file
try:
from pathlib import Path
out = Path(__file__).parent.parent.parent / "output" / "asset-catalog" / "probe_result.txt"
out.parent.mkdir(parents=True, exist_ok=True)
with open(out, "w", encoding="utf-8") as f:
f.write("See UE5 Output Log for probe results.\n")
print(f"Result marker written to {out}")
except Exception:
pass
# Quit editor
unreal.SystemLibrary.execute_console_command(None, "quit")