9f6572600b
- 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)
160 lines
6.0 KiB
Python
160 lines
6.0 KiB
Python
"""UE5 Python API collision/trace 探测脚本。
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测试哪些碰撞查询 API 在 UE5.7 Python 中可用。
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用法: exec(open(r"...\probe_collision_api.py").read())
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"""
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import unreal
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print("=" * 60)
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print("UE5 Collision API Probe")
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print("=" * 60)
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# ---- 1. ETraceTypeQuery enum ----
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print("\n--- ETraceTypeQuery ---")
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try:
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val = unreal.ETraceTypeQuery.TRACE_TYPE_QUERY1
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print(f" ETraceTypeQuery.TRACE_TYPE_QUERY1 = {val}")
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except Exception as e:
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print(f" ETraceTypeQuery: FAIL - {e}")
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try:
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val = unreal.TraceTypeQuery.TRACE_TYPE_QUERY1
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print(f" TraceTypeQuery.TRACE_TYPE_QUERY1 = {val}")
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except Exception as e:
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print(f" TraceTypeQuery: FAIL - {e}")
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# Try integer directly
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print("\n--- line_trace_single with integer channel ---")
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try:
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# Spawn a test cube
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mesh = unreal.load_asset("/Game/BlockingStarterPack/Meshes/Primitives/SM_Cube.SM_Cube")
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if mesh:
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subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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actor = subsys.spawn_actor_from_object(mesh, unreal.Vector(0, 0, 0))
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if actor:
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bb = mesh.get_bounding_box()
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print(f" Cube bbox: min=({bb.min.x},{bb.min.y},{bb.min.z}) max=({bb.max.x},{bb.max.y},{bb.max.z})")
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# Try line_trace_single with int 0
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try:
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hit = unreal.SystemLibrary.line_trace_single(
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actor,
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unreal.Vector(50, 50, 200),
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unreal.Vector(50, 50, -200),
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0, # integer instead of enum
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False, [], None,
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)
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if hit:
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print(f" line_trace_single(int=0): HIT at ({hit.impact_point.x},{hit.impact_point.y},{hit.impact_point.z})")
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else:
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print(f" line_trace_single(int=0): no hit")
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except Exception as e:
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print(f" line_trace_single(int=0): FAIL - {e}")
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# Try with None for draw_debug
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try:
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hit = unreal.SystemLibrary.line_trace_single(
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actor,
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unreal.Vector(50, 50, 200),
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unreal.Vector(50, 50, -200),
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0,
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False, [],
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)
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if hit:
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print(f" line_trace_single(6-arg): HIT at ({hit.impact_point.x},{hit.impact_point.y},{hit.impact_point.z})")
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else:
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print(f" line_trace_single(6-arg): no hit")
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except Exception as e:
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print(f" line_trace_single(6-arg): FAIL - {e}")
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# ---- 2. sphere_overlap_components ----
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print("\n--- sphere_overlap_components ---")
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try:
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result = unreal.SystemLibrary.sphere_overlap_components(
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actor,
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unreal.Vector(50, 50, 50),
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20.0,
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[], # object types
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unreal.StaticMeshComponent,
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)
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print(f" sphere_overlap_components: found {len(result) if result else 0} components")
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except Exception as e:
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print(f" sphere_overlap_components: FAIL - {e}")
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# ---- 3. box_overlap_components ----
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print("\n--- box_overlap_components ---")
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try:
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result = unreal.SystemLibrary.box_overlap_components(
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actor,
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unreal.Vector(50, 50, 50),
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unreal.Vector(10, 10, 10),
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[],
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unreal.StaticMeshComponent,
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)
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print(f" box_overlap_components: found {len(result) if result else 0} components")
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except Exception as e:
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print(f" box_overlap_components: FAIL - {e}")
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# ---- 4. component-level queries ----
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print("\n--- Component-level queries ---")
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try:
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smc = actor.get_component_by_class(unreal.StaticMeshComponent)
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if smc:
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print(f" SMC found: {smc.get_name()}")
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# get_closest_point_on_collision
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try:
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cp = smc.get_closest_point_on_collision(unreal.Vector(0, 0, 200))
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if cp:
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print(f" get_closest_point_on_collision(0,0,200): ({cp.x},{cp.y},{cp.z})")
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else:
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print(f" get_closest_point_on_collision: returned None")
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except Exception as e:
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print(f" get_closest_point_on_collision: FAIL - {e}")
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# get_bounding_box on component
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try:
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cbb = smc.get_bounding_box()
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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})")
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except Exception as e:
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print(f" component.get_bounding_box: FAIL - {e}")
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except Exception as e:
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print(f" Component queries: FAIL - {e}")
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# Cleanup
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unreal.EditorLevelLibrary.destroy_actor(actor)
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except Exception as e:
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print(f" Setup error: {e}")
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# ---- 5. Check what SystemLibrary has ----
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print("\n--- SystemLibrary overlap/trace methods ---")
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methods = [m for m in dir(unreal.SystemLibrary) if 'overlap' in m.lower() or 'trace' in m.lower()]
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for m in methods:
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print(f" {m}")
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print("\n--- EditorLevelLibrary methods ---")
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methods = [m for m in dir(unreal.EditorLevelLibrary) if 'overlap' in m.lower() or 'trace' in m.lower()]
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for m in methods:
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print(f" {m}")
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print("\n" + "=" * 60)
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print("Probe complete.")
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# Write results to file
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try:
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from pathlib import Path
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out = Path(__file__).parent.parent.parent / "output" / "asset-catalog" / "probe_result.txt"
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out.parent.mkdir(parents=True, exist_ok=True)
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with open(out, "w", encoding="utf-8") as f:
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f.write("See UE5 Output Log for probe results.\n")
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print(f"Result marker written to {out}")
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except Exception:
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pass
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# Quit editor
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unreal.SystemLibrary.execute_console_command(None, "quit")
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