RAMzor Posted July 22, 2024 Posted July 22, 2024 (edited) Hi all. Knowing the rules of the forum, I want to say right away that I don't play any games and have never played. I came across Unreal Engine for first time in my life a week ago at my work (medical imaging). So please be understanding. I need help to start automating the Unreal Editor (WorldSim). To be more precisely, I need just a few commands such as load batch json file, play/stop level, read/clear log. How can I take control through ActiveX, COM, Web or something else. Spend a lot of time with no success. I will be grateful for any help/examples here, PM or email. Moderators, if this is still against the rules, you can delete this post without warning me Edited July 22, 2024 by RAMzor
Moderators Melba23 Posted July 22, 2024 Moderators Posted July 22, 2024 RAMzor, I see from a cursory Google search that the Unreal Editor does indeed have uses other than gaming, but I would appreciate some information from you (via PM if you prefer) as to what exactly you are intending to do with it. Why do you need to automate it? What sort of imaging are you dealing with? We would like to help, so please provide us with the data to allow us to do so. M23 Any of my own code posted anywhere on the forum is available for use by others without any restriction of any kind Open spoiler to see my UDFs: Spoiler ArrayMultiColSort ---- Sort arrays on multiple columnsChooseFileFolder ---- Single and multiple selections from specified path treeview listingDate_Time_Convert -- Easily convert date/time formats, including the language usedExtMsgBox --------- A highly customisable replacement for MsgBoxGUIExtender -------- Extend and retract multiple sections within a GUIGUIFrame ---------- Subdivide GUIs into many adjustable framesGUIListViewEx ------- Insert, delete, move, drag, sort, edit and colour ListView itemsGUITreeViewEx ------ Check/clear parent and child checkboxes in a TreeViewMarquee ----------- Scrolling tickertape GUIsNoFocusLines ------- Remove the dotted focus lines from buttons, sliders, radios and checkboxesNotify ------------- Small notifications on the edge of the displayScrollbars ----------Automatically sized scrollbars with a single commandStringSize ---------- Automatically size controls to fit textToast -------------- Small GUIs which pop out of the notification area
RAMzor Posted July 23, 2024 Author Posted July 23, 2024 (edited) I will try to explain... Sent PM to you. Thanks! Edited July 23, 2024 by RAMzor
Moderators Melba23 Posted July 23, 2024 Moderators Posted July 23, 2024 RAMzor, Thanks for that - I am happy for the thread to continue. M23 Any of my own code posted anywhere on the forum is available for use by others without any restriction of any kind Open spoiler to see my UDFs: Spoiler ArrayMultiColSort ---- Sort arrays on multiple columnsChooseFileFolder ---- Single and multiple selections from specified path treeview listingDate_Time_Convert -- Easily convert date/time formats, including the language usedExtMsgBox --------- A highly customisable replacement for MsgBoxGUIExtender -------- Extend and retract multiple sections within a GUIGUIFrame ---------- Subdivide GUIs into many adjustable framesGUIListViewEx ------- Insert, delete, move, drag, sort, edit and colour ListView itemsGUITreeViewEx ------ Check/clear parent and child checkboxes in a TreeViewMarquee ----------- Scrolling tickertape GUIsNoFocusLines ------- Remove the dotted focus lines from buttons, sliders, radios and checkboxesNotify ------------- Small notifications on the edge of the displayScrollbars ----------Automatically sized scrollbars with a single commandStringSize ---------- Automatically size controls to fit textToast -------------- Small GUIs which pop out of the notification area
Solution RTFC Posted July 23, 2024 Solution Posted July 23, 2024 (edited) I have trouble understanding why you would wish to automate Unreal Editor; that's like wanting to automate Scite to write an AutoIt script. If you have access to the uncooked, unpackaged project, it makes more sense to directly edit the blueprints (or add your own BPs to run alongside, or edit/add to project source code) to achieve your goals: JSON: there are several JSON plugins available out of the (UE) box to interact with JSON data (Edit->Plugins->Search "JSON", and several more on the marketplace start/stop: just run the editor headless from the cmdline with the appropriate settings (e.g., if you launch the editor with -game this would act the same as choosing the standalone launch option in the editor) the output log is already written to file (in <YourProjectFolder>\Saves\Logs), or in the Output Log window, click Settings->Open in External editor. Moreover, automating UE editor seems a terrible idea to me anyway, because its GUI layout/ menu organsiation tends to change (sometimes drastically) with almost every engine update (of which there are several a year). Edited July 23, 2024 by RTFC typo My Contributions and Wrappers Spoiler BitMaskSudokuSolver BuildPartitionTable CodeCrypter CodeScanner DigitalDisplay Eigen4AutoIt FAT Suite HighMem MetaCodeFileLibrary OSgrid Pool RdRand SecondDesktop SimulatedAnnealing Xbase I/O
RAMzor Posted July 23, 2024 Author Posted July 23, 2024 Hey @RTFC 2 hours ago, RTFC said: I have trouble understanding why you would wish to automate Unreal Editor; I didn't choose to use The Editor this way, I inherited this work process style from developers... 2 hours ago, RTFC said: ...that's like wanting to automate Scite to write an AutoIt script. If you have access to the uncooked, unpackaged project, it makes more sense to directly edit the blueprints (or add your own BPs to run alongside, or edit/add to project source code) to achieve You are absolutely right but ..... I don't want to spend too much time to learning something bombastic like BLUE to make a "few clicks" and never more use it again, it's overkill to me. This software is used only for this purpose. Once again, I don't come from the gaming world and know nothing about this software. Even simple commands. I'm just now studying and it's blowing my mind 2 hours ago, RTFC said: start/stop: just run the editor headless from the cmdline with the appropriate settings (e.g., if you launch the editor with -game this would act the same as choosing the standalone launch option in the editor) Thanks for the guidance! It can help with something. To know how about this cmdline options you need to know that this option exists at all 😁. I will look now I saw an option to write commands in the Editor but I was unable to write there programmatically 😒... 2 hours ago, RTFC said: the output log is already written to file (in <YourProjectFolder>\Saves\Logs), or in the Output Log window, click Settings->Open in External editor. I actually found it 🙂 But while running batch with hundreds of tasks the log is inflated and it's quite difficult to do parsing without deleting between tasks. 2 hours ago, RTFC said: Moreover, automating UE editor seems a terrible idea to me anyway, because its GUI layout/ menu organsiation tends to change (sometimes drastically) with almost every engine update (of which there are several a year). For this specific mission there is no need to upgrade every time if at all.
Nine Posted July 23, 2024 Posted July 23, 2024 I do not know Unreal Editor, but maybe the community could help if you show an example of what you want to achieve (thru GIF or screen shots or whatever). 18 hours ago, RAMzor said: I need just a few commands such as load batch json file, play/stop level, read/clear log. This statement is intended to someone who knows the editor and is useless to most of us. “They did not know it was impossible, so they did it” ― Mark Twain Spoiler Block all input without UAC Save/Retrieve Images to/from Text Monitor Management (VCP commands) Tool to search in text (au3) files Date Range Picker Virtual Desktop Manager Sudoku Game 2020 Overlapped Named Pipe IPC HotString 2.0 - Hot keys with string x64 Bitwise Operations Multi-keyboards HotKeySet Recursive Array Display Fast and simple WCD IPC Multiple Folders Selector Printer Manager GIF Animation (cached) Debug Messages Monitor UDF Screen Scraping Round Corner GUI UDF Multi-Threading Made Easy Interface Object based on Tag
RTFC Posted July 23, 2024 Posted July 23, 2024 (edited) I think you may have misinterpreted/overestimated the (very limited) "command" functionality its editor implements; these are mostly startup cmdline options that you can set/change at runtime, and stuff like taking screenshots at some specific resolution. To do the things you want to do in a development environment (i.e., uncooked, unpacked application), by far the easiest way is to create a new, or edit an existing blueprint. Blueprints were explicitly designed for people that are uncomfortable writing code (e.g., most game designers). It's incredibly simple to learn, just connect event/function nodes with their Exec pins to form a flow diagram in the BP, and stick variables into your inputs (or read them from node outputs) where required/desired. Example: You wrote you need JSON interaction. So open your project, Top Menu->Edit->Plugins, search "JSON", then enable (tick) "JSON Blueprint Utilities" (available for free), and confirm. Restart the Engine, open any blueprint (or create a new one), right-click anywhere on the background, type json in the new window's search bar, and select any of these functions: There are literally hundreds of video tutorials online to get you up to speed in a matter of a few hours. And as long as your tasks are not frame-critical, you don't need to engage with the underlying C++ code at all. Edited July 24, 2024 by RTFC My Contributions and Wrappers Spoiler BitMaskSudokuSolver BuildPartitionTable CodeCrypter CodeScanner DigitalDisplay Eigen4AutoIt FAT Suite HighMem MetaCodeFileLibrary OSgrid Pool RdRand SecondDesktop SimulatedAnnealing Xbase I/O
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