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README.md

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Resources/main.py

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import unreal
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import sys
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alpha_brush_path = sys.argv[1]
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alpha_brush_name = sys.argv[2]
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heightmap_directory = sys.argv[3]
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alpha_textures_path = alpha_brush_path + "Textures/"
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# Duplicate stamp brush
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brush_template = "/Game/Brushes/PEAKS/Peak_10_brush"
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unreal.EditorAssetLibrary.duplicate_asset(brush_template, alpha_brush_path + alpha_brush_name)
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# Import known images as a list of Texture2D objects
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alpha_texture_png = heightmap_directory + "\\" + alpha_brush_name + ".png"
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data = unreal.AutomatedAssetImportData()
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data.set_editor_property('destination_path', alpha_textures_path)
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data.set_editor_property('filenames', [alpha_texture_png])
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lst_texture2D = unreal.AssetToolsHelpers.get_asset_tools().import_assets_automated(data)
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# Load texture
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blueprint_generated = unreal.EditorAssetLibrary.load_blueprint_class(alpha_brush_path + alpha_brush_name)
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texture = unreal.EditorAssetLibrary.load_asset(alpha_textures_path + alpha_brush_name)
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# from that, get the class default object ( the actual template for the blueprint )
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blueprint_class_default = unreal.get_default_object(blueprint_generated)
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# set or get properties
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blueprint_class_default.set_editor_property("HeightMap", texture)
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unreal.EditorAssetLibrary.save_asset(alpha_brush_path + alpha_brush_name)

Resources/unreal_mapbox_bridge/LICENSES.chromium.html

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