UEPyScripts 1.2.3__tar.gz
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- uepyscripts-1.2.3/.gitignore +173 -0
- uepyscripts-1.2.3/LICENSE +21 -0
- uepyscripts-1.2.3/PKG-INFO +292 -0
- uepyscripts-1.2.3/README.md +212 -0
- uepyscripts-1.2.3/pyproject.toml +163 -0
- uepyscripts-1.2.3/src/uepyscripts/__init__.py +13 -0
- uepyscripts-1.2.3/src/uepyscripts/context/__init__.py +7 -0
- uepyscripts-1.2.3/src/uepyscripts/internal/__init__.py +0 -0
- uepyscripts-1.2.3/src/uepyscripts/internal/config.py +33 -0
- uepyscripts-1.2.3/src/uepyscripts/internal/engine.py +108 -0
- uepyscripts-1.2.3/src/uepyscripts/internal/engine_resolver.py +103 -0
- uepyscripts-1.2.3/src/uepyscripts/internal/project.py +81 -0
- uepyscripts-1.2.3/src/uepyscripts/run/__init__.py +0 -0
- uepyscripts-1.2.3/src/uepyscripts/run/buildgraph.py +99 -0
- uepyscripts-1.2.3/src/uepyscripts/run/uat.py +18 -0
- uepyscripts-1.2.3/src/uepyscripts/run/ubt.py +18 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/__init__.py +0 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ci/buildgraph.py +134 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ci/cleanup.py +37 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/helpers.py +185 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/subprocess.py +23 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ue/__init__.py +0 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ue/check_engine_installation.py +66 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ue/close_editor.py +20 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ue/compile_editor.py +27 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ue/engine_installation/engine_destination.py +19 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ue/engine_installation/engine_installer.py +152 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ue/engine_installation/engine_source.py +182 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ue/generate_solution.py +13 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/ue/run_editor.py +14 -0
- uepyscripts-1.2.3/src/uepyscripts/tools/winreg.py +32 -0
|
@@ -0,0 +1,173 @@
|
|
|
1
|
+
# Byte-compiled / optimized / DLL files
|
|
2
|
+
__pycache__/
|
|
3
|
+
*.py[cod]
|
|
4
|
+
*$py.class
|
|
5
|
+
|
|
6
|
+
# C extensions
|
|
7
|
+
*.so
|
|
8
|
+
|
|
9
|
+
# Distribution / packaging
|
|
10
|
+
.Python
|
|
11
|
+
build/
|
|
12
|
+
develop-eggs/
|
|
13
|
+
dist/
|
|
14
|
+
downloads/
|
|
15
|
+
eggs/
|
|
16
|
+
.eggs/
|
|
17
|
+
lib/
|
|
18
|
+
lib64/
|
|
19
|
+
parts/
|
|
20
|
+
sdist/
|
|
21
|
+
var/
|
|
22
|
+
wheels/
|
|
23
|
+
share/python-wheels/
|
|
24
|
+
*.egg-info/
|
|
25
|
+
.installed.cfg
|
|
26
|
+
*.egg
|
|
27
|
+
MANIFEST
|
|
28
|
+
|
|
29
|
+
# PyInstaller
|
|
30
|
+
# Usually these files are written by a python script from a template
|
|
31
|
+
# before PyInstaller builds the exe, so as to inject date/other infos into it.
|
|
32
|
+
*.manifest
|
|
33
|
+
*.spec
|
|
34
|
+
|
|
35
|
+
# Installer logs
|
|
36
|
+
pip-log.txt
|
|
37
|
+
pip-delete-this-directory.txt
|
|
38
|
+
|
|
39
|
+
# Unit test / coverage reports
|
|
40
|
+
htmlcov/
|
|
41
|
+
.tox/
|
|
42
|
+
.nox/
|
|
43
|
+
.coverage
|
|
44
|
+
.coverage.*
|
|
45
|
+
.cache
|
|
46
|
+
nosetests.xml
|
|
47
|
+
coverage.xml
|
|
48
|
+
*.cover
|
|
49
|
+
*.py,cover
|
|
50
|
+
.hypothesis/
|
|
51
|
+
.pytest_cache/
|
|
52
|
+
cover/
|
|
53
|
+
|
|
54
|
+
# Translations
|
|
55
|
+
*.mo
|
|
56
|
+
*.pot
|
|
57
|
+
|
|
58
|
+
# Django stuff:
|
|
59
|
+
*.log
|
|
60
|
+
local_settings.py
|
|
61
|
+
db.sqlite3
|
|
62
|
+
db.sqlite3-journal
|
|
63
|
+
|
|
64
|
+
# Flask stuff:
|
|
65
|
+
instance/
|
|
66
|
+
.webassets-cache
|
|
67
|
+
|
|
68
|
+
# Scrapy stuff:
|
|
69
|
+
.scrapy
|
|
70
|
+
|
|
71
|
+
# Sphinx documentation
|
|
72
|
+
docs/_build/
|
|
73
|
+
|
|
74
|
+
# PyBuilder
|
|
75
|
+
.pybuilder/
|
|
76
|
+
target/
|
|
77
|
+
|
|
78
|
+
# Jupyter Notebook
|
|
79
|
+
.ipynb_checkpoints
|
|
80
|
+
|
|
81
|
+
# IPython
|
|
82
|
+
profile_default/
|
|
83
|
+
ipython_config.py
|
|
84
|
+
|
|
85
|
+
# pyenv
|
|
86
|
+
# For a library or package, you might want to ignore these files since the code is
|
|
87
|
+
# intended to run in multiple environments; otherwise, check them in:
|
|
88
|
+
# .python-version
|
|
89
|
+
|
|
90
|
+
# pipenv
|
|
91
|
+
# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
|
|
92
|
+
# However, in case of collaboration, if having platform-specific dependencies or dependencies
|
|
93
|
+
# having no cross-platform support, pipenv may install dependencies that don't work, or not
|
|
94
|
+
# install all needed dependencies.
|
|
95
|
+
#Pipfile.lock
|
|
96
|
+
|
|
97
|
+
# UV
|
|
98
|
+
# Similar to Pipfile.lock, it is generally recommended to include uv.lock in version control.
|
|
99
|
+
# This is especially recommended for binary packages to ensure reproducibility, and is more
|
|
100
|
+
# commonly ignored for libraries.
|
|
101
|
+
#uv.lock
|
|
102
|
+
|
|
103
|
+
# poetry
|
|
104
|
+
# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
|
|
105
|
+
# This is especially recommended for binary packages to ensure reproducibility, and is more
|
|
106
|
+
# commonly ignored for libraries.
|
|
107
|
+
# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
|
|
108
|
+
#poetry.lock
|
|
109
|
+
|
|
110
|
+
# pdm
|
|
111
|
+
# Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control.
|
|
112
|
+
#pdm.lock
|
|
113
|
+
# pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it
|
|
114
|
+
# in version control.
|
|
115
|
+
# https://pdm.fming.dev/latest/usage/project/#working-with-version-control
|
|
116
|
+
.pdm.toml
|
|
117
|
+
.pdm-python
|
|
118
|
+
.pdm-build/
|
|
119
|
+
|
|
120
|
+
# PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm
|
|
121
|
+
__pypackages__/
|
|
122
|
+
|
|
123
|
+
# Celery stuff
|
|
124
|
+
celerybeat-schedule
|
|
125
|
+
celerybeat.pid
|
|
126
|
+
|
|
127
|
+
# SageMath parsed files
|
|
128
|
+
*.sage.py
|
|
129
|
+
|
|
130
|
+
# Environments
|
|
131
|
+
.env
|
|
132
|
+
.venv
|
|
133
|
+
env/
|
|
134
|
+
venv/
|
|
135
|
+
ENV/
|
|
136
|
+
env.bak/
|
|
137
|
+
venv.bak/
|
|
138
|
+
|
|
139
|
+
# Spyder project settings
|
|
140
|
+
.spyderproject
|
|
141
|
+
.spyproject
|
|
142
|
+
|
|
143
|
+
# Rope project settings
|
|
144
|
+
.ropeproject
|
|
145
|
+
|
|
146
|
+
# mkdocs documentation
|
|
147
|
+
/site
|
|
148
|
+
|
|
149
|
+
# mypy
|
|
150
|
+
.mypy_cache/
|
|
151
|
+
.dmypy.json
|
|
152
|
+
dmypy.json
|
|
153
|
+
|
|
154
|
+
# Pyre type checker
|
|
155
|
+
.pyre/
|
|
156
|
+
|
|
157
|
+
# pytype static type analyzer
|
|
158
|
+
.pytype/
|
|
159
|
+
|
|
160
|
+
# Cython debug symbols
|
|
161
|
+
cython_debug/
|
|
162
|
+
|
|
163
|
+
# PyCharm
|
|
164
|
+
# JetBrains specific template is maintained in a separate JetBrains.gitignore that can
|
|
165
|
+
# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
|
|
166
|
+
# and can be added to the global gitignore or merged into this file. For a more nuclear
|
|
167
|
+
# option (not recommended) you can uncomment the following to ignore the entire idea folder.
|
|
168
|
+
#.idea/
|
|
169
|
+
|
|
170
|
+
# PyPI configuration file
|
|
171
|
+
.pypirc
|
|
172
|
+
|
|
173
|
+
.vscode/
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
MIT License
|
|
2
|
+
|
|
3
|
+
Copyright (c) 2025 Michael Delva
|
|
4
|
+
|
|
5
|
+
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
6
|
+
of this software and associated documentation files (the "Software"), to deal
|
|
7
|
+
in the Software without restriction, including without limitation the rights
|
|
8
|
+
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
9
|
+
copies of the Software, and to permit persons to whom the Software is
|
|
10
|
+
furnished to do so, subject to the following conditions:
|
|
11
|
+
|
|
12
|
+
The above copyright notice and this permission notice shall be included in all
|
|
13
|
+
copies or substantial portions of the Software.
|
|
14
|
+
|
|
15
|
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
16
|
+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
17
|
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
18
|
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
19
|
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
20
|
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
21
|
+
SOFTWARE.
|
|
@@ -0,0 +1,292 @@
|
|
|
1
|
+
Metadata-Version: 2.4
|
|
2
|
+
Name: UEPyScripts
|
|
3
|
+
Version: 1.2.3
|
|
4
|
+
Summary: Collection of Python tools and helpers designed to automate common Unreal Engine project tasks (builds, packaging, editor control, CI tasks, etc.).
|
|
5
|
+
Project-URL: Changelog, https://github.com/TheEmidee/UEPyScripts/releases
|
|
6
|
+
Project-URL: Homepage, https://github.com/TheEmidee/UEPyScripts
|
|
7
|
+
Project-URL: Source, https://github.com/TheEmidee/UEPyScripts
|
|
8
|
+
Project-URL: Tracker, https://github.com/TheEmidee/UEPyScripts/issues
|
|
9
|
+
Author-email: Michael Delva <michael@emidee.net>
|
|
10
|
+
Maintainer-email: Michael Delva <michael@emidee.net>
|
|
11
|
+
License: MIT License
|
|
12
|
+
|
|
13
|
+
Copyright (c) 2025 Michael Delva
|
|
14
|
+
|
|
15
|
+
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
16
|
+
of this software and associated documentation files (the "Software"), to deal
|
|
17
|
+
in the Software without restriction, including without limitation the rights
|
|
18
|
+
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
19
|
+
copies of the Software, and to permit persons to whom the Software is
|
|
20
|
+
furnished to do so, subject to the following conditions:
|
|
21
|
+
|
|
22
|
+
The above copyright notice and this permission notice shall be included in all
|
|
23
|
+
copies or substantial portions of the Software.
|
|
24
|
+
|
|
25
|
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
26
|
+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
27
|
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
28
|
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
29
|
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
30
|
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
31
|
+
SOFTWARE.
|
|
32
|
+
License-File: LICENSE
|
|
33
|
+
Keywords: unreal engine
|
|
34
|
+
Classifier: Development Status :: 5 - Production/Stable
|
|
35
|
+
Classifier: Intended Audience :: Developers
|
|
36
|
+
Classifier: Operating System :: Microsoft :: Windows
|
|
37
|
+
Classifier: Programming Language :: Python :: 3.11
|
|
38
|
+
Classifier: Topic :: Software Development :: Libraries
|
|
39
|
+
Classifier: Topic :: Utilities
|
|
40
|
+
Requires-Python: >=3.11
|
|
41
|
+
Requires-Dist: annotated-types
|
|
42
|
+
Requires-Dist: colorama
|
|
43
|
+
Requires-Dist: gamedevtools
|
|
44
|
+
Requires-Dist: invoke
|
|
45
|
+
Requires-Dist: jmespath
|
|
46
|
+
Requires-Dist: markupsafe
|
|
47
|
+
Requires-Dist: packaging
|
|
48
|
+
Requires-Dist: psutil
|
|
49
|
+
Requires-Dist: pydantic
|
|
50
|
+
Requires-Dist: pydantic-core
|
|
51
|
+
Requires-Dist: python-dateutil
|
|
52
|
+
Requires-Dist: pyyaml
|
|
53
|
+
Requires-Dist: s3transfer
|
|
54
|
+
Requires-Dist: six
|
|
55
|
+
Requires-Dist: types-colorama
|
|
56
|
+
Requires-Dist: types-invoke
|
|
57
|
+
Requires-Dist: types-psutil
|
|
58
|
+
Requires-Dist: types-requests
|
|
59
|
+
Requires-Dist: typing-extensions
|
|
60
|
+
Requires-Dist: typing-inspection
|
|
61
|
+
Requires-Dist: urllib3
|
|
62
|
+
Provides-Extra: dev
|
|
63
|
+
Requires-Dist: build; extra == 'dev'
|
|
64
|
+
Requires-Dist: hatchling; extra == 'dev'
|
|
65
|
+
Requires-Dist: mypy; extra == 'dev'
|
|
66
|
+
Requires-Dist: ruff; extra == 'dev'
|
|
67
|
+
Requires-Dist: towncrier; extra == 'dev'
|
|
68
|
+
Requires-Dist: twine; extra == 'dev'
|
|
69
|
+
Requires-Dist: wheel; extra == 'dev'
|
|
70
|
+
Provides-Extra: dist
|
|
71
|
+
Requires-Dist: build; extra == 'dist'
|
|
72
|
+
Requires-Dist: hatchling; extra == 'dist'
|
|
73
|
+
Requires-Dist: towncrier; extra == 'dist'
|
|
74
|
+
Requires-Dist: twine; extra == 'dist'
|
|
75
|
+
Requires-Dist: wheel; extra == 'dist'
|
|
76
|
+
Provides-Extra: lint
|
|
77
|
+
Requires-Dist: mypy; extra == 'lint'
|
|
78
|
+
Requires-Dist: ruff; extra == 'lint'
|
|
79
|
+
Description-Content-Type: text/markdown
|
|
80
|
+
|
|
81
|
+
# UEPyScripts
|
|
82
|
+
|
|
83
|
+
[](LICENSE)
|
|
84
|
+
[](https://www.python.org/)
|
|
85
|
+
[](CHANGELOG.md)
|
|
86
|
+
|
|
87
|
+
---
|
|
88
|
+
|
|
89
|
+
## Overview โ
|
|
90
|
+
|
|
91
|
+
**UEPyScripts** is a collection of Python tools and PowerShell helpers designed to automate common Unreal Engine project tasks (builds, packaging, editor control, CI tasks, etc.).
|
|
92
|
+
|
|
93
|
+
---
|
|
94
|
+
|
|
95
|
+
## Table of Contents ๐
|
|
96
|
+
|
|
97
|
+
- [Features](#features-)
|
|
98
|
+
- [Requirements](#requirements-)
|
|
99
|
+
- [Installation](#installation-)
|
|
100
|
+
- [Quick Start](#quick-start-)
|
|
101
|
+
- [Usage Examples](#usage-examples-)
|
|
102
|
+
- [Continuous Integration](#continuous-integration-)
|
|
103
|
+
- [Engine Installation](#engine-installation-)
|
|
104
|
+
- [Development & Testing](#development--testing-)
|
|
105
|
+
- [Contribution Guide](#contribution-guide-)
|
|
106
|
+
- [Support & Troubleshooting](#support--troubleshooting-)
|
|
107
|
+
- [License & Credits](#license--credits-)
|
|
108
|
+
|
|
109
|
+
---
|
|
110
|
+
|
|
111
|
+
## Features โจ
|
|
112
|
+
|
|
113
|
+
- Multiple helper scripts:
|
|
114
|
+
- Engine Utilities
|
|
115
|
+
- ue-run-buildgraph
|
|
116
|
+
- ue-close-editor
|
|
117
|
+
- ue-compile-editor
|
|
118
|
+
- ue-run-editor
|
|
119
|
+
- ue-check-engine-installation
|
|
120
|
+
- Continuous Integration helpers:
|
|
121
|
+
- ue-ci-cleanup
|
|
122
|
+
- ue-ci-run-buildgraph
|
|
123
|
+
|
|
124
|
+
---
|
|
125
|
+
|
|
126
|
+
## Requirements โ๏ธ
|
|
127
|
+
|
|
128
|
+
- Python 3.12 or newer
|
|
129
|
+
- Windows (primary target; other platforms may work)
|
|
130
|
+
- Unreal Engine (project-specific; config in `Config/`)
|
|
131
|
+
|
|
132
|
+
---
|
|
133
|
+
|
|
134
|
+
## Installation ๐ ๏ธ
|
|
135
|
+
|
|
136
|
+
- The easy way is to use [UEPyScriptsBootstrap](https://github.com/TheEmidee/UEPyScriptsBootstrap)
|
|
137
|
+
- You can download the sources and put them directly in your project
|
|
138
|
+
- You can add as a submodule: `git submodule add git@github.com:TheEmidee/UEPyScripts Scripts/PyScripts`
|
|
139
|
+
- You can add as a python requirement:
|
|
140
|
+
|
|
141
|
+
- Create a file named `requirements.txt`
|
|
142
|
+
- Add `UEPyScripts>=1.2.1` in this file
|
|
143
|
+
- Activate a virtual environment : `python -m venv .venv` and `& ".\.venv\Scripts\Activate.ps1"`
|
|
144
|
+
- Upgrade pip : `python -m pip install --upgrade pip`
|
|
145
|
+
- Install the module : `pip install -r requirements --upgrade`
|
|
146
|
+
|
|
147
|
+
## Usage Examples ๐ง
|
|
148
|
+
|
|
149
|
+
- Execute a buildgraph target
|
|
150
|
+
|
|
151
|
+
```bash
|
|
152
|
+
ue-run-buildgraph.exe --target "Buildgraph Task Name" -set:Clean=True -set:Targets=MyGameClient+MyGameServer -set:TargetConfigurations=Development+Shipping
|
|
153
|
+
```
|
|
154
|
+
|
|
155
|
+
- You can directly call `UAT` or `UBT`:
|
|
156
|
+
|
|
157
|
+
```bash
|
|
158
|
+
ue-run-uat.exe turnkey
|
|
159
|
+
```
|
|
160
|
+
|
|
161
|
+
- You can generate the visual studio solution:
|
|
162
|
+
|
|
163
|
+
```bash
|
|
164
|
+
ue-generate-solution.exe
|
|
165
|
+
```
|
|
166
|
+
|
|
167
|
+
- You can update your engine locally if it can't be found for your projectn (See below for more explanations):
|
|
168
|
+
|
|
169
|
+
```bash
|
|
170
|
+
ue-check-engine-installation.exe
|
|
171
|
+
```
|
|
172
|
+
|
|
173
|
+
## Continuous Integration โ๏ธ
|
|
174
|
+
|
|
175
|
+
This repository contains several modules that you can call from a continuous integration pipeline. We use Jenkins here but this should work for other tools.
|
|
176
|
+
|
|
177
|
+
All those modules are very opinionated and work with specific rules. This may lack a bit of flexibility, but this is the result of years of iterations, and it works for us.
|
|
178
|
+
|
|
179
|
+
Ideally you should be using https://github.com/TheEmidee/JenkinsFileGenerator to generate jenkinsfiles that would use the following modules.
|
|
180
|
+
|
|
181
|
+
- `uepyscripts.tools.ci.buildgraph` : This executes a buildgraph task. This module will call the internal `uepyscripts.run.buildgraph` but will inject all arguments that are required to execute a single node, using a shared storage folder to store the artifacts of the task. This basically allows to execute buildgraph tasks in parallel.
|
|
182
|
+
A typical usage of this module in a jenkins pipeline script would look like:
|
|
183
|
+
|
|
184
|
+
```groovy
|
|
185
|
+
pwsh """
|
|
186
|
+
."Scripts/Python/.venv/Scripts/ue-ci-run-buildgraph.exe" `
|
|
187
|
+
--target="${taskName}" `
|
|
188
|
+
--build_tag = "${BUILD_TAG}"
|
|
189
|
+
-set:Clean=True
|
|
190
|
+
-set:Targets=MyGameClient+MyGameServer
|
|
191
|
+
-set:TargetConfigurations=Development+Shipping
|
|
192
|
+
"""
|
|
193
|
+
```
|
|
194
|
+
|
|
195
|
+
You will have to uncomment or add the entry `BuildgraphSharedStoragePath` in your `config.ini` file in `Config/PyScripts`:
|
|
196
|
+
|
|
197
|
+
```ini
|
|
198
|
+
[Jenkins]
|
|
199
|
+
; Path to the shared storage directory
|
|
200
|
+
BuildgraphSharedStoragePath = \\nas\cache\UE-BuildGraph
|
|
201
|
+
```
|
|
202
|
+
|
|
203
|
+
- `uepyscripts.tools.ci.cleanup` : This should be used when your pipeline ends, if you use `uepyscripts.tools.ci.buildgraph`. This will delete all the files that could have been created as part of the pipeline, in the shared storage folder.
|
|
204
|
+
|
|
205
|
+
```groovy
|
|
206
|
+
stage( 'Cleanup' ) {
|
|
207
|
+
pwsh """
|
|
208
|
+
."Scripts/Python/.venv/Scripts/ue-ci-cleanup.exe" --build_tag="${BUILD_TAG}"
|
|
209
|
+
"""
|
|
210
|
+
}
|
|
211
|
+
```
|
|
212
|
+
|
|
213
|
+
## Engine installation ๐ ๏ธ
|
|
214
|
+
|
|
215
|
+
You can use the module `uepyscripts.tools.ue.check_engine_installation` (or `ue-check-engine-installation`) to automatically install the engine version that your project requires.
|
|
216
|
+
|
|
217
|
+
The requirements for this to work are as follow:
|
|
218
|
+
|
|
219
|
+
- For now, it is not possible to install automatically engine versions from the Epic Games Launcher as it seems not possible to give arguments to EGS to do so
|
|
220
|
+
- You must use an installed build engine that you build from the engine sources from Perforce or Github
|
|
221
|
+
- The installed build engine must be zipped into a 7z archive (No sub-folders, the `Engine` folder must be at the the root of the archive)
|
|
222
|
+
- The archive name must match the `EngineAssociation` property of the `uproject` file. You can add additional version numbers at the end of the archive name. (For example if the `EngineAssociation` property is `UE-MyProject-5.2`, you can name your archive `UE-MyProject-5.2.7z`, or `UE-MyProject-5.2.1.297.7z` if you want to keep multiple versions of the engine)
|
|
223
|
+
- You must place your archives either on a shared local folder, or in an amazon S3 bucket (The engine archives must be placed in a folder named `Engine` at the root of the bucket)
|
|
224
|
+
- You must have installed 7-zip on your machine, and it must be accesible from the PATH
|
|
225
|
+
|
|
226
|
+
How the script works:
|
|
227
|
+
|
|
228
|
+
- It will try to resolve the project and the engine the project needs. If this succeeds, nothing has to be done, since the project can be open
|
|
229
|
+
- If the engine resolution fails, then an update is executed:
|
|
230
|
+
- Try to determine the folder where the engine must be installed by reading the environment variable `NODE_UE_ROOT`. If this environment variable exists and points to a valid folder, then this is used. Otherwise the script will prompt the user for a destination. (The environment variable is useful on build machines to allow unattended installations as part of the build pipeline)
|
|
231
|
+
- Choose a source for where to get the engine archives: You can configure which sources to use by updating the property `[EngineUpdate.Sources].Sources` in the `config.ini`. You can use `Local`, `AWS`, or both with `Local+AWS`.
|
|
232
|
+
- You can define where the `Local` source can fetch the archives by setting the property `[EngineUpdate.Source.Local].LocalFolder`.
|
|
233
|
+
- You can define the amazon S3 properties `AWS_SecretKey`, `AWS_AccessKey`, `AWS_BucketName` and `AWS_Region` under the category `EngineUpdate.Source.AWS`. Please note that the script will look for the engine archives in the folder `Engine` of the bucket.
|
|
234
|
+
- The script will try each source one at a time, and select the first source that it can reach, and that has an engine archive which has a valid name
|
|
235
|
+
- Create the destination folder if it does not exist, using the `EngineAssociation` property (So if the destination folder is `C:/UE` and the `EngineAssociation` is `UE-MyProject-5.2`, you will have a folder `C:/UE/UE-MyProject-5.2`)
|
|
236
|
+
- Copy the engine archive from the source to the destination folder
|
|
237
|
+
- Decompress the engine archive in-place in the destination folder (You would now have the folder `C:/UE/UE-MyProject-5.2/Engine`)
|
|
238
|
+
- Delete the engine archive
|
|
239
|
+
- Register the engine in the windows registry by creating a key named `UE-MyProject-5.2` at `HKCU\SOFTWARE\Epic Games\Unreal Engine\Builds` with the value `C:/UE/UE-MyProject-5.2/Engine`
|
|
240
|
+
- Update the SDKs you need to build the platforms of the project with turnkey. For this, you will have to list all the platforms in the config file by setting the property `[EngineUpdate.TurnKey]` with all the platform names, separated by `+`. Ex: `Platforms = Win64+PS5+Switch`. This will run the command `turnkey -command=VerifySdk -platform=PLATFORM -UpdateIfNeeded -unattended` for each platform.
|
|
241
|
+
|
|
242
|
+
## Development & Testing ๐งช
|
|
243
|
+
|
|
244
|
+
- Install [Astral UV](https://docs.astral.sh/uv/)
|
|
245
|
+
- Setup dev environment and install dependencies:
|
|
246
|
+
|
|
247
|
+
```powershell
|
|
248
|
+
.\setup-venv.ps1
|
|
249
|
+
```
|
|
250
|
+
|
|
251
|
+
- Linting & formatting
|
|
252
|
+
- Use `uv run ruff check .` and `uv run ruff format .` Add checks to CI as required.
|
|
253
|
+
- Use `uv run mypy .`
|
|
254
|
+
|
|
255
|
+
To create a new release, you must be on the `develop` branch, and call `invoke create_release`
|
|
256
|
+
|
|
257
|
+
---
|
|
258
|
+
|
|
259
|
+
## Contribution Guide ๐ค
|
|
260
|
+
|
|
261
|
+
We welcome contributions โ please follow these steps:
|
|
262
|
+
|
|
263
|
+
1. Fork the repository
|
|
264
|
+
2. Create a feature branch: `git checkout -b feature/your-change`
|
|
265
|
+
4. Run lint locally
|
|
266
|
+
5. Submit a pull request describing the change
|
|
267
|
+
|
|
268
|
+
---
|
|
269
|
+
|
|
270
|
+
## Support & Troubleshooting โ
|
|
271
|
+
|
|
272
|
+
- Check `Config/` and `uepyscripts/internal/config.py` for project-specific settings.
|
|
273
|
+
- If `buildgraph` fails, ensure `Config/Project` has a valid `BuildgraphPath` and the UAT tool is accessible.
|
|
274
|
+
- When reporting issues, include:
|
|
275
|
+
- Python version
|
|
276
|
+
- Unreal Engine version
|
|
277
|
+
- Exact command and full logs
|
|
278
|
+
|
|
279
|
+
---
|
|
280
|
+
|
|
281
|
+
## License & Credits ๐
|
|
282
|
+
|
|
283
|
+
**License:** MIT โ see the [LICENSE](LICENSE) file.
|
|
284
|
+
|
|
285
|
+
**Maintainers:** Michael Delva and contributors (see `AUTHORS` or repository metadata).
|
|
286
|
+
|
|
287
|
+
**Changelog:** See [CHANGELOG.md](CHANGELOG.md)
|
|
288
|
+
|
|
289
|
+
---
|
|
290
|
+
|
|
291
|
+
Made with โค๏ธ for Unreal Engine developers โ contributions and feedback are welcome! If this helped you, consider starring the repository. โญ
|
|
292
|
+
|
|
@@ -0,0 +1,212 @@
|
|
|
1
|
+
# UEPyScripts
|
|
2
|
+
|
|
3
|
+
[](LICENSE)
|
|
4
|
+
[](https://www.python.org/)
|
|
5
|
+
[](CHANGELOG.md)
|
|
6
|
+
|
|
7
|
+
---
|
|
8
|
+
|
|
9
|
+
## Overview โ
|
|
10
|
+
|
|
11
|
+
**UEPyScripts** is a collection of Python tools and PowerShell helpers designed to automate common Unreal Engine project tasks (builds, packaging, editor control, CI tasks, etc.).
|
|
12
|
+
|
|
13
|
+
---
|
|
14
|
+
|
|
15
|
+
## Table of Contents ๐
|
|
16
|
+
|
|
17
|
+
- [Features](#features-)
|
|
18
|
+
- [Requirements](#requirements-)
|
|
19
|
+
- [Installation](#installation-)
|
|
20
|
+
- [Quick Start](#quick-start-)
|
|
21
|
+
- [Usage Examples](#usage-examples-)
|
|
22
|
+
- [Continuous Integration](#continuous-integration-)
|
|
23
|
+
- [Engine Installation](#engine-installation-)
|
|
24
|
+
- [Development & Testing](#development--testing-)
|
|
25
|
+
- [Contribution Guide](#contribution-guide-)
|
|
26
|
+
- [Support & Troubleshooting](#support--troubleshooting-)
|
|
27
|
+
- [License & Credits](#license--credits-)
|
|
28
|
+
|
|
29
|
+
---
|
|
30
|
+
|
|
31
|
+
## Features โจ
|
|
32
|
+
|
|
33
|
+
- Multiple helper scripts:
|
|
34
|
+
- Engine Utilities
|
|
35
|
+
- ue-run-buildgraph
|
|
36
|
+
- ue-close-editor
|
|
37
|
+
- ue-compile-editor
|
|
38
|
+
- ue-run-editor
|
|
39
|
+
- ue-check-engine-installation
|
|
40
|
+
- Continuous Integration helpers:
|
|
41
|
+
- ue-ci-cleanup
|
|
42
|
+
- ue-ci-run-buildgraph
|
|
43
|
+
|
|
44
|
+
---
|
|
45
|
+
|
|
46
|
+
## Requirements โ๏ธ
|
|
47
|
+
|
|
48
|
+
- Python 3.12 or newer
|
|
49
|
+
- Windows (primary target; other platforms may work)
|
|
50
|
+
- Unreal Engine (project-specific; config in `Config/`)
|
|
51
|
+
|
|
52
|
+
---
|
|
53
|
+
|
|
54
|
+
## Installation ๐ ๏ธ
|
|
55
|
+
|
|
56
|
+
- The easy way is to use [UEPyScriptsBootstrap](https://github.com/TheEmidee/UEPyScriptsBootstrap)
|
|
57
|
+
- You can download the sources and put them directly in your project
|
|
58
|
+
- You can add as a submodule: `git submodule add git@github.com:TheEmidee/UEPyScripts Scripts/PyScripts`
|
|
59
|
+
- You can add as a python requirement:
|
|
60
|
+
|
|
61
|
+
- Create a file named `requirements.txt`
|
|
62
|
+
- Add `UEPyScripts>=1.2.1` in this file
|
|
63
|
+
- Activate a virtual environment : `python -m venv .venv` and `& ".\.venv\Scripts\Activate.ps1"`
|
|
64
|
+
- Upgrade pip : `python -m pip install --upgrade pip`
|
|
65
|
+
- Install the module : `pip install -r requirements --upgrade`
|
|
66
|
+
|
|
67
|
+
## Usage Examples ๐ง
|
|
68
|
+
|
|
69
|
+
- Execute a buildgraph target
|
|
70
|
+
|
|
71
|
+
```bash
|
|
72
|
+
ue-run-buildgraph.exe --target "Buildgraph Task Name" -set:Clean=True -set:Targets=MyGameClient+MyGameServer -set:TargetConfigurations=Development+Shipping
|
|
73
|
+
```
|
|
74
|
+
|
|
75
|
+
- You can directly call `UAT` or `UBT`:
|
|
76
|
+
|
|
77
|
+
```bash
|
|
78
|
+
ue-run-uat.exe turnkey
|
|
79
|
+
```
|
|
80
|
+
|
|
81
|
+
- You can generate the visual studio solution:
|
|
82
|
+
|
|
83
|
+
```bash
|
|
84
|
+
ue-generate-solution.exe
|
|
85
|
+
```
|
|
86
|
+
|
|
87
|
+
- You can update your engine locally if it can't be found for your projectn (See below for more explanations):
|
|
88
|
+
|
|
89
|
+
```bash
|
|
90
|
+
ue-check-engine-installation.exe
|
|
91
|
+
```
|
|
92
|
+
|
|
93
|
+
## Continuous Integration โ๏ธ
|
|
94
|
+
|
|
95
|
+
This repository contains several modules that you can call from a continuous integration pipeline. We use Jenkins here but this should work for other tools.
|
|
96
|
+
|
|
97
|
+
All those modules are very opinionated and work with specific rules. This may lack a bit of flexibility, but this is the result of years of iterations, and it works for us.
|
|
98
|
+
|
|
99
|
+
Ideally you should be using https://github.com/TheEmidee/JenkinsFileGenerator to generate jenkinsfiles that would use the following modules.
|
|
100
|
+
|
|
101
|
+
- `uepyscripts.tools.ci.buildgraph` : This executes a buildgraph task. This module will call the internal `uepyscripts.run.buildgraph` but will inject all arguments that are required to execute a single node, using a shared storage folder to store the artifacts of the task. This basically allows to execute buildgraph tasks in parallel.
|
|
102
|
+
A typical usage of this module in a jenkins pipeline script would look like:
|
|
103
|
+
|
|
104
|
+
```groovy
|
|
105
|
+
pwsh """
|
|
106
|
+
."Scripts/Python/.venv/Scripts/ue-ci-run-buildgraph.exe" `
|
|
107
|
+
--target="${taskName}" `
|
|
108
|
+
--build_tag = "${BUILD_TAG}"
|
|
109
|
+
-set:Clean=True
|
|
110
|
+
-set:Targets=MyGameClient+MyGameServer
|
|
111
|
+
-set:TargetConfigurations=Development+Shipping
|
|
112
|
+
"""
|
|
113
|
+
```
|
|
114
|
+
|
|
115
|
+
You will have to uncomment or add the entry `BuildgraphSharedStoragePath` in your `config.ini` file in `Config/PyScripts`:
|
|
116
|
+
|
|
117
|
+
```ini
|
|
118
|
+
[Jenkins]
|
|
119
|
+
; Path to the shared storage directory
|
|
120
|
+
BuildgraphSharedStoragePath = \\nas\cache\UE-BuildGraph
|
|
121
|
+
```
|
|
122
|
+
|
|
123
|
+
- `uepyscripts.tools.ci.cleanup` : This should be used when your pipeline ends, if you use `uepyscripts.tools.ci.buildgraph`. This will delete all the files that could have been created as part of the pipeline, in the shared storage folder.
|
|
124
|
+
|
|
125
|
+
```groovy
|
|
126
|
+
stage( 'Cleanup' ) {
|
|
127
|
+
pwsh """
|
|
128
|
+
."Scripts/Python/.venv/Scripts/ue-ci-cleanup.exe" --build_tag="${BUILD_TAG}"
|
|
129
|
+
"""
|
|
130
|
+
}
|
|
131
|
+
```
|
|
132
|
+
|
|
133
|
+
## Engine installation ๐ ๏ธ
|
|
134
|
+
|
|
135
|
+
You can use the module `uepyscripts.tools.ue.check_engine_installation` (or `ue-check-engine-installation`) to automatically install the engine version that your project requires.
|
|
136
|
+
|
|
137
|
+
The requirements for this to work are as follow:
|
|
138
|
+
|
|
139
|
+
- For now, it is not possible to install automatically engine versions from the Epic Games Launcher as it seems not possible to give arguments to EGS to do so
|
|
140
|
+
- You must use an installed build engine that you build from the engine sources from Perforce or Github
|
|
141
|
+
- The installed build engine must be zipped into a 7z archive (No sub-folders, the `Engine` folder must be at the the root of the archive)
|
|
142
|
+
- The archive name must match the `EngineAssociation` property of the `uproject` file. You can add additional version numbers at the end of the archive name. (For example if the `EngineAssociation` property is `UE-MyProject-5.2`, you can name your archive `UE-MyProject-5.2.7z`, or `UE-MyProject-5.2.1.297.7z` if you want to keep multiple versions of the engine)
|
|
143
|
+
- You must place your archives either on a shared local folder, or in an amazon S3 bucket (The engine archives must be placed in a folder named `Engine` at the root of the bucket)
|
|
144
|
+
- You must have installed 7-zip on your machine, and it must be accesible from the PATH
|
|
145
|
+
|
|
146
|
+
How the script works:
|
|
147
|
+
|
|
148
|
+
- It will try to resolve the project and the engine the project needs. If this succeeds, nothing has to be done, since the project can be open
|
|
149
|
+
- If the engine resolution fails, then an update is executed:
|
|
150
|
+
- Try to determine the folder where the engine must be installed by reading the environment variable `NODE_UE_ROOT`. If this environment variable exists and points to a valid folder, then this is used. Otherwise the script will prompt the user for a destination. (The environment variable is useful on build machines to allow unattended installations as part of the build pipeline)
|
|
151
|
+
- Choose a source for where to get the engine archives: You can configure which sources to use by updating the property `[EngineUpdate.Sources].Sources` in the `config.ini`. You can use `Local`, `AWS`, or both with `Local+AWS`.
|
|
152
|
+
- You can define where the `Local` source can fetch the archives by setting the property `[EngineUpdate.Source.Local].LocalFolder`.
|
|
153
|
+
- You can define the amazon S3 properties `AWS_SecretKey`, `AWS_AccessKey`, `AWS_BucketName` and `AWS_Region` under the category `EngineUpdate.Source.AWS`. Please note that the script will look for the engine archives in the folder `Engine` of the bucket.
|
|
154
|
+
- The script will try each source one at a time, and select the first source that it can reach, and that has an engine archive which has a valid name
|
|
155
|
+
- Create the destination folder if it does not exist, using the `EngineAssociation` property (So if the destination folder is `C:/UE` and the `EngineAssociation` is `UE-MyProject-5.2`, you will have a folder `C:/UE/UE-MyProject-5.2`)
|
|
156
|
+
- Copy the engine archive from the source to the destination folder
|
|
157
|
+
- Decompress the engine archive in-place in the destination folder (You would now have the folder `C:/UE/UE-MyProject-5.2/Engine`)
|
|
158
|
+
- Delete the engine archive
|
|
159
|
+
- Register the engine in the windows registry by creating a key named `UE-MyProject-5.2` at `HKCU\SOFTWARE\Epic Games\Unreal Engine\Builds` with the value `C:/UE/UE-MyProject-5.2/Engine`
|
|
160
|
+
- Update the SDKs you need to build the platforms of the project with turnkey. For this, you will have to list all the platforms in the config file by setting the property `[EngineUpdate.TurnKey]` with all the platform names, separated by `+`. Ex: `Platforms = Win64+PS5+Switch`. This will run the command `turnkey -command=VerifySdk -platform=PLATFORM -UpdateIfNeeded -unattended` for each platform.
|
|
161
|
+
|
|
162
|
+
## Development & Testing ๐งช
|
|
163
|
+
|
|
164
|
+
- Install [Astral UV](https://docs.astral.sh/uv/)
|
|
165
|
+
- Setup dev environment and install dependencies:
|
|
166
|
+
|
|
167
|
+
```powershell
|
|
168
|
+
.\setup-venv.ps1
|
|
169
|
+
```
|
|
170
|
+
|
|
171
|
+
- Linting & formatting
|
|
172
|
+
- Use `uv run ruff check .` and `uv run ruff format .` Add checks to CI as required.
|
|
173
|
+
- Use `uv run mypy .`
|
|
174
|
+
|
|
175
|
+
To create a new release, you must be on the `develop` branch, and call `invoke create_release`
|
|
176
|
+
|
|
177
|
+
---
|
|
178
|
+
|
|
179
|
+
## Contribution Guide ๐ค
|
|
180
|
+
|
|
181
|
+
We welcome contributions โ please follow these steps:
|
|
182
|
+
|
|
183
|
+
1. Fork the repository
|
|
184
|
+
2. Create a feature branch: `git checkout -b feature/your-change`
|
|
185
|
+
4. Run lint locally
|
|
186
|
+
5. Submit a pull request describing the change
|
|
187
|
+
|
|
188
|
+
---
|
|
189
|
+
|
|
190
|
+
## Support & Troubleshooting โ
|
|
191
|
+
|
|
192
|
+
- Check `Config/` and `uepyscripts/internal/config.py` for project-specific settings.
|
|
193
|
+
- If `buildgraph` fails, ensure `Config/Project` has a valid `BuildgraphPath` and the UAT tool is accessible.
|
|
194
|
+
- When reporting issues, include:
|
|
195
|
+
- Python version
|
|
196
|
+
- Unreal Engine version
|
|
197
|
+
- Exact command and full logs
|
|
198
|
+
|
|
199
|
+
---
|
|
200
|
+
|
|
201
|
+
## License & Credits ๐
|
|
202
|
+
|
|
203
|
+
**License:** MIT โ see the [LICENSE](LICENSE) file.
|
|
204
|
+
|
|
205
|
+
**Maintainers:** Michael Delva and contributors (see `AUTHORS` or repository metadata).
|
|
206
|
+
|
|
207
|
+
**Changelog:** See [CHANGELOG.md](CHANGELOG.md)
|
|
208
|
+
|
|
209
|
+
---
|
|
210
|
+
|
|
211
|
+
Made with โค๏ธ for Unreal Engine developers โ contributions and feedback are welcome! If this helped you, consider starring the repository. โญ
|
|
212
|
+
|