unreal.DataprepContentConsumer?

class unreal.DataprepContentConsumer(outer=None, name='None')?

Bases: unreal.Object

Abstract class providing the minimal services required for a DataprepConsumer

Use the SDataprepConsumerWidget class to detail the properties of this class

C++ Source:

  • Plugin: DataprepEditor
  • Module: DataprepCore
  • File: DataprepContentConsumer.h
get_level_name() → str?

Get Level Name

Returns:
Return type:str
get_target_content_folder() → str?

Get Target Content Folder

Returns:
Return type:str
set_level_name(level_name) → Text or None?

Sets the name of the level the consumer should move objects to if applicable. if InLevelName is empty or equal to ‘current’ (case insensitive), no change is made:

Parameters:level_name (str) – : New name for the consumer’s level.
Returns:true if the name has been successfully set

out_failure_reason (Text): : String explaining reason of failure to set the level name

Return type:Text or None
set_level_name_automated(level_name) → Text or None?

Sets the name of the level the consumer should move objects to if applicable. This version won’t pop any ui if InLevelName is empty or equal to ‘current’ (case insensitive), no change is made:

Parameters:level_name (str) – : New name for the consumer’s level.
Returns:true if the name has been successfully set

out_failure_reason (Text): : String explaining reason of failure to set the level name

Return type:Text or None
set_target_content_folder(target_content_folder) → Text or None?

Sets the path of the package the consumer should move assets to if applicable. Generally, this package path is substituted to the temporary path the assets are in if InPackagePath is empty the package path of the consumer is used:

Parameters:target_content_folder (str) – : Path of the package to save any assets in
Returns:true if the assignment has been successful, false otherwise

out_failure_reason (Text): : String explaining reason of failure to set the target content folder

Return type:Text or None
set_target_content_folder_automated(target_content_folder) → Text or None?

Sets the path of the package the consumer should move assets to if applicable. This version won’t pop any ui Generally, this package path is substituted to the temporary path the assets are in if InPackagePath is empty the package path of the consumer is used:

Parameters:target_content_folder (str) – : Path of the package to save any assets in
Returns:true if the assignment has been successful, false otherwise

out_failure_reason (Text): : String explaining reason of failure to set the target content folder

Return type:Text or None