Export¶
15 tools. Back to the index.
cancel_render_job¶
Destructive.
Cancels the in-progress movie render, if one is running (honest headless gate). Movie renders run inside a Play-In-Editor session (UMoviePipelinePIEExecutor), so in a headless / non-interactive editor there is normally no active executor. When an active render exists it is canceled via UMoviePipelineExecutorBase::CancelAllJobs; otherwise this reports was_rendering:false honestly (an expected headless state, not an error).
| Parameter | Type | Required | Description |
|---|---|---|---|
job_name |
string | no | Optional job name (informational only; cancellation stops the active executor's whole render). |
Returns: { canceled: bool, was_rendering: bool, note: string }
configure_render_output¶
Destructive, idempotent.
Configures output resolution / directory / image format on a render job's config. Finds (or adds) a UMoviePipelineOutputSetting on the job's primary configuration to set resolution + output directory, and adds the matching image-sequence output container for the requested format (png/jpg/exr/bmp).
| Parameter | Type | Required | Description |
|---|---|---|---|
job_name |
string | yes | Name of an existing render job in the queue (from create_render_job). |
resolution_x |
number | no | Output width in pixels (optional, must be paired with resolution_y) |
resolution_y |
number | no | Output height in pixels (optional, must be paired with resolution_x) |
output_dir |
string | no | Output directory path (optional) |
format |
string | no | Image format: "png" | "jpg" | "exr" | "bmp" (optional, default "png"; exr falls back to png if class unavailable) |
Returns: { job_name: string, format: string, configured: bool, resolution_x: number?, resolution_y: number?, output_dir: string?, settings: [string], setting_count: number }
create_render_job¶
Additive.
Allocates a real Movie Render Queue job for a Level Sequence (headless authoring). Adds a new UMoviePipelineExecutorJob to the editor Movie Pipeline queue, points it at the given Level Sequence, optionally sets its map, and ensures it has a primary configuration. The job persists in the editor's transient render queue. (e.g. "/Game/Maps/MyMap.MyMap").
| Parameter | Type | Required | Description |
|---|---|---|---|
sequence_name |
string | yes | Name of the target Level Sequence (found by AssetName under /Game). |
job_name |
string | no | Optional explicit job name; auto-generated as "RenderJob_<sequence_name>" if omitted |
map_path |
string | no | Optional map object path for the job (e.g. "/Game/Maps/MyMap.MyMap") |
Returns: { job_name: string, sequence_name: string, sequence_path: string, map: string, has_configuration: bool, job_created: bool, queue_job_count: number }
delete_render_job¶
Destructive, idempotent.
Deletes a job from the editor Movie Render Queue (headless-safe). Removes a single job by name via UMoviePipelineQueue::DeleteJob, or clears the whole queue via DeleteAllJobs when delete_all is set. Idempotent: deleting a job that is not present reports already_absent:true honestly instead of failing.
| Parameter | Type | Required | Description |
|---|---|---|---|
job_name |
string | yes | Name of the render job to delete (required unless delete_all is true). |
delete_all |
boolean | no | Optional bool; when true, clears every job from the queue and ignores job_name. |
Returns: { job_name?: string, deleted?: bool, already_absent?: bool, deleted_all?: bool, queue_job_count: number }
export_asset_as_text¶
Destructive.
Produce a CANONICAL, STABLE text dump of ANY asset (Blueprint, DataTable, Material, DataAsset, ...) for external diff / VCS snapshot / review, without the volatile bits of the binary .uasset. format='json' (default) gives a deterministic sorted UPROPERTY dump (a UDataTable uses its native GetTableAsJSON writer); format='t3d' gives the engine's UExporter T3D text. Returns the text inline (capped), a whole-text MD5 content hash for change detection, and writes the full dump to Saved/Exports/Text. This is the primitive under the diff tools.
| Parameter | Type | Required | Description |
|---|---|---|---|
asset_path |
string | yes | Object path or /Game package path of the asset to dump. |
format |
string | no | 'json' (default; deterministic reflection / DataTable-JSON) or 't3d' (UExporter T3D). |
write_file |
boolean | no | Optional bool (default true). Also write the full dump under Saved/Exports/Text. |
Returns: { asset_path: string, object_path: string, asset_class: string, format: string, text: string, text_length: int, truncated: bool, content_hash: string, export_file_path: string, written: bool, message: string }
export_asset_data¶
Destructive.
Load an asset and write its class, package and every editable or Blueprint-visible property, as details-panel text, to a new file Saved/Exports/Assets/Name_YYYYMMDD_HHMMSS.json or .txt in the project. Returns export_file_path, export_success and file sizes; an unsupported format writes nothing (export_success=false).
| Parameter | Type | Required | Description |
|---|---|---|---|
asset_path |
string | yes | Package or object path of the asset (e.g., '/Game/MyAsset'); the file is named after its last segment. |
export_format |
string | yes | Export format: 'json' or 'txt'. |
Returns: { asset_path: string, export_format: string, export_success: bool, export_message: string, export_file_path: string, export_file_name: string, export_file_size_bytes: int, export_file_size_mb: number, asset_class: string, package_name: string, original_file_size_bytes: int, original_file_size_mb: number, export_timestamp: string, export_status: string, export_directory: string }
export_blueprint_data¶
Additive.
Load a Blueprint asset and write a summary of it to a new file Saved/Exports/Blueprints/<Name>_<YYYYMMDD_HHMMSS>.json or .txt in the project: parent class, compile status, counts of function graphs, event graphs and variables, function graph names, and member variables (name, pin type, category; JSON adds public and editable flags). No graph nodes; the Blueprint is not modified or compiled. Errors if the asset is missing or not a Blueprint; an unsupported format writes nothing (export_success=false). For an inline reply use get_blueprint_info; for a full dump, export_asset_as_text.
| Parameter | Type | Required | Description |
|---|---|---|---|
blueprint_path |
string | yes | Full path to the blueprint asset (e.g., '/Game/MyBlueprint'). |
export_format |
string | yes | Export format: 'json' or 'txt'. |
Returns: { blueprint_path: string, export_format: string, export_success: bool, export_message: string, export_file_path: string, export_file_name: string, export_file_size_bytes: int, export_file_size_mb: number, blueprint_class: string, package_name: string, original_file_size_bytes: int, original_file_size_mb: number, export_timestamp: string, export_status: string, export_directory: string }
export_level_section¶
Destructive.
Exports the actors of one section of the editor world (name, class, transform) to JSON or TXT. A section is a loaded level (the persistent level or a streaming sub-level, by package name), else an outliner folder (with its subfolders); '*' exports the whole world. An unknown section is an error that lists the loaded levels.
| Parameter | Type | Required | Description |
|---|---|---|---|
section_name |
string | yes | Level package name (e.g. 'L_City_Interiors'), outliner folder path (e.g. 'Lighting' or 'Props/Trees'), or '*' for the whole world. |
export_format |
string | yes | Export format: 'json' or 'txt'. |
Returns: { section_name: string, export_format: string, export_success: bool, export_message: string, export_file_path: string, export_file_name: string, export_file_size_bytes: int, export_file_size_mb: number, level_name: string, world_name: string, section_scope: string ('world' | 'level' | 'folder'), actor_count: int, export_timestamp: string, export_status: string, export_directory: string }
flush_async_loading¶
Destructive.
Block until all in-flight async package loads finish (::FlushAsyncLoading).
No parameters.
Returns: { flushed, async_packages_before, async_packages_after, packages_flushed }
generate_asset_report¶
Additive.
Load an asset and write a property report to a new file Saved/Reports/Assets/<Name>Report<YYYYMMDD_HHMMSS>.json or .txt in the project: every reflected property of its class (editable or not) with its type and value text, counts of editable and Blueprint-visible properties, and the package file size. Those statistics go only into the file; the reply carries its path, size and status. The asset is not modified. A missing asset is an error; an unsupported format writes nothing (report_success=false). export_asset_data writes only editable or Blueprint-visible properties; export_asset_as_text returns a canonical dump inline.
| Parameter | Type | Required | Description |
|---|---|---|---|
asset_path |
string | yes | Full path to the asset to analyze (e.g., '/Game/MyAsset'). |
report_format |
string | yes | Report format: 'json' or 'txt'. |
Returns: { asset_path: string, report_format: string, report_success: bool, report_message: string, report_file_path: string, report_file_name: string, report_file_size_bytes: int, report_file_size_mb: number, asset_class: string, package_name: string, report_timestamp: string, report_status: string, report_type: string, report_directory: string }
get_engine_stats¶
Read-only.
Report live engine profiling stats: average FPS/MS, process memory, the live UObject count and the engine version.
No parameters.
Returns: { average_fps, average_ms, max_fps, used_physical_bytes, peak_used_physical_bytes, available_physical_bytes, total_physical_bytes, used_physical_mb, peak_used_physical_mb, available_physical_mb, object_count, engine_version, is_editor }
get_render_queue¶
Read-only.
Lists the jobs currently in the editor Movie Render Queue.
No parameters.
Returns: { jobs: [{ job_name: string, sequence: string, map: string, enabled: bool, setting_count: number }], queue_job_count: number }
get_source_control_status¶
Read-only.
Report the editor revision-control connection, read-only: provider name, whether revision control is enabled and the provider available, and its status_text. Says nothing about individual files or their checkout state, and never connects or changes settings.
No parameters.
Returns: { provider, enabled, available, status_text }
render_sequence_to_movie¶
Destructive.
Authors a one-off render job for a sequence and starts the (async) movie render. Allocates a real job (sequence + default PNG output config) and triggers RenderQueueWithExecutor using the PIE executor. The render runs ASYNCHRONOUSLY (it spins up a Play-In-Editor session), so this returns render_started immediately with an honest async note rather than blocking for completion. In a headless / non-interactive context the render may not start; the job + config are still authored for real.
| Parameter | Type | Required | Description |
|---|---|---|---|
sequence_name |
string | yes | Name of the target Level Sequence (found by AssetName under /Game). |
map_path |
string | no | Optional map object path (e.g. "/Game/Maps/MyMap.MyMap") |
Returns: { sequence_name: string, job_name: string, job_created: bool, queue_job_count: number, render_started: bool, render_async: bool, note: string }
set_packaging_setting¶
Destructive, idempotent.
Write a /Script/UnrealEd.ProjectPackagingSettings key into DefaultGame.ini (via GConfig) and read it back to verify
| Parameter | Type | Required | Description |
|---|---|---|---|
setting |
string | yes | the ini key, e.g. "bUsePakFile" (bool) or "BuildConfiguration" |
value |
any | no | a bool, string or number to persist. |
Returns: { setting, section, ini_file, value_type, applied, read_back, verified }