INNER CODE UNIT · Python

MyEditorUtility

mamoniem/UnrealEditorPythonScripts · Components/AccessAndModifyComponentsNew.py:18

class MyEditorUtility(unreal.GlobalEditorUtilityBase):
    pass

selectedActors = MyEditorUtility().get_selection_set()

for actor in selectedActors:
    unreal.log(actor.get_name())
    unreal.log("*************************************************")

    SMCompts = actor.root_component.get_children_components(True)
    comptsCount = len(SMCompts)
    print("Found [%d] components attached to the root"%(comptsCount))
    for SMCompt in SMCompts:
        print ("Checking compontnt [%s] which is [%s] if StaticMeshComponent"%(SMCompt.get_name(), SMCompt.get_class().get_name()))
        if (SMCompt.get_class().get_name() == "StaticMeshComponent"):
            print(">>TRUE")
            SMComptT = SMCompt.relative_location
            print(SMComptT)

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