
Every job has repetitive tasks and processes that can be automated. Those tasks can take up a significant amount of your time.
Understand why it's important and what impact it can have on your career.
Set up Python scripting in Unreal Engine, install the correct Python version, and enable Python plugins. Start coding with the Unreal Python API using the output log and console.
Set up your Unreal development environment by choosing Visual Studio 2019, enabling C++ and editor scripting utilities, and configuring the Unreal Editor to use your selected IDE for scripting.
In this section, we will create our first script that can rename a set of selected assets using a search and replace pattern.
Create an editor utility blueprint to batch rename assets by applying a search and replace pattern, using get selected assets and a configurable replace string.
Create a batch renaming script in Unreal Engine with C++, using AssetActionUtility and EditorUtilityLibrary to rename assets via search and replace patterns and case options.
In this section, we will create a script that checks our texture sizes against power of two values. It will give a warning if the texture size is not power of two.
Learn to validate textures in Unreal Engine using Python by computing X and Y sizes, checking if both are powers of two, and reporting results with the editor utility library.
Develop a power of two validator in C++ by creating a check power of two function and validating texture width and height, with feedback when object is not a texture.
In this section, we will create a script that prefixes selected assets with their given shortcodes automatically.
Build an auto prefixer in Unreal that renames assets by class using a custom event, mapping each class to a prefix like BP_, and applying rename asset with feedback.
Learn to build a python auto prefixer for Unreal Engine by mapping classes to prefixes, retrieving class names with the system library, and loading mappings from a config file.
Explore a C++ auto prefixer for Unreal assets. Create a class-to-prefix map, apply prefixes like bp_ or underscore, validate and rename selected objects, and give user feedback after compile.
In this section, we will create a script that will automatically clean up the selected assets in the project and move the assets into folders according to their types.
Discover a script that creates parent folders and class-named subfolders, moves selected assets into a clean, organized structure, supports batch runs, and provides move counts and results.
Learn to organize unreal engine assets with a Python script that collects selected assets, builds destination paths, and moves assets via the asset library with logging.
Learn to automate Unreal project organization with a C++ script that creates a clean up folder, validates the parent path, and moves assets into categorized subfolders.
In this section, we will create a script that will duplicate the selected assets a given number of times.
Create a configurable asset duplicator in Unreal Engine using blueprinting. Implement a for loop with a duplicates variable, a boolean, and debug prints to track progress.
Learn how to duplicate selected Unreal Engine assets with a Python script, using the asset library to create multiple copies, track progress, and handle long-running tasks.
Learn to duplicate assets in Unreal with a C++ script that loops through selected assets, creates numbered copies, uses the editor's duplicate asset function, and optionally saves automatically.
Compare the speed of blueprint, Python, and C++ methods for duplicating assets in Unreal, and learn to choose based on personal workflow and feedback indicators.
In this section, we will create a script that will remove unused assets from the project.
Learn blueprinting in Unreal to remove unused assets by finding package references, loading assets, and deleting or moving them to a trash folder.
Learn to remove unused assets in the Unreal Editor by finding package references, then delete or move assets, delete loaded assets, or rename them before relocating to the bin folder.
Learn to build user interface in Unreal Engine using Python and Qt designer, wiring widgets like text boxes, checkboxes, and sliders, and binding actions to log output and actor transforms.
Create a new c++ class inheriting from editor utility and editor utility widget with a vertical box and a blueprint-callable function that prints a red on-screen message for 2.5 seconds.
In this section, we will create a script that automatically organizes the world outliner and puts the actors into their according folders.
Develop an Unreal automation utility to clean up the world outliner with a widget and blueprints, filtering level actors by class and organizing them into folders.
Organize the World Outliner with a Python script in Unreal Engine by using the ED Level Library to fetch actors, filter by class, and map types to folders.
Organize the world outliner by sorting all level actors from the ED level library into class-based folders, such as static meshes into a static folder.
In this course, three leading industry experts will teach you how you can automate Unreal Engine 4 to handle tedious/repetitive tasks. We will use the same examples to show you how you can create tools that will tremendously decrease the time you spent with those tasks. You can follow along with Blueprints, Python, or even C++. This way, you will also gain great insides on the different approaches, how they can work together, and what differentiates them.