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Executing run() from python in a EditorUtilityActor does nothing

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    Executing run() from python in a EditorUtilityActor does nothing

    Hello everyone!

    I've been looking to find a way to run blueprints from python and I found that I could probably use the run() function on a Editor Utility Actor to do just that.
    The thing is... it does nothing.

    This is what I've done:
    Create the blueprint asset, drag it into the level, add the override to Run so it prints a string to log and spawns an actor, select the asset in python and execute the run() function.
    There is no result.

    Code:
    editor_world = unreal.EditorLevelLibrary.get_editor_world()
    actors = unreal.GameplayStatics.get_all_actors_of_class(editor_world, unreal.EditorUtilityActor)
    utility_actor = actors[0]
    utility_actor.run()
    Any of you guys can replicate the issue?
    Is this a bug?
    Do you know of any other way to run bp code from python?

    Thank you.
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