Hi, there are commands for simulation but I did not find for PIE
unreal.LevelEditorSubsystem().editor_play_simulate()
or
unreal.EditorLevelLibrary().editor_play_simulate()
but no command unreal.LevelEditorSubsystem().editor_play()
Hey there @jenios3! Welcome to the community! Judging by the documentation on the API and that the python commands also come from the Blutility nodes/code, it doesn’t seem like there’s a python based way to launch PIE. I can’t find anything exposed for Blutilities either so it’s possible it may need a source edit. Are you working from the launcher version?
Yes, in 5.0.3
But I don’t know C++ well.
Theoretically, I understand that you need to create your own function, which should work as a play button and which can be called in python.
What files need to be changed and with what code?
- 4 Ways To Level Up Your Python Code. Avoid unnecessary loops, access dictionary items more effectively, and more
- Replace range(len()) With enumerate()
- Stop Using Square Brackets To Get Dictionary Items — Use .get()
- Simplify Iterating Over Multiple Lists With Zip()
- Use f-strings To Easily Print to the Console.
I need to understand how to run PIE from python
I’ll have to dig into the source a bit to verify if it would be a simple function call. My bets are it’s going to be a little more involved since there’s no base command for it as of yet.
I was able to find something similar but I couldn’t run this code
FLevelEditorModule& LevelEditorModule = FModuleManager::Get().GetModuleChecked<FLevelEditorModule>(TEXT("LevelEditor"));
TSharedPtr<class ILevelViewport> ActiveLevelViewport = LevelEditorModule.GetFirstActiveViewport();
GUnrealEd->RequestPlaySession(false, ActiveLevelViewport, bSimulateInEditor, NULL, NULL, -1, false);
Apparently something has changed in 8 years or I’m doing something wrong
Hrm looks like it hasn’t changed much. Looking at the docs the params seem to have changed a bit. Are there any errors on the output? Might need to write it a bit more custom looking at these docs.