`import unreal
ls = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
for b in ls.get_bindings():
unreal.log(b.get_name())`
`import unreal
ls = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
for b in ls.get_bindings():
unreal.log(b.get_name())`
Steps to Reproduce
Hello,
when I use VSCode for developing unreal scripts the Pylance does not read generated unreal.py file correctly. Few years ago Pylance was correctly providing typing and autocompletion.
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And now it lost ability for generic typing in return types
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as well as ability to see parent attributes and methods which really slows down the development.
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I have tried to report this issue to Pylance but their answer is basically that unreal.py is too large and complex and they will not support that https://github.com/microsoft/pylance-release/issues/7274 . Is there any chance that unreal would split this generated unreal.py file into more files in the future?
Plus because unreal.py is automatically generated stub file. The extension .py might by little bit miss leading wouldn’t .pyi be more accurate?
Hi,
We have an internal bug report for this (UE-119549), but it was backlogged since at the time it was reported (Unreal Engine 4.27) we weren’t seeing too many cases of the stub size causing issues. I’m seeing a stub size of ~35MB on our QA test project, so I imagine it’s quite hard to stay under that limit as the API has continued to grow.
I’ll reach out to the team and see if we can revisit the idea of breaking it up into smaller chunks, the stub is generated in FPyWrapperTypeRegistry::GenerateStubCodeForWrappedTypes so we’d need to look at making changes there to support this.
Best,
Cody