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Python to Open / Save assets using Editor

Hey all,

I noticed the unreal.AssetTools has an open_editor_for_assets, but I’m unsure of how to force a save through the editor for those open assets (I generally run some object clean-up logic in my editors during asset save). Has anyone come across this?

Good morning!

I have some videos that might help with this.
Sadly, I had to use a little bit of C++ to close the assets and get the opened assets list, but the saving part is all in Python :slight_smile:

How to Open and Close Assets



# unreal.AssetToolsHelpers
# https://api.unrealengine.com/INT/PythonAPI/class/AssetToolsHelpers.html
# unreal.AssetTools
# https://api.unrealengine.com/INT/PythonAPI/class/AssetTools.html
def openAssets():
    assets = [unreal.load_asset('/Game/Textures/TX_LightSpotMove'),
              unreal.load_asset('/Game/SkeletalMeshes/TutorialTPP_Mat'),
              unreal.load_asset('/Game/Sounds/S_CompileSuccess')]
    unreal.AssetToolsHelpers.get_asset_tools().open_editor_for_assets(assets)




// PublicDependencyModuleNames -> "UnrealEd"
#include "Editor/UnrealEd/Public/Toolkits/AssetEditorManager.h"
void UCppLib::CloseEditorForAssets(TArray<UObject*> Assets) {
    FAssetEditorManager& AssetEditorManager = FAssetEditorManager::Get();
    for (UObject* Asset : Assets) {
        AssetEditorManager.CloseAllEditorsForAsset(Asset);
    }
}


How To Save Assets



# unreal.EditorAssetLibrary
# https://api.unrealengine.com/INT/PythonAPI/class/EditorAssetLibrary.html
def saveAsset():
    unreal.EditorAssetLibrary.save_asset('/Game/Textures/TX_LightSpotMove', only_if_is_dirty=False)


Let me know if it is what you are looking for :slight_smile:
Also, if you don’t mind, you got me interrested. What kind of clean-up you are doing?

Thanks Alex, I’ll give that a try.

I have some editor only fields that I then read and optimize to a more performant runtime bitfield / whatever implementation on Save. Just simple stuff like that.