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UE6. Command-line Interface

To automate the import of events, the plugin includes commands that can be used while running the Unreal Engine via the command line in headless mode. Below are the available commands.

SGXLoadSkeletalMesh

Loads a skeletal mesh asset to use as the target for any generated animation sequences (same as File > Open Character Asset).

Syntax

SGXLoadSkeletalMesh <SkeletalMeshPath=>

Option

Description

SkeletalMeshPath=

The path of the skeletal mesh

Example

CODE
SGXLoadSkeletalMesh SkeletalMeshPath=/Game/SkeletalMeshes/TestSkeletalMesh

SGXLoadControlFile

Loads the SGX Character Control File (same as File > Open).

Syntax

SGXLoadControlFile <ControlFilePath=>

Option

Description

ControlFilePath=

The path of the character control file

Example

CODE
SGXLoadControlFile ControlFilePath=Content/Resources/ControlFiles/TestControlFile.k

SGXImportEvents

Loads a set of specified events, imports them as animation sequences on the current skeletal mesh asset, and saves those events to the given output location. Matches the functionality of the Animation tab.

Syntax

SGXImportEvents <EventPath=> <OutputPath=> <Additive>

SGXImportEvents <EventDirectory=> <OutputPath=> <Additive>

SGXImportEvents <EventList=> <OutputPath=> <Additive>

Option

Description

EventPath=

The path of a single event file to import

EventDirectory=

The path of a directory containing event files to import as a batch

EventList=

The path of a file containing a list of event file paths to import as a batch

OutputPath=

The location to which to save the animation sequence assets

Additive

An optional flag indicating that the generated animation sequences should use additive animation

Examples

CODE
SGXImportEvents EventPath=Content/Resources/Events/TestEvent.event OutputPath=/Game/Animation Additive
SGXImportEvents EventDirectory=Content/Resources/Events/TestEvents OutputPath=/Game/Animation
SGXImportEvents EventList=Content/Resources/Events/TestEventsList.txt OutputPath=/Game/Animation

SGXAddExpression

Adds an expression to a particular expression group, using the current muscle pose (see Adding expressions).

Syntax

SGXAddExpression <ExpressionGroup=>

Option

Description

ExpressionGroup=

The expression group to which to add the new expression, in path format (e.g. /neutral/high)

Examples

CODE
SGXAddExpression ExpressionGroup=/neutral/high
SGXAddExpression ExpressionGroup=/laugh

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