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Command-line Interface (UE)

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.

The plugin has these commands:

SGXLoadSkeletalMesh

Loads a skeletal mesh asset to use as the target for any generated animation sequences (same as File > Open Character Asset). The last loaded character control file will also be loaded into the plugin.

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=> <AnimationMode> <Additive>

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

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

Option

Description

EventPath=

The path of a single event file to import. This is relative to the project directory.

EventDirectory=

The path of a directory containing event files to import as a batch. This is relative to the project directory.

EventList=

The path of a file containing a list of event file paths to import as a batch. This is relative to the project directory.

OutputPath=

The location to which to save the animation sequence assets.

AnimationMode

Controls the output animation mode. Can be one of: Normal or PoseWeights.If omitted, Normal is assumed. If PoseWeights is used, the Additive flag is ignored.

Additive

An optional flag indicating that the generated animation sequences should use additive animation (ignored when used with PoseWeights animation mode).

Examples

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

SGXImportPose

Approximates the current rig pose as a muscle pose, for use in expressions. See Importing expression poses. This must be preceded by SGXLoadControlFile and SGXLoadSkeletalMesh. Typically followed by a call to SGXAddExpression(see below).

Syntax

SGXImportPose

Examples

CODE
SGXImportPose

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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