Comments (6)
Hi, i have just added the create_and_dispatch_when_ready() method:
import unreal_engine as ue
def deferred_hello():
ue.log_warning('I AM DEFERRED')
ue.create_and_dispatch_when_ready(deferred_hello)
currently it is pretty minimal, in the future we could extend it to support scoped events and other patterns
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Thinking about this more, it would probably require something like Houdini's executeInMainThreadWithResult() or Maya's evalDeffered(). Basically a way of deferring a function to run in the main thread when idle.
CreateAndDispatchWhenReady looks like the Unreal equivalent.
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It may also be possible to do it through PyQt's event handler like so. Have it working in a very limited test case. I'll know more tomorrow if it does what I need it to.
All that said, an engine level solution would still be ideal.
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I have done this cheating by simply launching a window (hidden) in the background during the ue_site.py intialization. You can then bury a any kind of messagebus/queue/etc... inside said window's loop to poll for events.
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Just a quick update, I haven't been able to use "create_and_dispatch_when_ready" due to the initial issue I posted in this thread that prevents the editor from launching, however the Qt workaround is working as intended. Successfully running remote calls on the main thread with the UnrealPythonEngine plug-in that is a few revisions behind.
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Just pulled the latest, the plug-in is loading successfully now in 4.12.
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