Giter Site home page Giter Site logo

unrealenginepython's Issues

Compile error; should I clone specific stable tag?

First of all, thanks for this awesome project. I'm very excited to play with it. I am getting a compile error when trying to build (relevant Visual Studio error shown below).

I notice that this is very actively developed. Is there a particular stable version I should be using?

I tried commit 3646583 and got the error below.

Thanks again,
-Emin

C:\Users\Emin\Documents\Unreal Projects\GPMProto\Plugins\UnrealEnginePython\Source\UnrealEnginePython\Public\PyCommandlet.cpp(31): error C2440: 'initializing': cannot convert from 'initializer list' to 'TArray<FString,FDefaultAllocator>'
2> C:\Users\Emin\Documents\Unreal Projects\GPMProto\Plugins\UnrealEnginePython\Source\UnrealEnginePython\Public\PyCommandlet.cpp(31): note: No constructor could take the source type, or constructor overload resolution was ambiguous
2>ERROR : UBT error : Failed to produce item: C:\Users\Emin\Documents\Unreal Projects\GPMProto\Plugins\UnrealEnginePython\Binaries\Win64\UE4Editor-UnrealEnginePython.dll
2> Total build time: 42.19 seconds
2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(37,5): error MSB3075: The command ""C:\Program Files\Epic Games\4.12\Engine\Build\BatchFiles\Build.bat" GPMProtoEditor Win64 Development "C:\Users\Emin\Documents\Unreal Projects\GPMProto\GPMProto.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Import Meta Data

Hi guys,

I'm trying to export/import some data from 3dsMax file. I decided to save a .meta file for every FBX file we save (one FBX per geometry in our case).

I got it working for the selected Actors using the ue.editor_get_selected_actors() but I can't find a way to get all the level Actors (e.g. something like ue.editor_get_all_actors()).
To be honest, I'm struggling to find a connection between the Assets and the Actors. I used for example the ue.get_assets_by_class('StaticMesh') to collect all the static meshes, I filtered the ones I wanted but then I couldn't find the Actors in the level.

Also, is there anyway to expose the "content" path? I want to scan the dir for my meta files (I assume what I'm looking for is the FPaths::GameContentDir()).

Last thing, is there any way to create callbacks? I might want to set a post_import callback to automatically load the meta files.

Thanks,
Nick

Accessing Static Mesh BuildSettings causes crash

Hi,

I tried this and it caused unreal to crash when I attempt to open the Static Mesh asset from the Content Browser
(It acutally already crashes when I open the Folder "ImportTest" in the Content Browser):

import unreal_engine as ue
from unreal_engine.classes import StaticMesh
sm = ue.load_object(StaticMesh, "/Game/ImportTest/my_static_mesh")
source_model = sm.SourceModels[0]
source_model.BuildSettings.bUseFullPrecisionUVs = True

I am aware that when you do this within the UI you need to press the "ApplyChanges" button.
Any way to get this working?

Get Python instance from PyActor

Can I get Python instance from PyActor?

like this:

class MyPyActor:
    def on_actor_begin_overlap(self, me, other_actor):
        python_instance = other_actor.get_py_instance()
        # do something with python_instance

PySideQt Test Widget

Hi Guys,
After a little help from 20tab, I successfully compiled the plugin and ran the first example with the Py Anchor and everything worked great. The next step for me, is to have a PySide QtWidget running in Unreal. I uncommented this line, re-build and tried to run the following small script.

import sys
from PySide import QtGui, QtCore


class ModalWidget(QtGui.QWidget):
    def __init__(self, parent=None):
        super(ModalWidget, self).__init__()
        self.resize(200, 200)
        self.setWindowModality(QtCore.Qt.ApplicationModal)
        # Label Widget
        self.test_lbl = QtGui.QLineEdit(self)
        self.show()


class MainWidget(QtGui.QWidget):
    def __init__(self, parent=None):
        super(MainWidget, self).__init__()
        self.resize(400, 200)
        self.window = None
        # Button Widget
        self.my_btn = QtGui.QPushButton(self)
        self.my_btn.clicked.connect(self.open_second_window)
        self.my_btn.setText("Open Modal Window")
        self.show()

    # Def to open the Modal window
    def open_second_window(self):
        self.window = ModalWidget()

When I import PySideTestWidget, it loads the module fine. When I try to execute PySideTestWidget.MainWidget() Unreal instantly freezes. Any idea why and how to fix?

Thanks,
Nick

***Note I'm relatively new to Python and completely new to Unreal.

List / Delete / Move / Rename assets in Content Browser

Hey guys,

how could I delete, move or rename an exisiting asset in the content browser?
Also, is there a way to check the existence of a folder (apart from checking on file system) and then list all assets within that folder?

I tried to figure this out by digging around in the existing funcionality but had no luck.

Failing to Instance Factory

Following the "Asset Importing" example in the Python Console and encountering an error.

import unreal_engine as ue

factory = ue.find_class('TextureFactory')

factory_obj = ue.new_object(factory)

If run from an external script I get the following error:
"argument is not a UObject"
Running directly in the console results in a crash.

Thanks again for adding the import function! Just wanted to report the bug.

Use for 4.13

Hi guys,

any issues to be expected building the plugin with 4.13?

Python 3.5 32/64 bit

Hi,
i am getting a build error concerning the python version.
Is it supposed to be 32 or 64 bit?

Regards,
Lars

PyQt5 no events delivered on Mac OS?

Example from readme is OK on Windows, but on Mac spinning wheel and no mouse over events.

How are events getting delivered in the Windows release and how does Mac differ?

Easy for me to work around by moving to Windows for now. Thank you.

Compiler error with Python 2.7

Python 2.7 has non-const char * parameters for method and format. This can be worked around with a const_cast:

diff --git a/Source/UnrealEnginePython/Private/UEPyModule.cpp b/Source/UnrealEnginePython/Private/UEPyModule.cpp
index 1ddde64..73e35d6 100644
--- a/Source/UnrealEnginePython/Private/UEPyModule.cpp
+++ b/Source/UnrealEnginePython/Private/UEPyModule.cpp
@@ -1589,7 +1589,7 @@ UFunction *unreal_engine_add_function(UClass *u_class, char *name, PyObject *py_
        if (!inspect) {
                return NULL;
        }
-       PyObject *signature = PyObject_CallMethod(inspect, "signature", "O", py_callable);
+       PyObject *signature = PyObject_CallMethod(inspect, const_cast<char*>("signature"), const_cast<char*>("O"), py_callable);
        if (!signature) {
                return NULL;
        }

Missing consts for Mac build

Don't seem worth a pull request:

../../Source/UnrealEnginePython/Private/UEPyFColor.cpp

-static void fcolor_add_color(char *color_name, FColor fcolor) {
+static void fcolor_add_color(const char *color_name, FColor fcolor) {

../../Source/UnrealEnginePython/Private/UEPyFLinearColor.cpp

-static void flinearcolor_add_color(char *color_name, FLinearColor lcolor) {
+static void flinearcolor_add_color(const char *color_name, FLinearColor lcolor)

API docs and auto complete

I love the have auto completion working in Visual Studio Code with UnrealEnginePython.
Is there anyway to do that?

If not, is there a way to have some APIs doc to reference to?

How much of the editor interface could be exposed

I'm interested in building up levels using Python scripts, not so much using Python in run mode.

Have tried reading the UE source base to find the editor classes. How much could be exposed to Python? Import to Content Browser with options set, import to World Outliner, again with options, etc.?

Introduce native support for FVector and FRotator

Now that we have a solid base to work on, we can stop using single tuple for native types and introducing
wrapper for FVector and FRotator. This will remove the need for math features in the unreal_engine api

Set Unreal as QtWidget.Parent()

Hi guys,

Can you please expose UnrealEditors's Window handle so we can set it as parent to the QtWidgets?
Similar to 3dsMax's MaxPlus.GetQMaxWindow().

Thanks,
Nick

Automatically Override Events in subclassing mode

When subclassing, every python callable is mapped to a UE4 function (eventually overridden if it matches a base function). The system should take in account multicast delegates so we can fastly do:

class Hero(Character):

    def OnActorBeginOverlap(self, .....):
        ...

without registering the event in the init

Best way to call python methods on a PyComponent from a C++ Actor

Hi,

I hope this is a good place to ask questions.

I am experimenting with your project (which is great btw) and I am trying a basic interaction between a C++ Actor and a PyComponent contained in the actor.

What I need is basically call a python function from C++ actor passing parameters from C++ and receving a result from python (all synchronous).

So, i have tried to create the PyComponent object in the C++ Actor and add it to the RootComponent but I am running in a number of issues with includes. The code looks like:

#include "UnrealEnginePython.h"
#include "PythonComponent.h"

[....]

myPyComponent = CreateDefaultSubobject<UPythonComponent>(TEXT("MyPyComponent"));

Now, when I include the "PythonComponent.h" file, I get errors, probably related to include of Python headers:

error C2143: syntax error: missing ';' before '*'
error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
error C2238: unexpected token(s) preceding ';'

on this line in PyComponent.h:
PyObject *py_component_instance;

Am i missing something? Am I not supposed to include "PythonComponent.h" in my game? Maybe I am just going down a rabbit hole and there is just a different way to do what I need?

Thanks a lot!
Mike

Option to add Editor Buttons/Menus

Hi again,

I know that this is already in the list, I just wanted to create this "issue" in order to track the process.
The idea is that I would love if I could have the ability to create menus/buttons in the editor instead of having to execute python commands to start a tool.

Thanks,
Nick

Is this limited to scripting game logic at the moment?

Excited by the prospect of using Python to automate actions in the editor like moving files around, assigning materials, importing meshes, querying asset data, and communicating with external python tools. I'm wondering if any of this is possible with the current state of this plug-in. Using python in conjunction with blueprints sounds like a great augmentation, but the most potential I see here is making up for Unreal4's lack of a more general scripting interface.

Really awesome work btw! I'll be watching this.

Deadlock with SetPythonAttr from C++ Callback

Hi,
I am experiencing a deadlock when I call SetPythonAttrObject from within a C++ function invoked from Python. Is this something that should work currently? I have threading enabled, but everything UE-related is on the main thread. Other thread is running an async event loop that wouldn't be blocking.

All unit tests fail on macOS

On Sierra, recent changes have gotten the plugin to successfully compile (using Python 3.5.2, UE 4.13, threading support disabled).

But running the unit tests cause the editor to crash:

If I comment out
self.uobject.quit_game()
from tests.py

Then I get the following output:

PlayLevel: No blueprints needed recompiling
New page: SIE session: MainLevel (Oct 23, 2016, 11:05:51 PM)
Creating play world package: /Game/UEDPIE_0_MainLevel
PIE: StaticDuplicateObject took: (0.002017s)
Creating AISystem for world MainLevel
Got a bulk data texture, with 1 mips
PIE: World Init took: (0.000700s)
Got a bulk data texture, with 1 mips
PIE: Created PIE world by copying editor world from /Game/MainLevel.MainLevel to /Game/UEDPIE_0_MainLevel.MainLevel (0.003290s)
Got a bulk data texture, with 1 mips
FAudioDevice initialized.
Game class is 'GameMode'
Bringing World /Game/UEDPIE_0_MainLevel.MainLevel up for play (max tick rate 0) at 2016.10.24-03.05.51
Bringing up level for play took: 0.001412
Native class hierarchy updated for 'MovieSceneCapture' in 0.0018 seconds. Added 11 classes and 0 folders.
Match State Changed from EnteringMap to WaitingToStart
F
F
.
F
======================================================================
FAIL: test_create_player (tests.TestPlayer)
----------------------------------------------------------------------
Traceback (most recent call last):
  File "../../../../../../Pepin/Dropbox/ETC/Fall 2016/Cozplay/Final Unity Setup/Unreal mk2/Test2/Content/Scripts/tests.py", line 45, in test_create_player
    self.assertEqual(self.actor.get_num_players(), 1)
AssertionError: 0 != 1
======================================================================
FAIL: test_location (tests.TestTransform)
----------------------------------------------------------------------
Traceback (most recent call last):
  File "../../../../../../Pepin/Dropbox/ETC/Fall 2016/Cozplay/Final Unity Setup/Unreal mk2/Test2/Content/Scripts/tests.py", line 26, in test_location
    self.assertEqual(location, (1, 1, 1))
AssertionError: <unreal_engine.FVector object at 0x179c65790> != (1, 1, 1)
======================================================================
FAIL: test_scale (tests.TestTransform)
----------------------------------------------------------------------
Traceback (most recent call last):
  File "../../../../../../Pepin/Dropbox/ETC/Fall 2016/Cozplay/Final Unity Setup/Unreal mk2/Test2/Content/Scripts/tests.py", line 38, in test_scale
    self.assertEqual(scale, (3, 5, 7))
AssertionError: <unreal_engine.FVector object at 0x179c65790> != (3, 5, 7)
----------------------------------------------------------------------
Ran 4 tests in 0.001s
FAILED
 (failures=3)
Match State Changed from EnteringMap to WaitingToStart
Info Play in editor start time for /Game/UEDPIE_0_MainLevel 0.499

Any ideas what could be going on?

Override material instance parameters

Is there anyway to do with the current python binding?

I would like to do something like this:

myMaterialInstance.OverrideScalarParameterDefault("UseThisColor", 1.0, True)

Cheers,
Eric

Add UAssetImportData Support

Currently we are able to get this UObject via reflection but are unable to access any of it's methods.

Should a new class be created that inherits from UObject and adds the missing functions for this class? Is there a mechanism for looking up and returning python wrappers for these classes when reflection is invoked?

Python classes extending from Engine classes

One of the major features of Unreal.js that is handy is the ability to create subclasses of Engine classes in js (they are converted to JavascriptDelegateClass and treated similar to Blueprints). The same functionality would be nice in UE4.py as well.

Assumptions for below example:

  • unreal_engine.classes reference to internal C++ classes available to Blueprint
  • MyBasePlayer inherit all the "functionality" of the Character with only additions/overrides as specified
  • BaseGameMode blueprint having Python component with module = my_base_gamemode, class = MyBaseGameMode

See code example.

Content/Scripts/my_base_player.py

from unreal_engine.classes import Character

class MyBasePlayer(Character):
    def __init__(self):
        super().__init__()
        self.CharacterMovement.MaxWalkSpeed = 1200

    def is_grounded(self):
        return self.CharacterMovement.IsMovingOnGround()

Content/Scripts/my_base_gamemode.py

import unreal_engine as ue
from my_base_player import MyBasePlayer

class MyBaseGameMode:
    def __init__(self):
        if self.uobject.get_world().IsServer():
            owner = self.uobject.get_owner()
            owner.DefaultPawnClass = MyBasePlayer()

Here is a link to the Unreal.js method of subclassing. Theirs even works with Blueprints, which would be a nice addition at some point as well.

Ticker Functions Only Fired Once

Currently the way add_ticker is implemented causes all ticker events to be treated as one shots and not execute repeatedly. The function added to the delegate is expected to return either true or false. If false then the function will not be called again. Is it possible to address this issue with the way add_ticker is currently implemented?

Mobile Devices

We intend to use the plugin within a project, where we need to deliver the application for several plattforms - including Desktop, VR and Mobile (iOS and Android).

How would the plugin work on a mobile device? I am not familiar with running python on mobile devices, which might already answer the question.

Sequencer API

Extend the editor api to allow scripting of the sequencer

Add asset to blueprint actor

Hi,

I manually created a blueprint actor called "MyActor".
How do I add an imported asset as component to that actor?

I think I might be on the totally wrong track here:

>>> from unreal_engine.classes import StaticMeshComponent
>>> my_asset = ue.find_oject("/Game/Imports/my_asset")
>>> my_blueprint = ue.find_object("Game/BP/MyActor")
>>> my_blueprint.add_actor_component(StaticMeshComponent, my_asset.get_full_name())
uobject is not an AActor
Traceback (most recent call last):
  File "<string>", line 1, in <module>
Exception: uobject is not an AActor

Cant' set list property - Materials

Hi,

I am tryint to change the materials on an imported asset in the content browser, which is a Static Mesh by the uniqe name "test":

I get a reference to the static mesh and also the material, that I want to assign.
Both "find_object" operations work fine and I am able to retrieve the current materials by calling
get_property("Materials"). But setting the property with a new list won't work - example code:

import unreal_engine as ue
my_asset = ue.find_object("test")
new_material = ue.find_object("test_material")
my_asset.set_property("Materials", [new_material])

Exception: unable to set property Materials

Is there any special kind of List/Array-instance I need to create and pass?

Saving an asset

Hi,
I changed the material on a StaticMesh using "my_asset.Materials = [...]". I discovered that the material changes are lost on restart of the editor if I don't open the static mesh and save it manually.

How can I save it by script? I looked into "save_package". but didn't really get ho to work it in order to save in place:
https://docs.unrealengine.com/latest/INT/API/Runtime/CoreUObject/UObject/UPackage/SavePackage/index.html

I "simply" want to trigger the same behaviour as if I was pressing the save button in the editor.

Adding Python Packages in Linux

I was able to get this up and running thanks to your latest commit and with the "funnygameclasses.py" used in the readme. The example of moving the sphere at every tick worked fine. However, I'm wondering what the process is for adding other python packages such as numpy in Linux. Here's the error I'm getting from the log:

[2016.10.03-01.13.50:776][717]LogPython:Error: /home/daeil/.local/lib/python2.7/site-packages/numpy/core/multiarray.so: undefined symbol: _Py_ZeroStruct
[2016.10.03-01.13.50:777][717]LogPython:Error: Traceback (most recent call last):

[2016.10.03-01.13.50:777][717]LogPython:Error: File "../../../../../Projects/Unreal/DeepCars/Content/Scripts/funnygameclasses.py", line 3, in
import numpy as np

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/init.py", line 180, in
from . import add_newdocs

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/add_newdocs.py", line 13, in
from numpy.lib import add_newdoc

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/lib/init.py", line 8, in
from .type_check import *

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/lib/type_check.py", line 11, in
import numpy.core.numeric as _nx

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/core/init.py", line 14, in
from . import multiarray

[2016.10.03-01.13.50:777][717]LogPython:Error: ImportError: /home/daeil/.local/lib/python2.7/site-packages/numpy/core/multiarray.so: undefined symbol: _Py_ZeroStruct

[2016.10.03-01.13.50:812][717]LogPython:Error: /home/daeil/.local/lib/python2.7/site-packages/numpy/core/multiarray.so: undefined symbol: _Py_ZeroStruct
[2016.10.03-01.13.50:812][717]LogPython:Error: Traceback (most recent call last):

[2016.10.03-01.13.50:812][717]LogPython:Error: File "../../../../../Projects/Unreal/DeepCars/Content/Scripts/funnygameclasses.py", line 3, in
import numpy as np

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/init.py", line 180, in
from . import add_newdocs

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/add_newdocs.py", line 13, in
from numpy.lib import add_newdoc

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/lib/init.py", line 8, in
from .type_check import *

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/lib/type_check.py", line 11, in
import numpy.core.numeric as _nx

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/core/init.py", line 14, in
from . import multiarray

[2016.10.03-01.13.50:812][717]LogPython:Error: ImportError: /home/daeil/.local/lib/python2.7/site-packages/numpy/core/multiarray.so: undefined symbol: _Py_ZeroStruct

Spawning actors out of begin_play

Hi,

I'm having an issue when spawning new actors. The code works fine when inside the function begin_play, but when called from an other function it just crashes UE without explanation.

I'm new to UE so maybe I haven't completely understood how it should work...

Here is the code I use :

new_actor = self.ue_object.actor_spawn(ue.find_class('PyActor'), FVector(0, 0, 0), FRotator(0, 0, 90))

Thank you

Take my money, please?

You guys are completely awesome. My dream since ue4 was released was to have Python in the mix. Python is like, the perfect match for ue4 and the blueprint system. SO many possibilities here. I tried, tried to drop in cpython, SWIG, and failed badly. Crashes and errors galore.

My plan was to use Kivy ports to get things to work on mobile as well.

How can I help? What kind of hacking needed? Oh, feel free to close this issue once you guys all admit you're the coolest thing that's happened to ue4. This is testament to the best part of open source.

UEPY_THREADING Change causing Unreal 4.1.2 to close before the editor launches.

The experimental UEPY_THREADING changes are causing Unreal 4.1.2 to not fully launch for me. Backing out of this commit resolves the problem. I'm not sure if this is also an issue with 4.1.3.

On the topic of threading, is it possible to run the "import_asset" and "asset_reimport" commands from a separate python thread? My guess would be it's not thread safe, but maybe there is way to have it execute on the main engine thread? Forgive my lack of knowledge on this, could see it being a complicated matter.

Asking because I'm currently launching an rpc-server on a separate python thread in the hopes of sending commands to the Editor from an outside python console. The server has a while loop to catch incoming connections and commands, which means I have to run it on a background thread in order to not pause the editor.

Where is PyComponent in Blueprints?

Hi! Is it possible to create a PythonComponent using blueprints? I only see pyActor pyPawn and pyCharacter in the list of available blueprints.

Access Functions

While I'm trying to get familiar with developing in Python for Unreal, I realised that I didn't know how to access funtions. Currently we have access to properties (.get_property, .set_property, .properties) and they work fine but how about functions? I saw that in the UEPyModule.cpp there are a few related functions (.find_function and .call_function") but I can't make them work. I assume that I'm doint something wrong.

That's a simple example of how I was trying access Actor's GetLevel() function:
image

Scripts\test.py

def fun():
    selected_actors = ue.editor_get_selected_actors()
    for actor in selected_actors:
        fn = actor.find_function("GetLevel")
        ue.log(str(fn))

This prints "None". What am I doing wrong?

using python packages such as numpy in linux

I was able to get this up and running thanks to your latest commit and with the "funnygameclasses.py" used in the readme. The example of moving the sphere at every tick worked fine. However, I'm wondering what the process is for adding other python packages such as numpy in Linux. Here's the error I'm getting from the log:

[2016.10.03-01.13.50:776][717]LogPython:Error: /home/daeil/.local/lib/python2.7/site-packages/numpy/core/multiarray.so: undefined symbol: _Py_ZeroStruct
[2016.10.03-01.13.50:777][717]LogPython:Error: Traceback (most recent call last):

[2016.10.03-01.13.50:777][717]LogPython:Error: File "../../../../../Projects/Unreal/DeepCars/Content/Scripts/funnygameclasses.py", line 3, in
import numpy as np

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/init.py", line 180, in
from . import add_newdocs

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/add_newdocs.py", line 13, in
from numpy.lib import add_newdoc

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/lib/init.py", line 8, in
from .type_check import *

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/lib/type_check.py", line 11, in
import numpy.core.numeric as _nx

[2016.10.03-01.13.50:777][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/core/init.py", line 14, in
from . import multiarray

[2016.10.03-01.13.50:777][717]LogPython:Error: ImportError: /home/daeil/.local/lib/python2.7/site-packages/numpy/core/multiarray.so: undefined symbol: _Py_ZeroStruct

[2016.10.03-01.13.50:812][717]LogPython:Error: /home/daeil/.local/lib/python2.7/site-packages/numpy/core/multiarray.so: undefined symbol: _Py_ZeroStruct
[2016.10.03-01.13.50:812][717]LogPython:Error: Traceback (most recent call last):

[2016.10.03-01.13.50:812][717]LogPython:Error: File "../../../../../Projects/Unreal/DeepCars/Content/Scripts/funnygameclasses.py", line 3, in
import numpy as np

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/init.py", line 180, in
from . import add_newdocs

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/add_newdocs.py", line 13, in
from numpy.lib import add_newdoc

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/lib/init.py", line 8, in
from .type_check import *

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/lib/type_check.py", line 11, in
import numpy.core.numeric as _nx

[2016.10.03-01.13.50:812][717]LogPython:Error: File "/home/daeil/.local/lib/python2.7/site-packages/numpy/core/init.py", line 14, in
from . import multiarray

[2016.10.03-01.13.50:812][717]LogPython:Error: ImportError: /home/daeil/.local/lib/python2.7/site-packages/numpy/core/multiarray.so: undefined symbol: _Py_ZeroStruct

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.