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Python Automation

Editor operations are exposed as unreal.VDBStudioEditorLibrary, callable from Python or an Editor Utility Blueprint. Everything runs synchronously and reports failure through the return value and the Output Log.

Example: compress and set up a folder of volumes​

import unreal

lib = unreal.VDBStudioEditorLibrary

vol = lib.import_compressed_volume("C:/Sim/fire_0001.vdb", "/Game/VDB/Fire", 2.0)
lib.bake_scatter_field_for_compressed_volume(vol)
lib.bake_fire_light_for_compressed_volume(vol)
lib.create_material_from_compressed_volume(vol, None, "")
unreal.EditorAssetLibrary.save_loaded_asset(vol, False)

An empty package name creates <volume>_VolumeMat next to the volume. Run the bakes before creating the material so it uses them.

Example: audit a project​

lib.export_svt_report_csv("C:/temp/volumes.csv", "/Game")

The full list of functions is in the Blueprint and Python reference.