Code highlighting and auto-completion in PyCharm and VSCode provide development more efficiency when we develop python editor tools using this way.
However, the unreal-generated stub file unreal.py becomes larger in every newer unreal engine. In Unreal 5.1, unreal.py is over 21MB (and its size increases with the number of plug-ins you enable), which causes PyCharm gives a hint of low memory and become much slower.
Changing the memory settings can improve it, but browsing the class and function definitions in a python file over 400,000 lines is not a good experience.
My way is to split the unreal.py file into several smaller files by class name and then find the required API information in separate files.
I uploaded the python tool for sharding unreal.py to the GitHub repository. You can find it here.
It does the following two steps.¶
- Copy unreal.py from Intermediate/PythonStub in your project to TA/TAPython/Python directory
- Split unreal.py with the class names and put the files in the TA/TAPython/Python/unreal directory.
After that, I used them instead of the unreal.py was a great experience.
- The file size tells you which classes are UE's most essential objects.
- Quickly find special classes, such as editor libraries and subsystems, which is important for python editor programming.
- It is convenient to compare the stubs to find what has been modified in different versions of Unreal Engine.
The remaining issues¶
We still need to keep the unreal.py file. And it seems like we can't only use the generated unreal directory for auto-completion, although it has the same content. If you know how to get it work, please share it.