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Add an empty Camera Cut Track to the sequences in the hierarchy
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parent
55bcd6bba7
commit
10c6d7be08
1 changed files with 15 additions and 12 deletions
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@ -530,15 +530,8 @@ class LayoutLoader(api.Loader):
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asset).get_class().get_name() == 'LevelSequence'
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]
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# for asset in root_content:
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# asset_data = EditorAssetLibrary.find_asset_data(asset)
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# # imported_asset = unreal.AssetRegistryHelpers.get_asset(
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# # imported_asset_data)
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# if asset_data.get_class().get_name() == 'LevelSequence':
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# break
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if not existing_sequences:
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scene = tools.create_asset(
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sequence = tools.create_asset(
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asset_name=hierarchy[i],
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package_path=h,
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asset_class=unreal.LevelSequence,
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@ -569,13 +562,23 @@ class LayoutLoader(api.Loader):
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min_frame = min(start_frames)
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max_frame = max(end_frames)
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scene.set_display_rate(
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sequence.set_display_rate(
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unreal.FrameRate(asset_data.get('data').get("fps"), 1.0))
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scene.set_playback_start(min_frame)
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scene.set_playback_end(max_frame)
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sequence.set_playback_start(min_frame)
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sequence.set_playback_end(max_frame)
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sequences.append(scene)
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sequences.append(sequence)
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frame_ranges.append((min_frame, max_frame))
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tracks = sequence.get_master_tracks()
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track = None
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for t in tracks:
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if t.get_class() == unreal.MovieSceneCameraCutTrack.static_class():
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track = t
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break
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if not track:
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track = sequence.add_master_track(
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unreal.MovieSceneCameraCutTrack)
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else:
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for e in existing_sequences:
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sequences.append(e.get_asset())
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