diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 2893550325..60b4886e4f 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -13,8 +13,10 @@ from openpype.client import get_asset_by_name, get_assets from openpype.pipeline import ( register_loader_plugin_path, register_creator_plugin_path, + register_inventory_action_path, deregister_loader_plugin_path, deregister_creator_plugin_path, + deregister_inventory_action_path, AYON_CONTAINER_ID, legacy_io, ) @@ -127,6 +129,7 @@ def install(): pyblish.api.register_plugin_path(str(PUBLISH_PATH)) register_loader_plugin_path(str(LOAD_PATH)) register_creator_plugin_path(str(CREATE_PATH)) + register_inventory_action_path(str(INVENTORY_PATH)) _register_callbacks() _register_events() @@ -136,6 +139,7 @@ def uninstall(): pyblish.api.deregister_plugin_path(str(PUBLISH_PATH)) deregister_loader_plugin_path(str(LOAD_PATH)) deregister_creator_plugin_path(str(CREATE_PATH)) + deregister_inventory_action_path(str(INVENTORY_PATH)) def _register_callbacks(): diff --git a/openpype/hosts/unreal/plugins/inventory/update_actors.py b/openpype/hosts/unreal/plugins/inventory/update_actors.py new file mode 100644 index 0000000000..672bb2b32e --- /dev/null +++ b/openpype/hosts/unreal/plugins/inventory/update_actors.py @@ -0,0 +1,60 @@ +import unreal + +from openpype.hosts.unreal.api.pipeline import ( + ls, + replace_static_mesh_actors, + replace_skeletal_mesh_actors, + delete_previous_asset_if_unused, +) +from openpype.pipeline import InventoryAction + + +class UpdateActors(InventoryAction): + """Update Actors in level to this version. + """ + + label = "Update Actors in level to this version" + icon = "arrow-up" + + def process(self, containers): + allowed_families = ["model", "rig"] + + # Get all the containers in the Unreal Project + all_containers = ls() + + for container in containers: + container_dir = container.get("namespace") + if container.get("family") not in allowed_families: + unreal.log_warning( + f"Container {container_dir} is not supported.") + continue + + # Get all containers with same asset_name but different objectName. + # These are the containers that need to be updated in the level. + sa_containers = [ + i + for i in all_containers + if ( + i.get("asset_name") == container.get("asset_name") and + i.get("objectName") != container.get("objectName") + ) + ] + + asset_content = unreal.EditorAssetLibrary.list_assets( + container_dir, recursive=True, include_folder=False + ) + + # Update all actors in level + for sa_cont in sa_containers: + sa_dir = sa_cont.get("namespace") + old_content = unreal.EditorAssetLibrary.list_assets( + sa_dir, recursive=True, include_folder=False + ) + + if container.get("family") == "rig": + replace_skeletal_mesh_actors(old_content, asset_content) + replace_static_mesh_actors(old_content, asset_content) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(sa_cont, old_content)