diff --git a/openpype/hosts/houdini/api/creator_node_shelves.py b/openpype/hosts/houdini/api/creator_node_shelves.py index 7c6122cffe..1f9fef7417 100644 --- a/openpype/hosts/houdini/api/creator_node_shelves.py +++ b/openpype/hosts/houdini/api/creator_node_shelves.py @@ -57,28 +57,31 @@ def create_interactive(creator_identifier, **kwargs): list: The created instances. """ - - # TODO Use Qt instead - result, variant = hou.ui.readInput('Define variant name', - buttons=("Ok", "Cancel"), - initial_contents='Main', - title="Define variant", - help="Set the variant for the " - "publish instance", - close_choice=1) - if result == 1: - # User interrupted - return - variant = variant.strip() - if not variant: - raise RuntimeError("Empty variant value entered.") - host = registered_host() context = CreateContext(host) creator = context.manual_creators.get(creator_identifier) if not creator: - raise RuntimeError("Invalid creator identifier: " - "{}".format(creator_identifier)) + raise RuntimeError("Invalid creator identifier: {}".format( + creator_identifier) + ) + + # TODO Use Qt instead + result, variant = hou.ui.readInput( + "Define variant name", + buttons=("Ok", "Cancel"), + initial_contents=creator.get_default_variant(), + title="Define variant", + help="Set the variant for the publish instance", + close_choice=1 + ) + + if result == 1: + # User interrupted + return + + variant = variant.strip() + if not variant: + raise RuntimeError("Empty variant value entered.") # TODO: Once more elaborate unique create behavior should exist per Creator # instead of per network editor area then we should move this from here diff --git a/openpype/hosts/maya/plugins/publish/validate_instance_attributes.py b/openpype/hosts/maya/plugins/publish/validate_instance_attributes.py deleted file mode 100644 index f870c9f8c4..0000000000 --- a/openpype/hosts/maya/plugins/publish/validate_instance_attributes.py +++ /dev/null @@ -1,60 +0,0 @@ -from maya import cmds - -import pyblish.api -from openpype.pipeline.publish import ( - ValidateContentsOrder, PublishValidationError, RepairAction -) -from openpype.pipeline import discover_legacy_creator_plugins -from openpype.hosts.maya.api.lib import imprint - - -class ValidateInstanceAttributes(pyblish.api.InstancePlugin): - """Validate Instance Attributes. - - New attributes can be introduced as new features come in. Old instances - will need to be updated with these attributes for the documentation to make - sense, and users do not have to recreate the instances. - """ - - order = ValidateContentsOrder - hosts = ["maya"] - families = ["*"] - label = "Instance Attributes" - plugins_by_family = { - p.family: p for p in discover_legacy_creator_plugins() - } - actions = [RepairAction] - - @classmethod - def get_missing_attributes(self, instance): - plugin = self.plugins_by_family[instance.data["family"]] - subset = instance.data["subset"] - asset = instance.data["asset"] - objset = instance.data["objset"] - - missing_attributes = {} - for key, value in plugin(subset, asset).data.items(): - if not cmds.objExists("{}.{}".format(objset, key)): - missing_attributes[key] = value - - return missing_attributes - - def process(self, instance): - objset = instance.data.get("objset") - if objset is None: - self.log.debug( - "Skipping {} because no objectset found.".format(instance) - ) - return - - missing_attributes = self.get_missing_attributes(instance) - if missing_attributes: - raise PublishValidationError( - "Missing attributes on {}:\n{}".format( - objset, missing_attributes - ) - ) - - @classmethod - def repair(cls, instance): - imprint(instance.data["objset"], cls.get_missing_attributes(instance)) diff --git a/openpype/hosts/unreal/hooks/pre_workfile_preparation.py b/openpype/hosts/unreal/hooks/pre_workfile_preparation.py index 202d7854f6..a635bd4cab 100644 --- a/openpype/hosts/unreal/hooks/pre_workfile_preparation.py +++ b/openpype/hosts/unreal/hooks/pre_workfile_preparation.py @@ -2,6 +2,8 @@ """Hook to launch Unreal and prepare projects.""" import os import copy +import shutil +import tempfile from pathlib import Path from qtpy import QtCore @@ -224,10 +226,24 @@ class UnrealPrelaunchHook(PreLaunchHook): project_file = project_path / unreal_project_filename if not project_file.is_file(): - self.exec_ue_project_gen(engine_version, - unreal_project_name, - engine_path, - project_path) + with tempfile.TemporaryDirectory() as temp_dir: + self.exec_ue_project_gen(engine_version, + unreal_project_name, + engine_path, + Path(temp_dir)) + try: + self.log.info(( + f"Moving from {temp_dir} to " + f"{project_path.as_posix()}" + )) + shutil.copytree( + temp_dir, project_path, dirs_exist_ok=True) + + except shutil.Error as e: + raise ApplicationLaunchFailed(( + f"{self.signature} Cannot copy directory {temp_dir} " + f"to {project_path.as_posix()} - {e}" + )) from e self.launch_context.env["AYON_UNREAL_VERSION"] = engine_version # Append project file to launch arguments