From 6583525e429cc98e4ac3d81cf3bc0a397990cdd5 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 20 Oct 2023 11:58:51 +0100 Subject: [PATCH] Add option to replace only selected actors --- openpype/hosts/unreal/api/pipeline.py | 33 ++++-- .../unreal/plugins/inventory/update_actors.py | 112 +++++++++++------- 2 files changed, 88 insertions(+), 57 deletions(-) diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 760e052a3e..35b218e629 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -654,13 +654,21 @@ def generate_sequence(h, h_dir): def _get_comps_and_assets( - component_class, asset_class, old_assets, new_assets + component_class, asset_class, old_assets, new_assets, selected ): eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) - comps = eas.get_all_level_actors_components() - components = [ - c for c in comps if isinstance(c, component_class) - ] + + components = [] + if selected: + sel_actors = eas.get_selected_level_actors() + for actor in sel_actors: + comps = actor.get_components_by_class(component_class) + components.extend(comps) + else: + comps = eas.get_all_level_actors_components() + components = [ + c for c in comps if isinstance(c, component_class) + ] # Get all the static meshes among the old assets in a dictionary with # the name as key @@ -681,14 +689,15 @@ def _get_comps_and_assets( return components, selected_old_assets, selected_new_assets -def replace_static_mesh_actors(old_assets, new_assets): +def replace_static_mesh_actors(old_assets, new_assets, selected): smes = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) static_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( unreal.StaticMeshComponent, unreal.StaticMesh, old_assets, - new_assets + new_assets, + selected ) for old_name, old_mesh in old_meshes.items(): @@ -701,12 +710,13 @@ def replace_static_mesh_actors(old_assets, new_assets): static_mesh_comps, old_mesh, new_mesh) -def replace_skeletal_mesh_actors(old_assets, new_assets): +def replace_skeletal_mesh_actors(old_assets, new_assets, selected): skeletal_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( unreal.SkeletalMeshComponent, unreal.SkeletalMesh, old_assets, - new_assets + new_assets, + selected ) for old_name, old_mesh in old_meshes.items(): @@ -720,12 +730,13 @@ def replace_skeletal_mesh_actors(old_assets, new_assets): comp.set_skeletal_mesh_asset(new_mesh) -def replace_geometry_cache_actors(old_assets, new_assets): +def replace_geometry_cache_actors(old_assets, new_assets, selected): geometry_cache_comps, old_caches, new_caches = _get_comps_and_assets( unreal.GeometryCacheComponent, unreal.GeometryCache, old_assets, - new_assets + new_assets, + selected ) for old_name, old_mesh in old_caches.items(): diff --git a/openpype/hosts/unreal/plugins/inventory/update_actors.py b/openpype/hosts/unreal/plugins/inventory/update_actors.py index 37777114e2..2b012cf22c 100644 --- a/openpype/hosts/unreal/plugins/inventory/update_actors.py +++ b/openpype/hosts/unreal/plugins/inventory/update_actors.py @@ -10,58 +10,78 @@ from openpype.hosts.unreal.api.pipeline import ( from openpype.pipeline import InventoryAction -class UpdateActors(InventoryAction): - """Update Actors in level to this version. +def update_assets(containers, selected): + 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, selected) + replace_static_mesh_actors( + old_content, asset_content, selected) + elif container.get("family") == "model": + if container.get("loader") == "PointCacheAlembicLoader": + replace_geometry_cache_actors( + old_content, asset_content, selected) + else: + replace_static_mesh_actors( + old_content, asset_content, selected) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(sa_cont, old_content) + + +class UpdateAllActors(InventoryAction): + """Update all the Actors in the current level to the version of the asset + selected in the scene manager. """ - label = "Update Actors in level to this version" + label = "Replace all Actors in level to this version" icon = "arrow-up" def process(self, containers): - allowed_families = ["model", "rig"] + update_assets(containers, False) - # 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 +class UpdateSelectedActors(InventoryAction): + """Update only the selected Actors in the current level to the version + of the asset selected in the scene manager. + """ - # 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") - ) - ] + label = "Replace selected Actors in level to this version" + icon = "arrow-up" - 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) - elif container.get("family") == "model": - if container.get("loader") == "PointCacheAlembicLoader": - replace_geometry_cache_actors( - old_content, asset_content) - else: - replace_static_mesh_actors(old_content, asset_content) - - unreal.EditorLevelLibrary.save_current_level() - - delete_previous_asset_if_unused(sa_cont, old_content) + def process(self, containers): + update_assets(containers, True)