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https://github.com/ynput/ayon-core.git
synced 2026-01-01 16:34:53 +01:00
Preparation for the submission of the plugin to marketplace, fixed a bug with the cmdlet path not being valid.
This commit is contained in:
parent
52c3f01f5d
commit
668fc9f10f
17 changed files with 22 additions and 12 deletions
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@ -107,6 +107,9 @@ class UnrealPrelaunchHook(PreLaunchHook):
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f"project [ {unreal_project_name} ]"
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))
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import openpype.hosts.unreal.lib as ue_lib
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path = ue_lib.get_path_to_cmdlet_project(engine_version)
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q_thread = QtCore.QThread()
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ue_project_worker = UEProjectGenerationWorker()
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ue_project_worker.setup(
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10
openpype/hosts/unreal/integration/README.md
Normal file
10
openpype/hosts/unreal/integration/README.md
Normal file
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@ -0,0 +1,10 @@
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# Building the plugin
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In order to successfully build the plugin, make sure that the path to the UnrealBuildTool.exe is specified correctly.
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After the UBT path specify for which platform it will be compiled. in the -Project parameter, specify the path to the
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CommandletProject.uproject file. Next the build type has to be specified (DebugGame, Development, Package, etc.) and then the -TargetType (Editor, Runtime, etc.)
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`BuildPlugin_[Ver].bat` runs the building process in the background. If you want to show the progress inside the
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command prompt, use the `BuildPlugin_[Ver]_Window.bat` file.
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@ -3,7 +3,6 @@
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#include "AyonAssetContainer.h"
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#include "AssetRegistryModule.h"
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#include "Misc/PackageName.h"
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#include "Engine.h"
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#include "Containers/UnrealString.h"
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UAyonAssetContainer::UAyonAssetContainer(const FObjectInitializer& ObjectInitializer)
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@ -2,8 +2,6 @@
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#pragma once
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#include "Engine.h"
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class FAyonModule : public IModuleInterface
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{
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@ -1,7 +1,6 @@
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// Copyright 2023, Ayon, All rights reserved.
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#pragma once
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#include "Engine.h"
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#include "AyonLib.generated.h"
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@ -1,6 +1,5 @@
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// Copyright 2023, Ayon, All rights reserved.
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#pragma once
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#include "Engine.h"
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#include "AyonPythonBridge.generated.h"
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UCLASS(Blueprintable)
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@ -3,7 +3,6 @@
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// and will be removed in next versions of Ayon.
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#pragma once
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#include "Engine.h"
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#include "OpenPypePublishInstance.generated.h"
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@ -0,0 +1 @@
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D:\UE4\UE_4.27\Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -plugin="D:\OpenPype\openpype\hosts\unreal\integration\UE_4.27\Ayon\Ayon.uplugin" -Package="D:\BuiltPlugins\4.27"
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@ -0,0 +1 @@
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cmd /k "BuildPlugin_4-27.bat"
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@ -3,7 +3,6 @@
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// and will be removed in next versions of Ayon.
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#pragma once
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#include "Engine.h"
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#include "OpenPypePublishInstance.generated.h"
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@ -0,0 +1 @@
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"C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -plugin="D:\OpenPype\openpype\hosts\unreal\integration\UE_5.0\Ayon\Ayon.uplugin" -Package="D:\BuiltPlugins\5.0"
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@ -0,0 +1 @@
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cmd /k "BuildPlugin_5-0.bat"
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@ -58,7 +58,7 @@ void UOpenPypePublishInstance::OnAssetCreated(const FAssetData& InAssetData)
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if (!IsValid(Asset))
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{
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UE_LOG(LogAssetData, Warning, TEXT("Asset \"%s\" is not valid! Skipping the addition."),
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*InAssetData.ObjectPath.ToString());
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*InAssetData.GetSoftObjectPath().ToString());
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return;
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}
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@ -3,7 +3,6 @@
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// and will be removed in next versions of Ayon.
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#pragma once
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#include "Engine.h"
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#include "OpenPypePublishInstance.generated.h"
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@ -0,0 +1 @@
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"D:\UE_5.1\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -plugin="D:\OpenPype\openpype\hosts\unreal\integration\UE_5.1\Ayon\Ayon.uplugin" -Package="D:\BuiltPlugins\5.1"
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@ -0,0 +1 @@
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cmd /k "BuildPlugin_5-1.bat"
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@ -323,12 +323,11 @@ def get_path_to_uat(engine_path: Path) -> Path:
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def get_path_to_cmdlet_project(ue_version: str) -> Path:
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cmd_project = Path(os.path.dirname(
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os.path.abspath(os.getenv("OPENPYPE_ROOT"))))
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cmd_project = Path(os.getenv("OPENPYPE_ROOT"))
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# For now, only tested on Windows (For Linux and Mac
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# it has to be implemented)
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cmd_project /= f"hosts/unreal/integration/UE_{ue_version}"
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cmd_project /= f"openpype/hosts/unreal/integration/UE_{ue_version}"
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return cmd_project / "CommandletProject/CommandletProject.uproject"
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