diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index af7a594b41..3ed7b055e3 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -246,8 +246,9 @@ class CameraLoader(plugin.Loader): EditorLevelLibrary.save_all_dirty_levels() EditorLevelLibrary.load_level(master_level) + # Save all assets in the hierarchy asset_content = EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=True + hierarchy_dir_list[0], recursive=True, include_folder=False ) for a in asset_content: @@ -408,7 +409,7 @@ class CameraLoader(plugin.Loader): EditorLevelLibrary.save_current_level() asset_content = EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=False) + f"{root}/{ms_asset}", recursive=True, include_folder=False) for a in asset_content: EditorAssetLibrary.save_asset(a) diff --git a/openpype/hosts/unreal/plugins/load/load_layout.py b/openpype/hosts/unreal/plugins/load/load_layout.py index 5a3953f82e..51ca0383e0 100644 --- a/openpype/hosts/unreal/plugins/load/load_layout.py +++ b/openpype/hosts/unreal/plugins/load/load_layout.py @@ -642,8 +642,10 @@ class LayoutLoader(plugin.Loader): imprint( "{}/{}".format(asset_dir, container_name), data) + save_dir = hierarchy_dir_list[0] if create_sequences else asset_dir + asset_content = EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=False) + save_dir, recursive=True, include_folder=False) for a in asset_content: EditorAssetLibrary.save_asset(a) @@ -664,11 +666,12 @@ class LayoutLoader(plugin.Loader): asset_dir = container.get('namespace') context = representation.get("context") + hierarchy = context.get('hierarchy').split("/") + sequence = None master_level = None if create_sequences: - hierarchy = context.get('hierarchy').split("/") h_dir = f"{root}/{hierarchy[0]}" h_asset = hierarchy[0] master_level = f"{h_dir}/{h_asset}_map.{h_asset}_map" @@ -726,8 +729,10 @@ class LayoutLoader(plugin.Loader): EditorLevelLibrary.save_current_level() + save_dir = f"{root}/{hierarchy[0]}" if create_sequences else asset_dir + asset_content = EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=False) + save_dir, recursive=True, include_folder=False) for a in asset_content: EditorAssetLibrary.save_asset(a)