Merge remote-tracking branch 'Casgen/enhancement/OP-3751_Renaming_plugin_to_Ayon' into enhancement/OP-3751_Renaming_plugin_to_Ayon

This commit is contained in:
Ondrej Samohel 2023-04-27 15:15:06 +02:00
commit 7ffa52feb6
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GPG key ID: 02376E18990A97C6
16 changed files with 20 additions and 9 deletions

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@ -107,6 +107,9 @@ class UnrealPrelaunchHook(PreLaunchHook):
f"project [ {unreal_project_name} ]"
))
import openpype.hosts.unreal.lib as ue_lib
path = ue_lib.get_path_to_cmdlet_project(engine_version)
q_thread = QtCore.QThread()
ue_project_worker = UEProjectGenerationWorker()
ue_project_worker.setup(

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@ -0,0 +1,10 @@
# Building the plugin
In order to successfully build the plugin, make sure that the path to the UnrealBuildTool.exe is specified correctly.
After the UBT path specify for which platform it will be compiled. in the -Project parameter, specify the path to the
CommandletProject.uproject file. Next the build type has to be specified (DebugGame, Development, Package, etc.) and then the -TargetType (Editor, Runtime, etc.)
`BuildPlugin_[Ver].bat` runs the building process in the background. If you want to show the progress inside the
command prompt, use the `BuildPlugin_[Ver]_Window.bat` file.

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@ -3,7 +3,6 @@
#include "AyonAssetContainer.h"
#include "AssetRegistryModule.h"
#include "Misc/PackageName.h"
#include "Engine.h"
#include "Containers/UnrealString.h"
UAyonAssetContainer::UAyonAssetContainer(const FObjectInitializer& ObjectInitializer)

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@ -2,8 +2,6 @@
#pragma once
#include "Engine.h"
class FAyonModule : public IModuleInterface
{

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@ -1,7 +1,6 @@
// Copyright 2023, Ayon, All rights reserved.
#pragma once
#include "Engine.h"
#include "AyonLib.generated.h"

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@ -1,6 +1,5 @@
// Copyright 2023, Ayon, All rights reserved.
#pragma once
#include "Engine.h"
#include "AyonPythonBridge.generated.h"
UCLASS(Blueprintable)

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@ -3,7 +3,6 @@
// and will be removed in next versions of Ayon.
#pragma once
#include "Engine.h"
#include "OpenPypePublishInstance.generated.h"

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@ -0,0 +1 @@
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 @@
cmd /k "BuildPlugin_4-27.bat"

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@ -3,7 +3,6 @@
// and will be removed in next versions of Ayon.
#pragma once
#include "Engine.h"
#include "OpenPypePublishInstance.generated.h"

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@ -0,0 +1 @@
"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 @@
cmd /k "BuildPlugin_5-0.bat"

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@ -58,7 +58,7 @@ void UOpenPypePublishInstance::OnAssetCreated(const FAssetData& InAssetData)
if (!IsValid(Asset))
{
UE_LOG(LogAssetData, Warning, TEXT("Asset \"%s\" is not valid! Skipping the addition."),
*InAssetData.ObjectPath.ToString());
*InAssetData.GetSoftObjectPath().ToString());
return;
}

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@ -3,7 +3,6 @@
// and will be removed in next versions of Ayon.
#pragma once
#include "Engine.h"
#include "OpenPypePublishInstance.generated.h"

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@ -0,0 +1 @@
"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 @@
cmd /k "BuildPlugin_5-1.bat"