diff --git a/openpype/hosts/unreal/plugins/create/create_uasset.py b/openpype/hosts/unreal/plugins/create/create_uasset.py index c78518e86b..f70ecc55b3 100644 --- a/openpype/hosts/unreal/plugins/create/create_uasset.py +++ b/openpype/hosts/unreal/plugins/create/create_uasset.py @@ -17,6 +17,8 @@ class CreateUAsset(UnrealAssetCreator): family = "uasset" icon = "cube" + extension = ".uasset" + def create(self, subset_name, instance_data, pre_create_data): if pre_create_data.get("use_selection"): ar = unreal.AssetRegistryHelpers.get_asset_registry() @@ -37,10 +39,28 @@ class CreateUAsset(UnrealAssetCreator): f"{Path(obj).name} is not on the disk. Likely it needs to" "be saved first.") - if Path(sys_path).suffix != ".uasset": - raise CreatorError(f"{Path(sys_path).name} is not a UAsset.") + if Path(sys_path).suffix != self.extension: + raise CreatorError( + f"{Path(sys_path).name} is not a {self.label}.") super(CreateUAsset, self).create( subset_name, instance_data, pre_create_data) + + +class CreateUMap(CreateUAsset): + """Create Level.""" + + identifier = "io.ayon.creators.unreal.umap" + label = "Level" + family = "uasset" + extension = ".umap" + + def create(self, subset_name, instance_data, pre_create_data): + instance_data["families"] = ["umap"] + + super(CreateUMap, self).create( + subset_name, + instance_data, + pre_create_data) diff --git a/openpype/hosts/unreal/plugins/load/load_uasset.py b/openpype/hosts/unreal/plugins/load/load_uasset.py index 7606bc14e4..30f63abe39 100644 --- a/openpype/hosts/unreal/plugins/load/load_uasset.py +++ b/openpype/hosts/unreal/plugins/load/load_uasset.py @@ -21,6 +21,8 @@ class UAssetLoader(plugin.Loader): icon = "cube" color = "orange" + extension = "uasset" + def load(self, context, name, namespace, options): """Load and containerise representation into Content Browser. @@ -42,26 +44,29 @@ class UAssetLoader(plugin.Loader): root = "/Game/Ayon/Assets" asset = context.get('asset').get('name') suffix = "_CON" - if asset: - asset_name = "{}_{}".format(asset, name) - else: - asset_name = "{}".format(name) - + asset_name = f"{asset}_{name}" if asset else f"{name}" tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( f"{root}/{asset}/{name}", suffix="" ) - container_name += suffix + unique_number = 1 + while unreal.EditorAssetLibrary.does_directory_exist( + f"{asset_dir}_{unique_number:02}" + ): + unique_number += 1 + + asset_dir = f"{asset_dir}_{unique_number:02}" + container_name = f"{container_name}_{unique_number:02}{suffix}" unreal.EditorAssetLibrary.make_directory(asset_dir) destination_path = asset_dir.replace( - "/Game", - Path(unreal.Paths.project_content_dir()).as_posix(), - 1) + "/Game", Path(unreal.Paths.project_content_dir()).as_posix(), 1) - shutil.copy(self.fname, f"{destination_path}/{name}.uasset") + shutil.copy( + self.fname, + f"{destination_path}/{name}_{unique_number:02}.{self.extension}") # Create Asset Container unreal_pipeline.create_container( @@ -77,7 +82,7 @@ class UAssetLoader(plugin.Loader): "loader": str(self.__class__.__name__), "representation": context["representation"]["_id"], "parent": context["representation"]["parent"], - "family": context["representation"]["context"]["family"] + "family": context["representation"]["context"]["family"], } unreal_pipeline.imprint(f"{asset_dir}/{container_name}", data) @@ -96,10 +101,10 @@ class UAssetLoader(plugin.Loader): asset_dir = container["namespace"] name = representation["context"]["subset"] + unique_number = container["container_name"].split("_")[-2] + destination_path = asset_dir.replace( - "/Game", - Path(unreal.Paths.project_content_dir()).as_posix(), - 1) + "/Game", Path(unreal.Paths.project_content_dir()).as_posix(), 1) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=False, include_folder=True @@ -107,22 +112,24 @@ class UAssetLoader(plugin.Loader): for asset in asset_content: obj = ar.get_asset_by_object_path(asset).get_asset() - if not obj.get_class().get_name() == 'AyonAssetContainer': + if obj.get_class().get_name() != "AyonAssetContainer": unreal.EditorAssetLibrary.delete_asset(asset) update_filepath = get_representation_path(representation) - shutil.copy(update_filepath, f"{destination_path}/{name}.uasset") + shutil.copy( + update_filepath, + f"{destination_path}/{name}_{unique_number}.{self.extension}") - container_path = "{}/{}".format(container["namespace"], - container["objectName"]) + container_path = f'{container["namespace"]}/{container["objectName"]}' # update metadata unreal_pipeline.imprint( container_path, { "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) + "parent": str(representation["parent"]), + } + ) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True @@ -143,3 +150,13 @@ class UAssetLoader(plugin.Loader): if len(asset_content) == 0: unreal.EditorAssetLibrary.delete_directory(parent_path) + + +class UMapLoader(UAssetLoader): + """Load Level.""" + + families = ["uasset"] + label = "Load Level" + representations = ["umap"] + + extension = "umap" diff --git a/openpype/hosts/unreal/plugins/publish/collect_instance_members.py b/openpype/hosts/unreal/plugins/publish/collect_instance_members.py index 46ca51ab7e..de10e7b119 100644 --- a/openpype/hosts/unreal/plugins/publish/collect_instance_members.py +++ b/openpype/hosts/unreal/plugins/publish/collect_instance_members.py @@ -24,7 +24,7 @@ class CollectInstanceMembers(pyblish.api.InstancePlugin): ar = unreal.AssetRegistryHelpers.get_asset_registry() inst_path = instance.data.get('instance_path') - inst_name = instance.data.get('objectName') + inst_name = inst_path.split('/')[-1] pub_instance = ar.get_asset_by_object_path( f"{inst_path}.{inst_name}").get_asset() diff --git a/openpype/hosts/unreal/plugins/publish/extract_uasset.py b/openpype/hosts/unreal/plugins/publish/extract_uasset.py index f719df2a82..48b62faa97 100644 --- a/openpype/hosts/unreal/plugins/publish/extract_uasset.py +++ b/openpype/hosts/unreal/plugins/publish/extract_uasset.py @@ -11,16 +11,17 @@ class ExtractUAsset(publish.Extractor): label = "Extract UAsset" hosts = ["unreal"] - families = ["uasset"] + families = ["uasset", "umap"] optional = True def process(self, instance): + extension = ( + "umap" if "umap" in instance.data.get("families") else "uasset") ar = unreal.AssetRegistryHelpers.get_asset_registry() self.log.info("Performing extraction..") - staging_dir = self.staging_dir(instance) - filename = "{}.uasset".format(instance.name) + filename = f"{instance.name}.{extension}" members = instance.data.get("members", []) @@ -36,13 +37,15 @@ class ExtractUAsset(publish.Extractor): shutil.copy(sys_path, staging_dir) + self.log.info(f"instance.data: {instance.data}") + if "representations" not in instance.data: instance.data["representations"] = [] representation = { - 'name': 'uasset', - 'ext': 'uasset', - 'files': filename, + "name": extension, + "ext": extension, + "files": filename, "stagingDir": staging_dir, } instance.data["representations"].append(representation)