From fa74cae511070afb4edd87028ecbcffd5c7f6142 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Mon, 22 May 2023 16:55:39 +0100 Subject: [PATCH 1/3] Implemented creator, loader and extractor for Unreal Levels --- .../unreal/plugins/create/create_umap.py | 46 ++++++ .../hosts/unreal/plugins/load/load_umap.py | 140 ++++++++++++++++++ .../publish/collect_instance_members.py | 2 +- .../unreal/plugins/publish/extract_umap.py | 48 ++++++ 4 files changed, 235 insertions(+), 1 deletion(-) create mode 100644 openpype/hosts/unreal/plugins/create/create_umap.py create mode 100644 openpype/hosts/unreal/plugins/load/load_umap.py create mode 100644 openpype/hosts/unreal/plugins/publish/extract_umap.py diff --git a/openpype/hosts/unreal/plugins/create/create_umap.py b/openpype/hosts/unreal/plugins/create/create_umap.py new file mode 100644 index 0000000000..34aa8cdc00 --- /dev/null +++ b/openpype/hosts/unreal/plugins/create/create_umap.py @@ -0,0 +1,46 @@ +# -*- coding: utf-8 -*- +from pathlib import Path + +import unreal + +from openpype.pipeline import CreatorError +from openpype.hosts.unreal.api.plugin import ( + UnrealAssetCreator, +) + + +class CreateUMap(UnrealAssetCreator): + """Create Level.""" + + identifier = "io.ayon.creators.unreal.umap" + label = "Level" + family = "uasset" + icon = "cube" + + def create(self, subset_name, instance_data, pre_create_data): + if pre_create_data.get("use_selection"): + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + sel_objects = unreal.EditorUtilityLibrary.get_selected_assets() + selection = [a.get_path_name() for a in sel_objects] + + if len(selection) != 1: + raise CreatorError("Please select only one object.") + + obj = selection[0] + + asset = ar.get_asset_by_object_path(obj).get_asset() + sys_path = unreal.SystemLibrary.get_system_path(asset) + + if not sys_path: + raise CreatorError( + f"{Path(obj).name} is not on the disk. Likely it needs to" + "be saved first.") + + if Path(sys_path).suffix != ".umap": + raise CreatorError(f"{Path(sys_path).name} is not a Level.") + + super(CreateUMap, self).create( + subset_name, + instance_data, + pre_create_data) diff --git a/openpype/hosts/unreal/plugins/load/load_umap.py b/openpype/hosts/unreal/plugins/load/load_umap.py new file mode 100644 index 0000000000..f467fe6b3b --- /dev/null +++ b/openpype/hosts/unreal/plugins/load/load_umap.py @@ -0,0 +1,140 @@ +# -*- coding: utf-8 -*- +"""Load Level.""" +from pathlib import Path +import shutil + +from openpype.pipeline import ( + get_representation_path, + AYON_CONTAINER_ID +) +from openpype.hosts.unreal.api import plugin +from openpype.hosts.unreal.api import pipeline as unreal_pipeline +import unreal # noqa + + +class UMapLoader(plugin.Loader): + """Load Level.""" + + families = ["uasset"] + label = "Load Level" + representations = ["umap"] + icon = "cube" + color = "orange" + + def load(self, context, name, namespace, options): + """Load and containerise representation into Content Browser. + + Args: + context (dict): application context + name (str): subset name + namespace (str): in Unreal this is basically path to container. + This is not passed here, so namespace is set + by `containerise()` because only then we know + real path. + options (dict): Those would be data to be imprinted. This is not + used now, data are imprinted by `containerise()`. + + Returns: + list(str): list of container content + """ + + # Create directory for asset and Ayon container + root = "/Game/Ayon/Assets" + asset = context.get('asset').get('name') + suffix = "_CON" + 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 + + unreal.EditorAssetLibrary.make_directory(asset_dir) + + destination_path = asset_dir.replace( + "/Game", + Path(unreal.Paths.project_content_dir()).as_posix(), + 1) + + shutil.copy(self.fname, f"{destination_path}/{name}.uasset") + + # Create Asset Container + unreal_pipeline.create_container( + container=container_name, path=asset_dir) + + data = { + "schema": "ayon:container-2.0", + "id": AYON_CONTAINER_ID, + "asset": asset, + "namespace": asset_dir, + "container_name": container_name, + "asset_name": asset_name, + "loader": str(self.__class__.__name__), + "representation": context["representation"]["_id"], + "parent": context["representation"]["parent"], + "family": context["representation"]["context"]["family"] + } + unreal_pipeline.imprint(f"{asset_dir}/{container_name}", data) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + return asset_content + + def update(self, container, representation): + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + asset_dir = container["namespace"] + name = representation["context"]["subset"] + + destination_path = asset_dir.replace( + "/Game", + Path(unreal.Paths.project_content_dir()).as_posix(), + 1) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=False, include_folder=True + ) + + for asset in asset_content: + obj = ar.get_asset_by_object_path(asset).get_asset() + 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}.umap") + + container_path = f'{container["namespace"]}/{container["objectName"]}' + # update metadata + unreal_pipeline.imprint( + container_path, + { + "representation": str(representation["_id"]), + "parent": str(representation["parent"]) + }) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + def remove(self, container): + path = container["namespace"] + parent_path = Path(path).parent.as_posix() + + unreal.EditorAssetLibrary.delete_directory(path) + + asset_content = unreal.EditorAssetLibrary.list_assets( + parent_path, recursive=False + ) + + if len(asset_content) == 0: + unreal.EditorAssetLibrary.delete_directory(parent_path) 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_umap.py b/openpype/hosts/unreal/plugins/publish/extract_umap.py new file mode 100644 index 0000000000..3812834430 --- /dev/null +++ b/openpype/hosts/unreal/plugins/publish/extract_umap.py @@ -0,0 +1,48 @@ +from pathlib import Path +import shutil + +import unreal + +from openpype.pipeline import publish + + +class ExtractUMap(publish.Extractor): + """Extract a UMap.""" + + label = "Extract Level" + hosts = ["unreal"] + families = ["uasset"] + optional = True + + def process(self, instance): + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + self.log.info("Performing extraction..") + + staging_dir = self.staging_dir(instance) + filename = f"{instance.name}.umap" + + members = instance.data.get("members", []) + + if not members: + raise RuntimeError("No members found in instance.") + + # UAsset publishing supports only one member + obj = members[0] + + asset = ar.get_asset_by_object_path(obj).get_asset() + sys_path = unreal.SystemLibrary.get_system_path(asset) + filename = Path(sys_path).name + + shutil.copy(sys_path, staging_dir) + + if "representations" not in instance.data: + instance.data["representations"] = [] + + representation = { + 'name': 'umap', + 'ext': 'umap', + 'files': filename, + "stagingDir": staging_dir, + } + instance.data["representations"].append(representation) From 9f7f22961b6b30c256c7a60d8f16ea18058e1a62 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 26 May 2023 10:43:54 +0100 Subject: [PATCH 2/3] Improved implementation of UMap to use UAsset base code --- .../unreal/plugins/create/create_uasset.py | 24 ++- .../unreal/plugins/create/create_umap.py | 46 ------ .../hosts/unreal/plugins/load/load_uasset.py | 28 ++-- .../hosts/unreal/plugins/load/load_umap.py | 140 ------------------ .../unreal/plugins/publish/extract_uasset.py | 15 +- .../unreal/plugins/publish/extract_umap.py | 48 ------ 6 files changed, 49 insertions(+), 252 deletions(-) delete mode 100644 openpype/hosts/unreal/plugins/create/create_umap.py delete mode 100644 openpype/hosts/unreal/plugins/load/load_umap.py delete mode 100644 openpype/hosts/unreal/plugins/publish/extract_umap.py 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/create/create_umap.py b/openpype/hosts/unreal/plugins/create/create_umap.py deleted file mode 100644 index 34aa8cdc00..0000000000 --- a/openpype/hosts/unreal/plugins/create/create_umap.py +++ /dev/null @@ -1,46 +0,0 @@ -# -*- coding: utf-8 -*- -from pathlib import Path - -import unreal - -from openpype.pipeline import CreatorError -from openpype.hosts.unreal.api.plugin import ( - UnrealAssetCreator, -) - - -class CreateUMap(UnrealAssetCreator): - """Create Level.""" - - identifier = "io.ayon.creators.unreal.umap" - label = "Level" - family = "uasset" - icon = "cube" - - def create(self, subset_name, instance_data, pre_create_data): - if pre_create_data.get("use_selection"): - ar = unreal.AssetRegistryHelpers.get_asset_registry() - - sel_objects = unreal.EditorUtilityLibrary.get_selected_assets() - selection = [a.get_path_name() for a in sel_objects] - - if len(selection) != 1: - raise CreatorError("Please select only one object.") - - obj = selection[0] - - asset = ar.get_asset_by_object_path(obj).get_asset() - sys_path = unreal.SystemLibrary.get_system_path(asset) - - if not sys_path: - raise CreatorError( - f"{Path(obj).name} is not on the disk. Likely it needs to" - "be saved first.") - - if Path(sys_path).suffix != ".umap": - raise CreatorError(f"{Path(sys_path).name} is not a Level.") - - 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..44c87593e9 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. @@ -42,11 +44,7 @@ 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="" @@ -61,7 +59,7 @@ class UAssetLoader(plugin.Loader): 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}.{self.extension}") # Create Asset Container unreal_pipeline.create_container( @@ -107,15 +105,15 @@ 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}.{self.extension}") - container_path = "{}/{}".format(container["namespace"], - container["objectName"]) + container_path = f'{container["namespace"]}/{container["objectName"]}' # update metadata unreal_pipeline.imprint( container_path, @@ -143,3 +141,13 @@ 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/load/load_umap.py b/openpype/hosts/unreal/plugins/load/load_umap.py deleted file mode 100644 index f467fe6b3b..0000000000 --- a/openpype/hosts/unreal/plugins/load/load_umap.py +++ /dev/null @@ -1,140 +0,0 @@ -# -*- coding: utf-8 -*- -"""Load Level.""" -from pathlib import Path -import shutil - -from openpype.pipeline import ( - get_representation_path, - AYON_CONTAINER_ID -) -from openpype.hosts.unreal.api import plugin -from openpype.hosts.unreal.api import pipeline as unreal_pipeline -import unreal # noqa - - -class UMapLoader(plugin.Loader): - """Load Level.""" - - families = ["uasset"] - label = "Load Level" - representations = ["umap"] - icon = "cube" - color = "orange" - - def load(self, context, name, namespace, options): - """Load and containerise representation into Content Browser. - - Args: - context (dict): application context - name (str): subset name - namespace (str): in Unreal this is basically path to container. - This is not passed here, so namespace is set - by `containerise()` because only then we know - real path. - options (dict): Those would be data to be imprinted. This is not - used now, data are imprinted by `containerise()`. - - Returns: - list(str): list of container content - """ - - # Create directory for asset and Ayon container - root = "/Game/Ayon/Assets" - asset = context.get('asset').get('name') - suffix = "_CON" - 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 - - unreal.EditorAssetLibrary.make_directory(asset_dir) - - destination_path = asset_dir.replace( - "/Game", - Path(unreal.Paths.project_content_dir()).as_posix(), - 1) - - shutil.copy(self.fname, f"{destination_path}/{name}.uasset") - - # Create Asset Container - unreal_pipeline.create_container( - container=container_name, path=asset_dir) - - data = { - "schema": "ayon:container-2.0", - "id": AYON_CONTAINER_ID, - "asset": asset, - "namespace": asset_dir, - "container_name": container_name, - "asset_name": asset_name, - "loader": str(self.__class__.__name__), - "representation": context["representation"]["_id"], - "parent": context["representation"]["parent"], - "family": context["representation"]["context"]["family"] - } - unreal_pipeline.imprint(f"{asset_dir}/{container_name}", data) - - asset_content = unreal.EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=True - ) - - for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) - - return asset_content - - def update(self, container, representation): - ar = unreal.AssetRegistryHelpers.get_asset_registry() - - asset_dir = container["namespace"] - name = representation["context"]["subset"] - - destination_path = asset_dir.replace( - "/Game", - Path(unreal.Paths.project_content_dir()).as_posix(), - 1) - - asset_content = unreal.EditorAssetLibrary.list_assets( - asset_dir, recursive=False, include_folder=True - ) - - for asset in asset_content: - obj = ar.get_asset_by_object_path(asset).get_asset() - 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}.umap") - - container_path = f'{container["namespace"]}/{container["objectName"]}' - # update metadata - unreal_pipeline.imprint( - container_path, - { - "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) - - asset_content = unreal.EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=True - ) - - for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) - - def remove(self, container): - path = container["namespace"] - parent_path = Path(path).parent.as_posix() - - unreal.EditorAssetLibrary.delete_directory(path) - - asset_content = unreal.EditorAssetLibrary.list_assets( - parent_path, recursive=False - ) - - if len(asset_content) == 0: - unreal.EditorAssetLibrary.delete_directory(parent_path) 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) diff --git a/openpype/hosts/unreal/plugins/publish/extract_umap.py b/openpype/hosts/unreal/plugins/publish/extract_umap.py deleted file mode 100644 index 3812834430..0000000000 --- a/openpype/hosts/unreal/plugins/publish/extract_umap.py +++ /dev/null @@ -1,48 +0,0 @@ -from pathlib import Path -import shutil - -import unreal - -from openpype.pipeline import publish - - -class ExtractUMap(publish.Extractor): - """Extract a UMap.""" - - label = "Extract Level" - hosts = ["unreal"] - families = ["uasset"] - optional = True - - def process(self, instance): - ar = unreal.AssetRegistryHelpers.get_asset_registry() - - self.log.info("Performing extraction..") - - staging_dir = self.staging_dir(instance) - filename = f"{instance.name}.umap" - - members = instance.data.get("members", []) - - if not members: - raise RuntimeError("No members found in instance.") - - # UAsset publishing supports only one member - obj = members[0] - - asset = ar.get_asset_by_object_path(obj).get_asset() - sys_path = unreal.SystemLibrary.get_system_path(asset) - filename = Path(sys_path).name - - shutil.copy(sys_path, staging_dir) - - if "representations" not in instance.data: - instance.data["representations"] = [] - - representation = { - 'name': 'umap', - 'ext': 'umap', - 'files': filename, - "stagingDir": staging_dir, - } - instance.data["representations"].append(representation) From 905c3dbd249bce6c7d229e10466b3035aa2a6d40 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 26 May 2023 12:01:36 +0100 Subject: [PATCH 3/3] Fix problem when trying to load the same level multiple times --- .../hosts/unreal/plugins/load/load_uasset.py | 35 ++++++++++++------- 1 file changed, 22 insertions(+), 13 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_uasset.py b/openpype/hosts/unreal/plugins/load/load_uasset.py index 44c87593e9..30f63abe39 100644 --- a/openpype/hosts/unreal/plugins/load/load_uasset.py +++ b/openpype/hosts/unreal/plugins/load/load_uasset.py @@ -50,16 +50,23 @@ class UAssetLoader(plugin.Loader): 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}.{self.extension}") + shutil.copy( + self.fname, + f"{destination_path}/{name}_{unique_number:02}.{self.extension}") # Create Asset Container unreal_pipeline.create_container( @@ -75,7 +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) @@ -94,10 +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 @@ -105,13 +112,14 @@ class UAssetLoader(plugin.Loader): for asset in asset_content: obj = ar.get_asset_by_object_path(asset).get_asset() - if 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}.{self.extension}") + update_filepath, + f"{destination_path}/{name}_{unique_number}.{self.extension}") container_path = f'{container["namespace"]}/{container["objectName"]}' # update metadata @@ -119,8 +127,9 @@ class UAssetLoader(plugin.Loader): 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