diff --git a/openpype/hosts/unreal/plugins/load/load_camera.py b/openpype/hosts/unreal/plugins/load/load_camera.py index 09b2dc01bf..9ae6e6ec03 100644 --- a/openpype/hosts/unreal/plugins/load/load_camera.py +++ b/openpype/hosts/unreal/plugins/load/load_camera.py @@ -268,62 +268,151 @@ class CameraLoader(plugin.Loader): return asset_content def update(self, container, representation): - path = container["namespace"] - ar = unreal.AssetRegistryHelpers.get_asset_registry() - tools = unreal.AssetToolsHelpers().get_asset_tools() - asset_content = EditorAssetLibrary.list_assets( - path, recursive=False, include_folder=False - ) - asset_name = "" - for a in asset_content: - asset = ar.get_asset_by_object_path(a) - if a.endswith("_CON"): - loaded_asset = EditorAssetLibrary.load_asset(a) - EditorAssetLibrary.set_metadata_tag( - loaded_asset, "representation", str(representation["_id"]) - ) - EditorAssetLibrary.set_metadata_tag( - loaded_asset, "parent", str(representation["parent"]) - ) - asset_name = EditorAssetLibrary.get_metadata_tag( - loaded_asset, "asset_name" - ) - elif asset.asset_class == "LevelSequence": - EditorAssetLibrary.delete_asset(a) + root = "/Game/OpenPype" - sequence = tools.create_asset( - asset_name=asset_name, - package_path=path, - asset_class=unreal.LevelSequence, - factory=unreal.LevelSequenceFactoryNew() + asset_dir = container.get('namespace') + + context = representation.get("context") + + 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" + + EditorLevelLibrary.save_current_level() + + filter = unreal.ARFilter( + class_names=["LevelSequence"], + package_paths=[asset_dir], + recursive_paths=False) + sequences = ar.get_assets(filter) + filter = unreal.ARFilter( + class_names=["World"], + package_paths=[str(Path(asset_dir).parent.as_posix())], + recursive_paths=True) + maps = ar.get_assets(filter) + + # There should be only one map in the list + EditorLevelLibrary.load_level(maps[0].get_full_name()) + + level_sequence = sequences[0].get_asset() + + display_rate = level_sequence.get_display_rate() + playback_start = level_sequence.get_playback_start() + playback_end = level_sequence.get_playback_end() + + sequence_name = f"{container.get('asset')}_camera" + + # Get the actors in the level sequence. + objs = unreal.SequencerTools.get_bound_objects( + unreal.EditorLevelLibrary.get_editor_world(), + level_sequence, + level_sequence.get_bindings(), + unreal.SequencerScriptingRange( + has_start_value=True, + has_end_value=True, + inclusive_start=level_sequence.get_playback_start(), + exclusive_end=level_sequence.get_playback_end() + ) ) - io_asset = legacy_io.Session["AVALON_ASSET"] - asset_doc = legacy_io.find_one({ - "type": "asset", - "name": io_asset - }) + # Delete actors from the map + for o in objs: + if o.bound_objects[0].get_class().get_name() == "CineCameraActor": + actor_path = o.bound_objects[0].get_path_name().split(":")[-1] + actor = EditorLevelLibrary.get_actor_reference(actor_path) + EditorLevelLibrary.destroy_actor(actor) - data = asset_doc.get("data") + # Remove the Level Sequence from the parent. + # We need to traverse the hierarchy from the master sequence to find + # the level sequence. + root = "/Game/OpenPype" + namespace = container.get('namespace').replace(f"{root}/", "") + ms_asset = namespace.split('/')[0] + filter = unreal.ARFilter( + class_names=["LevelSequence"], + package_paths=[f"{root}/{ms_asset}"], + recursive_paths=False) + sequences = ar.get_assets(filter) + master_sequence = sequences[0].get_asset() - if data: - sequence.set_display_rate(unreal.FrameRate(data.get("fps"), 1.0)) - sequence.set_playback_start(data.get("frameStart")) - sequence.set_playback_end(data.get("frameEnd")) + sequences = [master_sequence] + + parent = None + sub_scene = None + for s in sequences: + tracks = s.get_master_tracks() + subscene_track = None + for t in tracks: + if t.get_class() == unreal.MovieSceneSubTrack.static_class(): + subscene_track = t + break + if subscene_track: + sections = subscene_track.get_sections() + for ss in sections: + if ss.get_sequence().get_name() == sequence_name: + parent = s + sub_scene = ss + # subscene_track.remove_section(ss) + break + sequences.append(ss.get_sequence()) + # Update subscenes indexes. + i = 0 + for ss in sections: + ss.set_row_index(i) + i += 1 + + if parent: + break + + assert parent, "Could not find the parent sequence" + + EditorAssetLibrary.delete_asset(level_sequence.get_path_name()) settings = unreal.MovieSceneUserImportFBXSettings() settings.set_editor_property('reduce_keys', False) + tools = unreal.AssetToolsHelpers().get_asset_tools() + new_sequence = tools.create_asset( + asset_name=sequence_name, + package_path=asset_dir, + asset_class=unreal.LevelSequence, + factory=unreal.LevelSequenceFactoryNew() + ) + + new_sequence.set_display_rate(display_rate) + new_sequence.set_playback_start(playback_start) + new_sequence.set_playback_end(playback_end) + + sub_scene.set_sequence(new_sequence) + unreal.SequencerTools.import_fbx( EditorLevelLibrary.get_editor_world(), - sequence, - sequence.get_bindings(), + new_sequence, + new_sequence.get_bindings(), settings, str(representation["data"]["path"]) ) + data = { + "representation": str(representation["_id"]), + "parent": str(representation["parent"]) + } + unreal_pipeline.imprint( + "{}/{}".format(asset_dir, container.get('container_name')), data) + + EditorLevelLibrary.save_current_level() + + asset_content = EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=False) + + for a in asset_content: + EditorAssetLibrary.save_asset(a) + + EditorLevelLibrary.load_level(master_level) + def remove(self, container): path = Path(container.get("namespace")) parent_path = str(path.parent.as_posix())