From bf16f8492f39cce8c6b5c7cf39714a459180f94e Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 28 Sep 2023 15:05:13 +0100 Subject: [PATCH 01/19] Improved update for Static Meshes --- openpype/hosts/unreal/api/pipeline.py | 72 +++++++++ .../plugins/load/load_staticmesh_abc.py | 131 ++++++++++------- .../plugins/load/load_staticmesh_fbx.py | 137 +++++++++++------- 3 files changed, 237 insertions(+), 103 deletions(-) diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 72816c9b81..ae38601df2 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -649,6 +649,78 @@ def generate_sequence(h, h_dir): return sequence, (min_frame, max_frame) +def replace_static_mesh_actors(old_assets, new_assets): + eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) + smes = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) + + comps = eas.get_all_level_actors_components() + static_mesh_comps = [ + c for c in comps if isinstance(c, unreal.StaticMeshComponent) + ] + + # Get all the static meshes among the old assets in a dictionary with + # the name as key + old_meshes = {} + for a in old_assets: + asset = unreal.EditorAssetLibrary.load_asset(a) + if isinstance(asset, unreal.StaticMesh): + old_meshes[asset.get_name()] = asset + + # Get all the static meshes among the new assets in a dictionary with + # the name as key + new_meshes = {} + for a in new_assets: + asset = unreal.EditorAssetLibrary.load_asset(a) + if isinstance(asset, unreal.StaticMesh): + new_meshes[asset.get_name()] = asset + + for old_name, old_mesh in old_meshes.items(): + new_mesh = new_meshes.get(old_name) + + if not new_mesh: + continue + + smes.replace_mesh_components_meshes( + static_mesh_comps, old_mesh, new_mesh) + +def delete_previous_asset_if_unused(container, asset_content): + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + references = set() + + for asset_path in asset_content: + asset = ar.get_asset_by_object_path(asset_path) + refs = ar.get_referencers( + asset.package_name, + unreal.AssetRegistryDependencyOptions( + include_soft_package_references=False, + include_hard_package_references=True, + include_searchable_names=False, + include_soft_management_references=False, + include_hard_management_references=False + )) + if not refs: + continue + references = references.union(set(refs)) + + # Filter out references that are in the Temp folder + cleaned_references = { + ref for ref in references if not str(ref).startswith("/Temp/")} + + # Check which of the references are Levels + for ref in cleaned_references: + loaded_asset = unreal.EditorAssetLibrary.load_asset(ref) + if isinstance(loaded_asset, unreal.World): + # If there is at least a level, we can stop, we don't want to + # delete the container + return + + unreal.log("Previous version unused, deleting...") + + # No levels, delete the asset + unreal.EditorAssetLibrary.delete_directory(container["namespace"]) + + @contextmanager def maintained_selection(): """Stub to be either implemented or replaced. diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py index bb13692f9e..13c4ec23e9 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py @@ -7,7 +7,12 @@ from openpype.pipeline import ( AYON_CONTAINER_ID ) from openpype.hosts.unreal.api import plugin -from openpype.hosts.unreal.api import pipeline as unreal_pipeline +from openpype.hosts.unreal.api.pipeline import ( + create_container, + imprint, + replace_static_mesh_actors, + delete_previous_asset_if_unused, +) import unreal # noqa @@ -20,6 +25,8 @@ class StaticMeshAlembicLoader(plugin.Loader): icon = "cube" color = "orange" + root = "/Game/Ayon/Assets" + @staticmethod def get_task(filename, asset_dir, asset_name, replace, default_conversion): task = unreal.AssetImportTask() @@ -53,14 +60,40 @@ class StaticMeshAlembicLoader(plugin.Loader): return task + def import_and_containerize( + self, filepath, asset_dir, asset_name, container_name, + default_conversion=False + ): + unreal.EditorAssetLibrary.make_directory(asset_dir) + + task = self.get_task( + filepath, asset_dir, asset_name, False, default_conversion) + + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + + # Create Asset Container + create_container(container=container_name, path=asset_dir) + + def imprint( + self, asset, asset_dir, container_name, asset_name, representation + ): + 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": representation["_id"], + "parent": representation["parent"], + "family": representation["context"]["family"] + } + imprint(f"{asset_dir}/{container_name}", data) + def load(self, context, name, namespace, options): """Load and containerise representation into Content Browser. - This is two step process. First, import FBX to temporary path and - then call `containerise()` on it - this moves all content to new - directory and then it will create AssetContainer there and imprint it - with metadata. This will mark this path as container. - Args: context (dict): application context name (str): subset name @@ -68,15 +101,13 @@ class StaticMeshAlembicLoader(plugin.Loader): This is not passed here, so namespace is set by `containerise()` because only then we know real path. - data (dict): Those would be data to be imprinted. This is not used - now, data are imprinted by `containerise()`. + data (dict): Those would be data to be imprinted. 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}" @@ -93,39 +124,22 @@ class StaticMeshAlembicLoader(plugin.Loader): tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( - f"{root}/{asset}/{name_version}", suffix="") + f"{self.root}/{asset}/{name_version}", suffix="") container_name += suffix if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): - unreal.EditorAssetLibrary.make_directory(asset_dir) - path = self.filepath_from_context(context) - task = self.get_task( - path, asset_dir, asset_name, False, default_conversion) - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 + self.import_and_containerize(path, asset_dir, asset_name, + container_name, default_conversion) - # 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) + self.imprint( + asset, asset_dir, container_name, asset_name, + context["representation"]) asset_content = unreal.EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=True + asset_dir, recursive=True, include_folder=False ) for a in asset_content: @@ -134,32 +148,51 @@ class StaticMeshAlembicLoader(plugin.Loader): return asset_content def update(self, container, representation): - name = container["asset_name"] - source_path = get_representation_path(representation) - destination_path = container["namespace"] + context = representation.get("context", {}) - task = self.get_task(source_path, destination_path, name, True, False) + if not context: + raise RuntimeError("No context found in representation") - # do import fbx and replace existing data - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + # Create directory for asset and Ayon container + asset = context.get('asset') + name = context.get('subset') + suffix = "_CON" + asset_name = f"{asset}_{name}" if asset else f"{name}" + version = context.get('version') + # Check if version is hero version and use different name + name_version = f"{name}_v{version:03d}" if version else f"{name}_hero" + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{self.root}/{asset}/{name_version}", suffix="") - container_path = "{}/{}".format(container["namespace"], - container["objectName"]) - # update metadata - unreal_pipeline.imprint( - container_path, - { - "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) + container_name += suffix + + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = get_representation_path(representation) + + self.import_and_containerize(path, asset_dir, asset_name, + container_name) + + self.imprint( + asset, asset_dir, container_name, asset_name, representation) asset_content = unreal.EditorAssetLibrary.list_assets( - destination_path, recursive=True, include_folder=True + asset_dir, recursive=True, include_folder=False ) for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) + old_assets = unreal.EditorAssetLibrary.list_assets( + container["namespace"], recursive=True, include_folder=False + ) + + replace_static_mesh_actors(old_assets, asset_content) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(container, old_assets) + def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py index ffc68d8375..947e0cc041 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py @@ -7,7 +7,12 @@ from openpype.pipeline import ( AYON_CONTAINER_ID ) from openpype.hosts.unreal.api import plugin -from openpype.hosts.unreal.api import pipeline as unreal_pipeline +from openpype.hosts.unreal.api.pipeline import ( + create_container, + imprint, + replace_static_mesh_actors, + delete_previous_asset_if_unused, +) import unreal # noqa @@ -20,6 +25,8 @@ class StaticMeshFBXLoader(plugin.Loader): icon = "cube" color = "orange" + root = "/Game/Ayon/Assets" + @staticmethod def get_task(filename, asset_dir, asset_name, replace): task = unreal.AssetImportTask() @@ -46,14 +53,39 @@ class StaticMeshFBXLoader(plugin.Loader): return task + def import_and_containerize( + self, filepath, asset_dir, asset_name, container_name + ): + unreal.EditorAssetLibrary.make_directory(asset_dir) + + task = self.get_task( + filepath, asset_dir, asset_name, False) + + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + + # Create Asset Container + create_container(container=container_name, path=asset_dir) + + def imprint( + self, asset, asset_dir, container_name, asset_name, representation + ): + 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": representation["_id"], + "parent": representation["parent"], + "family": representation["context"]["family"] + } + imprint(f"{asset_dir}/{container_name}", data) + def load(self, context, name, namespace, options): """Load and containerise representation into Content Browser. - This is two step process. First, import FBX to temporary path and - then call `containerise()` on it - this moves all content to new - directory and then it will create AssetContainer there and imprint it - with metadata. This will mark this path as container. - Args: context (dict): application context name (str): subset name @@ -61,23 +93,16 @@ class StaticMeshFBXLoader(plugin.Loader): 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()`. + options (dict): Those would be data to be imprinted. Returns: list(str): list of container content """ # Create directory for asset and Ayon container - root = "/Game/Ayon/Assets" - if options and options.get("asset_dir"): - root = options["asset_dir"] 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}" version = context.get('version') # Check if version is hero version and use different name if not version.get("name") and version.get('type') == "hero_version": @@ -87,35 +112,20 @@ class StaticMeshFBXLoader(plugin.Loader): tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( - f"{root}/{asset}/{name_version}", suffix="" + f"{self.root}/{asset}/{name_version}", suffix="" ) container_name += suffix - unreal.EditorAssetLibrary.make_directory(asset_dir) + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = self.filepath_from_context(context) - path = self.filepath_from_context(context) - task = self.get_task(path, asset_dir, asset_name, False) + self.import_and_containerize( + path, asset_dir, asset_name, container_name) - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 - - # 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) + self.imprint( + asset, asset_dir, container_name, asset_name, + context["representation"]) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True @@ -127,32 +137,51 @@ class StaticMeshFBXLoader(plugin.Loader): return asset_content def update(self, container, representation): - name = container["asset_name"] - source_path = get_representation_path(representation) - destination_path = container["namespace"] + context = representation.get("context", {}) - task = self.get_task(source_path, destination_path, name, True) + if not context: + raise RuntimeError("No context found in representation") - # do import fbx and replace existing data - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + # Create directory for asset and Ayon container + asset = context.get('asset') + name = context.get('subset') + suffix = "_CON" + asset_name = f"{asset}_{name}" if asset else f"{name}" + version = context.get('version') + # Check if version is hero version and use different name + name_version = f"{name}_v{version:03d}" if version else f"{name}_hero" + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{self.root}/{asset}/{name_version}", suffix="") - container_path = "{}/{}".format(container["namespace"], - container["objectName"]) - # update metadata - unreal_pipeline.imprint( - container_path, - { - "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) + container_name += suffix + + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = get_representation_path(representation) + + self.import_and_containerize( + path, asset_dir, asset_name, container_name) + + self.imprint( + asset, asset_dir, container_name, asset_name, representation) asset_content = unreal.EditorAssetLibrary.list_assets( - destination_path, recursive=True, include_folder=True + asset_dir, recursive=True, include_folder=False ) for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) + old_assets = unreal.EditorAssetLibrary.list_assets( + container["namespace"], recursive=True, include_folder=False + ) + + replace_static_mesh_actors(old_assets, asset_content) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(container, old_assets) + def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) From 671844fa077ac9ef7d379f4b4bf46b3bee972537 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 29 Sep 2023 11:02:25 +0100 Subject: [PATCH 02/19] Improved update for Skeletal Meshes --- openpype/hosts/unreal/api/pipeline.py | 36 +++ .../plugins/load/load_skeletalmesh_abc.py | 198 +++++++++------ .../plugins/load/load_skeletalmesh_fbx.py | 233 +++++++++--------- .../plugins/load/load_staticmesh_abc.py | 1 - .../plugins/load/load_staticmesh_fbx.py | 1 - 5 files changed, 274 insertions(+), 195 deletions(-) diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index ae38601df2..39638ac40f 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -683,6 +683,42 @@ def replace_static_mesh_actors(old_assets, new_assets): smes.replace_mesh_components_meshes( static_mesh_comps, old_mesh, new_mesh) + +def replace_skeletal_mesh_actors(old_assets, new_assets): + eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) + + comps = eas.get_all_level_actors_components() + skeletal_mesh_comps = [ + c for c in comps if isinstance(c, unreal.SkeletalMeshComponent) + ] + + # Get all the static meshes among the old assets in a dictionary with + # the name as key + old_meshes = {} + for a in old_assets: + asset = unreal.EditorAssetLibrary.load_asset(a) + if isinstance(asset, unreal.SkeletalMesh): + old_meshes[asset.get_name()] = asset + + # Get all the static meshes among the new assets in a dictionary with + # the name as key + new_meshes = {} + for a in new_assets: + asset = unreal.EditorAssetLibrary.load_asset(a) + if isinstance(asset, unreal.SkeletalMesh): + new_meshes[asset.get_name()] = asset + + for old_name, old_mesh in old_meshes.items(): + new_mesh = new_meshes.get(old_name) + + if not new_mesh: + continue + + for comp in skeletal_mesh_comps: + if comp.get_skeletal_mesh_asset() == old_mesh: + comp.set_skeletal_mesh_asset(new_mesh) + + def delete_previous_asset_if_unused(container, asset_content): ar = unreal.AssetRegistryHelpers.get_asset_registry() diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py index 9285602b64..2e6557bd2d 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py @@ -7,7 +7,13 @@ from openpype.pipeline import ( AYON_CONTAINER_ID ) from openpype.hosts.unreal.api import plugin -from openpype.hosts.unreal.api import pipeline as unreal_pipeline +from openpype.hosts.unreal.api.pipeline import ( + create_container, + imprint, + replace_static_mesh_actors, + replace_skeletal_mesh_actors, + delete_previous_asset_if_unused, +) import unreal # noqa @@ -20,10 +26,12 @@ class SkeletalMeshAlembicLoader(plugin.Loader): icon = "cube" color = "orange" - def get_task(self, filename, asset_dir, asset_name, replace): + root = "/Game/Ayon/Assets" + + @staticmethod + def get_task(filename, asset_dir, asset_name, replace, default_conversion): task = unreal.AssetImportTask() options = unreal.AbcImportSettings() - sm_settings = unreal.AbcStaticMeshSettings() conversion_settings = unreal.AbcConversionSettings( preset=unreal.AbcConversionPreset.CUSTOM, flip_u=False, flip_v=False, @@ -37,72 +45,38 @@ class SkeletalMeshAlembicLoader(plugin.Loader): task.set_editor_property('automated', True) task.set_editor_property('save', True) - # set import options here - # Unreal 4.24 ignores the settings. It works with Unreal 4.26 options.set_editor_property( 'import_type', unreal.AlembicImportType.SKELETAL) - options.static_mesh_settings = sm_settings - options.conversion_settings = conversion_settings + if not default_conversion: + conversion_settings = unreal.AbcConversionSettings( + preset=unreal.AbcConversionPreset.CUSTOM, + flip_u=False, flip_v=False, + rotation=[0.0, 0.0, 0.0], + scale=[1.0, 1.0, 1.0]) + options.conversion_settings = conversion_settings + task.options = options return task - def load(self, context, name, namespace, data): - """Load and containerise representation into Content Browser. + def import_and_containerize( + self, filepath, asset_dir, asset_name, container_name, + default_conversion=False + ): + unreal.EditorAssetLibrary.make_directory(asset_dir) - This is two step process. First, import FBX to temporary path and - then call `containerise()` on it - this moves all content to new - directory and then it will create AssetContainer there and imprint it - with metadata. This will mark this path as container. + task = self.get_task( + filepath, asset_dir, asset_name, False, default_conversion) - 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. - data (dict): Those would be data to be imprinted. This is not used - now, data are imprinted by `containerise()`. + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) - 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" - if asset: - asset_name = "{}_{}".format(asset, name) - else: - asset_name = "{}".format(name) - version = context.get('version') - # Check if version is hero version and use different name - if not version.get("name") and version.get('type') == "hero_version": - name_version = f"{name}_hero" - else: - name_version = f"{name}_v{version.get('name'):03d}" - - tools = unreal.AssetToolsHelpers().get_asset_tools() - asset_dir, container_name = tools.create_unique_asset_name( - f"{root}/{asset}/{name_version}", suffix="") - - container_name += suffix - - if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): - unreal.EditorAssetLibrary.make_directory(asset_dir) - - path = self.filepath_from_context(context) - task = self.get_task(path, asset_dir, asset_name, False) - - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 - - # Create Asset Container - unreal_pipeline.create_container( - container=container_name, path=asset_dir) + # Create Asset Container + create_container(container=container_name, path=asset_dir) + def imprint( + self, asset, asset_dir, container_name, asset_name, representation + ): data = { "schema": "ayon:container-2.0", "id": AYON_CONTAINER_ID, @@ -111,12 +85,57 @@ class SkeletalMeshAlembicLoader(plugin.Loader): "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"] + "representation": representation["_id"], + "parent": representation["parent"], + "family": representation["context"]["family"] } - unreal_pipeline.imprint( - f"{asset_dir}/{container_name}", data) + imprint(f"{asset_dir}/{container_name}", data) + + 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. + data (dict): Those would be data to be imprinted. + + Returns: + list(str): list of container content + """ + # Create directory for asset and ayon container + asset = context.get('asset').get('name') + suffix = "_CON" + asset_name = f"{asset}_{name}" if asset else f"{name}" + version = context.get('version') + # Check if version is hero version and use different name + if not version.get("name") and version.get('type') == "hero_version": + name_version = f"{name}_hero" + else: + name_version = f"{name}_v{version.get('name'):03d}" + + default_conversion = False + if options.get("default_conversion"): + default_conversion = options.get("default_conversion") + + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{self.root}/{asset}/{name_version}", suffix="") + + container_name += suffix + + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = self.filepath_from_context(context) + + self.import_and_containerize(path, asset_dir, asset_name, + container_name, default_conversion) + + self.imprint( + asset, asset_dir, container_name, asset_name, + context["representation"]) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True @@ -128,31 +147,52 @@ class SkeletalMeshAlembicLoader(plugin.Loader): return asset_content def update(self, container, representation): - name = container["asset_name"] - source_path = get_representation_path(representation) - destination_path = container["namespace"] + context = representation.get("context", {}) - task = self.get_task(source_path, destination_path, name, True) + if not context: + raise RuntimeError("No context found in representation") - # do import fbx and replace existing data - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) - container_path = "{}/{}".format(container["namespace"], - container["objectName"]) - # update metadata - unreal_pipeline.imprint( - container_path, - { - "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) + # Create directory for asset and Ayon container + asset = context.get('asset') + name = context.get('subset') + suffix = "_CON" + asset_name = f"{asset}_{name}" if asset else f"{name}" + version = context.get('version') + # Check if version is hero version and use different name + name_version = f"{name}_v{version:03d}" if version else f"{name}_hero" + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{self.root}/{asset}/{name_version}", suffix="") + + container_name += suffix + + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = get_representation_path(representation) + + self.import_and_containerize(path, asset_dir, asset_name, + container_name) + + self.imprint( + asset, asset_dir, container_name, asset_name, representation) asset_content = unreal.EditorAssetLibrary.list_assets( - destination_path, recursive=True, include_folder=True + asset_dir, recursive=True, include_folder=False ) for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) + old_assets = unreal.EditorAssetLibrary.list_assets( + container["namespace"], recursive=True, include_folder=False + ) + + replace_static_mesh_actors(old_assets, asset_content) + replace_skeletal_mesh_actors(old_assets, asset_content) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(container, old_assets) + def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py index 9aa0e4d1a8..3c84f36399 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py @@ -7,7 +7,13 @@ from openpype.pipeline import ( AYON_CONTAINER_ID ) from openpype.hosts.unreal.api import plugin -from openpype.hosts.unreal.api import pipeline as unreal_pipeline +from openpype.hosts.unreal.api.pipeline import ( + create_container, + imprint, + replace_static_mesh_actors, + replace_skeletal_mesh_actors, + delete_previous_asset_if_unused, +) import unreal # noqa @@ -20,14 +26,79 @@ class SkeletalMeshFBXLoader(plugin.Loader): icon = "cube" color = "orange" + root = "/Game/Ayon/Assets" + + @staticmethod + def get_task(filename, asset_dir, asset_name, replace): + task = unreal.AssetImportTask() + options = unreal.FbxImportUI() + + task.set_editor_property('filename', filename) + task.set_editor_property('destination_path', asset_dir) + task.set_editor_property('destination_name', asset_name) + task.set_editor_property('replace_existing', replace) + task.set_editor_property('automated', True) + task.set_editor_property('save', True) + + options.set_editor_property( + 'automated_import_should_detect_type', False) + options.set_editor_property('import_as_skeletal', True) + options.set_editor_property('import_animations', False) + options.set_editor_property('import_mesh', True) + options.set_editor_property('import_materials', False) + options.set_editor_property('import_textures', False) + options.set_editor_property('skeleton', None) + options.set_editor_property('create_physics_asset', False) + + options.set_editor_property( + 'mesh_type_to_import', + unreal.FBXImportType.FBXIT_SKELETAL_MESH) + + options.skeletal_mesh_import_data.set_editor_property( + 'import_content_type', + unreal.FBXImportContentType.FBXICT_ALL) + + options.skeletal_mesh_import_data.set_editor_property( + 'normal_import_method', + unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS) + + task.options = options + + return task + + def import_and_containerize( + self, filepath, asset_dir, asset_name, container_name + ): + unreal.EditorAssetLibrary.make_directory(asset_dir) + + task = self.get_task( + filepath, asset_dir, asset_name, False) + + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + + # Create Asset Container + create_container(container=container_name, path=asset_dir) + + def imprint( + self, asset, asset_dir, container_name, asset_name, representation + ): + 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": representation["_id"], + "parent": representation["parent"], + "family": representation["context"]["family"] + } + imprint(f"{asset_dir}/{container_name}", data) + def load(self, context, name, namespace, options): """Load and containerise representation into Content Browser. - This is a two step process. First, import FBX to temporary path and - then call `containerise()` on it - this moves all content to new - directory and then it will create AssetContainer there and imprint it - with metadata. This will mark this path as container. - Args: context (dict): application context name (str): subset name @@ -35,23 +106,15 @@ class SkeletalMeshFBXLoader(plugin.Loader): 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()`. + data (dict): Those would be data to be imprinted. Returns: list(str): list of container content - """ # Create directory for asset and Ayon container - root = "/Game/Ayon/Assets" - if options and options.get("asset_dir"): - root = options["asset_dir"] 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}" version = context.get('version') # Check if version is hero version and use different name if not version.get("name") and version.get('type') == "hero_version": @@ -61,67 +124,20 @@ class SkeletalMeshFBXLoader(plugin.Loader): tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( - f"{root}/{asset}/{name_version}", suffix="") + f"{self.root}/{asset}/{name_version}", suffix="" + ) container_name += suffix if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): - unreal.EditorAssetLibrary.make_directory(asset_dir) - - task = unreal.AssetImportTask() - path = self.filepath_from_context(context) - task.set_editor_property('filename', path) - task.set_editor_property('destination_path', asset_dir) - task.set_editor_property('destination_name', asset_name) - task.set_editor_property('replace_existing', False) - task.set_editor_property('automated', True) - task.set_editor_property('save', False) - # set import options here - options = unreal.FbxImportUI() - options.set_editor_property('import_as_skeletal', True) - options.set_editor_property('import_animations', False) - options.set_editor_property('import_mesh', True) - options.set_editor_property('import_materials', False) - options.set_editor_property('import_textures', False) - options.set_editor_property('skeleton', None) - options.set_editor_property('create_physics_asset', False) + self.import_and_containerize( + path, asset_dir, asset_name, container_name) - options.set_editor_property( - 'mesh_type_to_import', - unreal.FBXImportType.FBXIT_SKELETAL_MESH) - - options.skeletal_mesh_import_data.set_editor_property( - 'import_content_type', - unreal.FBXImportContentType.FBXICT_ALL) - # set to import normals, otherwise Unreal will compute them - # and it will take a long time, depending on the size of the mesh - options.skeletal_mesh_import_data.set_editor_property( - 'normal_import_method', - unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS) - - task.options = options - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 - - # 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) + self.imprint( + asset, asset_dir, container_name, asset_name, + context["representation"]) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True @@ -133,63 +149,52 @@ class SkeletalMeshFBXLoader(plugin.Loader): return asset_content def update(self, container, representation): - name = container["asset_name"] - source_path = get_representation_path(representation) - destination_path = container["namespace"] + context = representation.get("context", {}) - task = unreal.AssetImportTask() + if not context: + raise RuntimeError("No context found in representation") - task.set_editor_property('filename', source_path) - task.set_editor_property('destination_path', destination_path) - task.set_editor_property('destination_name', name) - task.set_editor_property('replace_existing', True) - task.set_editor_property('automated', True) - task.set_editor_property('save', True) + # Create directory for asset and Ayon container + asset = context.get('asset') + name = context.get('subset') + suffix = "_CON" + asset_name = f"{asset}_{name}" if asset else f"{name}" + version = context.get('version') + # Check if version is hero version and use different name + name_version = f"{name}_v{version:03d}" if version else f"{name}_hero" + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{self.root}/{asset}/{name_version}", suffix="") - # set import options here - options = unreal.FbxImportUI() - options.set_editor_property('import_as_skeletal', True) - options.set_editor_property('import_animations', False) - options.set_editor_property('import_mesh', True) - options.set_editor_property('import_materials', True) - options.set_editor_property('import_textures', True) - options.set_editor_property('skeleton', None) - options.set_editor_property('create_physics_asset', False) + container_name += suffix - options.set_editor_property('mesh_type_to_import', - unreal.FBXImportType.FBXIT_SKELETAL_MESH) + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = get_representation_path(representation) - options.skeletal_mesh_import_data.set_editor_property( - 'import_content_type', - unreal.FBXImportContentType.FBXICT_ALL - ) - # set to import normals, otherwise Unreal will compute them - # and it will take a long time, depending on the size of the mesh - options.skeletal_mesh_import_data.set_editor_property( - 'normal_import_method', - unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS - ) + self.import_and_containerize( + path, asset_dir, asset_name, container_name) - task.options = options - # do import fbx and replace existing data - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 - container_path = "{}/{}".format(container["namespace"], - container["objectName"]) - # update metadata - unreal_pipeline.imprint( - container_path, - { - "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) + self.imprint( + asset, asset_dir, container_name, asset_name, representation) asset_content = unreal.EditorAssetLibrary.list_assets( - destination_path, recursive=True, include_folder=True + asset_dir, recursive=True, include_folder=False ) for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) + old_assets = unreal.EditorAssetLibrary.list_assets( + container["namespace"], recursive=True, include_folder=False + ) + + replace_static_mesh_actors(old_assets, asset_content) + replace_skeletal_mesh_actors(old_assets, asset_content) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(container, old_assets) + def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py index 13c4ec23e9..cc7aed7b93 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py @@ -105,7 +105,6 @@ class StaticMeshAlembicLoader(plugin.Loader): Returns: list(str): list of container content - """ # Create directory for asset and Ayon container asset = context.get('asset').get('name') diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py index 947e0cc041..0aac69b57b 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py @@ -98,7 +98,6 @@ class StaticMeshFBXLoader(plugin.Loader): Returns: list(str): list of container content """ - # Create directory for asset and Ayon container asset = context.get('asset').get('name') suffix = "_CON" From 0c0b52d850341681dfde08acc94d36fc660f1617 Mon Sep 17 00:00:00 2001 From: Toke Stuart Jepsen Date: Thu, 5 Oct 2023 11:43:28 +0100 Subject: [PATCH 03/19] Dont update node name on update --- openpype/hosts/nuke/plugins/load/load_image.py | 2 -- 1 file changed, 2 deletions(-) diff --git a/openpype/hosts/nuke/plugins/load/load_image.py b/openpype/hosts/nuke/plugins/load/load_image.py index 0dd3a940db..6bffb97e6f 100644 --- a/openpype/hosts/nuke/plugins/load/load_image.py +++ b/openpype/hosts/nuke/plugins/load/load_image.py @@ -204,8 +204,6 @@ class LoadImage(load.LoaderPlugin): last = first = int(frame_number) # Set the global in to the start frame of the sequence - read_name = self._get_node_name(representation) - node["name"].setValue(read_name) node["file"].setValue(file) node["origfirst"].setValue(first) node["first"].setValue(first) From 839269562347abde3132439fec3c2a78e9a23a44 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 5 Oct 2023 11:49:19 +0100 Subject: [PATCH 04/19] Improved update for Geometry Caches --- openpype/hosts/unreal/api/pipeline.py | 82 +++++---- .../plugins/load/load_geometrycache_abc.py | 162 +++++++++++------- 2 files changed, 153 insertions(+), 91 deletions(-) diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 39638ac40f..2893550325 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -649,30 +649,43 @@ def generate_sequence(h, h_dir): return sequence, (min_frame, max_frame) -def replace_static_mesh_actors(old_assets, new_assets): +def _get_comps_and_assets( + component_class, asset_class, old_assets, new_assets +): eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) - smes = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) - comps = eas.get_all_level_actors_components() - static_mesh_comps = [ - c for c in comps if isinstance(c, unreal.StaticMeshComponent) + components = [ + c for c in comps if isinstance(c, component_class) ] # Get all the static meshes among the old assets in a dictionary with # the name as key - old_meshes = {} + selected_old_assets = {} for a in old_assets: asset = unreal.EditorAssetLibrary.load_asset(a) - if isinstance(asset, unreal.StaticMesh): - old_meshes[asset.get_name()] = asset + if isinstance(asset, asset_class): + selected_old_assets[asset.get_name()] = asset # Get all the static meshes among the new assets in a dictionary with # the name as key - new_meshes = {} + selected_new_assets = {} for a in new_assets: asset = unreal.EditorAssetLibrary.load_asset(a) - if isinstance(asset, unreal.StaticMesh): - new_meshes[asset.get_name()] = asset + if isinstance(asset, asset_class): + selected_new_assets[asset.get_name()] = asset + + return components, selected_old_assets, selected_new_assets + + +def replace_static_mesh_actors(old_assets, new_assets): + smes = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) + + static_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( + unreal.StaticMeshComponent, + unreal.StaticMesh, + old_assets, + new_assets + ) for old_name, old_mesh in old_meshes.items(): new_mesh = new_meshes.get(old_name) @@ -685,28 +698,12 @@ def replace_static_mesh_actors(old_assets, new_assets): def replace_skeletal_mesh_actors(old_assets, new_assets): - eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) - - comps = eas.get_all_level_actors_components() - skeletal_mesh_comps = [ - c for c in comps if isinstance(c, unreal.SkeletalMeshComponent) - ] - - # Get all the static meshes among the old assets in a dictionary with - # the name as key - old_meshes = {} - for a in old_assets: - asset = unreal.EditorAssetLibrary.load_asset(a) - if isinstance(asset, unreal.SkeletalMesh): - old_meshes[asset.get_name()] = asset - - # Get all the static meshes among the new assets in a dictionary with - # the name as key - new_meshes = {} - for a in new_assets: - asset = unreal.EditorAssetLibrary.load_asset(a) - if isinstance(asset, unreal.SkeletalMesh): - new_meshes[asset.get_name()] = asset + skeletal_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( + unreal.SkeletalMeshComponent, + unreal.SkeletalMesh, + old_assets, + new_assets + ) for old_name, old_mesh in old_meshes.items(): new_mesh = new_meshes.get(old_name) @@ -719,6 +716,25 @@ def replace_skeletal_mesh_actors(old_assets, new_assets): comp.set_skeletal_mesh_asset(new_mesh) +def replace_geometry_cache_actors(old_assets, new_assets): + geometry_cache_comps, old_caches, new_caches = _get_comps_and_assets( + unreal.SkeletalMeshComponent, + unreal.SkeletalMesh, + old_assets, + new_assets + ) + + for old_name, old_mesh in old_caches.items(): + new_mesh = new_caches.get(old_name) + + if not new_mesh: + continue + + for comp in geometry_cache_comps: + if comp.get_editor_property("geometry_cache") == old_mesh: + comp.set_geometry_cache(new_mesh) + + def delete_previous_asset_if_unused(container, asset_content): ar = unreal.AssetRegistryHelpers.get_asset_registry() diff --git a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py index 13ba236a7d..879574f75b 100644 --- a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py @@ -7,7 +7,12 @@ from openpype.pipeline import ( AYON_CONTAINER_ID ) from openpype.hosts.unreal.api import plugin -from openpype.hosts.unreal.api import pipeline as unreal_pipeline +from openpype.hosts.unreal.api.pipeline import ( + create_container, + imprint, + replace_geometry_cache_actors, + delete_previous_asset_if_unused, +) import unreal # noqa @@ -21,8 +26,11 @@ class PointCacheAlembicLoader(plugin.Loader): icon = "cube" color = "orange" + root = "/Game/Ayon/Assets" + + @staticmethod def get_task( - self, filename, asset_dir, asset_name, replace, + filename, asset_dir, asset_name, replace, frame_start=None, frame_end=None ): task = unreal.AssetImportTask() @@ -38,8 +46,6 @@ class PointCacheAlembicLoader(plugin.Loader): task.set_editor_property('automated', True) task.set_editor_property('save', True) - # set import options here - # Unreal 4.24 ignores the settings. It works with Unreal 4.26 options.set_editor_property( 'import_type', unreal.AlembicImportType.GEOMETRY_CACHE) @@ -64,13 +70,42 @@ class PointCacheAlembicLoader(plugin.Loader): return task - def load(self, context, name, namespace, data): - """Load and containerise representation into Content Browser. + def import_and_containerize( + self, filepath, asset_dir, asset_name, container_name, + frame_start, frame_end + ): + unreal.EditorAssetLibrary.make_directory(asset_dir) - This is two step process. First, import FBX to temporary path and - then call `containerise()` on it - this moves all content to new - directory and then it will create AssetContainer there and imprint it - with metadata. This will mark this path as container. + task = self.get_task( + filepath, asset_dir, asset_name, False, frame_start, frame_end) + + unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + + # Create Asset Container + create_container(container=container_name, path=asset_dir) + + def imprint( + self, asset, asset_dir, container_name, asset_name, representation, + frame_start, frame_end + ): + 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": representation["_id"], + "parent": representation["parent"], + "family": representation["context"]["family"], + "frame_start": frame_start, + "frame_end": frame_end + } + imprint(f"{asset_dir}/{container_name}", data) + + def load(self, context, name, namespace, options): + """Load and containerise representation into Content Browser. Args: context (dict): application context @@ -79,30 +114,28 @@ class PointCacheAlembicLoader(plugin.Loader): This is not passed here, so namespace is set by `containerise()` because only then we know real path. - data (dict): Those would be data to be imprinted. This is not used - now, data are imprinted by `containerise()`. + data (dict): Those would be data to be imprinted. 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" - if asset: - asset_name = "{}_{}".format(asset, name) + asset_name = f"{asset}_{name}" if asset else f"{name}" + version = context.get('version') + # Check if version is hero version and use different name + if not version.get("name") and version.get('type') == "hero_version": + name_version = f"{name}_hero" else: - asset_name = "{}".format(name) + name_version = f"{name}_v{version.get('name'):03d}" tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( - "{}/{}/{}".format(root, asset, name), suffix="") + f"{self.root}/{asset}/{name_version}", suffix="") container_name += suffix - unreal.EditorAssetLibrary.make_directory(asset_dir) - frame_start = context.get('asset').get('data').get('frameStart') frame_end = context.get('asset').get('data').get('frameEnd') @@ -111,30 +144,17 @@ class PointCacheAlembicLoader(plugin.Loader): if frame_start == frame_end: frame_end += 1 - path = self.filepath_from_context(context) - task = self.get_task( - path, asset_dir, asset_name, False, frame_start, frame_end) + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = self.filepath_from_context(context) - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # noqa: E501 - # Create Asset Container - unreal_pipeline.create_container( - container=container_name, path=asset_dir) + self.import_and_containerize( + path, asset_dir, asset_name, container_name, + frame_start, frame_end) - 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( - "{}/{}".format(asset_dir, container_name), data) + self.imprint( + asset, asset_dir, container_name, asset_name, + context["representation"], frame_start, frame_end) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True @@ -146,32 +166,58 @@ class PointCacheAlembicLoader(plugin.Loader): return asset_content def update(self, container, representation): - name = container["asset_name"] - source_path = get_representation_path(representation) - destination_path = container["namespace"] - representation["context"] + context = representation.get("context", {}) - task = self.get_task(source_path, destination_path, name, False) - # do import fbx and replace existing data - unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) + unreal.log_warning(context) - container_path = "{}/{}".format(container["namespace"], - container["objectName"]) - # update metadata - unreal_pipeline.imprint( - container_path, - { - "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) + if not context: + raise RuntimeError("No context found in representation") + + # Create directory for asset and Ayon container + asset = context.get('asset') + name = context.get('subset') + suffix = "_CON" + asset_name = f"{asset}_{name}" if asset else f"{name}" + version = context.get('version') + # Check if version is hero version and use different name + name_version = f"{name}_v{version:03d}" if version else f"{name}_hero" + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{self.root}/{asset}/{name_version}", suffix="") + + container_name += suffix + + frame_start = int(container.get("frame_start")) + frame_end = int(container.get("frame_end")) + + if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): + path = get_representation_path(representation) + + self.import_and_containerize( + path, asset_dir, asset_name, container_name, + frame_start, frame_end) + + self.imprint( + asset, asset_dir, container_name, asset_name, representation, + frame_start, frame_end) asset_content = unreal.EditorAssetLibrary.list_assets( - destination_path, recursive=True, include_folder=True + asset_dir, recursive=True, include_folder=False ) for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) + old_assets = unreal.EditorAssetLibrary.list_assets( + container["namespace"], recursive=True, include_folder=False + ) + + replace_geometry_cache_actors(old_assets, asset_content) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(container, old_assets) + def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) From dad73b4adb98da4ac91e8f690e65b96051f38b50 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 5 Oct 2023 11:51:37 +0100 Subject: [PATCH 05/19] Hound fixes --- openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py | 1 - 1 file changed, 1 deletion(-) diff --git a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py index 879574f75b..8ac2656bd7 100644 --- a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py @@ -147,7 +147,6 @@ class PointCacheAlembicLoader(plugin.Loader): if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir): path = self.filepath_from_context(context) - self.import_and_containerize( path, asset_dir, asset_name, container_name, frame_start, frame_end) From 21de693c17adaeebdf4ac30cd198347474a7efa2 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 12 Oct 2023 17:07:47 +0100 Subject: [PATCH 06/19] Implemented inventory plugin to update actors in current level --- openpype/hosts/unreal/api/pipeline.py | 4 ++ .../unreal/plugins/inventory/update_actors.py | 60 +++++++++++++++++++ 2 files changed, 64 insertions(+) create mode 100644 openpype/hosts/unreal/plugins/inventory/update_actors.py diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 2893550325..60b4886e4f 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -13,8 +13,10 @@ from openpype.client import get_asset_by_name, get_assets from openpype.pipeline import ( register_loader_plugin_path, register_creator_plugin_path, + register_inventory_action_path, deregister_loader_plugin_path, deregister_creator_plugin_path, + deregister_inventory_action_path, AYON_CONTAINER_ID, legacy_io, ) @@ -127,6 +129,7 @@ def install(): pyblish.api.register_plugin_path(str(PUBLISH_PATH)) register_loader_plugin_path(str(LOAD_PATH)) register_creator_plugin_path(str(CREATE_PATH)) + register_inventory_action_path(str(INVENTORY_PATH)) _register_callbacks() _register_events() @@ -136,6 +139,7 @@ def uninstall(): pyblish.api.deregister_plugin_path(str(PUBLISH_PATH)) deregister_loader_plugin_path(str(LOAD_PATH)) deregister_creator_plugin_path(str(CREATE_PATH)) + deregister_inventory_action_path(str(INVENTORY_PATH)) def _register_callbacks(): diff --git a/openpype/hosts/unreal/plugins/inventory/update_actors.py b/openpype/hosts/unreal/plugins/inventory/update_actors.py new file mode 100644 index 0000000000..672bb2b32e --- /dev/null +++ b/openpype/hosts/unreal/plugins/inventory/update_actors.py @@ -0,0 +1,60 @@ +import unreal + +from openpype.hosts.unreal.api.pipeline import ( + ls, + replace_static_mesh_actors, + replace_skeletal_mesh_actors, + delete_previous_asset_if_unused, +) +from openpype.pipeline import InventoryAction + + +class UpdateActors(InventoryAction): + """Update Actors in level to this version. + """ + + label = "Update Actors in level to this version" + icon = "arrow-up" + + def process(self, containers): + allowed_families = ["model", "rig"] + + # Get all the containers in the Unreal Project + all_containers = ls() + + for container in containers: + container_dir = container.get("namespace") + if container.get("family") not in allowed_families: + unreal.log_warning( + f"Container {container_dir} is not supported.") + continue + + # Get all containers with same asset_name but different objectName. + # These are the containers that need to be updated in the level. + sa_containers = [ + i + for i in all_containers + if ( + i.get("asset_name") == container.get("asset_name") and + i.get("objectName") != container.get("objectName") + ) + ] + + asset_content = unreal.EditorAssetLibrary.list_assets( + container_dir, recursive=True, include_folder=False + ) + + # Update all actors in level + for sa_cont in sa_containers: + sa_dir = sa_cont.get("namespace") + old_content = unreal.EditorAssetLibrary.list_assets( + sa_dir, recursive=True, include_folder=False + ) + + if container.get("family") == "rig": + replace_skeletal_mesh_actors(old_content, asset_content) + replace_static_mesh_actors(old_content, asset_content) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(sa_cont, old_content) From a6aada9c13cf97c70b4538fdb3c09afb33d960f9 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 12 Oct 2023 17:22:52 +0100 Subject: [PATCH 07/19] Fixed issue with the updater for GeometryCaches --- openpype/hosts/unreal/api/pipeline.py | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 60b4886e4f..760e052a3e 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -722,8 +722,8 @@ def replace_skeletal_mesh_actors(old_assets, new_assets): def replace_geometry_cache_actors(old_assets, new_assets): geometry_cache_comps, old_caches, new_caches = _get_comps_and_assets( - unreal.SkeletalMeshComponent, - unreal.SkeletalMesh, + unreal.GeometryCacheComponent, + unreal.GeometryCache, old_assets, new_assets ) From 5fa8a6c4eae338064d8c028fb4b7342ec9868fc2 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 12 Oct 2023 17:23:14 +0100 Subject: [PATCH 08/19] Added support for GeometryCaches to the new inventory plugin --- openpype/hosts/unreal/plugins/inventory/update_actors.py | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/openpype/hosts/unreal/plugins/inventory/update_actors.py b/openpype/hosts/unreal/plugins/inventory/update_actors.py index 672bb2b32e..37777114e2 100644 --- a/openpype/hosts/unreal/plugins/inventory/update_actors.py +++ b/openpype/hosts/unreal/plugins/inventory/update_actors.py @@ -4,6 +4,7 @@ from openpype.hosts.unreal.api.pipeline import ( ls, replace_static_mesh_actors, replace_skeletal_mesh_actors, + replace_geometry_cache_actors, delete_previous_asset_if_unused, ) from openpype.pipeline import InventoryAction @@ -53,7 +54,13 @@ class UpdateActors(InventoryAction): if container.get("family") == "rig": replace_skeletal_mesh_actors(old_content, asset_content) - replace_static_mesh_actors(old_content, asset_content) + replace_static_mesh_actors(old_content, asset_content) + elif container.get("family") == "model": + if container.get("loader") == "PointCacheAlembicLoader": + replace_geometry_cache_actors( + old_content, asset_content) + else: + replace_static_mesh_actors(old_content, asset_content) unreal.EditorLevelLibrary.save_current_level() From 1a492757fa454fbf12aace9dcede1fc16d3ccf0a Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 12 Oct 2023 17:25:57 +0100 Subject: [PATCH 09/19] Updating assets no longer updates actors in current level --- .../unreal/plugins/load/load_geometrycache_abc.py | 10 ---------- .../unreal/plugins/load/load_skeletalmesh_abc.py | 11 ----------- .../unreal/plugins/load/load_skeletalmesh_fbx.py | 11 ----------- .../hosts/unreal/plugins/load/load_staticmesh_abc.py | 10 ---------- .../hosts/unreal/plugins/load/load_staticmesh_fbx.py | 10 ---------- 5 files changed, 52 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py index 8ac2656bd7..3e128623a6 100644 --- a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py @@ -207,16 +207,6 @@ class PointCacheAlembicLoader(plugin.Loader): for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) - old_assets = unreal.EditorAssetLibrary.list_assets( - container["namespace"], recursive=True, include_folder=False - ) - - replace_geometry_cache_actors(old_assets, asset_content) - - unreal.EditorLevelLibrary.save_current_level() - - delete_previous_asset_if_unused(container, old_assets) - def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py index 2e6557bd2d..b7c09fc02b 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py @@ -182,17 +182,6 @@ class SkeletalMeshAlembicLoader(plugin.Loader): for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) - old_assets = unreal.EditorAssetLibrary.list_assets( - container["namespace"], recursive=True, include_folder=False - ) - - replace_static_mesh_actors(old_assets, asset_content) - replace_skeletal_mesh_actors(old_assets, asset_content) - - unreal.EditorLevelLibrary.save_current_level() - - delete_previous_asset_if_unused(container, old_assets) - def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py index 3c84f36399..112eba51ff 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py @@ -184,17 +184,6 @@ class SkeletalMeshFBXLoader(plugin.Loader): for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) - old_assets = unreal.EditorAssetLibrary.list_assets( - container["namespace"], recursive=True, include_folder=False - ) - - replace_static_mesh_actors(old_assets, asset_content) - replace_skeletal_mesh_actors(old_assets, asset_content) - - unreal.EditorLevelLibrary.save_current_level() - - delete_previous_asset_if_unused(container, old_assets) - def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py index cc7aed7b93..af098b3ec9 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py @@ -182,16 +182,6 @@ class StaticMeshAlembicLoader(plugin.Loader): for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) - old_assets = unreal.EditorAssetLibrary.list_assets( - container["namespace"], recursive=True, include_folder=False - ) - - replace_static_mesh_actors(old_assets, asset_content) - - unreal.EditorLevelLibrary.save_current_level() - - delete_previous_asset_if_unused(container, old_assets) - def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py index 0aac69b57b..4b20bb485c 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py @@ -171,16 +171,6 @@ class StaticMeshFBXLoader(plugin.Loader): for a in asset_content: unreal.EditorAssetLibrary.save_asset(a) - old_assets = unreal.EditorAssetLibrary.list_assets( - container["namespace"], recursive=True, include_folder=False - ) - - replace_static_mesh_actors(old_assets, asset_content) - - unreal.EditorLevelLibrary.save_current_level() - - delete_previous_asset_if_unused(container, old_assets) - def remove(self, container): path = container["namespace"] parent_path = os.path.dirname(path) From 27319255417e8865a54f1cfd68ac61e577c35340 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 12 Oct 2023 17:27:23 +0100 Subject: [PATCH 10/19] Hound fixes --- openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py | 2 -- openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py | 3 --- openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py | 3 --- openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py | 2 -- openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py | 2 -- 5 files changed, 12 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py index 3e128623a6..e64a5654a1 100644 --- a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py @@ -10,8 +10,6 @@ from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( create_container, imprint, - replace_geometry_cache_actors, - delete_previous_asset_if_unused, ) import unreal # noqa diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py index b7c09fc02b..03695bb93b 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py @@ -10,9 +10,6 @@ from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( create_container, imprint, - replace_static_mesh_actors, - replace_skeletal_mesh_actors, - delete_previous_asset_if_unused, ) import unreal # noqa diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py index 112eba51ff..7640ecfa9e 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py @@ -10,9 +10,6 @@ from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( create_container, imprint, - replace_static_mesh_actors, - replace_skeletal_mesh_actors, - delete_previous_asset_if_unused, ) import unreal # noqa diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py index af098b3ec9..a3ea2a2231 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py @@ -10,8 +10,6 @@ from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( create_container, imprint, - replace_static_mesh_actors, - delete_previous_asset_if_unused, ) import unreal # noqa diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py index 4b20bb485c..44d7ca631e 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py @@ -10,8 +10,6 @@ from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( create_container, imprint, - replace_static_mesh_actors, - delete_previous_asset_if_unused, ) import unreal # noqa From 6583525e429cc98e4ac3d81cf3bc0a397990cdd5 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 20 Oct 2023 11:58:51 +0100 Subject: [PATCH 11/19] Add option to replace only selected actors --- openpype/hosts/unreal/api/pipeline.py | 33 ++++-- .../unreal/plugins/inventory/update_actors.py | 112 +++++++++++------- 2 files changed, 88 insertions(+), 57 deletions(-) diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 760e052a3e..35b218e629 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -654,13 +654,21 @@ def generate_sequence(h, h_dir): def _get_comps_and_assets( - component_class, asset_class, old_assets, new_assets + component_class, asset_class, old_assets, new_assets, selected ): eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) - comps = eas.get_all_level_actors_components() - components = [ - c for c in comps if isinstance(c, component_class) - ] + + components = [] + if selected: + sel_actors = eas.get_selected_level_actors() + for actor in sel_actors: + comps = actor.get_components_by_class(component_class) + components.extend(comps) + else: + comps = eas.get_all_level_actors_components() + components = [ + c for c in comps if isinstance(c, component_class) + ] # Get all the static meshes among the old assets in a dictionary with # the name as key @@ -681,14 +689,15 @@ def _get_comps_and_assets( return components, selected_old_assets, selected_new_assets -def replace_static_mesh_actors(old_assets, new_assets): +def replace_static_mesh_actors(old_assets, new_assets, selected): smes = unreal.get_editor_subsystem(unreal.StaticMeshEditorSubsystem) static_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( unreal.StaticMeshComponent, unreal.StaticMesh, old_assets, - new_assets + new_assets, + selected ) for old_name, old_mesh in old_meshes.items(): @@ -701,12 +710,13 @@ def replace_static_mesh_actors(old_assets, new_assets): static_mesh_comps, old_mesh, new_mesh) -def replace_skeletal_mesh_actors(old_assets, new_assets): +def replace_skeletal_mesh_actors(old_assets, new_assets, selected): skeletal_mesh_comps, old_meshes, new_meshes = _get_comps_and_assets( unreal.SkeletalMeshComponent, unreal.SkeletalMesh, old_assets, - new_assets + new_assets, + selected ) for old_name, old_mesh in old_meshes.items(): @@ -720,12 +730,13 @@ def replace_skeletal_mesh_actors(old_assets, new_assets): comp.set_skeletal_mesh_asset(new_mesh) -def replace_geometry_cache_actors(old_assets, new_assets): +def replace_geometry_cache_actors(old_assets, new_assets, selected): geometry_cache_comps, old_caches, new_caches = _get_comps_and_assets( unreal.GeometryCacheComponent, unreal.GeometryCache, old_assets, - new_assets + new_assets, + selected ) for old_name, old_mesh in old_caches.items(): diff --git a/openpype/hosts/unreal/plugins/inventory/update_actors.py b/openpype/hosts/unreal/plugins/inventory/update_actors.py index 37777114e2..2b012cf22c 100644 --- a/openpype/hosts/unreal/plugins/inventory/update_actors.py +++ b/openpype/hosts/unreal/plugins/inventory/update_actors.py @@ -10,58 +10,78 @@ from openpype.hosts.unreal.api.pipeline import ( from openpype.pipeline import InventoryAction -class UpdateActors(InventoryAction): - """Update Actors in level to this version. +def update_assets(containers, selected): + allowed_families = ["model", "rig"] + + # Get all the containers in the Unreal Project + all_containers = ls() + + for container in containers: + container_dir = container.get("namespace") + if container.get("family") not in allowed_families: + unreal.log_warning( + f"Container {container_dir} is not supported.") + continue + + # Get all containers with same asset_name but different objectName. + # These are the containers that need to be updated in the level. + sa_containers = [ + i + for i in all_containers + if ( + i.get("asset_name") == container.get("asset_name") and + i.get("objectName") != container.get("objectName") + ) + ] + + asset_content = unreal.EditorAssetLibrary.list_assets( + container_dir, recursive=True, include_folder=False + ) + + # Update all actors in level + for sa_cont in sa_containers: + sa_dir = sa_cont.get("namespace") + old_content = unreal.EditorAssetLibrary.list_assets( + sa_dir, recursive=True, include_folder=False + ) + + if container.get("family") == "rig": + replace_skeletal_mesh_actors( + old_content, asset_content, selected) + replace_static_mesh_actors( + old_content, asset_content, selected) + elif container.get("family") == "model": + if container.get("loader") == "PointCacheAlembicLoader": + replace_geometry_cache_actors( + old_content, asset_content, selected) + else: + replace_static_mesh_actors( + old_content, asset_content, selected) + + unreal.EditorLevelLibrary.save_current_level() + + delete_previous_asset_if_unused(sa_cont, old_content) + + +class UpdateAllActors(InventoryAction): + """Update all the Actors in the current level to the version of the asset + selected in the scene manager. """ - label = "Update Actors in level to this version" + label = "Replace all Actors in level to this version" icon = "arrow-up" def process(self, containers): - allowed_families = ["model", "rig"] + update_assets(containers, False) - # Get all the containers in the Unreal Project - all_containers = ls() - for container in containers: - container_dir = container.get("namespace") - if container.get("family") not in allowed_families: - unreal.log_warning( - f"Container {container_dir} is not supported.") - continue +class UpdateSelectedActors(InventoryAction): + """Update only the selected Actors in the current level to the version + of the asset selected in the scene manager. + """ - # Get all containers with same asset_name but different objectName. - # These are the containers that need to be updated in the level. - sa_containers = [ - i - for i in all_containers - if ( - i.get("asset_name") == container.get("asset_name") and - i.get("objectName") != container.get("objectName") - ) - ] + label = "Replace selected Actors in level to this version" + icon = "arrow-up" - asset_content = unreal.EditorAssetLibrary.list_assets( - container_dir, recursive=True, include_folder=False - ) - - # Update all actors in level - for sa_cont in sa_containers: - sa_dir = sa_cont.get("namespace") - old_content = unreal.EditorAssetLibrary.list_assets( - sa_dir, recursive=True, include_folder=False - ) - - if container.get("family") == "rig": - replace_skeletal_mesh_actors(old_content, asset_content) - replace_static_mesh_actors(old_content, asset_content) - elif container.get("family") == "model": - if container.get("loader") == "PointCacheAlembicLoader": - replace_geometry_cache_actors( - old_content, asset_content) - else: - replace_static_mesh_actors(old_content, asset_content) - - unreal.EditorLevelLibrary.save_current_level() - - delete_previous_asset_if_unused(sa_cont, old_content) + def process(self, containers): + update_assets(containers, True) From 465101c6398fcc1fcd6cca0e5ecd278dae2a4640 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 20 Oct 2023 12:22:44 +0100 Subject: [PATCH 12/19] Added another action to delete unused assets --- openpype/hosts/unreal/api/pipeline.py | 2 +- .../plugins/inventory/delete_unused_assets.py | 31 +++++++++++++++++++ .../unreal/plugins/inventory/update_actors.py | 4 +-- 3 files changed, 34 insertions(+), 3 deletions(-) create mode 100644 openpype/hosts/unreal/plugins/inventory/delete_unused_assets.py diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 35b218e629..0bb19ec601 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -750,7 +750,7 @@ def replace_geometry_cache_actors(old_assets, new_assets, selected): comp.set_geometry_cache(new_mesh) -def delete_previous_asset_if_unused(container, asset_content): +def delete_asset_if_unused(container, asset_content): ar = unreal.AssetRegistryHelpers.get_asset_registry() references = set() diff --git a/openpype/hosts/unreal/plugins/inventory/delete_unused_assets.py b/openpype/hosts/unreal/plugins/inventory/delete_unused_assets.py new file mode 100644 index 0000000000..f63476b3c7 --- /dev/null +++ b/openpype/hosts/unreal/plugins/inventory/delete_unused_assets.py @@ -0,0 +1,31 @@ +import unreal + +from openpype.hosts.unreal.api.pipeline import delete_asset_if_unused +from openpype.pipeline import InventoryAction + + + +class DeleteUnusedAssets(InventoryAction): + """Delete all the assets that are not used in any level. + """ + + label = "Delete Unused Assets" + icon = "trash" + color = "red" + order = 1 + + def process(self, containers): + allowed_families = ["model", "rig"] + + for container in containers: + container_dir = container.get("namespace") + if container.get("family") not in allowed_families: + unreal.log_warning( + f"Container {container_dir} is not supported.") + continue + + asset_content = unreal.EditorAssetLibrary.list_assets( + container_dir, recursive=True, include_folder=False + ) + + delete_asset_if_unused(container, asset_content) diff --git a/openpype/hosts/unreal/plugins/inventory/update_actors.py b/openpype/hosts/unreal/plugins/inventory/update_actors.py index 2b012cf22c..6bc576716c 100644 --- a/openpype/hosts/unreal/plugins/inventory/update_actors.py +++ b/openpype/hosts/unreal/plugins/inventory/update_actors.py @@ -5,7 +5,7 @@ from openpype.hosts.unreal.api.pipeline import ( replace_static_mesh_actors, replace_skeletal_mesh_actors, replace_geometry_cache_actors, - delete_previous_asset_if_unused, + delete_asset_if_unused, ) from openpype.pipeline import InventoryAction @@ -60,7 +60,7 @@ def update_assets(containers, selected): unreal.EditorLevelLibrary.save_current_level() - delete_previous_asset_if_unused(sa_cont, old_content) + delete_asset_if_unused(sa_cont, old_content) class UpdateAllActors(InventoryAction): From de2a6c33248b51f19faa51c74ab86fc935be6454 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 20 Oct 2023 16:03:44 +0100 Subject: [PATCH 13/19] Added dialog to confirm before deleting files --- .../plugins/inventory/delete_unused_assets.py | 39 ++++++++++++++++++- 1 file changed, 37 insertions(+), 2 deletions(-) diff --git a/openpype/hosts/unreal/plugins/inventory/delete_unused_assets.py b/openpype/hosts/unreal/plugins/inventory/delete_unused_assets.py index f63476b3c7..8320e3c92d 100644 --- a/openpype/hosts/unreal/plugins/inventory/delete_unused_assets.py +++ b/openpype/hosts/unreal/plugins/inventory/delete_unused_assets.py @@ -1,10 +1,10 @@ import unreal +from openpype.hosts.unreal.api.tools_ui import qt_app_context from openpype.hosts.unreal.api.pipeline import delete_asset_if_unused from openpype.pipeline import InventoryAction - class DeleteUnusedAssets(InventoryAction): """Delete all the assets that are not used in any level. """ @@ -14,7 +14,9 @@ class DeleteUnusedAssets(InventoryAction): color = "red" order = 1 - def process(self, containers): + dialog = None + + def _delete_unused_assets(self, containers): allowed_families = ["model", "rig"] for container in containers: @@ -29,3 +31,36 @@ class DeleteUnusedAssets(InventoryAction): ) delete_asset_if_unused(container, asset_content) + + def _show_confirmation_dialog(self, containers): + from qtpy import QtCore + from openpype.widgets import popup + from openpype.style import load_stylesheet + + dialog = popup.Popup() + dialog.setWindowFlags( + QtCore.Qt.Window + | QtCore.Qt.WindowStaysOnTopHint + ) + dialog.setFocusPolicy(QtCore.Qt.StrongFocus) + dialog.setWindowTitle("Delete all unused assets") + dialog.setMessage( + "You are about to delete all the assets in the project that \n" + "are not used in any level. Are you sure you want to continue?" + ) + dialog.setButtonText("Delete") + + dialog.on_clicked.connect( + lambda: self._delete_unused_assets(containers) + ) + + dialog.show() + dialog.raise_() + dialog.activateWindow() + dialog.setStyleSheet(load_stylesheet()) + + self.dialog = dialog + + def process(self, containers): + with qt_app_context(): + self._show_confirmation_dialog(containers) From 0988f4a9a87d0f78f810b4a2dc6444784c50371c Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 20 Oct 2023 16:09:54 +0100 Subject: [PATCH 14/19] Do not remove automatically unused assets --- openpype/hosts/unreal/plugins/inventory/update_actors.py | 2 -- 1 file changed, 2 deletions(-) diff --git a/openpype/hosts/unreal/plugins/inventory/update_actors.py b/openpype/hosts/unreal/plugins/inventory/update_actors.py index 6bc576716c..d32887b6f3 100644 --- a/openpype/hosts/unreal/plugins/inventory/update_actors.py +++ b/openpype/hosts/unreal/plugins/inventory/update_actors.py @@ -60,8 +60,6 @@ def update_assets(containers, selected): unreal.EditorLevelLibrary.save_current_level() - delete_asset_if_unused(sa_cont, old_content) - class UpdateAllActors(InventoryAction): """Update all the Actors in the current level to the version of the asset From 28c1c2dbb66a852850d351a4ebc9a35620846460 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 20 Oct 2023 16:10:43 +0100 Subject: [PATCH 15/19] Hound fixes --- openpype/hosts/unreal/plugins/inventory/update_actors.py | 1 - 1 file changed, 1 deletion(-) diff --git a/openpype/hosts/unreal/plugins/inventory/update_actors.py b/openpype/hosts/unreal/plugins/inventory/update_actors.py index d32887b6f3..b0d941ba80 100644 --- a/openpype/hosts/unreal/plugins/inventory/update_actors.py +++ b/openpype/hosts/unreal/plugins/inventory/update_actors.py @@ -5,7 +5,6 @@ from openpype.hosts.unreal.api.pipeline import ( replace_static_mesh_actors, replace_skeletal_mesh_actors, replace_geometry_cache_actors, - delete_asset_if_unused, ) from openpype.pipeline import InventoryAction From 71014fca0b42e490c2ceedf94fc90648ca16808a Mon Sep 17 00:00:00 2001 From: Jakub Trllo Date: Thu, 26 Oct 2023 13:34:18 +0200 Subject: [PATCH 16/19] hide multivalue widget by default --- openpype/tools/attribute_defs/widgets.py | 1 + 1 file changed, 1 insertion(+) diff --git a/openpype/tools/attribute_defs/widgets.py b/openpype/tools/attribute_defs/widgets.py index 91b5b229de..8957f2b19d 100644 --- a/openpype/tools/attribute_defs/widgets.py +++ b/openpype/tools/attribute_defs/widgets.py @@ -298,6 +298,7 @@ class NumberAttrWidget(_BaseAttrDefWidget): input_widget.installEventFilter(self) multisel_widget = ClickableLineEdit("< Multiselection >", self) + multisel_widget.setVisible(False) input_widget.valueChanged.connect(self._on_value_change) multisel_widget.clicked.connect(self._on_multi_click) From 2f4844613e2e8051bc54a76154e2a7abf211306d Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 26 Oct 2023 13:13:17 +0100 Subject: [PATCH 17/19] Use constant to define Asset path --- openpype/hosts/unreal/api/pipeline.py | 1 + openpype/hosts/unreal/plugins/load/load_alembic_animation.py | 2 +- openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py | 3 ++- openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py | 3 ++- openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py | 3 ++- openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py | 3 ++- openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py | 3 ++- openpype/hosts/unreal/plugins/load/load_uasset.py | 2 +- openpype/hosts/unreal/plugins/load/load_yeticache.py | 2 +- 9 files changed, 14 insertions(+), 8 deletions(-) diff --git a/openpype/hosts/unreal/api/pipeline.py b/openpype/hosts/unreal/api/pipeline.py index 0bb19ec601..f2d7b5f73e 100644 --- a/openpype/hosts/unreal/api/pipeline.py +++ b/openpype/hosts/unreal/api/pipeline.py @@ -30,6 +30,7 @@ import unreal # noqa logger = logging.getLogger("openpype.hosts.unreal") AYON_CONTAINERS = "AyonContainers" +AYON_ASSET_DIR = "/Game/Ayon/Assets" CONTEXT_CONTAINER = "Ayon/context.json" UNREAL_VERSION = semver.VersionInfo( *os.getenv("AYON_UNREAL_VERSION").split(".") diff --git a/openpype/hosts/unreal/plugins/load/load_alembic_animation.py b/openpype/hosts/unreal/plugins/load/load_alembic_animation.py index 1d60b63f9a..0328d2ae9f 100644 --- a/openpype/hosts/unreal/plugins/load/load_alembic_animation.py +++ b/openpype/hosts/unreal/plugins/load/load_alembic_animation.py @@ -69,7 +69,7 @@ class AnimationAlembicLoader(plugin.Loader): """ # Create directory for asset and ayon container - root = "/Game/Ayon/Assets" + root = unreal_pipeline.AYON_ASSET_DIR asset = context.get('asset').get('name') suffix = "_CON" if asset: diff --git a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py index e64a5654a1..ec9c52b9fb 100644 --- a/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_geometrycache_abc.py @@ -8,6 +8,7 @@ from openpype.pipeline import ( ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( + AYON_ASSET_DIR, create_container, imprint, ) @@ -24,7 +25,7 @@ class PointCacheAlembicLoader(plugin.Loader): icon = "cube" color = "orange" - root = "/Game/Ayon/Assets" + root = AYON_ASSET_DIR @staticmethod def get_task( diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py index 03695bb93b..8ebd9a82b6 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_abc.py @@ -8,6 +8,7 @@ from openpype.pipeline import ( ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( + AYON_ASSET_DIR, create_container, imprint, ) @@ -23,7 +24,7 @@ class SkeletalMeshAlembicLoader(plugin.Loader): icon = "cube" color = "orange" - root = "/Game/Ayon/Assets" + root = AYON_ASSET_DIR @staticmethod def get_task(filename, asset_dir, asset_name, replace, default_conversion): diff --git a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py index 7640ecfa9e..a5a8730732 100644 --- a/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_skeletalmesh_fbx.py @@ -8,6 +8,7 @@ from openpype.pipeline import ( ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( + AYON_ASSET_DIR, create_container, imprint, ) @@ -23,7 +24,7 @@ class SkeletalMeshFBXLoader(plugin.Loader): icon = "cube" color = "orange" - root = "/Game/Ayon/Assets" + root = AYON_ASSET_DIR @staticmethod def get_task(filename, asset_dir, asset_name, replace): diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py index a3ea2a2231..019a95a9bf 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_abc.py @@ -8,6 +8,7 @@ from openpype.pipeline import ( ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( + AYON_ASSET_DIR, create_container, imprint, ) @@ -23,7 +24,7 @@ class StaticMeshAlembicLoader(plugin.Loader): icon = "cube" color = "orange" - root = "/Game/Ayon/Assets" + root = AYON_ASSET_DIR @staticmethod def get_task(filename, asset_dir, asset_name, replace, default_conversion): diff --git a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py index 44d7ca631e..66088d793c 100644 --- a/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py +++ b/openpype/hosts/unreal/plugins/load/load_staticmesh_fbx.py @@ -8,6 +8,7 @@ from openpype.pipeline import ( ) from openpype.hosts.unreal.api import plugin from openpype.hosts.unreal.api.pipeline import ( + AYON_ASSET_DIR, create_container, imprint, ) @@ -23,7 +24,7 @@ class StaticMeshFBXLoader(plugin.Loader): icon = "cube" color = "orange" - root = "/Game/Ayon/Assets" + root = AYON_ASSET_DIR @staticmethod def get_task(filename, asset_dir, asset_name, replace): diff --git a/openpype/hosts/unreal/plugins/load/load_uasset.py b/openpype/hosts/unreal/plugins/load/load_uasset.py index 88aaac41e8..dfd92d2fe5 100644 --- a/openpype/hosts/unreal/plugins/load/load_uasset.py +++ b/openpype/hosts/unreal/plugins/load/load_uasset.py @@ -41,7 +41,7 @@ class UAssetLoader(plugin.Loader): """ # Create directory for asset and Ayon container - root = "/Game/Ayon/Assets" + root = unreal_pipeline.AYON_ASSET_DIR asset = context.get('asset').get('name') suffix = "_CON" asset_name = f"{asset}_{name}" if asset else f"{name}" diff --git a/openpype/hosts/unreal/plugins/load/load_yeticache.py b/openpype/hosts/unreal/plugins/load/load_yeticache.py index 22f5029bac..780ed7c484 100644 --- a/openpype/hosts/unreal/plugins/load/load_yeticache.py +++ b/openpype/hosts/unreal/plugins/load/load_yeticache.py @@ -86,7 +86,7 @@ class YetiLoader(plugin.Loader): raise RuntimeError("Groom plugin is not activated.") # Create directory for asset and Ayon container - root = "/Game/Ayon/Assets" + root = unreal_pipeline.AYON_ASSET_DIR asset = context.get('asset').get('name') suffix = "_CON" asset_name = f"{asset}_{name}" if asset else f"{name}" From ad27d4b1cd6b331e3a0f1200440d73d2bae11efc Mon Sep 17 00:00:00 2001 From: Ynbot Date: Thu, 26 Oct 2023 12:26:01 +0000 Subject: [PATCH 18/19] [Automated] Release --- CHANGELOG.md | 268 ++++++++++++++++++++++++++++++++++++++++++++ openpype/version.py | 2 +- pyproject.toml | 2 +- 3 files changed, 270 insertions(+), 2 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 58428ab4d3..7432b33e24 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,6 +1,274 @@ # Changelog +## [3.17.4](https://github.com/ynput/OpenPype/tree/3.17.4) + + +[Full Changelog](https://github.com/ynput/OpenPype/compare/3.17.3...3.17.4) + +### **🆕 New features** + + +
+Add Support for Husk-AYON Integration #5816 + +This draft pull request introduces support for integrating Husk with AYON within the OpenPype repository. + + +___ + +
+ + +
+Push to project tool: Prepare push to project tool for AYON #5770 + +Cloned Push to project tool for AYON and modified it. + + +___ + +
+ +### **🚀 Enhancements** + + +
+Max: tycache family support #5624 + +Tycache family supports for Tyflow Plugin in Max + + +___ + +
+ + +
+Unreal: Changed behaviour for updating assets #5670 + +Changed how assets are updated in Unreal. + + +___ + +
+ + +
+Unreal: Improved error reporting for Sequence Frame Validator #5730 + +Improved error reporting for Sequence Frame Validator. + + +___ + +
+ + +
+Max: Setting tweaks on Review Family #5744 + +- Bug fix of not being able to publish the preferred visual style when creating preview animation +- Exposes the parameters after creating instance +- Add the Quality settings and viewport texture settings for preview animation +- add use selection for create review + + +___ + +
+ + +
+Max: Add families with frame range extractions back to the frame range validator #5757 + +In 3dsMax, there are some instances which exports the files in frame range but not being added to the optional frame range validator. In this PR, these instances would have the optional frame range validators to allow users to check if frame range aligns with the context data from DB.The following families have been added to have optional frame range validator: +- maxrender +- review +- camera +- redshift proxy +- pointcache +- point cloud(tyFlow PRT) + + +___ + +
+ + +
+TimersManager: Use available data to get context info #5804 + +Get context information from pyblish context data instead of using `legacy_io`. + + +___ + +
+ + +
+Chore: Removed unused variable from `AbstractCollectRender` #5805 + +Removed unused `_asset` variable from `RenderInstance`. + + +___ + +
+ +### **🐛 Bug fixes** + + +
+Bugfix/houdini: wrong frame calculation with handles #5698 + +This PR make collect plugins to consider `handleStart` and `handleEnd` when collecting frame range it affects three parts: +- get frame range in collect plugins +- expected file in render plugins +- submit houdini job deadline plugin + + +___ + +
+ + +
+Nuke: ayon server settings improvements #5746 + +Nuke settings were not aligned with OpenPype settings. Also labels needed to be improved. + + +___ + +
+ + +
+Blender: Fix pointcache family and fix alembic extractor #5747 + +Fixed `pointcache` family and fixed behaviour of the alembic extractor. + + +___ + +
+ + +
+AYON: Remove 'shotgun_api3' from dependencies #5803 + +Removed `shotgun_api3` dependency from openpype dependencies for AYON launcher. The dependency is already defined in shotgrid addon and change of version causes clashes. + + +___ + +
+ + +
+Chore: Fix typo in filename #5807 + +Move content of `contants.py` into `constants.py`. + + +___ + +
+ + +
+Chore: Create context respects instance changes #5809 + +Fix issue with unrespected change propagation in `CreateContext`. All successfully saved instances are marked as saved so they have no changes. Origin data of an instance are explicitly not handled directly by the object but by the attribute wrappers. + + +___ + +
+ + +
+Blender: Fix tools handling in AYON mode #5811 + +Skip logic in `before_window_show` in blender when in AYON mode. Most of the stuff called there happes on show automatically. + + +___ + +
+ + +
+Blender: Include Grease Pencil in review and thumbnails #5812 + +Include Grease Pencil in review and thumbnails. + + +___ + +
+ + +
+Workfiles tool AYON: Fix double click of workfile #5813 + +Fix double click on workfiles in workfiles tool to open the file. + + +___ + +
+ + +
+Webpublisher: removal of usage of no_of_frames in error message #5819 + +If it throws exception, `no_of_frames` value wont be available, so it doesn't make sense to log it. + + +___ + +
+ + +
+Attribute Defs: Hide multivalue widget in Number by default #5821 + +Fixed default look of `NumberAttrWidget` by hiding its multiselection widget. + + +___ + +
+ +### **Merged pull requests** + + +
+Corrected a typo in Readme.md (Top -> To) #5800 + + +___ + +
+ + +
+Photoshop: Removed redundant copy of extension.zxp #5802 + +`extension.zxp` shouldn't be inside of extension folder. + + +___ + +
+ + + + ## [3.17.3](https://github.com/ynput/OpenPype/tree/3.17.3) diff --git a/openpype/version.py b/openpype/version.py index 0bdf2d278a..4c58a5098f 100644 --- a/openpype/version.py +++ b/openpype/version.py @@ -1,3 +1,3 @@ # -*- coding: utf-8 -*- """Package declaring Pype version.""" -__version__ = "3.17.4-nightly.2" +__version__ = "3.17.4" diff --git a/pyproject.toml b/pyproject.toml index 3803e4714e..633dafece1 100644 --- a/pyproject.toml +++ b/pyproject.toml @@ -1,6 +1,6 @@ [tool.poetry] name = "OpenPype" -version = "3.17.3" # OpenPype +version = "3.17.4" # OpenPype description = "Open VFX and Animation pipeline with support." authors = ["OpenPype Team "] license = "MIT License" From 9c7ce75eea842ed60e53b70ba89a466c10049116 Mon Sep 17 00:00:00 2001 From: "github-actions[bot]" Date: Thu, 26 Oct 2023 12:27:07 +0000 Subject: [PATCH 19/19] chore(): update bug report / version --- .github/ISSUE_TEMPLATE/bug_report.yml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/.github/ISSUE_TEMPLATE/bug_report.yml b/.github/ISSUE_TEMPLATE/bug_report.yml index 3c126048da..b92061f39a 100644 --- a/.github/ISSUE_TEMPLATE/bug_report.yml +++ b/.github/ISSUE_TEMPLATE/bug_report.yml @@ -35,6 +35,8 @@ body: label: Version description: What version are you running? Look to OpenPype Tray options: + - 3.17.4 + - 3.17.4-nightly.2 - 3.17.4-nightly.1 - 3.17.3 - 3.17.3-nightly.2 @@ -133,8 +135,6 @@ body: - 3.15.1-nightly.2 - 3.15.1-nightly.1 - 3.15.0 - - 3.15.0-nightly.1 - - 3.14.11-nightly.4 validations: required: true - type: dropdown