mirror of
https://github.com/ynput/ayon-core.git
synced 2025-12-24 21:04:40 +01:00
Removed get_full_name() calls because of unexpected behaviour
This commit is contained in:
parent
95d4b051a6
commit
a200788729
3 changed files with 8 additions and 8 deletions
|
|
@ -156,7 +156,7 @@ class AnimationFBXLoader(plugin.Loader):
|
|||
package_paths=[f"{root}/{hierarchy[0]}"],
|
||||
recursive_paths=False)
|
||||
levels = ar.get_assets(_filter)
|
||||
master_level = levels[0].get_full_name()
|
||||
master_level = levels[0].get_asset().get_path_name()
|
||||
|
||||
hierarchy_dir = root
|
||||
for h in hierarchy:
|
||||
|
|
@ -168,7 +168,7 @@ class AnimationFBXLoader(plugin.Loader):
|
|||
package_paths=[f"{hierarchy_dir}/"],
|
||||
recursive_paths=True)
|
||||
levels = ar.get_assets(_filter)
|
||||
level = levels[0].get_full_name()
|
||||
level = levels[0].get_asset().get_path_name()
|
||||
|
||||
unreal.EditorLevelLibrary.save_all_dirty_levels()
|
||||
unreal.EditorLevelLibrary.load_level(level)
|
||||
|
|
|
|||
|
|
@ -365,7 +365,7 @@ class CameraLoader(plugin.Loader):
|
|||
maps = ar.get_assets(filter)
|
||||
|
||||
# There should be only one map in the list
|
||||
EditorLevelLibrary.load_level(maps[0].get_full_name())
|
||||
EditorLevelLibrary.load_level(maps[0].get_asset().get_path_name())
|
||||
|
||||
level_sequence = sequences[0].get_asset()
|
||||
|
||||
|
|
@ -513,7 +513,7 @@ class CameraLoader(plugin.Loader):
|
|||
map = maps[0]
|
||||
|
||||
EditorLevelLibrary.save_all_dirty_levels()
|
||||
EditorLevelLibrary.load_level(map.get_full_name())
|
||||
EditorLevelLibrary.load_level(map.get_asset().get_path_name())
|
||||
|
||||
# Remove the camera from the level.
|
||||
actors = EditorLevelLibrary.get_all_level_actors()
|
||||
|
|
@ -523,7 +523,7 @@ class CameraLoader(plugin.Loader):
|
|||
EditorLevelLibrary.destroy_actor(a)
|
||||
|
||||
EditorLevelLibrary.save_all_dirty_levels()
|
||||
EditorLevelLibrary.load_level(world.get_full_name())
|
||||
EditorLevelLibrary.load_level(world.get_asset().get_path_name())
|
||||
|
||||
# There should be only one sequence in the path.
|
||||
sequence_name = sequences[0].asset_name
|
||||
|
|
|
|||
|
|
@ -740,7 +740,7 @@ class LayoutLoader(plugin.Loader):
|
|||
loaded_assets = self._process(self.fname, asset_dir, shot)
|
||||
|
||||
for s in sequences:
|
||||
EditorAssetLibrary.save_asset(s.get_full_name())
|
||||
EditorAssetLibrary.save_asset(s.get_path_name())
|
||||
|
||||
EditorLevelLibrary.save_current_level()
|
||||
|
||||
|
|
@ -819,7 +819,7 @@ class LayoutLoader(plugin.Loader):
|
|||
recursive_paths=False)
|
||||
levels = ar.get_assets(filter)
|
||||
|
||||
layout_level = levels[0].get_full_name()
|
||||
layout_level = levels[0].get_asset().get_path_name()
|
||||
|
||||
EditorLevelLibrary.save_all_dirty_levels()
|
||||
EditorLevelLibrary.load_level(layout_level)
|
||||
|
|
@ -919,7 +919,7 @@ class LayoutLoader(plugin.Loader):
|
|||
package_paths=[f"{root}/{ms_asset}"],
|
||||
recursive_paths=False)
|
||||
levels = ar.get_assets(_filter)
|
||||
master_level = levels[0].get_full_name()
|
||||
master_level = levels[0].get_asset().get_path_name()
|
||||
|
||||
sequences = [master_sequence]
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue