Removed get_full_name() calls because of unexpected behaviour

This commit is contained in:
Simone Barbieri 2023-05-23 11:50:34 +01:00
parent 95d4b051a6
commit a200788729
3 changed files with 8 additions and 8 deletions

View file

@ -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)

View file

@ -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

View file

@ -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]