mirror of
https://github.com/ynput/ayon-core.git
synced 2026-01-01 08:24:53 +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]}"],
|
package_paths=[f"{root}/{hierarchy[0]}"],
|
||||||
recursive_paths=False)
|
recursive_paths=False)
|
||||||
levels = ar.get_assets(_filter)
|
levels = ar.get_assets(_filter)
|
||||||
master_level = levels[0].get_full_name()
|
master_level = levels[0].get_asset().get_path_name()
|
||||||
|
|
||||||
hierarchy_dir = root
|
hierarchy_dir = root
|
||||||
for h in hierarchy:
|
for h in hierarchy:
|
||||||
|
|
@ -168,7 +168,7 @@ class AnimationFBXLoader(plugin.Loader):
|
||||||
package_paths=[f"{hierarchy_dir}/"],
|
package_paths=[f"{hierarchy_dir}/"],
|
||||||
recursive_paths=True)
|
recursive_paths=True)
|
||||||
levels = ar.get_assets(_filter)
|
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.save_all_dirty_levels()
|
||||||
unreal.EditorLevelLibrary.load_level(level)
|
unreal.EditorLevelLibrary.load_level(level)
|
||||||
|
|
|
||||||
|
|
@ -365,7 +365,7 @@ class CameraLoader(plugin.Loader):
|
||||||
maps = ar.get_assets(filter)
|
maps = ar.get_assets(filter)
|
||||||
|
|
||||||
# There should be only one map in the list
|
# 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()
|
level_sequence = sequences[0].get_asset()
|
||||||
|
|
||||||
|
|
@ -513,7 +513,7 @@ class CameraLoader(plugin.Loader):
|
||||||
map = maps[0]
|
map = maps[0]
|
||||||
|
|
||||||
EditorLevelLibrary.save_all_dirty_levels()
|
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.
|
# Remove the camera from the level.
|
||||||
actors = EditorLevelLibrary.get_all_level_actors()
|
actors = EditorLevelLibrary.get_all_level_actors()
|
||||||
|
|
@ -523,7 +523,7 @@ class CameraLoader(plugin.Loader):
|
||||||
EditorLevelLibrary.destroy_actor(a)
|
EditorLevelLibrary.destroy_actor(a)
|
||||||
|
|
||||||
EditorLevelLibrary.save_all_dirty_levels()
|
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.
|
# There should be only one sequence in the path.
|
||||||
sequence_name = sequences[0].asset_name
|
sequence_name = sequences[0].asset_name
|
||||||
|
|
|
||||||
|
|
@ -740,7 +740,7 @@ class LayoutLoader(plugin.Loader):
|
||||||
loaded_assets = self._process(self.fname, asset_dir, shot)
|
loaded_assets = self._process(self.fname, asset_dir, shot)
|
||||||
|
|
||||||
for s in sequences:
|
for s in sequences:
|
||||||
EditorAssetLibrary.save_asset(s.get_full_name())
|
EditorAssetLibrary.save_asset(s.get_path_name())
|
||||||
|
|
||||||
EditorLevelLibrary.save_current_level()
|
EditorLevelLibrary.save_current_level()
|
||||||
|
|
||||||
|
|
@ -819,7 +819,7 @@ class LayoutLoader(plugin.Loader):
|
||||||
recursive_paths=False)
|
recursive_paths=False)
|
||||||
levels = ar.get_assets(filter)
|
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.save_all_dirty_levels()
|
||||||
EditorLevelLibrary.load_level(layout_level)
|
EditorLevelLibrary.load_level(layout_level)
|
||||||
|
|
@ -919,7 +919,7 @@ class LayoutLoader(plugin.Loader):
|
||||||
package_paths=[f"{root}/{ms_asset}"],
|
package_paths=[f"{root}/{ms_asset}"],
|
||||||
recursive_paths=False)
|
recursive_paths=False)
|
||||||
levels = ar.get_assets(_filter)
|
levels = ar.get_assets(_filter)
|
||||||
master_level = levels[0].get_full_name()
|
master_level = levels[0].get_asset().get_path_name()
|
||||||
|
|
||||||
sequences = [master_sequence]
|
sequences = [master_sequence]
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue