diff --git a/openpype/hosts/unreal/plugins/load/load_uasset.py b/openpype/hosts/unreal/plugins/load/load_uasset.py index 76c4de1fbe..eccfc7b445 100644 --- a/openpype/hosts/unreal/plugins/load/load_uasset.py +++ b/openpype/hosts/unreal/plugins/load/load_uasset.py @@ -60,7 +60,7 @@ class UAssetLoader(plugin.Loader): Path(unreal.Paths.project_content_dir()).as_posix(), 1) - shutil.copy(self.fname, destination_path) + shutil.copy(self.fname, f"{destination_path}/{name}.uasset") # Create Asset Container unreal_pipeline.create_container( @@ -89,3 +89,57 @@ class UAssetLoader(plugin.Loader): unreal.EditorAssetLibrary.save_asset(a) return asset_content + + def update(self, container, representation): + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + asset_dir = container["namespace"] + name = representation["context"]["subset"] + + destination_path = asset_dir.replace( + "/Game", + Path(unreal.Paths.project_content_dir()).as_posix(), + 1) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=False, include_folder=True + ) + + for asset in asset_content: + obj = ar.get_asset_by_object_path(asset).get_asset() + if not obj.get_class().get_name() == 'AssetContainer': + unreal.EditorAssetLibrary.delete_asset(asset) + + update_filepath = get_representation_path(representation) + + shutil.copy(update_filepath, f"{destination_path}/{name}.uasset") + + container_path = "{}/{}".format(container["namespace"], + container["objectName"]) + # update metadata + unreal_pipeline.imprint( + container_path, + { + "representation": str(representation["_id"]), + "parent": str(representation["parent"]) + }) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + def remove(self, container): + path = container["namespace"] + parent_path = Path(path).parent.as_posix() + + unreal.EditorAssetLibrary.delete_directory(path) + + asset_content = unreal.EditorAssetLibrary.list_assets( + parent_path, recursive=False + ) + + if len(asset_content) == 0: + unreal.EditorAssetLibrary.delete_directory(parent_path)