mirror of
https://github.com/ynput/ayon-core.git
synced 2025-12-24 12:54:40 +01:00
Set back sequencer and viewport when updating layout or camera
This commit is contained in:
parent
ff2c494705
commit
eb5b5bf492
2 changed files with 44 additions and 10 deletions
|
|
@ -3,9 +3,12 @@
|
|||
from pathlib import Path
|
||||
|
||||
import unreal
|
||||
from unreal import EditorAssetLibrary
|
||||
from unreal import EditorLevelLibrary
|
||||
from unreal import EditorLevelUtils
|
||||
from unreal import (
|
||||
EditorAssetLibrary,
|
||||
EditorLevelLibrary,
|
||||
EditorLevelUtils,
|
||||
LevelSequenceEditorBlueprintLibrary as LevelSequenceLib,
|
||||
)
|
||||
from openpype.client import get_asset_by_name
|
||||
from openpype.pipeline import (
|
||||
AYON_CONTAINER_ID,
|
||||
|
|
@ -259,6 +262,13 @@ class CameraLoader(plugin.Loader):
|
|||
def update(self, container, representation):
|
||||
ar = unreal.AssetRegistryHelpers.get_asset_registry()
|
||||
|
||||
curr_level_sequence = LevelSequenceLib.get_current_level_sequence()
|
||||
curr_time = LevelSequenceLib.get_current_time()
|
||||
is_cam_lock = LevelSequenceLib.is_camera_cut_locked_to_viewport()
|
||||
|
||||
editor_subsystem = unreal.UnrealEditorSubsystem()
|
||||
vp_loc, vp_rot = editor_subsystem.get_level_viewport_camera_info()
|
||||
|
||||
asset_dir = container.get('namespace')
|
||||
|
||||
EditorLevelLibrary.save_current_level()
|
||||
|
|
@ -416,6 +426,13 @@ class CameraLoader(plugin.Loader):
|
|||
|
||||
EditorLevelLibrary.load_level(master_level)
|
||||
|
||||
if curr_level_sequence:
|
||||
LevelSequenceLib.open_level_sequence(curr_level_sequence)
|
||||
LevelSequenceLib.set_current_time(curr_time)
|
||||
LevelSequenceLib.set_lock_camera_cut_to_viewport(is_cam_lock)
|
||||
|
||||
editor_subsystem.set_level_viewport_camera_info(vp_loc, vp_rot)
|
||||
|
||||
def remove(self, container):
|
||||
asset_dir = container.get('namespace')
|
||||
path = Path(asset_dir)
|
||||
|
|
|
|||
|
|
@ -5,13 +5,16 @@ import collections
|
|||
from pathlib import Path
|
||||
|
||||
import unreal
|
||||
from unreal import EditorAssetLibrary
|
||||
from unreal import EditorLevelLibrary
|
||||
from unreal import EditorLevelUtils
|
||||
from unreal import AssetToolsHelpers
|
||||
from unreal import FBXImportType
|
||||
from unreal import MovieSceneLevelVisibilityTrack
|
||||
from unreal import MovieSceneSubTrack
|
||||
from unreal import (
|
||||
EditorAssetLibrary,
|
||||
EditorLevelLibrary,
|
||||
EditorLevelUtils,
|
||||
AssetToolsHelpers,
|
||||
FBXImportType,
|
||||
MovieSceneLevelVisibilityTrack,
|
||||
MovieSceneSubTrack,
|
||||
LevelSequenceEditorBlueprintLibrary as LevelSequenceLib,
|
||||
)
|
||||
|
||||
from openpype.client import get_asset_by_name, get_representations
|
||||
from openpype.pipeline import (
|
||||
|
|
@ -661,6 +664,13 @@ class LayoutLoader(plugin.Loader):
|
|||
|
||||
ar = unreal.AssetRegistryHelpers.get_asset_registry()
|
||||
|
||||
curr_level_sequence = LevelSequenceLib.get_current_level_sequence()
|
||||
curr_time = LevelSequenceLib.get_current_time()
|
||||
is_cam_lock = LevelSequenceLib.is_camera_cut_locked_to_viewport()
|
||||
|
||||
editor_subsystem = unreal.UnrealEditorSubsystem()
|
||||
vp_loc, vp_rot = editor_subsystem.get_level_viewport_camera_info()
|
||||
|
||||
root = "/Game/Ayon"
|
||||
|
||||
asset_dir = container.get('namespace')
|
||||
|
|
@ -742,6 +752,13 @@ class LayoutLoader(plugin.Loader):
|
|||
elif prev_level:
|
||||
EditorLevelLibrary.load_level(prev_level)
|
||||
|
||||
if curr_level_sequence:
|
||||
LevelSequenceLib.open_level_sequence(curr_level_sequence)
|
||||
LevelSequenceLib.set_current_time(curr_time)
|
||||
LevelSequenceLib.set_lock_camera_cut_to_viewport(is_cam_lock)
|
||||
|
||||
editor_subsystem.set_level_viewport_camera_info(vp_loc, vp_rot)
|
||||
|
||||
def remove(self, container):
|
||||
"""
|
||||
Delete the layout. First, check if the assets loaded with the layout
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue