From ee3d88756cbb75deb966fab37c8369d8a4d9df6d Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Thu, 8 Dec 2022 13:00:31 +0000 Subject: [PATCH] Implemented loading --- .../hosts/unreal/plugins/load/load_uasset.py | 91 +++++++++++++++++++ 1 file changed, 91 insertions(+) create mode 100644 openpype/hosts/unreal/plugins/load/load_uasset.py diff --git a/openpype/hosts/unreal/plugins/load/load_uasset.py b/openpype/hosts/unreal/plugins/load/load_uasset.py new file mode 100644 index 0000000000..e3f967c43d --- /dev/null +++ b/openpype/hosts/unreal/plugins/load/load_uasset.py @@ -0,0 +1,91 @@ +# -*- coding: utf-8 -*- +"""Load UAsset.""" +from pathlib import Path +import shutil + +from openpype.pipeline import ( + get_representation_path, + AVALON_CONTAINER_ID +) +from openpype.hosts.unreal.api import plugin +from openpype.hosts.unreal.api import pipeline as unreal_pipeline +import unreal # noqa + + +class UAssetLoader(plugin.Loader): + """Load UAsset.""" + + families = ["uasset"] + label = "Load UAsset" + representations = ["uasset"] + icon = "cube" + color = "orange" + + def load(self, context, name, namespace, options): + """Load and containerise representation into Content Browser. + + Args: + context (dict): application context + name (str): subset name + namespace (str): in Unreal this is basically path to container. + This is not passed here, so namespace is set + by `containerise()` because only then we know + real path. + options (dict): Those would be data to be imprinted. This is not + used now, data are imprinted by `containerise()`. + + Returns: + list(str): list of container content + """ + + # Create directory for asset and OpenPype container + root = "/Game/OpenPype/Assets" + if options and options.get("asset_dir"): + root = options["asset_dir"] + asset = context.get('asset').get('name') + suffix = "_CON" + if asset: + asset_name = "{}_{}".format(asset, name) + else: + asset_name = "{}".format(name) + + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + "{}/{}/{}".format(root, asset, name), suffix="") + + container_name += suffix + + unreal.EditorAssetLibrary.make_directory(asset_dir) + + # Create Asset Container + container = unreal_pipeline.create_container( + container=container_name, path=asset_dir) + + container_path = unreal.SystemLibrary.get_system_path(container) + destination_path = Path(container_path).parent.as_posix() + + shutil.copy(self.fname, destination_path) + + data = { + "schema": "openpype:container-2.0", + "id": AVALON_CONTAINER_ID, + "asset": asset, + "namespace": asset_dir, + "container_name": container_name, + "asset_name": asset_name, + "loader": str(self.__class__.__name__), + "representation": context["representation"]["_id"], + "parent": context["representation"]["parent"], + "family": context["representation"]["context"]["family"] + } + unreal_pipeline.imprint( + "{}/{}".format(asset_dir, container_name), data) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + return asset_content