@@ -171,7 +171,7 @@ def collect_selected_assets(self, parent_item):
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sequence_edits = None
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# Iterate through the selected assets and get their info and add them as items to be published
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for asset in unreal_sg .selected_assets :
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- if asset .asset_class == "LevelSequence" :
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+ if asset .asset_class_path . asset_name == "LevelSequence" :
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if sequence_edits is None :
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sequence_edits = self .retrieve_sequence_edits ()
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self .collect_level_sequence (parent_item , asset , sequence_edits )
@@ -180,8 +180,8 @@ def collect_selected_assets(self, parent_item):
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parent_item ,
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# :class:`Name` instances, we cast them to strings otherwise
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# string operations fail down the line..
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- "%s" % asset .object_path ,
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- "%s" % asset .asset_class ,
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+ "%s" % unreal_sg .object_path ( asset ) ,
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+ "%s" % asset .asset_class_path . asset_name ,
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"%s" % asset .asset_name ,
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)
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@@ -255,7 +255,8 @@ def collect_level_sequence(self, parent_item, asset, sequence_edits):
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:param sequence_edits: A dictionary with :class:`unreal.LevelSequence as keys and
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lists of :class:`SequenceEdit` as values.
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"""
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- level_sequence = unreal .load_asset (asset .object_path )
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+ unreal_sg = sgtk .platform .current_engine ().unreal_sg_engine
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+ level_sequence = unreal .load_asset (unreal_sg .object_path (asset ))
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for edits_path in self .get_all_paths_from_sequence (level_sequence , sequence_edits ):
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# Reverse the path to have it from top master sequence to the shot.
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edits_path .reverse ()
@@ -284,12 +285,13 @@ def retrieve_sequence_edits(self):
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lists of :class:`SequenceEdit`.
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"""
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sequence_edits = defaultdict (list )
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-
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+ unreal_sg = sgtk .platform .current_engine ().unreal_sg_engine
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+ level_sequence_class = unreal .TopLevelAssetPath ("/Script/LevelSequence" , "LevelSequence" )
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asset_helper = unreal .AssetRegistryHelpers .get_asset_registry ()
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# Retrieve all Level Sequence assets
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- all_level_sequences = asset_helper .get_assets_by_class ("LevelSequence" )
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+ all_level_sequences = asset_helper .get_assets_by_class (level_sequence_class )
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for lvseq_asset in all_level_sequences :
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- lvseq = unreal .load_asset (lvseq_asset .object_path , unreal .LevelSequence )
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+ lvseq = unreal .load_asset (unreal_sg .object_path ( lvseq_asset ) , unreal .LevelSequence )
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# Check shots
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for track in lvseq .find_master_tracks_by_type (unreal .MovieSceneCinematicShotTrack ):
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for section in track .get_sections ():
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