@@ -171,7 +171,7 @@ def collect_selected_assets(self, parent_item):
171171 sequence_edits = None
172172 # Iterate through the selected assets and get their info and add them as items to be published
173173 for asset in unreal_sg .selected_assets :
174- if asset .asset_class == "LevelSequence" :
174+ if asset .asset_class_path . asset_name == "LevelSequence" :
175175 if sequence_edits is None :
176176 sequence_edits = self .retrieve_sequence_edits ()
177177 self .collect_level_sequence (parent_item , asset , sequence_edits )
@@ -180,8 +180,8 @@ def collect_selected_assets(self, parent_item):
180180 parent_item ,
181181 # :class:`Name` instances, we cast them to strings otherwise
182182 # string operations fail down the line..
183- "%s" % asset .object_path ,
184- "%s" % asset .asset_class ,
183+ "%s" % unreal_sg .object_path ( asset ) ,
184+ "%s" % asset .asset_class_path . asset_name ,
185185 "%s" % asset .asset_name ,
186186 )
187187
@@ -255,7 +255,8 @@ def collect_level_sequence(self, parent_item, asset, sequence_edits):
255255 :param sequence_edits: A dictionary with :class:`unreal.LevelSequence as keys and
256256 lists of :class:`SequenceEdit` as values.
257257 """
258- level_sequence = unreal .load_asset (asset .object_path )
258+ unreal_sg = sgtk .platform .current_engine ().unreal_sg_engine
259+ level_sequence = unreal .load_asset (unreal_sg .object_path (asset ))
259260 for edits_path in self .get_all_paths_from_sequence (level_sequence , sequence_edits ):
260261 # Reverse the path to have it from top master sequence to the shot.
261262 edits_path .reverse ()
@@ -284,12 +285,13 @@ def retrieve_sequence_edits(self):
284285 lists of :class:`SequenceEdit`.
285286 """
286287 sequence_edits = defaultdict (list )
287-
288+ unreal_sg = sgtk .platform .current_engine ().unreal_sg_engine
289+ level_sequence_class = unreal .TopLevelAssetPath ("/Script/LevelSequence" , "LevelSequence" )
288290 asset_helper = unreal .AssetRegistryHelpers .get_asset_registry ()
289291 # Retrieve all Level Sequence assets
290- all_level_sequences = asset_helper .get_assets_by_class ("LevelSequence" )
292+ all_level_sequences = asset_helper .get_assets_by_class (level_sequence_class )
291293 for lvseq_asset in all_level_sequences :
292- lvseq = unreal .load_asset (lvseq_asset .object_path , unreal .LevelSequence )
294+ lvseq = unreal .load_asset (unreal_sg .object_path ( lvseq_asset ) , unreal .LevelSequence )
293295 # Check shots
294296 for track in lvseq .find_master_tracks_by_type (unreal .MovieSceneCinematicShotTrack ):
295297 for section in track .get_sections ():
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