@@ -172,8 +172,9 @@ def collect_selected_assets(self, parent_item):
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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_path .asset_name == "LevelSequence" :
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+ self .logger .warning ("%s.%s" % (asset .asset_class_path .package_name , asset .asset_class_path .asset_name ))
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if sequence_edits is None :
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- sequence_edits = self .retrieve_sequence_edits (asset . asset_class_path )
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+ sequence_edits = self .retrieve_sequence_edits ()
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self .collect_level_sequence (parent_item , asset , sequence_edits )
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else :
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self .create_asset_item (
@@ -276,21 +277,20 @@ def collect_level_sequence(self, parent_item, asset, sequence_edits):
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# publishing.
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item .properties ["edits_path" ] = edits_path
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- def retrieve_sequence_edits (self , class_path ):
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+ def retrieve_sequence_edits (self ):
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"""
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Build a dictionary for all Level Sequences where keys are Level Sequences
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and values the list of edits they are in.
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- :param class_path: A :class:`TopLevelAssetPath`.
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:returns: A dictionary of :class:`unreal.LevelSequence` where values are
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lists of :class:`SequenceEdit`.
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"""
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sequence_edits = defaultdict (list )
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unreal_sg = sgtk .platform .current_engine ().unreal_sg_engine
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-
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+ lclass = 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 (class_path )
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+ all_level_sequences = asset_helper .get_assets_by_class (lclass )
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for lvseq_asset in all_level_sequences :
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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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