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plugin

Unreal specific plugin implementations for creators and loaders.

LayoutLoader

Bases: Loader

Load Layout from a JSON file

Source code in client/ayon_unreal/api/plugin.py
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class LayoutLoader(Loader):
    """Load Layout from a JSON file"""

    product_base_types = {"layout"}
    product_types = product_base_types
    representations = {"json"}

    label = "Load Layout"
    icon = "code-fork"
    color = "orange"
    loaded_layout_dir = "{folder[path]}/{product[name]}"
    loaded_layout_name = "{folder[name]}_{product[name]}_{version[version]}"
    remove_loaded_assets = False

    @staticmethod
    def _get_fbx_loader(loaders, family):
        name = ""
        if family in ['rig', 'skeletalMesh']:
            name = "SkeletalMeshFBXLoader"
        elif family in ['model', 'staticMesh']:
            name = "StaticMeshFBXLoader"
        elif family == 'camera':
            name = "CameraLoader"

        if not name:
            return None

        for loader in loaders:
            if loader.__name__ == name:
                return loader

        return None

    @staticmethod
    def _get_abc_loader(loaders, family):
        name = ""
        if family in ['rig', 'skeletalMesh']:
            name = "SkeletalMeshAlembicLoader"
        elif family in ['model', 'staticMesh']:
            name = "StaticMeshAlembicLoader"
        elif family in ["animation"]:
            name = "AnimationAlembicLoader"
        if not name:
            return None

        for loader in loaders:
            if loader.__name__ == name:
                return loader

        return None

    def _transform_from_basis(self, transform, basis, unreal_import=False):
        """Transform a transform from a basis to a new basis."""
        # Get the basis matrix
        basis_matrix = unreal.Matrix(
            basis[0],
            basis[1],
            basis[2],
            basis[3]
        )
        transform_matrix = unreal.Matrix(
            transform[0],
            transform[1],
            transform[2],
            transform[3]
        )

        new_transform = None
        if unreal_import:
            new_transform = transform_matrix * basis_matrix
        else:
            new_transform = (
                basis_matrix.get_inverse() * transform_matrix * basis_matrix)

        return new_transform.transform()

    def _get_repre_entities_by_version_id(self, project_name, data, repre_extension, force_loaded=False):
        version_ids = {
            element.get("version")
            for element in data
            if element.get("representation")
        }
        version_ids.discard(None)
        output = collections.defaultdict(list)
        if not version_ids:
            return output
        # Extract extensions from data with backward compatibility for "ma"
        extensions = {
            element.get("extension", "ma")
            for element in data
            if element.get("representation")
        }

        # Update extensions based on the force_loaded flag
        updated_extensions = set()

        for ext in extensions:
            if not force_loaded or repre_extension == "json":
                if ext == "ma":
                    updated_extensions.update({"fbx", "abc"})
                else:
                    updated_extensions.add(ext)
            else:
                updated_extensions.update({repre_extension})

        repre_entities = ayon_api.get_representations(
            project_name,
            representation_names=updated_extensions,
            version_ids=version_ids,
            fields={"id", "versionId", "name"}
        )
        for repre_entity in repre_entities:
            version_id = repre_entity["versionId"]
            output[version_id].append(repre_entity)
        return output

    def imprint(
        self,
        context: dict[str, Any],
        folder_path: str,
        folder_name: str,
        loaded_assets: list[str],
        asset_dir: str,
        asset_name: str,
        container_name: str,
        project_name: str,
        hierarchy_dir: Optional[str] = None,
    ) -> None:
        """Imprint the container with the necessary data.

        Args:
            context (dict): The context of the loading process.
            folder_path (str): The path to the folder where the layout is located.
            folder_name (str): The name of the folder
            loaded_assets (list): List of loaded assets.
            asset_dir (str): The asset directory.
            asset_name (str): The asset name.
            container_name (str): The name of the container.
            project_name (str): The name of the project.
            hierarchy_dir (str, optional): The directory of the hierarchy.
                Defaults to None.

        Note:
            This method is re-implemented with different signatures in
            many loader plugins. We should consider refactoring it in the
            future o avoid code duplication.

        """
        data = {
            "schema": "ayon:container-2.0",
            "id": AYON_CONTAINER_ID,
            "asset": folder_name,
            "folder_path": folder_path,
            "namespace": asset_dir,
            "container_name": container_name,
            "asset_name": asset_name,
            "loader": str(self.__class__.__name__),
            "representation": context["representation"]["id"],
            "parent": context["representation"]["versionId"],
            "product_base_type": context["product"]["productBaseType"],
            "family": context["product"]["productBaseType"],
            "loaded_assets": loaded_assets,
            "project_name": project_name
        }
        if hierarchy_dir is not None:
            data["master_directory"] = hierarchy_dir
        imprint(f"{asset_dir}/{container_name}", data)

    def _load_assets(
            self,
            instance_name,
            repre_id,
            product_base_type,
            repr_format):
        all_loaders = discover_loader_plugins()
        loaders = loaders_from_representation(
            all_loaders, repre_id)

        loader = None

        if repr_format == 'fbx':
            loader = self._get_fbx_loader(
                loaders, product_base_type)
        elif repr_format == 'abc':
            loader = self._get_abc_loader(
                loaders, product_base_type)

        if not loader:
            if repr_format == "ma":
                msg = (
                    f"No valid {product_base_type} loader found "
                    f"for {repre_id} ({repr_format}), "
                    f"consider using {product_base_type} loader "
                    "(fbx/abc) instead."
                )
                self.log.warning(msg)
            else:
                self.log.error(
                    f"No valid loader found for {repre_id} "
                    f"({repr_format}) "
                    f"{product_base_type}")
            return

        import_options = {
            "layout": True
        }
        assets = load_container(
            loader,
            repre_id,
            namespace=instance_name,
            options=import_options
        )
        return assets

    def _remove_Loaded_asset(self, container):
        """
        Delete the layout. First, check if the assets loaded with the layout
        are used by other layouts. If not, delete the assets.
        """
        if self.remove_loaded_assets:
            remove_asset_confirmation_dialog = unreal.EditorDialog.show_message(
                "The removal of the loaded assets",
                "The layout will be removed. Do you want to delete all associated assets as well?",
                unreal.AppMsgType.YES_NO)
            if (remove_asset_confirmation_dialog == unreal.AppReturnType.YES):
                remove_loaded_asset(container)

imprint(context, folder_path, folder_name, loaded_assets, asset_dir, asset_name, container_name, project_name, hierarchy_dir=None)

Imprint the container with the necessary data.

Parameters:

Name Type Description Default
context dict

The context of the loading process.

required
folder_path str

The path to the folder where the layout is located.

required
folder_name str

The name of the folder

required
loaded_assets list

List of loaded assets.

required
asset_dir str

The asset directory.

required
asset_name str

The asset name.

required
container_name str

The name of the container.

required
project_name str

The name of the project.

required
hierarchy_dir str

The directory of the hierarchy. Defaults to None.

None
Note

This method is re-implemented with different signatures in many loader plugins. We should consider refactoring it in the future o avoid code duplication.

Source code in client/ayon_unreal/api/plugin.py
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def imprint(
    self,
    context: dict[str, Any],
    folder_path: str,
    folder_name: str,
    loaded_assets: list[str],
    asset_dir: str,
    asset_name: str,
    container_name: str,
    project_name: str,
    hierarchy_dir: Optional[str] = None,
) -> None:
    """Imprint the container with the necessary data.

    Args:
        context (dict): The context of the loading process.
        folder_path (str): The path to the folder where the layout is located.
        folder_name (str): The name of the folder
        loaded_assets (list): List of loaded assets.
        asset_dir (str): The asset directory.
        asset_name (str): The asset name.
        container_name (str): The name of the container.
        project_name (str): The name of the project.
        hierarchy_dir (str, optional): The directory of the hierarchy.
            Defaults to None.

    Note:
        This method is re-implemented with different signatures in
        many loader plugins. We should consider refactoring it in the
        future o avoid code duplication.

    """
    data = {
        "schema": "ayon:container-2.0",
        "id": AYON_CONTAINER_ID,
        "asset": folder_name,
        "folder_path": folder_path,
        "namespace": asset_dir,
        "container_name": container_name,
        "asset_name": asset_name,
        "loader": str(self.__class__.__name__),
        "representation": context["representation"]["id"],
        "parent": context["representation"]["versionId"],
        "product_base_type": context["product"]["productBaseType"],
        "family": context["product"]["productBaseType"],
        "loaded_assets": loaded_assets,
        "project_name": project_name
    }
    if hierarchy_dir is not None:
        data["master_directory"] = hierarchy_dir
    imprint(f"{asset_dir}/{container_name}", data)

Loader

Bases: LoaderPlugin, ABC

This serves as skeleton for future Ayon specific functionality

Source code in client/ayon_unreal/api/plugin.py
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class Loader(LoaderPlugin, ABC):
    """This serves as skeleton for future Ayon specific functionality"""

UnrealActorCreator

Bases: UnrealBaseCreator

Base class for Unreal creator plugins based on actors.

Source code in client/ayon_unreal/api/plugin.py
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class UnrealActorCreator(UnrealBaseCreator):
    """Base class for Unreal creator plugins based on actors."""

    def create(self, product_name, instance_data, pre_create_data):
        """Create instance of the asset.

        Args:
            product_name (str): Name of the product.
            instance_data (dict): Data for the instance.
            pre_create_data (dict): Data for the instance.

        Returns:
            CreatedInstance: Created instance.
        """
        try:
            if UNREAL_VERSION.major == 5:
                world = unreal.UnrealEditorSubsystem().get_editor_world()
            else:
                world = unreal.EditorLevelLibrary.get_editor_world()

            # Check if the level is saved
            if world.get_path_name().startswith("/Temp/"):
                raise CreatorError(
                    "Level must be saved before creating instances.")

            # Check if instance data has members, filled by the plugin.
            # If not, use selection.
            if not instance_data.get("members"):
                actor_subsystem = unreal.EditorActorSubsystem()
                sel_actors = actor_subsystem.get_selected_level_actors()
                selection = [a.get_path_name() for a in sel_actors]

                instance_data["members"] = selection
            instance_data["level"] = world.get_path_name()

            super(UnrealActorCreator, self).create(
                product_name,
                instance_data,
                pre_create_data)

        except Exception as exc:
            raise CreatorError(f"Creator error: {exc}") from exc

    def get_pre_create_attr_defs(self):
        return [
            UILabelDef("Select actors to create instance from them."),
        ]

create(product_name, instance_data, pre_create_data)

Create instance of the asset.

Parameters:

Name Type Description Default
product_name str

Name of the product.

required
instance_data dict

Data for the instance.

required
pre_create_data dict

Data for the instance.

required

Returns:

Name Type Description
CreatedInstance

Created instance.

Source code in client/ayon_unreal/api/plugin.py
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def create(self, product_name, instance_data, pre_create_data):
    """Create instance of the asset.

    Args:
        product_name (str): Name of the product.
        instance_data (dict): Data for the instance.
        pre_create_data (dict): Data for the instance.

    Returns:
        CreatedInstance: Created instance.
    """
    try:
        if UNREAL_VERSION.major == 5:
            world = unreal.UnrealEditorSubsystem().get_editor_world()
        else:
            world = unreal.EditorLevelLibrary.get_editor_world()

        # Check if the level is saved
        if world.get_path_name().startswith("/Temp/"):
            raise CreatorError(
                "Level must be saved before creating instances.")

        # Check if instance data has members, filled by the plugin.
        # If not, use selection.
        if not instance_data.get("members"):
            actor_subsystem = unreal.EditorActorSubsystem()
            sel_actors = actor_subsystem.get_selected_level_actors()
            selection = [a.get_path_name() for a in sel_actors]

            instance_data["members"] = selection
        instance_data["level"] = world.get_path_name()

        super(UnrealActorCreator, self).create(
            product_name,
            instance_data,
            pre_create_data)

    except Exception as exc:
        raise CreatorError(f"Creator error: {exc}") from exc

UnrealAssetCreator

Bases: UnrealBaseCreator

Base class for Unreal creator plugins based on assets.

Source code in client/ayon_unreal/api/plugin.py
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class UnrealAssetCreator(UnrealBaseCreator):
    """Base class for Unreal creator plugins based on assets."""

    def create(self, product_name, instance_data, pre_create_data):
        """Create instance of the asset.

        Args:
            product_name (str): Name of the product.
            instance_data (dict): Data for the instance.
            pre_create_data (dict): Data for the instance.

        Returns:
            CreatedInstance: Created instance.
        """
        try:
            # Check if instance data has members, filled by the plugin.
            # If not, use selection.
            if not pre_create_data.get("members"):
                pre_create_data["members"] = []

                if pre_create_data.get("use_selection"):
                    utilib = unreal.EditorUtilityLibrary
                    sel_objects = utilib.get_selected_assets()
                    pre_create_data["members"] = [
                        a.get_path_name() for a in sel_objects]

            super(UnrealAssetCreator, self).create(
                product_name,
                instance_data,
                pre_create_data)

        except Exception as exc:
            raise CreatorError(f"Creator error: {exc}") from exc

    def get_pre_create_attr_defs(self):
        return [
            BoolDef("use_selection", label="Use selection", default=True)
        ]

create(product_name, instance_data, pre_create_data)

Create instance of the asset.

Parameters:

Name Type Description Default
product_name str

Name of the product.

required
instance_data dict

Data for the instance.

required
pre_create_data dict

Data for the instance.

required

Returns:

Name Type Description
CreatedInstance

Created instance.

Source code in client/ayon_unreal/api/plugin.py
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def create(self, product_name, instance_data, pre_create_data):
    """Create instance of the asset.

    Args:
        product_name (str): Name of the product.
        instance_data (dict): Data for the instance.
        pre_create_data (dict): Data for the instance.

    Returns:
        CreatedInstance: Created instance.
    """
    try:
        # Check if instance data has members, filled by the plugin.
        # If not, use selection.
        if not pre_create_data.get("members"):
            pre_create_data["members"] = []

            if pre_create_data.get("use_selection"):
                utilib = unreal.EditorUtilityLibrary
                sel_objects = utilib.get_selected_assets()
                pre_create_data["members"] = [
                    a.get_path_name() for a in sel_objects]

        super(UnrealAssetCreator, self).create(
            product_name,
            instance_data,
            pre_create_data)

    except Exception as exc:
        raise CreatorError(f"Creator error: {exc}") from exc

UnrealBaseAutoCreator

Bases: AutoCreator, UnrealCreateLogic

Base class for Unreal auto creator plugins.

Source code in client/ayon_unreal/api/plugin.py
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class UnrealBaseAutoCreator(AutoCreator, UnrealCreateLogic):
    """Base class for Unreal auto creator plugins."""

    settings_category = "unreal"

    def collect_instances(self):
        return self._default_collect_instances()

    def update_instances(self, update_list):
        return self._default_update_instances(update_list)

    def remove_instances(self, instances):
        return self._default_remove_instances(instances)

UnrealBaseCreator

Bases: UnrealCreateLogic, Creator

Base class for Unreal creator plugins.

Source code in client/ayon_unreal/api/plugin.py
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class UnrealBaseCreator(UnrealCreateLogic, Creator):
    """Base class for Unreal creator plugins."""

    settings_category = "unreal"

    def create(self, product_name, instance_data, pre_create_data):
        self.create_unreal(product_name, instance_data, pre_create_data)

    def collect_instances(self):
        return self._default_collect_instances()

    def update_instances(self, update_list):
        return self._default_update_instances(update_list)

    def remove_instances(self, instances):
        return self._default_remove_instances(instances)

UnrealCreateLogic

Universal class for logic that Unreal creators could inherit from.

Source code in client/ayon_unreal/api/plugin.py
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class UnrealCreateLogic:
    """Universal class for logic that Unreal creators could inherit from."""
    root = "/Game/Ayon/AyonPublishInstances"
    suffix = "_INS"


    @staticmethod
    def get_cached_instances(shared_data):
        """Cache instances for Creators to shared data.

        Create `unreal_cached_products` key when needed in shared data and
        fill it with all collected instances from the scene under its
        respective creator identifiers.

        If legacy instances are detected in the scene, create
        `unreal_cached_legacy_products` there and fill it with
        all legacy products under product_base_type as a key.

        Args:
            Dict[str, Any]: Shared data.

        Return:
            Dict[str, Any]: Shared data dictionary.

        """
        if shared_data.get("unreal_cached_products") is None:
            unreal_cached_products = collections.defaultdict(list)
            unreal_cached_legacy_products = collections.defaultdict(list)
            for instance in ls_inst():
                creator_id = instance.get("creator_identifier")
                if creator_id:
                    unreal_cached_products[creator_id].append(instance)
                else:
                    # Handle legacy instances that may use "product_type"
                    # instead of "product_base_type" to avoid KeyError.
                    product_base_type = (
                            instance.get("product_base_type")
                            or instance.get("product_type")
                    )
                    if product_base_type is None:
                        unreal.log_warning(
                            f"Legacy instance without product_base_type or "
                            f"product_type: {instance}"
                        )
                        continue
                    unreal_cached_legacy_products[product_base_type].append(
                        instance)

            shared_data["unreal_cached_products"] = unreal_cached_products
            shared_data["unreal_cached_legacy_products"] = (
                unreal_cached_legacy_products
            )
        return shared_data

    def _default_collect_instances(self):
        # cache instances if missing
        self.get_cached_instances(self.collection_shared_data)
        for instance in self.collection_shared_data[
                "unreal_cached_products"].get(self.identifier, []):
            # Unreal saves metadata as string, so we need to convert it back
            instance['creator_attributes'] = ast.literal_eval(
                instance.get('creator_attributes', '{}'))
            instance['publish_attributes'] = ast.literal_eval(
                instance.get('publish_attributes', '{}'))
            instance['members'] = ast.literal_eval(
                instance.get('members', '[]'))
            instance['families'] = ast.literal_eval(
                instance.get('families', '[]'))
            instance['active'] = ast.literal_eval(
                instance.get('active', ''))
            created_instance = CreatedInstance.from_existing(instance, self)
            self._add_instance_to_context(created_instance)

    def _default_update_instances(self, update_list):
        for created_inst, changes in update_list:
            instance_node = created_inst.get("instance_path", "")

            if not instance_node:
                unreal.log_warning(
                    f"Instance node not found for {created_inst}")
                continue

            new_values = {
                key: changes[key].new_value
                for key in changes.changed_keys
            }
            imprint(
                instance_node,
                new_values
            )

    def _default_remove_instances(self, instances):
        for instance in instances:
            instance_node = instance.data.get("instance_path", "")
            if instance_node:
                unreal.EditorAssetLibrary.delete_asset(instance_node)

            self._remove_instance_from_context(instance)


    def create_unreal(self, product_name, instance_data, pre_create_data):
        try:
            instance_name = f"{product_name}{self.suffix}"
            pub_instance = create_publish_instance(instance_name, self.root)

            instance_data["product_name"] = product_name
            instance_data["instance_path"] = f"{self.root}/{instance_name}"

            product_type: str = instance_data.get("product_type")
            if not product_type:
                product_type = self.product_base_type

            instance = CreatedInstance(
                product_type=product_type,
                product_base_type=self.product_base_type,
                product_name=product_name,
                data=instance_data,
                creator=self,
            )
            self._add_instance_to_context(instance)

            pub_instance.set_editor_property('add_external_assets', True)
            assets = pub_instance.get_editor_property('asset_data_external')

            ar = unreal.AssetRegistryHelpers.get_asset_registry()

            for member in pre_create_data.get("members", []):
                obj = ar.get_asset_by_object_path(member).get_asset()
                assets.add(obj)

            imprint(f"{self.root}/{instance_name}",
                    instance.data_to_store())

            return instance

        except Exception as exc:
            raise CreatorError(f"Creator error: {exc}") from exc

get_cached_instances(shared_data) staticmethod

Cache instances for Creators to shared data.

Create unreal_cached_products key when needed in shared data and fill it with all collected instances from the scene under its respective creator identifiers.

If legacy instances are detected in the scene, create unreal_cached_legacy_products there and fill it with all legacy products under product_base_type as a key.

Parameters:

Name Type Description Default
Dict[str, Any]

Shared data.

required
Return

Dict[str, Any]: Shared data dictionary.

Source code in client/ayon_unreal/api/plugin.py
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@staticmethod
def get_cached_instances(shared_data):
    """Cache instances for Creators to shared data.

    Create `unreal_cached_products` key when needed in shared data and
    fill it with all collected instances from the scene under its
    respective creator identifiers.

    If legacy instances are detected in the scene, create
    `unreal_cached_legacy_products` there and fill it with
    all legacy products under product_base_type as a key.

    Args:
        Dict[str, Any]: Shared data.

    Return:
        Dict[str, Any]: Shared data dictionary.

    """
    if shared_data.get("unreal_cached_products") is None:
        unreal_cached_products = collections.defaultdict(list)
        unreal_cached_legacy_products = collections.defaultdict(list)
        for instance in ls_inst():
            creator_id = instance.get("creator_identifier")
            if creator_id:
                unreal_cached_products[creator_id].append(instance)
            else:
                # Handle legacy instances that may use "product_type"
                # instead of "product_base_type" to avoid KeyError.
                product_base_type = (
                        instance.get("product_base_type")
                        or instance.get("product_type")
                )
                if product_base_type is None:
                    unreal.log_warning(
                        f"Legacy instance without product_base_type or "
                        f"product_type: {instance}"
                    )
                    continue
                unreal_cached_legacy_products[product_base_type].append(
                    instance)

        shared_data["unreal_cached_products"] = unreal_cached_products
        shared_data["unreal_cached_legacy_products"] = (
            unreal_cached_legacy_products
        )
    return shared_data