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Checking existing uasset data during setting version after the load #180
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Checking existing uasset data during setting version after the load #180
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…versioning or setting version
@moonyuet could u elaborate more on how to migrate assets and use as content plugin? Im not sure where shoud I migrate it and how....besides the obvious UE |
You can test with the scenario like below:
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I have tested as you wrote and my findings so far are:
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Im enclosing the log when replacing the version with other (moved to other location) is not working but not failing with error:
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I will fix it in the upcoming commit |
still even if keeping the Still behave the same as when moving the full version folder to different location... |
I really dont know whats the intention of this one....as But still malfunctioning on |
Maybe I dont explain well about the migration tool. This video might help a little bit. The fix is not really related to how the migration tool works with the asset (It's actually working pretty well within the task project after the enhancement on the scene inventory, I didn't try to migrate this asset into different project) but how the up-versioning and setting version can check on the existing uasset data. (It's not working for the switching asset)
We can probably introduce some more info to make to check works also with the related existing uasset data with the inventory tool. If you want to |
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So I've tested it in the Content Plugin scenario. TL;DR: it doesn't work as it should. This is the result:
The v003 is newly loaded model, v001 is the model migrated to content plugin. What I would expect is that new version will be loaded to the content plugin (or the existing one should be updated, if not used elsewhere).
More info about how to replicate
- create the Content Plugin - In Unreal, open plugins manager. Top right there is a green button "+add", select Content Plugin, fill in the required stuff, select the destination folder for the plugin (outside the project).
- loade something to Unreal - load something from AYON to Unreal
- migrate the loaded asset to Content plugin - select the folder you've just loaded in content plugin, right click, hit migrate, select the folder in your new content plugin and finish migration. Delete the original asset in the project if it is still there. At this point, the Scene Manager should still see the loaded asset.
- Publish new version of that stuff and try to load it, or switch the version on it. New data should end up in the content plugin and not in the project.
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sry wrong post...had been removed
@antirotor I have implemented the changes, and the asset would be loaded to the content plugins instead if there is one. |
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I have been through all the steps 1 - 4 succesful and as seen on the scrngrab I could still see the loaded asset which was migrated via content plugin
to external folder 👍
Scene Inventory lists the loaded asset even tho content folder been empty (as these are comming from the content plugin)
When inspecting the content folder (content plugins one) there is probably an issue once triggering Manage > Set Version
as the newly loaded asset data sits next to the original version (not sure how this should be working- probably replacing the orig files?)
as you can see v001
and v002
been in different folder
and also when triggering Ayon > Load
for bringing fresh new asset version... again inspecting the content folder the newly loaded version (in my case v003
) sits off the folder for the prop completely - which is odd too.
should be inside root asset folder at least (marked by green arrow)
PS. : pls dont be confused by the asset name consisting of container_scifi_02
as its asset name not version, rather pointing it out to not confuse you - yeah I should have picked different asset before testing sry :)
Changelog Description
This PR is to add the missing check on existing uasset data during up-versioning or setting version after loading.
And this also allows the container data stores outside content directories.
Resolve #42
Additional clip to showcase how the enhancement looks like:
https://github.com/user-attachments/assets/c59e580d-7379-40b9-ac6e-094481ba693b
Additional review information
You can find more description of the issue in #42 (comment)
Testing notes: