Change Roadrunned semantic names in the move commandlet

This commit is contained in:
Michele Bianchi 2020-01-10 16:20:38 +09:00 committed by Marc Garcia Puig
parent cfc33405ab
commit 3f7c7d2882
1 changed files with 15 additions and 0 deletions

View File

@ -86,6 +86,12 @@ void MoveFiles(const TArray<UObject *> &Assets, const FString &DestPath)
new(AssetsAndNames) FAssetRenameData(Asset, DestPath, Asset->GetName());
}
std::cerr << "These are the assets we are going to move: " << std::endl;
for (const auto& asset: AssetsAndNames) {
std::cerr << "\tFrom: " << TCHAR_TO_ANSI(*asset.OldObjectPath.GetAssetPathString()) << std::endl;
std::cerr << "\tTo: " << TCHAR_TO_ANSI(*asset.NewObjectPath.GetAssetPathString()) << std::endl;
}
if (AssetsAndNames.Num() > 0)
{
AssetToolsModule.Get().RenameAssetsWithDialog(AssetsAndNames);
@ -115,6 +121,8 @@ void UMoveAssetsCommandlet::MoveAssetsFromMapForSemanticSegmentation(
AssetDataMap.Add(Paths, {});
}
std::cerr << "Time to move " << MapContents.Num() << " assets." << std::endl;
for (const auto &MapAsset : MapContents)
{
// Get AssetName
@ -124,11 +132,17 @@ void UMoveAssetsCommandlet::MoveAssetsFromMapForSemanticSegmentation(
FString AssetName;
MapAsset.AssetName.ToString(AssetName);
std::cerr << "Moving Object: " << TCHAR_TO_ANSI(*ObjectName) << std::endl;
std::cerr << "Moving Asset: " << TCHAR_TO_ANSI(*AssetName) << std::endl;
if (SrcPath.Len())
{
const FString CurrentPackageName = MeshAsset->GetOutermost()->GetName();
std::cerr << "Package name: " << TCHAR_TO_ANSI(*CurrentPackageName) << std::endl;
std::cerr << "Source path: " << TCHAR_TO_ANSI(*SrcPath) << std::endl;
if (!ensure(CurrentPackageName.StartsWith(SrcPath)))
{
continue;
@ -155,6 +169,7 @@ void UMoveAssetsCommandlet::MoveAssetsFromMapForSemanticSegmentation(
for (const auto &Elem : AssetDataMap)
{
FString DestPath = TEXT("/Game/") + PackageName + TEXT("/Static/") + Elem.Key + "/" + MapName;
std::cerr << "Now moving all " << TCHAR_TO_ANSI(*Elem.Key) << " to " << TCHAR_TO_ANSI(*DestPath) << std::endl;
MoveFiles(Elem.Value, DestPath);
}
}