Now we can import multiple maps and props! :D

This commit is contained in:
Manish 2019-06-21 20:55:31 +02:00 committed by Néstor Subirón
parent b96ea36d6f
commit 60a45199ea
3 changed files with 91 additions and 64 deletions

View File

@ -2,7 +2,11 @@
#include "CookAssetsCommandlet.h"
#include "GameFramework/WorldSettings.h"
#include "HAL/PlatformFilemanager.h"
#include "HAL/PlatformFile.h"
#include "UObject/MetaData.h"
// #include "CommandletPluginPrivate.h"
UCookAssetsCommandlet::UCookAssetsCommandlet()
@ -60,13 +64,12 @@ void UCookAssetsCommandlet::LoadWorld(FAssetData &AssetData)
}
}
void UCookAssetsCommandlet::AddMeshesToWorld(
TArray<AStaticMeshActor *> UCookAssetsCommandlet::AddMeshesToWorld(
const TArray<FString> &AssetsPaths,
bool bUseCarlaMaterials)
{
for (auto s : AssetsPaths) {
UE_LOG(LogTemp, Log, TEXT("MESH: %s"), *s)
}
TArray<AStaticMeshActor *> SpawnedMeshes;
AssetsObjectLibrary = UObjectLibrary::CreateLibrary(UStaticMesh::StaticClass(), false, GIsEditor);
AssetsObjectLibrary->AddToRoot();
AssetsObjectLibrary->LoadAssetDataFromPaths(AssetsPaths);
@ -82,19 +85,14 @@ void UCookAssetsCommandlet::AddMeshesToWorld(
UStaticMesh *MeshAsset;
AStaticMeshActor *MeshActor;
if(MapContents.Num() <= 0) {
UE_LOG(LogTemp, Log, TEXT("EMPTY MAP CONTENTS FOUND"));
}
for (auto MapAsset : MapContents)
{
UE_LOG(LogTemp, Log, TEXT("ADDING MESHES"));
MeshAsset = CastChecked<UStaticMesh>(MapAsset.GetAsset());
MeshActor = World->SpawnActor<AStaticMeshActor>(AStaticMeshActor::StaticClass(),
initialVector,
initialRotator);
MeshActor->GetStaticMeshComponent()->SetStaticMesh(CastChecked<UStaticMesh>(MeshAsset));
SpawnedMeshes.Add(MeshActor);
if (bUseCarlaMaterials)
{
FString AssetName;
@ -119,6 +117,17 @@ void UCookAssetsCommandlet::AddMeshesToWorld(
}
}
World->MarkPackageDirty();
return SpawnedMeshes;
}
void UCookAssetsCommandlet::DestroyWorldSpawnedActors(TArray<AStaticMeshActor *> &SpawnedActors)
{
for (auto Actor : SpawnedActors)
{
Actor->Destroy();
}
World->MarkPackageDirty();
}
@ -138,13 +147,11 @@ bool UCookAssetsCommandlet::SaveWorld(FAssetData &AssetData, FString &DestPath,
World->GetOuter()->MarkPackageDirty();
// Filling the map stuff (Code only applied for maps)
// AOpenDriveActor *OpenWorldActor =
//
//
// CastChecked<AOpenDriveActor>(World->SpawnActor(AOpenDriveActor::StaticClass(),
// new FVector(), NULL));
// OpenWorldActor->BuildRoutes(WorldName);
// OpenWorldActor->AddSpawners();
AOpenDriveActor *OpenWorldActor =
CastChecked<AOpenDriveActor>(World->SpawnActor(AOpenDriveActor::StaticClass(),
new FVector(), NULL));
OpenWorldActor->BuildRoutes(WorldName);
OpenWorldActor->AddSpawners();
// Saving the package
FString PackageFileName = FPackageName::LongPackageNameToFilename(PackageName,
@ -200,60 +207,79 @@ FAssetsPaths UCookAssetsCommandlet::GetAssetsPathFromPackage(const FString &Pack
return AssetsPaths;
}
bool SaveStringTextToFile(
FString SaveDirectory,
FString FileName,
FString SaveText,
bool bAllowOverWriting)
{
IPlatformFile &PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
// CreateDirectoryTree returns true if the destination
// directory existed prior to call or has been created
// during the call.
if (PlatformFile.CreateDirectoryTree(*SaveDirectory))
{
// Get absolute file path
FString AbsoluteFilePath = SaveDirectory + "/" + FileName;
// Allow overwriting or file doesn't already exist
if (bAllowOverWriting || !PlatformFile.FileExists(*AbsoluteFilePath))
{
FFileHelper::SaveStringToFile(SaveText, *AbsoluteFilePath);
}
}
return true;
}
int32 UCookAssetsCommandlet::Main(const FString &Params)
{
FPackageParams PackageParams = ParseParams(Params);
UE_LOG(LogTemp, Log, TEXT("Call to Cook Assets Commandlet"));
UE_LOG(LogTemp, Log, TEXT("Package Name: %s"), *PackageParams.Name);
// Get Props and Maps Path
UE_LOG(LogTemp, Log, TEXT("------ GET ASSETS PATH ------"));
FAssetsPaths AssetsPaths = GetAssetsPathFromPackage(PackageParams.Name);
UE_LOG(LogTemp, Log, TEXT("------ ADDING MAPS TO WORLD ------"));
for (auto Map : AssetsPaths.MapsPaths)
{
UE_LOG(LogTemp, Log, TEXT("MAP NAME: %s"), *Map.Name);
UE_LOG(LogTemp, Log, TEXT("MAP PATH: %s"), *Map.Path);
// Load World
FString RoadsPath = TEXT("/Game/") + PackageParams.Name + TEXT("/Static/RoadNode/") + Map.Name;
FString MarkingLinePath = TEXT("/Game/") + PackageParams.Name + TEXT("/Static/MarkingNode/") + Map.Name;
FString TerrainPath = TEXT("/Game/") + PackageParams.Name + TEXT("/Static/TerrainNode/") + Map.Name;
UE_LOG(LogTemp, Log, TEXT("ROADS PATH: %s"), *RoadsPath);
UE_LOG(LogTemp, Log, TEXT("MARKING PATH: %s"), *MarkingLinePath);
UE_LOG(LogTemp, Log, TEXT("TERRAIN PATH: %s"), *TerrainPath);
TArray<FString> DataPath = {RoadsPath, MarkingLinePath, TerrainPath};
FAssetData AssetData;
LoadWorld(AssetData);
World = CastChecked<UWorld>(AssetData.GetAsset());
UE_LOG(LogTemp, Log, TEXT("------ ADD MESHES TO MAP ------"));
// MoveMapMeshes(Map.Path, DataPath);
// FString Path = TEXT("/Game/") + PackageParams.Name + TEXT("/Maps/") + Map.Name;
// TArray<FString> Paths;
// Paths.Add(Path);
AddMeshesToWorld(DataPath, Map.bUseCarlaMapMaterials);
UE_LOG(LogTemp, Log, TEXT("-------------------------------"));
FString MapPathData;
for (auto Map : AssetsPaths.MapsPaths)
{
FString RoadsPath = TEXT("/Game/") + PackageParams.Name + TEXT("/Static/RoadNode/") + Map.Name;
FString MarkingLinePath = TEXT("/Game/") + PackageParams.Name + TEXT("/Static/MarkingNode/") + Map.Name;
FString TerrainPath = TEXT("/Game/") + PackageParams.Name + TEXT("/Static/TerrainNode/") + Map.Name;
TArray<FString> DataPath = {RoadsPath, MarkingLinePath, TerrainPath};
// Add Map Meshes to World
TArray<AStaticMeshActor *> SpawnedActors = AddMeshesToWorld(DataPath, Map.bUseCarlaMapMaterials);
// Save the World in specified path
SaveWorld(AssetData, Map.Path, Map.Name);
// Remove spawned actors from world to keep equal as BaseMap
DestroyWorldSpawnedActors(SpawnedActors);
MapPathData.Append(Map.Path + TEXT("\n"));
}
// UE_LOG(LogTemp, Log, TEXT("------ ADDING PROPS TO WORLD ------"));
// FAssetData AssetData;
// LoadWorld(AssetData);
// World = CastChecked<UWorld>(AssetData.GetAsset());
// // Add props in a single base map
// AddMeshesToWorld(AssetsPaths.PropsPaths, false);
// Save Map Path File for further use
FString SaveDirectory = FString("/Game/") + PackageParams.Name + TEXT("/Config");
FString FileName = FString("MapPaths.txt");
// UE_LOG(LogTemp, Log, TEXT("------ SAVING BASEMAP WORLD ------"));
// FString WorldDestPath = TEXT("/Game/") + PackageParams.Name +
// "/Maps/MapName";
// FString MapName("MapName");
// SaveWorld(AssetData, WorldDestPath, MapName);
// TODO: This throws a weird error when saving, we need to fix it
// SaveStringTextToFile(SaveDirectory, FileName, MapPathData, true);
// Add props in a single Base Map
AddMeshesToWorld(AssetsPaths.PropsPaths, false);
FString MapName("PropsMap");
FString WorldDestPath = TEXT("/Game/") + PackageParams.Name +
TEXT("/Maps/") + MapName;
SaveWorld(AssetData, WorldDestPath, MapName);
return 0;
}

View File

@ -82,7 +82,7 @@ public:
* materials to fix a known bug
* in RoadRunner.
*/
void AddMeshesToWorld(const TArray<FString> &AssetsPaths, bool bUseCarlaMaterials);
TArray<AStaticMeshActor *> AddMeshesToWorld(const TArray<FString> &AssetsPaths, bool bUseCarlaMaterials);
/**
* Save a given Asset containing a World into a given path with a given name.
@ -92,6 +92,8 @@ public:
*/
bool SaveWorld(FAssetData &AssetData, FString &DestPath, FString &WorldName);
void DestroyWorldSpawnedActors(TArray<AStaticMeshActor *> &SpawnedActors);
/**
* Get Path of all the Assets contained in the package to cook
* @param PackageName - The name of the package to cook
@ -125,7 +127,6 @@ private:
UPROPERTY()
TArray<FAssetData> MapContents;
/** Materials for the workaround */
/**
* Workaround material for MarkingNodes mesh

View File

@ -234,11 +234,11 @@ def move_uassets(package_name, maps):
# Move uassets to correspoding folder
for filename in os.listdir(origin_path):
if "MarkingNode" in filename:
shutil.move(os.path.join(origin_path, filename), marking_dir)
shutil.move(os.path.join(origin_path, filename), os.path.join(marking_dir, filename))
if "RoadNode" in filename:
shutil.move(os.path.join(origin_path, filename), road_dir)
shutil.move(os.path.join(origin_path, filename), os.path.join(road_dir, filename))
if "TerrainNode" in filename:
shutil.move(os.path.join(origin_path, filename), terrain_dir)
shutil.move(os.path.join(origin_path, filename), os.path.join(terrain_dir, filename))