Ignoring OpenDrive in 'PropsMap' & fixed MapPaths
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@ -146,12 +146,17 @@ bool UCookAssetsCommandlet::SaveWorld(FAssetData &AssetData, FString &DestPath,
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World->MarkPackageDirty();
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World->GetOuter()->MarkPackageDirty();
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// @TODO: find a better solution
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// Hardcoded so it will ignore the PropMaps umap that doesn't contains OpenDrive info
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if (World->GetName() != "PropsMap")
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{
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// Filling the map stuff (Code only applied for maps)
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AOpenDriveActor *OpenWorldActor =
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CastChecked<AOpenDriveActor>(World->SpawnActor(AOpenDriveActor::StaticClass(),
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new FVector(), NULL));
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OpenWorldActor->BuildRoutes(WorldName);
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OpenWorldActor->AddSpawners();
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}
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// Saving the package
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FString PackageFileName = FPackageName::LongPackageNameToFilename(PackageName,
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@ -267,11 +272,9 @@ int32 UCookAssetsCommandlet::Main(const FString &Params)
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}
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// Save Map Path File for further use
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FString SaveDirectory = FString("/Game/") + PackageParams.Name + TEXT("/Config");
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FString SaveDirectory = FPaths::ProjectContentDir() + PackageParams.Name + TEXT("/Config");
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FString FileName = FString("MapPaths.txt");
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// TODO: This throws a weird error when saving, we need to fix it
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// SaveStringTextToFile(SaveDirectory, FileName, MapPathData, true);
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SaveStringTextToFile(SaveDirectory, FileName, MapPathData, true);
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// Add props in a single Base Map
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AddMeshesToWorld(AssetsPaths.PropsPaths, false);
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@ -21,6 +21,7 @@ import subprocess
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# Global variables
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IMPORT_SETTING_FILENAME = "importsetting.json"
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SCRIPT_NAME = os.path.basename(__file__)
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@contextmanager
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@ -57,7 +58,7 @@ def invoke_commandlet(name, arguments):
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editor_path = "%s/Engine/Binaries/%s/UE4Editor" % (ue4_path, sys_name)
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uproject_path = os.path.join(os.getcwd(), "..", "Unreal", "CarlaUE4", "CarlaUE4.uproject")
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full_command = "%s %s -run=%s %s" % (editor_path, uproject_path, name, arguments)
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print("\nRunning command:\n$ " + full_command + '\n')
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print("\n[" + str(SCRIPT_NAME) + "] Running command:\n$ " + full_command + '\n')
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subprocess.check_call([full_command], shell=True)
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