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Send2UE - Use Collections as Folders Animation & Groom Support #44

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merged 9 commits into from
Aug 20, 2024

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JoshQuake
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Implementing @SaltyPandaCedric / @eXifreXi contribution adding Animation support to Use Collections as Folders

Adds animation support to Use Collections as Folders extension
implemented pre_groom_export and added to pre_import
@JoshQuake JoshQuake requested a review from jack-yao91 July 24, 2024 01:42
@JoshQuake JoshQuake changed the title Send2UE - Use Collections as Folders Animation Support Send2UE - Use Collections as Folders Animation & Groom Support Jul 24, 2024
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JoshQuake commented Jul 25, 2024

Hmmm I get that error as well even when this extension isnt enabled. They also do exist and appear to be working fine. This is after running with use collections as folders unchecked, bypassing the extension entirely.
image

@jack-yao91
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jack-yao91 commented Jul 25, 2024

Is this showing up as an error when you run the tests on the host machine with the apps open? Or only in the containers?

Cause I had to skip this one for linux cause it seemed to be working, but the error was being picked up in the test results. Don't know if these are related.

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JoshQuake commented Jul 25, 2024

It happens with the apps open and manually testing the mannequins.blend. I get the error, but the binding is there and when you open it the target skeleton is correctly set. This is on Windows

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Could you attach to the unreal debugger and put a breakpoint around here

if mesh_asset.__class__.__name__ == 'SkeletalMesh':

Then F8 each line and see where the error occurs? Could be that the groom logic needs to be updated

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errors out at 451 when creating the groom asset. However it then sets the missing target skel right after, negating the error.

groom_binding_asset = Unreal.create_asset(

@jack-yao91
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Hmm weird, I wonder if there is an alternative API call? Or maybe its just a bug in the python API that hasnt been reported.

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What about adding a breakpoint at 410? Might be something to do with the asset_tools API. Ill see if I can dig into this too

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feel free to work in the branch. I'm done working on it for the day and will be starting on #28 tonight after a break

@jack-yao91
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Hmm ok unreal 5.4 freezes up for me everytime when
bpy.context.scene.send2ue.extensions.create_post_import_assets_for_groom.blueprint_with_groom = True

I just opened the mannequins.blend from the tests
image

Is it not freezing for you? Seems like only 5.3 works for me. 5.4 locks up and I have to kill unreal from task manager

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I've been using 5.4 without freezes but I dont think that extension has been enabled in my testing

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I was wrong that extension is active since it is by default

@jack-yao91
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Hmm ok might be a me problem. I think I am running out of vRAM.

should now verify asset exists in full path
added groom folder path parameter to assert_binding_asset
@JoshQuake JoshQuake merged commit 04b1b11 into main Aug 20, 2024
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@jack-yao91 jack-yao91 deleted the send2ue-collasfolderanimations branch November 17, 2024 20:16
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Send2UE - Apply "Use collections as folders" also to Animations (and fwiw Groom)
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