OldUnreal / UnrealTournamentPatches

Other
999 stars 29 forks source link

[469c] Import sound/music into group None in Sound/Music Browser, place it in random new group, instead of group None. #1345

Closed SeriousBuggie closed 1 year ago

SeriousBuggie commented 1 year ago

Reproduce:

  1. Import KR-Rankin.zip into Group None of new/some package.
  2. Import this file again into same package.

Expected result: Sound reloaded. Actual result: Sound imported in new random PackageN group: img img Log: FactoryCreateBinary: Sound with SoundFactory (0 0 Z:\UT2K4\Music\KR-Rankin.ogg)

SeriousBuggie commented 1 year ago

Import sound file goes by call next exec command:

    void ImportFile( FString Filename )
    {
        guard(WDlgImportSound::ImportFile);
        if (Group.Len())
            GEditor->Exec(*FString::Printf(TEXT("AUDIO IMPORT FILE=\"%ls\" NAME=\"%ls\" PACKAGE=\"%ls\" GROUP=\"%ls\""),
                *(*paFilenames)(iCurrentFilename), *Name, *Package, *Group));
        else
            GEditor->Exec(*FString::Printf(TEXT("AUDIO IMPORT FILE=\"%ls\" NAME=\"%ls\" PACKAGE=\"%ls\""),
                *(*paFilenames)(iCurrentFilename), *Name, *Package));
        unguard;
    }
SeriousBuggie commented 1 year ago

This related to different thing - Group None not use as empty group name. OGG not matter here.