Blender-For-UnrealEngine-Addons

I have created this addons for export asset from Blender to Unreal Engine 4

GPL-3.0 License

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Blender-For-UnrealEngine-Addons - Pre Rev 0.2.8

Published by xavier150 almost 4 years ago

  • New: You can now choose the preview collision color.
  • New: You can set a light map res depending on the surface Area
  • New: New button for update light map res depending on the surface Area
  • New: You can now use ../ for up one directory in folder names
  • New: You can now set Socket name in object property if needed
  • New: You can now set skeleton name to use for import script (Proxy use)
  • New: You can now set directly the desired export name for each objects.
  • New: More option for action names.
  • New: Camera Sensor Width and Height are now added in additional tracks.
  • Change: Error message "Not found assets with Export recursive"
  • Change: New potential error: Check if the unit scale is equal to 0.01 (You can disable this potential error in addon_prefs)
  • Change: Better check and potential errors info for Armature.
  • Change: Some potential errors can have button to the documentation.
  • Change: Potential error (inherit_scale = False) bone removed.
  • Change: 20 Tab python integration is now not supported
  • Change: Simple others change in property values and texts.
  • Change: Return to the user mode (OBJECT, EDIT, [...]) after the export
  • Change: Import Script values are now saved with Nomenclature Presets.
  • Change: "Include armature in animation file name" option moved to Animation Properties Panel
  • Change: Clean illegal char, you can now use complex assets name without problem.
  • Fixed: Export fail if the object consraint shapes keys and modifiers.
  • Fixed: Export fail if UserMode not set
  • Fixed: Create PhysicsAsset option in skeletalMesh alway create PhysicsAsset.
  • Fixed: Useless data created by the export are not removed
  • Fixed: Potential error (multiple roots bones) Doesn't count bones correctly
  • Fixed: With Unit Scale not at 0.01 F-Curve modifier are 100 times too small.
  • Fixed: Focal length in additional tracks are not updated
  • Fixed: Sequencer import script error with 4.26, ConfigParser import changed to configparser.
  • Fixed: Assets import script error with 4.26, ConfigParser import changed to configparser.
  • Fixed: Camera cut in Imported sequencer was not visible in other sequencer (CameraBindingID)
  • Fixed: If armature name contain illegal char, in Unreal the Skeletal Mesh is not found by Anim assets.
Blender-For-UnrealEngine-Addons - Rev 0.2.7.5

Published by xavier150 almost 4 years ago

  • HotFix: import script error with 4.26, ConfigParser import changed to configparser.
Blender-For-UnrealEngine-Addons - Rev 0.2.7.4

Published by xavier150 about 4 years ago

  • Fixed: Animation created with mixamo are not detected in auto.
  • Fixed: With Unit Scale not at 0.01 if and the armature scale is not egal to 1 the animation is wrong.
  • Fixed: Animation bake don't work on all constraints.
  • Change: new potential error: Check if the ARMATURE use the same value on all scale axes.
Blender-For-UnrealEngine-Addons - Rev 0.2.7.3

Published by xavier150 over 4 years ago

  • Fixed: Export fail if an object library have the same name of a real object.
  • Fixed: With Unit Scale at 1 if you export an skeletalMesh and an animation in same time the animation can be wrong.
  • Fixed: With Unit Scale at 1 some consraints can make the animation wrong.
  • Fixed: With Unit Scale at 1 ShapeKeys are 100 times too big.
  • Fixed: Bake Armature animation bake only the current scene start to end frames.
Blender-For-UnrealEngine-Addons - Rev 0.2.7.2

Published by xavier150 over 4 years ago

  • New: Check potential error will detect if the armature have at less one deform bone.
  • Change: Bake armature will bake 10 frames before and after for better accuracy animation.
  • Change: The duration of the animation will be automatically corrected if it is null or negative.
  • Fixed: Import script don't remove old lods
  • Fixed: FocalLength don't use the same math from Blender to UE4
  • Fixed: Action poses are exported with a null duration (Wrong for ue4)
  • Fixed: If the imported animation is wrong this do a script error.
  • Fixed: Option auto for Rescale rig will always rescale.

(Note: wrong build updated. I fixed June 24)

Blender-For-UnrealEngine-Addons - Rev 0.2.7.1

Published by xavier150 over 4 years ago

  • Fixed: If uncheck the "ignore NLA for actions" option and export multiple animations, all exported animation will be the same one.
  • Fixed: Calculated export time is not accurate with dependency cycle in rig.
  • Change: Optimized export time.
Blender-For-UnrealEngine-Addons - Rev 0.2.7

Published by xavier150 over 4 years ago

  • New: Button for correct Extrem UV in UV menu.
  • New: VertexColorImportOption (Vania python import for the momment)
  • New: Option for choose how rescale the skeletalMesh depending on the Unit Scale
  • New: Option for choose how rescale the sockets depending on the Unit Scale
  • New: Option for choose export action should ignore Nonlinear Animation layer(s)
  • New: Import Lod are now functional with Vania python Import
  • New: Import script updated for 4.25
  • Change: StaticMesh, and SkeletalMesh are automatically rescale depending on the Unit Scale (Fix from 0.2.6)
  • Change: Camera, Sockets are automatically rescale depending on the Unit Scale
  • Change: With Vania python import the SkeletalMesh Imported with the animation will be automatically delete
  • Change: Vania python import will check if the plugin is Activated.
  • Change: New check if the FBX format plugin is Activated.
  • Change: Nonlinear Animation layer(s) are now by default not ignored.
  • Fixed: Export camera do Script Fail
  • Fixed: Import script don't work if a folder in path contains "'"
  • Fixed: Object are not exported if bpy.context.object.hide_select = True
  • Fixed: Object are not exported if bpy.context.object.hide_viewport = True
  • Fixed: Exporting while in local view mode product bugs
  • Fixed: Sine v0.26 Workflow with 0.01 can be break.
  • Fixed: If armature are named "Armature" the export will change his name to "ArmatureRoot"
Blender-For-UnrealEngine-Addons - Rev 0.2.6.2

Published by xavier150 over 4 years ago

  • New: New options for export animations from Proxy
  • New: Show action(s) will now also display the frames range
  • New: Option for include or not the armature name in animation file name
  • Change: Works better with very complex rigs
  • Change: StartFramesOffset set on 1 by default for animations cycles
  • Fixed: SocketsAdd90X break the socket export location
  • Fixed: modifier with no MESH type object can make script fail
  • Fixed: CheckArmatureMultipleRoots don't work good
  • Fixed: The export process creates an empty with Proxy Armature
  • Fixed: Proxy armature with curve in rig can break the animation.
  • Fixed: Script fail with modifier on Curve or Text
Blender-For-UnrealEngine-Addons - Rev 0.2.6.1

Published by xavier150 over 4 years ago

Quick fixes for 0.2.6.1

  • Change: Export export static mesh Unit size loocked at 1.0
  • Fixed: Export serval socket at same time can make script fail
  • Fixed: SocketsAdd90X don't use the good rotation
Blender-For-UnrealEngine-Addons - Rev 0.2.6

Published by xavier150 over 4 years ago

  • New: Option in addon preferences for correct Extrem UV Scale
  • New: You can now set desired Skeleton root bone scale in addon preferences
  • New: You can now directly export the Blender collections
  • New: Skeleton root bone scale are now set by default on 1
  • Change: ArmatureRoot bone are auto removed by default
  • Change: Export export skeletal mesh Unit size loocked at 0.01
  • Fixed: Lag with Export only select option
  • Fixed: Import script don't set LodGroup on None if not set in Blender
  • Fixed: Fixed: StaticMesh sockets add ".001" in name
  • Fixed: Linked meshs can break final export size
  • Fixed: Export action can move mesh to center
  • Fixed: RigidBody Anim Node don't work (Bone scale 0.01)
  • Fixed: AnimDynamics Anim Node don't work (Bone scale 0.01)
  • Fixed: CheckArmatureMultipleRoots detect non deform bones
Blender-For-UnrealEngine-Addons - Rev 0.2.5

Published by xavier150 almost 5 years ago

  • New: Updated for Blender 2.81
  • New: Option for export current selected Action
  • New: New button in preferences for check update
  • New: New option in preferences for add +90 on StaticMesh sockets (Default True)
  • Change: Frames offset removed with custom time
  • Fixed: exportGlobalScale it a int, it should be a float
  • Fixed: GetActionToExport() uses too many resources
  • Fixed: Set frames with Custom time don't work
  • Fixed: "Automatic Update Check" take too many time to check (removed)
  • Fixed: StaticMesh sockets import size does not display good value
Blender-For-UnrealEngine-Addons - Rev 0.2.4c

Published by xavier150 about 5 years ago

  • Fixed: Error with forget variable "originalLoc" with armature
Blender-For-UnrealEngine-Addons - Rev 0.2.4b

Published by xavier150 about 5 years ago

  • Fixed: Button open last release page (GitHub) do error with no internet connection or limited by proxies
Blender-For-UnrealEngine-Addons - Rev 0.2.4

Published by xavier150 about 5 years ago

  • New: Button for open documentation
  • New: Button open last release page (GitHub)
  • New: You can chose export with scene origin or object origin
  • New: You can chose export with scene rotation or object rotation
  • New: You can add additional location to asset for export
  • New: You can add additional rotation to asset for export
  • New: You can chose bone axis with skeletalMesh
  • New: Export use now a copy of the mesh for apply modifier, instance groups and collections
  • New: You can chose a presets for object global properties
  • Change: AddOneAdditionalFramesAtTheEnd remplaced by StartFramesOffset and EndFramesOffset
  • Change: Export can use MetaData. You can activate in addon preference.
  • Change: It is now possible not to write the additional parameter, (.ini files)
  • Change: Import script sync the UE4 Content Browser to the imported asset (Vania python only)
  • Fixed: invalid syntax on ImportAssetScript.py if asset name use "-"
  • Fixed: CollisionTraceFlag can't be set if UseStaticMeshLODGroup is False
  • Fixed: Export recursive object can be wrong placed to the scene center if is child of a other object
Blender-For-UnrealEngine-Addons - Rev 0.2.3d

Published by xavier150 about 5 years ago

  • Change: Export use now custom properties (Used for Metadata) You can deactivate in addon preference
  • Fixed: bpy.ops.object.showasset() do error with skeletalMesh animation
  • Fixed: With Blender 2.7 Export camera do error (hide for 2.7, hide_viewport for 2.8)
Blender-For-UnrealEngine-Addons - Rev 0.2.3c

Published by xavier150 over 5 years ago

  • Change: BFU_MT_Nomenclatureresets -> BFU_MT_NomenclaturePresets
  • Change: revertExportPath is now False by default
  • Fixed: Preset export paths are wrong in Linux

Note: I think this, will be last version for 2.7, the next update will be on version 2.8 only

Blender-For-UnrealEngine-Addons - Rev 0.2.3b

Published by xavier150 over 5 years ago

  • Fixed: ImportAssetScript return error with animation
Blender-For-UnrealEngine-Addons - Rev 0.2.3

Published by xavier150 over 5 years ago

  • New: Alembic animation, Export and Import
  • New: You can now change the CollisionTraceFlag of the StaticMesh (Collision Complexity)
  • New: It is now possible to choose in the name of the root bone for the skeleton in addon preferences (if "Armature" Ue4 will remove the root bone)
  • New: You can check export_ExportOnlySelected = True for export only the selected assets groups
  • New: You can chose what python intergration use for Import Script. ( /!\ With vania python integration some features like StaticMesh Lod or SkeletalMesh Sockets integration do not work )
  • New: You can chose a presets for nomenclature export properties
  • New: You can chose the Sockets scale for SkeletalMesh and StaticMesh
  • Change: The all collision are now named with two suffix. Type_MeshName_##
  • Change: new potential errors will be detected in the potential error report(CheckArmatureMultipleRoots)
  • Fixed: in 2.8 the Addon can try to export removed mesh and crash
  • Fixed: in 2.8 bpy.context.scene.update() have be removed and this do script error
  • Fixed: in 2.8 Export sequencer do error (The variables of Depth of Field have be renamed)
  • Fixed: set clipboard with encode('utf8') do error
  • Fixed: Sockets are not attached to bones with illegal caracters (bone.001 -> bone_001)
  • Fixed: Sockets are exported with a offset in AdditionalParameter
  • Fixed: Reimport skeletalMesh with import sript can do unreal crash in 22.2
  • Fixed: command bpy.ops.object.checkpotentialerror() don't work if not run with the button
  • Fixed: CheckVertexGroupWeight does not detect if a VertexGroup is not used by a bone
  • Fixed: in 2.8 Mesh select error vertex don't work good
  • Fixed: In Unreal 22.2 the sequencer with imported fbx camera don't have transform. (Now the camera use AdditionalParameter file for import transform)
Blender-For-UnrealEngine-Addons - Rev 0.2.2d

Published by xavier150 over 5 years ago

  • Updated class names and id names of Blender 2.8 (updated for the last versions)
Blender-For-UnrealEngine-Addons - Rev 0.2.2c

Published by xavier150 over 5 years ago

  • Fixed: The animations have a size 100 times too small
  • Removed: The all skeletal mesh are exported with the root joint named as Armature for be skiped in Unreal {This do problem with the animations)
  • Change: Hierarchy names are not automatically updated with each collisions conversion
  • Change: Hierarchy names are automatically updated with each export