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 - Rev 0.4.2 Latest Release

Published by xavier150 8 months ago

== Rev 0.4.2 ==

  • New: The addon now include a modified version of the Blender standard fbx I/O api, instead of using the original one. (Thanks SAM-tak!)
  • New: Exported models and animations now use Unreal bones coordinate by default. (Thanks SAM-tak!)
  • New: Supports exporting models and animations with the Unreal Mannequin bone structure from Blender. (Thanks SAM-tak!)
  • New: Supports exporting Blender's custom property animation in a format that Unreal Engine can recognize as curve data animation. (Thanks SAM-tak!)
  • New: Alembic animation support multiple unit scales and global scale.
  • New: Selection filter "Only selected" and "Only selected and active action" now filter only visible objects.
  • New: Modular export (Export several skeletal meshs with the same skeleton)
  • New: You can enable skeletal mesh per poly collision.
  • New: Camera values Min and Max FStop is updated with Aperture.
  • New: Support for ArchVis cameras (Use of shift)
  • New: Support for custom cameras (Example Blueprints)
  • New: Support for Spline and Curves export/import.
  • Faster camera export.
  • Fixed: Blender 3.5 may crash during NLA Export. (Interacting with an NlaStripFCurves not linked to an object could lead to a crash in Blender 3.5.)
  • Fixed: Applying skeletal export scale with Proxy and Unit Scale not set to 0.01 could result in a script error.
  • Fixed: Using "Convert Attribute to UV" can swap UV Indices in the exported mesh.
  • Fixed: The "Export Procedure" option is visible with static meshes.
  • Fixed: Hidden objects and collections are unhidden after export when using the same name.
  • Fixed: Skeletons imported with skeletal meshes use incorrect names.
  • Fixed: Collection.exclude is not recovery after export when using multi view layers.
  • Fixed: Camera import script doesn’t work in Unreal Engine 5.3
  • Fixed: Export collections product ui script fail.
  • Fixed: Camera FBX are not exported when bfu_export_fbx_camera == True.
  • Fixed: Show Asset To Export Button do product script fail.
  • Fixed: Curve mesh is duplicate durring export.
  • Fixed: Script fail in Blender 4.0 when switch to global view.
  • Fixed: UI script fail in Blender 2.9.
  • Fixed: Camera scale impact the focus distance.
Blender-For-UnrealEngine-Addons - Rev 0.4.2 - Preview 3

Published by xavier150 9 months ago

== Rev 0.4.2 ==

  • New: The addon now include a modified version of the Blender standard fbx I/O api, instead of using the original one. (Thanks SAM-tak!)
  • New: Exported models and animations now use Unreal bones coordinate by default. (Thanks SAM-tak!)
  • New: Supports exporting models and animations with the Unreal Mannequin bone structure from Blender. (Thanks SAM-tak!)
  • New: Supports exporting Blender's custom property animation in a format that Unreal Engine can recognize as curve data animation. (Thanks SAM-tak!)
  • New: Alembic animation support multiple unit scales and global scale.
  • New: Selection filter "Only selected" and "Only selected and active action" now filter only visible objects.
  • New: Modular export (Export several skeletal meshs with the same skeleton)
  • New: You can enable skeletal mesh per poly collision.
  • New: Camera values Min and Max FStop is updated with Aperture.
  • New: Support for ArchVis cameras (Use of shift)
  • New: Support for custom cameras (Example Blueprints)
  • Faster camera export.
  • Fixed: Blender 3.5 may crash during NLA Export. (Interacting with an NlaStripFCurves not linked to an object could lead to a crash in Blender 3.5.)
  • Fixed: Applying skeletal export scale with Proxy and Unit Scale not set to 0.01 could result in a script error.
  • Fixed: Using "Convert Attribute to UV" can swap UV Indices in the exported mesh.
  • Fixed: The "Export Procedure" option is visible with static meshes.
  • Fixed: Hidden objects and collections are unhidden after export when using the same name.
  • Fixed: Skeletons imported with skeletal meshes use incorrect names.
  • Fixed: Collection.exclude is not recovery after export when using multi view layers.
  • Fixed: Camera import script doesn’t work in Unreal Engine 5.3
  • Fixed: Export collections product ui script fail.
  • Fixed: Camera FBX are not exported when bfu_export_fbx_camera == True.
  • Fixed: Show Asset To Export Button do product script fail.
  • Fixed: Curve mesh is duplicate durring export.
  • Fixed: Script fail in Blender 4.0 when switch to global view.
  • Fixed: UI script fail in Blender 2.9.
  • Fixed: Camera scale impact the focus distance.
Blender-For-UnrealEngine-Addons - Rev 0.4.2 - Preview 2

Published by xavier150 9 months ago

== Rev 0.4.2 ==

  • New: The addon now include a modified version of the Blender standard fbx I/O api, instead of using the original one. (Thanks SAM-tak!)
  • New: Exported models and animations now use Unreal bones coordinate by default. (Thanks SAM-tak!)
  • New: Supports exporting models and animations with the Unreal Mannequin bone structure from Blender. (Thanks SAM-tak!)
  • New: Supports exporting Blender's custom property animation in a format that Unreal Engine can recognize as curve data animation. (Thanks SAM-tak!)
  • New: Alembic animation support multiple unit scales and global scale.
  • New: Selection filter "Only selected" and "Only selected and active action" now filter only visible objects.
  • New: Modular export (Export several skeletal meshs with the same skeleton)
  • New: You can enable skeletal mesh per poly collision.
  • Fixed: Blender 3.5 may crash during NLA Export. (Interacting with an NlaStripFCurves not linked to an object could lead to a crash in Blender 3.5.)
  • Fixed: Applying skeletal export scale with Proxy and Unit Scale not set to 0.01 could result in a script error.
  • Fixed: Using "Convert Attribute to UV" can swap UV Indices in the exported mesh.
  • Fixed: The "Export Procedure" option is visible with static meshes.
  • Fixed: Hidden objects and collections are unhidden after export when using the same name.
  • Fixed: Skeletons imported with skeletal meshes use incorrect names.
  • Fixed: Collection.exclude is not recovery after export when using multi view layers.
  • Fixed: Camera import script doesn’t work in Unreal Engine 5.3.
  • Fixed: Export collections product ui script fail.
  • Fixed: Camera FBX are not exported when bfu_export_fbx_camera == True.
  • Fixed: Show Asset To Export Button do product script fail.
  • Fixed: Curve mesh is duplicate durring export.
  • Fixed: Script fail in Blender 4.0 when switch to global view.
  • Fixed: UI script fail in Blender 2.9.
Blender-For-UnrealEngine-Addons - Rev 0.4.2 - Preview 1

Published by xavier150 12 months ago

== Rev 0.4.2 ==

  • New: The addon now include a modified version of the Blender standard fbx I/O api, instead of using the original one. (Thanks SAM-tak!)
  • New: Exported models and animations now use Unreal bones coordinate by default. (Thanks SAM-tak!)
  • New: Supports exporting models and animations with the Unreal Mannequin bone structure from Blender. (Thanks SAM-tak!)
  • New: Supports exporting Blender's custom property animation in a format that Unreal Engine can recognize as curve data animation. (Thanks SAM-tak!)
  • New: Alembic animation support multiple unit scales and global scale.
  • New: Selection filter "Only selected" and "Only selected and active action" now filter only visible objects.
  • New: Modular export (Export several skeletal meshs with the same skeleton)
  • Fixed: Blender 3.5 may crash during NLA Export. (Interacting with an NlaStripFCurves not linked to an object could lead to a crash in Blender 3.5.)
  • Fixed: Applying skeletal export scale with Proxy and Unit Scale not set to 0.01 could result in a script error.
  • Fixed: Using "Convert Attribute to UV" can swap UV Indices in the exported mesh.
  • Fixed: The "Export Procedure" option is visible with static meshes.
  • Fixed: Hidden objects and collections are unhidden after export when using the same name.
  • Fixed: Skeletons imported with skeletal meshes use incorrect names.
  • Fixed: Collection.exclude is not recovery after export when using multi view layers.
  • Fixed: Camera import script don't work in Unreal Engine 5.3
Blender-For-UnrealEngine-Addons - Rev 0.4.1

Published by xavier150 over 1 year ago

I release this update now for Blender 3.5 update.

== Rev 0.4.1 ==

  • UI updated
  • Update Export Button Name
  • New options for set start/end animation time with NLA.
  • Fixed: ConvertGeometryNodeAttributeToUV fail after Blender 3.5
  • Fixed: Geometry To UV, Correct Extrem UV, Vertex Color, Sockets Transform and Name don't apply on child objects.
  • Fixed: Export using AutoProRig fail.
Blender-For-UnrealEngine-Addons - Rev 0.4.0

Published by xavier150 over 1 year ago

== Rev 0.4.0 ==

  • UI updated
  • Full addon refactoring
  • New Feature: Ability to specify skeleton asset for SkeletalMesh (Thanks to Salireths!)
  • New Feature: Ability to specify which module (plugin) to import (Thanks to Salireths!)
  • New Feature: SkeletalMesh now supports Armature from constraints
  • New Feature: Support for exporting UV from Geometry Node
  • Fixed: Axis flipping on camera animation can now be disabled
  • Corrected: Extreme UV Scale option moved from addon preferences to object settings
  • Added support for NearClippingPlane in camera export
  • Fixed: Vertex Colors refactored into generic Color Attributes and no longer supported by the addon
  • Fixed: Vertex colors would always be replaced (Thanks to ScrapIO!)
  • Fixed: Mesh LODs did not import vertex color information (Thanks to ScrapIO!)
  • Fixed: Skeleton detection used the wrong prefix
  • Fixed: Copying Cine Cameras returned Regular Cameras
  • Fixed: Crashes when pasting via "Copy Regular Cameras"
  • Fixed: Convert to collision only worked if parent was a Mesh
  • Fixed: StaticSocketsAdd90X option broke non-uniform scale sockets
  • Fixed: Collection static mesh did not use Sub Folder Name
  • Fixed: Socket transformations were not applied to Collection static mesh
  • Fixed: Some collections remained hidden during export and exported files were incorrect
Blender-For-UnrealEngine-Addons - Rev 0.3.1

Published by xavier150 about 2 years ago

== Rev 0.3.1 ==

  • New: Generated import script compatible with Python 3.9 (Unreal Engine 5)
  • New: Text generator for export camera in Unreal Engine (Copy / Paste).
  • New potential errors in the check: If you use Parent Bone to parent your mesh to your armature the import will fail.
  • You can now use Force Static Mesh and Export Deform Only options with proxy armatures.
  • Naming asset updated for Unreal Engine 5.
  • Fixed: GetObjExportDir remove ":" in path.
  • Fixed: GetExportFullpath remove ":" in path.
  • Fixed: Remove the active object if an exported collection contain a single object.
  • Fixed: With Unit Scale not at 0.01 and Proxy use animation export will fail.
  • Fixed: With Unit Scale not at 0.01 and Proxy ShapeKeysCurve scale is wrong.
  • Fixed: Export camera can do axis flipping.
  • Fixed: NLA export fail when use inter frame.
  • Fixed: NLA export ignore animated influence on actions.
  • Fixed: Import script doesn't work with Unreal Engine 5.
  • Fixed: Export doesn't work with animation from Proxy Since Blender 3.2.2
Blender-For-UnrealEngine-Addons - Rev 0.3.1 - Preview 2

Published by xavier150 over 2 years ago

== Rev 0.3.1 - Preview 2 ==

  • New potential errors in the check: If you use Parent Bone to parent your mesh to your armature the import will fail.
  • New: Generated import script compatible with Python 3.9 (Unreal Engine Preview 2)
  • Fixed: GetObjExportDir remove ":" in path.
  • Fixed: GetExportFullpath remove ":" in path.
  • Fixed: Remove the active object if an exported collection contain a single object.
  • Fixed: With Unit Scale not at 0.01 and Proxy use animation export will fail.
  • Fixed: With Unit Scale not at 0.01 and Proxy ShapeKeysCurve scale is wrong.
  • Fixed: Export camera can do axis flipping.
  • Fixed: Import script doesn't work with Unreal Engine Preview 2.
Blender-For-UnrealEngine-Addons - Rev 0.3.1 - Preview 1

Published by xavier150 almost 3 years ago

== Rev 0.3.1 - Preview 1 ==

  • Fixed: GetObjExportDir remove ":" in path.
  • Fixed: GetExportFullpath remove ":" in path.
  • New potential errors in the check: If you use Parent Bone to parent your mesh to your armature the import will fail.
Blender-For-UnrealEngine-Addons - Rev 0.3.0

Published by xavier150 about 3 years ago

== Rev 0.3.0 ==

  • New: Text generator for export Skeletal Mesh Sockets in Unreal Engine (Copy / Paste).
  • New: ExportAsProxy and ExportProxyChild options removed. That now Auto.
  • New: Support Alembic import with import scripts.
  • Change: Additional files use now Json.
  • Fixed: Camera export don't work when any marker_sequences was created.
  • Fixed: show asset(s) Button do script error when not object is selected.
  • Fixed: Removed collision in export collision list do script error.
  • Fixed: Collision on exported Instanced Collections don't work.
  • Fixed: Sequencer Import Script don't work on older version of Unreal Engine because Python version is not the same.
  • Fixed: Var Manual Focus Distance (Focus Settings) don't work in Sequencer Import Script.
  • Fixed: When use Proxy Armature with sockets wrong bones with sockets name are exported.
  • Fixed: Camera export don't work when scene has no timeline_markers.
  • Fixed: Export Fail with animation when tweakmode is activated.
  • Fixed: Lightmap res = 4 when export with not custom light map.
  • Fixed: SkeletalMesh LOD Are imported as normal mesh.
  • Fixed: Export dirs with invalid characters do script error.
  • Fixed: Show collection Popup do script Error.
  • Fixed: Collection export don't use SubCollection.
Blender-For-UnrealEngine-Addons - Rev 0.3.0 - Preview 1

Published by xavier150 about 3 years ago

== Rev 0.3.0 ==

  • New: Text generator for export Skeletal Mesh Sockets in Unreal Engine (Copy / Paste).
  • New: ExportAsProxy and ExportProxyChild options removed. That now Auto.
  • Change: Additional files use now Json.
  • Fixed: Camera export don't work when any marker_sequences was created.
  • Fixed: show asset(s) Button do script error when not object is selected.
  • Fixed: Removed collision in export collision list do script error.
  • Fixed: Collision on exported Instanced Collections don't work.
  • Fixed: Sequencer Import Script don't work on older version of Unreal Engine because Python version is not the same.
  • Fixed: Var Manual Focus Distance (Focus Settings) don't work in Sequencer Import Script.
  • Fixed: When use Proxy Armature with sockets wrong bones with sockets name are exported.
  • Fixed: Camera export don't work when scene has no timeline_markers.
  • Fixed: Export Fail with animation when tweakmode is activated.
  • Fixed: Lightmap res = 4 when export with not custom light map.
  • Fixed: SkeletalMesh LOD Are imported as normal mesh.
Blender-For-UnrealEngine-Addons - Rev 0.2.9

Published by xavier150 over 3 years ago

== Rev 0.2.9 ==

  • New: you can now choose a specific Vertex Paint to use when you Export.
  • New: You can now choose if you use scene or armature as origin for export in SkeletalMesh animations.
  • New: Manage more characters cultures in path or files names.
  • New: Camera export take less time + new camera options in addon preferences
  • Change: The skeletal mesh are exported with scale at 1.0.
  • Change: You can use "Show Asset(s)" and "Show Action(s)" buttons for force to update the action cache.
  • Change: Remove root bone modified to Add root bone.
  • Change: Auto fix the "multiple root bones" potential error when export.
  • Fixed: Do a new preset do a script error.
  • Fixed: Export filter "Only select and active action" don't work with poses.
  • Fixed: The export action cache is not correctly updated.
  • Fixed: In camera sequencer with some frame rates the frame keys can be shifted.
  • Fixed: Export SkeletalMesh without animation_data make script fail.
  • Fixed: Button "Show Asset(s)" make script fail when the selected actor is not a SkeletalMesh.
  • Fixed: Animation file with space can do error durring import
  • Fixed: Vertex color updated only in import option when reimport.
  • Fixed: With Unit Scale not at 0.01 SkeletalMesh have a wrong scale.
  • Fixed: Import NLA animation with script don't work.
  • Fixed: With Unit Scale not at 0.01 NLA animation will not export.
  • Fixed: With Unit Scale not at 0.01 Blender 2.9.1 can crash with SkeletalMesh.
  • Fixed: Apply Wrong Bool Modifier do script error.
  • Fixed: Mesh with disabled Modifier do script error.
  • Fixed: Additional location in advanced properties don't work for the cameras.
  • Fixed: Export Instanced complex Collections can break the exported mesh.
  • Fixed: Camera Sequencer don't work in Unreal Engine 5.
Blender-For-UnrealEngine-Addons - Pre Rev 0.2.9.4

Published by xavier150 over 3 years ago

== Rev 0.2.9 ==

  • New: you can now choose a specific Vertex Paint to use when you Export.
  • New: You can now choose if you use scene or armature as origin for export in SkeletalMesh animations.
  • New: Manage more characters cultures in path or files names.
  • Change: The skeletal mesh are exported with scale at 1.0.
  • Change: You can use "Show Asset(s)" and "Show Action(s)" buttons for force to update the action cache.
  • Fixed: Do a new preset do a script error.
  • Fixed: Export filter "Only select and active action" don't work with poses.
  • Fixed: The export action cache is not correctly updated.
  • Fixed: In camera sequencer with some frame rates the frame keys can be shifted.
  • Fixed: Export SkeletalMesh without animation_data make script fail.
  • Fixed: Button "Show Asset(s)" make script fail when the selected actor is not a SkeletalMesh.
  • Fixed: Animation file with space can do error durring import
  • Fixed: Vertex color updated only in import option when reimport.
  • Fixed: With Unit Scale not at 0.01 SkeletalMesh have a wrong scale.
  • Fixed: Import NLA animation with script don't work.
  • Fixed: With Unit Scale not at 0.01 NLA animation will not export.
  • Fixed: Apply Wrong Bool Modifier do script error.
  • Fixed: Mesh with disabled Modifier do script error.
  • Fixed: Additional location in advanced properties don't work for the cameras.
  • Fixed: Export Instanced complex Collections can break the exported mesh.
Blender-For-UnrealEngine-Addons - Pre Rev 0.2.9.3

Published by xavier150 over 3 years ago

== Rev 0.2.9 ==

  • New: you can now choose a specific Vertex Paint to use when you Export.
  • Change: The skeletal mesh are exported with scale at 1.0.
  • Change: You can use "Show Asset(s)" and "Show Action(s)" buttons for force to update the action cache.
  • Fixed: Do a new preset do a script error.
  • Fixed: Export filter "Only select and active action" don't work with poses.
  • Fixed: The export action cache is not correctly updated.
  • Fixed: In camera sequencer with some frame rates the frame keys can be shifted.
  • Fixed: Export SkeletalMesh without animation_data make script fail.
  • Fixed: Button "Show Asset(s)" make script fail when the selected actor is not a SkeletalMesh.
  • Fixed: Animation file with space can do error durring import
  • Fixed: Vertex color updated only in import option when reimport.
  • Fixed: With Unit Scale not at 0.01 SkeletalMesh have a wrong scale.
  • Fixed: Import NLA animation with script don't work
  • Fixed: With Unit Scale not at 0.01 NLA animation will not export
Blender-For-UnrealEngine-Addons - Pre Rev 0.2.9.2

Published by xavier150 over 3 years ago

== Rev 0.2.9 ==

  • Change: The skeletal mesh are exported with scale at 1.0.
  • Change: You can use "Show Asset(s)" and "Show Action(s)" buttons for force to update the action cache.
  • Fixed: Do a new preset do a script error.
  • Fixed: Export filter "Only select and active action" don't work with poses.
  • Fixed: The export action cache is not correctly updated.
  • Fixed: In camera sequencer with some frame rates the frame keys can be shifted.
  • Fixed: Export SkeletalMesh without animation_data make script fail.
  • Fixed: Button "Show Asset(s)" make script fail when the selected actor is not a SkeletalMesh.
  • Fixed: Animation file with space can do error durring import
Blender-For-UnrealEngine-Addons - Pre Rev 0.2.9.1

Published by xavier150 over 3 years ago

== Rev 0.2.9 ==

  • Change: The skeletal mesh are exported with scale at 1.0.
  • Change: You can use "Show Asset(s)" and "Show Action(s)" buttons for force to update the action cache.
  • Fixed: Do a new preset do a script error.
  • Fixed: Export filter "Only select and active action" don't work with poses.
  • Fixed: The export action cache is not correctly updated.
  • Fixed: In camera sequencer with some frame rates the frame keys can be shifted.
Blender-For-UnrealEngine-Addons - Rev 0.2.8

Published by xavier150 over 3 years ago

  • New: Change: Better UI and Optimized.
  • New: Auto-Rig Pro support (Needed for convert armature durring the export)
  • 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.
  • New: Cached animation to export in UI for better optimisation.
  • New: Skeleton search mode for import animation with specific skeleton.
  • New: Option for export only selected object and active action.
  • New: Option for export collections with Subfolder.
  • 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: Better import script for Assets
  • Change: Better import script for Sequencer
  • Change: Asset export now use json open data
  • Change: Camera export now use json open data
  • Change: Camera export optimisated
  • 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.
  • Fixed: Fix potential error with popup can do script errors.
  • Fixed: FBX export do crash in Blender 2.8 when not used data is removed before export.
  • Fixed: Socket object with lower char are not updated during export. (Custom name and +90X)
  • Fixed: Select Vertex in potential error do a script error if the model is hiden
  • Fixed: In Check potential error create UV Project do error in Blender 2.9
  • Fixed: Alambic export do error if face consisting more than 4 vertices.
  • Fixed: Hard coded windows path don't work on Linux.
  • Fixed: Some collisions and sockets can be exported with wrong name (Wrong rename after duplicate during export)
  • Fixed: Vertex color are imported only with an reimport.
  • Fixed: (Re-)Import of Generate Lightmap UVs option not updated.
Blender-For-UnrealEngine-Addons - Pre Rev 0.2.8.3

Published by xavier150 over 3 years ago

  • New: Change: Better UI and Optimized
  • New: Auto-Rig Pro support (Needed for convert armature durring the export)
  • 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.
  • New: Cached animation to export in UI for better optimisation
  • New: Skeleton search mode for import animation with specific skeleton
  • New: Option for export only selected object and active action
  • 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: Better import script for Assets
  • Change: Better import script for Sequencer
  • Change: Asset export now use json open data
  • Change: Camera export now use json open data
  • Change: Camera export optimisated
  • 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.
  • Fixed: Fix potential error with popup can do script errors.
  • Fixed: FBX export do crash in Blender 2.8 when not used data is removed before export.
  • Fixed: Socket object with lower char are not updated during export. (Custom name and +90X)
  • Fixed: Select Vertex in potential error do a script error if the model is hiden
  • Fixed: In Check potential error create UV Project do error in Blender 2.9
  • Fixed: Alambic export do error if face consisting more than 4 vertices.
Blender-For-UnrealEngine-Addons - Pre Rev 0.2.8.2

Published by xavier150 almost 4 years ago

  • New: Change: Better UI and Optimized
  • New: Auto-Rig Pro support (Needed for convert armature durring the export)
  • 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: 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.
  • Fixed: Fix potential error with popup can do script errors.
  • Fixed: FBX export do crash in Blender 2.8 when not used data is removed before export.
Blender-For-UnrealEngine-Addons - Pre Rev 0.2.8.1

Published by xavier150 almost 4 years ago

  • New: Change: Better UI and Optimized
  • New: Auto-Rig Pro support (Needed for convert armature durring the export)
  • 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: 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.
  • Fixed: Fix potential error with popup can do script errors.