Releases: xavier150/Blender-For-UnrealEngine-Addons
Releases · xavier150/Blender-For-UnrealEngine-Addons
Rev 0.4.2
== 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.
Rev 0.4.2 - Preview 3
== 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.
Rev 0.4.2 - Preview 2
== 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.
Rev 0.4.2 - Preview 1
== 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
Rev 0.4.1
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.
Rev 0.4.0
== 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
Rev 0.3.1
== 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
Rev 0.3.1 - Preview 2
== 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.
Rev 0.3.0
== 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.
Rev 0.3.1 - Preview 1
== 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.