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Releases: EpicGamesExt/BlenderTools

Send to Unreal 2.4.3

09 Nov 04:39
4a3d080
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Minor Changes

  • Added collections as folder support for 'send to disk'
  • Fixed Validation that detects invalid material assigned to polygon.
  • Fixed export with object origin causes some collisions to be offset bug
  • Fixed use object origin with combine meshes bug

Special Thanks

@SalamiArmi, @namrog84

Tests Passing On

  • Blender 3.3, 3.6 (installed from blender.org)
  • Unreal 5.3

Send to Unreal 2.4.2

12 Oct 00:07
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Minor Changes

  • Fixed positional argument bug with get_full_import_path.
  • Removed uniform scale option from UI that has no effect.
  • Added validation to check skeleton asset type.
  • Changed the default Multicast Bind Address. It is now 127.0.0.1.

Documentation Changes

  • Updated Errors To include Multicast Bind Address setting

Special Thanks

@DKingAlpha

Tests Passing On

  • Blender 3.3, 3.6 (installed from blender.org)
  • Unreal 5.3

UE to Rigify 1.6.2

01 Jun 21:16
e46075c
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Minor Changes

  • Added validation to ensure source rig has a scale of 1.

Tests Passing On

  • Blender 3.5 (installed from blender.org)

Send to Unreal 2.4.1

23 May 23:40
78de5a1
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Minor Changes

  • Fixed rotations on instance assets extension.
  • Fixed transformation bug with use object origin option.

Special Thanks

@abhiraaid

Tests Passing On

  • Blender 3.3, 3.5 (installed from blender.org)
  • Unreal 5.1, 5.2

Send to Unreal 2.4.0

25 Apr 20:13
c000ea6
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Major Changes

  • Added Instance Assets Extension. Read more here

Minor Changes

  • Fixed unreal api change for removing lods.
  • Fixed error when attempting to remove or add affixes on empty material slot.
  • Fixed local rotation axis for static mesh sockets.
  • Fixed AttributeError "NoneType" has no Attribute "matrix_world".
  • Fixed root motion scale when importing assets into blender.
  • Added validation to check for vertex groups on meshes that are assigned to an armature.

Tests Passing On

  • Blender 3.3, 3.5 (installed from blender.org)
  • Unreal 5.1

UE to Rigify 1.6.1

02 Mar 20:57
d2d2758
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Minor Changes

  • Added metadata template file for control mode attributes like custom bone shapes, colors, and transforms.

  • Added "Bake every bone" option

Tests Passing On

  • Blender 3.3, 3.4

Send to Unreal 2.3.1

02 Mar 20:57
d2d2758
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Minor Changes

  • Fixed various connection and timeout issues by removing the authorization token in favor of checking CORS.
  • Fixed issue with FBX exporter failing to export with warnings. Now the exports finish and warnings are printed to the system console.

Deprecated

  • The RPC Auth Token option has been removed from the addon preferences since it can be cumbersome to configure and was causing issues. Instead, the same security can be provided by checking CORS in the RPC server.

Tests Passing On

  • Blender 3.3, 3.4
  • Unreal 5.1

Send to Unreal 2.3.0

07 Feb 03:34
8e58fff
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Major Changes

  • Send to Unreal is no longer using the blender FBX export operator. Instead, it uses a patched version of the logic in
    the export_fbx_bin module from Blender's FBX addon. The reasoning for doing this was to fix the scale factor that gets baked into exported FBX files for SkeletalMesh and AnimSequence assets at the FBX level rather than fixing this issue by preforming operations to the blender scene and objects. (This logic was quite complex and still imposed some limitations. Now it can all be removed!). It should be noted that this change is substantial, and while we have done our best to test this, it could introduce some new bugs that were overlooked. If there are issues with the scale, please report any issues and roll back to version 2.2.1 of the addon in the meantime.
  • Use object origin is now a core feature. This now uses the FBX export module to set the world location of StaticMesh, SkeletalMesh, and AnimSequence assets. This fixes some common problems that were introduced by moving objects in the blender scene pre-export.
  • The Sync control rig tracks to source rig option has been added back to the ue2rigify extension. Since the Automatically scale bones feature has been removed, it made it easy to add this option back in as an extension.

Minor Changes

  • "Send to Unreal" button in settings dialog was renamed to "Push Assets" to be more accurate since the tool can also
    only export to disk if used in that mode.
  • Check scene scale no longer has an option for 0.01. It now only checks for a scene scale of 1 since this is the only
    recommend way to work.

Deprecated

  • The option Automatically scale bones has been removed. This was the default option that fixed the scale factor in
    SkeletalMesh and AnimSequence assets by scaling the object, scene, and fcurves. This is no longer needed since this is handled in the FBX export now.
  • The Use object origin extension has been removed since it is now a core feature.

Tests Passing On

  • Blender 3.3, 3.4
  • Unreal 5.1

Send to Unreal 2.2.1

19 Jan 20:18
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Minor Changes

  • The validation "Check project settings" can be turned off in send2ue validation settings
  • New validation "Check blender object names" scan object names in the Export collection for any invalid characters for unreal import; it can also be toggled off in settings
  • Added authentication to RPC server
  • Now escapes local view before operation

Documentation Changes

Tests Passing On

  • Blender 3.3, 3.4
  • Unreal 5.1

Special Thanks

Send to Unreal 2.2.0

17 Dec 14:30
8d886a4
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Major Changes

groom-demo-3

  • #354 Alembic to Groom Pipeline
    • Tool supports automated export + import of the alembic to groom translation from blender to UE; Latest changes from blender 3.3 (new Curves object type, sculpt workflow) are supported along with the previous particle hair workflow
  • Extensions updated/created for Groom
    • The Combine Meshes extension is renamed to Combine Assets, which now supports various ways to combine groom assets upon export; it remains compatible with paths extensions
      • This extension has four combine options: 'off', 'child_meshes', 'groom per mesh', 'groom per combined mesh'.
    • A new extension called Create Post Import Assets For Groom is added with two options: 'create binding asset' and 'create blueprint asset for groom' that support automatic UE asset creation according to the imported assets
      • 'create binding asset' creates a groom binding asset in unreal complete with the imported groom asset and a target skeletal mesh
      • 'create blueprint asset for groom' creates a blueprint asset with a skeletal mesh component and its associated groom components, populated with imported groom and mesh assets

Minor Changes

  • Added two new import options toggles ('import_grooms' and 'import_meshes') to allow further customization for assets imported from the 'Export' collection
  • Added validation to check for required unreal plugins
  • Increased testing coverage for the groom workflow and new extensions

Documentation Changes

Tests Passing On

  • Blender 3.3
  • Unreal 5.1

Special Thanks