Blender For UnrealEngine Addons Versions Save

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

v0.3.0

2 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.

vp0.3.0

2 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.

v0.2.9

2 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.

vp0.2.9.4

2 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.

vp0.2.9.3

2 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

vp0.2.9.2

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

vp0.2.9.1

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.

v0.2.8

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.

vp0.2.8.3

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.

vp0.2.8.2

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.
  • 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.