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Release log.txt
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Release log.txt
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== Rev 0.1.3 ==
Initial release.
== Rev 0.1.5 ==
- Keeps all user and scene settings after export.
- More export customizations.
- Exporting animation with a single frame is no longer a problem.
== Rev 0.1.7 ==
- More export customizations.
- Fixed: Hidden objects were not exported.
- Fixed: Error if no object is active.
- Fixed: UE4Collision materials are black.
- Optimized Code.
== Rev 0.1.8 ==
- More export customizations.
- More export feedback info.
- New button "correct bad property".
- New button "check potential error".
- Fixed: Export fail with hidden layers.
- Fixed: Wrong exported animation time.
- Fixed: ShapesKeys to MorphTargets not exported
- Fixed: No Smoothing for skeletal mesh
== Rev 0.1.9b ==
- Update button "check potential error": Largest list of potential problems
- New button "Update hierarchy names": Allows to automatically replace the name of a collision/socket by the name of its corresponding parent object, so that it will be recognized in UE4.
- New export properties for Actions: New options to precisely select the animations that need to be exported with the armature.
- New nomenclature properties: It is now possible to choose the different Asset types that must be exported.
- New FBX properties: Anim sampling Rate.
- New Assets types : Pose AnimationSequence and Camera.
- New button "Copy Camera Cuts to clipboard": Allows copying camera cuts from Blender and pasting them into the sequencer of Unreal Engine.
- Fixed: Not selectable objects were not exported.
- Fixed: The collision material and not transparent with GLSL mat in Cycle.
- Removed: Select panel.
- More feedback info.
- Optimized Code.
- Other small changes.
== Rev 0.2.0 ==
- New script generator for importing assets into unreal
- New script generator for importing sequencer into unreal
- New export log
- Now the animation can be exported without having to export the skeletal mesh with
- Now the export quality of animations is managed directly in the object with SampleAnimForExport and SimplifyAnimForExport properties
- Update button "check potential error": Largest list of potential problems
- Correct bad properties and update hitachi buttons were included in check potentail error button
- check potentail error button was moved to the export panel
- Potential error(s) are now displaying in a popup
- Optimized Code. (Multi files)
- Optimized UI
- ExportCameraPacked removed (the cameras in pack have been removed because they pose too much problem for the definition of the parameters between each camera)
- Now the camera are exported with additional tracks. fov (FocalLength), Aperture (F-stop), and Focus Distance
It is now possible to force the duration of an animation according to the scene or custom value
- Copy/Paste CameraCut code text has been removed
- Now "Export (FBX property)" panel are now named "Nomenclature"
- New data in Nomenclature panel
- Fixed: Bad file name make script fail. Now the not allowed characters are delete it in filename during export)
- Fixed: The object without animation_data make script fail
- Fixed: The camera was exported with a size 100 times too large. Now a temporary size is applied during export on delta_scale
- Fixed: Sockets can have custom name and a temporary size is applied during export on delta_scale
- Fixed: les animation de type pose etais exporter avec le mauvais prefix
- Fixed: The Force StaticMesh option did not work
- Other small changes.
== Rev 0.2.1 ==
- It is possible to choose the version of Unreal for script generation.
- The frame rate use denominator and numerator for sequencer now
- Fixed: Camera import sequencer does not work with Unreal 4.19
== Rev 0.2.2 ==
- New: Updated for Blender 2.8
- New: You can now manage lod (LevelOfDetail) directly in blender (StaticMesh only for the moment)
- New: You can now export NAL animations
- New: Two buttons to copy the command for importing assets and sequencer in unreal
- New: You can now create sockets for SkeletalMesh directly in Blender
- New: select button for potential error report. It is possible to directly select the object or vertices incriminated
- New: The all skeletal mesh are exported with the root joint named as Armature for be skiped in Unreal
- New: For the sequencer the camera visibility (Eye Symbol in blender) will be used for spawned value in sequencer
- New: Now in Unreal with the serquencer a CameraCut will be created automatically with the active camera the Blender scene does not contain Marker
- New: it is possible to change the name of the import script for unreal
- New: Import script updated for 4.21
- New: choose version value removed (is now automatic)
- New: You can chose bAutoGenerateCollision for Import Script
- Change: It is now no longer necessary to create a new sequencer in Unreal Engine for import from Blender, the script will create it itself
- Change: The potential error report contains more detail to correct the errors
- Change: new potential errors will be detected in the potential error report(marker)
- Change: Show assets (s) button report contains more information and is clearer
- Change: In the Export log the NLA types, poses and action, are indicated as animations
- Change: export_pose check mark removed (now only one check mark for all animation types)
- Change: Hierarchy names are automatically updated with each collisions conversion
- Fixed: Export action doesn't work with NLA Change
- Fixed: Unable to fix the object that are not in visible layer
- Fixed: The potential error display some errors in duplicate
- Fixed: reload importlib did not work good
- Fixed: the generated sequencer sections are sometimes offset by one frame
- Fixed: Some files with special names do not work with unreal import so the name is now correcting directly at blender export
- Fixed: The camera cut sections are too long of 0.0001 frames
- Fixed: UpdateNameHierarchy make bad parent_set with the ConvertToUe4SubObj function
- Fixed: ResetArmaturePose function doesn't work with rotation mode Euler
- Temporary problem: Currently on Blender 2.8 the hidden objects will not be exported, use Shift+H for unhide all objects
== Rev 0.2.2b ==
- Change: Addon panel moved in View3D > UI > Unreal Engine 4 for Blender 2.8
- Fixed: Select in TryToCorrectPotentialError make a error with Blender 2.79
== Rev 0.2.2c ==
- 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
== Rev 0.2.2d ==
- Updated class names and id names of Blender 2.8
== Rev 0.2.3 ==
- 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)
== Rev 0.2.3b ==
- Fixed: ImportAssetScript return error with animation
== Rev 0.2.3c ==
- Change: BFU_MT_Nomenclatureresets -> BFU_MT_NomenclaturePresets
- Change: revertExportPath is now False by default
- Fixed: Preset export paths are wrong in Linux
== Rev 0.2.3d ==
- Change: Export can use custom properties. (Used for Metadata) You can activate 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)
== Rev 0.2.4 ==
- 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
== Rev 0.2.4b ==
- Fixed: Button open last release page (GitHub) do error with no internet connection or limited by proxies
== Rev 0.2.4c ==
- Fixed: Error with forget variable "originalLoc" with armature
== Rev 0.2.5 ==
- 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
== Rev 0.2.6 ==
- 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
== Rev 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
== Rev 0.2.6.2 ==
- 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
== Rev 0.2.7 ==
- 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"
== Rev 0.2.7.1 ==
- 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.
== Rev 0.2.7.2 ==
- 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.