Epic Games Unreal Engine Omniverse Connector Updates

100.5 Hotfix Release Notes

Highlights

  • C++ projects can now build properly if the are using the Epic Games Launcher source
  • Fixes for Spotlight and Post Process Volume translation reported by the community
  • Enhanced MDL translation support for more Unreal material expressions

Details

  • C++ projects can now build properly if the are using the Epic Games Launcher editor source

    • While we’re still working on releasing the plugin source, we have included the *.Build.cs files so that C++ projects are supported with the NVIDIA Omniverse USD and MDL plugins. This won’t yet work with the GitHub Unreal Engine source, but it will work with a project based on the Epic Games Launcher editor source.

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  • Fixes for Spotlight and Post Process Volume translation reported by the community

    • We improved the Spotlight to Sphere light translation and added mapping of the PPV’s “Exposure Compensation” to “cm^2 Factor” in the Tone Mapping RTX Settings in Create.
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  • Enhanced MDL translation support for more Unreal material expressions

    • We added support or fixed these Unreal Engine material items:

      • PerInstanceRandom node
      • Panner node
      • FogVolume
      • Override material for instanced meshes
      • Live-sync with material creation on USD shapes
    • PointInstancerColorVariation

    • Added support for displaying friendly names and grouping MDL parameters

Complete changelog:

  • Features
    • Add the module *.Build.cs files to allow C++ source project builds using the Epic Games Launcher source
  • Bug Fixes
    • Materials
      • Unify MDL export warnings so they all appear in the same message log whether exporting to local disk or Nucleus server
      • Add a new way to identify if the refraction contained in material expressions can be used for MDL IOR. For example, if texture sampling is used to drive refraction attributes in a material, it will be ignored and replaced with the default IOR constant.
      • Fix 4.26 fog volume MDL exports, the subsurface color attribute was incorrect
      • Fix an issue with a missing override material when exporting instanced meshes
      • Fix an issue where initial material creation and application on a prim in Create did not live-sync to Unreal Engine
      • Fix MDL/texture importing when sampled with address mode (wrap vs. clamp)
      • Fix translation of the Panner material expression node to MDL
    • USD
      • Fix a crash when exporting shots in a Level Sequence that end outside the time range
      • Fix a crash by not allowing an imported Level Sequence actor to be renamed
      • Fix a crash when editing the transform of an instanceable prim by locking the movement of an actor if it’s a descendent of an instanceable prim
      • Fix USD warnings when reading incorrect value types
      • Fix an issue where USD mesh shapes axis changes did not live-sync
    • Lights
      • Fix export of SpotLights to USD SphereLights (credit Alex Jenyon for notifying us of this issue)
      • Fix the import of SphereLights as SpotLights to take the stage’s metersPerUnit setting into account
    • Install
      • Fix the uninstall to only delete files that were installed, not the entire folder where the plugins were installed
  • Changes
    • Materials
      • Add annotation to MDL parameters so that DisplayName, Description, SortPriority, Group, and Range are all exported and visible in Create
      • Add support for the clamped texture sample setting in the texture asset for MDL export
      • Add support for the exporting the PerInstanceRandom material expression node to MDL
    • Other
      • Add a utility Blueprint function to list the contents of a Omniverse server folder (ListOmniverseFiles)
      • Add support for exporting Level Sequence shots with the correct priority into a single Omniverse shot camera
      • Support mapping a Post Process Volume’s “Exposure Compensation” to “cm^2 Factor” in the Tone Mapping RTX Settings in Create
      • Add support for importing USD capsule shapes
      • The defaultPrim on exported stages now have a blank Kind, rather than be set to “group”. This fixes some prim/defaultPrim selection issues in Create.
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