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
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C++ projects can now build properly if the are using the Epic Games Launcher editor source
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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
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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
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Added support for displaying friendly names and grouping MDL parameters
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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
- Materials
- 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.
- Materials