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100.2 Hotfix Release Notes
- Features
- Add Unreal Engine 4.26 editor support
- Note: The export folder dialogs in 4.26 do not refresh Omniverse server folders properly. Browse/create folders from the Content Browser first.
- Bug Fixes
- Collision properly exported from stand-alone static mesh asset exports
- Fix crash when exporting DDS textures when a material uses virtual textures (note, proper VT export is not supported)
- Fix crash when loading Level with USD actors
- Fix live-edit of many Cinematic Camera properties
- Fix binding materials to geometry subsets, honored only if the familyName of subset is UsdShadeTokens->materialBind
- Remove the “Omniverse USD Sequence+ (usd)” Image Output Format from the Render Movie Settings because it is no longer supported
- Fix crash when importing USD skeletal meshes. Garbage collection cleans up StaticMeshLOD so some classes needed to be moved to a different module.
- Changes
- Avoid exporting TangentX array for skeletal meshes if unnecessary
4 Likes
100.3 Hotfix Release Notes
- Features
- Add support for MetersPerUnit on import and export for meshes, shapes, cameras, lights, and stages
- Bug Fixes
- Fix crash when editing material caused by Geometry Subset material binding
- Remove duplicate vertices when exporting UE4 Landscape to USD mesh
- Fix SkelRoot live edit perf issue
- Get full data and handle transform exporting from Level Sequence sections even if there’s no key in a shot
- Avoid crashing when MDL function call creation fails and reports an error
- SkyAtmosphere material expressions get a constant 0 value when exported as MDL
- Changes
- Always create UE4 actor when loading a USD prim (rather than only if it is a model or lacks a parent component). This changes the layout actors, meshes, components, etc in UE4 to be more like the USD stage. Fewer components, more actors
- Merge multiple camera sequence shots into a new USD camera while still preserving the original shot cameras
- Support exporting BC6H/BC7 2D textures
- Replace UE4 material function DeriveTangentBasis with TangentBasis when exporting MDL materials due to the usage of incompatible DDX and DDY material nodes
100.4 Hotfix Release Notes
- Features
- Add the optional OmniverseGroom plugin to 4.25 and 4.26. This plugin will export Groom assets as USD Basis Curves.
- Bug Fixes
- Fix crash when importing Black_Oak from mounted tree library. Do not attempt to reuse an actor of a different class.
- Fix a crash when closing the editor when connection to an Omniverse server had previously failed
- Fix a crash when opening an MDL that is referenced from a path larger than 260 characters (or so) due to Unreal Editor path length issues
- Fix a crash when exporting a Level Sequence actor with a shot in negative time
- Fix USD Skeletal Mesh animation importing and playing when triggered from within a Level Sequence
- Fix an issue where imported USD timesamples that changed visibility on a parent prim did not affect children meshes.
- Fix an issue where the Landscape default weight map was missing when DDS textures are exported.
- Changes
- Make basic USD shapes (sphere, cube, etc) use the same default material that meshes use when no material is bound
- Don’t allow deletes of ancestral prims from referenced USDs within a stage
- Support live replacement of mesh prim from point instancer with a UE4 static mesh
- Workaround issues related to materials that employ Parallax Occlusion Mapping (POM) since this doesn’t translate well to MDL
- Add support for the Black-body radiation material expression node with MDL
- Add primitive data (bounding box, etc) from Unreal Engine to MDLs through a custom expression
- Trigger Skeletal Mesh animation from within a Level Sequence rather then on the actor to ensure that animations with other actors are synchronized.
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
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.
2 Likes
100.6 Hotfix Release Notes
Highlights
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Significant Skeletal Mesh and Animation import and export improvements
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Fix bugs to allow for easy USD timesample/animation exports of recorded sequences - makes it easy to capture dynamic Blueprint behavior as timesampled data (tutorial coming soon!)
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Further fixes to material creation live-syncing between Create and Unreal Engine
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Improvements to mesh caching of USD stages, both during the editor process lifetime (mesh cache) and between editor executions (DDC) - this makes reloading a USD stage significantly faster
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Added an option to export prims in a stage as Payloads rather than References.
Complete Changelog:
- Bug Fixes
- Fix a USD Skeletal Mesh animation import issue where the start time was being ignored (OM-27456, OM-27454)
- Fix a Skeletal Mesh export issue when morph targets are employed by using LOD RenderData instead of the LOD Model
- Fix crash when loading skel root with multiple skeleton bindings as the default prim
- Fix exporting Level Sequence visibility/boolean sections if there’s only one keyframe (OM-27613)
- Remove live-syncing of Level Sequence changes because of performance issues
- Fix exporting spawned Blueprint meshes in Level Sequences (OM-27613)
- Fix exporting Level Sequence with a 3D constraint section that has an infinite range
- Fix exporting a mesh component as a Xform prim when there’s no actual mesh asset assigned (OM-27790)
- Fix exporting material with PrecomputedAOMask in DDS mode
- Fix a material export crash when HLSL text in custom material expressions contain comments near the end of the text block.
- Fix a material export/import issue where refraction was removed with using the Fresnel node (now default IOR for invalid refraction is set to 1.491 instead of 1.0)
- Fix another issue where initial material creation and application on a prim in Create did not live-sync to Unreal Engine (OM-26415)
- Fix attenuation radius scaling (MetersPerUnit) for spot and point lights
- Fix scaling (MetersPerUnit) for USD cameras, which use fixed units, so no scaling required
- Changes
- USD Mesh Importing
- Meshes are now cached by both the mesh cache and the DDC to speed the subsequent loading of unmodified USD meshes
- USD Payloads and References
- Add an option to export props as payloads rather than references (OM-28488)
- Materials
- Update MDL Core Definitions to version 2.0.0 and set the exported SDK version to 1.6
- Add support for exporting sincos() HLSL function in custom material expressions (OM-27401)
- Workaround HLSL usage of the SampleGrad() function in custom material expressions (OM-27401)
- Support exporting HLSL vector components as left assignment in a custom expression (OM-27401)
- Add support for exporting Texture2DSample UE4 material function in custom material expressions
- Add support for HLSL distance in a custom material expression
- Prevent MDL export errors when encountering View to World and World to View transforms and emit a warning
- Update the MDL Core materials to support hair color
- Add MDL display_name annotations to strip the extraneous “inputs:” from the name in Create
- Add support for exporting 2D Render Targets to PNG and DDS (OM-28954)
- Animation
- Add support for exporting a Blueprint animation with the “Copy Pose from Mesh” graph
- Note: Only attached parent is supported
- Automatically export a Level Sequence if there’s only one in the level, previously “Auto Play” had to be checked
- File Support
- Use UTF-8 (rather than ANSI) when interacting with the Omniverse Client Library to support all possible characters from the Content Browser
- Installer
- Make the uninstaller silent (OM-28140)
101.1 Update Release Notes
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Highlights
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Source code included to allow source builders of Unreal Engine to use the plugin.
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USD Skeletal Mesh import improvements to support more USD hierarchies
Viking courtesy of Turbosquid, artist Michael Weisheim
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Fixed Skeletal Mesh material editing and assignment in live-sync
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Added support for exporting IOR values in MDL with Unreal Ray Tracing Translucency
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Fixed many custom HLSL material expression issues for MDL export
(Epic Games Automotive Pack used for testing)
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Add support for exporting USD Point Instancers from Unreal’s Grass system on Landscape Terrain Actors.
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Add import and live-sync support for USD DomeLights as UE4 sky sphere actors.
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Features
- Include source code in the Launcher download to support GitHub Unreal Engine source builds
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Bug Fixes
- Materials
- Fix an issue where an MDL parameter name might be redefined, causing invalid materials (OM-29128)
- Fix an issue where deleting a material made in Create while in a live sync session didn’t update in Unreal (OM-28940)
- Fix missing parameter annotations from parameters in material functions
- Fix live editing of materials in a skeletal mesh (OM-29530)
- USD importer will convert mesh from Y-up to Z-up, so cache should be changed if the up-axis is different (OM-29351)
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Changes
- Materials
- Add support for Unreal’s combined material and post process volume ray tracing translucency in transparent MDLs (OM-27969)
- Prevent duplicate custom expressions in exported MDLs by using a cache
- Add support for radians and degrees in custom expressions in exported MDLs
- Add support for mul in custom expressions in exported MDLs (OM-29276)
- Support exporting additional outputs for custom expressions (OM-29276)
- Support exporting additional outputs for custom expressions (OM-29276)
- Support additional float4 constructors in custom expressions (OM-29276)
- Unifying the material loading for USD skeletal and static meshes (OM-29351)
- Add support for DistanceToNearestSurface material node when exporting MDLs by using a constant value to generate a valid material (OM-30208)
- Skeletal Meshes
- Reorganize the hierarchy of UsdSkelRoot to fix a missing UsdSkeleton transform, also helpful for the multiple skeletons. (OM-29351)
- Old: UsdSkelRoot → SkeletalMeshActor
- New: UsdSkelRoot → Actor and UsdSkeleton + UsdMesh → SkeletalMeshActor
- Landscapes
- Export Landscape actors with a GeomSubset and MDL Preset for each Landscape component to address issues with the visibility mask (OM-29643)
- Only export the Landscape visibility mask once, as opposed to once for every layer
- Add support for exporting USD Point Instancers from Unreal’s Grass system on Landscape Terrain Actors in 4.26 (OM-29803)
- Lights
- Improve skylight when importing a USD stage (OM-27528)
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Add support for importing USD DomeLights as UE4 sky sphere mesh plus a material that supports some DomeLight properties (textures, exposure, intensity, color)
101.2 Hotfix Release Notes
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Features
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Add an option to export SubLevels as USD SubLayers (OM-30422)![|505x554]
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Add an option to export Decal Actors and Components as USD meshes (OM-10250)
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Add an option to export stages as Y-up (default is Z-up) (OM-3518)
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Bug Fixes
- Fix missing USD Layer names in the Omniverse Layers tab (OM-13577)
- Add a missing vector and matrix multiplication support for MDL distilling (OM-30492)
- Fix MDL importer to handle some custom functions (OM-31735)
- Fix installer to support a relocated Unreal Engine install from Epic Games Launcher (OM-30765)
- Fix a vertex color bug on mesh export and weld USD static mesh verts
- Fix Skeletal Mesh live transform update issues (OM-30696)
- Fix USD SkelMesh importer to handle Geometry Subsets (OM-31735)
- Fix a crash due to shared SkelMesh DDC entries between engine versions (OM-31982)
- Fix an issue where imported animations replay too slowly due to usage of framesPerSecond rather than
timecodesPerSecond
- Prevent OmniAsset in mounts from saving and live editing (OM-31753)
- Fix folders and assets missing read-only mount flags (OM-31821)
- Fix a reconnect loop on disconnected Nucleus servers (OM-26381)
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Changes
- Add “localhost” as the default in the Add Omniverse Server dialog (OM-2734)
- Allow “omniverse://servername” in the Add Omniverse Server dialog (OM-2734)
- Add export commandlet options for payloads and layered sublevels
- Export World Outliner folders as USD Scope prims (OM-30645)
- Add an “Export Current Level to Omniverse” option from the menu button (OM-30627)
- Update the Omniverse Client Library to 1.11.17
- Add an option in the project plugin settings to save stage changes during Play in Editor sessions (OM-28372)
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Notes
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This is the last update to the Unreal Engine 4.24 Connector. Future releases will only contain Connectors for 4.25, 4.26, etc.
102.1 Update Release Notes
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Features
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Unreal 4.27 Preview 2 editor support added
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Add an export option to create a “material override” sublayer and material references (OM-31466)
- Materials are exported to referenced material USD files rather than embedded in the prop USD files
- This ensures that changes to a shared material between to props applies to both props
- This allows a user to save material changes in the MaterialOvers layer and future exports won’t overwrite them
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Add Omniverse Checkpoints on Save, Export, and Live Toggle (OM-31918)
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The USD DLLs are prefixed to allow the NVIDIA USD plugins to be loaded at the same time as the Epic USD plugins (OM-31328)
- Note that some functionality in the plugins might be impacted due to both running at the same time
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Add support for http/S3 references to allow for Omniverse skies, materials, and other assets from Create (OM-31892)
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Add support for importing materials generated by the MDL Material Graph in Create (OM-31608)
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Bug Fixes
- Add version control to USD DDC to prevent crashes when importing the same USD SkelMeshes with different editor versions (OM-31982)
- Add MetersPerUnit stage value to DDC cache to prevent incorrect scale on importing
- Fix invalid MDLs in Create when exporting using the Core library dependencies
- Fix USD Domelight import material by normalizing the reflected vector to prevent scaling
- Fix bounds for USD SkelMesh animation imports (EuclidVR sample)
- Fix live editing material from the USD Skel which mixes with Mesh and GeomSubset
- Fix importing tangent_space_normal_texture function from base module to fix normals on OmniPBR (OM-33899)
- Fix check() when importing Automotive Materials Pack M_Opaque_Master (OM-33666)
- Fix a HUGE memory leak when exporting USD stages to Nucleus servers (OM-20218)
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Changes
- Unreal 4.24 is no longer supported
- Live Edit will automatically be disabled when opening/importing a USD stage (OM-31918)
- Add support for HLSL clamp conversion to MDL clamp
- Add support for importing/exporting “unpack integer as float function” (OM-30252)
- Add support for converting hlsl rgb per-component operation for the variable and function to mdl (OM-30252)
- Update MDL SDK to 2021.0 (344800.2052): 01 Jun 2021
- Support loading specific material from the core material lib in preparation for material node graphs (OM-31608)
- Omniverse Client Library update to 1.13
102.2 4.27 Hotfix Release Notes
Note, this hotfix is only for the 4.27 Preview 3 Unreal Editor. Epic Games recently updated from Preview 2 to Preview 3 and our 102.1 release isn’t compatible, so we updated it.
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Features
- Updated build to support Unreal 4.27 Preview 3 (Preview 2 is no longer supported)
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Bug Fixes
- Fix the result of MDL lerp expression when the input is constant (OM-34457)
- Adjust spot and point light exporting (OM-34234)
- Fix the incorrect relative texture path when exporting objects (static mesh/skeletal mesh) to local disk
- Fix crash when loading transform_vector_from_tangent_to_world() and transform_vector_from_world_to_tangent() from Ue4Function mdl
- Clamping the texture coordinate index if exceeding the number of texture coordinates: Omniverse MDL used the 3rd and 4th uv sets as vertex color, so out of bound coordinates will cause the issue (OM-34912)
- Add notification when the filename on the Omniverse is too long (OM-31735)
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Changes
- Setting max roughness to 1.0 which is 0.3 by default in Create to match the roughness attribute of UE material (OM-34749)
- Update Core material libraries to 1dcbfb85 for OmniSurface
102.3 Hotfix Release Notes
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Bug Fixes
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Separate MDL functions which require MDL 1.7 to a new core template which will be imported as needed. The main Ue4Function template maintains MDL 1.6 to compatible with older Kit SDK versions (OM-35152)
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Fix a crash by adding error checking for the custom mdl function translator
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Avoid repeatedly copying template MDL files when exporting materials
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Changes
- Add option to decide if exporting preview mesh as well when exporting the animation sequence (disabled by default)
- Add support for HSLS exp/exp2 to MDL math functions
102.5 (4.27 only) Hotfix Release Notes
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Features
- Updated build to support 4.27.0 Release
- Add support for importing the OmniSurface MDL materials (OM-34790)
- Add support for exporting a material with virtual textures (OM-35721)
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Changes
- Add an export option to disable exporting Landscape Grass to reduce memory usage
- Add support for exporting materials that use a Desaturation material expression node (OM-35720)
102.4 (4.27 only) Hotfix Release Notes
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Features
- Unreal 4.27 Preview 4 editor support added (Preview 3 support dropped)
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Bug Fixes
- Fix Lerp material expression node losing inputs with a scalar parameter caused by OM-34457 (OM-35242)
102.6 Hotfix Release Notes
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Features
- Add IES texture light profile import for USD lights, export not yet supported (OM-34371)
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Bug Fixes
- Initialize static mesh render data outside of OmniverseUSD module to avoid crash (OM-36271)
- Support exporting cameras created from Default Pawn and spawned actors when recorded in a sequence (OM-34197)
- Also add basic support for the spring arm component as a fixed joint to suspend a camera (without any collision avoidance)
- Fix MDL custom annotation by unmangling paths
- Fix strange triangulation due to world normal usage in Unreal materials when exporting as MDL (OM-34110)
- Reset EV100 to 0 when the luminance is 0 to prevent the post process from overexposure
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Changes
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Add support for referencing textures, materials, and USD stages with a checkpoint URL (file.png?checkpoint=2) (OM-34630)
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Allow a material to load for a GeomSubset that doesn’t define the “familyName” attribute set to “materialBind” - still emit a warning
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Add support for the USD Preview Surface “Transform2d” function
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If USD camera focus distance is zero use the setting from post-process on import (OM-35714)
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Export EXR files as 16 bit textures since they’re now supported by Create
103.1 Update Release Notes
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Features
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Bug Fixes
- Fix crash when exporting a USD mesh with null material in Y-up axis mode (OM-37433)
- Checkpoint actors that are right clicked from the viewport or world outliner panel (OM-37414)
- Don’t allow saving or exporting to a read-only Nucleus folder and notify the user (OM-37424)
- Fix exporting mesh with the socket attachments (OM-38063)
- Add OmniSurface support for material graph MDLs (OM-37830)
- Fix Undo/Redo changes so they replicate over live sync (OM-16706)
- Fix deleting a copy of a referenced mesh under a referenced prim (OM-39178)
- Add error notification when attempting to delete an ancestral prim
- Fix USD mesh actor duplication (Alt+Drag, Copy/Paste, Ctrl+W) failures (OM-38541)
- Disable Edit/Cut operations and notify user (OM-39468)
- Fix reparenting USD prims hierarchy (dragging actors around in the World Outliner) (OM-39422)
- Fix USD Scope loading and exporting - now acts as an unmovable actor (OM-39383)
- Fix remove/add Nucleus server so it works (also fixes a server disconnect) (OM-38546)
- Fix “Copy Omniverse URL” to have a correct extension “.usd” rather than “_usd” (OM-32549)
- Added case sensitivity to the USD prim to Unreal actor mapping to load both “Axe” and “axe” (OM-39443)
- Support loading MDL module from http (OM-39402)
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Changes
- Support exporting DynamicParameter material expression
- Add a new parameter that was added in base::file_bump_texture in MDL 1.7
- Ask the user if they want to fetch changes from the server when entering live mode (OM-32236)
- Override attributes instead of duplicating full props when exporting a painted mesh (OM-38566)
- Fix uninstall/delete from the Omniverse Launcher to only remove the currently installed Connector (OM-26048)
- Note: this will only work with 103.1 builds and later, previous builds will have a broken uninstall/delete
- Clean up many of the MDL warnings that were generated from exported materials (OM-37089)
- Enable “Show Empty Folder” automatically so Nucleus server browsing works properly (OM-39423)
103.2 Hotfix Release Notes
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Features
-
Bug Fixes
- Make empty actors first class USD Xform prims and handle them properly (OM-38960)
- Fix OmniSurfaceBlend MDL import by replacing long distilled material network with bespoke functions
- Fix multiple camera actors being created when dragging and placing a Camera Actor (OM-40783)
- Fix mouse control causing a bad rotation when piloting a camera (OM-38749)
- Don’t live edit unsupported component types (OM-40746)
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Changes
- Modular exports will group materials for splines and landscapes (OM-39408)
- Add support for importing Reallusion’s character MDLs in 3.44 (OM-39977)
103.3 Hotfix Release Notes
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Deprecated
- Updates for 4.25 will stop after this release and we’ll continue fully supporting 4.26 and 4.27
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Features
- Support for viewing live synced USD variant changes from other clients (OM-26617)
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Bug Fixes
- Fix missing LightColor timesamples from lights in Level Sequences (OM-40909)
- Fix exported exposure when Post Process Volume’s “Apply Physical Camera Exposure” is disabled (OM-40877)
- Fix MetaHuman Fuzzy Hoodie material export due to a regression (OM-41058)
- Fix MetaHuman Teeth occlusion material export (OM-41055)
- Fix a crash and behavior with USD prim attaching (OM-41418)
- Fix USD Preview Surface normal map to undo the default tangent space calculations made by texture nodes (OM-41410)
- Fix live sync when a Translate:pivot is used in USD xform op stack (OM-41542)
- Fix loading MDLs with unpack_integer_as_float: It was moved to new 1.7 template (OM-41759)
- Fix changing the SpotLight Cone Angle in Kit not changing the Outer Cone Angle in Unreal (OM-8166)
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Changes
- Updated to Omniverse Client Library 1.17 (OM-40371)
- Live lock for “fast updates” is removed since there were issues with it
- Export auto exposure settings to USD custom layer (OM-40877)
- Disable two sided material when rendering translucent USD Preview Surface materials
- Add support for OmniHair MDL importing (OM-40241)
- Auto-refresh Content and Export Browser windows with Nucleus files and folders (OM-41548 OM-2399)
- Remove preview height fog when opening USD stages
104.1 Update Release Notes
Features
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The Omniverse Connector is released for Unreal Editor versions 4.26, 4.27, and 5.0 Preview 2
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Layer visibility and locked state is synced between Unreal and Create (OM-41867)
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Add support for loading MDL templates (OmniPBR and friends) as an instance based on Connector templates
- Rather than re-importing OmniPBR every time, the OmniPBR Unreal material is used as the parent material
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Add support for loading USDZ files from Nucleus (OM-43305)
Bug Fixes
- Refactored the Commandlet exporting to fix an issue where sublevels wouldn’t properly export (OM-15147)
- Note, there is still an issue when exporting a persistent level, sublevels won’t export
- Fix specifying the MDL template folder so that the template MDLs are copied properly (OM-42933)
- Export 16bit PNGs for normal maps to prevent pixelated highly reflective/metallic surfaces (OM-30912)
- Fix empty actors when they are attached to a Blueprint actor (OVSD-349)
- Skip exporting hidden instanced components
- Fix material location for exporting instanced meshes to avoid duplicates
- Fix exporting custom material expressions with macros
- Fix OmniGlass importing
- Cutout opacity will be treated as opacity for translucent materials
- Fix glass opacity when it isn’t enabled and disable RT shadow if the imported MDL is translucent
- Fix editing a USD stage causing a reload issue (OM-42016)
- Decode URLs before loading assets (fixed a texture path with space %20 encoding) (OM-43689)
- Fix a regression with scene depth in a spiderweb MDL export (OM-44215)
Changes
- Add an option to export Nanite meshes with their complete geometry from UE 5.0
- Add a message log for loading USD and MDL to report issues with custom MDL distillation (OM-41762)
- Add support for translating Square/Pow2/Pow3/Pow4/Pow5/Pow6 Unreal material functions
- Add support for exporting instanced meshes as a referenced USD rather than including it inline in the stage USD
- Update the Omniverse client library to v1.17.2. It uses Python 3.7 and fixes file subscription callbacks
- Update the texture saving pipeline and only rebuild PNGs to improve perf if texture parameters require it
- Remove local to remote USD layer copies in the stage control class (OM-44628)
- Use individual file subscription for updates on Omniverse Assets rather than subscribing to the entire folder’s changes
- Avoid redundant texture files copies when uploading to Nucleus servers
- Add an accurate progress bar when exporting (OM-43374)
- Add cancel button when exporting to Nucleus (OM-43680)
2 Likes
104.2 Hotfix Release Notes
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Features
- The Omniverse Connector is released for Unreal Editor versions 4.26, 4.27, and 5.0.0 Release
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Bug Fixes
- Fix progress bar that might show 100% when exporting a map for the first time (OM-46329)
- Fix VertexInterpolator in the MDL translator (OM-47468)
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Changes
- Support the PreSkinnedNormal material expression in the MDL translator (OM-47468)
- Add support for exporting a master pose component (OM-46978)
- Add support for exporting with CopyPoseFromMesh in an AnimGraph (OM-46978)
- Add an export option to set the Skeleton’s root transform to an identity transform (to assist downstream tools that prefer this)
104.3 Hotfix Release Notes
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Bug Fixes
- Fix loading the USD animation sequence length
- Fix MDL exports when virtual textures are used (OM-48724)
- Fix Omniverse texture loading in projects with virtual textures enabled (OM-46133)
- Fix crashes due to invalid USD prims when live editing (OM-48918)
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Changes
- Update the Omniverse client library to v1.17.4 to update OpenSSL
- Update the Core MDL library to 910238b3
- Setup imported meshes with convex collision rather than using “complex as simple”
- Load DDS block compressed textures as 2D when importing USD files to open/edit (OM-49132)
- NOTE: this means that the Marbles RTX content from the
/NVIDIA/Samples/Marbles
Nucleus mount is loadable within Unreal - most of it uses DDS textures.
2 Likes
105.1 Update Release Notes
Features
Bug Fixes
- Fix live editing exposure and loading exposure time samples for USD lights (OM-49611)
- Mark imported textures as sRGB if the color space is auto in a material (OM-49285)
- Add support BC4 DDS exporting and fix building 16bit grey texture (OM-48724)
- Fix exporting UDIM/VT with different dimension (OM-48684)
- Add support for local exporting of BC6, BC6H, and BC7 DDS (OM-48684)
- Handle UE5 issue where C: is a relative path while C:/ is not for material loading (OM-53158)
- Fix loading mdl which contains the full parameters list in SourceAssetSubIdentifier (OM-50358)
- Fix a crash after dragging a USD into a level then running PIE, then quitting (OM-50761)
- Fix a crash when exporting Skeletal Mesh with no Skeleton (OM-50461)
- Fix an issue where the content browser is blocked when starting the editor due to a refresh
- Don’t create a preview Directional Light if the USD stage contains a Dome Light (OM-52432)
- Fix crash when exporting a Blueprint with a root that’s an instanced mesh component (OM-51882)
- Fix crash when exporting only USD Preview Surface due to uninitialized OmniverseExportMaterialResult (OM-53656)
Changes
- Add support for the DomeLight “Visible in Primary Ray” attribute in the Unreal sky mesh plus material (OM-50112)
- Add support for exporting Animation Montages (OM-50677)
- Dramatically improve the performance of loading stages with thousands of prims (OM-50300)
- Add support for importing Mineways materials (OM-51513)
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200.0 Update Release Notes
Features
Bug Fixes
- Fix a crash when renaming a folder in the export folder selection dialog (OM-33512)
- Install the Connector under /Engine/Plugins/Marketplace by default to enable 5.0 to build C++ projects (OM-
53266)
- Add a scrollbar to the export dialog (OM-46285)
- Fix mdl error on materials from gltf converted asset (OM-57847)
Changes
- Expose USD and Facial Animation loading to Editor Utility Blueprints (OM-58488)
Deprecated
- Updates for 4.26 will stop after this update and we’ll continue fully supporting 4.27 and 5.0
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