Support exporting HLSL vector components as left assignment in a custom expression (OM-27401)Īdd support for exporting Texture2DSample UE4 material function in custom material expressionsĪdd support for HLSL distance in a custom material expression Workaround HLSL usage of the SampleGrad() function in custom material expressions (OM-27401)
Update MDL Core Definitions to version 2.0.0 and set the exported SDK version to 1.6Īdd support for exporting sincos() HLSL function in custom material expressions (OM-27401) Meshes are now cached by both the mesh cache and the DDC to speed the subsequent loading of unmodified USD meshesĪdd an option to export props as payloads rather than references (OM-28488) Remove live-syncing of Level Sequence changes because of performance issuesįix exporting spawned Blueprint meshes in Level Sequences (OM-27613)įix exporting Level Sequence with a 3D constraint section that has an infinite rangeįix exporting a mesh component as a Xform prim when there’s no actual mesh asset assigned (OM-27790)įix exporting material with PrecomputedAOMask in DDS modeįix a material export crash when HLSL text in custom material expressions contain comments near the end of the text block.įix 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)įix another issue where initial material creation and application on a prim in Create did not live-sync to Unreal Engine (OM-26415)įix attenuation radius scaling (MetersPerUnit) for spot and point lightsįix scaling (MetersPerUnit) for USD cameras, which use fixed units, so no scaling required When importing from Nucleus a dialog box will pop up requiring two bits of input:įix a USD Skeletal Mesh animation import issue where the start time was being ignored (OM-27456, OM-27454)įix a Skeletal Mesh export issue when morph targets are employed by using LOD RenderData instead of the LOD Modelįix crash when loading skel root with multiple skeleton bindings as the default primįix exporting Level Sequence visibility/boolean sections if there’s only one keyframe (OM-27613) If importing from Nucleus, right click on a USD from the /Omniverse folders and select Import Facial Animation. If you want to import a file from local disk, right click within the Animation Sequence’s destination folder and select Import Facial Animation. Once imported, there is no connection or mapping back to the USD file, it’s a one-time import. The facial animation curve USDs can be imported from either local disk or Nucleus and they are saved as Animation Sequence Unreal assets. Since the animation curves need to interact with Unreal animation assets directly, the workflow is slightly different than the rest of the USD workflow from the Omniverse Connector. Omniverse Audio2Face USD facial animation curves for MetaHuman characters can be imported after they are exported using the Blendshape Conversion option from Audio2Face’s Data Conversion tab. Importing Audio2Face Facial Animation Introduced in 103.1 ¶
A Note about the Epic Games USDImporter Plugin.