Skip to content

Releases: ynput/ayon-unreal

0.2.8

23 Jan 11:22
Compare
Choose a tag to compare

Changelog

💚 Enhancement

Backport load transform to older UE versions - #181

This PR is to backport load transform to older UE versions(4.27), and the new alembic conversion presets supports in Unreal 5.
https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/class/AbcConversionPreset?application_version=5.0#unreal.AbcConversionPreset
Also it introduces the custom alembic conversion presets of which user can choose to set it in ayon settings if the transform is still not what they want.
image
Resolve #179


🐛 Bug

Adjustment of the orientation for fbx animation import in 5.5 - #193

Fix #191
This PR is to make sure the correct x rotation of the animation sequence when performing connect action with layout and animation product in fbx.


Add render as families into the farm render collector - #190

This PR is to add render as families into the farm render collector to avoid the bug encountered when the instances other than render instance are passing through the collector.
Resolve #189


Use correct variable for syncing the force-loaded enable button - #184

This PR is to make sure the correct variable name has been used for syncing the force-loaded enabling function from ayon setting


0.2.7

10 Dec 11:39
Compare
Choose a tag to compare

Changelog

💚 Enhancement

make the unreal settings more readable - #172

This PR is to make the unreal settings more readable
Resolve #149


Add project name as container data for loading and updating assets across different library projects - #167

Add project name as container for loading and updating assets across different library projects


0.2.6

29 Nov 15:57
Compare
Choose a tag to compare

Changelog

💚 Enhancement

Improve the order of the ayon plugins - #171

Improve the order of the ayon plugins as mentioned in #154


🐛 Bug

Emit action for building unreal workfile project preparation - #173

This PR is to fix the issue of getting struck at the indefinite loop of pre-workfile preparation(aka Project building) in Unreal when the users firstly launch Unreal with the new task.


Implement backward compatibility of some template keys for asset directory mapping - #170

This PR is to add backward compatibility of the template keys such as {product[type]} and {folder[type]} for asset directory mapping. If the keys are detected, the system would be using their replacements for mapping the directories.
Resolve #156


Implement function to get tracks for different UE version - #166

Implement the backward compatibility function for get_master_tracks so that the Ayon plugins can be used across different UE versions regarding to the update of 5.5
Resolve #162


Farm rendering changes - #165

Changes to simplify logic for farm rendering.


Pre-launch hook for pyside installation - #160

This PR is to introduce the hook for installing pyside 2/6 before the unreal launches.

  • dependency path
  • virtual environment
  • Setting for dependency path and virtual environment

Resolve #158


0.2.5

11 Nov 14:15
Compare
Choose a tag to compare

Changelog

What's Changed

  • Spawned actors loaded from layout existing should be added into level sequence for the layout by @moonyuet in #142
  • Add playback frame range when importing camera by @moonyuet in #141
  • Show dialog option working on other filetypes by @thijssmeel in #39
  • Make sure the frame range of camera cut/animation sequence are correct when using connect action by @moonyuet in #150
  • Aligning json data in published layout across DCCs by @moonyuet in #109
  • Refactor layout and camera loaders by @moonyuet in #152
  • Backward compatibility for json layout without extension as data by @moonyuet in #157
  • Check if the render path exists in render instance collector by @moonyuet in #139
  • Chore: Add action to upload to Ynput Cloud by @iLLiCiTiT in #155

Full Changelog: 0.2.4...0.2.5

0.2.4

15 Oct 14:16
Compare
Choose a tag to compare

What's Changed

  • Chore: Better ruff validation by @iLLiCiTiT in #72
  • Load Layout Existing aligning the data with load Layout by @moonyuet in #117
  • Use set range for setting up animation range for fbx animation import by @moonyuet in #130
  • Refactoring the format asset directory function by @moonyuet in #135
  • Updating actor and replace actor work with the latest update on the container data by @moonyuet in #138

Full Changelog: 0.2.3...0.2.4

0.2.3

07 Oct 12:51
Compare
Choose a tag to compare

What's Changed

  • Fix extra comma in generate_sequence by @simonebarbieri in #7
  • Maya Preset for alembic loaders by @moonyuet in #16
  • Loading animation asset from FBX animation loader should be in correct rotation by @moonyuet in #45
  • add loaded asset extensions settings for layout loaders in unreal host by @moonyuet in #44
  • Build shot structure from the database by @antirotor in #4
  • Fixes for custom integration plugin path by @antirotor in #5
  • Add staticMesh product type to loader plugin by @antirotor in #10
  • Add extension as suffix when creating unique asset name by @moonyuet in #53
  • Remove only selected asset version when remove items performed in scene inventory by @moonyuet in #56
  • Supports for preset almebic conversion import in ayon settings by @moonyuet in #54
  • Extra-import-features-(Interchange,-Nanite-and-textures) by @thijssmeel in #22
  • Setting Version for animation product loaded assets would have exclusive version folders by @moonyuet in #55
  • Fix the incorrect sequence path when using pre-hierarchy for render creator by @moonyuet in #27
  • UnrealAlembicPointCacheLoader/SkeletalMeshLoader: Align the loaded frame range to db by @moonyuet in #32
  • Add animation/pointcache families support in replacing actors actions by @moonyuet in #62
  • make sure the hierarchy_dir is correct when generating sequence by @moonyuet in #60
  • Make sure instance members are always list value for publishing uasset/Uasset loader can load the uasset by @moonyuet in #69
  • Add missing extractor for staticmesh product type by @moonyuet in #70
  • Camera Publisher: Small tweaks on extractors due to unreal version and validators to check on the camera in level sequence by @moonyuet in #67
  • Load Layout with Existing Scene have consistent location/folder path with Load Layout by @moonyuet in #79
  • Supports loading multiple camera version by @moonyuet in #82
  • enhancement: allow project creation option by @thijssmeel in #26
  • Make sure the animation asset should be at the Animations folder by @moonyuet in #77
  • Extract Layout published for other dccs by @moonyuet in #46
  • Camera Loader can set version and delete version by @moonyuet in #83
  • Supports switch version for camera loader by @moonyuet in #88
  • Check for existing UAssets when loading data by @moonyuet in #47
  • Container data tweak and avoid the duplicate of the container asset data by @moonyuet in #85
  • Temp map should be removed after removing layout product type by @moonyuet in #95
  • The animation sequence from animation loader working across different skeleton version by @moonyuet in #94
  • Enhancement/add description for delete unmatched assets by @moonyuet in #98
  • Make deletion of the loaded assets as optional when removing layout product type by @moonyuet in #100
  • Inventory Action for connecting animation sequence to level sequence loaded from the layout product type by @moonyuet in #36
  • Avoid variable re declaration bug on Unreal by @moonyuet in #90
  • Template Settings for directories of the loaded assets by @moonyuet in #57
  • Checking skeletal mesh component when connecting alembic animation to level sequence performed by @moonyuet in #112
  • Remove look product type creator by @moonyuet in #118
  • Maya alembic conversion settings work for the unreal version 5.3 or 5,4 by @moonyuet in #115
  • Add version number into the asset name by @moonyuet in #120
  • Use extension from the json to define the asset extension to be loaded. by @moonyuet in #92
  • Make sure the camera actor has name with version number with connect action by @moonyuet in #119
  • Add debug message to check on the asset directory when setting camera actor label by @moonyuet in #122
  • Update info in package.py by @antirotor in #127

New Contributors

Full Changelog: 0.2.2...0.2.3

0.2.2

08 Aug 10:03
Compare
Choose a tag to compare

What's Changed

  • Local Rendering Bug Fix and add backward compatibility for deprecated function in render creator by @moonyuet in #13
  • Add supports for material import in alembic loader by @moonyuet in #25
  • Load Layout: clipIn value should not be greater than max frame for setting sequence by @moonyuet in #34
  • add user options for merge_meshes in unreal by @moonyuet in #30
  • Chore: Update integration plugin by @iLLiCiTiT in #33
  • Chore: Updated create package script by @iLLiCiTiT in #20
  • Deadline support by @kalisp in #8
  • Fix integration submodule commit by @antirotor in #37
  • Load Layout: Adding new json element "rotation" for setting up actor rotation by @moonyuet in #35

New Contributors

  • @kalisp made their first contribution in #8

Full Changelog: 0.2.1...0.2.2

0.2.1

26 Jun 09:41
Compare
Choose a tag to compare

What's Changed

New Contributors

Full Changelog: 0.2.0...0.2.1

0.2.0

18 Jun 15:12
2490267
Compare
Choose a tag to compare

Full Changelog
Moved unreal code from ayon-core repository https://github.com/ynput/ayon-core .

Warning

Zip with this release are missing integration plugin part. You should either build this addon manually or use later releases where this folder is already included.