Unreal Engine 4¶
Overview¶
The NVIDIA Omniverse™ Unreal Engine 4 Connector offer a simple toolkit for UE4 Users to send and live sync their model data to an Omniverse Nucleus server. This not only gives UE4 users a first class renderer through Omniverse View or Omniverse Create but also the ability to open, edit and sync with any of the Omniverse Connect applications. Now, depending on the use case, UE4 users can choose the workflows and pipelines that work best for their needs while maintaining up to date revisions for all downstream consumers of their work.
The Omniverse Unreal Engine 4 Connector plugins are an excellent way to export scene, geometry, and material content to USD and Omniverse. The MDL (Material Definition Language) plugin’s material export unlocks access to using Unreal Engine’s industry-leading material editor as one of the easiest and quickest ways to author MDL materials. Artists can use Unreal Engine’s terrain and landscape editor, and with one click can export geometry and materials straight to Omniverse, stored as a USD mesh. The plugins also support USD and MDL importing as well as live-editing of meshes, materials, and stages.
There is no source code included in the plugins, so they will not work with C++ projects with a GitHub-based Unreal Editor. The plugins will function properly with Blueprint or C++ project using the Epic Games Launcher Unreal Editor.
Introduction (Video)¶
USD and MDL in UE4¶
USD assets are used by Omniverse USD Actors, just like a Static Mesh is used by a Static Mesh Actor. MDL assets are at first identified with this Omniverse MDL icon. Once they are imported they are represented by an Unreal Material asset icon.
Note that red folders and USD/MDL assets with a lock on them identify read-only files that are located on a Omniverse Nucleus mount.

Assets Loading and Caching¶
Assets are not actually loaded and converted from Omniverse until they are used. Once loaded, the converted UE4 assets, such as textures, materials, are cached on disks. And they will be updated when necessary. Note that the Content Browser displays USD and MDL files inside the project’s /Content/Omniverse folder, but those files do not exist on disk. As assets are loaded, intermediate UE4 assets are saved to those locations, but the are purely intermediate and only aid in reload times. Do not create assets within the /Content/Omniverse folder as they could be removed from disk when these folders are cleaned.
A Note about the Epic Games USDImporter Plugin¶
Currently the Epic Games USDImporter plugin is disabled by the Omniverse USD plugin. This is due to incompatibilities between the USD libraries used by the two plugins that cause crashes on startup. We are working hard to resolve these conflicts.
Usage Instructions¶
Project Settings¶
Though the default settings should be correct for most situations, you may wish to edit settings based on your use case. You may edit these settings in project settings under plugins > Omniverse.

Note
Live Edit settings can also be controlled through an Omniverse button in the Main UE4 Toolbar.
Setting |
Effect |
---|---|
Server List |
A list of Omniverse Nucleus servers that are visible in the Content Browser
|
Live Edit |
Enable/Disable the ability to actively edit the USD that you’re
connected to, in realtime. If disabled, you must save your changes
to update the USD.
|
MDL Template Paths |
Locations of the base MDLs that Unreal can use to convert
materials to MDL.
|
Render Context |
Material import/render material setting - MDL or Default (USD Preview Surface)
|
Open Developer Log |
Show developer log messages in the editor log
|
Texture Compression |
Enable texture compression on import (disable to speed up import)
|
Enable Query Collision |
If enabled, meshes will have query collision enabled on import
|
Connecting¶
To connect to an Omniverse Nucleus server, navigate to the Omniverse Icon in the top tray and select “Add Server”.

Once selected you will be brought to this connection dialogue.

After entering an Omniverse Nucleus server, click “Add to Content Browser” to continue. Once you browser into the folder in the Content Browser you may or may not be required to login using browser authentication depending on the state of your connection ticket. If connecting to a pre-2020.2 server it will login to the server using your Windows username.
Note
If a connection fails to exist for the Omniverse Unreal Engine 4 Connector Plugin, a notification will appear on the bottom right of your screen. It signifies that you do not have a current connection open to an Omniverse Nucleus.
Removing a Server¶
To remove a Omniverse Nucleus server from the Content Browser, right click on it and select “Remove Server”. This will also remove all local cached UE4 assets that were previously imported.

Live Mode¶
If enabled, Live mode allows for realtime interaction with assets you work with in UE4 through Omniverse. Be aware that when enabled changes are stored and transmitted realtime, all changes are effectively saved to the server as they happen.
Live Mode |
Visual Notification |
---|---|
Off |
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On |
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Note
While live editing with another Omniverse client one might notice that while UE4 is in the background edits might not appear in the editor viewport. This is because UE4 has a performance setting that uses less CPU while in the background. This setting can be disabled in the editor preferences by unchecking the “Use Less CPU when in Background”. The Omniverse USD plugin unchecks this setting the first time it is run within a project by default.
Cleaning Local Assets¶
Inevitably there are sometimes issues with the intermediate files contained in the project’s /Content/Omniverse and /Content/MDL folders that represent USD and MDL assets on the server. One way to resolve these issues is to simply remove them from the disk and let the plugin recreate/rediscover them from the server. Note, if the assets are open, or have been opened, it’s possible that the editor will not be able to delete them. Also, note that cleaning these folders locally does not remove the data on the Omniverse Nucleus server(s), it removes the intermediate UE4 assets on disk.

Opening USD Files¶
Users can open and use USD files already organized and managed from an Omniverse Nucleus server within UE4.

Once Connected, the Omniverse Unreal Engine 4 Connector Plugin lists all Omniverse Nucleus assets in UE4 Content Browser within a directory called /Omniverse. Any USD files existing within your Omniverse Nucleus can be opened, used and edited with UE4. Any edits or modification can be saved or live synced to your Omniverse Nucleus. While USD files do not get converted, Omniverse Textures and Shaders (MDL’s) are converted to native UE4 textures and materials automatically and are managed by the Omniverse-UE4 Plugin.
To find the stage in the Content Browser after it is opened, select the Omniverse/OmniverseStageActor in the World Outliner. From the Details panel select the magnifying glass to browse to the USD stage in the Content Browser.

Saving USD Files¶
When working in a non-live workflow changes made to a USD stage are not sent back to the Omniverse Nucleus server immediately and save must be done explicitly. To save a USD file’s changes back to the server, right click on the USD in the Content Browser and select Save to Omniverse. Note that the File menu’s Save, or the Control+S keyboard shortcut do not save the USD back to the server, they will simply save the intermediate UE4 asset, which is ineffective.

Copying Omniverse URLs¶
To copy the Omniverse URL into the clipboard, right click on an Omniverse asset from within the /Game/Omniverse folder in the Content Browser and select Copy Omniverse URL

The Omniverse USD Layers Tab¶
Omniverse USD Layers can be viewed, manipulated, and locked by opening the Omniverse Layers tab from Window menu and selecting the Omniverse Layers option.

Exporting to Omniverse (as USD and MDL)¶
Note: before trying to export anything to Omniverse, ensure that the editor has a valid connection to a Omniverse Nucleus server.
- These types of assets can be exported to Omniverse as USD or MDL files by right clicking on them and choosing Omniverse Export in the Content Browser
Maps
Meshes
Materials
Actors in a level can also be exported to Omniverse as USD by right clicking on the in the World Outliner and choosing Omniverse Export

Make sure that the output folder is under the /Game/Omniverse folder, otherwise there’s no mapping back to the Omniverse Nucleus server
Meshes, lights, and cameras found inside of Blueprint actors are also exported
Export Options¶

Option |
Result |
---|---|
Export Method |
Shared organizes materials so they can be shared by many assets.
Modular exports a material for every asset so that assets and their materials are all self-contained.
|
Include MDL |
Export MDL materials
|
MDL Dependency Option |
Include Dependencies - Duplicates the MDL dependencies (templates) in Destination Folder
Use Core Library Dependencies - Core MDL Library templates are referenced.
|
Destination UE4 Template Path |
Destination Folder on Omniverse Nucleus for the MDL dependencies (templates)
Note: A file must be selected, but only the folder is used.
|
Texture Size |
Use Texture Setting or Source as Exported Texture Size
|
Include USD Preview Surface |
Export Preview Surfaces
|
Include DDS Texture |
Save DDS Files to Destination Path and reference them from materials (note, these cannot be reimported in
UE4, this is to save GPU texture memory in Omniverse Kit)
|
Add extra extension to exports |
Stage files will be named .stage.usd, props will be named .prop.usd
|
Export physics data |
Include collision data with static meshes
|
USD Scenegraph Instancing |
Make every referenced mesh in a stage an instance. If the stage has duplicate meshes this can greatly
reduce geometric GPU memory in another renderer, but the editing workflow may be hampered.
|
Include invisible levels |
If checked, levels that are hidden will be included in the export and marked as invisible.
|
MDL Templates¶
The MDL Core Library is a set of MDL templates shipped with every Connect plugin. An MDL preset can simply reference the template with requiring it to be in a particular location.
- Reasons to choose “Include Dependencies”
You want all exported MDL presets to use a specific MDL template which you control and possibly modify.
You are concerned that as the MDL templates are modified and improved over time that there might become parameter incompatibilities between the different Connect plugins
- Reasons to choose “Use Core Library Dependencies”
You want to avoid the proliferation of the MDL templates as you do many different MDL exports
You want to use the newly updated MDL templates that ship with Omniverse Kit or other Connect plugins rather than what existed when you exported
Export USD and MDL to Local Disk¶
Maps or meshes can be exported directly to disk as USD and MDL files with the File menu’s Export All or Export Selected options. Export All will export the entire open map while Export Selected will export the selected actor from the editor viewport.

Stages and MDL materials can also be exported from the Content Browser. Right click on the asset, select Asset Actions, then Export.

Once the File menu option is selected (or right-click-export), the file type, or “Save as type” should be set to .usd or .usda.

Export Commandlet¶
The Omniverse commandlet automates the process of exporting levels to Omniverse.
Instructions: The “-AllowCommandletRendering” flag must be added to the command line if exporting Text Render actors or USD Preview Surface.
In the following example, the FooSample map from the BarProject project is exported to a local server for testing:
BarProject.uproject -run=Omniverse -AllowCommandletRendering -map=FooSample.umap -path=”/Projects/FromUE4” -user=admin -omniverse_server=localhost:3009 -log
Export Options:¶
Option |
Effect |
---|---|
MAP |
The map name (with or without) extension. Note, specify the entire path to the map (/Game/Maps/MapToExport) if the name is ambiguous
|
PATH |
The output path on the Omniverse server path (absolute)
|
USD |
The name of the USD file. Defaults to the Map name
|
USER |
The user name
|
PASSWORD |
The password (Defaults to the user name)
|
OMNIVERSE_SERVER |
The address of the desired server
|
Export Flags (true/false):¶
Flag |
Default State |
Effect |
---|---|---|
MDL |
True
|
Include MDL in export
|
MODULAR |
False
|
Materials are exported for each asset
|
PREVIEWSURFACE |
False
|
Generate preview surfaces
|
ADDEXTRAEXTENSION |
False
|
Add extra extension to exported file, ie, .stage.usd, .prop.usd
|
COPYTEMPLATE |
True
|
Copy templates to export directory
|
TEXTURESOURCE |
False
|
Use the source texture for the texture size
|
VERBOSE |
True (non-shipping)
|
Emit some messages along with the export for debugging
|
STATICMESHES |
False
|
Convert Actors to StaticMeshActors
|
COLLISION |
False
|
Export collision components
|
BEGINPLAY |
True
|
Call BeginPlay on world to create runtime components. Default true.
|
TEST |
False
|
Log operations but do not perform the export.
|
Multiple Maps: If you supply a ‘+’ delimited set of maps following the -map option, the maps will be exported at the path using the map name as the sub-folder and the name of the USD file.
Example:
MyProject.uproject -run=Omniverse -AllowCommandletRendering -map=Island.umap+Cavern.umap+Moon.umap -path=”/Projects/FromUE4” -user=admin -omniverse_server=ovserver.mycompany.com
Generates:
/Projects/FromUE4/Island/Island.usd
/Projects/FromUE4/Cavern/Cavern.usd
/Projects/FromUE4/Moon/Moon.usd
Supported & Unsupported Features¶
Supported¶
Import/Open (From USD)¶
- Geometry
Static Meshes
Skeletal Meshes
- Materials
Preview Surfaces
MDL
- Animation Introduced in 100.1
Skeletal Mesh animation
TimeSamples (as Level Sequence Actor)
- Cameras
USD Camera attributes mapped to Cinematic cameras
- Lights
USD Distant Light (as Directional)
USD Rect Light (as Rect)
USD Sphere Light (as Point)
Export (To USD)¶
- Geometry
Export to USD w/ Skeleton
Static Mesh Collision data
Landscapes
Foliage
Brushes
Text Actors
- Animation Introduced in 100.1
Skeletal Mesh animation export
Level Sequence Actor export (if Autoplay checked)
- Materials
Preview Surfaces
MDL Export: Native translation
- Cameras
Cinematic camera attributes mapped to USD Cameras
- Lights
Directional Light (as USD Distant)
Point Light (as USD Sphere)
Spot Light (as USD Sphere)
Rect Light (as USD Rect)
- Postprocess
Some exposure settings saved with stage export
- Blueprints
Meshes, Lights, Cameras, SceneComponents, etc within a Blueprint are exported as USD after the Construction Script is run
- Groom Asset Introduced in 100.4
USD BasisCurves exported if OmniverseGroom plugin enabled
Live Workflow¶
- Stage Editing
Actor transformations
Actor addition/removal
Receive mesh deformation from other clients
- Material Syncing
Material assignment
Material Instance parameter changes
Unsupported¶
The Unreal Engine is vast and has many varied authoring pipelines and asset types. For now the Omniverse USD and MDL plugins are targeting a subset of those that are useful and it will continue to grow. Listed below are some of the items that are not supported, but note that this list doesn’t cover everything.
Packaging¶
For now the Omniverse USD and MDL plugins are only supported in editor mode. They cannot be run in “-game” mode or used as a packaged, shipping project.
Blueprints¶
Logic Run in a Blueprint is not yet translated into any sort of compute logic within USD. A Blueprint’s components are exported to USD in whatever state that they exist after the Construction Script is run.
Level Sequences¶
Only linear keyframes are supported in the USD import/export. On export, a cubic, or any native UE4 keyframe will be translated into per-frame, linear timesamples. On import, linear USD timesamples will be imported as linear UE4 keyframes.
Note
Level Sequence actors are only exported if “Auto Play” is checked
Materials¶
When exporting unsupported material functions watch the Message Log for notifications. Not all material functions map to MDL properly, so they are often replaced with a constant value.

- These material functions are not supported (incomplete list):
Atmospheric Light Vector
Atmospheric Light Color
Atmospheric Fog Color
Pixel Depth
Camera Vector/Position
Object Position/Radius
Field of View
View Property
Light Vector
Bump Offset
Fresnel
IOR from texture lookup
Media texture sampler
- Particle
Particle Color
Particle Direction
Particle MacroUV
Particle PositionWS
Particle Radius
Particle Random
Particle RelativeTime
Particle Size
Particle Speed
Particle SubUV
Meshes¶
Meshes with more than 2 UV channels with materials that use Vertex Color won’t have correct materials in Omniverse Kit.
Commandlet Limitations¶
The export commandlet will only export maps, not individual meshes or materials.
When a sublevel is exported by the commandlet the persistent (parent) level will also be exported along with all other sublevels.
The export commandlet doesn’t currently set the Perspective camera in the custom layer data
The export commandlet must be run with the -AllowCommandletRendering flag to support text render actors and USD Preview Surface
Release Notes¶
100.5 Hotfix Release¶
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
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.
100.4: Hotfix Release¶
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.
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.
100.3: Hotfix Release¶
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
100.2: Hotfix Release¶
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
100.1: Point Release¶
Features¶
USD upgraded from 19.11 to 20.08
USD exports use the new USD Physics Schema
Skeletal Mesh animation import and export support added
Level Sequence actor import and export support added (as USD Time-sampled data).
USD Scenegraph Instancing export option added
Bug Fixes¶
Improve Blueprint export (for meshes, cameras, text render actors, and lights)
Fix normal generation on USD imports that contain no normals
Fix live update issues with Camera actors
Changes¶
If DDS textures are exported then they will be referenced by exported materials
Note, there’s no DDS importer so the exported textures will not import properly in UE4.
Log messages added during export to Omniverse to make it more clear when
Add option to include invisible levels when exporting
Exporting levels as USD to the file system are now organized as props and references. Previously all meshes were defined in the stage USD file.
Add an “About Plugin” dialog from the Omniverse toolbar button
2020.2: Hotfix 2¶
Bugs¶
Update Omniverse Client Library to 0.9.1064 to address file listing issues and potential data loss while overwriting large files
2020.2: Hotfix 1¶
Bugs¶
Fix a crash when running in VR Mode in the editor
Skip exporting a section if there are no faces
Update Omniverse Client Library to 0.9.723-mr2020.2.1-602740bb to fix some LFT issues
Fix a couple problems with texture exporting and importing (settings and global texture settings)
Changes¶
Improve the hierarchy of meshes under Blueprint actors when exporting. Remove an extra Xform and make them have a proper origin (not 0,0,0)
2020.2: Point Release¶
Features¶
New Omniverse Client Library
Add support for multiple Omniverse Nucleus servers connected simultaneously
References between servers supported
Add a right-click save to Omniverse option on assets when Live mode is not enabled
Bake O/R/M USD Preview Surface textures to 8-bit gray textures
For a shared asset export the MDL Schema will be a material instance based on an MDL Preset, rather than simply pointing to an MDL Preset
This reduces the number of materials in a stage export, but note that static switches will still cause distinct material creation
Bug Fixes¶
Fix a reload issue on USD stages, now it will pull the latest version from the server rather than a stale version
Fix exporting multiple text components from a Blueprint
Fix importing and exporting the relative transform of a USD prim
Fix crash when loading MDLs for the first time in a new project
Fix getting Export LOD from LandscapeStreamingProxy
Fix writing files larger than 2GB to Omniverse
Indicate that no filename is necessary when exporting multiple assets and don’t lose the default path when Cancel is hit
Use global ::anno style imports for standard MDL modules (per specificiation)
Add support for the MDL core library clearcoat and opacity base variants
Resolve UDIM path for USD Preview Surface and MDL Schema
Note that the UDIM path is resolved with the first texture only. If UV > 1 then the texture shown will be incorrect.
2020.1: Hotfix¶
Bug Fixes¶
Make sure all characters are UTF8 with MDL exports and imports
Replace engine variable with constant in custom expression during exporting
Fix distilling of MDLs that use a Fresnel function
Notify users that vertex and pixel normal expression cannot be used for MDL IOR
Fix an issue where the Omniverse texture etag was saved before a texture load was completed. This prevents random garbage materials appearing on meshes.
Avoid loading from empty USD asset path address
Support masked materials when exporting and importing USD Preview Surfaces
Support actors with the same name in multiple sublevels while exporting USD
Fix proto index if there are empty instanced mesh components
Fix separating sections to meshes: Note that the number of vertices can’t be obtained from static mesh section
Fixing baking preview surface for the dynamic translucent material instance : Dynamic material instance can’t set the parent directly
Mangle/Unmangle invalid characters to make UE4 access Omniverse path
Features¶
- Use the editor’s Landscape ExportLOD property to determine what LOD to export to USD
This is useful because Landscape actors are currently exported as meshes and the size can get out of hand quickly
If MDL load fails try to load the preview surface instead (and vice versa)
Automatically disable the editor CPU throttling to avoid live editing issues
2020.1: Point Release¶
Changes¶
4.25 Support
Geometry (Static Mesh)
Switched from exporting GeomSubsets to Meshes to support Preview Surface
Multiple landscapes in one map is now supported
Better support for brush geometry export
Text Render actor export
Materials
Vertex color support added
Vertex color painting
Landscape layers
Unlit translucent material support added
Dynamic material instances are exported to a single MDL file (greatly improves rendering performance)
Precomputed AO mask support added
Texture bombing added
Many noise features added
Noise
Simplex: Perlin
Gradient: 2D texture (3D texture not supported)
Value
Vornoi
Vector Noise
Cellnoise
Perlin 3D
Perlin Gradient
Perlin Curl
Voronoi
Cameras
Perspective camera in Omniverse Kit defaults UE4 editor perspective camera transform
Lighting
Some post process settings saved to stage (exposure)
Local Workflow
Local USD/USDA export added to the File:Export menu
Physics
Export collision by default
Exporting complex, triangle mesh collision
Editor Experience
Read-only Omniverse mount icon overlay on new Omniverse USD and MDL asset icons
Versions in plugin info
More/fixed documentation
Omniverse
Live material updates and stage management bug fixes
Automation
Level export commandlet
Script to automate level export