100.4: Hotfix
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.