100.5 Hotfix
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.