100.6 Hotfix

Highlights

  • Significant Skeletal Mesh and Animation import and export improvements

  • Fix bugs to allow for easy USD timesample/animation exports of recorded sequences - makes it easy to capture dynamic Blueprint behavior as timesampled data

  • Further fixes to material creation live-syncing between Create and Unreal Engine

  • Improvements to mesh caching of USD stages, both during the editor process lifetime (mesh cache) and between editor executions (DDC) - this makes reloading a USD stage significantly faster

  • Added an option to export prims in a stage as Payloads rather than References.

Bug Fixes

  • Fix a USD Skeletal Mesh animation import issue where the start time was being ignored (OM-27456, OM-27454)

  • Fix a Skeletal Mesh export issue when morph targets are employed by using LOD RenderData instead of the LOD Model

  • Fix crash when loading skel root with multiple skeleton bindings as the default prim

  • Fix exporting Level Sequence visibility/boolean sections if there’s only one keyframe (OM-27613)

  • Remove live-syncing of Level Sequence changes because of performance issues

  • Fix exporting spawned Blueprint meshes in Level Sequences (OM-27613)

  • Fix exporting Level Sequence with a 3D constraint section that has an infinite range

  • Fix exporting a mesh component as a Xform prim when there’s no actual mesh asset assigned (OM-27790)

  • Fix exporting material with PrecomputedAOMask in DDS mode

  • Fix a material export crash when HLSL text in custom material expressions contain comments near the end of the text block.

  • Fix 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)

  • Fix another issue where initial material creation and application on a prim in Create did not live-sync to Unreal Engine (OM-26415)

  • Fix attenuation radius scaling (MetersPerUnit) for spot and point lights

  • Fix scaling (MetersPerUnit) for USD cameras, which use fixed units, so no scaling required

Changes

  • USD Mesh Importing
    • Meshes are now cached by both the mesh cache and the DDC to speed the subsequent loading of unmodified USD meshes

  • USD Payloads and References
    • Add an option to export props as payloads rather than references (OM-28488)

  • Materials
    • Update MDL Core Definitions to version 2.0.0 and set the exported SDK version to 1.6

    • Add support for exporting sincos() HLSL function in custom material expressions (OM-27401)

    • Workaround HLSL usage of the SampleGrad() function in custom material expressions (OM-27401)

    • Support exporting HLSL vector components as left assignment in a custom expression (OM-27401)

    • Add support for exporting Texture2DSample UE4 material function in custom material expressions

    • Add support for HLSL distance in a custom material expression

    • Prevent MDL export errors when encountering View to World and World to View transforms and emit a warning

    • Update the MDL Core materials to support hair color

    • Add MDL display_name annotations to strip the extraneous “inputs:” from the name in Create

    • Add support for exporting 2D Render Targets to PNG and DDS (OM-28954)

  • Animation
    • Add support for exporting a Blueprint animation with the “Copy Pose from Mesh” graph
      • Note: Only attached parent is supported

    • Automatically export a Level Sequence if there’s only one in the level, previously “Auto Play” had to be checked

  • File Support
    • Use UTF-8 (rather than ANSI) when interacting with the Omniverse Client Library to support all possible characters from the Content Browser

  • Installer
    • Make the uninstaller silent (OM-28140)