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