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Send to Unreal - Allow path variables
- Addon: Send to Unreal
- Steps to Reproduce the Problem: I clicked Pipeline > Export > Send to Unreal
- Error Log: No error
- OS: Windows
- Addon Version: Send to Unreal 1.8.4
- Blender Version: Blender 2.93
- Unreal Version: Unreal 4.26.2
I need to create several models so I created a collection containing the 4 default collections (Mesh, Rig, Collision and Extras), when I toggle the option "Use collections as folder" in the "Paths" settings, meshes are moved correctly in my folder but I encountered several problems, I'll make an example to better explain the problem:
- Set your Mesh folder to
"/Game/_Main/Meshes/"
and the Animation folder to"/Game/_Main/Animations"
- Create a main collection called for example "Category" and drag the four default collections inside it
- Put the skeletal mesh inside Mesh and the armature inside Rig
- Click Pipeline > Export > Send to Unreal
Here's what you get:
- Skeletal mesh, skeleton, physics asset and materials are inside the
"Category/Mesh"
folder (And that's fine, but I'm already in the"/Game/_Main/Meshes/"
folder so I really don't need to repeat "Mesh", but this is not the main problem - Animations are in the default
"/Game/_Main/Animations"
folder and not in the "Category" subfolder, so if they have the same name (Pretty common thing if they are called Attack, Idle, or something similar) I get errors and I have to move it or rename them manually. - If I have something in the Collision folder it goes inside the
"Category/Collision"
but as far as I know collision should be renamed "UCX_SK_MeshName" for example and they shouldn't be imported as side-models
Possible fix:
- If the "Use collections as folders" checkbox is checked apply the hierarchy to animations too.
- Export the animations inside the meshes folder, for example create both
"Category/Mesh"
and"Category/Animations"
inside the"/Game/_Main/Meshes/"
@Ares9323 yes this might be able to be improved by a variable in the path. Maybe support something like {MESH_FOLDER_UNREAL}/animations
in the animation folder field and it could just append on a sub path to the mesh path. Would that fix your issue? path variables could be added to support referencing the other paths as well...
Thank you for your answer, that would be a perfect solution for my issue (I tried to implement something similar by myself, but I ended up hardcoding the "/animation" folder inside the mesh folder if the "Use collections as folders" option is enabled).
Thank you again, I really appreciate that you are considering my suggestion!
This would be fantastic - I've come to rely heavily on send2ue and this feature would be a huge time-saver! Any thoughts on whether it's something that might make it up the priority list? Thanks!