Current Version: 2.4.6
Supported Blender Versions: 3.6
, 4.0
, 4.1
, 4.2
Send to Unreal provides a one click solution for sending data from Blender to Unreal Engine. Formerly created by Epic and now maintained by JoshQuake(Joshimals) and jack-yao91 with credited community contributions under the MIT license.
Static Meshes - Supports static mesh workflows with lods, collisions, mesh origins, sockets, and batched exports. Skeletal Meshes - Bring a Skeletal mesh into Unreal with its lods and customized lod build settings. Animation Sequences - Batch export or send individual animations directly to the editor. Grooms - Batch export or send individual hair systems as alembic files to the editor as groom assets.
@jack-yao91, @JoshQuake
3.6
, 4.2
(installed from blender.org)5.3
, 5.4
This extension requests the following permission:
Import/export FBX from/to disk
https://extensions.blender.org/terms-of-service/
Branding Do not include the name "Blender" in your extension. Do not use the Blender logo or icon in the extension thumbnail, icon or gallery. When in doubt, consult the Blender logo guidelines.
Checking the code:
This add-on manipulates Python's module search to expose modules:<br> Bundled modules must either be:
NOTE: ExtensionCollector
attempts to clean up after itself but leaves modules in sys.modules
.
Python can load modules without manipulating sys.path or sys.modules, see: https://stackoverflow.com/a/67692/432509
Using send2ue
to lookup add-on preferences is no longer valid.<br>
See how to use __package__
instead.
Run-time manipulating the existing FBX exporter isn't good practice.) Ideally fixes could be submitted up-stream.
At a minimum the state of the FBX exporter must be restored once the export has completed.
Operating on all objects in bpy.data.objects
is generally bad practice. As exporters will export all objects from all scenes, including orphaned objects that aren't in any scenes.
Hey Campbell can I please get clarification on the FBX exporter part? From what I can tell, it already does restore it.
@Joshimals ah, my mistake then. Any error in the patched code will fail to restore the previous state.
A temporary context can be used to handle temporary overrides that survive exceptions.
Suggest to split up export and the override into two functions to avoid the override logic being mixed in with setup/teardown. You may want to use contextlib.contextmanager
which makes this convenient.
How do I get more information on these policy warnings? https://imgur.com/a/6YfI7Y9
Hey everyone,
Just a heads-up about a recent change regarding the licensing of add-ons on the Blender extension platform. Moving forward, all add-ons will need to be released under the GNU/GPL 3.0 license (SPDX:GPL-3.0-or-later). This is mainly to keep things simple and consistent across the board.
Previously, we accepted various licenses as long as they were compatible with Blender’s distribution. However, to avoid any confusion and streamline the process, all add-ons using the bpy API should now be presented as GPL 3 (the same license the Blender bundle is distributed). Regardless of whether the original code was under GPL 2, or something else like MIT or ZLIB.
Existing add-ons versions won't be affected. However, new updates will need to comply to the revised requirements.
Thanks for understanding, and feel free to reach out if you have any questions.
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Ready for review