Blender-For-UnrealEngine-Addons | export asset from Blender to Unreal Engine | Game Engine library

 by   xavier150 Python Version: v0.4.1 License: GPL-3.0

kandi X-RAY | Blender-For-UnrealEngine-Addons Summary

kandi X-RAY | Blender-For-UnrealEngine-Addons Summary

Blender-For-UnrealEngine-Addons is a Python library typically used in Gaming, Game Engine applications. Blender-For-UnrealEngine-Addons has no vulnerabilities, it has a Strong Copyleft License and it has medium support. However Blender-For-UnrealEngine-Addons has 2 bugs and it build file is not available. You can download it from GitHub.

I have created this addons for export asset from Blender to Unreal Engine 4
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    Quality
      Security
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            kandi-support Support

              Blender-For-UnrealEngine-Addons has a medium active ecosystem.
              It has 1578 star(s) with 211 fork(s). There are 115 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 13 open issues and 152 have been closed. On average issues are closed in 127 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Blender-For-UnrealEngine-Addons is v0.4.1

            kandi-Quality Quality

              Blender-For-UnrealEngine-Addons has 2 bugs (0 blocker, 0 critical, 2 major, 0 minor) and 842 code smells.

            kandi-Security Security

              Blender-For-UnrealEngine-Addons has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Blender-For-UnrealEngine-Addons code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Blender-For-UnrealEngine-Addons is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Blender-For-UnrealEngine-Addons releases are available to install and integrate.
              Blender-For-UnrealEngine-Addons has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are available. Examples and code snippets are not available.
              Blender-For-UnrealEngine-Addons saves you 2840 person hours of effort in developing the same functionality from scratch.
              It has 6141 lines of code, 235 functions and 17 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Blender-For-UnrealEngine-Addons and discovered the below as its top functions. This is intended to give you an instant insight into Blender-For-UnrealEngine-Addons implemented functionality, and help decide if they suit your requirements.
            • Import all assets
            • Return a valid filename
            • Load a JSON file
            • Renders the widget
            • Init languages
            • Translate a phrase to a text phrase
            • Check if current language is changed
            • Update the potential error list
            • Returns a list of vertices that have a zero weight
            • Creates a process
            • Draw the widget
            • Renders the layout
            • Generates a script to import camera scripts
            • Try to fix a potential error
            • Exports data for unreal engine
            • Returns a ue4 subobject set for a given type
            • Creates the import script for import Python
            • Write all text files
            • Updates the area map
            • Gets the command for importing a skeleton socket
            • Selects a pose of an error
            • Select a potential error vertex
            • Draws the panel
            • Delete selected objects
            • Fixes bad properties
            • Retrieves the name of the selected vertex
            Get all kandi verified functions for this library.

            Blender-For-UnrealEngine-Addons Key Features

            No Key Features are available at this moment for Blender-For-UnrealEngine-Addons.

            Blender-For-UnrealEngine-Addons Examples and Code Snippets

            Addons,Addon development,Implement the Addon
            Javadot img1Lines of Code : 76dot img1License : Permissive (Apache-2.0)
            copy iconCopy
            package io.testproject.sdk.tests.examples.addons.actions;
            
            import io.testproject.sdk.internal.addons.annotations.AddonAction;
            import io.testproject.sdk.internal.addons.interfaces.Action;
            import io.testproject.sdk.internal.addons.Platform;
            import org.  
            Widgets,Blender
            Pythondot img2Lines of Code : 20dot img2License : Strong Copyleft (GPL-3.0)
            copy iconCopy
            import guibedos.blender
            from some import SomeWidget
            
            class SomeOperator(bpy.types.Operator):
                """
                Does something useful, with PySide
                """
                bl_idname = "cube.some"
                bl_label = "Some"
            
                def execute(self, context):
                    self.report  
            pongo-blender,Using pongo-blender
            Godot img3Lines of Code : 19dot img3License : Permissive (MIT)
            copy iconCopy
            vim vars
            
            export SHOES="green"
            export CATS="cute"
            export STATE="busy"
            
            my shoes are {{ SHOES }}
            my cats are {{ CATS }}
            my state is {{ STATE }}
            
            . vars && pongo-blender template > output
            
            egidijus@ub-sol:/tmp/pongos$ cat output 
            my shoes ar  

            Community Discussions

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...

            ANSWER

            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            OpenTK doesn't render the color of my triangle
            Asked 2022-Apr-03 at 07:08

            I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.

            Main Program Script:

            ...

            ANSWER

            Answered 2022-Apr-03 at 07:08

            You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main:

            Source https://stackoverflow.com/questions/71723584

            QUESTION

            How to create a first-person "space flight" camera
            Asked 2022-Mar-15 at 13:43

            I'm currently attempting to create a first-person space flight camera.

            First, allow me to define what I mean by that.

            Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.

            What I have so Far

            So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:

            ...

            ANSWER

            Answered 2022-Mar-02 at 23:15

            The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.

            The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).

            Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.

            It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.

            Source https://stackoverflow.com/questions/71328720

            QUESTION

            How do I make copies of a Node in Godot
            Asked 2022-Feb-19 at 01:11

            I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:

            ...

            ANSWER

            Answered 2022-Feb-19 at 01:11

            • The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
            • If you change the code to AddChild(copynode).Duplicate(); you can see it adds all 5 invisible nodes.

            Source https://stackoverflow.com/questions/71180866

            QUESTION

            Coming from OO languages to C, how can I avoid circular dependencies?
            Asked 2022-Feb-13 at 13:14

            When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.

            I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.

            ...

            ANSWER

            Answered 2022-Feb-13 at 13:14

            Don't #include "entity.h" from game.h and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.

            Example:

            Source https://stackoverflow.com/questions/71100649

            QUESTION

            SpawnObject for ak(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server
            Asked 2022-Feb-10 at 07:54

            helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.

            ...

            ANSWER

            Answered 2022-Feb-10 at 07:54

            This is because of you are calling the spawn function from client. You should call it in server.

            Source https://stackoverflow.com/questions/71010816

            QUESTION

            Detecting if an enemy was shot by bullet
            Asked 2022-Feb-06 at 03:20

            I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.

            Here is the enemy code:

            ...

            ANSWER

            Answered 2022-Feb-06 at 03:20

            On your _on_PlayerBullet_body_entered you a body that has a reference to whatever the Area2D collided with, you can use it to communicate with it.

            For example, you can call a method on it. Which could, of course could be queue_free:

            Source https://stackoverflow.com/questions/71003599

            QUESTION

            Phaser.js: How to get or remove all sprites in one scene
            Asked 2022-Jan-29 at 09:00

            I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!

            ...

            ANSWER

            Answered 2022-Jan-29 at 09:00

            The Scene has a property children (link to documentation)

            You can get all Sprites, with the command:

            Source https://stackoverflow.com/questions/70903111

            QUESTION

            Phaser3, Creating Rounded Rectangle, Not Staying Put Relative To Window
            Asked 2022-Jan-21 at 00:26

            I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:

            ...

            ANSWER

            Answered 2022-Jan-21 at 00:26

            YourGraphic.setScrollFactor(0,0);

            Source https://stackoverflow.com/questions/70794747

            QUESTION

            Ursina Python Engine: Lighting, Shadows And Bloom Effects
            Asked 2022-Jan-17 at 07:34

            I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.

            Is There Any Way To Make My Game Look Good Using In Ursana Engine?

            ...

            ANSWER

            Answered 2021-Dec-11 at 20:32

            You have to add lights and also apply lit_with_shadows_shader to entities that will receive shadow.

            See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight

            Source https://stackoverflow.com/questions/70139918

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Blender-For-UnrealEngine-Addons

            Blender 2.8 / 2.9. Blender 2.8 / 2.9. Or previous versions: Releases page.
            Download addon:
            Open User Preferences (Ctrl+Alt+U) and under Add-ons, click Install from File. Then navigate to the .zip file you downloaded and select it.
            You can found the addons in the right side panel (N)
            Switch Branch to Dev
            Download source file as Zip file.
            Extract "blender-for-unrealengine" folder
            Compress "blender-for-unrealengine" as new Zip file.
            Install the new zip file in Blender. Download and installation

            Support

            Working on object packs for Unreal Engine can be tedious with Blender. That's why I created the Add-on: "Blender for UnrealEngine". it simplified the export process from Blender to Unreal Engine by allowing you to export all the assets of a scene at the same time. It even automatically distributes them in a proper tree structure in correlation with the Unreal Engine pipeline!. Sockets and collision shapes are created directly in Blender, you can precisely choose which animations need to be exported. Blender For Unreal Engine also includes a error checker to prevent the all potential problems. You have an explanation of the problem and how to solve it. In addition to the possibility in certain cases of correcting the problem automatically. By using Blender For Unreal Engine you can generate python scripts to import the all exported assets directly in Unreal Engine. That work too for the cameras in a Level Sequence with the all cuts and camera ratio. More info, tutorials and documentation here --> Wiki page <--.
            Find more information at:

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          • HTTPS

            https://github.com/xavier150/Blender-For-UnrealEngine-Addons.git

          • CLI

            gh repo clone xavier150/Blender-For-UnrealEngine-Addons

          • sshUrl

            git@github.com:xavier150/Blender-For-UnrealEngine-Addons.git

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