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use only the name of the child mesh that is under the mesh collection…
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… otherwise require the user to specify the path

#133
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jamesbaber1 committed Nov 17, 2020
1 parent f27e77e commit fb5030b
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Showing 2 changed files with 14 additions and 7 deletions.
2 changes: 1 addition & 1 deletion send2ue/addon/__init__.py
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@
bl_info = {
"name": "Send to Unreal",
"author": "Epic Games Inc.",
"version": (1, 4, 10), # addon plugin version
"version": (1, 4, 11), # addon plugin version
"blender": (2, 83, 0), # minimum blender version
"location": "Header > Pipeline > Export > Send to Unreal",
"description": "Sends an asset to the first open Unreal Editor instance on your machine.",
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19 changes: 13 additions & 6 deletions send2ue/addon/functions/export.py
Original file line number Diff line number Diff line change
Expand Up @@ -104,12 +104,19 @@ def get_skeleton_game_path(rig_object, properties):

else:
if rig_object.children:
# set the skeleton game path to the first child of the skeletons children
return f'{properties.unreal_mesh_folder_path}{get_unreal_asset_name(rig_object.children[0].name, properties)}_Skeleton'
else:
utilities.report_error(
f'"{rig_object.name}" does not have any mesh as children, so it can not be imported!'
)
# get all meshes from the mesh collection
mesh_collection = get_from_collection(properties.mesh_collection_name, 'MESH')

# use the child mesh that is in the mesh collection to build the skeleton game path
for child in rig_object.children:
if child in mesh_collection:
asset_name = get_unreal_asset_name(child.name, properties)
return f'{properties.unreal_mesh_folder_path}{asset_name}_Skeleton'

utilities.report_error(
f'"{rig_object.name}" needs its unreal skeleton asset path specified under the "Path" settings '
f'so it can be imported correctly!'
)


def get_pre_scaled_context():
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