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Merge pull request EpicGamesExt#728 from EpicGamesExt/repo-fixes
Fixing URL references
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.github/ISSUE_TEMPLATE/bug_report.md

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---
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# Before creating an issue DO THIS FIRST!
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Search the existing [issues](https://github.com/EpicGames/BlenderTools/issues?q=)
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Search the existing [issues](https://github.com/EpicGamesExt/BlenderTools/issues?q=)
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## Bug
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### IMPORTANT: Do this before you create a bug ticket!

.github/ISSUE_TEMPLATE/feature_request.md

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---
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# Before creating an issue DO THIS FIRST!
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Search the existing [issues](https://github.com/EpicGames/BlenderTools/issues?q=)
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Search the existing [issues](https://github.com/EpicGamesExt/BlenderTools/issues?q=)
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## Feature
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### IMPORTANT: Do this before you create a feature ticket!

.github/ISSUE_TEMPLATE/question.md

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---
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# Before creating an issue DO THIS FIRST!
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Search the existing [issues](https://github.com/EpicGames/BlenderTools/issues?q=)
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Search the existing [issues](https://github.com/EpicGamesExt/BlenderTools/issues?q=)
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## Questions
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### IMPORTANT: Do this before you create a question ticket!

CONTRIBUTING.md

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# Contributing
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Directions on how to contribute can be found [here](https://epicgames.github.io/BlenderTools/contributing/development.html).
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Directions on how to contribute can be found [here](https://epicgamesext.github.io/BlenderTools/contributing/development.html).

README.md

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<p align="center">
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<img width="300" src="https://github.com/EpicGames/BlenderTools/blob/main/docs/main/images/1.png?raw=true" alt="icon"/>
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<img width="300" src="https://github.com/EpicGamesExt/BlenderTools/blob/main/docs/main/images/1.png?raw=true" alt="icon"/>
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</p>
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<h1 align="center">Blender Tools</h1>
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<br></br>
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A one-click solution for sending assets from Blender to Unreal Engine.
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* [Read Docs](https://epicgames.github.io/BlenderTools/send2ue/)
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* [Download Addon](https://github.com/EpicGames/BlenderTools/releases?q=Send+to+Unreal&expanded=true)
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* [Read Docs](https://epicgamesext.github.io/BlenderTools/send2ue/)
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* [Download Addon](https://github.com/EpicGamesExt/BlenderTools/releases?q=Send+to+Unreal&expanded=true)
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## UE to Rigify
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[Rigify](https://docs.blender.org/manual/en/latest/addons/rigging/rigify/index.html) addon. Quickly retarget and author
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new animation on unreal marketplace assets and more!
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* [Read Docs](https://epicgames.github.io/BlenderTools/ue2rigify/)
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* [Download Addon](https://github.com/EpicGames/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
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* [Read Docs](https://epicgamesext.github.io/BlenderTools/ue2rigify/)
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* [Download Addon](https://github.com/EpicGamesExt/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
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## Help Contribute
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Contributions are encouraged! Find out how you can contribute to this repo in one of the following ways:
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* [Help Develop](https://epicgames.github.io/BlenderTools/contributing/development.html)
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* [Help Document](https://epicgames.github.io/BlenderTools/contributing/documentation.html)
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* [Help Test](https://epicgames.github.io/BlenderTools/contributing/testing.html)
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* [Help Develop](https://epicgamesext.github.io/BlenderTools/contributing/development.html)
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* [Help Document](https://epicgamesext.github.io/BlenderTools/contributing/documentation.html)
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* [Help Test](https://epicgamesext.github.io/BlenderTools/contributing/testing.html)
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## Get Notified on a New Release

docs/main/index.md

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A one-click solution for sending assets from Blender to Unreal Engine.
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* [Read Docs](./send2ue)
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* [Download Addon](https://github.com/EpicGames/BlenderTools/releases?q=Send+to+Unreal&expanded=true)
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* [Download Addon](https://github.com/EpicGamesExt/BlenderTools/releases?q=Send+to+Unreal&expanded=true)
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::: tip Note
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If you get a 404 error when you click the `Download Addon` link above, then you will need to sign in to your github account and link it with your Epic Games account.
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new animation on unreal marketplace assets and more!
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* [Read Docs](./ue2rigify)
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* [Download Addon](https://github.com/EpicGames/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
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* [Download Addon](https://github.com/EpicGamesExt/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
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::: tip Note

docs/package.json

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"name": "Epic Games Inc.",
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"email": ""
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},
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"repository": "https://github.com/EpicGames/BlenderTools",
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"repository": "https://github.com/EpicGamesExt/BlenderTools",
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"scripts": {
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"dev-main": "vuepress dev main",
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"dev-send2ue": "vuepress dev send2ue",

docs/send2ue/.vuepress/config.ts

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navbar: [
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{
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text: 'Home',
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link: process.env.PROD === '1' ? 'https://epicgames.github.io/BlenderTools/' : '/',
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link: process.env.PROD === '1' ? 'https://epicgamesext.github.io/BlenderTools/' : '/',
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target:'_self'
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}
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],

docs/send2ue/asset-types/animation-sequence.md

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Actions in blender all exist in the same data block namespace and just contain fcurves values.
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It is not until they are set in an object's animation data that a determination can be made that an action belongs to a particular object.
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This is different from how unreal AnimSequence assets work. Unreal AnimSequence assets must have an associated skeletal mesh in order to exist. Therefore,
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Send to Unreal only exports skeletal mesh animation if the armature object has action strips in its NLA tracks. Also read about the [auto stash active action](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#auto-stash-active-action) option.
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Send to Unreal only exports skeletal mesh animation if the armature object has action strips in its NLA tracks. Also read about the [auto stash active action](https://epicgamesext0.github.io/BlenderTools/send2ue/settings/export.html#auto-stash-active-action) option.
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:::
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2. Which action to export, by checking which NLA tracks are not muted.
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::: tip Note
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All un-muted strips in the NLA Editor will be sent as an AnimSequence of the skeleton
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that is in the `Export` collection. Also read about the [Export All Actions](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) option.
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that is in the `Export` collection. Also read about the [Export All Actions](https://epicgamesext.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) option.
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3. The start and end of the Unreal Animation, by using the start and end frame of the clip.
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import animation onto an existing skeleton? That can be done in two ways: (1) by turning off all
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import options in the [import settings](/settings/import.html) except for Animations;
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(2) or by placing only the armature object in the `Export` collection. Both ways require you to set the project path
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to the Skeleton asset under the [Paths](https://epicgames.github.io/BlenderTools/send2ue/settings/paths.html#skeleton-asset-unreal)
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to the Skeleton asset under the [Paths](https://epicgamesext.github.io/BlenderTools/send2ue/settings/paths.html#skeleton-asset-unreal)
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tab in the settings dialog.
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![4](./images/animation/4.gif)
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In this case two strips were un-muted, therefore two animations were imported onto the referenced skeleton asset.
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::: tip Note
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Also if [export all actions](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) was on, all actions would be exported regardless of their mute values.
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Also if [export all actions](https://epicgamesext.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) was on, all actions would be exported regardless of their mute values.
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:::
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## Morph Targets
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Here is an example of how to send shape key animation in blender to unreal as an animated morph target.
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::: tip Note
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The [export custom property fcurves](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#export-custom-property-fcurves) must be set to true in
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The [export custom property fcurves](https://epicgamesext.github.io/BlenderTools/send2ue/settings/export.html#export-custom-property-fcurves) must be set to true in
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order for this to work. Also note that this can apply to any custom property fcurves not just the morph targets fcurve.
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:::
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docs/send2ue/asset-types/groom.md

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![1](./images/groom/1.png)
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::: tip Combining Groom Assets
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To gain more control over how particle systems are exported, use the [_combine assets_](https://epicgames.github.io/BlenderTools/send2ue/extensions/combine-assets.html)
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To gain more control over how particle systems are exported, use the [_combine assets_](https://epicgamesext.github.io/BlenderTools/send2ue/extensions/combine-assets.html)
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extension that has options such as _combine groom for each mesh_ and more.
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:::
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By default, the groom asset will import along with the mesh asset that it is surfaced to. To run a strictly groom asset
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import (meaning no other asset types will be exported from blender and imported to unreal), all import options (mesh,
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animation, textures) must be turned off in your [import settings](https://epicgames.github.io/BlenderTools/send2ue/settings/import.html) except for `Groom`. Alternatively,
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animation, textures) must be turned off in your [import settings](https://epicgamesext.github.io/BlenderTools/send2ue/settings/import.html) except for `Groom`. Alternatively,
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the blender `Curves` objects can be placed in the `Export` collection (without their surface mesh objects) which
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## Binding Assets and More
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The addon provides an extension called [create post import assets for groom](https://epicgames.github.io/BlenderTools/send2ue/extensions/create-post-import-groom-assets.html)
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The addon provides an extension called [create post import assets for groom](https://epicgamesext.github.io/BlenderTools/send2ue/extensions/create-post-import-groom-assets.html)
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to automatically create unreal assets (such as a binding asset) for the imported groom asset. See the extensions section
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for more information on its usage.

docs/send2ue/customize/extensions.md

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::: tip Note
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At minimum, an extension must have the class attribute `name` defined. Everything else is optional. A more
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advanced extension example is available
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[here](https://github.com/EpicGames/BlenderTools/blob/master/tests/test_files/send2ue_extensions/example_extension.py).
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[here](https://github.com/EpicGamesExt/BlenderTools/blob/master/tests/test_files/send2ue_extensions/example_extension.py).
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### Installation
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This same approach can be applied to many other use cases where you need to extend the Send to Unreal operation.
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[send2ue/resources](https://github.com/EpicGamesExt/BlenderTools/tree/master/send2ue/resources/extensions) folder.
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## Tasks
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Tasks contain logic for key points within the runtime of the send to unreal

docs/send2ue/extensions/combine-assets.md

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::: tip Note
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[immediate parent name](https://epicgames.github.io/BlenderTools/send2ue/extensions/use-immediate-parent-name.html)
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[immediate parent name](https://epicgamesext.github.io/BlenderTools/send2ue/extensions/use-immediate-parent-name.html)
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extension can be useful.
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docs/send2ue/extensions/create-post-import-groom-assets.md

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### Groom Binding Asset
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This creates a binding asset for the imported groom asset. The target skeletal mesh is the hair's surface mesh in blender
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that is part of the same import. For this option to work correctly, the _import mesh_ and _import groom_ options in the
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[import settings](https://epicgames.github.io/BlenderTools/send2ue/settings/import.html) must be turned on.
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[import settings](https://epicgamesext.github.io/BlenderTools/send2ue/settings/import.html) must be turned on.
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The binding asset will use the name of the groom asset and the name of the target skeletal mesh post fixed with `_Binding`.
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Note this is the unreal convention of naming binding assets.
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::: tip Note
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A binding asset can only be created when the groom's surface mesh is a [skeletal mesh](https://epicgames.github.io/BlenderTools/send2ue/asset-types/skeletal-mesh.html).
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A binding asset can only be created when the groom's surface mesh is a [skeletal mesh](https://epicgamesext.github.io/BlenderTools/send2ue/asset-types/skeletal-mesh.html).
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### Blueprint Asset with Groom

docs/send2ue/introduction/quickstart.md

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# Quickstart
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This quick start guide will help you get up and running with Send to Unreal.
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First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGames/BlenderTools/releases?q=Send+to+unreal&expanded=true)
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First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGamesExt/BlenderTools/releases?q=Send+to+unreal&expanded=true)
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under the `Assets` dropdown. The zip file name will start with `send2ue`.
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::: tip Note

docs/send2ue/trouble-shooting/errors.md

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### NoOptionError: No option 'r.skincache.compileshaders'
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The option "Support Compute Skin Cache" is required for groom imports. If you have this project setting
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on but consistently receive this error, consider turning off the "Check project settings" validation in
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send to unreal validations settings. This issue has been reported by users in [#533](https://github.com/EpicGames/BlenderTools/issues/533).
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send to unreal validations settings. This issue has been reported by users in [#533](https://github.com/EpicGamesExt/BlenderTools/issues/533).

docs/ue2rigify/.vuepress/config.ts

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navbar: [
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{
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text: 'Home',
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link: process.env.PROD === '1' ? 'https://epicgames.github.io/BlenderTools/' : '/',
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link: process.env.PROD === '1' ? 'https://epicgamesext.github.io/BlenderTools/' : '/',
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target:'_self'
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}
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],

docs/ue2rigify/introduction/quickstart.md

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This quick start guide will help you get up and running with the UE to Rigify addon.
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First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGamesExt/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
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under the `Assets` dropdown. The zip file name will start with `ue2rigify`.
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::: tip Note

send2ue/__init__.py

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"location": "Header > Pipeline > Send to Unreal",
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"description": "Sends an asset to the first open Unreal Editor instance on your machine.",
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"warning": "",
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"wiki_url": "https://epicgames.github.io/BlenderTools/send2ue",
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"wiki_url": "https://epicgamesext.github.io/BlenderTools/send2ue",
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"category": "Pipeline",
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}
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send2ue/core/io/fbx.py

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# if this is using the empty from the combined meshes option
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# https://github.com/EpicGames/BlenderTools/issues/627
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# https://github.com/EpicGamesExt/BlenderTools/issues/627
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empty_object_name = asset_data.get('empty_object_name')
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empty_object = bpy.data.objects.get(empty_object_name)
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(object_world_location[2] - asset_world_location[2])
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# https://github.com/EpicGamesExt/BlenderTools/issues/587
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if asset_object == current_object:
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rot = (0, 0, 0)
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scale = (1.0 * SCALE_FACTOR, 1.0 * SCALE_FACTOR, 1.0 * SCALE_FACTOR)
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else:
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export_fbx_bin.save(self, bpy.context, **keywords)
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# https://github.com/EpicGames/BlenderTools/issues/598
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# https://github.com/EpicGamesExt/BlenderTools/issues/598
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export_fbx_bin.fbx_animations_do = original_fbx_animations_do
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export_fbx_bin.fbx_data_armature_elements = original_fbx_data_armature_elements
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export_fbx_bin.fbx_data_object_elements = original_fbx_data_object_elements

send2ue/core/utilities.py

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Checks if the unreal rpc server is connected, and if not attempts a bootstrap.
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# https://github.com/EpicGames/BlenderTools/issues/420
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# https://github.com/EpicGamesExt/BlenderTools/issues/420
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if bpy.context.scene.send2ue.path_mode == PathModes.SEND_TO_DISK.value:
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return True
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:param PropertyData properties: A property data instance that contains all property values of the tool.
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"""
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# note we strip whitespace out of the collision name since whitespace is already striped out of the asset name
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# https://github.com/EpicGames/BlenderTools/issues/397#issuecomment-1333982590
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# https://github.com/EpicGamesExt/BlenderTools/issues/397#issuecomment-1333982590
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mesh_object_name = mesh_object_name.strip()
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return bool(
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re.fullmatch(

send2ue/release_notes.md

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## Minor Changes
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* Added collections as folder support for 'send to disk'
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* [658](https://github.com/EpicGames/BlenderTools/pull/658)
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* [658](https://github.com/EpicGamesExt/BlenderTools/pull/658)
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* Fixed Validation that detects invalid material assigned to polygon.
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* [656](https://github.com/EpicGames/BlenderTools/pull/656)
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* [656](https://github.com/EpicGamesExt/BlenderTools/pull/656)
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* Fixed export with object origin causes some collisions to be offset bug
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* [587](https://github.com/EpicGames/BlenderTools/issues/587)
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* [587](https://github.com/EpicGamesExt/BlenderTools/issues/587)
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* Fixed use object origin with combine meshes bug
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* [627](https://github.com/EpicGames/BlenderTools/issues/627)
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* [628](https://github.com/EpicGames/BlenderTools/issues/628)
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* [627](https://github.com/EpicGamesExt/BlenderTools/issues/627)
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* [628](https://github.com/EpicGamesExt/BlenderTools/issues/628)
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## Special Thanks
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@SalamiArmi, @namrog84

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