Blender exporter bugfixes + Gravitium v1
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AssetSources/Meshes/STM_VolcanicRocks.blend (Stored with Git LFS)
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@ -11,7 +11,7 @@ bl_info = \
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"blender": (4, 2, 0),
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"location": "View 3D > Object Mode > Unreal Exporter",
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"description":
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"Bartch exporter for Unreal Engine",
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"Batch exporter for Unreal Engine",
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"warning": "",
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"wiki_url": "",
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"tracker_url": "",
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@ -87,28 +87,23 @@ class OBJECT_OT_CombineExport(bpy.types.Operator):
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def invoke(self, context, event):
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CombineExport(context.scene.ue_exporter.path)
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self.report({'INFO'}, 'Exported')
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self.report({'INFO'}, 'Did nothing (yet)')
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return {'FINISHED'}
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def SeparateExport(exportFolder):
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#collection_collision_export = bpy.ops.collection.create("Collision.Export")
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collection_collision_export = bpy.data.collections.new("Collision.Export")
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bpy.context.scene.collection.children.link(collection_collision_export)
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objects = bpy.data.collections[bpy.context.scene.ue_exporter.source_collection].all_objects
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#for some absurd logic it works only if objects comes from the selection, no time to explain...
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#for object in objects:
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# object.select_set(True)
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#objects = bpy.context.selected_objects
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bpy.ops.object.select_all(action='DESELECT')
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for object in list(objects):
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if object.type not in ['MESH']:
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continue
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if (('UCX_' + object.name) in bpy.data.objects):
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collision = bpy.data.objects['UCX_' + object.name]
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export_collision = collision.copy()
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export_collision.data = collision.data.copy()
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export_collision.animation_data_clear()
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bpy.context.collection.objects.link(export_collision)
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#bpy.data.collections['Collision.Export'].objects.link(export_collision)
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collection_collision_export.objects.link(export_collision)
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export_collision.select_set(True)
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bpy.context.view_layer.objects.active = export_collision
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@ -125,27 +120,8 @@ def SeparateExport(exportFolder):
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bpy.data.collections.remove(collection_collision_export)
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def CombineExport(exportFolder):
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objects = bpy.data.collections[bpy.context.scene.ue_exporter.source_collection].all_objects
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#for some absurd logic it works only if objects comes from the selection, no time to explain...
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for object in objects:
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object.select_set(True)
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bpy.ops.object.select_all(action='DESELECT')
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isOrigin = bpy.context.scene.ue_exporter.local_origin
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origLocs = []
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for object in objects:
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object.select_set(True)
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if isOrigin:
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origLocs.append(object.location.copy())
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object.location = (0.0,0.0,0.0)
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object.name = object.name
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exportName = exportFolder + bpy.context.active_object.name + '.fbx'
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bpy.ops.export_scene.fbx(filepath=exportName, use_selection=True, mesh_smooth_type='FACE')
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for object in objects:
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if isOrigin:
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object.location = origLocs.pop(0)
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return
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#TBD
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classes = (
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VIEW3D_PT_PanelExportAll,
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Content/LevelDesign/LevelElements/Gravitium/BP_Gravitium_Box.uasset (Stored with Git LFS)
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Content/LevelDesign/LevelElements/Gravitium/BP_Gravitum_Rock.uasset (Stored with Git LFS)
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