Yes, we’re aware of this crash, we will fix it ASAP! Thanks!
Yes, we addressed this issue to Epic Games. It comes from the fact that the plugin is not automatically enabled when starting a new project. For the template to be shown, the plugin must be enabled first, but since you’re starting a new project without the plugin enabled… well, you won’t see the templates ![]()
The only way to see the templates is by creating a new project, while a project with Odyssey enabled is still running…
Hello there, Odyssey v3.1.56 is now out !
Odyssey v3.1.56 Changelog
We got the first feedbacks from the users and an update is online for Odyssey :
Here is the changelog :
- Feat: If Vector Paint Bucket is used on an object → automatically select the parent Colour Group,
- Feat: Activate Support UV From Hit Results by default in templates,
- Feat: Add animationcut creation button in board view and sequencer toolbar,
- Feat: Add lighttable button in board view and sequencer toolbar,
- Feat: Add “Animation” asset in the “Animation” category in content browser menu,
- Feat: Add an option to drag the current metakey and all its next metakeys via control modifier,
- Fix: When the scrub line is on a frame case you want to delete it creates another one,
- Fix: In Eraser Tool, mPaintEngine.RasterBlock is sometimes nullptr, so it crashes,
- Fix: When Windows interface DPI is different than 100%, the passepartout is acting wierdly,
- Fix: Use the right icon for the palette in content browser menu,
- Fix: Board view animation background thumbnail doesn’t use the background checker settings,
- Fix: Crash when closing a painter editor and opening a new one,
- Fix: Crash when creating a note in a LevelSequence,
- Fix: Crash when adding layers to folder.,
- Fix: Convert to stagger cell crashes.,
- Fix: Out Of Pegs Glitches.
__
nb : the missing templates comes from an error in Fab/UE.
We have sent a pull request to fix this and it was accepted :
https://github.com/EpicGames/UnrealEngine/pull/13462
Hopefully, it will be added to the next engine update.
Hello there, Odyssey v3.2.56 is now out !
Odyssey v3.2.56 Changelog
- Feat: Better default layouts when using Unreal blank projects
- Feat: In a storyboard, the newly created animation actor (when created with a camera), is now selected by default
- Feat: Add a checkbox to know if after creating a new animation track, the sequencer current frame must be moved to section start
- Fix: Old textures layerstack from Odyssey 1.x or 2.x are not loaded correctly
- Fix: Animationcut metakeys are sometimes not recomputed when stretching board section
- Fix: Restretch board section doesn’t restretch inner shot timeline section
- Fix: Crash when rendering a Movie Render Queue via Blueprint
@PraxinosCoop To what degree of an image editor would you say Odyssey is compared to something like Photoshop?
Hi Ryan and apologies for the late reply.
Odyssey wasn’t specifically designed to look like Photoshop, as the aim was to provide 2D animation and storyboarding tools within the Unreal Engine ecosystem.
So you’ll find similarities like the layer stack, folders, blend modes, selections and so on, as well as differences: the drawing tools are written in blueprint, there aren’t all the filters that Photoshop has to offer, we don’t use the same masks system and so on.
It’s difficult to make an exhaustive list of the similarities and differences, but perhaps you can tell me more about your uses-cases and then I can tell you how to go about it?
After that, if you’re missing something specific, keep in mind that Odyssey will continue to evolve and new options may appear in the future, depending on the feedbacks we receive, the patreons, fundings we can get, etc.
Important note about Odyssey templates :
We still don’t have the ability to add Odyssey templates when Unreal Engine starts.
From the informations we received, it might unfortunately not be fixed in the next coming 5.6.1 update, but it will probably for 5.7.
That being said, here is a quick and easy fix you can do.
After installing Odyssey, find the Following file (####### is a random seed of numbers and letters)
C:\Program Files\Epic Games\UE_5.6\Engine\Plugins\Marketplace\Odyssey#######\Odyssey.uplugin
Open it with a text editor and add this line :
"EnabledByDefault": true,
Like as shown below :
...
"CanContainContent": true,
"Installed": true,
"EnabledByDefault": true,
"Modules": [
...
You should then see our templates when Unreal Engine starts :
nb: you might have to stretch the window or scroll to see the templates, as we can’t select the position of our category, nor enlarge the window.
Hello there, Odyssey v3.3.56 is now out !
Odyssey v3.3.56 Changelog
Here is the changelog :
- Feat: Add option to define storyboard imported images exposure.
- Feat: Add " Apply Tranform " option when using Right Mouse Button on the current Scene in VectorSceneTreeView.
- Feat: Adapt bucket outer contour color to be able to see it in any circumstances.
- Feat: Add an option to open either Odyssey Flipbook Editor or Paper 2D Flipbook Editor.
- Feat: Add an option to open either Odyssey Texture Editor or Unreal Engine Default Texture Editor.

- Feat: New Sequencer / Animation Timeline / Storyboard synchronization behaviour, even with a “loop” post behavior in the Sequencer.

- Feat: Auto-select Animation Actor when scrubbing a BoardSequence in the sequencer.
It selects the latest used animation asset :

- Feat: Auto-select the Camera when scrubbing a BoardSequence in the sequencer.

- Feat: Improve sorting order of animation metatrack in board view (to better match the one inside the shot).
- Feat: Manage differently the GUI of the last metakey.
- Feat: Improved palette system behavior.
- Feat: Palette editor has now its own “Apply” and “Save” option, and its behavior is now similar as materials.
- Feat: All the Animation Assets using Indexed Colors from a Palette Asset will be updated upon change in the Palette editor.
- Feat: Changing a Set of Indexed Colors within a Animation Actor now update the whole asset immediately.
(more details will be added in the Odyssey online manual)

- Fix: Vector layer wireframe and color modes don’t trigger in TextureEditor.
- Fix: Duplicating a cell doesn’t copy the content of the cell if it’s not saved beforehand.
- Fix: Crash when pasting a layer from an other asset, without selecting any layer before.
- Fix: Can’t undo after using Raster Primitive Tool.
- Fix: Various artefacts on vector paths.
- Fix: Right-clic on cells handles doesn’t display layer’s menu.
- Fix: Crash with inbetweener after adding of a bucket.
- Fix: Crash with vector tools that don’t correctly unregister their delegates.
- Fix: Saving a texture containing a layerstack takes too much space, because of some redondant data.
- Fix: Wrong “wrap button” (which display remaining buttons) in titlebar in board section when too small section length.
- Fix: When using vector tools, the shortcut for pan/rotate/zoom the 2D/3D viewport does not work.
- Fix: Wrong camera selected when changing focal length.
- Fix: Creating a Camera + Animation Actor in locked Level should not be possible.
- Fix: Stagger Cells Crash in Storyboard.
- Fix: Odyssey Editor Mode is not remembering correctly tabs open/close state.
- Fix: Crash in metakeys when moving/undo/playhead limit/no drawing/…
- Fix: Templates Project not activating Odyssey plugin by default.
- Fix: Shortcuts don’t work anymore for vector tools. Ctrl+C , Ctrl+V , Ctrl+A , M
- Fix: Invalid last frame in timeline (through ed mode) when scrubing in sequencer and go outside the section limits.
- Fix: Freeze on deleting freshly created animation.
- Fix: Replace the old localization (Epos/Iliad) with Odyssey.
- Fix: Conflict of localization ids.
- Fix: Glitchs and artefacts when editing the non 8 bits and non srgb textures.
- Fix: Opening TSF_G8 formated texture crashes.
Known issues to be fixed in a future update :
- The colour selector (colour wheel, colour sliders, etc.) does not represent the correct colour when working on a non-8bit or non-srgb texture / animation.
- Exporting frames / layers from a non-8bit animation does not export the correct colours (sRGB problem).
- A non 8bit animation is necessarily non srgb and therefore the colours drawn do not correspond to those of the colour selector.
- When deleting an indexed color, the assets retains sometimes the previous color until the next Unreal Engine session.
- When changing a set of color within a texture, the update of the texture in the 3D Viewport require the texture to be saved first.
- The Palette Editor can’t retrieve colors from a reference image yet.
Hello there, Odyssey v3.4.56 is now out !
This is amazing, I have to know are you planning to keep updating this for all future UE versions, including a possible UE6 version? Also, if I want to export out the animations as a sprite sheet, or FBX to further edit it in another program, is that possible too? Looks great.
I’m a beginner, can I create pixel art with this plugin or is it better to use external software?
@mxhunterxyz: Yes, we plan to keep updating Odyssey for all future versions of UE.
As far as I know, animations cannot be exported as FBX (can you tell me more about what you have in mind?), but can be turned into sprites, tiles and flipbooks.
@mmayk: yes, you can do pixel art, there is even a brush included by default, specifically designed for pixel art.
I want to use this plugin to make VFX with, for weapons and motion animations for a stylized animation cinematic I’m making. If I want to export it out to photoshop or another art program to touch it up with additional filters and noise, would that be possible? Also, is it possible to interpolate the animation frames say between frame 1 and frame 15, or does each frame have to be drawn one at a time? If it could lerp the frames, that would save so much work down the line.
You can export Textures and Animations to png, jpg and tga, but not in psd.
You can also play with Materials to add noise and equivalent filters to alter the look of your 2DFX in Unreal.
If you work with vector layers, you can work with the inbetweener to generate interpolations: Inbetweener — Odyssey 3.0.56 documentation
Hello there, Odyssey v3.5.56 is now out !
Hello there, Odyssey v3.6.56 is now out !
Hello there, Odyssey v3.7.56 is now out !
Odyssey v3.7.56 Changelog
It’s mostly dedicated to bugfixes and overall stability
New features :
- Vector Layer : implement a Mass modifier.
- Add an option to Reverse Cell Selection order.
- Add “Random” behaviour mode to Stagger Cells.
- Allow usage of Template Sequences in Shot Sequences.
- Animation/Storyboard Thumbnails have a better quality
- Remove all references to Epos in the UI and shortcut list.
- Move all epos resources icons into OdysseyAssetResources/Storyboard/*
- Get the 2D animation widget in the Engine Content.
- Split behavior of animation scaling in viewport to manage safemargin/relativescaling only in fit to 100% camera view.
- Improve management of animation actor when NO animation asset is assigned to it
- Improve management of timeline section (in sequencer) when NO animation asset is assigned to it
- Clean Up the Odyssey Content Folder root.
- Rename “Animation” To “Animation 2D” in content browser context menu to avoid confusion with 3D Animation.
Bugfixes :
- Using Stagger Cells + Light Table in a Storyboard leads to a Crash.
- Crash in Raster Eraser Tool when undoing while drawing.
- Crash when copy pasting an animation track in a level sequence.
- FlipBook : crash when creating a frame with Grey_8 and type Vector.
- Memory Leak when playing a sequence with Odyssey Mode “Active”.
- Converting a Vector Layer into a Bitmap Layer in the Texture Editor leads to a crash
- Merging two Bitmap Layers in the Texture Editor leads to a crash.
- Converting a Folder Layer into a Bitmap Layer in the Texture Editor leads to a crash
- Duplicating a folder in an Animation Asset leads to a crash.
- When using the Vertex Mode, the Vector Group is not always visible in the Vector Scene Tree View.
- Crash in vector path drawing tool while hovering the canvas if there is no current cell
- Merging two Raster layers make the result darker.
- Storyboard > importing an image sequence to generate a storyboard won’t select any Layer by default (which prevent Odyssey to draw).
- Little icon conflict between image marks and tab to add cells, at the beginning of the layer
- Black Planes during export.
- Scrolling issue in Sequencer Timeline.
- Set buckets palette entries to null when an entry is deleted from a palette.
- Changing palette set in texture change the drawing inside the editor, but not its use in the 3D.
- When deleting a palette set, select a default set for assets that used it.
- Plane Distance gets locked at some point.
- Out of Peg crashes when a Folder is selected.
- Vector Layers - Crash on cell deletion if the cell is the current one.
- Vector Layers - crash when clicking on Layer’s
Colored Mode button after the deletion of a cell - Vector Layers - crash when drag and dropping on vector scene tree view.
- Pre behaviour icon is not displayed in sequencer.
- Crash when loading old Iliad / Odyssey textures.
- Destroy old thumbnails on in GC (every 10min) “may” lead to full fill the RAM.
- Texture resolution is incorrect when adding an image in a flipbook.
- Vertex selection does not work outside canvas
- Timeline issue when undoing cell expansion
- Inbetweening Context menu does not appear anymore in the timeline.
- Issue with vector non-uniform scaling on a scene that is rotated.
- Missing undo when renaming an object via context-menu in VSTV.
- Remove default keys for layer navigation shortcuts
- QuickStart panel generate a tiny animation asset with a scale of ( 1.7 / 1 / 1 )
- Timeline Cut Tool does not cut anymore.
- When using smear brushes from the brush pack, it doesn’t work well with textures
- The space key sometimes activate / desactivate the raster layer.
- Impossible to delete a folder or a color from a palette.
- Copy/Paste animation track won’t rebuild animation cuts
- When exporting a texture in the OS, its name is wrong, it’s replaced by the folder name.
- When exporting the textures from a folder (as png in the OS), everything is 8 bit in the OS even with a 16 bit texture in Unreal.
- Display / UI bug in the Texture Editor : Blending Modes are displayed twice.
- In the Color panel, hexadecimal value should not display the alpha value (always FF in the palette).
- When locking a folder in a texture asset, its content is not greyed.
- Copying a folder in an animation asset and pasting it in a different animation asset gives incorrect results.
- When locking a folder in an animation asset, the opacity of the child layers is not greyed if they are minimised
- When locking a folder in an animation asset, the child layers shouldn’t be as dark as if they where not visible in the viewport.
- When locking a folder in an animation asset, the child folders are NOT using the icon “locked”, so they seems unlocked.
- The shortcut [Ctrl+C] to Copy/Paste a folder in an animation/texture asset leads to a freeze of UE/Odyssey.
- In the flipbook & animation editor, when moving the diamond and triangle icon to change the exposure or the position of the cells, it’s not sync with the mouse position because of the Windows interface DPI.
- “Visible” option doesn’t work in Vector Scene Tree View.
- In a vector layer, clearing the whole image (through the trash icon) doesn’t remove the buckets.
- Vector Layers : Hiding the whole Scene in a Vector Scene Tree View doesn’t work.
- When saving an indexed color palette, the refresh should be also done.
- When selecting cells in the timeline, the play button plays too much images.
- When using the Content-Browser menu, a texture can be edited in both 3D the Viewport and several 2D Editors.
- When inactivating a folder, the child layers are NOT using the icon “crossed eye”, so they seem still visible.
- Can’t package a project (with UE 5.6.1).
- When undoing a color change in a palette, the vector buckets using the changed color are not refreshed.
- Importing a psd file gives empty layers.
- Warning in brushes with actors: Abort() is used before Begin().
- When inactivating a folder/layer, the lock are still usable and displayed.
By the way, here is a nice animation created with Odyssey :








