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    #46
    All- I don't have any inside scoop info, NDA, etc. BUT!!! Please note that UnrealFest Online 2020 is on July 14th and there will be a presentation, "How to Use Blender with UnrealEngine". Kaye will be talking about the Send to Unreal for Blender. Maybe this will finally be released? It would be a good time to do so. I hope so. I just upgraded to Blender 2.83 (downloaded it yesterday) and want to learn more about using Python in it. Someday I too hope Blender will be rolled into the Engine and we can work in one piece of software and have no more need to export/import into the Engine.

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      #47
      Please include support for static meshes in addition to animations, such as support for collision meshes, or the auto creation of collision meshes for you.

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        #48
        The project to connect to needs improvement.
        • First, take it out of the settings and put it into the Blend file for people working on multiple projects simultaneously. It makes no sense in settings.
        • A better approach would be to have it seamless connect from the UE4 side via the python streaming plugin. The Megascans plugin works like this, the two just magically find each other
        • However this can be problematic if you have multiple projects open (as I frequently do). The utltimate solution is to have it, on the Blender side, display a list of running UE4 instances from which you can choose from. This setting is saved (in the blend file) and can be changed in the future.

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          #49
          It may have been mentioned in the livestreams and I missed it, but what about the 'Reimport' option in UE4? Normally when you, say, drag a FBX over to UE it remembers the original location and embeds it in the .uasset. This is a great system in which you can then reimport changes to the original FBX later (assuming you didn't move it). How will this work here? Will the reimport link back to the .blend file?
          Or, perhaps I'm understanding the location where files are read from now, maybe you're supposed to have a single dumping ground where all the fbx exports go (you put in the Blender settings). Then the plugin exports the FBX to there, and sends the message over the socket to import from that location.

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            #50
            Originally posted by Redtide Games View Post
            Or, perhaps I'm understanding the location where files are read from now, maybe you're supposed to have a single dumping ground where all the fbx exports go (you put in the Blender settings). Then the plugin exports the FBX to there, and sends the message over the socket to import from that location.
            From watching the stream closely, it seems this is what it's doing.

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              #51
              please make an addon to rig characters to the epic skeleton in blender. the rigify and blend to unreal scripts out there no longer function right and bones are never right/scale odd and following the rigify tutorials are useless now.
              Matt Walton: Programmer and owner for WireLiteSoft Games.

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                #52
                Originally posted by Arkiras View Post
                Really needs support for exporting collision meshes in my opinion. Unreal's automatic collision mesh generation leaves a lot to be desired...

                There are also a couple of MaxScripts created for advanced material effects, namely PivotPainter and the Vertex Animation Tool which are exceptionally useful (to the point where its almost a necessity in my opinion) for getting highly dynamic worlds with good performance. As I recall from previous demos, Fortnite is using both of these. I hope you'll consider porting these to Blender and integrating them with your addon. There are currently third party ports of these scripts but it would be nice to have them integrated into the Send to Unreal addon so that they're actually maintained and don't have to be exported/imported separately from multiple addons.
                I SECOND THIS.....

                creating the collision on blender is a pain in the......backside lol

                woks good but lost of work

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