EpicGamesExt / BlenderTools

Blender addons that improve the game development workflow between Blender and Unreal.
https://epicgamesext.github.io/BlenderTools/
MIT License
2.81k stars 61 forks source link

Send to Unreal: Allow filtering of what to send #423

Closed DanMcLaughlin closed 2 years ago

DanMcLaughlin commented 2 years ago

image

Cube_High and Cube_Low are bake groups in Marmoset, it supports multiple bake parts to avoid intersection errors, and the low poly mesh for game engine export.

What would be really useful would be to support putting the whole hierarchy under Export as shown here, and have the extension filter out anything with high in the name, and then strip off the _low from the low poly. But AFAIK you can't not send an asset which is under Export. The closest thing would be to fail a validation, but that halts the entire process.

What do you think @james-baber? I hope it wouldn't be too difficult an addition.

james-baber commented 2 years ago

You should be able to do this with visibility. Send to Unreal only exports visible objects, so the user could hide their collection objects, or if this is something that you want automated by a name token, you could write an extension with a pre_operation method that does this.

DanMcLaughlin commented 2 years ago

Of course! I actually thought about testing that but forgot to follow up, yes that's perfect.

this addon is perfection ...