Releases: adenexvfx/UEditingTools
Releases · adenexvfx/UEditingTools
UEditingTools v3.5 for Unreal 5.5
UEditingTools 3.1 for Unreal 5.3
- small bug fixes
UEditingTools 3.0 for Unreal 5.3
Will work with Unreal Engine 5.1 and above.
- Added CS2 animations support
- Auto-detect fps for CS2 animations
- Cleaned main code due Unreal Engine's API changes
- Removed POV section, it will be standalone widget in the future
UEditingTools v2.0.1 for Unreal 5.3
- Fixed code for unreal 5.3
- Minor fixes
UEditingTools v2.0 for Unreal 5.1-5.2
- Few UI changes
- CSGO's Assets Importer from the main AGR tab is out of beta. No crashes anymore (I hope :D)
- Now there's 3 tabs in the POV section:
- Viewmodel:
• Can spawn any skeletal mesh in the world and adds it to the sequencer. Automatically will hides it depends on the AGR's camera FOV (useful for sniper rifles) - Animations:
• You can spawn animations in a few clicks. V_Master setup is required for this.
• Cycle time between shots was taken from the game files
• It uses random animation if there's more than one (e.g. AK47 have 3 fire animations) - Attachments:
• Attachments widget is now part of UEditingTools
• Fixed some bugs in it
• Can create and apply materials for stickers during it's work (exclusively for the @Stickers Master Material users)
- Viewmodel:
- Method for spawn cables on maps was changed (now using the distance between two cables)
- Added TimeRemap helper directly in UEditingTools
- Added blueprints by @K33t in the archive (camera_v2, time_remapping)
v1.41
v 1.4
Starting with this build, the widget will only support Unreal 5
- Merged 4 scripts into one for better debugging/maintain
- Import speed improved (~1s per animation)
- Added widget for importing all models and animations with creating master skeletons (currently in beta)
- The POV module now will spawn an EmptyActor, attach all spawned weapons to it and attach this to you camera with correct rotation
- The TextureFixer now will take only textures with an incorrect compression
- The CameraOffset module now will work correctly if your camera was zoomed at the first frame
v1.3 (4.27 and 5.0)
Agr's POV hands are fixed (finally)
Added more settings to the map fixing and texture fixing modules