Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Send2UE - ue2rigify extension detects addon in b4.2 #68

Merged
merged 1 commit into from
Aug 6, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions src/addons/send2ue/core/export.py
Original file line number Diff line number Diff line change
Expand Up @@ -303,6 +303,7 @@ def export_hair(asset_id, properties):
utilities.deselect_all_objects()

# clear animation transformations prior to export so groom exports with no distortion
# TODO: we apparently need to avoid operating on all objects in bpy.data.objects
for scene_object in bpy.data.objects:
if scene_object.animation_data:
if scene_object.animation_data.action:
Expand Down
3 changes: 1 addition & 2 deletions src/addons/send2ue/resources/extensions/ue2rigify.py
Original file line number Diff line number Diff line change
Expand Up @@ -45,8 +45,7 @@ def set_ue2rigify_state(self):
"""
Sets the use_ue2rigify property depending on whether to use code from the ue2rigify addon or not.
"""
# TODO: I dont think this will ever be true in blender 4.2 (master poet over here)
if bpy.context.preferences.addons.get('ue2rigify'):
if bpy.context.preferences.addons.find('ue2rigify'):
ue2rigify_properties = bpy.context.scene.ue2rigify
if ue2rigify_properties.selected_mode == self.control_mode:
self.use_ue2rigify = True
Expand Down
Loading