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Releases: Colosyn/Asset-Port
Release list
Asset Port v1.7.0
Overview
AssetPort v1.7.0 is a major feature release that introduces Automated Animation Ingestion and IK Retargeting across Unreal Engine 5.4 through 5.8, along with smart prefix-less FBX inference and critical Slate lifecycle stability improvements.
Key Improvements & Features
- 🏃 Automated Cross-Engine IK Retargeting: Automatically provisions IK Rigs via characterization templates (
apply_auto_generated_retarget_definition), maps bone chains, and generates retargeters on the fly. Seamlessly bridges monolithic retargeting (UE 5.4/5.5) and Modular Retarget Ops (UE 5.6–5.8). - 🎬 Standalone Animation Ingestion & Skeleton Resolution: Recursively imports FBX animation packs with mesh-first ordering to guarantee skeletal binding. Launches an interactive Slate dialog (
EUW_SkeletonSetup) allowing technical artists to resolve unassigned animation packs to target skeletons. - 🔍 Prefix-less FBX Asset Inference: Pre-scans raw
.fbxfiles lacking prefixes (sm_,sk_,a_) to detect whether files contain Static Meshes, Skeletal Meshes, or Animation Sequences based on curve tracks and skin clusters. - 🏷️ Root Motion & Token Extraction: Automatically extracts
_RM(enabling Root Motion),_IP(In-Place), and_Looptokens from FBX tracks during post-import. - 🖐️ Natural Finger Posing: Enforces 1:1 FK rotation mode on finger chains in
IKRetargetFKChainsOpand automatically decouples target metacarpal chains for humanoid rigs lacking metacarpals, eliminating twisted knuckles and clawed hands. - 📐 Dynamic Height Scale Compensation: Dynamically computes vertical bounding-box extent ratios between source and target meshes to prevent foot sliding and floor clipping.
- 🛡️ Slate Lifecycle Crash Fix: Implemented Slate post-tick execution deferral when confirming or cancelling modal dialogs, eliminating editor access violations and hard crashes.
- 🔗 Closed Issues: Closes #23, Closes #26
Tested Versions
- Unreal Engine 5.4
- Unreal Engine 5.5
- Unreal Engine 5.6
- Unreal Engine 5.7
- Unreal Engine 5.8
Note
UE 5.3 Support Dropped: Starting with version 1.7.0, support for Unreal Engine 5.3 has been dropped due to modern IK Retargeter Python APIs requiring UE 5.4+. If your project is on UE 5.3, please use AssetPort v1.6.1.
Asset Port v1.6.1
Overview
AssetPort v1.6.1 is a patch release that decouples the Content Browser toolbar button from the Fab plugin and guarantees left-toolbar anchoring across all Unreal Engine versions.
Key Improvements & Bug Fixes
- 🛠️ Decoupled from Fab Plugin: Anchored the
AssetPorttoolbar button directly to the native engine"Save"section instead ofOpenFabWindow. - 🪟 Resolved UE 5.4 Registration Failure: In UE 5.4, the Fab button is not located after the Save section. The previous logic attempted to insert into
"Save"afterOpenFabWindow, which caused the button to fail to register entirely. Anchoring directly to the native"Save"section guarantees reliable registration on all 5.4 configurations. - 🔗 Closes Issue: Fixes #21
Tested Versions
- Unreal Engine 5.3
- Unreal Engine 5.4
- Unreal Engine 5.6
- Unreal Engine 5.7
- Unreal Engine 5.8
Asset Port v1.6.0
Overview
AssetPort v1.6.0 introduces Static Mesh LOD Automation (supporting embedded FBX groups and separate _LOD# file chaining) and Smart Nanite Automation with intelligent polygon density heuristics and blend mode safety guardrails.
Key Improvements & Bug Fixes
- 📐 Static Mesh LOD Import: Automatically imports embedded FBX LOD groups and attaches separate
_LOD0,_LOD1, ... files to standard and Atlas Static Meshes (PR #20 by@skywa1keri7). - ⚡ Smart Nanite Automation: Intelligently evaluates mesh polygon density against a configurable threshold (
nanite_min_triangles), automatically enabling Nanite on dense opaque meshes during post-import. - 🛡️ Nanite Safety Guardrails: Automatically skips meshes with custom LOD chains and
Masked/Translucentblend modes to prevent overdraw and rasterization artifacts. - ⚙️ Configurable Optimization Parameters: Added
smart_naniteandnanite_min_trianglesparameters toimporter_config.jsonandImporterSettings. - 📊 Pipeline Metric Tracking: Added
lods_importedmetrics to console summaries and dry-run preview simulation reports. - 🧪 Expanded Unit Test Suite: Added
tests/test_smart_nanite.pybringing test coverage to 15/15 passing unit tests.
Tested Versions
- Unreal Engine 5.3
- Unreal Engine 5.6
- Unreal Engine 5.7
- Unreal Engine 5.8
Asset Port v1.5.2
Overview
AssetPort v1.5.2 introduces Smart Category Inheritance, Atlas Kit Consensus Resolution, full SkeletalMesh Multi-Material Support, and expanded Marketplace Naming Compatibility.
Key Improvements & Bug Fixes
- 📂 Group Category Inheritance: Textures in an asset group now automatically inherit the category prefix from the mesh (or vice versa), eliminating folder routing desynchronization.
- 🏺 Consensus Category Resolution for Atlas Kits: Atlas / Modular Kits now search across all member meshes and textures for category tags, applying the detected category across the entire kit.
- 🛡️ SkeletalMesh Import & Multi-Material Binding: Fixed
AttributeErroron FBX import options and implementedunreal.SkeletalMaterialstruct reconstruction, enabling automated multi-material slot binding on rigged characters. - 🧩 Extended Categories: Added
_veh_(Vehicles) and_fx_(Effects) category prefixes and aligned router fallback paths. - 🏷️ FAB & Marketplace Token Support: Added
skm_(SkeletalMesh),anim_(Animation),_arm(packed Ambient Occlusion/Roughness/Metallic), and_alb(Albedo) tokens. - 🧪 Expanded Unit Test Suite: Added
tests/test_category_inheritance.pybringing test coverage to 7/7 passing unit tests. - 🎨 UI Dropdown Defaults: Changed default category dropdown in
EUW_AssetPorttoAuto-Detectand addedVehiclesandEffectsoptions.
Tested Versions
- Unreal Engine 5.3
- Unreal Engine 5.6
- Unreal Engine 5.7
- Unreal Engine 5.8
Asset Port v1.5.1
Overview
This release adds expanded marketplace asset compatibility and additional texture map support to AssetPort, contributed by the community via PR #13 by @skywa1keri7. Artists working with prefix-less marketplace assets or non-standard texture suffixes will see immediate improvements without any workflow changes.
Key Improvements
- 🧩 Extended Texture Suffix Recognition: Added support for
_metalness,_cavity,_specular,_gloss,_translucency,_bump, and_rmasuffixes with correct compression settings and sRGB configuration out of the box. - 📦 Prefix-Less Marketplace Asset Support: Files without
T_/SM_prefixes are now automatically inferred by file extension — image files (.png,.tga,.jpg,.exr) import as textures,.fbxfiles default to static meshes. - 🏷️ Resolution Token Stripping: Filenames containing resolution metadata (e.g.
Rock_2K_BaseColor.png) no longer misparse2K/4Kas material-slot names. - 🎯 RMA Packed Map Support: Added
_rma(Roughness, Metallic, Ambient Occlusion) as a recognized packed texture format alongside existing ORM support.
Bug Fixes
- 🔧 Regex Alternation Sort Fix: Suffix, prefix, and category regex patterns now sort longest-first, preventing ambiguous matches (e.g.
_mno longer shadows_metallic). - 🎨 Opacity Mask Compression Correction:
OPACITY_MASKtextures now correctly useTC_MASKSwith sRGB off instead of engine defaults.
Community
- 🌍 AssetPort-CN: Officially recommended Chinese-localized fork maintained by @skywa1keri7 — bilingual UI with English asset naming preserved.
Tested Versions
Fully verified and compatible across:
- Unreal Engine 5.3
- Unreal Engine 5.6
- Unreal Engine 5.7
- Unreal Engine 5.8
Asset Port v1.5.0
Overview
This release introduces Atlas & Modular Kit Detection and a Decoupled 3-Phase Import Architecture to AssetPort, allowing artists to batch import kit-based modular assets sharing a single PBR texture set and Material Instance with zero manual slot assignment or folder sorting.
Key Features Added
- 🏺 Atlas & Modular Kit Detection: Regex parser detects hyphen-delimited kit static meshes (e.g.
SM_env_Rock01-RockKit.fbx,SM_env_Rock02-RockKit.fbx) and automatically groups multiple meshes to a single shared PBR texture set (T_env_RockKit_D,T_env_RockKit_N,T_env_RockKit_ORM). - 📂 Dedicated Flat Kit Folder Routing: Routes all kit meshes, textures, and Material Instances into dedicated, organized subfolders under
/Game/{Category}/{KitName}/. - 🏷️ Automated Kit Mesh Renaming: Automatically cleans asset names during Unreal asset creation by stripping kit suffixes (e.g.
SM_Rock01-RockKit.fbx$\rightarrow$ SM_Rock01). - 🎨 Shared Material Instance Generation:
create_atlas_material_instancebuilds a singleMI_{KitName}and automatically binds it to Slot 0 across all static meshes in the kit. - 🛡️ Atlas Group Integrity Validation:
atlas_group_validatoralerts artists if a kit has orphaned meshes (zero textures), is missing essential PBR maps, or contains only a single mesh. - 👁️ Preview Tree Kit Badging: The Dry Run preview window (
EUW_AssetPort_Preview) badges kit folder headers with[Atlas: X Meshes]for clear pre-import inspection. - ⚡ Decoupled 3-Phase Pipeline Architecture: Refactored
import_directory()into 3 independent, deterministic phases (File Scan & Lint $\rightarrow$ Logical Grouping $\rightarrow$ Task Generation). - 🔒 Task-Asset Tuple Pairing: Replaced uncoordinated list indexing with direct
(asset, task)tuple pairing, permanently resolving UDIM and batch import task desynchronization.
Tested Versions
Fully verified and compatible across:
- Unreal Engine 5.3
- Unreal Engine 5.6
- Unreal Engine 5.7
- Unreal Engine 5.8
Asset Port v1.4.0
Overview
This release introduces UDIM Streaming Virtual Texture Support and Shader Permutation Optimizations to AssetPort, allowing artists to batch import UDIM tile sets and Virtual Textures seamlessly with zero manual setup.
Key Features Added
- 🧩 UDIM Tile Detection & Auto-Import: Regex parser auto-detects 4-digit UDIM tile sequences in filenames (e.g.
T_Door_N_1001,T_Door_N_1002) and imports primary tiles as Streaming Virtual Textures while filtering secondary tiles to prevent engine collisions. - 🤖 Dynamic VT Parameter Routing: Automatically detects Virtual Textures (UDIMs or 4K Auto-VTs) in
materials.py, toggling theUseVTstatic switch parameter and binding textures to_VTparameter slots (BaseColour_VT,Normal_VT,ORM_VT). - 👁️ UDIM Preview UI Integration: The Dry Run preview window (
EUW_AssetPort_Preview) now displays[UDIM: X Tiles]inline with each UDIM texture map for clear pre-import inspection. - ⚡ Shader Permutation Optimization: Removed 3 redundant static switches (
UV Control Switch,HasMetalicTexture,IsMetalic) across all Master Materials (M_Master_Opaque,M_Master_Masked,M_Master_Translucent), cutting active shader permutations down to 8 while maintaining solid-green shader complexity. - 🎨 PBR Default Textures & Default Strengths: Ships clean default VT textures (
T_Default_Black_VT,T_Default_White_VT) to eliminate EXR sRGB sampler warnings, and updatesHeightStrengthandEmissiveStrengthdefaults to1.0.
Tested Versions
Fully verified and compatible across:
- Unreal Engine 5.3
- Unreal Engine 5.7
- Unreal Engine 5.6
- Unreal Engine 5.8
Asset Port v1.3.0
Overview
This release introduces Multi-Material Slot Detection and Automated Subfolder Routing to AssetPort, allowing users to import multi-material assets seamlessly with automatic per-slot material instance creation and mesh linking.
Key Features Added
- 🎭 Multi-Material Slot Detection: Regex parser auto-detects per-slot material tags in texture filenames (e.g.
T_Chair_Metal_D,T_Chair_Wood_D). - 🔗 Automated Per-Slot MI Linking: Creates individual Material Instances (
MI_Chair_Metal,MI_Chair_Wood) and automatically links them to matching Static Mesh material slot indices. - 📂 Smart Subfolder Routing: Automatically routes multi-material MIs to
/Materials/and textures to/Textures/subfolders while keeping single-material assets 100% flat. - 🎛️ Multi-Slot Transparency UI: Transparency popup scans each material slot independently, allowing artists to configure blend modes per slot.
- 👁️ Clean Preview UI Hierarchy: Proposed assets are grouped cleanly under a single main asset folder header in
EUW_AssetPort_Preview.
Bug Fixes
- 🐛 Importer Safety Fix: Removed unsupported
.objfile extension check fromValidator.pyandimporter.pyto preventFbxImportUIruntime crashes during batch importing.
Tested Versions
Fully verified and compatible across:
- Unreal Engine 5.3
- Unreal Engine 5.6
- Unreal Engine 5.7
- Unreal Engine 5.8
Asset Port v1.2.0
Overview
This release introduces Automated Transparency Handling to AssetPort, enabling users to detect alpha channels in Base Colour textures automatically and configure blend modes via an interactive EUW popup.
Key Features Added
- 💎 Automated Transparency Detection: Zero-dependency header inspection for
PNG,TGA, andEXRbase colour textures with embedded alpha channels. - 🎛️ Interactive Transparency Setup UI: Compact 2-column Editor Utility Widget (
EUW_TransparencySetup) to select or override Blend Modes (MaskedvsTranslucent). - 🎨 Dynamic Master Materials: Dedicated master materials (
M_Master_Opaque,M_Master_Masked,M_Master_Translucent) withSurface ForwardShadingtranslucency. - ⚙️ Static Switch Parameters: Automatically configures
UseBaseColourAlpha.
Tested Versions
Fully verified and compatible across:
- Unreal Engine 5.3
- Unreal Engine 5.6
- Unreal Engine 5.7
- Unreal Engine 5.8
Asset Port v1.1.0
Overview
This release introduces Preview Mode (Dry Run) to AssetPort, enabling users to simulate imports and verify folder structures and naming conventions before committing changes to their project.
Key Features Added
- 🔍 Interactive UI Preview: Collapsible tree structures inside
EUW_AssetPort_Previewdisplaying clean engine-style naming (e.g.,SM_Door,T_Door_N) and categories (e.g.,Environment/Door). - 🟢 In-Preview Import Workflow: Added Confirm Import and Cancel buttons directly inside the preview window for an optimized, fast workflow.
⚠️ Folder Validation: Native editor dialog warnings when clicking Preview with an empty folder selection.- 📝 Simulation Logs: Auto-generates a simulation report
assetport_preview_report.txtsaved locally to the source folder.
Tested Versions
Fully verified and compatible across:
- Unreal Engine 5.3
- Unreal Engine 5.6
- Unreal Engine 5.7