Releases: Tiny-Hawk/sidekick-converter
v0.1.2: Build fix
Patch over v0.1.1.
Fixes a compile error in projects that use Unreal's unity build. The converter's tab-name constant was defined in two files with internal linkage, and when the build combined them into one translation unit the duplicate name failed with an "ambiguous symbol" error. Renamed the panel's local copy; the tab-name string is unchanged, so behavior is identical.
If v0.1.1 wouldn't compile for you with an ambiguous-symbol error on SidekickConverterTabName, this resolves it.
v0.1.1
Patch over v0.1.0.
If you converted a pack before the Sidekick toolkit had created its database, on a brand-new project where you hadn't made a preset yet, the pack's colors were silently dropped. Now those schemes are kept and applied on the next editor startup once the database exists, so nothing gets lost.
The README also spells out the setup now: open the Sidekick Character Tool and create a preset before converting. That first use is what creates the database the colors are written into.
No change to mesh conversion or skeleton conform.
v0.1.0: Initial release
Sidekick Converter turns Synty Sidekick packs that shipped Unity-only into Unreal parts on the shared Sidekick skeleton. Point it at a pack's .unitypackage, hit Convert, and the parts land in your project ready to use in the Sidekick toolkit. Meshes, skeleton conform, morph targets, and colors, all in one pass, no Blender.
Known limitation: the editor restarts once after a conversion so the pack's colors appear in the toolkit. The parts and materials are available immediately. That restart is down to a bug in the Sidekick toolkit, explained in the README.
Requires Unreal Engine 5.7, a C++ project, and the Synty Sidekick Character Tool with a pack that includes the base resources (the free Starter pack works).