Changelog
Recent changes to the UE SDK.
- Open source the SDK.
- Load the avatar from the cache if the avatar request fails.
- BlendShape support for the RenderLoader.
- Female avatar FBX file into the
RPM_Avatar_Reference.zip
. - MemoryCache for preloading and saving the avatars in the runtime memory.
- SDK setup should be done through the open-source GitHub repository.
FAvatarDownloadCompleted
delegate now uses USkeletalMesh instead of UglTFRuntimeAsset.ReadyPlayerMeComponent::LoadRender
function was removed. UseReadyPlayerMeRenderLoader::Load
function instead.FDownloadImageCompleted
delegate now uses UTexture2D instead of UTexture.
- Access to the skeletal mesh config for material customization.
- Runtime animation retargeting support.
- Editor widget for exporting skeletal mesh without materials.
- Support for Draco mesh compression.
- Updated glTFRuntime plugin to the version 20220823 to support UE5.1.
- Added missing ARKit morph targets to the avatar config.
- Changed the render request functionality to use avatar-api.
- Removed the Viseme and ARKit morph targets from DA_StandardMorphTargets.
Fixed
- Updated glTFRuntime plugin to the version 20220823 to support virtual bones for the avatars.
- Avatar API configuration parameter support.
- Success callback for ReadyPlayerMeComponent.
- Avatar Loading cancellation.
- Documentation updated.
- Avatar caching support for Avatar API.
Fixed
- Downloading avatars by shortcodes hasn’t been working in all cases. That’s fixed now.
- SDK Analytics is now working with Unreal Engine 4.26+ and Unreal Engine 5.
Added
- You can now generate and render 2D images of avatars directly from the Unreal SDK.
- Avatars are now cached at runtime (experimental).
- We embedded fully optional product analytics.
Updated
- Developer Documentation is matching the latest released version of Unreal SDK.
- Big refactoring of internal classes.
- Avatar requests both, avatar metadata and .glb in parallel to reduce wait time.
Fixed
- UE5 android (Quest) build issues caused by glTFRuntime.
Changed
- Updated to latest version of glTFRuntime .
Fixed
- Reverted Ready Player Me avatar axis to be Y-forward to fix retargeting issues
Changed
- Updated glTFRuntime for the latest changes and UE5 support.
- Avatars now spawn with X-axis forward to match Unreal standard.
- Reference avatar assets were also updated to reflect forward axis change.
Added
- Halfbody avatar reference mesh, textures and skeleton.
- Ready Player Me actor for loading Halfbody in RPM_Demo map.
Changed
- Added support for setting skeleton when loading Halfbody avatars.
- Split character folder into Halfbody and Fullbody with all the appropriate assets.
Changed
- Plugin folder restructure.
- Updated reference avatar and added textures.
- Separate BP_RPM_Component blueprint removed, now BP_RPM_Actor has a ReadyPlayerMeComponent.
- Removed functionality for runtime setting of animation blueprints, now it must be set in the editor before running application.
- Removed unnecessary parameters from avatar loading helper functions.
Added
- New ReadyPlayerMeActor base class that adds required components on construction.
Fixed
- The issue where animation wasn't being played in builds.
Added
- Added bone mapping for humanoid skeleton.
Changed
- Updated gltfRuntime fork with updates for duplicate morph target names.
- Enabled import morph targets on RPM Mixamo SkeletalMesh.
Fixed
- Updated skeleton retargeting for eye position issues.
- Fixed conversion issues when building for Linux.
- Fixed syntax errors preventing UE5 compatibility.
Changed
- Updated glTFRuntime fork to get the latest changes.
- Plugin config and code updates to allow for plugin packaging for BP Only projects.
Added
- Ready Player Me Actor component
Changed
- refactored ReadyPlayerMeFunctionLibrary
Fixed
- Updated glTFRuntime version to fix build errors
- Basic shortcode URL Validation
- updated full-body reference skeleton mesh and blueprint
- support for old avatars with V1 skeleton
- errors from invalid shortcode URL's for full-body avatars
- fixed issue with regex on application build
- removed Ready Player Me Web View due to issues with RPM Hub update
- support for Ready Player Me avatar shortcodes
- minor bug fixes
Fixed
- Crash when loading half-body avatars
Updated
- Refactor of example blueprint
- Check for missing metadata fields
- Temporary workaround in glTFSkeletalMeshImporter for morph targets naming clash
- Include headers to ReadyPlayerMeFunctionLibrary.cpp to fix android build errors
Added
- Support for the new V2 avatars with updated rigs and new outfits
- Backwards compatibility with the V1 rig
- Support and for retrieving generated AvatarMetaData (.json)
Last modified 1mo ago