All notable changes to this project will be documented in this file. This project adheres to Semantic Versioning.
- updated auth endpoints #73
- added support for avatar template filtering by body type #70
- updated to latest version of glTFRuntime #65
- removed UE5.4 warnings #66
- fixed a crash caused by unmanaged avatar request callbacks in Avatar Creator #67
- gltfRuntime is merged now to the Ready Player Me Plugin and it is no longer needed to download it manually #55
- resize image based on camera resolution #61
- Fix setup guide path #60
- Fix typos in quickstart #62
- Dont show halfbody/fullbody-xr animations in quickstart #63
- gltfRuntime is now part of the SDK, so the separate version of gltfRuntime from the plugins folder needs to be removed #55
- Add rpm source header to requests by @rk132 in #56
- Fixed assetID type issue in the AvatarCreator by @harrisonhough in #54
- Added support for auto LODs for the avatars in #52
- Fixed root motion issue in the IK Retargeters
- Avatar Creator UI fixes
- Moved ReadyPlayerMeSettings.EnableAvatarCaching project property to ReadyPlayerMeSettings.AvatarCacheSettings.EnableAvatarCaching.
- Removed Preload function from UReadyPlayerMeMemoryCache class. Use the PreloadAvatarsAsync sync node instead.
- Removed bUseMemoryCache property from the ReadyPlayerMeComponent
- Renamed ClearAvatar function to ClearAvatarFromCache
- Renamed GetCacheSize function to GetAvatarCacheSize
- Renamed GetAvatarCount function to GetCachedAvatarCount
- Renamed GetAvatarGuid function to GetAvatarId
- Added AvatarCacheSettings property in the project settings and moved the EnableAvatarCaching property inside of it.
- Added EnableAutomaticCacheCleaning and CachedAvatarLimit properties in AvatarCacheSettings. These properties enable the automatic cache management.
- Added PreloadAvatarsAsync sync node to make avatar preloading easy to use.
- Added ClearAvatarsFromMemory and ClearAvatarFromMemory functions. These functions clear preloaded avatars from the memory.
- Added bKeepLoadedAvatarsInMemory property in the project settings. This property allows to keep all the loaded avatars in the memory without preloading them.
- Moved ReadyPlayerMeSettings.EnableAvatarCaching project property to ReadyPlayerMeSettings.AvatarCacheSettings.EnableAvatarCaching.
- Removed bUseMemoryCache property from the ReadyPlayerMeComponent
- Renamed ClearAvatar function to ClearAvatarFromCache
- Renamed GetCacheSize function to GetAvatarCacheSize
- Renamed GetAvatarCount function to GetCachedAvatarCount
- Renamed GetAvatarGuid function to GetAvatarId
- Set the PhysicsAssetOverride property in the BP_RPM_Character to fix the shadow issues in UE5
- UI fixes in AvatarCreator
- Changed the background material of the avatar editor
- Removed bUseMemoryCache property from the ReadyPlayerMeComponent
- Removed Preload function from UReadyPlayerMeMemoryCache class. Use the PreloadAvatarsAsync sync node instead.
- Broken blueprints in the Data folders
- Removed complicated MorphTargetGroups data assets. For fixing the existing custom morph target groups, open your custom avatar config and add the needed morph targets there.
- AvatarCreator plugin is merged with the ReadyPlayerMe SDK. The existing integrations of the avatar creator need to be added again, because the references in the blueprints would be broken.
- Removed the ReadyPlayerMeActor redundant class. If you used BP_RPM_Actor blueprint class, use BP_RPM_SimpleActor blueprint class instead.
- Merged the AvatarCreator plugin with the ReadyPlayerMe SDK.
- Added App Id to setup guide.
- Added AvatarCreator to the QuickStart map
- Removed complicated MorphTargetGroups data assets.
- Removed the ReadyPlayerMeActor redundant class.
- Fixed the finger glitching issue for the loaded avatars.
- Default Config file saving issues in the editor module.
- Added avatar rigs zip file to the resources. It contains IK rig, IK retargeter and basic foot IK control rig.
- Fixed subdomain saving in the setup guide
- Setup guide, it will be show when the sdk is integrated
- Subdomain in the project settings
- UE5.3 support
- Logic to automatically add glTFRuntime to the Additional assets to cook
- Fixed rendering issues in QuickStart map
- Renamed meshLod property with Lod in avatar config
- Quickstart map rendering issue
- Fixed Request cancellation issue in UE5.2
- Analytics for AppId and AvatarCreator version
- QuickStart map with character controller to showcase avatar usage
- Added meshOpt param to the avatar config. Currently it only works when texture atlas is enabled
- AppId in the project settings
- Replaced meshLod property with lod
- Existing demo map
- SkinTone parameter in metadata
- Added missing includes for UE5.2
- Blueprint versions of the plugins are build with VS2022
- Avatar caching logic when the user changes the timezone.
- Submodule setup script in the readme.
- 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
- Updated glTFRuntime plugin to the version 20220823
- Avatar API configuration parameter support
- Success callback for ReadyPlayerMeComponent
- Avatar Loading cancellation
- Avatar caching support for Avatar API
- reverted short code base URL change
- logic for device ID to fix developer metrics
- 2D avatar rendering using Render API
- Avatar caching (experimental)
- Fully optional SDK-analytics
- Big refactor and reorganization of previous C++ classes
- Avatar requests both, avatar metadata and glb in parallel to reduce wait time
- UE5 android (Quest) build issues caused by glTFRuntime
- updated to latest version of glTFRuntime
- reverted model forward axis update to fix retargeting issues
- updated glTFRuntime for latest changes and UE5 support
- avatars now spawn with X axis forward to match Unreal standard
- reference avatar UAssets also updated to reflect forward axis change
- Halfbody avatar reference mesh, textures and skeleton
- RPM actor for loading halfbody in RPM_Demo map
- added support for setting skeleton when loading halfbody avatars
- 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 editor before running application
- removed unnecessary parameters from avatar loading helper functions
- New ReadyPlayerMeActor base class that adds required components on construction
- issue where animation wasn't being played in builds
- added bonemapping for humanoid skeleton
- updated gltfRuntime fork with updates for duplicate morph target names
- enabled import morph targets on RPM_Mixamo_SkeletalMesh
- updated glTFRuntime fork to get latest changes
- plugin config and code updates to allow for plugin packaging for BP Only projects
- RPM skeleton's retargeting settings
- updated skeleton retargeting for eye position issues
- conversion issues when building for Linux
- syntax errors preventing UE5 compatibility
- Ready Player Me Actor component
- refactored ReadyPlayerMeunctionLibrary
- separated common variables into separate header
- updated glTFRuntime version to fix build errors
- error in LoadAvatarMetaData preventing the project from compiling
- basic shortcode URL validation
- updated fullbody reference skeleton mesh and BP
- support for old avatars with V1 skeleton
- errors from invalid shortcode URL's for fullbody avatars
- updated glTFRuntime fork with latest updates to support unreal 4.27
- issue with regex on different build platforms
- general cleanup and bugfixes
- added support for shortcodes
- bug fixes for loading VR avatar meta data
- code cleanup
- simplified example blueprints
- check for missing meta data fields and morph targets
- removed glTFRuntime plugin and readded as forked submobule
- temporary workaround for morph targets naming clash
- include headers to ReadyPlayerMeFunctionLibrary.cpp to fix android build errors
- avatar loading logic
- updated reference avatar fbx
- support for V2 rigged avatars
- loading generated json metadata
- Updated reference animation skeleton
- Reworked scale logic to work with downloaded animations
- changed mesh bounds scale
- scale logic for half body
- Skeletal mesh loading now using async
- Added license file and readme
- Minor cleanup and refactoring
- Project name and details
- Unreal project and setup files
- glTFRuntime plugin
- Blueprint function library
- example scene
- reference rpm character and animation targets
- Demo map example scene