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View Code? Open in Web Editor NEWProject Exodus - Unity to Unreal scene/project transfer tool.
License: BSD 3-Clause "New" or "Revised" License
Project Exodus - Unity to Unreal scene/project transfer tool.
License: BSD 3-Clause "New" or "Revised" License
Lod groups are not currently supposed, which results in a mess when lod models are imported.
Exporting from Unity 2019.1.0f2, importing into UE4.22.
Assets are from Unity's asset store (POLYGON - Dungeons Pack).
Hello!
First, thank you so much for coding this!
Second, I've followed the video instructions with success for two trial projects (created specifically to test/problem-solve this), but can't get the right-click menu entry to appear after adding the Exodus Export Folder to an open-source project I found and want to transfer ... I've made sure that the Scripting Runtime is Net 4.x (as you suggested to another poster). I've also tried using a later version of unity with no luck
Any suggestions?
So i have a problem while importing JSON file on unreal engine.Here i upload my Json file,so u can have a look when u have time.https://drive.google.com/file/d/1rrHms5e_bMCT92SGdeYPpT8NGy2KnDlI/view
Thanks for providing us this awsome plugin for free <3
Much Love from Sparta
UE4.22 editor crashes upon saving imported static meshes and possibly other types.
2018.3 version of unity has changed behavior of prefab system, including PrefabUtility, which is heavily used for prefab root detection. Needs to be cleaned up and modified.
Due to the changes in unreal API, currently any attempt to import a scene with a skeletal mesh in it result in a crash with "Assertion failed: LODINfo ... SkeletalMeshRenderData.cpp, line 213"
This is being worked on. Meanwhile a clumsy workaround is to remove skeletal meshes from the scene prior to export.
@NegInfinity is possible to export unity scene to blender format (example: fbx or obj) The reason is the conversion from unity to unreal engine contains some asset issue. So it's great we can export to blender to touch up the asset before import into unreal engine.
Hi, I like to suggest an option dialog while exporting e.g.
Hi tried to export a scene.. no json file gets created and i get this error in Unity
NullReferenceException: Object reference not set to an instance of an object
SceneExport.JsonMesh..ctor (SceneExport.MeshStorageKey meshKey, SceneExport.ResId id_, SceneExport.ResourceMapper resMap) (at Assets/ExodusExport/Scripts/Editor/Exporter/JsonMesh.cs:388)
SceneExport.ResourceMapper.makeJsonMesh (SceneExport.MeshStorageKey meshKey, SceneExport.ResId id) (at Assets/ExodusExport/Scripts/Editor/Exporter/ResourceMapper.cs:560)
SceneExport.ResourceMapper+<>c__DisplayClass59_0.b__5 (SceneExport.MeshStorageKey meshKey, System.Int32 idx, SceneExport.ResId id) (at Assets/ExodusExport/Scripts/Editor/Exporter/ResourceMapper.cs:648)
SceneExport.ResourceMapper.saveResourceToPath[DstType,SrcType] (System.String baseDir, SrcType srcObj, System.Int32 objIndex, SceneExport.ResId objId, System.Int32 objCount, SceneExport.ResourceMapper+IndexedObjectConverter2[SrcType,ReturnType] converter, System.Func
2[T,TResult] nameFunc, System.String baseName, System.Boolean showGui, System.Action1[T] dstProcessor) (at Assets/ExodusExport/Scripts/Editor/Exporter/ResourceMapper.cs:403) SceneExport.ResourceMapper.saveResourcesToPath[DstType,SrcType,StorageType] (System.Collections.Generic.List
1[T] outObjectPaths, System.String baseDir, SceneExport.ResourceStorageWatcher2[Storage,Resource] objects, SceneExport.ResourceMapper+IndexedObjectConverter
2[SrcType,ReturnType] converter, System.Func2[T,TResult] nameFunc, System.String baseName, System.Boolean showGui, System.Action
1[T] dstProcessor) (at Assets/ExodusExport/Scripts/Editor/Exporter/ResourceMapper.cs:435)
SceneExport.ResourceMapper.saveResourceToFolder (System.String baseDir, System.Boolean showGui, System.Collections.Generic.List`1[T] scenes, SceneExport.Logger logger, System.Boolean collectExternAssets) (at Assets/ExodusExport/Scripts/Editor/Exporter/ResourceMapper.cs:647)
SceneExport.JsonProject.saveToFile (System.String filename, System.Boolean showGui, System.Boolean saveResourceFiles, SceneExport.Logger logger) (at Assets/ExodusExport/Scripts/Editor/Exporter/EditorOnly/JsonProject.cs:183)
SceneExport.ExporterWindow.beginCurrentSceneExport () (at Assets/ExodusExport/Scripts/Editor/GUI/ExporterWindow.cs:273)
SceneExport.ExporterWindow.processExport () (at Assets/ExodusExport/Scripts/Editor/GUI/ExporterWindow.cs:297)
SceneExport.ExporterWindow.processExportButtons () (at Assets/ExodusExport/Scripts/Editor/GUI/ExporterWindow.cs:184)
SceneExport.ExporterWindow.OnGUI () (at Assets/ExodusExport/Scripts/Editor/GUI/ExporterWindow.cs:214)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at :0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:129)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:421)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleEvent (UnityEngine.Experimental.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:401)
UnityEngine.Experimental.UIElements.EventDispatcher.ProcessEvent (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:511)
UnityEngine.Experimental.UIElements.EventDispatcher.Dispatch (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:307)
UnityEngine.Experimental.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.Experimental.UIElements.EventBase e, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:176)
UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:245)
UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at
Any Ideas please
Thanks Tony
After importing a complete scene from Unity to Unreal the scale of the meshes in the scene are to large is there a fix for this?
Thank you
Apparently Visual Studio Intellisense is unable to properly resolve local include files within the project. Specifically it cannot locate "" includes within the same folder and does not see them.
Need to verify if C++ standard has changed the way of processing local files, and whether I might be in a wrong and the naming scheme needs to be changed...
I was exporting a single character, unity exported it succesfully but when importing it to UE4, it fails on exporting meshes, i was exporting a character asset made by POLYGON (Sci-Fi space Pack specifically)
this is the assert that failed:
Assertion failed: FindRawBoneIndex(BoneInfo.Name) == INDEX_NONE [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Public\ReferenceSkeleton.h] [Line: 188]
CallStack:
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_ExodusImport!SkeletalMeshBuilder::setupReferenceSkeleton() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\meshbuilder\skeletalmeshbuilder.cpp:89]
UE4Editor_ExodusImport!SkeletalMeshBuilder::setupSkeletalMesh() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\meshbuilder\skeletalmeshbuilder.cpp:584]
UE4Editor_ExodusImport!std::_Func_impl_no_alloc<<lambda_339e10e87363c2f3657a2fa34ba0552d>,void,USkeletalMesh *>::_Do_call() [c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.16.27023\include\functional:15732480]
UE4Editor_ExodusImport!<lambda_3c5cfe7ee3cb3db104ce1009c30784fa>::operator()() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\unrealutilities.h:147]
UE4Editor_ExodusImport!UnrealUtilities::createAssetPackage() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\unrealutilities.cpp:20]
UE4Editor_ExodusImport!UnrealUtilities::createAssetObject() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\unrealutilities.h:152]
UE4Editor_ExodusImport!JsonImporter::importSkeletalMesh() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\jsonimporter\mesh.cpp:100]
UE4Editor_ExodusImport!JsonImporter::importMesh() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\jsonimporter\mesh.cpp:124]
UE4Editor_ExodusImport!JsonImporter::loadMeshes() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\jsonimporter.cpp:137]
UE4Editor_ExodusImport!JsonImporter::importProject() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\jsonimporter\scene.cpp:150]
UE4Editor_ExodusImport!FJsonImportModule::PluginImportButtonClicked() [c:\users\ngd_8700_05\documents\unreal projects\psyfispace\plugins\exodusimport\source\exodusimport\private\jsonimport.cpp:145]
UE4Editor_ExodusImport!TBaseRawMethodDelegateInstance<0,FJsonImportModule,void __cdecl(void)>::ExecuteIfSafe() [d:\epic\ue_4.22\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:518]
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Hi, i did everything you did in the video tutorial but i still can't see the button "export to unreal" when i right clic an item
UE4.25
Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp] [Line: 204] Renaming an object (BoxComponent /Game/Maps/StartCreate2.StartCreate2:PersistentLevel.Building_03.BoxComponent_21) on top of an existing object (BoxComponent /Game/Maps/StartCreate2.StartCreate2:PersistentLevel.Building_03.GameObject_collider# d hd(box)) is not allowed
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_ExodusImport!GeometryComponentBuilder::processMeshAndColliders() [C:\Users\weixu\UE Projects\DarkCity2\Plugins\ExodusImport\Source\ExodusImport\Private\builders\GeometryComponentBuilder.cpp:166]
UE4Editor_ExodusImport!JsonImporter::importObject() [C:\Users\weixu\UE Projects\DarkCity2\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImporter\Object.cpp:134]
UE4Editor_ExodusImport!JsonImporter::loadObjects() [C:\Users\weixu\UE Projects\DarkCity2\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImporter.cpp:148]
UE4Editor_ExodusImport!JsonImporter::importScene() [C:\Users\weixu\UE Projects\DarkCity2\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImporter\Scene.cpp:72]
UE4Editor_ExodusImport!JsonImporter::importProject() [C:\Users\weixu\UE Projects\DarkCity2\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImporter\Scene.cpp:178]
UE4Editor_ExodusImport!FJsonImportModule::PluginImportButtonClicked() [C:\Users\weixu\UE Projects\DarkCity2\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImport.cpp:145]
UE4Editor_ExodusImport!TBaseRawMethodDelegateInstance<0,FJsonImportModule,void __cdecl(void)>::ExecuteIfSafe() [C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:546]
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I get an assertion Failed when I'm trying to import from Unity 2018.4.15f1 lts to ue 4.24.3
this s the output:
`
Assertion failed: baseMaterial [File:C:/Unreal Projects/exporter/Plugins/ExodusImport/Source/ExodusImport/Private/MaterialBuilder/MaterialBuilder.cpp] [Line: 149]
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UE4Editor_ExodusImport!MaterialBuilder::createMaterialInstance() [c:\unreal projects\exporter\plugins\exodusimport\source\exodusimport\private\materialbuilder\materialbuilder.cpp:149]
UE4Editor_ExodusImport!MaterialBuilder::importMaterialInstance() [c:\unreal projects\exporter\plugins\exodusimport\source\exodusimport\private\materialbuilder\materialbuilder.cpp:201]
UE4Editor_ExodusImport!JsonImporter::loadMaterials() [c:\unreal projects\exporter\plugins\exodusimport\source\exodusimport\private\jsonimporter.cpp:115]
UE4Editor_ExodusImport!JsonImporter::importProject() [c:\unreal projects\exporter\plugins\exodusimport\source\exodusimport\private\jsonimporter\scene.cpp:150]
UE4Editor_ExodusImport!FJsonImportModule::PluginImportButtonClicked() [c:\unreal projects\exporter\plugins\exodusimport\source\exodusimport\private\jsonimport.cpp:145]
UE4Editor_ExodusImport!TBaseRawMethodDelegateInstance<0,FJsonImportModule,void __cdecl(void)>::ExecuteIfSafe() [c:\epic games\ue_4.24\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:541]
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Hi I wanted to ask you the question : How do you do the conversion from the coordinate on Unity to Unreal is there a Multiplication or an equation depending on the axis ?
Thanks
Hi,
Having trouble getting Lib to work
When first loading the Fingerprint.h file should be FingerPrint.h instead, there are a few more mispellings which I corrected..
However the following errors are occurring.. any suggestions on how to fix?
Thank you
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/UnrealUtilities.h:119:10: error: call to function 'createAssetObject' that is neither visible in the template definition nor found by argument-dependent lookup
return createAssetObject(objectName, desiredDir, importer, onCreate, nullptr, objectFlags);
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/MeshBuilder/SkeletalMeshBuilder.cpp:481:16: note: in instantiation of function template specialization 'UnrealUtilities::createAssetObject' requested here
collection = createAssetObject(skelPath, &desiredPath, nullptr, nullptr, RF_Standalone|RF_Public);
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/UnrealUtilities.h:122:26: note: 'createAssetObject' should be declared prior to the call site or in the global namespace
template T* createAssetObject(const FString& objectName, const FString* desiredDir, const JsonImporter importer,
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/UnrealUtilities.h:119:10: error: call to function 'createAssetObject' that is neither visible in the template definition nor found by argument-dependent lookup
return createAssetObject(objectName, desiredDir, importer, onCreate, nullptr, objectFlags);
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/MeshBuilder/SkeletalMeshBuilder.cpp:601:19: note: in instantiation of function template specialization 'UnrealUtilities::createAssetObject' requested here
auto skeleton = createAssetObject(
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/UnrealUtilities.h:122:26: note: 'createAssetObject' should be declared prior to the call site or in the global namespace
template T createAssetObject(const FString& objectName, const FString* desiredDir, const JsonImporter importer,
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/UnrealUtilities.h:119:10: error: call to function 'createAssetObject' that is neither visible in the template definition nor found by argument-dependent lookup
return createAssetObject(objectName, desiredDir, importer, onCreate, nullptr, objectFlags);
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/TerrainBuilder.cpp:128:16: note: in instantiation of function template specialization 'UnrealUtilities::createAssetObject' requested here
auto result = createAssetObject(
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/UnrealUtilities.h:122:26: note: 'createAssetObject' should be declared prior to the call site or in the global namespace
template T createAssetObject(const FString& objectName, const FString* desiredDir, const JsonImporter importer,
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/UnrealUtilities.h:119:10: error: call to function 'createAssetObject' that is neither visible in the template definition nor found by argument-dependent lookup
return createAssetObject(objectName, desiredDir, importer, onCreate, nullptr, objectFlags);
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/Tests/SkinMeshTest.cpp:683:18: note: in instantiation of function template specialization 'UnrealUtilities::createAssetObject' requested here
auto skelMesh = createAssetObject(meshName, nullptr, nullptr,
^
/home/j/Documents/Unreal Projects/darkcity/Plugins/ExodusImport/Source/ExodusImport/Private/UnrealUtilities.h:122:26: note: 'createAssetObject' should be declared prior to the call site or in the global namespace
template T createAssetObject(const FString& objectName, const FString* desiredDir, const JsonImporter *importer,
^
10 warnings and 7 errors generated.
This seems to be causing issues on import. I've added a plug for it, which takes planar uvs based on world position, but I need to check at some point whether there's need to have something more advanced.
Needless to say, this is low priority.
Hi, I added the ExodusExport folder to the Assets dir, Unity 2018.3.9f1 imports the scripts, and I see no error in the console. However I see no options in the menus as suggested by the readme.
Is there something I'm missing?
Using latest version of ProjectExodus - Unity version 2019.4.3f1.
Edit2: Seems if the object/mesh/prefab has a Mesh Collider + a box collider the import in UE4 fails. I removed both and exporting/importing the group went fine.
Assertion failed: rootComponent [File:J:/Game Assets/Unreal Engine Projects/ImportFactory/Plugins/ExodusImport/Source/ExodusImport/Private/builders/GeometryComponentBuilder.cpp] [Line: 191]
UE4Editor_Core
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UE4Editor_ExodusImport!GeometryComponentBuilder::processMeshAndColliders() [J:\Game Assets\Unreal Engine Projects\ImportFactory\Plugins\ExodusImport\Source\ExodusImport\Private\builders\GeometryComponentBuilder.cpp:191]
UE4Editor_ExodusImport!JsonImporter::importObject() [J:\Game Assets\Unreal Engine Projects\ImportFactory\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImporter\Object.cpp:134]
UE4Editor_ExodusImport!JsonImporter::loadObjects() [J:\Game Assets\Unreal Engine Projects\ImportFactory\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImporter.cpp:148]
UE4Editor_ExodusImport!JsonImporter::importScene() [J:\Game Assets\Unreal Engine Projects\ImportFactory\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImporter\Scene.cpp:72]
UE4Editor_ExodusImport!JsonImporter::importProject() [J:\Game Assets\Unreal Engine Projects\ImportFactory\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImporter\Scene.cpp:178]
UE4Editor_ExodusImport!FJsonImportModule::PluginImportButtonClicked() [J:\Game Assets\Unreal Engine Projects\ImportFactory\Plugins\ExodusImport\Source\ExodusImport\Private\JsonImport.cpp:145]
UE4Editor_ExodusImport!TBaseRawMethodDelegateInstance<0,FJsonImportModule,void __cdecl(void)>::ExecuteIfSafe() [G:\Program Files\UE_4.25\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:546]
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Download link to files: https://drive.google.com/file/d/1pQjXVFP7Z9zymnuYIjUTs2UvSyBaOVQN/view?usp=sharing
2018.3 version of unity altered data structure of terrain system, now layers are stored as external assets. This needs to be cleaned up, added for detection in during project scan, and added support on unreal side.
It is likely that I'll need to add new branches in unreal material.
I realise this is an older version but I cannot get the plugin to compile no matter which version I download. I have Visual Studio 2017 and 2019 installed (wasn't sure if I needed 2015 for some reason) or if there is a particular build that should definitely work?
I need to transfer scene from unity that contains about 1000+ Object and some of them have bones so importing crashes UE.
Do you have any solution for this? Or maybe i can somehow ignore specific objects (SkeletalMeshes)?
Hey,
I did a new topic because I have now a problem with Unreal, I use 4.21 version.
When I try to Import the .json file to Unreal, it crashes and I get this error :
LoginId:f72b7e044e602f24b32ffea98818406c
EpicAccountId:113b31dff299415bac6058a219062d14
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611] Array index out of bounds: 0 from an array of size 0
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UE4Editor_ExodusImport!MeshBuilder::setupStaticMesh() [e:\shenkar\unreal engine\myproject\plugins\exodusimport\source\exodusimport\private\meshbuilder\staticmesh.cpp:163]
UE4Editor_ExodusImport!std::_Func_impl_no_alloc<<lambda_7caa6d6cf6c48161a0e26702bb774e93>,void,UStaticMesh *>::_Do_call() [c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.16.27023\include\functional:15732480]
UE4Editor_ExodusImport!<lambda_b8cc1043bbcdf4592ddd5391af60cb9d>::operator()() [e:\shenkar\unreal engine\myproject\plugins\exodusimport\source\exodusimport\private\unrealutilities.h:141]
UE4Editor_ExodusImport!UnrealUtilities::createAssetPackage() [e:\shenkar\unreal engine\myproject\plugins\exodusimport\source\exodusimport\private\unrealutilities.cpp:19]
UE4Editor_ExodusImport!UnrealUtilities::createAssetObject() [e:\shenkar\unreal engine\myproject\plugins\exodusimport\source\exodusimport\private\unrealutilities.h:146]
UE4Editor_ExodusImport!JsonImporter::importMesh() [e:\shenkar\unreal engine\myproject\plugins\exodusimport\source\exodusimport\private\jsonimporter\mesh.cpp:125]
UE4Editor_ExodusImport!JsonImporter::loadMeshes() [e:\shenkar\unreal engine\myproject\plugins\exodusimport\source\exodusimport\private\jsonimporter.cpp:171]
UE4Editor_ExodusImport!JsonImporter::importProject() [e:\shenkar\unreal engine\myproject\plugins\exodusimport\source\exodusimport\private\jsonimporter\scene.cpp:149]
UE4Editor_ExodusImport!FJsonImportModule::PluginImportButtonClicked() [e:\shenkar\unreal engine\myproject\plugins\exodusimport\source\exodusimport\private\jsonimport.cpp:143]
UE4Editor_ExodusImport!TBaseRawMethodDelegateInstance<0,FJsonImportModule,void __cdecl(void)>::ExecuteIfSafe() [e:\ue_4.21\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:518]
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I tried remove all the assets I had in the scene, also the colliders, but it still happens.
Currently trying to import objects that only have a mesh collider on them and no renderer (Unity-side) causes importer to crash.
Assertion failed: rootComponent [File:D:/UE4/CODE424/Plugins/ExodusImport/Source/ExodusImport/Private/builders/GeometryComponentBuilder.cpp] [Line: 186]
UE4Editor_Core
UE4Editor_Core
UE4Editor_ExodusImport!GeometryComponentBuilder::processMeshAndColliders() [d:\ue4\code424\plugins\exodusimport\source\exodusimport\private\builders\geometrycomponentbuilder.cpp:186]
UE4Editor_ExodusImport!JsonImporter::importObject() [d:\ue4\code424\plugins\exodusimport\source\exodusimport\private\jsonimporter\object.cpp:134]
UE4Editor_ExodusImport!JsonImporter::loadObjects() [d:\ue4\code424\plugins\exodusimport\source\exodusimport\private\jsonimporter.cpp:148]
UE4Editor_ExodusImport!JsonImporter::importScene() [d:\ue4\code424\plugins\exodusimport\source\exodusimport\private\jsonimporter\scene.cpp:72]
UE4Editor_ExodusImport!JsonImporter::importProject() [d:\ue4\code424\plugins\exodusimport\source\exodusimport\private\jsonimporter\scene.cpp:178]
UE4Editor_ExodusImport!FJsonImportModule::PluginImportButtonClicked() [d:\ue4\code424\plugins\exodusimport\source\exodusimport\private\jsonimport.cpp:145]
UE4Editor_ExodusImport!TBaseRawMethodDelegateInstance<0,FJsonImportModule,void __cdecl(void)>::ExecuteIfSafe() [c:\uengine\ue_4.24\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:541]
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I have placed ExodusExport into my project Assets folder, the files were discovered just like in the tutorial video, however I don't get any menu option in the top bar... Any ideas why?
Oops, I can't edit the title now, sorry!
For the reasons unknown, 2018 3 fails to properly display editors for configurable joints, and as such ful support for stuff like motors and angular motors will be indefinitely delayed.
Physics system port took INSANE amount of time (due to RL circumstances as well), so it will be for now put on hold.
Currently missing spots in the suport:
I'll be switching to prefabs. Finally.
Hi,
i have a shader which uses roughtness texture how can i modify the base unreal shader (exodusmaterialfunction) to use it, i tried adding a texture props but was unable to find the connection to make it work inside the smoothness/roughtness area inside exodusMaterialFunction.
thanks,
log:
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/JsonImport/Textures/grid' is not a standard unreal filename or a long path name. Reason: 路径未以有效的根开头。路径必须以 '/Engine/', '/Game/', '/Paper2D/', '/AnimationSharing/', '/CryptoKeys/', '/DatasmithContent/', '/MagicLeap/', '/MediaCompositing/', '/OculusVR/', '/SteamVR/', '/ExodusImport/', '/Confi
g/', '/Script/', '/Memory/', or '/Temp/' 开头
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/JsonImport/Textures/grid' is not a standard unreal filename or a long path name. Reason: 路径未以有效的根开头。路径必须以 '/Engine/', '/Game/', '/Paper2D/', '/AnimationSharing/', '/CryptoKeys/', '/DatasmithContent/', '/MagicLeap/', '/MediaCompositing/', '/OculusVR/', '/SteamVR/', '/ExodusImport/', '/Confi
g/', '/Script/', '/Memory/', or '/Temp/' 开头
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/JsonImport/Textures/grid' is not a standard unreal filename or a long path name. Reason: 路径未以有效的根开头。路径必须以 '/Engine/', '/Game/', '/Paper2D/', '/AnimationSharing/', '/CryptoKeys/', '/DatasmithContent/', '/MagicLeap/', '/MediaCompositing/', '/OculusVR/', '/SteamVR/', '/ExodusImport/', '/Confi
g/', '/Script/', '/Memory/', or '/Temp/' 开头
Using UE4 4.21.3 and exported with Unity 2018.3.7f1
Assertion failed: FindRawBoneIndex(BoneInfo.Name) == INDEX_NONE [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Public\ReferenceSkeleton.h] [Line: 188]
KERNELBASE
UE4Editor_Core
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UE4Editor_ExodusImport!SkeletalMeshBuilder::setupReferenceSkeleton() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\meshbuilder\skeletalmeshbuilder.cpp:89]
UE4Editor_ExodusImport!SkeletalMeshBuilder::setupSkeletalMesh() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\meshbuilder\skeletalmeshbuilder.cpp:584]
UE4Editor_ExodusImport!std::_Func_impl_no_alloc<<lambda_727a458e6181fb90e731d8ac45b6e703>,void,USkeletalMesh *>::_Do_call() [c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.16.27023\include\functional:15732480]
UE4Editor_ExodusImport!<lambda_3c5cfe7ee3cb3db104ce1009c30784fa>::operator()() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\unrealutilities.h:147]
UE4Editor_ExodusImport!UnrealUtilities::createAssetPackage() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\unrealutilities.cpp:20]
UE4Editor_ExodusImport!UnrealUtilities::createAssetObject() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\unrealutilities.h:152]
UE4Editor_ExodusImport!JsonImporter::importSkeletalMesh() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\jsonimporter\mesh.cpp:100]
UE4Editor_ExodusImport!JsonImporter::importMesh() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\jsonimporter\mesh.cpp:124]
UE4Editor_ExodusImport!JsonImporter::loadMeshes() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\jsonimporter.cpp:137]
UE4Editor_ExodusImport!JsonImporter::importProject() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\jsonimporter\scene.cpp:150]
UE4Editor_ExodusImport!FJsonImportModule::PluginImportButtonClicked() [e:\ue4 workshop\schoolabandoned\plugins\exodusimport\source\exodusimport\private\jsonimport.cpp:145]
UE4Editor_ExodusImport!TBaseRawMethodDelegateInstance<0,FJsonImportModule,void __cdecl(void)>::ExecuteIfSafe() [d:\ue_4.21\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:518]
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user32
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Currently area lights are not suported, as mentioned in
#46 (comment)
The lights are marked as having lightType == "Rectangle" in json files, need proper support on export/import side. Currently both unity and unreal support them as baked light types.
Hi,
I'm new here and I saw on your website your Script that seems very cool.
I wanted to transfer the scene I made in Unity to Unreal but when I copy the folder ExodusExport in the Asset file, I get compiling error in the console :
I tried with every version of unity but it's the same every where. I also tried with a blank project and I get the same errors.
Please help me thanks !
Does this plugin supports export particlesystem from unity to UE4?
When, in Unity, I hit "export project", I get this error :
NullReferenceException: Object reference not set to an instance of an object
SceneExport.ProjectAssetList.addAssetFromGuid (System.String guid, SceneExport.Logger logger) (at Assets/ExodusExport/Scripts/Editor/Exporter/EditorOnly/ProjectAssetList.cs:76)
SceneExport.JsonProject+<>c__DisplayClass26_0.<collectProjectResources>b__0 (System.String data_, System.Boolean gui_, SceneExport.Logger log_) (at Assets/ExodusExport/Scripts/Editor/Exporter/EditorOnly/JsonProject.cs:328)
SceneExport.JsonProject.processDataList[Data] (System.Collections.Generic.List`1[T] assets, System.Boolean showGui, System.String titleMsgStart, System.String assetMsgStart, SceneExport.JsonProject+DataProcessingDelegate`1[Data] callback, SceneExport.Logger logger) (at Assets/ExodusExport/Scripts/Editor/Exporter/EditorOnly/JsonProject.cs:306)
SceneExport.JsonProject.collectProjectResources (System.Boolean showGui, SceneExport.Logger logger) (at Assets/ExodusExport/Scripts/Editor/Exporter/EditorOnly/JsonProject.cs:327)
SceneExport.JsonProject.fromCurrentProject (System.Boolean showGui, SceneExport.Logger logger) (at Assets/ExodusExport/Scripts/Editor/Exporter/EditorOnly/JsonProject.cs:364)
SceneExport.ExportContextMenus.exportJsonProj (UnityEditor.MenuCommand menuCommand) (at Assets/ExodusExport/Scripts/Editor/GUI/ExporterContextMenus.cs:65)
UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)
Oh, also, I use Unity 2018.3.0f2
Created a new C++ project in UE4.25.4 (on MacOS 10.15)
Installed Exodusimport as a new Plugin.
Restarted the project
Received message: Missing {Project_name} Modules -- ...module missing or built with a different engine version.
Responded "Yes" to "Would you to rebuild {Project_name} now?".
Compile ran for a few seconds and produced
Received message: "Error. {Project_name} could not be compiled. Try rebuilding from source manually."
Please tell me if I should try an earlier version of UE4.
Note: I previously tried UE4.23.1 but I ran into other problem trying to create a new C++ project
LoginId:3e657037405f002a76a2bfb9dce729e3
EpicAccountId:752601d3d22244d0b37ae594b6caeac6
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:\UE_4.23\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 0 from an array of size 0
UE4Editor_Core
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UE4Editor_Core
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UE4Editor_ExodusImport!DispatchCheckVerify<void,<lambda_8ae2c15e4cad4863a92db03661ddb7cd> >() [e:\ue_4.23\engine\source\runtime\core\public\misc\assertionmacros.h:165]
UE4Editor_ExodusImport!GeometryComponentBuilder::configureStaticMeshComponent() [c:\users\my_pc\documents\unreal projects\exodus\plugins\exodusimport\source\exodusimport\private\builders\geometrycomponentbuilder.cpp:477]
UE4Editor_ExodusImport!GeometryComponentBuilder::processStaticMesh() [c:\users\my_pc\documents\unreal projects\exodus\plugins\exodusimport\source\exodusimport\private\builders\geometrycomponentbuilder.cpp:225]
UE4Editor_ExodusImport!GeometryComponentBuilder::processMeshAndColliders() [c:\users\my_pc\documents\unreal projects\exodus\plugins\exodusimport\source\exodusimport\private\builders\geometrycomponentbuilder.cpp:100]
UE4Editor_ExodusImport!JsonImporter::importObject() [c:\users\my_pc\documents\unreal projects\exodus\plugins\exodusimport\source\exodusimport\private\jsonimporter\object.cpp:49]
UE4Editor_ExodusImport!JsonImporter::loadObjects() [c:\users\my_pc\documents\unreal projects\exodus\plugins\exodusimport\source\exodusimport\private\jsonimporter.cpp:154]
UE4Editor_ExodusImport!JsonImporter::importScene() [c:\users\my_pc\documents\unreal projects\exodus\plugins\exodusimport\source\exodusimport\private\jsonimporter\scene.cpp:72]
UE4Editor_ExodusImport!JsonImporter::importProject() [c:\users\my_pc\documents\unreal projects\exodus\plugins\exodusimport\source\exodusimport\private\jsonimporter\scene.cpp:178]
UE4Editor_ExodusImport!FJsonImportModule::PluginImportButtonClicked() [c:\users\my_pc\documents\unreal projects\exodus\plugins\exodusimport\source\exodusimport\private\jsonimport.cpp:145]
UE4Editor_ExodusImport!TBaseRawMethodDelegateInstance<0,FJsonImportModule,void __cdecl(void)>::ExecuteIfSafe() [e:\ue_4.23\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:541]
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Hi ! I got the awnser for the coordinate from Unity to Unreal
X : Unity(x) -> UE4(y) * 100.0f
Y : Unity(y) -> UE4(z) * 100.0f
Z : Unity(z) -> UE4(x) * 100.0f
But for rotation I try to search in the UnrealUtilities.cpp but I coudn't find the awnser. Every vector is for the POS but I try to search for any ROT or DIR function but nothing I don't understand.
Thanks for your fabulous work !
Ideally unity prefabs should be recreated at unreal side as blueprints.
Unity is currently (2018.3...2019.1) rolling out nested prefab support, so at a basic level the exporter should be acting in the way compatible to previous unity releases where only non-nested prefabs were supported.
Nested support - if possible - will have to be delayed for later.
JsonLog: Error: Mesh path not found for id 83
"name": "Paper_geo", "id": 83, "uniqueName": "Paper_geo", "path": "Assets/TB-Exports/TL06_4.fbx", "convexCollider": false, "triangleCollider": false, "materials": [ 1 ], "readable": false, "vertexCount": 0, "defaultSkeletonId": -1, "defaultBoneNames": [ ], "defaultMeshNodeName": "", "defaultMeshNodePath": "", "defaultMeshNodeMatrix": { "e00": 0, "e01": 0, "e02": 0, "e03": 0, "e10": 0, "e11": 0, "e12": 0, "e13": 0, "e20": 0, "e21": 0, "e22": 0, "e23": 0, "e30": 0, "e31": 0, "e32": 0, "e33": 0 }, "blendShapeCount": 0, "subMeshCount": 0, "subMeshes": [ ]
}
ERROR NOT FİXED
LoginId:b038a6d0fc47a00f5ae88db964ce7db7
EpicAccountId:604e0ee073a54d43a198b69efa225db6
Caught signal
__pthread_kill Address = 0x7fff77c69b66 (filename not found) [in libsystem_kernel.dylib]
abort Address = 0x7fff77bc51ae (filename not found) [in libsystem_c.dylib]
basename_r Address = 0x7fff77b8d1ac (filename not found) [in libsystem_c.dylib]
mtlpp::Device::GetRegistryID() const Address = 0x1378b82b1 (filename not found) [in UE4Editor-MetalRHI.dylib]
GetMTLDevice(unsigned int&) Address = 0x13790300c (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalDeviceContext::CreateDeviceContext() Address = 0x137901cb8 (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalDynamicRHI::FMetalDynamicRHI(ERHIFeatureLevel::Type) Address = 0x137990f09 (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalDynamicRHIModule::CreateRHI(ERHIFeatureLevel::Type) Address = 0x137990d49 (filename not found) [in UE4Editor-MetalRHI.dylib]
PlatformCreateDynamicRHI() Address = 0x10b3cb4dd (filename not found) [in UE4Editor-RHI.dylib]
RHIInit(bool) Address = 0x10b3cca60 (filename not found) [in UE4Editor-RHI.dylib]
FEngineLoop::PreInit(wchar_t const*) Address = 0x109635ca5 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10964da6b (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x1096582ae (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x1098e0b01 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff51c6e148 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff77e31661 (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff77e3150d (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff77e30bf9 (filename not found) [in libsystem_pthread.dylib]
HELP PLEASE
Thx for the plugin!
When i enable the plugin in a blank project in unreal engine 4.24.2 and restart it wants to rebuilld the plugin, but fails to do so.
"The following modules are missing or built with a differente engine" Exodus import. Would you like to rebuild them now?"
"Porject could no be compiled. Try rebuilding from source manually."
In version 2.23.1 he is at least "starting to build" but also failing after a few moments with the same message.
when i trying to export object,and got "NullReferenceException: Object reference not set to an instance of an object",and export process is terminated,is that mean scene have unsupported object?
Situation:
In Unity: active/visible gameobject with a sole mesh collider.
On unreal side this should be implemented as a StaticMeshActor where component visibility is set to false.
Currently this results in a visible collider.
Reason: There's no separation between object visibility and component visibility at the moment. ImportedObject should probably implement a flag and that should be used to affect visibility of individual components.
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