2.2.0 (best used with CLO 2025.2 and higher)
- Added support for Unreal Engine 5.7.
- Added support for Puckering.
- Added options: Play Region (uses CLO/MD Start/End Frames) and Entire Region (uses the full animation).
- Added an option: Bake Joint Animation Frames on FPS Mismatch—resolving FPS discrepancies (e.g., loading a 30 FPS CLO animation into the 60 FPS Animation Editor) by baking joint animation data for intermediate, empty frames, ensuring the avatar animation sent via LiveSync to Unreal Engine is always identical to the source.)
- Added an option: Flip Green Channel—flipping green channel for all normal maps of garments via CLO/MD LiveSync Mode.
- Updated the Save feature to automatically generate a Level Sequence asset when saving garments and/or avatars with animation.
- Updated the Save feature to include the CLO/MD source project filename in the names of created assets (e.g., Static Mesh, Geometry Cache, Material Instance).
- Fixed an issue where names for saved Static Mesh and Geometry Cache assets became 'RenderMesh'.
2.1.0 (compatible with CLO 2025.0 and higher)
- Added a new feature, Pose Combiner, which merges a Pose asset with an AnimSequence asset.
(For more details, pleasee visit https://support-connect.clo-set.com/hc/en-us/articles/45304309404441-Opening-CLO-MD-LiveSync-Mode)
- Fixed an issue where the alpha channel of Base Color was not correctly applied to transparent garments.
- Fixed an issue where avatars appeared in an A-pose only in Unreal Engine.
- Fixed an issue where AnimSequence was not properly exported to CLO or Marvelous Designer via LiveSync.
2.0.0 (compatible with CLO 2025.0 and higher)
- Reworked the workflow and UI such that LiveSync can be directly used in Viewport.
- Reworked the system such that LiveSync utilizes USD format instead of a custom format, ensuring improvements in performance and quality.
- Added a Geomtery Cache type for sending an animated MetaHuman to CLO. This type takes MetaHuman's blend shapes into consideration.
- Added support for macOS. This will be available directly on the LiveSync page on Fab.com (link to be provided).
- Added support for Subsurface Profiles.
- Fixed an issue where materials for a same garment in Unreal Engine would look differently depending on an asset type.
- Fixed an issue where an embossed logo using the Desaturate option in CLO would appear flat and dark in Unreal Engine.
- Fixed an issue where graphics would be incorrerctly placed on a pattern in Unreal Engine.
- Fixed an issue where meshes for stitches and seamlines would be randomly cut off.
1.1.6
- Fixed an issue where Unreal Editor would constantly crash when attempting to import CLO assets using the Update feature. The following crash log was generated:
Assertion failed: MipView.GammaSpace == LayerData.SourceGammaSpace [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp]
1.1.5
- Added support for Unreal Engine 5.5.
- Added GC Material Combiner.
1.1.4
- Fixed an occasional crash issue when attempting to save a garment with Thick Textured Surface as a Geometry Cache asset.
1.1.3
- Fixed an issue of textures for Substance materials being flipped horizontally.
- Fixed an issue of opacity maps not being properly applied to certain Substance materials.
1.1.2
- Fixed an issue of shoes sent to Unreal Engine being covered in white materials.
- Fixed an issue of a mirror-pasted object not showing up correctly when a garment including such object is saved as a Geometry Cache asset.
- Fixed an issue of imported MetaHuman animation track being invisible in CLO.
- Fixed an issue of a Fur fabric having inverted normal values.
- Fixed an issue of a size of a texture map not being 4K maximum for a unified material.
- Fixed an issue of bringing an avatar from Unreal Engine to CLO via LiveSync occasionally resulting in a crash.
1.1.1 (has all features and improvements from 1.1.0)
- Fixed an issue of avatars becoming invisible when saved as Skeletal Mesh.
- Fixed an issue of avatars becoming invisible when saved as Animation Sequence.
1.1.0 (removed from the archive)
- LiveSync is now compatible with Unreal Engine 5.4.
- [Experimental] Added support for Fur.
- [Experimental] Added support for Render Only Fabric types.
- Fixed an issue of some assets being invisible in Content Browser.
1.0.1
- Removed unused preset assets.
1.0.0
- Official release of LiveSync.