Keep models from different packs in different folders
Would be nice to keep all Pack separately in their folders. All models are just put all together in a folder. This would be really helpful.
[Feature Request] Multi-select Assets for downloading and importing
This would help speed up workflows where one wishes to import a number of assets to quickly get started kitbashing.
Cargo rarely lets me sign in, and when it does, I get the 107 Unknown Download Error
I upgraded to Pro last week, and updated to the latest version of Cargo so that I can use assets within Blender 4. However, I have two issues that are seriously stopping me using Cargo at all When I open Cargo, I get no chance to log in before the "Sign In" button becomes greyed out - sometimes restarting Cargo helps, but most of the time it doesn't. It doesn't seem to matter how long I leave it, I cannot log in (occasionally I get taken to a screen that says "Weare currently making Cargo better" and then get taken back to the log in screen On the odd occasion that I can log in, I nearly always get the Error 107: Unknown Download Error (I have submitted a ticket for this) - I have followed all the steps in the article, and it doesn't make any difference At the moment, the software doesn't seem fit for purpose - I hope that there are solutions for this (weirdly it seemed to work fine until I upgraded to 1.1.2 and signed up for Pro - not sure if either of these would cause the problems that I am now having) All other Blender plugins that I am using work fine, and there are no errors in Blender - just in Cargo
Unreal 5.3 is missing from target software
Cargo Version v1.1.5 Unreal Version 5.3.2 I did verify the engine I did advance setup and Cargo plugin shows up inside Unreal 5.3.2. but if I revisit account settings>software settings > target software, in cargo, Unreal 5.3.2 does not show up, same thing from kit's exporting option Hot fix from this entry works https://kitbash3d.canny.io/cargo-feedback/p/cargo-could-not-find-unreal by manually editing via VSCode I can point to 5.3 with specific project. But it only works from there and still Cargo cannot detect 5.3. I have to manually copy paste plugin to the specific project and edit the cargo_v1.sqlite from Roaming folder each time I change project. I hope someone can help. Best,
I need to change the $KITBASH variable automatically assigned to materials in Houdini via cargo.
None of the usd assets that are exported by cargo even come into houdini successfully. The string of emails I sent, complete with images, represent parts of the material builds for karma in cargo that are incorrect, and so prevent the use of the assets as is. There are three issues total--one has to do with the normal map, the other the roughness map, and the third has to do with opacity. I am more than happy to hop on a call to discuss this further if needed.
I have to sign in to Cargo every time I launch it
Each time I launch Cargo, I must enter my mail and password even if I enable the "Remeber me" checkbox
Pivots & Collision still not really that useful.... (Unreal Engine)
I have just checked on the latest kit (Future Slums 2) and the pivots for individual meshes/geometries are still not useful. Collision is non-existent. Yes, in the Actor prefabs, the pivot is in the centre at the bottom, which is fine, but take a door in a doorframe (Door L in this kit for example).... Placing the Actor is fine. But when you come to actually swing the door open, you have to edit the mesh of the door itself to make it open from its hinges. Even if you don't provide functionality for door opening, please make the pivots for things which are designed to be functional, make sense. Whilst you can do it using the engine's modelling tools, it's not really convenient, and a waste of time. We purchase these kits for convenience. Collision is a different matter. Again, you can add collision using Unreal's toolset, but (using the Door L example still), you can't just add a simple box collision because the mesh is set at angle, so the collision is set to the bounds of the mesh. You have to use the more expensive Auto Convex Collision, which is overkill and inaccurate when a simple box collision would have done a better job. Or we have to export the mesh and create a custom collision hull. Neither of these options are particularly convenient. In future, please either provide simple collision or at least present the individual meshes in such a way that collision can be applied more conveniently. If you want a role model for how kits could be setup, check out the last few kits from Big Medium Small. Granted, they only cater for Unreal Engine and Blender or C4D, so I'm not expecting their level of complexity, but Unreal and Unity call for special consideration regarding interactivity. It would be a massive help if just the pivots and basic collisions were to be consider better. Anything further would be a bonus.
Assets stuck in never ending download loops
Hi all!!!! Sometimes my assets get stuck in a never-ending loop when I try to download them. After a while, they seem to be available for download again, which triggers another loop....I am never able to import those assets in Blender. I have a Cargo Pro subscription. Can anybody help please? Is there a way to fix those assets/repair them within Cargo?
Unreal V1.1.5 installed but not working
Removed existing plugins per update email, installed new plugin, but Cargo is not appearing in UE drop down window to enable me to enable it. I have ensured Cargo is enabled in main plugins section. Deleted and reinstalled the Cargo plugin twice, no change. What to do? It's halted my workflow. I wish there was a sandbox for these updates, too many times now updates have failed. requiring extensive investigation. Cargo is my most unreliable software, unfortunately.