Houdini Main Changelogs

18.5.995

(UE5) Fixed a regression that caused cooked/temporary data to become invisible when in game/PIE mode.

Thu. July 7, 2022
18.5.957
  • Fixed materials assigned to a landscape being duplicated when baking.
Mon. May 30, 2022
18.5.933
  • Fixed bug that caused World Inputs to sometimes not detect that their input object/actorshad changed, preventing the HDA from automatically updating.
  • Improved how world inputs track/detect spline components modifications.
Wed. May 4, 2022
18.5.928
  • Fixed mesh input objects never cleaning up their materials array,slowly bloating up the size of the Houdini Asset Component.This should reduce the memory usage of the plugin when using any HDAthat has input meshes.
  • Fixed crash when outputting a mesh that used the "unreal_uproperty_collisionprofilename" attribute.
Fri. April 29, 2022
18.5.926
  • Fixed manually entered transform still being pushed to Houdini evenwhen "Push Transform to Houdini" is disabled.
Wed. April 27, 2022
18.5.917
  • Fixed a bug that caused UploadTransformToHoudini to only work when

CookOnTransformChange was enabled.

  • Houdini Proxy Meshes are now enabled by default.
Tue. April 19, 2022
18.5.903
  • Fixed rot/scale attributes being ignored when outputing curves to SplineComponents.
  • Fixed material parameter attributes (unreal_material_parameter_*) not being created on inputs.
Mon. April 4, 2022
18.5.883
  • Partially loaded input landscapes will now correctly send transformsto Houdini.
  • Fix height offset issue with input landscapes.
  • Fix HoudiniAssetComponent cook-on-transform-change regression.
Tue. March 15, 2022
18.5.877
  • Fix crash when baking a non-editlayer landscape.
  • Improve detection of newly baked levels when WorldComposition is enabled.
Wed. March 9, 2022
18.5.877

Fixed a bug (UE5 only) where mesh translation would crash if the mesh had a k-DOP collision primitive.

Wed. March 9, 2022
18.5.876

Fix issue where baking Landscapes with edit layers to sublevels can cause UE to crash.

Tue. March 8, 2022
18.5.871

Fixed crash when using ButtonStrip parameters.

Mon. March 7, 2022
18.5.871

Fixed potentially invalid pointer access in the custom detail / UI panels.

Thu. March 3, 2022
18.5.870

Fix issue where saving a level in World Composition mode would trigger a recook of HDAs.

Wed. March 2, 2022
18.5.851

Fix issue where UE4.27 failed to output landscapes from HDAs.

Fri. February 11, 2022
18.5.850

Set Static Mesh's Collision Trace Flag to Use Complex as Simple when assigning collision geometry.

Thu. February 10, 2022
18.5.850

Fixed a bug with static mesh translation where output attributes, such as unreal_output_name, would not always be correctly processed if the mesh has LOD or collision groups.

Thu. February 10, 2022
18.5.850
  • Fix issue where landscape height offset would be applied twice whensending landscape data to Houdini.
  • Ensure landscape transform is updated when performing Recommit Landscape.
Thu. February 10, 2022
18.5.844

Heightfield/Landscape data is now sent/received in chunks when bigger than thrift's max buffer size.

Fri. February 4, 2022
18.5.843
  • Merged PR#151 on behalf of Mystfit :Fixed some RHS float type mismatches against the UE5-main branch.
  • Merged PR#148 on behalf of dearamy :Fix UE5 Crash when input asset is a datatable.
Thu. February 3, 2022
18.5.843

The plugin will now proactively check for failures when starting Houdini SessionSync instead of waiting for the timeout.

Thu. February 3, 2022
18.5.842

Fixed a bug where viewing the details panel of a HoudiniAssetComponent with a PDG asset link would crash Unreal (only in UE5).

Wed. February 2, 2022
18.5.840
  • Fixed the HE session being lost after Playing In Editor when not using Session Sync.The session is now properly restarted.
  • Fixed linux build issue.
Mon. January 31, 2022
18.5.837
  • Fixed not being able to have different "unreal_nanite_enabled" states in the same HDA.It is now possible to output both nanite and regular meshes in the same HDA.The other nanite attributes do not enable nanite, and the "unreal_nanite_enabled" attributemust now be present (and non zero) to output a nanite mesh.
Fri. January 28, 2022
18.5.830

Only set Landscape layer NoWeightBlend option if a LayerInfo is created for the first time or if an attribute is present.

Fri. January 21, 2022
18.5.830

Fixed a bug with instancing assets where assets were not always loaded from disk when not in memory.

Fri. January 21, 2022
18.5.830

Fixed a bug where baking landscape tiles as normal landscape actors (with the unreal_landscape_tile_actor_type attribute set to 0) to sublevels would create streaming proxies in the sublevels instead of landscape actors.

Fri. January 21, 2022
18.5.830

Fixed a bug where the StaticMesh translator would read point attributes from an incorrect point index.

Fri. January 21, 2022
18.5.830

Fixed a bug with baking static mesh outputs where temporary complex collision meshes (the collision_geo group) would not be baked.

Fri. January 21, 2022
18.5.830

Fixed a bug where the Temporary Cook Folder property on the HoudiniAssetComponent and the unreal_temp_folder attribute were not working correctly.

Fri. January 21, 2022
18.5.830

Initialize collision profile on newly created static mesh components to match that of the HoudiniAssetComponent.

Fri. January 21, 2022
18.5.830

Add unreal_landscape_layer_noweightblend and unreal_landscape_editlayer_subtractive attributes for landscape edit layers.

Fri. January 21, 2022
18.5.830

Apply CollisionProfileName uproperty to generated static meshes.

Fri. January 21, 2022
18.5.830
  • Landscape Modify Edit Layer output mode is now able to output multipleedit layers.
  • Fix possible crash during Landscape output cleanup.
  • Fix issue where certain editor tools (such as Landscape Flatten tool)would constantly trigger HDA updates for landscape inputs.
Fri. January 21, 2022
18.5.830

Added a new attribute, unreal_bake_actor_class, that can be used to set the class of the Actor that is spawned when baking to actors. If unreal_bake_actor_class is blank or missing, then an AActor is spawned.

Fri. January 21, 2022
18.5.830

Static mesh generation properties and mesh build settings from the HoudiniAssetComponent are now also used for static meshes generated by PDG.

Fri. January 21, 2022
18.5.830

Fix crash when HDA output node has template flag enabled.

Fri. January 21, 2022
18.5.830

When PIE stops, only reconnect Houdini session if it was previously connected.

Fri. January 21, 2022
18.5.830

Fixed an issue with applying generic UProperty attributes to source models on static meshes where only the first source model's UProperties were updated. Additionally, generic attributes now only trigger updates on the corresponding UProperties if the current and new values are different.

Fri. January 21, 2022
18.5.830

Approximate simple box and capsule collider rotations when importing static mesh collision geometry into Unreal.

Fri. January 21, 2022
18.5.830

Input object transform offsets are now accessed by input object index in Public API Geometry inputs.

Fri. January 21, 2022
18.5.819

Fixed a bug causing the plugin to create an extra empty Blueprint when importing BGEO files.

Mon. January 10, 2022
18.5.765

Fixed rotation transform issues for box collider input

Wed. November 17, 2021
18.5.760

Fix issue where HDA wouldn't update when an input actor is deleted.

Fri. November 12, 2021
18.5.759
  • Prevent cooking of HDAs cooking during PIE except for HDAs that arerefining geometry.
  • Disable HoudiniEngineManager ticking during PIE after refinement hascompleted.
Thu. November 11, 2021
18.5.759

Fixed an issue where input nodes were not cleaned up in the session.

Thu. November 11, 2021
18.5.758
  • Prevent modifying non-editlayer landscapes when using theModify Layer output mode.
  • Fix tracking of transform changes, as well as transform uploading issues,of non-root components in World Input objects.
  • Fix transform updating for Spline components.
Wed. November 10, 2021
18.5.758

Ensure that all data from all output nodes are being output.

Wed. November 10, 2021
18.5.757

Version 2:

  • Fixed an issue where nodes for world input actors were always recreatedon update
  • Fixed an issue where landscape input transform changes were not appliedcorrectly
Tue. November 9, 2021
18.5.757

Version 2: Fix BSP transform issue.

Tue. November 9, 2021
18.5.752

When removing temporary PDG outputs the plugin now also uses the HoudiniAssetComponent's GUID in the package metadata to determine if the output asset may be deleted.

Thu. November 4, 2021
18.5.751

Fixed an issue where collision presets were not being saved from the plugin settings

Wed. November 3, 2021
18.5.751

Version 2: Properly name visibility layer when sending heightfield data to Houdini.

Wed. November 3, 2021
18.5.750

Updated how the plugin tries to detect if an HDA should have a PDGAssetLink created. The plugin now simply looks for non scheduler/non bypassed TOP nodes in the asset. Previously it would look for TOP nodes inside all the non bypassed TOP/SOP network, which in some case drastically increased the HDA instantiation time, even for asset without any TOP nodes.

Tue. November 2, 2021
18.5.745
  • Fixed issues regarding exported input capsule colliders with rotations.
  • Fixed issues regarding exported input translation/rotation/scale of convex collider collisions.
Thu. October 28, 2021
18.5.742

The generated mesh output now properly uses the collision complexity from the Houdini Mesh Generation Properties. A side effect of this is that the default collision complexity behaviour is now CTF_UseDefault instead of CTF_UseComplexAsSimple.

Mon. October 25, 2021
18.5.742

Fixed an issue where data tables with invalid names (spaces or colons) would not marshall data into Houdini Engine.

Mon. October 25, 2021
18.5.739

Version 2:

  • Added a new attribute, unreal_force_instancer, that can be used to ensurethat an instancer component is created even if there is only a singleinstance of a StaticMesh.
  • If unreal_foliage, unreal_split_instances or unreal_hierarchical_instanceris set and not 0, then the particular instancer type is created even ifthere is only a single instance of the StaticMesh.
Fri. October 22, 2021
18.5.739

Version 2:

  • Fix issue where the HDA wouldn't properly switch between editable andnon-editable curve.
  • Fix cleanup issue of Houdini Spline input objects in Houdini sessions.
Fri. October 22, 2021
18.5.739
  • For landscape inputs, added the option to marshall only selected landscapes, and auto-select landscapes within asset bounds
  • Added "Update selected components" button, that updates the selected components to the current landscape selection
Fri. October 22, 2021
18.5.738

Version 2:

  • Fixed an issue during baking where the baked actors of the work items ofa TOP node in the PDG asset link were not shared with the remaining workitems on the TOP node.
  • Fixed an issue when processing a spline/curve from Houdini whereattributes such as unreal_output_name and unreal_bake_actor were notalways updated when the HDA was cooked more than once, resulting inbaking producing incorrect output names / bake actor names.
  • If unreal_bake_actor is not set for a spline / curve we nowuse unreal_output_name to determine the bake actor name.
  • Improved how work items of TOP nodes are associated with previous cook /bake data in the PDG asset link.
  • Fixed various cases where after a successful bake the plug-in incorrectlyreported that 0 packages were created and/or updated.
Thu. October 21, 2021
18.5.738

Version 2: Fix output updating and HDA cooking issues that can occur when using Session Sync.

Thu. October 21, 2021
18.5.738

By default, the plugin now uses the output nodes found in a HDA instead of the display flag.\

Thu. October 21, 2021
18.5.737

Fixed an issue where nested empty folders might crash Unreal or Houdini Engine

Wed. October 20, 2021
18.5.735

Fixed landscape tile resizing in Generate mode.

Mon. October 18, 2021
18.5.732

Houdini to Unreal StaticMesh translation: fixed an issue where duplicate warnings would be logged in Unreal for meshes with invalid face / vertex data, for each index that is invalid.

Fri. October 15, 2021
18.5.731

Version 2:

  • Fix issue where HDA would fail to produce output if HDA is a Sop/Subnetwith display flag set on an output node and Use Output Nodes is enabled.
Thu. October 14, 2021
18.5.731

Version 2:

  • Added support for the unreal_bake_name attribute that can be used to setthe name of the object(s) generated during baking. The unreal_output_nameattribute takes precedence.
  • When baking Houdini Instanced Actor Components the unreal_output_name(or unreal_bake_name) attribute, if set, is now used to determine thebaked instance actor names.
  • When baking Houdini Instanced Actor Components the instanced object nameis now used as the default bake name instead of the HDA actor's name(if the unreal_output_name and unreal_bake_name attributes are not set).
  • Houdini Instanced Actor Components now support the unreal_bake_actorattribute when baking: the instanced actors are attached tounreal_bake_actor (which is created as an empty actor or re-used from aprevious bake depending on the replacement mode).
Thu. October 14, 2021
18.5.731

Version 2:

  • Fix unreal_landscape_editlayer_target attribute for Landscape Modify mode.
  • Fix landscape input targeting using Input0, Input1, etc.
  • Fix Landscape edit layer transforms in Modify mode.
Thu. October 14, 2021
18.5.722

Version 2:

  • It is now possible to set the default directory used in the browse dialog for File parameters by using the "default_dir" Parameter tag.
  • Fixed a crash when trying to assign object path properties via generic attributes with an invalid path.
Tue. October 5, 2021
18.5.718

Version 2:

  • UE5: Fixed an issue where bake to actor would fail and not create anybaked actors / assets
Fri. October 1, 2021
18.5.718

Version 2:

  • Fixed loading of PDG output regression.
Fri. October 1, 2021
18.5.716

Version 2:

  • Fixed an issue where input updates/changes via the public API,especially with curve inputs, would not always take effect.
  • Updated the public API documentation to mention that the API returnscopies of the input configuration of an HDA and that to apply changes theSetInputAtIndex() or SetInputParameter() functions must be used.
Thu. September 30, 2021
18.5.716

Fixed material update issue for tiled landscapes.

Thu. September 30, 2021
18.5.716

Version 2:

  • Initial support for generation of landscapes with edit layers (usingGenerate output mode).
  • Fixed various issues with Modify landscape output mode.
  • Add support for edit layer attributes on heightfield primitives.
  • Fix issue where temp landscapes were not spawned in the HAC's level.
  • Fix issue where HDA would output from hidden or nested subnets.
  • Fix handling of output data between Display nodes and Output nodes tomatch Houdini's internal behaviour.
Wed. September 29, 2021
18.5.716

Version 2:

  • All UHoudiniPublicAPIInput classes are now API exported in the C++ PublicAPI
  • Fixed setting multiparm parameters via the Public API
  • AHoudiniAssetActor is now public in C++
Wed. September 29, 2021
18.5.716

Version 2

  • Fixed a regression that caused rebuilds to fail with "Fatal error - invalid".
Wed. September 29, 2021
18.5.711

Version 2:

  • UE5: Fixed "double cooking" issue when instantiating a new HDA by draggingit on the viewport (UE5 specific).Like in UE4, the HDA is only cooked after being dropped.
Fri. September 24, 2021
18.5.708
  • Fixed Wrong tooltip on Landscape Input "Update Landscape Data"
Tue. September 21, 2021
18.5.703

(UE5) Added support for controlling Nanite settings via attributes:

  • "unreal_nanite_enabled" (int, 0 or 1 ) can be used to enable Nanite processing when building a StaticMesh.
  • "unreal_nanite_position_precision" (int) can be used to set the position precision.Step size is 2^(-Value) cm
  • "unreal_nanite_percent_triangles" (float [0 1]) can be used to control the percentage of triangles to keep from LOD0.1.0 = no reduction, 0.0 = no triangles.
Thu. September 16, 2021
18.5.696

Fixed include/accessibility issues with the C++ Public API.

Thu. September 9, 2021
18.5.683

Version 2: added support for Unreal 4.27 on windows.

Fri. August 27, 2021
18.5.672
  • Fixed an issue where changing asset input type with a cook error wouldn't allow you to do it - This is an issue for HDAs with minimum inputs.
Mon. August 16, 2021
18.5.661

Version 2:

  • Optimized reading of attributes.
  • Fixed a bug preventing changing MeshGeneration properties via the details UI.
  • The plugin now logs the detailled connection error when failing to create a session.
  • Fixed a possible instantiation loop when rebuilding a loaded indie HDA without an indie license.
  • Fixed the Houdini Engine status incorrectly reporting a license failure after attempting to use an indie asset with a commercial license.
  • The plugin is now using the HAPI GetStringBatch() function when retrieving string arrays from HAPI.This is slightly faster than retrieving each string separately.
  • The plugin is now using HAPI's LoadGeoFromFile() function when importing bgeo files instead of manually using a file sop.
Thu. August 5, 2021
18.5.661
  • Added support for instancer material instances
  • Additionally added support for baking instancers with material instances
    • Working for all instancer baking types except foliage due to foliage material being closely tied to the static mesh
  • Removed unneccessary parameters from internal functions
  • Added an accessor to HoudiniMeshSplitInstancerComponent to be able to get override materials.
Thu. August 5, 2021
18.5.661
  • Fixed an issue where material instances were not being generated upon baking with static meshes and landscapes.
Thu. August 5, 2021
18.5.660

Fixed an issue where having a multiparm operator path and then a regular operator path would mess up the input asset order when you add or remove objects.

Wed. August 4, 2021
18.5.659

Fixed an issue where unreal_material_instance was not being applied on landscape outputs.

Tue. August 3, 2021
18.5.654

The Plugin Settings menu will now indicate if a Houdini Engine for Unity/Unreal license is checked out.

Thu. July 29, 2021
18.5.651

Version 2: Added support for output nodes. When the "use output node" option is enabled, the plugin will mow also use output nodes found in the HDA alongside the display node to produce results.

Mon. July 26, 2021
18.5.646

Fixed an issue where float ramp parameters were causing a Slate crash.

Wed. July 21, 2021
18.5.634

Fixed issue where invisible folders were incorrectly detected, resulting in other missing parameters

Fri. July 9, 2021
18.5.632

Fixed an issue where disabling folders and rebuilding would change all the parameters in that folder to their default values.

Wed. July 7, 2021
18.5.631

Version 2:

  • Fixed Houdini Materials and Textures being recreated/converted multiple times if the same material was assigned to multiple parts.This was easily the case when using packed primitives. This greatly improve cook times on assets that generate unreal materials from Houdini materials.
  • Fixed HDAs not recreating/updating their output meshes when only a Part had changed.This could be the case for example when just modifying a houdini material parameter, but not the actual geometry.
Tue. July 6, 2021
18.5.631

Use the help URL instead of the help string if it is enabled.

Tue. July 6, 2021
18.5.631
  • Fixed an issue where BSP input would invoke a recook at the start of every unreal session. Note that you have to recook and save the map again for this fix to be applied.
  • Fixed an issue where HDAs with editable curves and mesh outputs were not being recooked properly at the start of an unreal session.
Tue. July 6, 2021
18.5.630

Version 2:

  • Fixed incorrect material assignment when splitting instancers.
  • The Instancer Translator now stores and uses the original instance indices.This fixes a lot of issues where attributes would not be read/applied properlywhen splitting instancers. (ie, generic attributes, tags..)
Mon. July 5, 2021
18.5.627
  • The Houdini proxy meshes now supports calculating normals if the output meshfrom the HDA did not provide any.This fixes render differences with the refined Static Mesh.
  • Fixed the Houdini icon displayed above Houdini ProxyMeshes not always being placedproperly.
  • Public API: The various Set*ParameterValue functions now return false only ifan error occurs or an invalid value is given.Previously the functions also returned false if the parameter already had the new value,which was not the expected behaviour.
Fri. July 2, 2021
18.5.609

Fix Color Parameter not opening Color Picker

Mon. June 14, 2021
18.5.606

Version 2:

  • Added a new plugin setting to select the executable (houdini/fx/core/hindie)to be used when opening Session Sync or debug hip files.
  • Fixed a bug where the Dirtying of a node, or all outputs, on the PDG asset linkcould delete non-temp assets used as output objects (ie, when using "unreal_instance").The PDG Asset Link now only cleans Houdini generated objects (temp, not baked).
Fri. June 11, 2021