Houdini Main Changelogs
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18.5.995 | (UE5) Fixed a regression that caused cooked/temporary data to become invisible when in game/PIE mode. |
Thu. July 7, 2022 |
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18.5.957 |
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Mon. May 30, 2022 |
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18.5.933 |
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Wed. May 4, 2022 |
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18.5.928 |
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Fri. April 29, 2022 |
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18.5.926 |
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Wed. April 27, 2022 |
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18.5.917 |
CookOnTransformChange was enabled.
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Tue. April 19, 2022 |
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18.5.903 |
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Mon. April 4, 2022 |
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18.5.883 |
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Tue. March 15, 2022 |
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18.5.877 |
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Wed. March 9, 2022 |
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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 |
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18.5.876 | Fix issue where baking Landscapes with edit layers to sublevels can cause UE to crash. |
Tue. March 8, 2022 |
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18.5.871 | Fixed crash when using ButtonStrip parameters. |
Mon. March 7, 2022 |
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18.5.871 | Fixed potentially invalid pointer access in the custom detail / UI panels. |
Thu. March 3, 2022 |
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18.5.870 | Fix issue where saving a level in World Composition mode would trigger a recook of HDAs. |
Wed. March 2, 2022 |
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18.5.851 | Fix issue where UE4.27 failed to output landscapes from HDAs. |
Fri. February 11, 2022 |
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18.5.850 | Set Static Mesh's Collision Trace Flag to Use Complex as Simple when assigning collision geometry. |
Thu. February 10, 2022 |
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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 |
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18.5.850 |
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Thu. February 10, 2022 |
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18.5.844 | Heightfield/Landscape data is now sent/received in chunks when bigger than thrift's max buffer size. |
Fri. February 4, 2022 |
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18.5.843 |
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Thu. February 3, 2022 |
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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 |
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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 |
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18.5.840 |
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Mon. January 31, 2022 |
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18.5.837 |
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Fri. January 28, 2022 |
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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 |
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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 |
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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 |
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18.5.830 | Fixed a bug where the StaticMesh translator would read point attributes from an incorrect point index. |
Fri. January 21, 2022 |
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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 |
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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 |
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18.5.830 | Initialize collision profile on newly created static mesh components to match that of the HoudiniAssetComponent. |
Fri. January 21, 2022 |
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18.5.830 | Add unreal_landscape_layer_noweightblend and unreal_landscape_editlayer_subtractive attributes for landscape edit layers. |
Fri. January 21, 2022 |
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18.5.830 | Apply CollisionProfileName uproperty to generated static meshes. |
Fri. January 21, 2022 |
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18.5.830 |
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Fri. January 21, 2022 |
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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 |
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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 |
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18.5.830 | Fix crash when HDA output node has template flag enabled. |
Fri. January 21, 2022 |
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18.5.830 | When PIE stops, only reconnect Houdini session if it was previously connected. |
Fri. January 21, 2022 |
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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 |
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18.5.830 | Approximate simple box and capsule collider rotations when importing static mesh collision geometry into Unreal. |
Fri. January 21, 2022 |
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18.5.830 | Input object transform offsets are now accessed by input object index in Public API Geometry inputs. |
Fri. January 21, 2022 |
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18.5.819 | Fixed a bug causing the plugin to create an extra empty Blueprint when importing BGEO files. |
Mon. January 10, 2022 |
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18.5.765 | Fixed rotation transform issues for box collider input |
Wed. November 17, 2021 |
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18.5.760 | Fix issue where HDA wouldn't update when an input actor is deleted. |
Fri. November 12, 2021 |
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18.5.759 |
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Thu. November 11, 2021 |
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18.5.759 | Fixed an issue where input nodes were not cleaned up in the session. |
Thu. November 11, 2021 |
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18.5.758 |
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Wed. November 10, 2021 |
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18.5.758 | Ensure that all data from all output nodes are being output. |
Wed. November 10, 2021 |
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18.5.757 | Version 2:
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Tue. November 9, 2021 |
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18.5.757 | Version 2: Fix BSP transform issue. |
Tue. November 9, 2021 |
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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 |
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18.5.751 | Fixed an issue where collision presets were not being saved from the plugin settings |
Wed. November 3, 2021 |
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18.5.751 | Version 2: Properly name visibility layer when sending heightfield data to Houdini. |
Wed. November 3, 2021 |
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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 |
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18.5.745 |
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Thu. October 28, 2021 |
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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 |
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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 |
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18.5.739 | Version 2:
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Fri. October 22, 2021 |
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18.5.739 | Version 2:
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Fri. October 22, 2021 |
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18.5.739 |
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Fri. October 22, 2021 |
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18.5.738 | Version 2:
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Thu. October 21, 2021 |
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18.5.738 | Version 2: Fix output updating and HDA cooking issues that can occur when using Session Sync. |
Thu. October 21, 2021 |
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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 |
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18.5.737 | Fixed an issue where nested empty folders might crash Unreal or Houdini Engine |
Wed. October 20, 2021 |
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18.5.735 | Fixed landscape tile resizing in Generate mode. |
Mon. October 18, 2021 |
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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 |
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18.5.731 | Version 2:
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Thu. October 14, 2021 |
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18.5.731 | Version 2:
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Thu. October 14, 2021 |
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18.5.731 | Version 2:
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Thu. October 14, 2021 |
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18.5.722 | Version 2:
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Tue. October 5, 2021 |
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18.5.718 | Version 2:
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Fri. October 1, 2021 |
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18.5.718 | Version 2:
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Fri. October 1, 2021 |
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18.5.716 | Version 2:
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Thu. September 30, 2021 |
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18.5.716 | Fixed material update issue for tiled landscapes. |
Thu. September 30, 2021 |
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18.5.716 | Version 2:
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Wed. September 29, 2021 |
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18.5.716 | Version 2:
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Wed. September 29, 2021 |
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18.5.716 | Version 2
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Wed. September 29, 2021 |
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18.5.711 | Version 2:
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Fri. September 24, 2021 |
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18.5.708 |
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Tue. September 21, 2021 |
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18.5.703 | (UE5) Added support for controlling Nanite settings via attributes:
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Thu. September 16, 2021 |
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18.5.696 | Fixed include/accessibility issues with the C++ Public API. |
Thu. September 9, 2021 |
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18.5.683 | Version 2: added support for Unreal 4.27 on windows. |
Fri. August 27, 2021 |
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18.5.672 |
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Mon. August 16, 2021 |
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18.5.661 | Version 2:
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Thu. August 5, 2021 |
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18.5.661 |
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Thu. August 5, 2021 |
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18.5.661 |
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Thu. August 5, 2021 |
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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 |
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18.5.659 | Fixed an issue where unreal_material_instance was not being applied on landscape outputs. |
Tue. August 3, 2021 |
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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 |
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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 |
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18.5.646 | Fixed an issue where float ramp parameters were causing a Slate crash. |
Wed. July 21, 2021 |
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18.5.634 | Fixed issue where invisible folders were incorrectly detected, resulting in other missing parameters |
Fri. July 9, 2021 |
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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 |
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18.5.631 | Version 2:
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Tue. July 6, 2021 |
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18.5.631 | Use the help URL instead of the help string if it is enabled. |
Tue. July 6, 2021 |
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18.5.631 |
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Tue. July 6, 2021 |
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18.5.630 | Version 2:
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Mon. July 5, 2021 |
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18.5.627 |
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Fri. July 2, 2021 |
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18.5.609 | Fix Color Parameter not opening Color Picker |
Mon. June 14, 2021 |
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18.5.606 | Version 2:
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Fri. June 11, 2021 |