Houdini Main Changelogs

19.5.1052

Houdini Spline's control points now respect the viewport Local/World coordinate space system. When rotating or in local mode, the transform widget will be displayed in local space instead of always in world space.

Thu. July 25, 2024
19.5.1050
  • Fixed Handles having an incorrect Transform upon being created.
  • Fixed issues when moving handles due to recent changes in UE5.
  • Added a new console var: HoudiniEngine.HandleTickTime that can be used tocontrol the frequency at which handles trigger updates after being moved.
Tue. July 23, 2024
19.5.998
  • Fixed crash caused by previous backport of 5.4 fixes.
  • Prevent potential loop if we loose the session while cooking/instanting.
Fri. May 31, 2024
19.5.963

Port of most of the latest plugin fixes from H20.0:

  • Added support of UE5.4
  • Fixed reimport failing for .bgeo.sc files.
  • Fix missing lock/unlock icon in Float3 parameter
  • Lexicographic sorting of TOP nodes and networks in PDG details UI
  • Values for the "unreal_gc_collisions_implicit_type" now follow the sameorder as the corresponding menu entries in Unreal:0 = Box, 1 = Sphere, 2 = Capsule, 3 = Level Set, 4 = None, 5 = Convex
  • Fixed an issue with Convex implicit collision type not behaving as theynormally should due to missing convex hull data.
  • Improved details panel refresh logic
  • We now maintain focus on parameter widgets after refresh of Details panel.
  • Fixed Button Strip parameter implementation
  • Add support for Horizontally Join to Next Parameter option to Details UI.
  • Fixed Proxy Meshes not having gamma corrected CPVs.
  • Make default label visibility true in parameter object.
  • Added pop-out window editor for ramp parameters.
  • Support button strips with single selection choice list type.
  • Update Unreal ref string parameter UI to match UE5 object picker.
  • Added a new log command: Houdini.DumpGenericAttributeThis can be used to list all properties/generic attributes for a given class,listing the expected unreal_uproperty_XXX attribute names and types, as wellas if the system supports it.usage: Houdini.DumpGenericAttribute StaticMesh
  • Added support for Rotators and Vector_NetQuantize100 property types to thegeneric attribute system.
  • Merged PR#292 on behalf of @JanLoehr :Setting the respective Nanite FallbackTarget for given Fallback Values.
  • Merged PR#286 on behalf of @paula721:Support for setting the CenterAdjust property on a Spline Segment Mesh.
  • Merged PR#228 on behalf of @SilverWinter0511Added buttons for selecting temporary cook folder and bake folder.
  • Improved the logic used for finding uproperty attributes
Fri. April 26, 2024
19.5.895

Fixed a warning when using landscapes with the old Unreal input system.

Mon. February 19, 2024
19.5.891

Fixed a crash during cooking if an HDA input straddles a world partition boundary.

Thu. February 15, 2024
19.5.890

Limit the number of Landscape Splint control points input from Houdini to Unreal to 1000. This prevents a crash in Unreal when saving a map with a high number of control points.

Wed. February 14, 2024
19.5.869

Fixed a crash when a landscape is input to an HDA and the landscape has a missing layer info on a paint layer

Wed. January 24, 2024
19.5.864

Added a new attribute unreal_landscape_layer_normalize to control landscape normalization. Fixed deprecrated non-weight layer attribute using edit layer instead of target layer.

Fri. January 19, 2024
19.5.862

Fixed an issue where Houdini Static Mesh components would not be deleted when recooking.

Wed. January 17, 2024
19.5.857

Fixed an issue where collision-only meshes were still visible in the scene.

Fri. January 12, 2024
19.5.829

Deprecated Raw Mesh generation method. This will remain the default method in 19.5 to maintain compatability but will be removed in a future version of Houdini.

Fri. December 15, 2023
19.5.820

Don't create layer info objects for Landscapes where the layer is not specified in the HDA. Don't copy user specified layer info objects to the bake folder.

Wed. December 6, 2023
19.5.815
  • Fixed an issue with baking foliage where material overrides would be lost:material overrides are now applied to the cooked foliage type instead ofdirectly on the instanced foliage components (component level overrideswere lost if any modification was made to the foliage type that resultin an update to the components).
  • If an HDA outputs foliage via an existing foliage type asset(`unreal_instance` is set to a foliage type asset and not a static mesh),then baking will bake to a new foliage type asset if the cooked foliagetype has been modified (for example, generic uproperty attributes areused to change properties of the cooked foliage type, or materialoverrides are applied).
Thu. November 30, 2023
19.5.814
  • Fixed an issue where the static mesh and materials used by a foliage typewas not baked when the foliage type was baked.
  • Baking now also checks if a temporary asset was created by the`HoudiniAssetComponent` that is being baked (using the GUID saved in thetemporary asset's metadata) before baking the object itself.
Wed. November 29, 2023
19.5.812

Added support for tokens in bake outliner folder attribute.

Tue. November 28, 2023
19.5.812
  • When baking a skeletal mesh the skeleton is now also baked if theskeleton asset is a temporary output.
  • Skeletal mesh output and baking now supports output attributes, such as`unreal_temp_folder` and `unreal_output_name`.
Mon. November 27, 2023
19.5.807

Fixed an issue where vertex colors would not be converted from gamma to linear when importing to Houdini from Unreal.

Thu. November 23, 2023
19.5.807

UE 4.27 only: Fixed a bug when baking a static mesh, where if it uses a temporary output mesh as its complex collision mesh, the collision mesh was not baked.

Wed. November 22, 2023
19.5.806

Baking outputs from a HoudiniAssetComponent will no longer replace assets when both of the following conditions are met:

  • The default bake name is being used (for example, no custom name has beenset with unreal_output_name),
  • and it is the first time that the HoudiniAssetActor is baking thespecific output object.
Tue. November 21, 2023
19.5.805

When baking an output asset the default bake name now includes the `HoudiniAssetComponent`'s GUID (if a custom bake name was not set in the output details panel or via attributes).

This makes the default bake name unique to that specific HoudiniAssetActor, preventing situations where baking could replace assets baked from different instantiations of the same HDA from different levels when using the default bake name.

Mon. November 20, 2023
19.5.804

Fixed an issue where the wrong camera transform could be sent to Houdini from Unreal.

Mon. November 20, 2023
19.5.801

Fixed an issue where importing a height field with non-default grid spacing into Unreal would cause the landscape to be scaled vertically.

Fri. November 17, 2023
19.5.800

Improved user interaction with the rotation field of transform inputs for Geometry inputs.

Thu. November 16, 2023
19.5.800

Added support for baking of data tables.

Thu. November 16, 2023