Houdini Main Changelogs

18.5.597

Added a public API for the plugin with support for instantiating HDAs, setting parameters and inputs, cooking, inspecting and baking outputs of instantiated HDAs via C++, Blueprints and Python. The API has an example Editor Utility Widget and example Python scripts in the plugin's "Content/Examples" folder. Documentation for the public API will be added soon to the plugin's documentation.

Wed. June 2, 2021
18.5.578

Version 2:

  • Fixed materials being mixed up when using multiple point instancers with the "unreal_split_attr" attributes.Only the first instancer had the proper materials.

Fixed multiple issues when importing one/multiple landscape proxies via a world/landscape input:

  • The paint layers data were not propery converted to HF masks when converting the landscape to Heightfield.
  • Fixed landscape proxies having an incorrect transform in Houdini.
  • Fixed multiple landscapes not being imported properly with World Inputs.
Fri. May 14, 2021
18.5.575

Version 2

  • Fixed material assignments for Meshes with LODs (when using RawMesh)Before, all LODs used the first material.
Wed. May 12, 2021
18.5.570

Version 2:

  • Added support for Landscape Edit Layers:Heightfield data can now be assigned to landscape edit layers on existing landscapes.Those landscapes need to have the "Enable Edit Layers" option enabled.The "unreal_landscape_editlayer_landscape" prim string attribute can be used to set the name of the target landscape actor.The "unreal_landscape_editlayer_name" prim string attribute can be used to set the name of the targetted edit layer.Finally, the "unreal_landscape_editlayer_after" primitive string attributes can be used to specify the name of another layer that the target layer should be created after.
  • Added support for inputting Landscape edit layers:If a Landscape with edit layers is used as input, he (final) heightfield and paint layers are still imported as usual,but we will also create heightfields of the individual edit layers using the layer names, prefixed by landscapelayer_.The imported layers will be hiddden by default, and the visibility SOP is needed to unhide them.
  • Fixed issue where landscape updates wouldn't immediately update viewport after cooking.
  • Added edit layers section to landscape docs.
Thu. May 6, 2021
18.5.569

Version 2

  • Sockets: Fixed regression causing mesh sockets to be ignored when they were on a separate part.This was likely to happen when using socket groups on "floating" points (point that are not used by a mesh).
  • Sockets: Fixed generated mesh sockets displaying the default "Not found" mesh when they had no actor assigned.We only display the default mesh when we failed to attach or spawn the assigned Actor.
  • Output UI for Proxy meshes now display the number of sockets found.
Wed. May 5, 2021
18.5.562

Version 2

  • Fixed an issue that caused OBJ HDAs with nested OBJ_geo subnets to not display/use the main OBJ geo.This caused some HDAs that used vellum solvers/DOP networks to not properly output their results.
  • Float Vector3 parameters now have spin buttons on the XYZ values.
Wed. April 28, 2021
18.5.557

Version 2:

  • Fixed World inputs creating invalid input nodes with "Import as Reference" enabled.
  • Fixed "Import as Reference" not triggering input updates when disabled.
  • Fixed issues with multiparm/ramps sync if a HDA's parameter interface had changed.This could cause mixups in the multiparms children parameters, and even crashes due to a recursive loop after load/rebuild.
  • Fixed missing output detail UI when an output's node is marked as editable but is not an editable curve.
  • Fixed potential crash caused by the plugin attempting to update rendering while loading a level.
Fri. April 23, 2021
18.5.555

Version 2:

  • Textures from Houdini Materials are now created only if the corresponding "use" parameter isn't disabled.
  • Reduced the number of HAPI calls when translating Houdini materials.
  • Optimized mesh creation.

(removed redundant calls to Physics/NavCollisions functions that are already part of the StaticMesh::Build function)

  • Mesh creation: removed unecessary attempt to load an unreal material with an invalid path.
Wed. April 21, 2021
18.5.543

Generic property attributes are now applied on spline outputs.

Fri. April 9, 2021
18.5.540

Version 2:

  • Fixed crash when using the bake button in the output section.
Tue. April 6, 2021
18.5.535
  • Fixed a regression that caused generic property attributes to not always be properly

applied to generated Static Mesh Components. (specifically when using RawMeshes).

  • Fixed "unreal_uproperty_CollisionProfileName" not being properly applied in some cases.
Thu. April 1, 2021
18.5.528

Version 2:

  • Fixed crash when importing Landscapes via the PDG Asset Link.
  • Fixed folder parameters sometimes loosing their selected (tabs) / expanded (collapsible)state upon rebuild/recook. This was caused by parameters not being reused due to multipleparameters having the same name (Folder / FolderList)
  • Fixed curve inputs loosing their type/method/closed/reversed properties afterloosing/restarting the Houdini Engine Session.
  • Fixed build issues for NoPCH builds.
Thu. March 25, 2021
18.5.527

Version 2!u

  • Fixed HoudiniAssetComponents and their children being ignored by editor ray traces.This fixes issues like surface snapping not working with Houdini-generated meshes.This only applies to "refined" Static Meshes, as the temporary HoudiniStaticMeshComponents don't have collisions.
Wed. March 24, 2021
18.5.525

Version 2

  • Merged PR#101 on behalf of dearamy: Fix Misusing of Y and ZThis fixes incorrect terrain output scale.
  • Merged PR#122 on behalf of eliiik: Fix Houdini Spline visualization rotation and scale errorThis fixes invalid Houdini Spline rotation/scale when the Actor has been scaled/rotated.
Mon. March 22, 2021
18.5.521

Version 2:

  • Added overrides for Static Mesh Build settings directly on theHoudini Asset Component. This allows overriding the default build settingsvalues from the plugin settings per HAC.Additionally, this now also allow for changing those properties via genericproperty attributes (details).ie: i@unreal_uproperty_UseFullPrecisionUVs = 1;
Thu. March 18, 2021
18.5.521

Version2

  • Added support for setting/modifying per-instance custom data on instancers.The number of custom floats per instance can be set via the"unreal_num_custom_floats" attribute.The custom data itself can be set on the instances via the"unreal_per_instance_custom_dataX" attributes, where X is the zero-based indexof the custom float data.
Thu. March 18, 2021
18.5.515

Version 2:

  • Improved Houdini Engine Manager Ticking/Processing:Selected and "active" HDAs are now prioritized.This reduces the time needed to update an HDA by reducing the number ofticks needed to process the results. This is especially visible in levelsthat have a lot of HoudiniAssets.
  • Landscapes now also support Generic Attributes (unreal_uproperty_*)
  • PDG Auto-bake: we now auto-bake a node once all work items of the node arecomplete (but we still support baking additional dynamically generated workitems automatically if they come in later)
  • World Inputs now detect if components are added/removed to an actor used asa world input and trigger an update.
  • Added a persistent notification mechanism to prevent notification spammingduring cooking.
Fri. March 12, 2021
18.5.514

Version 2:

  • Fixed bug preventing the modifications of RVT via generic uprop attributes
  • Generic Attributes: Fixed bug when assigning single value to array property
  • Generic Attributes: Added log infos when properties are incompatible orwhen we cannot find valid ValuePtrs for the UProperties.
  • Recook now also resend the input objects to Houdini.
  • Swapped the recook/rebuild buttons on the UI.
Thu. March 11, 2021
18.5.513

Version 2 :

  • Input Curves & Editable Output Curves:

Added a plugin setting that allows disabling sending additional rot & scale attributes with curve inputs and editable curves. (by default the attributes are still sent). Added an override for this per HoudiniAssetComponent so that the setting can be configured per HoudiniAssetComponent if desired.

  • Fixed issue where RawMesh LODs would get incorrect material assignments.
Wed. March 10, 2021
18.5.512

Version 2: Fixed extra "ghost" curve appearing with HDAs that contained closed editable curves, either upon duplication, or first cook after loading a level with the HDA.

Tue. March 9, 2021
18.5.508
  • Fixed Multi-parm instances being replaced with the first instance whenrebuilding/cooking a loaded HDA actor.(when opening a map and cooking for the first time, for example)
  • Fixed possible crash (Bad MeshDescription) when an HDA generates invalidoutput mesh data.
Fri. March 5, 2021
18.5.507
  • Fixed invisible complex colliders not being assigned to the main mesh's"Complex Collision Mesh".If multiple complex colliders are found, only the first one is assigned,the others will remain as separate invisible complex collider meshes.
  • Fixed editable curves reverting to default on rebuild.
  • Fixed bug causing Materials to be appended to Collision Meshes.
Thu. March 4, 2021
18.5.506
  • Fixed Memory Leak on new map caused by Color/Float ramp parameters widgets.
  • Fixed "Open Session Sync" not using the proper executable on Linux.
Wed. March 3, 2021
18.5.501

Version 2:

  • Fixed bugs when using foliage instancers:Previous foliage instances where not always properly cleaned up when directlyinstancing FoliageTypes, or when switching from foliage instances to "normal"instances.
Fri. February 26, 2021
18.5.497

Version 2:

  • Added a widget to indicate the status of the Houdini Engine Session to the details panel.
  • Fixed a lost session failing to be reported if HARS/Houdini crashed/was shutdown before instantiating an asset.This could lead to an instantiation loop.
  • Fixed potential endless cook loop when using Session Sync.
Mon. February 22, 2021
18.5.490

Version 2:

  • Fixed visibility layer issues with tiled landscapes.
  • PDG: Fixed incorrect WorkItems tallies.
  • PDG: Fixed bugs when using auto-bake
  • Baking: Fixed incorrect incremental naming when the unreal_bake_actor ends wih a digit.
Mon. February 15, 2021
18.5.487

Version 2:

  • Fixed baking to Foliage ignoring the "unreal_level_path" attribute.
  • "Bake to actors" now properly bakes `unreal_foliage` to foliage.
  • PDG: Fixed a bug causing output components to not always be properly destroyed.
  • PDG: Improved tracking/reuse of previous PDG WorkItem results
Fri. February 12, 2021
18.5.485

Version 2:

  • Fixed issues with landscape transforms when using PDG.
  • Fixed bug with the "unreal_bake_folder" attribute:It no longer automatically sets the UI BakeFolder property.Its resolution order is now: primitive attribute first, then detail attribute,then BakeFolder on HAC/PDG UI and finally the default from the plugin settings.The specified BakeFolder no longer has to exist on disk to be considered valid.
  • Fixed the unreal_output_name and unreal_bake_folder being ignored whenbaking instancers and the attributes were set on the instanced mesh.
Wed. February 10, 2021
18.5.483

Version 2:

  • Fixed possible crash when duplicating HDA that contained multiparms.
Mon. February 8, 2021
18.5.480

Version 2 :

  • Fixed crash when Baking landscapes with PDG.
  • Fixed bug causing invalid transforms on Static Mesh Component uponmultiple bake.
  • Fixed position offset on Landscapes due to Heightfield tiles havinga slightly different size.
  • Fixed the GeneratedDistanceFieldResolutionScale Static Mesh GenerationProperty not being properly applied before building the Static Mesh.
  • Fixed Generic Attributes not being applied on the Houdini Asset Componentlike in Version 1.
Fri. February 5, 2021
18.5.473

Version1 / 4.26: In UE4.26, saving the temporary cooked meshes in the level package is no longer possible. The plugin now saves temporary (cooked) meshes in the temp directory, like the generated Materials, and Textures. Like in v2, these temporary meshes need to be saved/source controlled. This fixes issues with Baking, and errors when saving the level in the 4.26 plugin.

Fri. January 29, 2021
18.5.458
  • Fixed HARS/Houdini crashing when using linear and closed editable curves in a HDA.
  • Fixed build issues for non-unity/non-pch builds.
Thu. January 14, 2021
18.5.457
  • Added support for Unreal 4.25 and 4.25 v2 on Mac OS.
  • Fixed properties modified by attributes on instanced actors being lost upon baking.
  • Fixed possible crash with foliage instancers after load/new level
Wed. January 13, 2021
18.5.456
  • Fixed the installer not displaying the proper supported versions of unreal (4.24/4.25 instead of 4.25/4.26)
  • Fixed button parameters being triggered on first cook after loading a level.
  • Added back the Static Mesh Build Settings from v1 (tangent/normal generation, lightmap index etc.)Their values can be changed in the plugin's setting dialog.
  • Added back the Static Mesh Generation Properties from v1.Their default values can be set in the plugin settings, or overridden per HDA in the Houdini Mesh Generation section.
Tue. January 12, 2021
18.5.451
  • Fixed button parameters being triggered upon rebuild/recook.
  • Disabled the creation of attributes for the material parameters of input meshes.This could cause crashes when a lot of string attributes were sent.
Thu. January 7, 2021
18.5.449
  • Fixed "Open In Houdini" / "Open Session Sync" not using the properexecutable when using the steam version of Houdini Indie.
  • Restricted the default classes displayed in the drop down menu when using stringparameters as AssetPicker without specify a class.Too many object types were listed, causing the drop down to be very slow to open.Any UObject can still be dragged and dropped on the asset picker.
  • Removed unnecessary Outer check when baking landscape.This should fix Landscape Baking failing when using PDG.
Tue. January 5, 2021
18.5.431
  • Updated the plugin's documentation to Version 2.
  • Fixed editor lock-up when instantiating an HDA without a valid licenseand wihtout access to the source HDA.
Fri. December 18, 2020
18.5.424

Added support for Unreal 4.26 (v1 and v2).

Fri. December 11, 2020
18.5.407

Version 2

  • Landscape fixes
    • Landscape tiles with non unreal-friendly sizes are now resampled instead of padded by default.
    • Fixed quad-space tile coordinate calculation on landscapes with non unreal-friendly sizes.
    • Normalize data layers during tile updates.
Tue. November 24, 2020
18.5.406

Version 2:

  • Fixed Blueprint issues
  • "unreal_bake_actor" can now be used to specify the Actor used for baking.
  • "" attribute can be used to specify the world outliner folder used when baking.
  • Added checkbox to recenter components/actors upon baking.
  • Incremental/Replace baking mode can be used to decide if baking should create new assets,or replace the previously baked assets.The previous "bake and replace" button, that baked then deleted the hda, has been removed.
  • Added auto-bake: automatically bake outputs after a successful cook.
  • Fixed an issue that caused split instancers did not bake to separate blueprints via unreal_split_attr.
  • Split instancers now read "unreal_bake_actor" and "unreal_level_path" per split.
  • Added a "clear HDA/temp output after bake" option.
  • Added replace/incremental baking for foliage.
  • Revamped PDG baking to support the above workflows where possible.

Version 1:

  • Fixed unreal_material attributes being ignored by landscapes.
Mon. November 23, 2020
18.5.403
  • World Inputs now support direct connection of HoudiniAssetComponents.This lets you connect multiple Houdini Asset Components to a single world input, and will have a similar behaviour than asset inputs.
  • Fixed a bug that caused the ProxyMeshComponent to not display any Proxy after loading a level.
  • Fixed initialized warnings with FHoudiniAssetBlueprintInstanceData().
Fri. November 20, 2020
18.5.400

Version 2: Failing to acquire a license is now detected by the plugin when instantiating an HDA and will stop the HE session. This prevents further attempts at automatically acquiring a license (which blocks unreal for a few seconds when no license is found). When modifying an existing HDA without a license, this caused unreal to become unresponsive due to an instantiation loop.

Tue. November 17, 2020
18.5.400

Version2:

  • Fixed landscape tiles not being properly created (except for the first one)when their sizes differed.
  • Fixed the "SyncWithHoudiniCook" settings not preventing session sync updates.
  • Fixed crash when attempting to access tuple string attributes.
  • Fixed compilation issues on Linux.
Tue. November 17, 2020
18.5.399

Version 2:

  • FoliageType assets can now be instantiated as Foliage when usingattribute instancers.
  • Added support for FFloatInterval/FInt32Interval properties when usinggeneric attributes. This allow intervals properties like "CullDistance"to be modified using attributes.
Mon. November 16, 2020
18.5.396

Version 2:

  • Added support for ObjetPath properties when using UProperty attributes
  • Added PostEditChange calls when setting UProperties from attributes.
  • First pass at adding support for curve input in Blueprints
  • Fixed issues when deleting Multiparm Blocklist instances.
  • Fixed issues when using the BGEO import commandlet.
  • Blueprint fixes
Fri. November 13, 2020
18.5.395

V2: Geometry inputs can now import DataTables as attributes/point clouds.

Thu. November 12, 2020
18.5.392

Version 2:

  • Fixed unreal_material attribute not being applied to landscapes.
  • Fixed crash when refining proxy mesh.
  • Fixed crash when unregistering components.
Mon. November 9, 2020
18.5.352

The installer no longer copies the plugin files to Unreal as Houdini now ships with both v1 and v2. To install the plugin manually. copy the HoudiniEngine folder in the engine/unreal/4.2X or 4.2X-v2 folder to your Engine/Plugins/Runtime folder in Unreal.

Wed. September 30, 2020
18.5.212

Removed the UE4.23 plugin.

Thu. May 14, 2020
18.5.204

Added the Unreal 4.25 plugin.

Wed. May 6, 2020
18.5.154
  • Fixed invisible complex colliders (collision_geo) only creating Static Meshesand not creating StaticMeshComponents.
Wed. March 18, 2020
18.5.84
  • Fixed ensure sometimes triggered when dragging assets in the viewport dueto an orphaned physics object.
  • Fixed possible crash when sending mesh data to Houdini if the mesh hasunused/deleted material slots.
Tue. January 7, 2020
18.5.56

Added the Unreal 4.24 plugin.

Tue. December 10, 2019
18.0.219
  • Added support for Unreal 4.23.0
  • Updated the VAT materials/material functions to the VAT2.0 versions.
Thu. September 5, 2019
18.0.213

Fixed a regression that caused potential crashes when trying to create a mesh with LODs.

Fri. August 30, 2019
18.0.209

It is now possible to use "unreal_material_parameter_" attributes to update Static Switches parameters.

Mon. August 26, 2019
18.0.205

Fixed regression that made invisible colliders sometimes causing the main geometry to be invisible as well.

Thu. August 22, 2019
18.0.198
  • Fixed regression on asset inputs introduced in 17.5.327 that prevented

downstream asset recooks following a parameter change on the input HDA is the input was an object path parameter.

  • Fixed the "Open in Houdini" action not being executed if the Houdini Enginesession wasn't yet started.
Thu. August 15, 2019
18.0.190

Fixed unreal_material_instance attribute creating an instance of the parent Material when being assigned a MaterialInstance. The attribute can now be used to create new instances of material instances.

Wed. August 7, 2019
18.0.178
  • Fixed HDAs failing to be applied to the current selection if the HoudiniEngine session wasn't already started.
  • Fixed an issue when creating multiple landscapes from tiled Heightfieldsthat caused the various layers to not all be properly created from theHeightfield's masks.
  • Landscape Inputs now create their input landscape actor/landscapecomponent tags as primitive attributes (unreal_tag_X).
  • The created unreal_tag_X primitive attributes are extracted fromHeightfield and used for the resulting landscape's Actor Tags.
  • The plugin will now warn the user if the "Use default unreal scaling"will cause conversion issues because of the Heightfield's value range(bad geometry caused by value overflow).
Fri. July 26, 2019
18.0.176
  • Fixed forced recooks on downstream asset, bypassing the paused/disabledcooking state.
  • Fixed applying an HDA (via contect menu/houdini tools) to another HDAActor causing the destruction of the input HDA on the HAPI side, forcingthe input HDA to need a re-instantiation.
Wed. July 24, 2019
18.0.171
  • Added the "replace with actors" and "replace with foliage" bake options.
  • Added the option to reset int and float parameters to their default

values.

  • The Houdini Engine session / HARS process is not created by default when

starting the plugins module anymore, but after the first cook/asset instantiation. This prevents the HARS process from being launched even if not needed, and prevents some issues when cooking/packaging or playing in editor.

  • Landscape inputs do not add references to the selected landscape actors.This prevented the saving of levels due to external references when theHDA and landscape were in separate levels.
Fri. July 19, 2019
18.0.171

Port of the following changes and bug fixes thanks to Henry Durrant.

  • It's now possible to pre-set a geometry input's default object for objectpath inputs by setting the objpath parameter's value to a valid Unrealasset reference.
  • World inputs do not update/cook when objects/actors are being draggedaround.
  • Added a HDA right click context menu item to reset the pivot of a HoudiniAsset Actor to the average centre of its output meshes. As this moves theactor's position to the new centre, it triggers a recook to regeneratethe meshes with the new origin.
  • Stopped Houdini asset actors and world inputs from ticking in non-editorworlds.
  • Fixed save/load issues caused by the Houdini Logo mesh being duplicatedand saved after copying a Houdini Asset.
  • Improved Houdini asset component's property changes propagation to alldescendants instead of just the top level children.This mainly fixes propagation issues when using Mesh Split InstancersComponents.
  • Fixed Houdini Asset Components always overriding the Lightmap Type toLMIT_None.
  • Improved asset bounds calculation.
  • Fixed the shadow casting property being also applied to invisiblecolliders.
  • Improved the reuse of existing meshes and components.
  • Fixed cooking sometimes still happening when paused.
Fri. July 19, 2019
18.0.133
  • Fixed regression making editable curves inactive after reloading the level.Editable curves should now be visible/editable without rebuilding/recooking the HDA.
  • Fixed a serialization issue with asset inputs potentially causing crashes upon loading a level.
  • Fixed Non weight-blended landscape layer only updated when creating a new landscape.
Mon. June 10, 2019
18.0.121

Added support for import and export of tangents and binormals:

  • Inputs will now import tangents and binormals respectively as tangentu and tangentv attributes.
  • Generated static meshes will use the tangentu and tangentv attributes for their tangent/binormals.(if the mesh normals are present and tangents are not set to always recompute in the project settings).
Wed. May 29, 2019
18.0.121

Fixed crash when launching Packaged development builds.

Wed. May 29, 2019
18.0.120

Added support for UE4.22.2

Tue. May 28, 2019
18.0.116

Fixed world inputs being emptied if the blueprint actors they were selecting were recompiled/updated.

Fri. May 24, 2019
18.0.114

Fixed overridden materials on Static Mesh Components selected in a world input sometimes being ignored and replaced by the source Static Mesh's materials.

Wed. May 22, 2019
18.0.114

Fixed a serialization crash when using undo/redo due to GetLinkerCustomVersion() returning an invalid version in some case.

Wed. May 22, 2019
18.0.113

The HAPI include headers are now copied directly in the runtime module's Public/HAPI folder. This makes building the plugin easier as a Houdini installation is not recquired to just build the Hoduini Engine plugin.

Tue. May 21, 2019
18.0.113

Alpha values for vertex colors are now properly imported as Alpha vertex attributes instead of being merged with Cd. Color and alpha values used to be imported as tuple-4 Cd attributes, and are now imported as Cd(r,g,b) and Alpha vertex attributes.

Tue. May 21, 2019
18.0.109

Fixed issues when sending data from landscape with world composition: When selecting a landscape streaming proxy in a landscape input, we now only send the selected proxy data to Houdini Engine. The landscape proxy's position offset is now properly uploaded as well.

Fri. May 17, 2019
18.0.93
  • Fixed temporary cooked files (landscape layers, materials, textures)

sometimes being cleaned up even if they were still in use.

  • Added a project setting to change the default temporary cook folder.
  • Fix null pointer crash on ServerTravel.
  • The temporary cook folder can now be overriden per HDA.
  • Fixed the HoudiniAssetComponent only propagating property changes to

its direct children components. This was mainly visible when using MeshSplitInstancerComponents that have "sub-children" components.

  • Fixed crash when binding one of the handle transform parameters

(pos, scale or rot) to a single tuple parameter.

Wed. May 1, 2019
18.0.85

Fixed an error when packaging a project when the plugin wasn't installed in the project's plugin folder but in the engine's.

Tue. April 23, 2019
18.0.73

Fixed World Outliner input incorrectly updating their corresponding Houdini nodes when selecting blueprint actors, resulting in empty/bad geometry inputs for the HDA. Fixed asset inputs not being preset correctly when naming them with "hda". Fixed unneeded "invalid node id" error spam when checking the validity of a Houdini node.

Thu. April 11, 2019
18.0.65

Added support for Unreal 4.22. Fixed UE4 crashing when deleting an HDA Actor (4.22 only).

Wed. April 3, 2019
18.0.57

It is now possible to decide if a Heightfield will be converted to a Landscape Actor or a Landscape Streaming Proxy by setting a prim or detail attribute named "unreal_landscape_streaming_proxy" (integer) to 1.

Tue. March 26, 2019
18.0.7

Fixed "Update Input Landscape Data" not working properly with object merge inputs.

Mon. February 4, 2019
17.5.145

Fixed a regression that caused landscape tiles to be 1 pixel too wide/tall, resulting in seams and overlaps when importing multiple landscape tiles.

Tue. January 22, 2019
17.5.135

When converting heightfields to Landscape, is it now possible to force a heightfield's mask values to be converted in the [0 1] range by creating the "unreal_unit_landscape_layer" primitive/detail integer attribute and setting its value to 1.

Fri. January 11, 2019
17.5.133

Fixed regression causing instance variations to use all the transforms instead of only using their variation's transform. This caused all the variations to "stack" on top of each others.

Wed. January 9, 2019
17.5.112
  • Added the "Bake to Foliage" option.

It can be used to convert Instanced Static Mesh Components to Foliage: The Instanced meshes will be converted to FoliageType and added to the Foliage System (reusing pre-existing FoliageTypes if that mesh was already used by the foliage system). All the instances from the Instancer Components are also added to their respective FoliageType.

  • Fixed closed unreal spline used in a world outliner input not creating

a closed curve in Houdini.

Wed. December 19, 2018
17.5.111
  • Fixed Houdini icons not being found when the plugin was installed

in the unreal project, not in the unreal engine's plugin directory.

  • Fixed bug causing landscape input to use the "updated" input data

as input instead of the original input data when recooking an asset that was saved with the "update input landscape data" enabled. The original input data is now restored/commited before cooking the asset again now.

Tue. December 18, 2018
17.5.110
  • Added the landscape "edit in place" feature.

Landscape inputs now have an added "Update Input Data" checkbox that allows a Houdini Asset to modify its input landscape data. The input landscape data is saved to files when activating this so we can try to restore it if we decide to deactive it.

  • Fixed a regression causing inputs to recommit their data for each cook.
  • Fixed a crash when using instances/instanced inputs
Mon. December 17, 2018
17.5.105
  • World inputs now creates primitive groups from component/actor Tags.
  • "basecolor" now works as an alias to "diffuse" when overriding material

instance texture parameters.

Wed. December 12, 2018
17.5.103
  • It's now possible to use the currently selected Actors as "Boundselectors" for World Inputs. This will automatically select all theactors that are inside the selection's bounding boxes.
  • It is now possible to toggle the visibility of actors selected in aWorld Input.
Mon. December 10, 2018
17.5.96

Landscape Actors created from Heightfields are now reused when possible instead of being recreated/reimported everytime. This reduces the time needed to iteratively create Landscapes.

Mon. December 3, 2018
17.4.90

File parameters now convert path relative to the unreal project to absolute before setting the parameter value in Houdini.

Tue. November 27, 2018
17.4.85
  • Fixed an issue with instances sometimes not appearing due to one of them

having an invalid transform.

  • Fixed a position offset when scattering on imported landscape due to the

mask volume not being initialized (and thus not having the same transform as the height volume).

  • Heightfields created from a landscape now have their "center" parameter

set to reflect the difference of origin between UE4 Landscape (cornered) and Houdini's heightfield (centered).

  • The Landscape position is now set on the Heightfield's parent OBJ node.
  • When importing multiple landscape components, only a single heightfield

object is now created, containing multiple height/masks/etc.. volumes for each component (similar to what Heightfield Tile Split would have produced).

Thu. November 22, 2018
17.4.83
  • Fixed recent regression that made editable curves to never be considered

active, thus never visible.

  • Fixed unwanted HAPI errors caused by empty geometry inputs.
Tue. November 20, 2018
17.4.79
  • Fixed endless loop after trying to recook an asset after

HARS/Houdini Engine crashed.

  • Added the "Restart Houdini Engine Session" entry in the file menu
Fri. November 16, 2018
17.4.78

Added support for Unreal 4.21.

Thu. November 15, 2018
17.4.77
  • Fixed possible crashes caused by garbage collected pointers.
  • Fixed crashes when trying to create meshes from invalid geometry.

Invalid parts will now be skipped.

  • Fixed possible crashes caused by inputs still considered as world

input (and still ticking) even after their type was changed to something else.

  • Fixed possible crashes when using instance inputs / instances.
  • It is now possible to specify custom instance inputs name via the

unreal_generated_mesh_name attribute (like with Static Meshes).

  • Fixed Landscape layers sometimes not being saved properly.
Wed. November 14, 2018
17.4.68

Fixed attribute instancers sometimes being ignore when mixed with geometry.

Mon. November 5, 2018
17.4.65
  • Fixed placed Houdini Assets not functioning after being rebuilt.
  • Fixed World Outliner only creating a single mesh when fed actors

containing InstancedStaticMesh components. An input mesh is now created for each instance in the ISM.

  • Landscape inputs can now import data from LandscapeStreamingProxies.
  • Fixed various issues with Asset Inputs, it is now possible to daisy

chain them, and the connected actors should cook/update properly.

Fri. November 2, 2018
17.4.55
  • Landscape input now creates unlocked heightfield nodes.
  • When exporting only selected landscape components, a Heightfield node is

now created for each component.

  • When saving/opening the Houdini scene for debugging, heightfields nodes

aren't disconnected anymore.

  • When creating landscapes from multiple heightfields, each mask/layer is

now converted using the global min/max for that mask/layer.

Tue. October 23, 2018
17.4.51

Fixed mobility of the Houdini Asset Actor being forced to movable when an HDA was using both HF/Landscape and curves. If an HDA generates Landscape, it's mobility is now always forced to static.

Fri. October 19, 2018
17.4.48

Fixed world outliner inputs not updating properly when a selected blueprint was modified.

Tue. October 16, 2018
17.4.35

Added support of Unreal 4.20.3

Wed. October 3, 2018