Houdini Main Changelogs
17.4.35 | The Houdini Engine ToolShelf now uses the tool directories instead of individual tools. Custom tool directories can be added in the Houdini Engine placement mode, or via the project settings. The unreal plugin now uses the common Houdini Engine default tools. |
Wed. October 3, 2018 | |
17.4.20 | File parameters now uses their "Browse Mode" to decide if pushing the browse button will create a File Save / File Open dialog. A "File Open" dialog will be created if browse mode is set to "Read only". This fixes issues when trying to open write-protected files. |
Tue. September 18, 2018 | |
17.4.6 | Added support of Unreal 4.20.2. |
Tue. September 4, 2018 | |
17.0.319 | Fixed a bug preventing the use of negative scale values with unreal_instances. |
Thu. August 23, 2018 | |
17.0.299 | Added support of Unreal 4.20.1. |
Fri. August 3, 2018 | |
17.0.288 | Fixed position offset when converting a landscape to heightfield caused by incorrect bounds calculated on the landscape. The issue was caused when instanced meshes (ie grass) on the landscape actors were placed on the borders of the terrain. |
Mon. July 23, 2018 | |
17.0.276 | Added support for creating landscape holes when importing Heightfields: If the Heightfield has a "visibility" mask, the converted landscape layer will be used as the landscape visibility layer. |
Wed. July 11, 2018 | |
16.5.510 | Fixed crashes / UI bugs when using details panels other than the first one. |
Thu. June 21, 2018 | |
17.0.227 | Added the option to set how Houdini tools should react to selection ( only World selection, only Content Browser selection or both) Fixed Houdini Tools not updating landscape inputs properly. |
Tue. May 22, 2018 | |
17.0.223 | Mesh sockets can now be created with the following Detail Attributes: mesh_socketX_pos, mesh_socketX_rot, mesh_socketX_scale, mesh_socketX_name, mesh_socketX_actor and mesh_socketX_tag (X being the O based index of the socket) This allows for better sockets support with Packed Primitives than when using point groups. Socket Tags are now imported/exported by the plugin. Default group prefix for socket is now "mesh_socket" (but the old "socket" prefix is still supported) |
Fri. May 18, 2018 | |
17.0.222 | Fixed some issues with Ramp parameters UI. Fixed a crash when changing the current level with Ramp parameter UI still opened in the Details Panel. Fixed possible crashes with Instances. |
Thu. May 17, 2018 | |
17.0.221 | Custom Houdini Tools can now be added easily by drag and dropping Houdini Assets on the Houdini Engine "Shelf" in the placement modes. Custom tools can be edited / deleted easily directly from the Houdini Engine Shelf. Houdini Tools are now properly updated after editing them in the project settings. Added additional context menu actions for Houdini Asset Actors in the world outliner. When generating meshes with LODs, the plug-in will first look for the lod_screensize detail attribute before looking for lodX_screensize attributes. |
Wed. May 16, 2018 | |
17.0.216 | Mesh sockets can now be imported in Houdini via Geometry and World inputs. Added an "Export Sockets" checkbox to Geometry and World inputs controlling whether or not sockets should be sent to Houdini. The LOD screensize uproperty is now imported in Houdini as attribute on Geometry and World inputs if the Static Mesh doesn't use the AutoComputeLODScreensize option. |
Fri. May 11, 2018 | |
17.0.212 | Updated the UProperty attribute system for improved compatibility. UProperties nested in some subclass should now be modified properly. Fixed position offset when exporting only selected components of a landscape input as heightfields. Fixed incorrect assets bounds calculated with Houdini assets using a curve inputs. |
Mon. May 7, 2018 | |
17.0.209 | It is now possible to restart the current session by using the "Houdini.RestartSession" console command. |
Fri. May 4, 2018 | |
17.0.208 | In process sessions aren't supported anymore by the plug-in as they cause crashes when loading it with UE4.19. Fixed out of process sessions not being closed properly. Fixed UI flickering when editing Color Ramp parameters. |
Thu. May 3, 2018 | |
17.0.206 | HoudiniAssetComponent now have a SceneProxy that will allow placement of objects "on them" when drag and dropping assets in the editor. It is now possible to ignore the automatic Y/Z swapping for Vector3/Float3 parameters by adding the hengine_noswap tag to a parameter. |
Tue. May 1, 2018 | |
17.0.205 | Fixed applying HDA to the current selection not working properly with object path parameter inputs, or with assets that successfully cook without inputs. |
Mon. April 30, 2018 | |
17.0.178 | Fixed instanced actor rotation and scale lost when baking to actors. |
Tue. April 3, 2018 | |
17.0.171 | Added the ability to override the bake folder per asset by using the "unreal_bake_folder" detail attribute. |
Tue. March 27, 2018 | |
17.0.159 | Added support for Unreal 4.19. |
Thu. March 15, 2018 | |
17.0.157 | By default, the Linux version of the plug-in will use an out of process session. This fixes library conflicts introduced in Unreal 4.17, and fixes errors when loading the plug-in on Linux. |
Tue. March 13, 2018 | |
17.0.150 | Fixed point instancers being ignored when mixed with heightfields. |
Tue. March 6, 2018 | |
17.0.140 | Fixed Landscape/Heightfield position offsets bugs:
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Thu. February 22, 2018 | |
17.0.139 | Fixed bug causing sockets to sometimes be duplicated upon recook. |
Wed. February 21, 2018 | |
17.0.138 | Group information are now available on Packed primitives. Instanced packed primitives will now generate Hierarchical Instanced Static Meshes if the packed primitive has LOD groups. Collisions groups are now handled properly by packed primitives. Fixed crash due to invalid LOD groups. Better support of ComponentTags via generic attributes (unreal_uproperty_ComponentTags). |
Tue. February 20, 2018 | |
17.0.124 |
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Tue. February 6, 2018 | |
17.0.123 |
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Mon. February 5, 2018 | |
17.0.120 |
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Fri. February 2, 2018 | |
17.0.118 |
Its now possible for the plug-in to generate Static Meshes with LODs. For this, each LOD must be in a group starting with "lod" (lod0, lod1 etc.)
the number of LODs and sockets for the generated Static Meshes. |
Wed. January 31, 2018 | |
17.0.116 | Added support for Hierarchical Instanced Static Mesh Components when overriding instance inputs. If the mesh used to override an instanced input has LODs, then an HISMC will be created instead of a ISMC. |
Mon. January 29, 2018 | |
17.0.112 | Fixed unneeded invalid id error spamming caused by merging geometry that had a material assigned to it with geometry without a material. |
Thu. January 25, 2018 | |
17.0.110 | Fixed bug with material created from principled shader not having their blend_mode automatically set to BLEND_Translucent when their diffuse texture had an alpha channel. Materials created with a diffuse texture containing alpha values other than one will now always be set to Transparent. Added support of the opacity and opacity texture parameters of the principled shader. |
Tue. January 23, 2018 | |
17.0.104 | Added custom console commands and keyboard shortcuts:
Added a PauseCookingOnStart runtime settings for choosing the default value for "Pause Asset cooking". Fixed CleanUpTempFolder not always deleting unused/unreferenced files. |
Wed. January 17, 2018 | |
17.0.102 | Added a "Pause Houdini Engine Cooking" File menu entry. This allows to pause all cooking action when using the editor, but Parameters and Inputs changes are still sent to houdini. |
Mon. January 15, 2018 | |
17.0.91 | Better support of multiple material slots for the material_instance attributes system. |
Thu. January 4, 2018 | |
17.0.90 |
collider.
properly sized. |
Wed. January 3, 2018 | |
17.0.21 | Added support of Unreal 4.18. |
Thu. October 26, 2017 | |
17.0.12 | The plug-in now supports UV attributes with a name different than uv,uv1..uv8. |
Tue. October 17, 2017 | |
17.0.11 | Fixed position offset when inputting a Heightfield not positionned at the origin. Fixed landscape input reference broken when the generated landscape was recooked. |
Mon. October 16, 2017 | |
16.5.218 | It is now possible to define a parameter's tooltip via the parameter's help value:
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Wed. August 30, 2017 | |
16.5.206 | Added Support of Unreal 4.17 |
Fri. August 18, 2017 | |
16.5.186 |
a primitive string attribute named "unreal_landscape_layer_nonweightblended". This attribute should contain the name of the layers that should not be weight-blended (separated by spaces).
differently than "regular" heightfields with certain heightfield nodes. For example, point scattered on a heightfield created by a landscape input were missing normals. |
Fri. July 28, 2017 | |
16.5.186 |
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Fri. July 28, 2017 | |
16.5.183 | Fixed rebuilding the asset not triggering a material/texture update. |
Tue. July 25, 2017 | |
16.5.179 | Properties changed on the Houdini Asset Component in the rendering, physics, collision, LOD categories are now spread to the asset child mesh components. |
Thu. July 20, 2017 | |
16.5.172 |
World outliner inputs.
object merges when multiple assets where plugged in a geometry input.
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Thu. July 13, 2017 | |
16.5.171 | Added Transform offsets (translation, rotation and scale) for each asset plugged in a geometry input. |
Wed. July 12, 2017 | |
16.5.169 | Fixed Actors pre-assigned to sockets not being detected properly when their Actor Label was different to their Actor Name. |
Mon. July 10, 2017 | |
16.5.163 | Fixed baked landscape layer disappearing after the Houdini asset who created them was destroyed. |
Tue. July 4, 2017 | |
16.5.134 | Fixed world outliner inputs serialization bug and other issues when using ActorBlueprints as inputs. |
Mon. June 5, 2017 | |
16.5.127 | Added support of Unreal 4.16 on Mac. |
Mon. May 29, 2017 | |
16.5.123 | Added support of Unreal 4.16. |
Thu. May 25, 2017 | |
16.5.116 | Fixed extra vertices on collider meshes after a split occured. This caused the generation of incorrect simple colliders (box, capsule etc..) |
Thu. May 18, 2017 | |
16.5.115 | Materials and textures are now properly baked to the bake folder instead of the temp folder. |
Wed. May 17, 2017 | |
16.5.114 |
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Tue. May 16, 2017 | |
16.5.109 | Added the option to set a default input type when first instantiating an HDA. This is done through the use of keywords in the input name / object path parameter label:
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Thu. May 11, 2017 | |
16.5.93 | Landscapes input can now export landsscape to Houdini as Heightfields. Updated the automatic selection of landscape components within the asset's bounds. Landscape input are not showing their own asset's generated landscape anymore. |
Tue. April 25, 2017 | |
16.5.80 | Fixed crash when saving/loading/transacting parameters. |
Wed. April 12, 2017 | |
16.5.31 | Added support of Unreal 4.15 |
Wed. February 22, 2017 | |
16.0.464 | Generated mesh sockets can now have pre-assigned Actors (via the "unreal_mesh_socket_actor" string attribute) Actors can now also be assigned to an asset's sockets by drag and dropping the actor on the asset in the world outliner panel or by usibg "Attach To" in the context menu. Added an "Open in Houdini" option when right-clicking on an asset in the content browser. |
Tue. December 20, 2016 | |
16.0.459 | Added the option to "Rebuild All Instances" of an asset in the content browser context menu. This will reimport and rebuild all the instances in the scene of the selected assets. |
Thu. December 15, 2016 | |
16.0.459 | Parameters now display their units if it's available (via the units Tag). This is just on display, to avoid confusion as Unreal mainly uses cm. The parameters values themselves are not converted to avoid differences between UE and Houdini. |
Thu. December 15, 2016 | |
16.0.458 | Added support for mesh sockets. These can be created by adding points to a group starting with the "socket" prefix. The sockets rotation and scale can then be defined using "rot" and "scale" attributes. The rotation can also be deduced from the normal ("N") attribute if the socket points do not have rotations attributes. The socket name can be defined using the "unreal_mesh_socket_name" attribute. |
Wed. December 14, 2016 | |
16.0.456 | Added support for UE's "Simplified" collisions: In the same way that the UCX colliders are handled, simplified collision meshes can now be baked in a static mesh's body setup instead of using a separate mesh component. This can be achieved by using the rendered_collision_geo_simple and collision_geo_simple groups. The type of the desired collider can then be appended to the group name to specify its type: box, capsule, sphere, kdop10X, kdop10Y, kdop10Z, kdop18 or kdop26 |
Mon. December 12, 2016 | |
16.0.453 | Added support for UCX collisions in the Unreal plug-in. Collision meshes can now be cooked in a static mesh's BodySetup as convex hulls instead of requiring a separate mesh component. This is the recommended workflow and is used by the FBX importer as UCX/UBX. This can be achieved by using the rendered_collision_geo_ucx or collision_geo_ucx groups. Boxes and spheres primitives are also treated as ConvexElements as this the recommended behavior by UE. |
Fri. December 9, 2016 | |
16.0.452 |
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Thu. December 8, 2016 | |
16.0.437 | Switched Unreal plugin to version 4.14. |
Wed. November 23, 2016 | |
16.0.421 | Unreal: The Navigation system was using cached geometry from the static mesh to handle collision for the NavMesh. Because of this, the NavMesh was always using the first geometry created by an asset for the Navigation System collisions. The navigation collisions are now rebuilt after modifying the asset, and the NavMesh updated properly so that it uses the proper collisions. |
Mon. November 7, 2016 | |
16.0.415 | unreal: fixed a bug preventing assets from being copied/duplicated, loosing selection instead. |
Tue. November 1, 2016 | |
16.0.410 | Unreal: Added support for instancing of arbitrary game assets via point and detail attributes, as well as via instance overrides. |
Thu. October 27, 2016 | |
16.0.384 |
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Fri. September 30, 2016 | |
16.0.375 | Fixed switching input types is broken when cooking on parameter change option is disabled in details panel. |
Mon. September 19, 2016 | |
16.0.372 |
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Fri. September 16, 2016 | |
16.0.369 | Unreal: Added support for the Unreal Spline Component as a world outliner input. Unreal: Added a checkbox for input transform type (None / Into this object). Unreal: Added a refresh button for the world inputs. Unreal: fixed transform issues with world inputs with actor having multiple components. |
Tue. September 13, 2016 | |
16.0.368 |
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Mon. September 12, 2016 | |
16.0.308 | Unreal: Added new World Outliner input type where multiple Actors from the World Outliner can be selected at the same time to be marshaled into a single Asset geometry input. |
Thu. July 14, 2016 | |
16.0.293 | Unreal: Fixed potential crash in Materials code. |
Wed. June 29, 2016 | |
16.0.287 |
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Thu. June 23, 2016 | |
16.0.279 | Unreal: Added support for Alt-Dragging to duplicate Spline control points. |
Wed. June 15, 2016 | |
16.0.278 | Unreal: Switching away from the curve input type to another type and back to curve input will no longer reset the curves points. |
Tue. June 14, 2016 | |
16.0.270 | Unreal: Added support for 4.12. Dropped support for 4.10. |
Mon. June 6, 2016 | |
16.0.224 | Unreal: Added support for 4.11 on Windows. |
Thu. April 21, 2016 | |
16.0.200 | Unreal: Fixed plugin not installing if Epic Launcher was not installed in the default folder or was installed in the x86 Program Files. |
Mon. March 28, 2016 | |
16.0.196 | Unreal: Removed support and installer for Unreal 4.9. |
Thu. March 24, 2016 | |
16.0.99 | Adding replacement of Houdini actors with instantiated Blueprints. |
Fri. December 18, 2015 | |
16.0.90 | Added support for unreal_generated_mesh_name detail attribute which allows asset creator to specify names for Unreal generated static meshes. RFE 72513 |
Wed. December 9, 2015 | |
16.0.70 | Unreal: Added 4.10 support. Removed 4.8 support. |
Thu. November 19, 2015 |