Houdini Main Changelogs

19.0.458

Added unreal_gc_cluster, which allows you to specify the cluster index for the geometry collection piece, allowing for multiple groups within one level for both input and output.

Fri. December 3, 2021
19.0.458

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

Fri. December 3, 2021
19.0.449

Fixed an issue where rebuilding or recooking may cause similar Landscapes similar to the one being cooked to be improperly deleted.

Wed. November 24, 2021
19.0.440

Fixed rotation transform issues for box collider input.

Mon. November 15, 2021
19.0.437

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

Fri. November 12, 2021
19.0.437

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

Fri. November 12, 2021
19.0.436
  • Prevent cooking of HDAs cooking during PIE except for HDAs that arerefining geometry.
  • Disable HoudiniEngineManger ticking during PIE after refinement hascompleted.
Thu. November 11, 2021
19.0.436

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

Thu. November 11, 2021
19.0.435
  • 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
19.0.435

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

Wed. November 10, 2021
19.0.434

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
19.0.434

Version 2: Fix BSP transform issue.

Tue. November 9, 2021
19.0.429

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
19.0.428

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

Wed. November 3, 2021
19.0.428

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

Wed. November 3, 2021
19.0.427

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
19.0.422
  • 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
19.0.419

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
19.0.419

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

Mon. October 25, 2021
19.0.416

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
19.0.416

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
19.0.416
  • 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
19.0.415

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
19.0.415

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

Thu. October 21, 2021
19.0.415

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

Thu. October 21, 2021