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 |
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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 |
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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:
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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 |
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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:
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Fri. October 22, 2021 | |
19.0.416 | Version 2:
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Fri. October 22, 2021 | |
19.0.416 |
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Fri. October 22, 2021 | |
19.0.415 | Version 2:
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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 |