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19.0.330 |
The Plugin Settings menu will now indicate if a Houdini Engine for Unity/Unreal license is checked out. |
Wed. July 28, 2021 |
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19.0.328 |
Version 2: Added support for output nodes. When the "use output node" option is enabled, the plugin will mow also use output nodes found in the HDA alongside the display node to produce results. |
Mon. July 26, 2021 |
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19.0.323 |
Fixed an issue where float ramp parameters were causing a Slate crash. |
Wed. July 21, 2021 |
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19.0.311 |
Fixed issue where invisible folders were incorrectly detected, resulting in other missing parameters |
Fri. July 9, 2021 |
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19.0.309 |
Fixed an issue where disabling folders and rebuilding would change all the parameters in that folder to their default values. |
Wed. July 7, 2021 |
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19.0.308 |
Version 2: - Fixed Houdini Materials and Textures being recreated/converted multiple times if the same material was assigned to multiple parts.This was easily the case when using packed primitives. This greatly improve cook times on assets that generate unreal materials from Houdini materials.
- Fixed HDAs not recreating/updating their output meshes when only a Part had changed.This could be the case for example when just modifying a houdini material parameter, but not the actual geometry.
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Tue. July 6, 2021 |
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19.0.308 |
Use the help URL instead of the help string if it is enabled. |
Tue. July 6, 2021 |
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19.0.308 |
- Fixed an issue where BSP input would invoke a recook at the start of every unreal session. Note that you have to recook and save the map again for this fix to be applied.
- Fixed an issue where HDAs with editable curves and mesh outputs were not being recooked properly at the start of an unreal session.
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Tue. July 6, 2021 |
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19.0.307 |
Version 2: - Fixed incorrect material assignment when splitting instancers.
- The Instancer Translator now stores and uses the original instance indices.This fixes a lot of issues where attributes would not be read/applied properlywhen splitting instancers. (ie, generic attributes, tags..)
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Mon. July 5, 2021 |
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19.0.304 |
- The Houdini proxy meshes now supports calculating normals if the output meshfrom the HDA did not provide any.This fixes render differences with the refined Static Mesh.
- Fixed the Houdini icon displayed above Houdini ProxyMeshes not always being placedproperly.
- Public API: The various Set*ParameterValue functions now return false only ifan error occurs or an invalid value is given.Previously the functions also returned false if the parameter already had the new value,which was not the expected behaviour.
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Fri. July 2, 2021 |
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19.0.286 |
Fix Color Parameter not opening Color Picker |
Mon. June 14, 2021 |
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19.0.283 |
Version 2: - Added a new plugin setting to select the executable (houdini/fx/core/hindie)to be used when opening Session Sync or debug hip files.
- Fixed a bug where the Dirtying of a node, or all outputs, on the PDG asset linkcould delete non-temp assets used as output objects (ie, when using "unreal_instance").The PDG Asset Link now only cleans Houdini generated objects (temp, not baked).
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Fri. June 11, 2021 |
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19.0.274 |
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 |
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19.0.255 |
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.
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Fri. May 14, 2021 |
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19.0.253 |
Version 2 - Fixed material assignments for Meshes with LODs (when using RawMesh)Before, all LODs used the first material.
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Wed. May 12, 2021 |
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19.0.247 |
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, the (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.
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Thu. May 6, 2021 |
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19.0.246 |
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.
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Wed. May 5, 2021 |
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19.0.239 |
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.
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Wed. April 28, 2021 |
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19.0.234 |
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.
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Fri. April 23, 2021 |
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19.0.232 |
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.
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Wed. April 21, 2021 |
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19.0.220 |
Generic property attributes are now applied on spline outputs. |
Fri. April 9, 2021 |
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19.0.217 |
Version 2: - Fixed crash when using the bake button in the output section.
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Tue. April 6, 2021 |