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Note
Geometry Scripting support is experimental, subject to change, and is not recommended for production work.
Unreal’s Geometry Scripting tools create and modify Dynamic Meshes. Houdini Engine for Unreal supports Dynamic Meshes as both inputs and outputs, allowing Geometry Scripting and Houdini Digital Assets to be used in the same workflow without converting the mesh to a Static Mesh first.
Using Dynamic Meshes with Houdini Engine ¶
Use Geometry Scripting to create or modify a UDynamicMesh, then provide it to an HDA as a Geometry Input. If the Dynamic Mesh belongs to a UDynamicMeshComponent, such as a Dynamic Mesh Actor placed in a level, select the Actor with a World Input instead.
To create a Dynamic Mesh output from an HDA, add the unreal_output_dynamic_mesh integer attribute with a non-zero value to the output geometry. The plug-in creates a Dynamic Mesh and displays it with a Dynamic Mesh Component, so it can be passed to further Geometry Scripting operations.
This workflow is useful for procedural geometry that needs to be edited after cooking. Dynamic Meshes do not have LODs or Static Mesh-specific features such as Nanite and Static Mesh build settings. Use a Static Mesh output when those features or a Static Mesh asset are required.
Asset Action Utility Blueprints ¶
You can use the Houdini Public API from an Asset Action Utility Blueprint to process Dynamic Meshes as an editor asset action. Instantiate the HDA with the Cookable instantiation type. A Cookable is owned by the returned Public API wrapper and does not create an Actor or Scene Component in a level.
After setting the Dynamic Mesh input and any HDA parameters, call Recook with the cook mode set to Blocking. Blocking cooking waits for the cook and output processing to finish, so the Asset Action Utility can use the resulting Dynamic Mesh output immediately. It displays a cancellable progress dialog; handle a failed or cancelled Recook before using the output.
For the complete Public API workflow, see Instantiating HDAs and Cooking And Rebuilding.