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Node Sync is a feature in Houdini Engine for Unreal Plugin that enables sharing assets between Unreal and Houdini when using Session Sync.

You can send and receive data to and from Unreal without a dedicated HDA. Node sync can send to Houdini any type of asset that is supported by HDA inputs, and fetch any type of assets that can be outputted by the plugin in the Content Browser.

Install Node Sync

Node Sync and Session Sync are included in the Houdini Engine plugin which can be installed using the Houdini Launcher or Houdini Engine For Unreal GitHub Repistory.

Follow the instructions on the Install Houdini Engine for Unreal.

Launch Houdini with SessionSync

From Unreal, you can launch a new instance of Houdini with SessionSync.

In Unreal’s main toolbar, click Houdini Engine then Open Houdini Sync Session.

A new Houdini application opens.


You can start, stop, and restart your Houdini session using the options in the Houdini Engine menu.

Learn more about Using SessionSync on its documentation page.

Houdini Node Sync Tab

The Houdini Node Sync tab allows you to control various options when sending or fetching data to/from Houdini.

To open the Houdini Node Sync tab:

  1. In Unreal’s main toolbar, select the Houdini Engine menu.

  2. Select Houdini Node Sync.

The tab will be opened on the left of the viewport, next to the Place Actors tab.

It displays the current Houdini Engine Session status, and is divided in two sections: FETCH from Houdini, and SEND to Houdini.

Fetch from Houdini

The Fetch from Houdini tool allows you to send the output of your SOP/OBJ nodes in Houdini into Unreal as assets.

It can be accessed in the Houdini Node Sync tab:

  1. In Unreal’s main toolbar, click on the Houdini Engine menu, then Houdini Node Sync.

To fetch data from a Houdini node:

  1. In Houdini, select the output node you want to export.

  2. Click CTRL + C to copy the node.

  3. In the Houdini Node Path to Fetch section, paste your node to copy its path. Alternatively, you can also manually enter the Houdini path of the node.

  4. In the Unreal Asset Name and Unreal Asset Import Folder sections, set your desired name and path for the fetch results in Unreal. If you create a path that doesn’t exist, a new folder is created.

  5. Click Fetch. Your assets should appear in the content browser under the named folder.

By default, data will be fetched using the node’s outputs, if you disable the Use output nodes option on the Node Sync tabs, the display geo will be used instead. Output data is created incrementally by default, this can be disabled, allowing to overwrite previous fetch results, by enabling the Replace Existing Assets/Actors options in the Node Sync panels.

Only data created as assets in the Content Browser can be fetched by Node Sync. The following type of objects are supported:

  • Static Meshes

  • Curves (as Blueprints)

  • Instancers (as Blueprints)

  • Data Tables

  • Skeletal Meshes

  • Animation Sequences

  • Geometry Collections

Note that importing Landscapes and Landscape Splines to the Content Browser is not supported as Unreal Engine does not provide a way to save these types of assets to the Content Browser.

Send to Houdini

Send to Houdini allows you to send assets from Unreal to Houdini.

  1. In the Content Browser, select your Asset to send.

  2. Right-click and select Send to Houdini.

  3. In Houdini, your asset should appear.

You can select multiple assets at one time and send them to Houdini.

You can also use the World Outliner to select Actors and send them to Houdini.


Send to Houdini is only available when a valid Houdini Engine Session has been created.

You can control how the data is sent to Houdini by opening the Houdini Node Sync tab:

  1. In Unreal’s main toolbar, click on the Houdini Engine menu, then Houdini Node Sync.

You can choose the node that will contain the sent data by modifying the Houdini Node Path To Send To section. You must provide a valid Houdini destination such as /obj/SentFromUnreal" or the send action will fail.

The Houdini Node Sync tab also gives you control over the Export Options used when sending the data to Houdini.

See Inputs to learn more about these options.

The following type of objects can be sent to Houdini in Node Sync:

  • Static Mesh

  • Static Mesh Components

  • Instanced Static Mesh Component

  • Skeletal Mesh

  • Skeletal Mesh Components

  • BSP Brushes

  • Geometry Collection

  • Geometry Collection Component

  • Unreal Spline Components

  • Landscape

  • Landscape Splines

  • Spline Mesh Components

  • Foliage

  • Data Tables

  • Actors

  • Blueprints

  • Houdini Asset Actors

  • Level Instances

  • Packed Level Actors

  • Animations (beta)


Getting started


Using Houdini Engine


Houdini Engine for Unreal Engine is a plug-in that allows integration of Houdini technology into Unreal. Session Sync and Node Sync are two features of the Houdini Engine Plugin to interact with a live session of Houdini.

This plug-in brings Houdini’s powerful and flexible procedural workflow into Unreal Engine through Houdini Digital Assets. Artists can interactively adjust asset parameters inside the editor and use Unreal assets as inputs. Houdini’s procedural engine will then “cook” the asset and the results will be available in the editor without the need for baking.

General information:


Currently, the plugins has binaries that have been built for UE5.3, 5.2, 5.1, 5.0, UE4.27 and UE4.26, and is linked with the latest production build of Houdini.

Source code for the plugin is available on this repository for UE5.3, 5.2, 5.1, 5.0, UE4.27, UE4.26.


UE5.1 and UE5.0 use the same source files/branches, the 5.0 sources are also intended to be used with 5.1.

Support and reporting bugs:


The Houdini Engine SessionSync feature allows you to connect to a session of Houdini Engine running inside Houdini with its GUI. It supports all the features of the regular Houdini Engine workflow and additional features specific to Session Sync.

Houdini Engine uses a non-UI version of Houdini while Session Sync lets you see and interact with the Houdini session through Houdini’s user interface. It also synchronizes changes made in either Unreal or Houdini so both programs can make changes and see the same results.


NodeSync is a feature for the Houdini Unreal Engine Plugin that enables sharing assets between Unreal and Houdini Session Sync. It works for Skeletal and static meshes.

You can send and receive data to and from Unreal without a dedicated HDA. It works with Static and Skeletal meshes as well as Actors.

Houdini Niagara

The Houdini-Niagara plugin allows you to exchange point cloud data between Houdini and Unreal’s Niagara system using the HoudiniNiagara Data Interface. You can export Houdini’s attribute data as HoudiniPointCache assets. These can then be imported into Unreal to use the Niagara systems and emitters to create complex effects and particle systems.