Houdini 20.0 Unreal

Create a Session

How to setup a session

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To use Houdini Engine for Unreal, you need to create a Houdini Engine session. This loads the Houdini libraries, plugins, and sets up Houdini Engine to your preferences and environment variables.

You can create a session using two methods:

Remote Session

Remote sessions allow you to separate the Houdini Engine process from Unreal. When you use TCP Socket or Named Pipe or Domain Socket, you can create a session on a local machine or host it on another machine.

To access the remote session settings:

  • In Unreal’s main toolbar, click Houdini Engine then PluginSettings.

Note

You must restart Unreal Engine when you change the sesssion type or its configurations.

Setting

Description

Session Type

Selects the session type from the options the following options:

  • TCP Sockets

  • Named pipe or domain socket

  • None - Selecting this option prevents the plugin from creating a Houdini Engine session and acquiring a license

Server Host

For TCP Sockets session types. Enter the IP address or host name

Server Port

For TCP Sockets session types. Enter the server port

Server Pipe Name

For Named pipe or domain socket session types. Enter the server pipe name

Start Automatic Server

When on, the Houdini Engine server is automatically started when the plugin tries to open a session

Automatic Server Timeout

Enter the value in milliseconds before the server connection times out

TCP Socket

TCP Socket sessions allows Houdini Engine to process separately outside of the Unreal process.

You can auto-start the Houdini Engine server when using TCP Socket sessions, the server will use the value entered in Server Host and Server Port. When manually starting the Houdini Engine server (HARS), ensure that the Server Host and Server Port information matches what’s been used to start the server.

Named Pipe or Domain Socket

Named Pipe or Domain Socket allows Houdini Engine to process separately outside of the Unreal process.

This setting is recommended if you use the same local machine as the host server.

You can auto-start the Houdini Engine server with Named Pipe or Domain Socket sessions. When manually starting the Houdini Engine server (HARS), ensure that the Server Pipe Name information matches what’s been used to start the server.

None

The None setting prevents the plugin from creating a Houdini Engine session.

This can be useful to prevent a user from creating or modying Houdini Assets which requires a Houdini Engine license.

Create a local session

You can create a local Houdini Engine session in the main Houdini Engine menu.

To create a local session:

  • In Unreal’s main toolbar, select Houdini Engine then Create a session.

    • A Houdini Engine session connected pop-up appears in the bottom right of Unreal.

Create Session

Starts a new Houdini Engine session.

Connect Session

Connects to an existing Houdini Engine session.

Stop Session

Stops the current session.

Restart Session

Stops current session and starts a new one.

Unreal

Getting started

Basics

Using Houdini Engine

Reference

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:

Compatibility:

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.

Note

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:

SessionSync

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

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.