Houdini 20.0 Unreal

Using SessionSync

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

The benefit of SessionSync is that you can view the state of the Houdini Engine session within Houdini while working in Unreal. It also synchronizes changes made in either Unreal or Houdini so both programs can make changes and see the same results.

SessionSync enables the following workflows:

Note

Houdini Engine SessionSync replaces the Houdini Engine Debugger that was available in Houdini 18.0 and earlier.

Starting SessionSync

SessionSync must be running in Houdini before the plugin can connect to it. There are 2 ways to connect to SessionSync from the plugin:

  • Launch Houdini with SessionSync

  • Connect to Houdini

Launch Houdini with SessionSync

From Unreal, you can launch a new instance of Houdini with SessionSync started. The plugin will then automatically connect to it using the current session settings.

To do so, click on Open Houdini Session Sync in the Houdini Engine menu. This will take a few seconds to launch Houdini with SessionSync enabled, and connect to it.

Note

The plugin will automatically stop the current session if the plugin was already using one.

Once connected, you can stop the session at any time from the plugin, and reconnect. You can also stop SessionSync in Houdini and continue to use it as normal. You can also use the Close Houdini Session Sync entry in the Houdini Engine menu to close the session of Houdini running Session Sync.

Connect to Houdini

If Houdini is already running, then the plugin can connect to SessionSync once its enabled. To enable it and connect, follow these steps:

  1. In Houdini, open the Houdini Engine SessionSync pane in Windows ▸ Houdini Engine SessionSync.

  2. In Connection, select Start to start the Houdini Engine session with SessionSync enabled. The settings such as the TCP Port or Named Pipe, you can leave as default values.

  3. In Unreal, you can use the Connect Session in the Houdini Engine menu. If there is a Houdini Engine session already running, stop it using the Stop Session first.

    • Make sure the session settings, available in the Plugin’s settings in Unreal match those used in Houdini.

  4. Once connected, you can stop SessionSync and reconnect any time. You can also stop SessionSync in Houdini and continue to use it as normal.

Settings

SessionSync behaviour can be changed by the following settings in Houdini:

Setting

Description

Sync With Houdini Cook

Enable this to keep the assets on the plugin side synchronized with cook changes on Houdini side. This allows for changes on either application to be reflected in both directions.

Cook Using Houdini Time

Enable this to use the Houdini Timeline time to cook assets. Normally, Houdini Engine uses its own time set via the plugin to cook assets. In SessionSync, the Houdini viewport will cook using the Houdini Timeline time which can make assets out of sync. Enabling this fixes that issue.

Synchronized Data

SessionSync supports the following data types for synchronization:

  • HDA

  • Curves

  • Input

HDAs, curves, and input nodes function the same way as in non-SessionSync workflow. The difference in SessionSync is that any changes to these assets in Houdini (parameter, node, or network changes) will be reflected across to the plugin automatically.

For HDAs, addition or removal of promoted parameters will not be synchronized unless the HDA is unlocked, resaved and rebuilt in Unreal.

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.