Houdini Engine for Unreal
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The Houdini Engine for Unreal plug-in can be installed using the Houdini Installer or Houdini Launcher.
The Installer and Launcher extracts the Houdini Engine plug-in for the two latest versions of Unreal Engine 4 and the latest Unreal Engine 5. This includes the pre-built plug-in binary, source files and resource files.
You can find older versions of the Houdini Engine in the Houdini Engine For Unreal GitHub Repistory.
Before you begin, make sure you have the Houdini Installer or Houdini Launcher from the downloads section.
C:\Program Files\Side Effects Software\Houdini X.Y.Z\engine\unreal
. X.Y.Z means your Houdini Version.In this example, Unreal's directory location is C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Runtime\HoudiniEngine
and the project directory is C:\Unreal Projects\MyGameProject\Plugins\HoudiniEngine
C:\Program Files\Side Effects Software\Houdini Engine\Unreal\X.Y.Z
. X.Y.Z means your Houdini Version.In this example, Unreal's directory location is C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Runtime\HoudiniEngine
and the project directory is C:\Unreal Projects\MyGameProject\Plugins\HoudiniEngine
Once you install the Houdini Engine plug-in, you can verify it's loaded properly.
If your Houdini version is incorrect, you need to set your custom Houdini location
bin
folder. In this example, the path is C:\Program Files\Side Effects Software\Houdini X.Y.Z\bin
The Houdini Engine plug-in allows you to import data generated by a Houdini Digital Asset (.hda) directly into Unreal. This is through custom Unreal Assets which create Actors with custom Components: HoudiniAssetComponent.
You can learn how to export an HDA, import it into Unreal Engine, and update the asset in the Assets section.
The HoudiniAssetComponent exposes the Digital Asset's Parameters and Inputs and makes the cooked Outputs as new Components.
You can learn more about each component in its section.
Minimum Requirements:
Fastest way to get the plug-in working inside Unreal:
During the install:
/Applications/Houdini/HoudiniX.Y.Z/Houdini Engine/unreal/5.00/Houdini Engine
is copied to:
/Users/Shared/Epic Games/UE_5.00/Engine/Plugins/Runtime/HoudiniEngine
As the Houdini Engine for Unreal is not officially supported on Linux, the plug-in's binaries are not available on Linux as part of the installer. The source code is, however, available either in the engine/unreal subdirectory of the Houdini install folder, or in the Github repository and can be compiled and used with the Linux version of Unreal.
To do so, simply follow the instructions under theInstalling from Source section on the Github repository to build the plug-in.
Source code for Version 2 of the plugin can be downloaded from the Github repository.
You will then need to build Unreal Engine from Source. To do so, you can simply follow this guide.
-# Within the UE4 source, navigate to the "Engine/Plugins/Runtime" folder, and copy the plugin source, or clone the plug-in's repository into a folder named HoudiniEngine. -# Download and install the correct build of 64-bit Houdini. To get the build number, look at the header of Source/HoudiniEngine/HoudiniEngine.Build.cs, under Houdini Version. -# Generate the UE4 Project Files (by running GenerateProjectFiles) and build Unreal, either in x64 Debug Editor or x64 Development Editor. -# When starting the Unreal Engine editor, go to the Plug-ins menu and make sure the Houdini Engine v2 plug-in is enabled (in the Rendering section). Restart UE4 if you had to enable it. -# To confirm that the plug-in has been successfully installed and enabled, you can check that the editor's main menu bar now has a new "Houdini Engine" menu, between "Edit" and "Window". -# You should now be able to import Houdini Digital Assets (HDA) .otl or .hda files or drag and drop them into the Content Browser. -# Once you have an HDA in the Content Browser you should be able to drag it into the Editor viewport. This will spawn a new Houdini Asset Actor. Geometry cooking will be done in a separate thread and geometry will be displayed once the cooking is complete. At this point you will be able to see asset parameters in the Details pane. Modifying any of the parameters will force the asset to recook and possibly update its geometry.