Houdini Engine for Unreal
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Packaging Houdini Assets

The plug-in provided classes are designed to be cooked and packaged transparently, meaning they contain very little code of their own.

In a game build they will be invisible but for their output components ( StaticMeshComponent etc ).

If there are HoudiniAssetActors in your maps, the HoudiniEngine plug-in must be built as part of the runtime build of your game.

Building Plug-in with UE4 Source

The plug-in includes the source code, for example:

C:\Program Files\Side Effects Software\Houdini X.Y.Z\engine\unreal\4.16\HoudiniEngine

The source code folder can be copied into the Plugins folder of your engine source for example:


The UE4 build process will then pick up and build the HoudiniEngine.

The plug-in source is also located at [GitHub]: https://github.com/sideeffects/HoudiniEngineForUnreal

Baking Outputs

An alternative approach is to Bake your Houdini Engine-based assets to Unreal-native actors and remove the HoudiniActors before cooking your content.

This way will remove the dependency on the Houdini-Engine plug-in, and the game-build of the plug-in will not be required.

Additionaly, you can use the Bake And Replace All Houdini Assets entry in the file menu to replace all the houdini assets in the current level with their baked counterpart.

The default Bake Folder can be changed in the details panel, or can be modified per asset by setting the unreal_bake_folder attribute to the desired path.

However, once a level is finalized in this way, the Houdini Assets will have to be reconstituted in order to modify the procedural content again. As this will take time, this workflow is recommended mainly for final content.