UE4 Sockets Orientation BUG?

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Ok guys. Need help with a new issue.
I created 4 simple walls in Houdini and assigned them 4 points with the attributes "unreal_mesh_socket_name“ and ”unreal_mesh_socket_actor" for the doors.
Then, I imported the .hda to UE4.. and all goes fine, the doors are placed in the sockets points.
But there is a problem with the orientation of them; all relative rotation of them are:
{0,0,0}

And 2 of them should be:
{0,0,-90}

I tried diferent methods to change point normals inside Houdini (polyframe..sweeps, etc) and always the same problem,.. seems HoudiniEngine only places the socket_points at locations bypassig the orientation of them.

Attachments:
Houdini_UE4_Sockets_Orientation.png (199.1 KB)

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Hi,

This does seems like a bug to me, I don't think that we take the point's normal into account for the socket's orientation. I'll get back to you on that soon!
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Thanks again dpernuit,
for the moment I solved it rotating the meshes 90º before. That way, when importing the .HDA it places the meshes rotated/not rotated right in the sockets.

In other way, yesterday I tried with Instanced Input Meshes ..and same problem.
https://www.sidefx.com/tutorials/instance-variations-ue4/ [www.sidefx.com]

In the following example, the green_doors must to be adjusted 90º in Rotation Offset.
Edited by bhb - Oct. 22, 2017 05:09:16

Attachments:
HOUDINI_UE4_Instanced_Inputs.png (373.1 KB)

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Hi!

It seems that this bug is still here. Instances don't use the point normal.
Is there a way to orient instances on the sockets?

Thanks
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