Blueprint as Instance ?

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Can I somehow make a blueprint instance in Unreal with Houdini Engine ? I tried the copy reference which you do for material and set my instance string to that but didnt seem to work.
/M

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You mean a blueprint containing a Houdini asset or a blueprint made from a Houdini asset?
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I mean that the @instance attribute can point at a blueprint and thus be instanced in Unreal, if that makes any sense…was hoping it could be a work around for the missing point lights.
/M

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Ah, no, only Static Meshes are supported currently.
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I c.. would be cool if it worked
/M

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It's on our TODO.
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But I want it now ! hehe na I understand, that todo list must be pretty large.
/M

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wondering how this is coming along?

cheers
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I imagine it would be quite useful if an HDA could place an “instance” of an existing Blueprint in the scene and manipulate its exposed parameters on placement.
Currently I do this kind of thing with Blueprints themselves, but adding this feature would make HDAs a viable alternative and allow for the creation of far more complex tools.
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BlueIceInteractive
wondering how this is coming along?

cheers
You can use the unreal_instance attribute to instantiate a blueprint:
http://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]
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I'm still confused. I have a string parameter in my HDA for the “unreal_instance” attribute on my points. I have my copy to points node connected to my first subnet input. I've tried pasting the reference from the content browser in UE4 for my actor blueprint into the parameter. I've also tried selecting the actor blueprint from the world outliner.
I've found this:
“In order to be detected properly, attribute instancers need to be in a separate Part of the Geometry. Attribute instancer won't be detected if the points that they are assigned to is part of the main geometry.”

Does that mean they have to be in a separate group? I tried that, and I tried having a switch to switch between the copy to points and the rest of the geo.
Also this:
“the instanced asset must be convertible to a native Actor type.”

My blueprint is an actor blueprint, is that what you mean?

I've also tried overriding by dragging it into the thumbnail picker.

I'm using UE4 Version: 4.22.1
and Houdini version 18.0.416

Am I missing something obvious here?
Please Help!

I should add it works with geometry, but not with geo that I've converted to a blueprint.




I think there was a conflict between having an input and having and unreal_instance attribute, I went with the instance attrib and it's working now.
Edited by wmpcg - July 16, 2020 20:45:34
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I'm working on this same basic task and found that the instancing works with a UE Blueprint…
However, if I recook the HDA inside UE, 100% of the time the existing child BPs get disconnected and transforms reset.
I'd expect them to remain unchanged, since the HDA is unchanged, just recooked.
Do you (or anyone) see this issue as well?

UPDATE: Solved. Turns out the BP I was instancing had an internal component set to Static Mobility. This was fighting the parenting that only appeared on the re-cook. Switching the mobility cleared it up.
Edited by Len - July 17, 2020 21:07:59
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