New feature: Mesh sockets

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Hi all,

Support for Mesh Sockets has been added in the latest build of the plug-in.

In order to get them to pop-up in Unreal, you need to assign points to a point group starting with the “socket” prefix.

Rotation and scale of the socket can be set up by adding “rot” and “scale” attributes to these points.
If the rotation attribute is not found, the rotation can be deduced from the normal (“N”) attribute if it's present.
The socket's name can be defined by using the “unreal_mesh_socket_name” attribute.

The sockets can also have actors pre-assigned to them by adding the “unreal_mesh_socket_actor” string attribute.
This attribute should contains the names of the actors that you want to assign to them (separated either by , or ; ), and these actors will automatically be attached to the sockets upon cook.

You can also attach actors to the generated sockets like you normally would, either by drag and dropping actors on the asset in the world outliner or by using “Attach to” in the context menu.

Please let us know of any questions, problems or suggestions you have regarding these!
Edited by dpernuit - Dec. 21, 2016 11:55:41
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Sounds great, can we also assign Unreal stuff to those sockets from within Houdini?
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Hi,

Unfortunately, for now, you can only create the mesh socket, not assign stuff to them.
Pre assignement for the sockets should be added in the near future.
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Thanks!
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Hi,

With the latest build of the plug-in, you can now pre-attach actors to socket using the “unreal_mesh_socket_actor” string attribute.

I've updated the first post to detail those changes.
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Great!
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dpernuit
Hi,

With the latest build of the plug-in, you can now pre-attach actors to socket using the “unreal_mesh_socket_actor” string attribute.

I've updated the first post to detail those changes.

If you make mesh sockets in Unreal and pipe the static mesh into a geometry input on an HDA, it doesn't seem to pass the points in to Houdini as a mesh socket. Is that something that isn't supported at the moment?
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Hi,

The geometry input has an “export socket” checkbox that needs to be ticked in order to send the sockets to Houdini.
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dpernuit
Hi,

The geometry input has an “export socket” checkbox that needs to be ticked in order to send the sockets to Houdini.

EDIT: found it. we were branched on a slightly older iteration than .470
Edited by TheProgg - Sept. 12, 2018 15:53:41
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