Hi,
Is there anything preventing Engine running inside a packaged Unreal application? On Windows, and would not be distributed but rather an internal application. Realtime isn't an issue for this app either so we go in knowing performance can be impacted by Houdini Engine updates.
Cheers,
Peter B
Q: Houdini Engine inside (Windows) packaged runtime?
1436 2 1- pbowmar
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- dpernuit
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Hi,
For internal application, this could be made to work, obviously, an engine license would be needed per seat.
The second step would be to modify the plugin so that the HoudinEngine module can be used at runtime without the editor.
That module is the one containing all the logic needed to instantiate/cook HDAs, and currently is editor only.
A lot of build issues would likely have to be fixed first, guarding editor only parts with #IF WITH_EDITOR.
Then it's highly possible that some other tweaks to the code would be required in order to make sure that the module can effectively run properly without the editor.
For internal application, this could be made to work, obviously, an engine license would be needed per seat.
The second step would be to modify the plugin so that the HoudinEngine module can be used at runtime without the editor.
That module is the one containing all the logic needed to instantiate/cook HDAs, and currently is editor only.
A lot of build issues would likely have to be fixed first, guarding editor only parts with #IF WITH_EDITOR.
Then it's highly possible that some other tweaks to the code would be required in order to make sure that the module can effectively run properly without the editor.
- pbowmar
- Member
- 7025 posts
- Joined: July 2005
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