Import input as references not working

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Hey,
i'm trying to pass in unreal instances to houdini and back to unreal.
but i cant get houdini engine to output the meshes as instances again
for testing and easy replicating the problem, i ve just made an empty hda and in unreal i'm feeding in an mesh.
when not checking "import as ref", it works as expected, spitting out a houdini generated mesh of that mesh.
when checking, nothing apears and when opening the scene it complains that it cant find the input.
Edited by Squarebytes - June 24, 2021 07:16:55

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just wanted to add that it works when setting it to geometry input, but i need to keep the transform (hence outliner)
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just saw that inputing reference doesnt work for outliner (at least that is what the tooptip says, altough in the documentation it states that it should work "The Import input as reference checkbox can be used to instead import the selected houdini asset as a point references.") - but how can i then keep the transform AND also use a reference?
Edited by Squarebytes - June 24, 2021 10:26:37
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(first post here) I have been having issues also with the world outliner and input as reference in UE 4.25
I am trying to get a large number (800+) of actors and Those that have a StaticMeshInstance get transfered properly, others do not. There seem to be an issue with the nodes generated by the engine (I'm using session sync so maybe this is specific to session sync but I doubt it)

One workaround I found was to used Pack geometry before merging on my world outliner input (I'm using a bound Selector).

I also disable the Import as reference.
Then in my HDA I unpack to get the first primitive and can then rebuild the asset references for all the objects on my scene.

The issue is that this is very slow... Ideally that's why import as reference exists. But it seems to fail with the StaticMesh.

In the Ideal case I would expect to be able to check Import As Reference and get the points with the unreal_input_mesh_name or unreal_instance attributes being accessible on the point or the associated primitive directly.

But this is not the case. Only solution I found so far was to Pack in UE => Unpack in HDA => Grab relevant attributes => create new point => export that point with modified attributes (mostly to generate the StaticMeshInstances when re-importing into UE)
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