Unreal Engine freeze when I use HDA-asset.

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I'm using HDA-asset in Unreal Engine to create some set of unreal splines on its output. While it takes about 30 seconds in houdini to calculate all geometry, Unreal Engine freezes every time I try to calculate all geometry inside it.
Even if I open Houdini Session Sync I can see that my geometry is already calculated in houidini but at the same time Unreal Engine still calculates it.
Something defenitely going wrong with data transfer between houdini and Unreal. What could it be?

P.S. Houdini 19.0.498, Unreal Engine 5 Early Access 2, Houdini Engine 2.0.7 from github.
AMD Threadripper 3970x, RAM 96GB, GeForce 3980 TI.
Edited by rastarokot - May 20, 2022 09:47:38
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i'm having the same issue, i wonder if there is any way around this?
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Any more details you could give us ? an hda ?

Have you tried with a recent version of the plugin ?
I fixed an endless cook loop bug a while ago... so it's a possible that issue's already fixed.
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Maybe related or not. I have a similar issue (but no curve) and I think it's related to the new refine static mesh. I've submitted a bug about refine not working with sublevel that is a huge problem and create bugs. Sometimes the refine is asked even if the mesh doesn't seems to need to be refine (bake button instead of Refine) and when doing a play from here a window "Refining Houdini proxy meshes to static meshes" appear and just do nothing at 0%. I have to manually do "Refine all Houdini Proxy Meshes to Static meshes" to find the one that needs it.

forgot to mention that I'm on 19.5.368
Edited by PDGoupil - Oct. 27, 2022 10:27:43
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@PDGGoupil Yes, I'm currently taking a look at those refine issues, I assume you're on UE5 ?
Seems like the issue stems from changes made by Epic in UE5 (and unrelated to World partition)...
but basically, Houdini Asset components do not return their world anymore, which prevents the refinement from happening (since we do check their world matches the current).

Expect a fix for this soon.
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