What I’m Seeing:
I have an HDA that runs a single For‑Each loop over each connected mesh based on a name from the connectivity sop
mainly vdb from polygon, noising it up, converting back to polygon
Iteration Method: By Pieces or Points
Gather Method: Merge Each Iteration
Piece Elements: Primitives
I also have a meta import node, mainly for debugging to print the current iteration and another print "DONE" right before the OUTPUT node.
When I test it inside Houdini it works as intended but triggering the same HDA in Unreal 5.6 it works fine the first time but when I hit Recook it cooks multiple times (3–5+) (I can see that in the output log based on the prints) and often goes on seemingly endlessly.
This happens both with and without wrapping the loop in a Compile block.
Another weird bug is it doesnt work at all unless I open a session sync.
I also tested it on 5.5 with Houdini 20.5.613
Has anyone had similar issues?