After a day of debugging I found that this error occurs when the HDA is instantiating a mesh that is not loaded in memory.
If I manually instantiate the meshes before cooking my HDA, it works fine.
Does Houdini Engine not load assets not in memory before trying to instantiate them? Is this really an error on the Unreal side?
Or is there a setting that forces/ prevents this?
A hotfix would be to create a small asset zoo with all assets that are referenced by the HDA, which is not a sustainable solution though.
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Houdini Engine for Unreal » Unreal Crash: Assertion failed: InstancingRandomSeed != 0
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- TiRi2501
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Houdini Engine for Unreal » Unreal Crash: Assertion failed: InstancingRandomSeed != 0
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- TiRi2501
- 13 posts
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Hi all!
For a few days I have been getting errors when trying to instantiate some Static Meshes inside Unreal.
Assertion failed: InstancingRandomSeed != 0
This error happens on Digital Assets that 100% worked before.
I tried to isolate the defective instance points, but which instance causes the crash is inconsistent. Some instances that triggered the crash reliably before work fine in the next session...
I also tried explicitly setting @unreal_InstancingRandomSeed = 0 but the error persists.
Any idea what causes this and how to fix this?
Any help is greatly appreciated
Houdini: 20.5.278.0
Houdini Engine: 7.0.0
Unreal: Version: 5.4.3-34507850+++UE5+Release-5.4
The last lines of the Unreal Crash Log:
For a few days I have been getting errors when trying to instantiate some Static Meshes inside Unreal.
Assertion failed: InstancingRandomSeed != 0
This error happens on Digital Assets that 100% worked before.
I tried to isolate the defective instance points, but which instance causes the crash is inconsistent. Some instances that triggered the crash reliably before work fine in the next session...
I also tried explicitly setting @unreal_InstancingRandomSeed = 0 but the error persists.
Any idea what causes this and how to fix this?
Any help is greatly appreciated

Houdini: 20.5.278.0
Houdini Engine: 7.0.0
Unreal: Version: 5.4.3-34507850+++UE5+Release-5.4
The last lines of the Unreal Crash Log:
[2024.08.15-10.56.36:548][321]LogHoudiniEngine: Warning: Creating Static Meshes: Object [0 bgeo_parser1], Geo [3], Part [4 file1_4], unable to retrieve LOD screensizes
[2024.08.15-10.56.36:554][321]LogStaticMesh: Display: Building static mesh object_bgeo_parser_1_0_0_3_4_main_geo (Required Memory Estimate: 0.010968 MB)...
[2024.08.15-10.56.36:555][321]LogStaticMesh: Built static mesh [0.00s] /Game/HoudiniEngine/Temp/object_bgeo_parser_1_0/8505F0F9/object_bgeo_parser_1_0_0_3_4_main_geo.object_bgeo_parser_1_0_0_3_4_main_geo
[2024.08.15-10.56.36:558][321]LogHoudiniEngine: CreateStaticMesh_MeshDescription() executed in 0.020179 seconds.
[2024.08.15-10.56.36:759][321]LogOutputDevice: Warning:
Script Stack (0 frames) :
[2024.08.15-10.56.36:773][321]LogWindows: Error: appError called: Assertion failed: InstancingRandomSeed != 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp] [Line: 2250]
[2024.08.15-10.56.36:773][321]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[code]
Technical Discussion » "Failed to cook raster" when SOP is not in active viewport
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- TiRi2501
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Hi all,
I have built an image effect (COP) that uses a SOP internally to process an image, so basically COP->SOP->COP.
This works perfectly as long as I have the geo (SOP) in the active viewport.
But as soon as I try to only look at the COP output, the SOP fails to cook and instead gives me a "Failed to cook raster" error, or freezes my Houdini with 100% CPU load.
Any idea what I could do to "force" this node to cook before receiving its output in the COP again? Or what else could be wrong here?
Thanks in advance for any input on this
I have built an image effect (COP) that uses a SOP internally to process an image, so basically COP->SOP->COP.
This works perfectly as long as I have the geo (SOP) in the active viewport.
But as soon as I try to only look at the COP output, the SOP fails to cook and instead gives me a "Failed to cook raster" error, or freezes my Houdini with 100% CPU load.
Any idea what I could do to "force" this node to cook before receiving its output in the COP again? Or what else could be wrong here?
Thanks in advance for any input on this

Edited by TiRi2501 - July 31, 2023 03:59:36
Houdini Indie and Apprentice » Automatic (batch) FBX export?
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- TiRi2501
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Hello all!
I'm building an offline world generator for a game project. I generate my world in chunks inside a SOP network and store it into a repository for later streaming.
This works great for .obj using the “File” node that saves every chunk as a seperate file in a foreach-loop, but when switching to the .fbx exporter node there is no feature like this available.
Is there a way to export multiple pieces of geometry as seperate .fbx files?
Thanks!
I'm building an offline world generator for a game project. I generate my world in chunks inside a SOP network and store it into a repository for later streaming.
This works great for .obj using the “File” node that saves every chunk as a seperate file in a foreach-loop, but when switching to the .fbx exporter node there is no feature like this available.
Is there a way to export multiple pieces of geometry as seperate .fbx files?
Thanks!
Houdini Engine for Unity » Can't get attributes to Unity with HEU_OutputAttributesStore
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- TiRi2501
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Hi Seelan,
I do have this component, but it does not seem to contain any data at all (see attached image).
I'm on Unity 2020.1.0b5
I do have this component, but it does not seem to contain any data at all (see attached image).
I'm on Unity 2020.1.0b5
Edited by TiRi2501 - April 19, 2020 15:47:51
Houdini Engine for Unity » HAPI RESULT FAILURE all around
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- TiRi2501
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I have no other plugins running, only the standalone application which I also have to close before i can get it to work.
Unfortunately I only have the steam version, so I can't test it with the standalone. Steam is running when the problem appears.
Usually I also have the same steam account running on my work PC. That one uses a license-manager licensed full commercial version of Houdini, so there should be no interaction from that with Steam. I'm trying to figure out if that could be the cause of the problem by shutting down steam on the other pc.
Is there any other information I could give you to try and find the problem?
Unfortunately I only have the steam version, so I can't test it with the standalone. Steam is running when the problem appears.
Usually I also have the same steam account running on my work PC. That one uses a license-manager licensed full commercial version of Houdini, so there should be no interaction from that with Steam. I'm trying to figure out if that could be the cause of the problem by shutting down steam on the other pc.
Is there any other information I could give you to try and find the problem?
Houdini Engine for Unity » Can't get attributes to Unity with HEU_OutputAttributesStore
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- TiRi2501
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Hi, I'm following this: https://www.sidefx.com/docs/unity/_attributes.html#AttributesStore [www.sidefx.com] documentation to transfer some integer attributes to Unity, but no data arrives in Unity.
I have tried multiple different attributes and tried to replicate the version in the documentation 1:1, but I can't get it to work.
What am I missing? Can anyone confirm this working or maybe provide a working example file?
Thanks
I have tried multiple different attributes and tried to replicate the version in the documentation 1:1, but I can't get it to work.
What am I missing? Can anyone confirm this working or maybe provide a working example file?
Thanks

Edited by TiRi2501 - April 13, 2020 14:51:23
Houdini Engine for Unity » HAPI RESULT FAILURE all around
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- TiRi2501
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I had my project in a Google Drive since it was a prototype. I moved it to a git repo yesterday and excluded the heu_session.txt, yet the problem persists.
I'm on the steam version of Houdini, and I usually end up closing the session, closing all instances of Houdini, deleting the file, restarting unity, starting a new session and reconnecting, but that usually doesn't fix the problem and the HAPI Result Failure persists, so I have to do it a bunch of times over.
Eventually, Unity works for a second and says “Created Pipe session…” and it works fine, but it seems very random and costs 20 minutes every time I open up the project
I'm on the steam version of Houdini, and I usually end up closing the session, closing all instances of Houdini, deleting the file, restarting unity, starting a new session and reconnecting, but that usually doesn't fix the problem and the HAPI Result Failure persists, so I have to do it a bunch of times over.
Eventually, Unity works for a second and says “Created Pipe session…” and it works fine, but it seems very random and costs 20 minutes every time I open up the project
Edited by TiRi2501 - April 5, 2020 05:42:13
Houdini Engine for Unity » Nodes fail to cook, but cooks correctly when selected
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- TiRi2501
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Hi,
In my HDA a node fails to cook, thus outputting no geometry at all.
When investigating I can see that one (and subsequent) nodes do throw an error, but when I MMB to see the error or display-flag the failing node, it immediately cooks fine. In fact, if I manually display the last node, the graph cooks correctly and the output is as expected. Yet everytime I change the parameters of the first nodes, the same node fails again, but cooks the expected output when manually forced to re-cook.
I included some screenshots to illustrate the problem. It currently completely breaks 75% of all cooks in Unity, any idea how to fix this? Thanks in advance
In my HDA a node fails to cook, thus outputting no geometry at all.
When investigating I can see that one (and subsequent) nodes do throw an error, but when I MMB to see the error or display-flag the failing node, it immediately cooks fine. In fact, if I manually display the last node, the graph cooks correctly and the output is as expected. Yet everytime I change the parameters of the first nodes, the same node fails again, but cooks the expected output when manually forced to re-cook.
I included some screenshots to illustrate the problem. It currently completely breaks 75% of all cooks in Unity, any idea how to fix this? Thanks in advance

Edited by TiRi2501 - March 29, 2020 18:32:33
Houdini Engine for Unity » HAPI RESULT FAILURE all around
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- TiRi2501
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Every time I start up Unity I need to mess around with the session for 15-30 minutes until I can get my engine to build something. I'm saying “mess around” because there is no obvious consistency in the way I eventually get it to work.
Usually I close all running instances of Houdini, close and reopen the session a bunch of times, restart Unity and usually it just eventually works.
This is incredibly frustrating and wasting a lot of time.
So: Does anyone experience the same issue or are there any best practices that will allow Houdini engine to run?
Here are the errors I am getting:
Usually I close all running instances of Houdini, close and reopen the session a bunch of times, restart Unity and usually it just eventually works.
This is incredibly frustrating and wasting a lot of time.
So: Does anyone experience the same issue or are there any best practices that will allow Houdini engine to run?
Here are the errors I am getting:
Edited by TiRi2501 - March 18, 2020 15:51:05
Houdini Indie and Apprentice » Building advanced materials for the realtime viewport?
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- TiRi2501
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Hi everyone.
I'm currently experimenting with different terrain pipelines for a game engine.
Currently I'm trying to build a prototype shader that I can iterate on inside a Houdini MAT-net and eventually re-create in my game engine.
My problem is that the Principled shader I'm using is not displaying any connected nodes in the realtime viewport, just in the renders, which doesn't really leave me with a lot of options to build a real-time shader.
Is it at all possible to use the mat-net to build complex materials for the realtime viewport? I would have expected a Blender-like material creation for the realtime viewport, or did I just make a mistake in setting it up?
Thanks in advance
I'm currently experimenting with different terrain pipelines for a game engine.
Currently I'm trying to build a prototype shader that I can iterate on inside a Houdini MAT-net and eventually re-create in my game engine.
My problem is that the Principled shader I'm using is not displaying any connected nodes in the realtime viewport, just in the renders, which doesn't really leave me with a lot of options to build a real-time shader.
Is it at all possible to use the mat-net to build complex materials for the realtime viewport? I would have expected a Blender-like material creation for the realtime viewport, or did I just make a mistake in setting it up?
Thanks in advance

Edited by TiRi2501 - Jan. 6, 2020 16:46:24
Houdini Engine for Unity » Read-Write access for Houdini-generated mesh?
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- TiRi2501
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That is fantastic to hear. Thank you very much, I will test it as soon as I have some time!

Houdini Engine for Unity » Read-Write access for Houdini-generated mesh?
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- TiRi2501
- 13 posts
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Hi, everyone!
Recently I've been working on a realtime foliage generation system in Unity that I wanted to connect to my Houdini terrain generation.
The problem is that for this to work I need to read the triangles of a generated mesh and enable the “Read/Write Enabled” flag, at least in a normal asset.
The meshes cooked by Houdini Engine however don't give me this option. When I try to access them I get a script error that the mesh is not readable. Is there any way for me to set this in the asset or when cooking?
Thanks
Recently I've been working on a realtime foliage generation system in Unity that I wanted to connect to my Houdini terrain generation.
The problem is that for this to work I need to read the triangles of a generated mesh and enable the “Read/Write Enabled” flag, at least in a normal asset.
The meshes cooked by Houdini Engine however don't give me this option. When I try to access them I get a script error that the mesh is not readable. Is there any way for me to set this in the asset or when cooking?
Thanks
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