A minimal example would be:
entry = hou.logging.LogEntry(message = "alive!") hou.logging.log(entry)
If you want to log onto disk, you could add in the beginning
sink = hou.logging.FileSink(filepath) sink.connect("Python Logging")
entry = hou.logging.LogEntry(message = "alive!") hou.logging.log(entry)
sink = hou.logging.FileSink(filepath) sink.connect("Python Logging")
YahyaNawir
I have installed the unreal engine 4.26, and houdinifx 18.5.408. but I dont know how to enable houdini plugin for unreal engine, I have followed the instruction but not working.
decksounds
I second the question eramos10 asks, is there a way to use this in 4.26 or do we have to wait for the final release?
As usual, the 4.26 version of the plugins (both v2 and v1) will be available a few days after the release.
Currently, source code for the master branch of Unreal (4.27) is available on the v2 git repo.
It might work with 4.26, though I can't guarantee that since master is a little more recent than 4.26 prev7.
vector r = set(0,radians(f@id/1000.0),0); @rot = eulertoquaternion(r,0);
hou.parent().worldTransform().extractRotates('trs').z()
s@unreal_uproperty_ComponentTags = "one";
s[]@unreal_uproperty_ComponentTags = {"one", "two"};
success = levelLib.load_level("/Game/Developers/eetu/BigWorldTest/Sublevel2") world_context_object = levelLib.get_editor_world() command = 'Houdini.RebuildAll' unreal.SystemLibrary.execute_console_command(world_context_object, command) time.sleep(5) success = levelLib.save_current_level()
newAsset.set_editor_property(“rebuild”, True)?