Hi all. I have a HDA that arranges 2 static meshes into a tile pattern in unreal. So about 40 instances of each tile. My question is whats the next step? I feel like I need to delete the HDA and just leave the static meshes in the scene which then require being saved as a packed level instance. Is that the correct approach? When I bake the asset in unreal I am left with 2 instancer's, one for each mesh and this also appears to be working. Any game dev advice for best practices when instancing assets using a HDA?
Thanks all
Dave
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Technical Discussion » Houdini Engine and Unreal Instancer
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- evilpikmin
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Technical Discussion » Assigning vertex colour channels for use in Unreal
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- evilpikmin
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Ah yes perfect! Thank you for the direction, Ive got it all working now and learned a bit more VEX in the process.
Thanks!
Thanks!
Technical Discussion » Assigning vertex colour channels for use in Unreal
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- evilpikmin
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Hi all! I have some of this working but Im not quite sure where to go next. I have created a top to bottom ramp in vert colours which I want in the red channel. I have ambient occlusion in the green channel and a random colour effect in the blue channel. BUT I cant figure out how to combine the channels. Problem, when I generate random colours it affects all channels where ideally I would like to randomise only the BLUE channel. Same when generating the colour ramp, I only want it to affect the RED channel. Im poking around at VEX and trying an approach with a Vertex VOP but I dont know enough about either to make it happen. All help appreciated, even if its just advice on the approach to take!
Cheers!
Cheers!
Houdini Engine for Maya » The Houdini Engine for Maya plugin could not be initialized
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- evilpikmin
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Hi all, does this method still work or has something changed recently? I am getting the error:
The Houdini Engine for Maya plugin could not be initialized.
The path to libHAPIL is invalid. Please double-check the value in Houdini Engine>Preferences...
I have followed the steps above but still not working for me. any help appreciated!
The Houdini Engine for Maya plugin could not be initialized.
The path to libHAPIL is invalid. Please double-check the value in Houdini Engine>Preferences...
I have followed the steps above but still not working for me. any help appreciated!
Technical Discussion » Using a lattice on fractured pieces
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- evilpikmin
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Technical Discussion » Using a lattice on fractured pieces
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- evilpikmin
- 17 posts
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Hi all! How would I use a lattice on a fractured mesh, where I would like the lattice to control each 'chunk' of mesh rather than work on individual points. The desired result would be to shape a large fractured floor with the individual pieces rotating to try to match the lattice shape. It doesnt have to be a lattice, I tried converting my pieces to points and then using a lattice on those points, but I couldnt figure out how tocopy the shapes back to those points... hope that makes sense, all help appreciated!
Dave
Dave
Edited by evilpikmin - March 29, 2023 17:01:16
Technical Discussion » How do I select points based on their colour?
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- evilpikmin
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Thank you both for taking the time to reply. I really need to spend some time to learn VEX!
Thanks again!
Thanks again!
Technical Discussion » How do I select points based on their colour?
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- evilpikmin
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Hi all, how would I select and group all of the 'blue' points/vertex colours on a mesh? all help appreciated!
Dave
Dave
Houdini Engine for Unreal » How do I set the UE4 Trace Responses in a HDA?
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- evilpikmin
- 17 posts
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Eetu_Mainframe
I would just make a new preset :shrug:
Yeah thats what I have ended up doing which is fine. It took me so long to find out that I needed to use
unreal_uproperty_CollisionProfileName
to change the Collision Preset, that I thought there might be some other naming involved.
Thanks for the suggestion and if anyone else knows another way Id still love to hear it!
Houdini Engine for Unreal » How do I set the UE4 Trace Responses in a HDA?
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- evilpikmin
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Ive managed to set the Phys Material Override with:
unreal_uproperty_physmaterialoverride
and the Collision preset with:
unreal_uproperty_CollisionProfileName
But does anyone know how I can now set the Camera Trace response to ignore?!
All help appreciated!
unreal_uproperty_physmaterialoverride
and the Collision preset with:
unreal_uproperty_CollisionProfileName
But does anyone know how I can now set the Camera Trace response to ignore?!
All help appreciated!
Houdini Indie and Apprentice » How do I centre the pivot on the pieces of a fractured mesh?
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- evilpikmin
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Excellent, thanks for your quick reply. Its working as expected with $CEX and now I will go and learn about the centroid expression!
Thanks
Dave
Thanks
Dave
Houdini Indie and Apprentice » How do I centre the pivot on the pieces of a fractured mesh?
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- evilpikmin
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Hi! How do I centre the pivot on the pieces of a fractured mesh? I fractured my cube, used a ‘for each primitive’ to add a transform node to rotate the pieces but the pivots are all in the same position… any help would be appreciated!
Dave
Dave
Houdini Engine for Unreal » How do I set a HDA mesh to have no collision in ue4?
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- evilpikmin
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In case anyone else finds this and needs to do something similar, this is from another post and is how I set NoCollision on my HDA generated meshes in unreal:
use a generic uproperty attribute, but the collision presets are a special one, as its internal value is named differently:
Hope this helps somone
use a generic uproperty attribute, but the collision presets are a special one, as its internal value is named differently:
- add a “unreal_uproperty_CollisionProfileName” string attribute.
- Set its value to the name of the collision preset you want to use, “Block All” in your case.
Hope this helps somone

Houdini Engine for Unreal » How do I set a HDA mesh to have no collision in ue4?
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- evilpikmin
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Ignore the ramblings of a madman... when I came back to this the next day, it was all working as expected. Nothing to see here, move along

Edited by evilpikmin - Sept. 21, 2021 13:46:33
Technical Discussion » Exporting multiple kit pieces for games
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- evilpikmin
- 17 posts
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I have a HDA that I can edit to make various wall kit pieces. I want to export each kit preset with its own file name. Can anyone prompt me where to start looking? Currently I’m changing my preset, then editing my file name then exporting to fbx. There must be a quicker way!
Thanks in advance
Dave
Thanks in advance
Dave
Edited by evilpikmin - July 7, 2021 15:08:14
Houdini Engine for Unreal » Using physics to place assets in ue4
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- evilpikmin
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Yes that’s what I’m thinking of, but inside unreal. Could I scatter Houdini objects onto ue4 static meshes somehow?
Thanks for the response
Thanks for the response
Houdini Engine for Unreal » Using physics to place assets in ue4
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- evilpikmin
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Hi all, I must have my terminology incorrect because I cant find a solution online. I'm (almost) sure I've seen a video of someone distributing objects with Houdini engine and then somehow activating physics to drop them into place. Can anyone point me in the right direction? Was it a dream? 
Thanks in advance

Thanks in advance
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