We're having the same problem. I don't suppose you figured out what was missing? It's collapsing all our materials into the one generic one on Unreal-side.
EDIT: Wait, we used the QuickMaterials SOP, but we have to revert it with the reset to previous form button at the top. NOW it works. Why did they change it to a broken form? Heh.
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Houdini for Realtime » RBD to FBX export and multiple materials in UE4
- glassbottommeg
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Houdini Engine for Unity » Unity build error with HOUDINI_INSTALL_PATH
- glassbottommeg
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This is still broken on Windows machines (as far as I can tell), when you go to produce a Mac build from a Windows machine. Your #ifdef setup is assuming that one producing a Mac build means one is developing on a Mac, I think.
EDIT:
I haven't done a full test of functionality (and I'm going to toggle back to PC the second I'm done producing this build), but it seems the fix is HEU_Defines.cs, ln 321:
#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
Needs to instead be:
#if UNITY_EDITOR_OSX || (UNITY_STANDALONE_OSX && !UNITY_EDITOR_WIN)
… though now I'm wondering if this has to do with using Houdini engine runtime, presuming that's even an option. I haven't looked into it. The above fix allows it to compile, and should work fine if I only interact with Houdini in-editor, but would presumably break something if you do indeed support runtime interactions with the library.
Anywho! That's what got me going again in the trivial case, anyways.
EDIT:
I haven't done a full test of functionality (and I'm going to toggle back to PC the second I'm done producing this build), but it seems the fix is HEU_Defines.cs, ln 321:
#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
Needs to instead be:
#if UNITY_EDITOR_OSX || (UNITY_STANDALONE_OSX && !UNITY_EDITOR_WIN)
… though now I'm wondering if this has to do with using Houdini engine runtime, presuming that's even an option. I haven't looked into it. The above fix allows it to compile, and should work fine if I only interact with Houdini in-editor, but would presumably break something if you do indeed support runtime interactions with the library.
Anywho! That's what got me going again in the trivial case, anyways.
Edited by glassbottommeg - Aug. 26, 2020 19:15:08
Houdini Engine for Unity » "Couldn't find GT attribute for group lookup"? (18.0.499)
- glassbottommeg
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Ok, in the Assemble SOP node, she turned off Create Packed Geometry, and now… it works in Unity / Unity Engine perfectly? On both our machines?
So this thread may have morphed into a bug report? Hopefully the HDAs help someone figure out what we saw, and if it's a glitch in Houdini Engine or not. See attached for the final adjusted version, everything re-enabled, that appears to work fine.
So this thread may have morphed into a bug report? Hopefully the HDAs help someone figure out what we saw, and if it's a glitch in Houdini Engine or not. See attached for the final adjusted version, everything re-enabled, that appears to work fine.
Edited by glassbottommeg - Aug. 6, 2020 13:12:50
Houdini Engine for Unity » "Couldn't find GT attribute for group lookup"? (18.0.499)
- glassbottommeg
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Ok, we're kind of tracking this back. One difference between those HDA versions is that she started using packed primitives in places - https://www.sidefx.com/docs/houdini/model/packed.html [www.sidefx.com] - and the error at least seems to relate to those.
If we strip the use of those from the HDA, this works. Are we looking at some weird bug in the Houdini plugin itself, maybe unallocated memory access/etc?
If we strip the use of those from the HDA, this works. Are we looking at some weird bug in the Houdini plugin itself, maybe unallocated memory access/etc?
Edited by glassbottommeg - Aug. 6, 2020 13:13:07
Houdini Engine for Unity » "Couldn't find GT attribute for group lookup"? (18.0.499)
- glassbottommeg
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As an added oddity, a previous version of that Houdini tool imports fine, and creates no errors (though the tool itself is incomplete etc). Even weirder, if I drag this one into the scene first, then drag the newer one in? It says “something already defined some of this, redefine?” and I hit yes and - now the new version of the tool doesn't drop the scary errors at all.
So it's like… what the heck is going on here?
So it's like… what the heck is going on here?
Edited by glassbottommeg - Aug. 5, 2020 18:24:56
Houdini Engine for Unity » "Couldn't find GT attribute for group lookup"? (18.0.499)
- glassbottommeg
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The full error is: “Getting Group Membership on Packed Instance Part : Invalid argument given: Couldn't find GT attribute for group lookup.”
This when importing a particular asset on Houdini 18.0.499, Houdini Engine 3.3.11, Unity 2018.4.12f1. That is, it happens when I drag the asset into the scene (any scene, including a new empty one). The asset actually appears to load correctly, and everything seems fine, but the presence of the errors means I'm really nervous about actually using it in a production game.
That same, exact asset works fine on another machine, with no such errors. The other machine is using the same Houdini Version, Unity version, etc.
I've tried recreating my session, rebooting, deleting and reinstalling the Unity/Houdini plugin, deleting Unity Library - just about everything I can do. Even creating an entirely new project containing nothing but the Houdini plugin and this asset didn't fix the issue, dropped exactly the same errors.
My best guess is that Houdini has some hidden cache somewhere on my machine that this is breaking, or… something? I don't even know. Help?
I've attached the relevant asset, if you want to try it out. It makes cool skateboard ramps! (I'm making a game called SkateBIRD)
This when importing a particular asset on Houdini 18.0.499, Houdini Engine 3.3.11, Unity 2018.4.12f1. That is, it happens when I drag the asset into the scene (any scene, including a new empty one). The asset actually appears to load correctly, and everything seems fine, but the presence of the errors means I'm really nervous about actually using it in a production game.
That same, exact asset works fine on another machine, with no such errors. The other machine is using the same Houdini Version, Unity version, etc.
I've tried recreating my session, rebooting, deleting and reinstalling the Unity/Houdini plugin, deleting Unity Library - just about everything I can do. Even creating an entirely new project containing nothing but the Houdini plugin and this asset didn't fix the issue, dropped exactly the same errors.
My best guess is that Houdini has some hidden cache somewhere on my machine that this is breaking, or… something? I don't even know. Help?
I've attached the relevant asset, if you want to try it out. It makes cool skateboard ramps! (I'm making a game called SkateBIRD)
Edited by glassbottommeg - Aug. 5, 2020 18:37:03
Houdini Engine for Unity » Plugin Settings now saved to file (17.5.308)
- glassbottommeg
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I keep getting a Dictionary-related assert (“an item with the same key has already been added”) after some period of time using Houdini, possibly after deleting the asset cache or possibly from running Unity while the License Administrator isn't running, unclear. It at least appears the problem is caused by the heu_session.txt file holding multiple or invalid sessions, and the way I seem to be able to fix it is to delete that is by clearing out the heu_session.txt file, closing Unity, re-opening, and creating a new a socket session.
Is that like… ok? I'm unclear what session data you're storing here, or if me having to wipe it out occasionally will corrupt any of my in-scene Houdini objects, etc.
Basically, if I'm not meant to touch that .txt file, this would be a critical bug that literally prevents me from working. So long as I can clear out that .txt manually when it happens, it's a minor annoyance that I can just shrug and work around quickly.
Is that like… ok? I'm unclear what session data you're storing here, or if me having to wipe it out occasionally will corrupt any of my in-scene Houdini objects, etc.
Basically, if I'm not meant to touch that .txt file, this would be a critical bug that literally prevents me from working. So long as I can clear out that .txt manually when it happens, it's a minor annoyance that I can just shrug and work around quickly.
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