Hello,
I am using the new launcher SideFx has in beta for managing Houdini. I installed the UE4 plugin but I am not seeing it as a plugin that I am able to enable in UE4. I might be a little rusty on setting up. I am attaching a screenshot with the launcher/plugin information.
Okay, after spending some time reading through similar problems faced, and finally having a lightbulb moment, I figured out that you do indeed have to copy the plugin files manually from Houdini Folders, to the UE4 installation. I was under the assumption that installing the plugins meant it was installing them to the UE4 Engine. My mistake…
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Houdini Engine for Unreal » Unreal Engine 4.25.4 Plugin Not showing up---SOLVED
- ipninichuck
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Houdini Engine for Unreal » Plugin failed to load in 4.20
- ipninichuck
- 11 posts
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I just installed Houdini 16.5.558 and 16.5.559 on Windows 10. Neither of them seemed to get the plugin working in Unreal 4.20.1? Suggestions?
Houdini for Realtime » Need some help with Pyro Texture Sheet Rop
- ipninichuck
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Hello,
I am having a few problems implementing the Pyro Texture Sheet Rop. Just for reference I am using Unreal 4.18.3 and Houdini 16.5.323. I have three main issues and questions so I will number them for organizations. I have also included screenshots.
1. My packed texture sheet does not seem to have the sharpness that the demo does. I do not know if this is caused by a problem with what happened with the RGB lighting(I do not seem to have a lot in the red channel). My resolution was 1024, should I go higher? My blend between was .65 like in the tutorial.
2. I seem to have some sort of bleeding of flames outside of my smoke boundaries. Not sure if this is being caused by a problem with pyro sim or an error when the texture sheet is being process in Unreal.
3. My final question has to do with the size of the particles to use. The actual pyro sim engulfed the buildings top half(with a right offset). To accomplish this same effect I had to set the particle size quite high. Is this caused by the scale difference with Unreal, or maybe I just never had a building this big on fire? Should I be rendering above 1024 to make up for this. Although I noticed the sample files worked just fine when scaled up, they were done at 1024 were they not?
I am having a few problems implementing the Pyro Texture Sheet Rop. Just for reference I am using Unreal 4.18.3 and Houdini 16.5.323. I have three main issues and questions so I will number them for organizations. I have also included screenshots.
1. My packed texture sheet does not seem to have the sharpness that the demo does. I do not know if this is caused by a problem with what happened with the RGB lighting(I do not seem to have a lot in the red channel). My resolution was 1024, should I go higher? My blend between was .65 like in the tutorial.
2. I seem to have some sort of bleeding of flames outside of my smoke boundaries. Not sure if this is being caused by a problem with pyro sim or an error when the texture sheet is being process in Unreal.
3. My final question has to do with the size of the particles to use. The actual pyro sim engulfed the buildings top half(with a right offset). To accomplish this same effect I had to set the particle size quite high. Is this caused by the scale difference with Unreal, or maybe I just never had a building this big on fire? Should I be rendering above 1024 to make up for this. Although I noticed the sample files worked just fine when scaled up, they were done at 1024 were they not?
Edited by ipninichuck - Feb. 26, 2018 05:07:56
Houdini Engine for Unreal » Question about baking landscapes from HDA's
- ipninichuck
- 11 posts
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I am having an issue where if I leave a landscape as an HDA the landscape layers keep getting reset for some reason. This seems to be fixed if I bake the landscape. My question is whether the layer information is also baked and saved in a separate folder from the Houdini Engine Temp folder where they are initially created? At certain points I find it necessary to clear this folder and would hate to have my layer info wiped as well. If they are not automatically saved somewhere else, should I do it manually if I wish to clear the folder?
Houdini for Realtime » Game Toolset Button not working under 16.5.378
- ipninichuck
- 11 posts
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Houdini Engine for Unreal » Layers not showing up when importing digital asset for terrain
- ipninichuck
- 11 posts
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BINGO!!! Thank you dpernuit so much! My layers all came through once I changed the expression to a set frame using the method you described above. I just joined the Houdini Meetup Group in Orange County and plan on sharing this with them soon so i'll let you know if I get a chance to make a tutorial that shows this little gotcha since it seems to have tripped up quite a few people along the way. Btw, thx again for answering our posts so diligently. I will do my best to help others along the way as well.
Houdini Engine for Unreal » Layers not showing up when importing digital asset for terrain
- ipninichuck
- 11 posts
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Hello,
Getting back to this problem and found out something interesting. I found an example HDA and it does import with all the layers being created. Which leads me to suspect there must be some sort of “gotcha” type thing going on here for those of us having trouble. I have narrowed it down to some sort of problem with the time shift. I attempted to set the frame as a parameter, but every time I attempt to change it to something other than the first frame the value does not stay where I set it but reverts back to one. This has to be a mistake on my part when setting up the HDA. As stated I found a sample file on that was posted, but sadly I am too new to Houdini to quite understand what I am doing wrong so far. I am including the HDA, maybe someone has an idea? Also, after I finally get this working I hope to put out a small tutorial video showing this process so we can get these “gotcha's” to a wider audience to make things easier on everyone. This Houdini Engine is something really great, and I hope to help it spread in popularity.
Getting back to this problem and found out something interesting. I found an example HDA and it does import with all the layers being created. Which leads me to suspect there must be some sort of “gotcha” type thing going on here for those of us having trouble. I have narrowed it down to some sort of problem with the time shift. I attempted to set the frame as a parameter, but every time I attempt to change it to something other than the first frame the value does not stay where I set it but reverts back to one. This has to be a mistake on my part when setting up the HDA. As stated I found a sample file on that was posted, but sadly I am too new to Houdini to quite understand what I am doing wrong so far. I am including the HDA, maybe someone has an idea? Also, after I finally get this working I hope to put out a small tutorial video showing this process so we can get these “gotcha's” to a wider audience to make things easier on everyone. This Houdini Engine is something really great, and I hope to help it spread in popularity.
Houdini Engine for Unreal » UE4 Crashes when using Heightfield Erode
- ipninichuck
- 11 posts
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Hello,
First of all thank you for all of your help troubleshooting this problem. It seems like there may have been just a case of my computer being funny. I finally got time to get back to troubleshooting and created some fresh projects to test this with. My terrain is now loading without an issue, but when loaded into the original project the crash still occurs. Not sure if it is something else I have activated in that project or just some random glitch, but it seems to work fine as I have now tried it in other projects as well. I apologize for this solution being so simple, before I posted I was sure I tried it in a fresh project, but perhaps I did not. Though my PC has been crashing quite a bit so something might have gotten jumbled there as well.
Thank you again for your time and patience.
First of all thank you for all of your help troubleshooting this problem. It seems like there may have been just a case of my computer being funny. I finally got time to get back to troubleshooting and created some fresh projects to test this with. My terrain is now loading without an issue, but when loaded into the original project the crash still occurs. Not sure if it is something else I have activated in that project or just some random glitch, but it seems to work fine as I have now tried it in other projects as well. I apologize for this solution being so simple, before I posted I was sure I tried it in a fresh project, but perhaps I did not. Though my PC has been crashing quite a bit so something might have gotten jumbled there as well.
Thank you again for your time and patience.
Houdini Engine for Unreal » Layers not showing up when importing digital asset for terrain
- ipninichuck
- 11 posts
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Hello, I was having quite a bit of difficulty setting up a landscape material from my Houdini Digital asset that I imported into UE4. I am using Houdini Indie 16.5.311, UE 4.18.1 and my operating system is windows 10. I cannot figure out why the layers are not showing up when I apply the material. My understanding is that the digital asset automatically creates them as the layers and you can just give them the proper name in the material. To test this I made a very simple demonstration of how I think this works based on my research. I added the time shift node so that my frame being used in the asset should hold values other than 0. I included a heightfield quick shade to show that the layers do exist in houdini. Any ideas on what might be wrong?
Houdini Engine for Unreal » Digital Assets will not import into UE4
- ipninichuck
- 11 posts
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Hello,
Sorry it took so long for me to get back on this, been very busy and got the flu. The plugin was not loading properly as you assumed. I went ahead and downloaded the daily build Houdini Indie 16.5.311 so I could use my project on UE 4.18. I also downloaded and installed Houdini Engine Build 16.5.311 and this did the trick. Now my digital assets are working and are awesome as I was hoping. Very impressive.
Sorry it took so long for me to get back on this, been very busy and got the flu. The plugin was not loading properly as you assumed. I went ahead and downloaded the daily build Houdini Indie 16.5.311 so I could use my project on UE 4.18. I also downloaded and installed Houdini Engine Build 16.5.311 and this did the trick. Now my digital assets are working and are awesome as I was hoping. Very impressive.
Houdini Engine for Unreal » Digital Assets will not import into UE4
- ipninichuck
- 11 posts
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Hello,
I am running the following versions of the software involved:
1. Unreal Engine 16.3
2. Houdini Indie 16.5.268
3. Windows 10
I am attempting to import digital assets that I have authored in Houdini Indie. Upon import I receive the following error. “Houdini Installation was not detected.Failed to locate or load libHAPIL.dll. No cooking / instantiation will take place.”
I have attempted a very simple single piece of geometry to ensure my noob status with Houdini was not affecting things. The plugin is showing up as active in the UE4 editor, and as far as I know my licences should allow this.
Any assistance would be greatly appreciated.
I am running the following versions of the software involved:
1. Unreal Engine 16.3
2. Houdini Indie 16.5.268
3. Windows 10
I am attempting to import digital assets that I have authored in Houdini Indie. Upon import I receive the following error. “Houdini Installation was not detected.Failed to locate or load libHAPIL.dll. No cooking / instantiation will take place.”
I have attempted a very simple single piece of geometry to ensure my noob status with Houdini was not affecting things. The plugin is showing up as active in the UE4 editor, and as far as I know my licences should allow this.
Any assistance would be greatly appreciated.
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