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Houdini Engine for Unreal » Houdini Engine for UE5: Geometry Collections setup

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quitesky663
2 posts
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 May 6, 2024 06:06:05
dpernuit
Hi,

That is correct, UE5.0 broke our GC / Chaos integration and I'm currently working on it.
I already fixed GC input last week, and I'm just about done fixing GC output in the plugin.
Likely, expect a fix for all of this in tomorrow's daily build.

As for example HDAs, you can find 3 them in the plugin's content (in Content\Examples\Chaos)
I find the HDA example in Houdini Engine Plugin folder. It really works, but no matter how I'm trying to match the same attributes in My own HDA with the example HDA, It just Doesn't work. In Unreal It Became a Static Mesh rather than GeometryCollection. So how can we use this property?
Edited by quitesky663 - May 6, 2024 06:06:51
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Houdini for Realtime » RBD mesh in Niagara

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quitesky663
2 posts
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 April 27, 2024 12:01:10
mikelyndon-sesi
I think you might be misunderstanding how the different parts fit together. The Niagara ROP is just giving you a point cloud that can be used as the initial position of a particle or as a way to animate a particle. It's not designed to import fractured meshes.

If you want to destroy the wooden fence at runtime, you could export the fractured mesh with RBD to FBX or look at using Chaos directly in UE4.

If you want to simulate the destruction of the wooden fence in Houdini, you can export that using vertex animation textures.

hey mike!I have been looking for a way to export houdini fracture to UE5 chaos geometryCollection, but did not find a proper way. I only found import with UE4 Apex Destruction system but not chaos. Is there a way that we can work houdini destruction with UE5 Chaos right now?
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