Nothing special, just the default object merge value to the asset ref.
Here's a simple example
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Houdini Engine for Unreal » How can I set the default geometry parameters in the input box?
- dpernuit
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Houdini Engine for Unreal » $JOB path issues with UE4.
- dpernuit
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$JOB is normally set at the hip file / project level, when using the plugin, since you're not loading a hipfile, that variable is likely not set to what you want it to.
I recommend to not use these with HDA that you plan to use with a Houdini Engine Plugin (same thing for $HIP for example)
For unreal, I'd generally recommend setting a env variable for the project, (you could use $HSITE for example).
That you can set in a custom env file to be used with the plugin. Have the plugin use that custom env file in the project settings.
The unreal path can be relative, so should work with other people's setup as well.
I recommend to not use these with HDA that you plan to use with a Houdini Engine Plugin (same thing for $HIP for example)
For unreal, I'd generally recommend setting a env variable for the project, (you could use $HSITE for example).
That you can set in a custom env file to be used with the plugin. Have the plugin use that custom env file in the project settings.
The unreal path can be relative, so should work with other people's setup as well.
Houdini Engine for Unreal » Houdini Engine Simulations
- dpernuit
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Hi,
Exactly what sskar said, for any kind of simulation to be run via the plugin, timeshift nodes should be used to advance time.
This is because the plugin doesnt have a way to change the current frame in Houdini, so $F stays set to 1.
For the cable tool, the timeshift's frame parameter was promoted on the hda so the user can control the simulation time of the hda in unreal (after having unset the default $F expression on the timeshift node)
Exactly what sskar said, for any kind of simulation to be run via the plugin, timeshift nodes should be used to advance time.
This is because the plugin doesnt have a way to change the current frame in Houdini, so $F stays set to 1.
For the cable tool, the timeshift's frame parameter was promoted on the hda so the user can control the simulation time of the hda in unreal (after having unset the default $F expression on the timeshift node)
Houdini Engine for Unreal » Houdini Engine Plugin not loading in source version
- dpernuit
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Hi,
Linux is a special case, since you need to build the plugin with unreal before using it.
Windows/Mac ships with plugin binaries, and unreal will not automatically build it if intermediate/binaries are found within the plugin. Deleting the intermediate/binaries helps make unreal realize that the plugin needs to be rebuilt.
In your case, none of this applies, since linux just has the source files.
After generating the project files, all you need to do is build unreal again.
It should now detect the HE plugin (since you have generated new project files) and build it for you along with the engine.
Let me know if you need some more help on that.
Linux is a special case, since you need to build the plugin with unreal before using it.
Windows/Mac ships with plugin binaries, and unreal will not automatically build it if intermediate/binaries are found within the plugin. Deleting the intermediate/binaries helps make unreal realize that the plugin needs to be rebuilt.
In your case, none of this applies, since linux just has the source files.
After generating the project files, all you need to do is build unreal again.
It should now detect the HE plugin (since you have generated new project files) and build it for you along with the engine.
Let me know if you need some more help on that.
Houdini Engine for Unreal » How can I set the default geometry parameters in the input box?
- dpernuit
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Hi,
We've actually added support for this in recent version of the plugin (from 17.5.322).
Geometry inputs can preset their default value:
- The inputs needs to be created from an object merge's objpath parameter (not a SOP input).
- When exposing the parameter, set its default value to a valid asset reference
(obtained via right clicking on the static mesh in the content browser, and choosing “copy reference”)
- After instantiating the HDA, the object should be selected by default
We've actually added support for this in recent version of the plugin (from 17.5.322).
Geometry inputs can preset their default value:
- The inputs needs to be created from an object merge's objpath parameter (not a SOP input).
- When exposing the parameter, set its default value to a valid asset reference
(obtained via right clicking on the static mesh in the content browser, and choosing “copy reference”)
- After instantiating the HDA, the object should be selected by default
Houdini Engine for Unreal » HDA to UE4 normal maps issue, help!!
- dpernuit
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Hi,
Have you tried changing the “recompute normals” option in project settings / Houdini Engine?
Have you tried changing the “recompute normals” option in project settings / Houdini Engine?
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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Hey DASD,
Thanks a lot for the feedback.
I may have misunderstood some of your requests, so please chime in and add more details if needed, but a few of them have actually already been implemented in the current version of the plugin.
1. Support for skeletons / animated meshes (both in and out) is something that we'd like to add at some point, but that's not something that we'll work on for the first versions of v2.
2. I can definitely see the benefits of having this, but this is very unlikely to happen as unreal splines and houdini curves do not work in the same way at all (unreal lets you set tangents, and has different type/interpolations than houdini curves), and would require a new type of curves on the houdini side.
For version 2, Unreal spline components will still be brought in “resampled”, but we do intend on making the houdini splines a lot easier to use, as well as independant of a HDA's curve input.
3. I assume that by “baking” you're talking about the unreal output of the HDA, not the actual baking process…
Some of this is planned for v2. We do want to make it easier to decide, when instancing, if the result will be Instanced Static Mesh Components, Hierarchical ISMC or separate Static Meshes Components when possible.
Since we do plan on supporting previous workflow, we cannot enforce a standard on this, even if the “official” way of instancing will remain packed prims / unreal_instance attributes.
4. Baking to foliage has been added to the plugin a few months ago.
If your HDA generates instances, you should be able to use the “bake to foliage” button.
That's only baking, but we do plan for v2 on seeing if we could have the HDA directly generate/update foliage instances after cooking.
5. Nested multiparms support was added quite a long time ago, but there might still be some issues with it in certain cases.
6. Unless I misunderstood what you want, that should also already be supported in the plugin:
You can expose an object merge's multiparm on an HDA, allowing you to dynamically add/remove instances of objpath parameters, (which will become inputs on the UE4 side). You can add any parameter to that multiparm's children.
7. Could you give a little more details on that?
Assuming you're instancing the panels on your building generator, you can swap those panels on the ue4 side via the instanced inputs. What we can't do though, is swap a single instance with a different mesh..
8. Yes, adding examples to the docs is something that we'll do. The docs definitely need a little more love.
9. Box / Caps / Cylinder and KDop colliders support has been added to the plugin a long time ago, via the collision_geo_simple_box etc.. groups.
(more in the docs [www.sidefx.com] )
10/11 That's part of the BP support we have planned for V2.
12. Have you tried the new viewport / principled shader in H17.5 ?
Matching results from mantra, Unreal, marmoset etc.. was exactly what it was made for.
(see here [player.vimeo.com])
13. Unless I misunderstood what you want, this is also already supported in the current plugin.
The unreal_material_instance attribute will automatically create an instance of an existing unreal material, and you can change that material instance's exposed parameter by using unreal_material_parameter_ attributes.
(more in the docs [www.sidefx.com])
14. Yes, that will be part of updating the plugins docs:
- more info on how licensing works, when a license is taken.
- some details/guidelines on how to integrate the plugin in a project.
For v2, the new architecture will make it a lot easier to remove the need for an installed houdini for people that dont need it, as well as to prevent accidental cooks (then taking a license).
Please feel free to submit RFEs, as that's still the only way to properly track feature requests.
Thanks a lot for the feedback.
I may have misunderstood some of your requests, so please chime in and add more details if needed, but a few of them have actually already been implemented in the current version of the plugin.
1. Support for skeletons / animated meshes (both in and out) is something that we'd like to add at some point, but that's not something that we'll work on for the first versions of v2.
2. I can definitely see the benefits of having this, but this is very unlikely to happen as unreal splines and houdini curves do not work in the same way at all (unreal lets you set tangents, and has different type/interpolations than houdini curves), and would require a new type of curves on the houdini side.
For version 2, Unreal spline components will still be brought in “resampled”, but we do intend on making the houdini splines a lot easier to use, as well as independant of a HDA's curve input.
3. I assume that by “baking” you're talking about the unreal output of the HDA, not the actual baking process…
Some of this is planned for v2. We do want to make it easier to decide, when instancing, if the result will be Instanced Static Mesh Components, Hierarchical ISMC or separate Static Meshes Components when possible.
Since we do plan on supporting previous workflow, we cannot enforce a standard on this, even if the “official” way of instancing will remain packed prims / unreal_instance attributes.
4. Baking to foliage has been added to the plugin a few months ago.
If your HDA generates instances, you should be able to use the “bake to foliage” button.
That's only baking, but we do plan for v2 on seeing if we could have the HDA directly generate/update foliage instances after cooking.
5. Nested multiparms support was added quite a long time ago, but there might still be some issues with it in certain cases.
6. Unless I misunderstood what you want, that should also already be supported in the plugin:
You can expose an object merge's multiparm on an HDA, allowing you to dynamically add/remove instances of objpath parameters, (which will become inputs on the UE4 side). You can add any parameter to that multiparm's children.
7. Could you give a little more details on that?
Assuming you're instancing the panels on your building generator, you can swap those panels on the ue4 side via the instanced inputs. What we can't do though, is swap a single instance with a different mesh..
8. Yes, adding examples to the docs is something that we'll do. The docs definitely need a little more love.
9. Box / Caps / Cylinder and KDop colliders support has been added to the plugin a long time ago, via the collision_geo_simple_box etc.. groups.
(more in the docs [www.sidefx.com] )
10/11 That's part of the BP support we have planned for V2.
12. Have you tried the new viewport / principled shader in H17.5 ?
Matching results from mantra, Unreal, marmoset etc.. was exactly what it was made for.
(see here [player.vimeo.com])
13. Unless I misunderstood what you want, this is also already supported in the current plugin.
The unreal_material_instance attribute will automatically create an instance of an existing unreal material, and you can change that material instance's exposed parameter by using unreal_material_parameter_ attributes.
(more in the docs [www.sidefx.com])
14. Yes, that will be part of updating the plugins docs:
- more info on how licensing works, when a license is taken.
- some details/guidelines on how to integrate the plugin in a project.
For v2, the new architecture will make it a lot easier to remove the need for an installed houdini for people that dont need it, as well as to prevent accidental cooks (then taking a license).
Please feel free to submit RFEs, as that's still the only way to properly track feature requests.
Edited by dpernuit - July 30, 2019 12:39:44
Houdini Engine for Unreal » Baking or Houdini Asset Actor for Optimization?
- dpernuit
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Hi,
Houdini Asset Actors will always have an overhead cost compared to a regular Actors w/ static meshes components, as they also store all the relevant information used for to interface a HDA with the Houdini Engine (parameters etc.. ).
We generally always recommend to bake out HDAs to native UE4 actors once they are considered “final” and no tinkering in the editor is required..
If your hda has no parameter/input exposed then there is very little point in using it in the editor, since the whole idea is to be able to edit and modify it in the unreal viewport.
The only “optimisation” the plugin would have over Houdini's FBX export would be that if you're using packed primitives/instancing, the plugin will give you instanced static meshes out of the box while FBX wont…
Houdini Asset Actors will always have an overhead cost compared to a regular Actors w/ static meshes components, as they also store all the relevant information used for to interface a HDA with the Houdini Engine (parameters etc.. ).
We generally always recommend to bake out HDAs to native UE4 actors once they are considered “final” and no tinkering in the editor is required..
If your hda has no parameter/input exposed then there is very little point in using it in the editor, since the whole idea is to be able to edit and modify it in the unreal viewport.
The only “optimisation” the plugin would have over Houdini's FBX export would be that if you're using packed primitives/instancing, the plugin will give you instanced static meshes out of the box while FBX wont…
Houdini Engine for Unreal » Custom Inputs
- dpernuit
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Hi,
I think the only reasonable option for adding support of custom component types as input is to customize the plugin's code.
A good starting point would be to allow UHoudiniAssetInputs to accept your custom component type
(see UHoudiniAssetInput::UpdateInputOulinerArrayFromActor)
Then write the corresponding exporter
( see FHoudiniEngineUtils::HapiCreateInputNodeForWorldOutliner / FHoudiniEngineUtils::HapiCreateInputNodeForSpline )
Actually, if your custom component derives from Unreal's USplineComponent, you may just to need to add some additional code to HapiCreateInputNodeForSpline() to add your custom attributes when the spline casts to your custom spline.
I think the only reasonable option for adding support of custom component types as input is to customize the plugin's code.
A good starting point would be to allow UHoudiniAssetInputs to accept your custom component type
(see UHoudiniAssetInput::UpdateInputOulinerArrayFromActor)
Then write the corresponding exporter
( see FHoudiniEngineUtils::HapiCreateInputNodeForWorldOutliner / FHoudiniEngineUtils::HapiCreateInputNodeForSpline )
Actually, if your custom component derives from Unreal's USplineComponent, you may just to need to add some additional code to HapiCreateInputNodeForSpline() to add your custom attributes when the spline casts to your custom spline.
Houdini Engine for Unreal » Asset interaction is slow
- dpernuit
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Hi,
For the current version of the plugin, I've tried my best to optimize the mesh creation process, but as mentioned above, we are still limited/bottlenecked by the static mesh building on the unreal side.
Any further improvement could only be done by rewriting the mesh creation part of the plugin, and using different components for meshes, and this is exactly what we plan to do for version 2 of the plugin.
For the current version of the plugin, I've tried my best to optimize the mesh creation process, but as mentioned above, we are still limited/bottlenecked by the static mesh building on the unreal side.
Any further improvement could only be done by rewriting the mesh creation part of the plugin, and using different components for meshes, and this is exactly what we plan to do for version 2 of the plugin.
Houdini Engine for Unreal » Baking substance maps in Houdini Engine
- dpernuit
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You should normally be able to use the simple baker in UE4.
As with any ROP, you however need to add that node to the editable node list of the HDA (in the type properties).
Clicking the button actually modifies the node, and that requires it to be editable.
The simple baker is a little more complex, since it has multiples ROPs (Some of them already editable), but you actually need to add the simple baker sop to the editable nodes of your HDA, as well as the ropnet inside it. (and the rop_fbx if you intend to use it)
That being said, we found a bug last week with the simple baker SOP that confuses Houdini Engine / HAPI and makes it ignore the output geometry.
But once it's fixed, the simple baker SOP could be used in HE plugins (as long as the relevant node are marked as editable).
As with any ROP, you however need to add that node to the editable node list of the HDA (in the type properties).
Clicking the button actually modifies the node, and that requires it to be editable.
The simple baker is a little more complex, since it has multiples ROPs (Some of them already editable), but you actually need to add the simple baker sop to the editable nodes of your HDA, as well as the ropnet inside it. (and the rop_fbx if you intend to use it)
That being said, we found a bug last week with the simple baker SOP that confuses Houdini Engine / HAPI and makes it ignore the output geometry.
But once it's fixed, the simple baker SOP could be used in HE plugins (as long as the relevant node are marked as editable).
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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@Diego:
- Be able to set inputs to HDA's from other levels.
If you mean being able to use actors (via HDA/Landscape/World inputs) from other levels than the HDA's, this is already planned for v2, but recent version of the current plugin should already have a better support for this.
- Better spline support: we do have a lot of improvements planned for curves/splines support in v2.
Some of them will likely happen after release of the new plugin.
@Ron:
- Painting of attributes is also planned for v2, but also after its release.
- Be able to set inputs to HDA's from other levels.
If you mean being able to use actors (via HDA/Landscape/World inputs) from other levels than the HDA's, this is already planned for v2, but recent version of the current plugin should already have a better support for this.
- Better spline support: we do have a lot of improvements planned for curves/splines support in v2.
Some of them will likely happen after release of the new plugin.
@Ron:
- Painting of attributes is also planned for v2, but also after its release.
Edited by dpernuit - July 23, 2019 14:27:28
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
- 534 posts
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Hi everyone,
I'm pleased to let you all know that we have started to work on a version 2 of the plugin.
Similarly to what we did with version 2 of the Unity plugin, this will be a significant rewrite of the core of the plugin that will allow us to add new features more easily, and increase the overall performance and stability of the plugin.
Here are some of the major new features that we plan to add to the plugin for V2:
- Update the core architecture of the plugin, to improve stability and make the runtime module lighter, by moving the HAPI / cooking logic to a third module.
This would remove the need to bake out Houdini assets when packaging / shipping your game.
- Blueprint support, allowing Houdini assets to be embedded in blueprints in order to easily combine or preset your tools.
- PDG Asset link, that will give full access to the power of PDG and TOPs in Unreal.
For the rest, we also plan on enhancing the UX/UI of the plugin, and improve the workflows we currently have in place in the plugin. Here are some of the improvements that are planned:
- Reduce the mesh creation time to improve the reactivity of the plugin when editing placed HDAs.
- Wider generic UProperty attributes support.
- Have the ability to seamlessly move HDAs between levels.
- Support for world composition.
We do intend on making sure that version 2 supports all the existing workflows. HDAs made for version 1 of the plugin will also work with version 2 without needing to be modified, and should give similar results than they did in when used with version 1 of the plugin.
However, with the amount of changes that we intend on doing to the core of the plugin, we currently do not plan on supporting backward compatibility with version 1.
What this means is that upgrading to version 2 of the plugin will likely require that you reimport and recreate all placed HDAs in Unreal.
We currently plan on having a public beta of the new version of the plugin by the end of the year. In the meantime and until version 2 is released, please be assured that we will keep supporting version 1, though we'll be mainly focusing on major bug fixes and support for upcoming versions of UE4.
We've already compiled a list of the most requested features over the past few years, but now would be a good time for you to share with us any feature requests or needs that you might have so we can take them into account while we work on version 2 of the plugin.
Thanks
Edit1: As we ended up rewriting/optimizing a lot more of version 1's code than we originally intended, public beta for version 2 will likely be delay by a few months. I'm currently aiming at having the public beta around March/April (2020).
Edit2: See Cristin's post [www.sidefx.com] for the latest update regarding v2's upcoming alpha/beta/release.
Edit3: The plugin is currently in private Alpha (Alpha3), and we're aiming at the end of August for the public beta.
See my postHERE [www.sidefx.com] for some more details and , as well as a list of some of the changes and new features currently available in the Alpha.
I'm pleased to let you all know that we have started to work on a version 2 of the plugin.
Similarly to what we did with version 2 of the Unity plugin, this will be a significant rewrite of the core of the plugin that will allow us to add new features more easily, and increase the overall performance and stability of the plugin.
Here are some of the major new features that we plan to add to the plugin for V2:
- Update the core architecture of the plugin, to improve stability and make the runtime module lighter, by moving the HAPI / cooking logic to a third module.
This would remove the need to bake out Houdini assets when packaging / shipping your game.
- Blueprint support, allowing Houdini assets to be embedded in blueprints in order to easily combine or preset your tools.
- PDG Asset link, that will give full access to the power of PDG and TOPs in Unreal.
For the rest, we also plan on enhancing the UX/UI of the plugin, and improve the workflows we currently have in place in the plugin. Here are some of the improvements that are planned:
- Reduce the mesh creation time to improve the reactivity of the plugin when editing placed HDAs.
- Wider generic UProperty attributes support.
- Have the ability to seamlessly move HDAs between levels.
- Support for world composition.
We do intend on making sure that version 2 supports all the existing workflows. HDAs made for version 1 of the plugin will also work with version 2 without needing to be modified, and should give similar results than they did in when used with version 1 of the plugin.
However, with the amount of changes that we intend on doing to the core of the plugin, we currently do not plan on supporting backward compatibility with version 1.
What this means is that upgrading to version 2 of the plugin will likely require that you reimport and recreate all placed HDAs in Unreal.
We currently plan on having a public beta of the new version of the plugin by the end of the year. In the meantime and until version 2 is released, please be assured that we will keep supporting version 1, though we'll be mainly focusing on major bug fixes and support for upcoming versions of UE4.
We've already compiled a list of the most requested features over the past few years, but now would be a good time for you to share with us any feature requests or needs that you might have so we can take them into account while we work on version 2 of the plugin.
Thanks
Edit1: As we ended up rewriting/optimizing a lot more of version 1's code than we originally intended, public beta for version 2 will likely be delay by a few months. I'm currently aiming at having the public beta around March/April (2020).
Edit2: See Cristin's post [www.sidefx.com] for the latest update regarding v2's upcoming alpha/beta/release.
Edit3: The plugin is currently in private Alpha (Alpha3), and we're aiming at the end of August for the public beta.
See my postHERE [www.sidefx.com] for some more details and , as well as a list of some of the changes and new features currently available in the Alpha.
Edited by dpernuit - July 21, 2020 19:39:42
Houdini Engine for Unreal » Terrain HeightMap Material
- dpernuit
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Hi,
Do you happen to be using erosion or other time dependant nodes?
If that's the case, then you should use a timeshift to set the desired frame, as the plugin doesnt change $F.
I've explained this in the docs here [www.sidefx.com].
Another possible thing, is that if your masks/layers are flat (one constant value), unreal will remove them.
Do you happen to be using erosion or other time dependant nodes?
If that's the case, then you should use a timeshift to set the desired frame, as the plugin doesnt change $F.
I've explained this in the docs here [www.sidefx.com].
Another possible thing, is that if your masks/layers are flat (one constant value), unreal will remove them.
Houdini Engine API » HAPI_Initialize exiting without error
- dpernuit
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Hi,
The HAPI library itself has changed a lot between 16.5 and 17.5 …
Would you happen to still be linking against the old 16.5 library?
Did you update both the headers and libraries?
The HAPI library itself has changed a lot between 16.5 and 17.5 …
Would you happen to still be linking against the old 16.5 library?
Did you update both the headers and libraries?
Houdini Engine for Unreal » Does UE4 Chaos Engine is developed by SideFx software?
- dpernuit
- 534 posts
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Hi,
Haha, thanks for pointing that out.
We do not develop the Chaos/Niagara plugin, but we did develop the Houdini/Niagara plugin.
I assume that they started work on that plugin by copy/pasting the Houdini/Niagara plugin, and forgot to check the copyrights…
Haha, thanks for pointing that out.
We do not develop the Chaos/Niagara plugin, but we did develop the Houdini/Niagara plugin.
I assume that they started work on that plugin by copy/pasting the Houdini/Niagara plugin, and forgot to check the copyrights…
Houdini Engine for Unreal » BUILDING SPLAT MAPS FROM WITHIN UE4 with houdini digital asset LANDSCAPE
- dpernuit
- 534 posts
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Hi,
If you don't want to export your heightfields directly via the plugin but insist on using the HF_Output node, there's a couple things you need to know:
- You may want to promote the file parameter on the HDA so it can be set directly in Unreal, relative paths and paths that uses env. variables (like $HIP) will be different depending on if the HDA is used in Houdini or Unreal.
- When using a button in a HDA (from a ROP, or the HF_Output node in your case), the node that owns the button must be set as editable in the HDA's type properties (in the node tabs) or the button press wont register if the node is locked.
If you don't want to export your heightfields directly via the plugin but insist on using the HF_Output node, there's a couple things you need to know:
- You may want to promote the file parameter on the HDA so it can be set directly in Unreal, relative paths and paths that uses env. variables (like $HIP) will be different depending on if the HDA is used in Houdini or Unreal.
- When using a button in a HDA (from a ROP, or the HF_Output node in your case), the node that owns the button must be set as editable in the HDA's type properties (in the node tabs) or the button press wont register if the node is locked.
Houdini Engine for Unreal » Curve Node Doesn't save data between unreal sessions
- dpernuit
- 534 posts
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Hi,
The issue with editable curves has already been fixed in H17.5.284.
Updating to a more recent Houdini/plugin build should fix the issue.
The issue with editable curves has already been fixed in H17.5.284.
Updating to a more recent Houdini/plugin build should fix the issue.
Houdini Engine for Unreal » UE4 editor crash when duplicating HoudiniAssetActor
- dpernuit
- 534 posts
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Hi,
Thanks for reporting this, That issue's already been reported to us but I'll be sure to post here when it's fixed.
Thanks for reporting this, That issue's already been reported to us but I'll be sure to post here when it's fixed.
Houdini Engine for Unreal » PolyBevel Node breaks in unreal
- dpernuit
- 534 posts
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Hi,
We have a sub forum for issues specifically related to the unreal plugin https://www.sidefx.com/forum/51/ [www.sidefx.com].
It's a good place if you have questions and issues with the plugin in general, but for a bug like this it's always best to submit a bug report ( via https://www.sidefx.com/bugs/submit/ [www.sidefx.com] ) so the issue gets proper tracking.
I had a quick look at this, and it seems like Unreal gets stuck while building the mesh.
It does seem like the asset is generating geometry that Unreal takes a lot of time to process. It got stuck for me a few times calculating normals and MikkT tangents.
(it's actually not stuck, it just takes a really long time for UE to build the mesh)
We have a sub forum for issues specifically related to the unreal plugin https://www.sidefx.com/forum/51/ [www.sidefx.com].
It's a good place if you have questions and issues with the plugin in general, but for a bug like this it's always best to submit a bug report ( via https://www.sidefx.com/bugs/submit/ [www.sidefx.com] ) so the issue gets proper tracking.
I had a quick look at this, and it seems like Unreal gets stuck while building the mesh.
It does seem like the asset is generating geometry that Unreal takes a lot of time to process. It got stuck for me a few times calculating normals and MikkT tangents.
(it's actually not stuck, it just takes a really long time for UE to build the mesh)
Edited by dpernuit - June 26, 2019 17:47:12
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