Hi,
Yep, that's a 4.22 issue, and I still havent found how to fix it yet…
Will update when it is fixed!
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Houdini Engine for Unreal » In earlier versions of UE4 I could see the components added to the HDA actor after cooking.
- dpernuit
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Houdini Engine for Unreal » Editable curves
- dpernuit
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Hi,
Thanks for reporting this, it seems like this issue is caused by a regression in the HE plugin.
I'll let you know when this bug is fixed.
Thanks for reporting this, it seems like this issue is caused by a regression in the HE plugin.
I'll let you know when this bug is fixed.
Houdini Engine for Unreal » Animated Mesh to UE4
- dpernuit
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Hi,
Yes, if you need any kind of animated mesh, I'd recommend against using the Houdini Engine plugin and instead use Alembic/FBX exports with vertex caches, or have a look at the Vertex Animation tools in the Game Development Toolset.
Yes, if you need any kind of animated mesh, I'd recommend against using the Houdini Engine plugin and instead use Alembic/FBX exports with vertex caches, or have a look at the Vertex Animation tools in the Game Development Toolset.
Houdini Engine for Unreal » ( Solved ) Heigtfield file or Mapbox heightfield not importing in Unreal
- dpernuit
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Heightfield is a type of data, made at least of two 2d volumes (height / mask).
If your HDA is outputting a heightfield, the plugin will convert that HF to a Landscape.
How that heightfield is created doesn't really matter, whether it's using a Heightfield node and noise, or a Heightfield file node…
If you want to create a Landscape from a Heightfield created by a heightfield_node, all you need to do is wrap the hf_file node in an HDA, save it and import it in Unreal.
The HDA you're showing first seems to be allright, but the issue I'm seeing is that you're relying on $HIP in your path. ($HIP/desktop/test/…)
$HIP is the path to your saved hip file, which might be valid in Houdini, but not via Houdini Engine / Unreal, since you are not loading/saving any .hip file via Houdini Engine, but just using a Houdini Engine session.
This mean that your HDA is just failing to find the file when in UE4.
Try replacing your file's path by an absolute path.
You can also simply expose the file path on the HDA, and fill the path in Unreal, which will always give you a correct path.
If your HDA is outputting a heightfield, the plugin will convert that HF to a Landscape.
How that heightfield is created doesn't really matter, whether it's using a Heightfield node and noise, or a Heightfield file node…
If you want to create a Landscape from a Heightfield created by a heightfield_node, all you need to do is wrap the hf_file node in an HDA, save it and import it in Unreal.
The HDA you're showing first seems to be allright, but the issue I'm seeing is that you're relying on $HIP in your path. ($HIP/desktop/test/…)
$HIP is the path to your saved hip file, which might be valid in Houdini, but not via Houdini Engine / Unreal, since you are not loading/saving any .hip file via Houdini Engine, but just using a Houdini Engine session.
This mean that your HDA is just failing to find the file when in UE4.
Try replacing your file's path by an absolute path.
You can also simply expose the file path on the HDA, and fill the path in Unreal, which will always give you a correct path.
Houdini Engine for Unreal » Can't find libHAPIL.dll in UE4
- dpernuit
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Hi,
#1) LibHAPIL.dll is located in your houdini install folder, in the bin directory.
The plugin will look for the houdini install path for the version it supports (so the 17.5.173 UE4 plugin will try to find your 17.5.173 install folder) or try to locate a suitable version via the registry.
That error would imply that the plugin failed to locate a suitable version of Houdini, one possible thing causing this would be that you're still using the previous version of the plugin.
If that happens, you can simply try to copy the plugin files from Houdini 17.5.XXX/engine/unreal/4.YY to the UE4 plugin directory to make sure you're using the updated plugin.
#2) We always support the latest 2 versions of UE4 (currently 4.22 / 4.21), sometimes 3 when a new version of UE4 has been released as I try to only remove an old version of the plugin after a production build.
The journal/changelog will mention when we add support for new version of UE4.
https://www.sidefx.com/changelog/?journal=17.5&categories=52&body=&version=&build_0=&build_1=&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
#1) LibHAPIL.dll is located in your houdini install folder, in the bin directory.
The plugin will look for the houdini install path for the version it supports (so the 17.5.173 UE4 plugin will try to find your 17.5.173 install folder) or try to locate a suitable version via the registry.
That error would imply that the plugin failed to locate a suitable version of Houdini, one possible thing causing this would be that you're still using the previous version of the plugin.
If that happens, you can simply try to copy the plugin files from Houdini 17.5.XXX/engine/unreal/4.YY to the UE4 plugin directory to make sure you're using the updated plugin.
#2) We always support the latest 2 versions of UE4 (currently 4.22 / 4.21), sometimes 3 when a new version of UE4 has been released as I try to only remove an old version of the plugin after a production build.
The journal/changelog will mention when we add support for new version of UE4.
https://www.sidefx.com/changelog/?journal=17.5&categories=52&body=&version=&build_0=&build_1=&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Houdini Engine for Unreal » Unable to use Alpha vertex attribute with a Unreal mesh input
- dpernuit
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Hi,
Thanks for reporting this, the plugin was indeed sending alpha values as Cd's fourth tuple value (Cd.w) instead of Alpha.
I've committed a fix to the plugin, so starting from tomorrow's daily build (17.5.264), alpha values will be set correctly as the Alpha vertex attribute.
Thanks for reporting this, the plugin was indeed sending alpha values as Cd's fourth tuple value (Cd.w) instead of Alpha.
I've committed a fix to the plugin, so starting from tomorrow's daily build (17.5.264), alpha values will be set correctly as the Alpha vertex attribute.
Houdini Engine for Unreal » Houdini related build error when trying to build a UE4 C++ game
- dpernuit
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Hi,
This packaging error has already been fixed, in Houdini 17.5.236.
You should try installing a more recent version of the plugin.
This packaging error has already been fixed, in Houdini 17.5.236.
You should try installing a more recent version of the plugin.
Houdini Engine for Unreal » Digital Asset - LODs
- dpernuit
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Hi
You're almost there.
The he plugin will only import the geo with the display flag, hence why you have only one of them show up in unreal.
You should merge the 4 geos together with a merge node, and put the display flag on it.
You're almost there.
The he plugin will only import the geo with the display flag, hence why you have only one of them show up in unreal.
You should merge the 4 geos together with a merge node, and put the display flag on it.
Houdini Engine for Unreal » Reading vertex colors UE4 -> Houdini?
- dpernuit
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Hi,
Thanks, we hear you, you're not the first one asking for the PDG asset link in UE.
We'll be posting about the UE4 plugin's roadmap soon.
We try to keep both plugins on par feature wise, but every feature introduced in one will need some time to be ported to the other.
Thanks, we hear you, you're not the first one asking for the PDG asset link in UE.
We'll be posting about the UE4 plugin's roadmap soon.
We try to keep both plugins on par feature wise, but every feature introduced in one will need some time to be ported to the other.
Houdini Engine for Unreal » UE 4.22 support?
- dpernuit
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Houdini Engine for Unreal » HDA Component/Actor Tags in UE4
- dpernuit
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That's correct, currently the uproperty attributes are only applied to generated components.
Houdini Engine for Unreal » Reading vertex colors UE4 -> Houdini?
- dpernuit
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Unfortunately, the UE4 plugin doesn't support this.
A new mesh is generated after each cook, and you're actually painting on that generated mesh, which explains why your changes are discarded.
A new mesh is generated after each cook, and you're actually painting on that generated mesh, which explains why your changes are discarded.
Houdini Engine for Unreal » UE 4.22 support?
- dpernuit
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The new Mesh Description format did cause some crashes on early versions of the 4.22 plugin, but these should be solved by now.
Could you submit a bug and send us the HDA that's crashing ?
Could you submit a bug and send us the HDA that's crashing ?
Houdini Engine for Unreal » UE 4.22 support?
- dpernuit
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Houdini Engine for Unreal » HDA Component/Actor Tags in UE4
- dpernuit
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Yes, this is possible, you can simply add multiple attributes, and increment (or change) the attribute's name, as long as it starts with “unreal_uproperty” and has “Tags” in its name it should be picked up and added to the generated meshes's tags:
unreal_uproperty_componentTags, unreal_uproperty_componentTags2, unreal_uproperty_componentTagsXXXXX etc…
unreal_uproperty_componentTags, unreal_uproperty_componentTags2, unreal_uproperty_componentTagsXXXXX etc…
Houdini Engine for Unreal » HDA vs Foliage Tool
- dpernuit
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Hi,
Thanks for reporting this, the second “ghost” foliage instances have been fixed in the latest daily build.
Thanks for reporting this, the second “ghost” foliage instances have been fixed in the latest daily build.
Houdini Engine for Unreal » Cannot package project with Houdini plugin enabled (UE 4.21.2 Houdini 17.5.173)
- dpernuit
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Hi,
Thanks for reporting this, we're already aware of that issue actually and are working on fixing it.
So far, I can only offer a workaround for it:
You should be able to package the project if you move the Houdini Engine plugin from the unreal engine plugin directory to your project's plugin directory.
(from UE4/Engine/Plugins/Runtime/HoudiniEngine to PROJECT/Plugins/Runtime/HoudiniEngine)
Thanks for reporting this, we're already aware of that issue actually and are working on fixing it.
So far, I can only offer a workaround for it:
You should be able to package the project if you move the Houdini Engine plugin from the unreal engine plugin directory to your project's plugin directory.
(from UE4/Engine/Plugins/Runtime/HoudiniEngine to PROJECT/Plugins/Runtime/HoudiniEngine)
Houdini Engine for Unreal » UE 4.22 support?
- dpernuit
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Hi,
I think those errors come from the 4.21 plugin code?
My bad, since the 4.22 plugin isn't built for mac, we actually don't ship the source code with the installer…
You should try using the 4.22 plugin source code from github:
https://github.com/sideeffects/HoudiniEngineForUnreal/tree/Houdini17.5-Unreal4.22 [github.com]
I think those errors come from the 4.21 plugin code?
My bad, since the 4.22 plugin isn't built for mac, we actually don't ship the source code with the installer…
You should try using the 4.22 plugin source code from github:
https://github.com/sideeffects/HoudiniEngineForUnreal/tree/Houdini17.5-Unreal4.22 [github.com]
Houdini Engine for Unreal » HDA vs Foliage Tool
- dpernuit
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If you're using a recent version of the plugin, and your hda is generating instances, you should have a “bake to foliage” option on the details panel.
Houdini Engine for Unreal » UE 4.22 support?
- dpernuit
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Hi,
UE4.22 is already supported by the current daily builds for Windows.
If you're on Mac, you'll have to either wait a little, or build the plugin from the source that ship with the current daily build.
UE4.22 is already supported by the current daily builds for Windows.
If you're on Mac, you'll have to either wait a little, or build the plugin from the source that ship with the current daily build.
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