Hi,
That's correct, to build the plugin from source, you need to have Houdini installed because the plugin requires the HAPI include files to be built.
Every team member that wishes to build the plugin will either require Houdini installed, or at least, have those HAPI include files. You could try copying these files in the plugin's directory, and modify the plugin's build.cs files to look for the headers in the new directory.
A license is not needed for building the plugin, and is only needed to instantiate new HDAs, cook them (change parameters etc…). A team member who doesn't have a license will still be able to open levels with placed HDAs, but not use them.
To that extent we have two settings (in Project Settings > Houdini Engine) that prevents cook calls to happen:
Disable “Enable Cooking” and enable “Pause Cooking On start” on machines who doesnt need a Houdini license.
see https://www.sidefx.com/docs/unreal/_settings.html#SettingCooking [www.sidefx.com]
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Houdini Engine for Unreal » Does every team member need to have Houdini Engine installed (including a LIcensee)?
- dpernuit
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Houdini Engine for Unreal » Terrain .hda Unreal to Houdini
- dpernuit
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@jie: I've replied on the other topic, looks like you have mismatched versions of Houdini and the UE4 plugin.
reinstalling a more recent version of H and the plugin that comes with it will solve your issue.
@Mary: Im not sure what you're trying to do, could you give us more details?
If what you want is:
- use an HDA to create a “base” landscape
- modify that landscape in Unreal via the paint/sculpt tool
- modify parameters on the source HDA that created the “base” landscape to generate a new one, but keeping the manual edits made in Unreal.
Then this will not be possible, as HE will not know of the edits made in unreal, and any change in the HDA will modify the landscape. Since Houdini doesn't know the edits that were in Unreal, they will be erased by the newly generated landscape.
reinstalling a more recent version of H and the plugin that comes with it will solve your issue.
@Mary: Im not sure what you're trying to do, could you give us more details?
If what you want is:
- use an HDA to create a “base” landscape
- modify that landscape in Unreal via the paint/sculpt tool
- modify parameters on the source HDA that created the “base” landscape to generate a new one, but keeping the manual edits made in Unreal.
Then this will not be possible, as HE will not know of the edits made in unreal, and any change in the HDA will modify the landscape. Since Houdini doesn't know the edits that were in Unreal, they will be erased by the newly generated landscape.
Houdini Engine for Unreal » UE4 Landscape as Input issue
- dpernuit
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Hi,
Sorry for the late reply, where did you got the plugin from?
It looks like the plugin you are using is more recent that the Houdini Engine API you have installed.
17.0.352 didn't have the CreateHeightFieldInput function as it was added later (in 17.0.372) and the UE4 plugin that came with it didn't use that function.
I'd recommend updating to a more recent version of Houdini, and install the Unreal plugin that ships with it.
Sorry for the late reply, where did you got the plugin from?
It looks like the plugin you are using is more recent that the Houdini Engine API you have installed.
17.0.352 didn't have the CreateHeightFieldInput function as it was added later (in 17.0.372) and the UE4 plugin that came with it didn't use that function.
I'd recommend updating to a more recent version of Houdini, and install the Unreal plugin that ships with it.
Houdini Engine for Unreal » Installing Houdini plugin to the Unreal project's folder
- dpernuit
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Houdini Engine for Unreal » Curve Control Point Rotation
- dpernuit
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Hi
There's no special setup required for this, but your issue might be related to how your hda deals with the added rot and scale point attributes. Here's what I got with a simple copy/resample hda:
Rotation and scale on the input curve where changed in UE4 via the gizmos.
I've attached the HDA, first input is the geo in, second one the curve.
If you cant get it to work, send me your hda and Ill have a look.
Cheers
Damien
There's no special setup required for this, but your issue might be related to how your hda deals with the added rot and scale point attributes. Here's what I got with a simple copy/resample hda:
Rotation and scale on the input curve where changed in UE4 via the gizmos.
I've attached the HDA, first input is the geo in, second one the curve.
If you cant get it to work, send me your hda and Ill have a look.
Cheers
Damien
Houdini Engine for Unreal » HDA Digital Terrain Asset to Unreal Not Working
- dpernuit
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Houdini Engine for Unreal » Compiling UE4+HoudiniEngineForUnreal → [Makefile:548: UE4Editor] Error 5
- dpernuit
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Hi,
I fixed the deprecation warnings in yesterday's build of the plugin, and just fixed the string conversion error.
Please try again with tomorrow's daily build (17.0.438) and let us know if you still have errors with it.
I fixed the deprecation warnings in yesterday's build of the plugin, and just fixed the string conversion error.
Please try again with tomorrow's daily build (17.0.438) and let us know if you still have errors with it.
Houdini Engine for Unreal » Terrain using Time Shift Node not showing layers in UNREAL 4
- dpernuit
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Houdini Engine for Unreal » HDA Digital Terrain Asset to Unreal Not Working
- dpernuit
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Here's what you should get when importing your HDA with the frame parameter properly set
Houdini Engine for Unreal » HDA Digital Terrain Asset to Unreal Not Working
- dpernuit
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Hi,
Your timeshift node is still link to the current frame ($F), which is always set to 1 in Houdini Engine.
Simply cltr+click on the frame parameter to remove the frame ref and set that parameter to 22.
Also, with H17, timeshift nodes arent required anymore to get erosion working, you can use the erode node's “freeze at frame” parameter instead.
Your timeshift node is still link to the current frame ($F), which is always set to 1 in Houdini Engine.
Simply cltr+click on the frame parameter to remove the frame ref and set that parameter to 22.
Also, with H17, timeshift nodes arent required anymore to get erosion working, you can use the erode node's “freeze at frame” parameter instead.
Houdini Lounge » The Alpha attribute doesn't work when export as fbx file
- dpernuit
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Hi,
This should be fixed in tomorrow's daily build.
Alpha values exported with the Cd attributes were not properly taken into account when indexing the colors, which caused the “compression”. The second Alpha was caused by the alpha attribute being exported as a user attribute.
This should be fixed in tomorrow's daily build.
Alpha values exported with the Cd attributes were not properly taken into account when indexing the colors, which caused the “compression”. The second Alpha was caused by the alpha attribute being exported as a user attribute.
Houdini Engine for Unreal » Houdini Plugin for UE 4.21
- dpernuit
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Houdini Engine for Unreal » parameter change doesn't cook until the mouse button is released. any solution??
- dpernuit
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Hi,
I think you're referring to the parameters sliders… if so, then that's expected.
Cooking/creating meshes while dragging the slider would result in slowdowns while unreal generates the meshes, and would make using the sliders very difficult.
We changed that on purpose so that cooks only happens when the slider is released.
I think you're referring to the parameters sliders… if so, then that's expected.
Cooking/creating meshes while dragging the slider would result in slowdowns while unreal generates the meshes, and would make using the sliders very difficult.
We changed that on purpose so that cooks only happens when the slider is released.
Houdini Engine for Unreal » Height Field Scatter Data into UE4
- dpernuit
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Hi,
HS_Scatter will give you various points, to use that information in UE4, I'd suggest that you use instancing.
(see https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com])
There are a couple ways you could do that:
- add unreal_instance point attributes to the scattered points, with their string value set to a reference to the asset you want to instantiate in UE4.
- use a copy to points sop, with the “pack and instance” parameter enabled.
Once in Unreal, your HDA will then generate Instanced Static Meshes on the scattered points.
HS_Scatter will give you various points, to use that information in UE4, I'd suggest that you use instancing.
(see https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com])
There are a couple ways you could do that:
- add unreal_instance point attributes to the scattered points, with their string value set to a reference to the asset you want to instantiate in UE4.
- use a copy to points sop, with the “pack and instance” parameter enabled.
Once in Unreal, your HDA will then generate Instanced Static Meshes on the scattered points.
Edited by dpernuit - Nov. 26, 2018 11:44:59
Houdini Engine for Unreal » Editable Node Curve Not Showing Up In Unreal Editor?
- dpernuit
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Hi,
What version of Houdini/the plugin are you using?
This regression was introduced recently, and fixed in H17.0.408
What version of Houdini/the plugin are you using?
This regression was introduced recently, and fixed in H17.0.408
Houdini Engine for Unreal » Houdini Plugin for UE 4.21
- dpernuit
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Houdini Engine for Unreal » UE4 Tiled Landscape imports with seams.
- dpernuit
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Hi,
This has been fixed in today's daily build (17.0.395).
The HF_Output node now has an additional parameter when exporting tiles, called “Tile Overlap”, it allows tiles to share a given amount of points on their border.
For game engines export (and specifically for unreal), you'll want to set the overlap to (1,1).
(also make sure that the tile size you export matches unreal's landscape size requirements).
This has been fixed in today's daily build (17.0.395).
The HF_Output node now has an additional parameter when exporting tiles, called “Tile Overlap”, it allows tiles to share a given amount of points on their border.
For game engines export (and specifically for unreal), you'll want to set the overlap to (1,1).
(also make sure that the tile size you export matches unreal's landscape size requirements).
Houdini Engine for Unreal » Installing Houdini plugin to the Unreal project's folder
- dpernuit
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Yeah, manual copy should work, but actually those “missing” files are normally found/included in the houdini install folder, in “Houdini 17.0.XXX\toolkit\include\HAPI”.
But since the Plugin fails to detect your Houdini install, it is instead looking for them in “Source\HoudiniEngineRuntime\Public\”.
But since the Plugin fails to detect your Houdini install, it is instead looking for them in “Source\HoudiniEngineRuntime\Public\”.
Houdini Engine for Unreal » Installing Houdini plugin to the Unreal project's folder
- dpernuit
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Hi,
This means that the plugin failed to automatically detect the Houdini install folder.
You can set a path manually by going to project settings > Houdini Engine > Custom folder, enable it then point it to your houdini bin folder (“Houdini 17.0.XXX/bin”), then either restart unreal, or use the Houdini.restartSession command.
If the plugin complains about a version mismatch after that, then you should either use the plugin sources from the installed version of Houdini, or install a more recent daily build.
This means that the plugin failed to automatically detect the Houdini install folder.
You can set a path manually by going to project settings > Houdini Engine > Custom folder, enable it then point it to your houdini bin folder (“Houdini 17.0.XXX/bin”), then either restart unreal, or use the Houdini.restartSession command.
If the plugin complains about a version mismatch after that, then you should either use the plugin sources from the installed version of Houdini, or install a more recent daily build.
Houdini Engine for Unreal » Installing Houdini plugin to the Unreal project's folder
- dpernuit
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In H17.0, you could use the Houdini Engine Plugin Installer shelf tool (in the houdini engine shelf).
It should automatically detect the Engine plugin, and offer you to uninstall it.
Or you could simply delete the “Plugin/Runtime/Houdini Engine” folder.
It should automatically detect the Engine plugin, and offer you to uninstall it.
Or you could simply delete the “Plugin/Runtime/Houdini Engine” folder.
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