Hi,
That's correct, if you want to have the Houdini Engine plugin in the project setting, then you should make sure it's not also in the engine's plugin folder at the same time.
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Houdini Engine for Unreal » Installing Houdini plugin to the Unreal project's folder
- dpernuit
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Houdini Engine for Unreal » UE4 plugin bug when importing tiled landscape
- dpernuit
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The issue mentionned above is different, as it concerns tiled landscape imported by the plugin, not images exported by the HF output node.
As I've replied on your other topic, these seems are caused by HF_Output not having the option to add a overlap to tiles.
As I've replied on your other topic, these seems are caused by HF_Output not having the option to add a overlap to tiles.
Houdini Engine for Unreal » UE4 Tiled Landscape imports with seams.
- dpernuit
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Hi,
That's caused by the HF_Output node not having the option to export tiles with an overlap.
(we're already aware of that issue).
A workaround would be to wrap your Heightfield in an HDA and use the Houdini Engine plugin to bring your terrain to Unreal.
That's caused by the HF_Output node not having the option to export tiles with an overlap.
(we're already aware of that issue).
A workaround would be to wrap your Heightfield in an HDA and use the Houdini Engine plugin to bring your terrain to Unreal.
Houdini Engine for Unreal » Installing Houdini plugin to the Unreal project's folder
- dpernuit
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Hi,
The plugin should work just fine from the project folder.
The version mismatch you're getting probably comes from the github source being built with a more recent version of Houdini, and specifically, with a more recent version of the Houdini Engine API.
Instead of using the github source, you can also use the source of the plugin in your houdini install folder (in the engine/unreal/4.20 folder)
You can ignore the Binaries and Intermediate folders if you're planning on building the plugin.
The plugin should work just fine from the project folder.
The version mismatch you're getting probably comes from the github source being built with a more recent version of Houdini, and specifically, with a more recent version of the Houdini Engine API.
Instead of using the github source, you can also use the source of the plugin in your houdini install folder (in the engine/unreal/4.20 folder)
You can ignore the Binaries and Intermediate folders if you're planning on building the plugin.
Houdini Engine for Unreal » Production blockers and issues list
- dpernuit
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Hi Magnus,
As we already mentioned to you, we are assessing those issues and trying to fix them as fast as we can…
What makes this difficult is that we cant always reproduce those issues here.
Regarding the crashes, I've already committed a few fixes this week that should solve them, but if you still encounter some, please keep sending us bug reports with logs and as many details as possible.
For the issue causing placed HDAs to sometimes stop updating, and requiring to be deleted/recreated, this should be fixed in tomorrow's daily build, and was mostly caused by issues in the “rebuild” asset system.
As we already mentioned to you, we are assessing those issues and trying to fix them as fast as we can…
What makes this difficult is that we cant always reproduce those issues here.
Regarding the crashes, I've already committed a few fixes this week that should solve them, but if you still encounter some, please keep sending us bug reports with logs and as many details as possible.
For the issue causing placed HDAs to sometimes stop updating, and requiring to be deleted/recreated, this should be fixed in tomorrow's daily build, and was mostly caused by issues in the “rebuild” asset system.
Houdini Engine for Unreal » Can't find libHAPIL.dll in UE4
- dpernuit
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Hi,
I'm glad you got the plugin working, but im still puzzled as to what's causing your original issue.
Did you restart unreal after changing the session type to TCP? What type of session are you using in the HE debugger?
As for the other things you mentionned, that's the way Houdini Engine work:
- When creating an asset in UE, the corresponding HDA is created in HE.
- When deleting an HDA in UE (or closing UE), the corresponding nodes (HDAs/inputs) are destroyed.
- When reloading the level, the unreal geometry is loaded for the Houdini Asset Component, but the corresponding nodes (HDA/inputs) are only recreated when recooking the HDA in unreal (after a parameter change for example).
- For the textures generated by the HDA, they are stored in material/texture uassets in the Houdini Engine/Temp directory.
Those temp files arent saved automatically, so if you didnt save them when closing UE, they need to be regenerated by the plugin.
I'm glad you got the plugin working, but im still puzzled as to what's causing your original issue.
Did you restart unreal after changing the session type to TCP? What type of session are you using in the HE debugger?
As for the other things you mentionned, that's the way Houdini Engine work:
- When creating an asset in UE, the corresponding HDA is created in HE.
- When deleting an HDA in UE (or closing UE), the corresponding nodes (HDAs/inputs) are destroyed.
- When reloading the level, the unreal geometry is loaded for the Houdini Asset Component, but the corresponding nodes (HDA/inputs) are only recreated when recooking the HDA in unreal (after a parameter change for example).
- For the textures generated by the HDA, they are stored in material/texture uassets in the Houdini Engine/Temp directory.
Those temp files arent saved automatically, so if you didnt save them when closing UE, they need to be regenerated by the plugin.
Houdini Engine for Unreal » Importing color maps and erosion maps into unreal
- dpernuit
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Houdini Engine for Unreal » Can't find libHAPIL.dll in UE4
- dpernuit
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Hi,
I'm still not sure what exactly is causing that error, something seems to be preventing HAPI from initializing properly.
Are you using the “main” houdini installer or the houdini engine one?
Here's a few things you can try:
- Have you tried using a TCP Socket session instead of a named pipe?
(change the session type in the project settings, then restart unreal)
- If that still fails, you can try starting the Houdini Engine session directly from Houdini:
Launch Houdini, then in Windows > Houdini Engine Debugger
Start a session on that window.
Launch Unreal, and in the project setting, make sure “Start automatic server” is unchecked, and that the session settings match the one in the Houdini Engine Debugger window.
Restart Unreal.
The unreal plugin should now be connected to the opened Houdini via Houdini Engine.
If all of the above fails, I've just updated the UE4 plugin to try and get a little more details on that error.
So we'll have to try again using tomorrow's daily build.
I'm still not sure what exactly is causing that error, something seems to be preventing HAPI from initializing properly.
Are you using the “main” houdini installer or the houdini engine one?
Here's a few things you can try:
- Have you tried using a TCP Socket session instead of a named pipe?
(change the session type in the project settings, then restart unreal)
- If that still fails, you can try starting the Houdini Engine session directly from Houdini:
Launch Houdini, then in Windows > Houdini Engine Debugger
Start a session on that window.
Launch Unreal, and in the project setting, make sure “Start automatic server” is unchecked, and that the session settings match the one in the Houdini Engine Debugger window.
Restart Unreal.
The unreal plugin should now be connected to the opened Houdini via Houdini Engine.
If all of the above fails, I've just updated the UE4 plugin to try and get a little more details on that error.
So we'll have to try again using tomorrow's daily build.
Houdini Engine for Unreal » UE4 plugin bug when importing tiled landscape
- dpernuit
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Houdini Engine for Unreal » New feature: Instance anything
- dpernuit
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Hi,
Due to the way HAPI/instancers work, for them to be recognized properly, the points must not be part of the main geo.
Try using a Add node for example, and add the unreal_instance attribute to them.
Due to the way HAPI/instancers work, for them to be recognized properly, the points must not be part of the main geo.
Try using a Add node for example, and add the unreal_instance attribute to them.
Houdini Engine for Unreal » Can't find libHAPIL.dll in UE4
- dpernuit
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Hi,
rudeypunk, from your logs, the issue is definitely not caused by HE not being able to find libHAPIL.
Your project settings are fine, as LibHAPIL.dll was located correctly, the Houdini Engine session started properly, but for some reason unknown to me, HAPI (the Houdini Engine API) initialization failed…
With HAPI failing to initialize, the plugin wont be able to do anything, since it cannot talk to Houdini… hence the errors you're getting trying add an HDA to the scene.
Where you using the regular Houdini installer or the Houdini Engine one?
Could you try uninstalling Houdini, deleting the Houdini Engine folder in Unreal (Plugins/Runtime/HoudiniEngine) and then reinstalling Houdini with one of the recent 17.0 daily build?
rudeypunk, from your logs, the issue is definitely not caused by HE not being able to find libHAPIL.
Your project settings are fine, as LibHAPIL.dll was located correctly, the Houdini Engine session started properly, but for some reason unknown to me, HAPI (the Houdini Engine API) initialization failed…
With HAPI failing to initialize, the plugin wont be able to do anything, since it cannot talk to Houdini… hence the errors you're getting trying add an HDA to the scene.
Where you using the regular Houdini installer or the Houdini Engine one?
Could you try uninstalling Houdini, deleting the Houdini Engine folder in Unreal (Plugins/Runtime/HoudiniEngine) and then reinstalling Houdini with one of the recent 17.0 daily build?
Houdini Engine for Unreal » Caching simulation result for the landscapes
- dpernuit
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Hi,
Such a setup should work with the UE4 plugin, but you should look into using a filecache sop instead of a cache sop.
The cache node will indeed store the upstream geo, but this cache doesn't make it into the HDA, therefore, when imported into unreal, the cache is empty, and upstream data must be computed.
The cache node would have been helpful if your asset was HF > Noise >Erode > TimeShift > cache > Noise/distort > Tile Split > Out
Changing any erosion parameter would have recomputed the whole simulation, but changing any parameter after the cache would have saved you the erosion calculations.
Using a filecache will store this cached geo to a file, that could be read when instantiating the HDA.
You'll probably want to change the filecache's default path, as it uses $HIP.
A few things on the side, if you're using H17.0, the timeshift node is not needed anymore, as the new HF_Erode node already has one integrated, that can be activated via the “Freeze at frame” parameter.
Such a setup should work with the UE4 plugin, but you should look into using a filecache sop instead of a cache sop.
The cache node will indeed store the upstream geo, but this cache doesn't make it into the HDA, therefore, when imported into unreal, the cache is empty, and upstream data must be computed.
The cache node would have been helpful if your asset was HF > Noise >Erode > TimeShift > cache > Noise/distort > Tile Split > Out
Changing any erosion parameter would have recomputed the whole simulation, but changing any parameter after the cache would have saved you the erosion calculations.
Using a filecache will store this cached geo to a file, that could be read when instantiating the HDA.
You'll probably want to change the filecache's default path, as it uses $HIP.
A few things on the side, if you're using H17.0, the timeshift node is not needed anymore, as the new HF_Erode node already has one integrated, that can be activated via the “Freeze at frame” parameter.
Houdini Engine for Unreal » UE4 plugin bug when importing tiled landscape
- dpernuit
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Hi,
Thanks for bringing that to us, that's indeed a bug!
Please do submit a bug for that to get proper tracking on it.
I'll post an update here once it's fixed.
Thanks for bringing that to us, that's indeed a bug!
Please do submit a bug for that to get proper tracking on it.
I'll post an update here once it's fixed.
Houdini Engine for Unreal » Configuring $HIP when importing HDA to UE4
- dpernuit
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Hi,
$HIP is by default set to wherever Houdini was started, and in the case of the Unreal plugin, since HE is started by Unreal, it's automatically set to the editor binary folder.
$HIP gets overriden everytime you load/save a HIP file, but HE doesn't allow you to load/save hip files.
(the “save Houdini Scene” option is mainly just for debugging.)
When using HDAs in Unreal, I'd strongly advise against using $HIP for any path.
If you want to use an env var for paths, you could be using $JOB instead, and set $JOB in your environment file.
$HIP is by default set to wherever Houdini was started, and in the case of the Unreal plugin, since HE is started by Unreal, it's automatically set to the editor binary folder.
$HIP gets overriden everytime you load/save a HIP file, but HE doesn't allow you to load/save hip files.
(the “save Houdini Scene” option is mainly just for debugging.)
When using HDAs in Unreal, I'd strongly advise against using $HIP for any path.
If you want to use an env var for paths, you could be using $JOB instead, and set $JOB in your environment file.
Houdini Engine API » A simple question of HAPI_SetParmIntValue arguments
- dpernuit
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Hi,
Parameters ending with x/y/z/w are actually special case, as the last character can be ignored:
In your case, the param name is a actually “t”
Translate is the param's label
t is the param's name. It's a float tuple3 that can be split to tx ty tz
To modify the Y translation to 20:
HAPI_SetParmFloatValue(session, node_id, “t”, 1, 20.0f )
Cheers
Parameters ending with x/y/z/w are actually special case, as the last character can be ignored:
In your case, the param name is a actually “t”
Translate is the param's label
t is the param's name. It's a float tuple3 that can be split to tx ty tz
To modify the Y translation to 20:
HAPI_SetParmFloatValue(session, node_id, “t”, 1, 20.0f )
Cheers
Houdini Engine for Unreal » Cure does not present
- dpernuit
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Hi,
I'm glad your issue's now solved.
Regarding the asset input changes crashes, would you be able to send me the unreal logs when they happened?
(they should be in the /Saved/Logs folder)
Or even better, could you submit a bug for that and attach the logs to it?
I'm glad your issue's now solved.
Regarding the asset input changes crashes, would you be able to send me the unreal logs when they happened?
(they should be in the /Saved/Logs folder)
Or even better, could you submit a bug for that and attach the logs to it?
Houdini Engine for Unreal » Can't select Spline Mesh Actor as a World Outliner Input data source
- dpernuit
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As I've replied on your other topic, editable curves should work, you probably just need to add “default” points to the curve.
Houdini Engine for Unreal » Can't select Spline Mesh Actor as a World Outliner Input data source
- dpernuit
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The World outliner input has the ability to read curves for unreal splines, but it's expecting an Actor with a Spline Component, not a Spline Mesh Component.
If you want to share curves between HDAs and Blueprint, using a World input with an Actor that has Spline components is the best way to do so, as that Actor can be shared between multiple HDAs.
If you want to share curves between HDAs and Blueprint, using a World input with an Actor that has Spline components is the best way to do so, as that Actor can be shared between multiple HDAs.
Houdini Engine for Unreal » Experience problems when importing HDA to UE4, version mismatch
- dpernuit
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Hi,
Houdini only ships with the Unreal plugin for the latest 2 versions of Unreal, and 16.5.571 shipped with 4.20/4.19, but not 4.18.
Where does the the version of the 4.18 plugin you are using come from?
This error comes from the plugin being built for an earlier version of the Houdini Engine API than the one found with your installed houdini.
If you don't want to build the 4.18 plugin, the latest production build that had the 4.18 plugin is 16.5.536.
Houdini only ships with the Unreal plugin for the latest 2 versions of Unreal, and 16.5.571 shipped with 4.20/4.19, but not 4.18.
Where does the the version of the 4.18 plugin you are using come from?
This error comes from the plugin being built for an earlier version of the Houdini Engine API than the one found with your installed houdini.
If you don't want to build the 4.18 plugin, the latest production build that had the 4.18 plugin is 16.5.536.
Houdini Engine for Unreal » Cure does not present
- dpernuit
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Hi,
That's expected, the plugin does not support outputing curves, so an HDA with only a curve wont generate anything.
Instead of using a world input on your other HDA, you should be either using a curve input, or make sure that the curve is marked as editable.
For the editable curve sop, create a simple HDA that just contains a Curve SOP.
Add the curve SOP to the HDA's editable node list.
One important thing, is that the curve SOP needs a “preset” (at least a few points), or the plugin will ignore it as its not generating anything. (You need at least two points in order to edit the curve properly in the plugin)
When importing that HDA in unreal, you should be able to edit the curve.
You can then use it in another HDA by using an Asset input, that will directly connect the curve HDA in Houdini
That's expected, the plugin does not support outputing curves, so an HDA with only a curve wont generate anything.
Instead of using a world input on your other HDA, you should be either using a curve input, or make sure that the curve is marked as editable.
For the editable curve sop, create a simple HDA that just contains a Curve SOP.
Add the curve SOP to the HDA's editable node list.
One important thing, is that the curve SOP needs a “preset” (at least a few points), or the plugin will ignore it as its not generating anything. (You need at least two points in order to edit the curve properly in the plugin)
When importing that HDA in unreal, you should be able to edit the curve.
You can then use it in another HDA by using an Asset input, that will directly connect the curve HDA in Houdini
Edited by dpernuit - Oct. 16, 2018 10:53:20
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