collision_geo_ucx
instead of collision_geo_simple_box
. The latter is simply generating an AABB based on the entire mesh ( Exactly the same as what you can do manually in the unreal mesh editor ).
collision_geo_ucx
instead of collision_geo_simple_box
. The latter is simply generating an AABB based on the entire mesh ( Exactly the same as what you can do manually in the unreal mesh editor ).
lloydwood
Is there a fix for this aspect of heightfield export if the heightfield is exported as image tiles?
bool GetLicenseType( FString & LicenseType ) { LicenseType = TEXT( "" ); HAPI_License LicenseTypeValue = HAPI_LICENSE_NONE; HAPI_GetSessionEnvInt( MyHAPISession, HAPI_SESSIONENVINT_LICENSE, (int32 *) &LicenseTypeValue ); switch ( LicenseTypeValue ) { case HAPI_LICENSE_NONE: { LicenseType = TEXT( "No License Acquired" ); break; } case HAPI_LICENSE_HOUDINI_ENGINE: { LicenseType = TEXT( "Houdini Engine" ); break; } case HAPI_LICENSE_HOUDINI: { LicenseType = TEXT( "Houdini" ); break; } case HAPI_LICENSE_HOUDINI_FX: { LicenseType = TEXT( "Houdini FX" ); break; } case HAPI_LICENSE_HOUDINI_ENGINE_INDIE: { LicenseType = TEXT( "Houdini Engine Indie" ); break; } case HAPI_LICENSE_HOUDINI_INDIE: { LicenseType = TEXT( "Houdini Indie" ); break; } case HAPI_LICENSE_MAX: default: { return false; } } return true; }