Is it possible to convert the Houdini Static mesh components instanced by an asset's Houdini Static Mesh Component to actual static meshes that can be selected/moved/deleted ?
I can bake them but then it basically generates new static mesh actors, and any instance entry that had more than one copy of the same static mesh turns into an actor class object.
I'm assembling something using houdini from static meshes, and I would like to be able to turn it into a set of separate objects when i'm done without creating entirely new meshes and getting rid safely of the houdiniAssetActor that created/placed them.
When I don't bake the meshes I can't remove the HoudiniAssetActor.
For example;
When I instance a blueprint, I can move it around and even detach the blueprint actor to separate it from the HDA.
But if I delete the HDA it also deletes the separated blueprint actors.
And I can't even select or move instances of static meshes placed using the point attribute “unreal_instance”.
As they are seen as a single object, even when I display actor components in the world outliner.
Is it possible to convert or extract the instances without creating new meshes, and instead just placing the existing static meshes / blueprint actors in their respective locations. ?
Detaching them from the HoudiniAssetActor like it does when I bake the result out ?
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Houdini Engine for Unreal » Convert 'Unreal_Instance' to Source BP's & Static Meshes ?
- Erwin Heyms
- 26 posts
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- Erwin Heyms
- 26 posts
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dpernuit
#2/#3 would probably be similar. We have an RFE planned to be able to draw a curve like in Houdini.
So clicking would place new points (extending the curve) using a ray intersection.
The raycast could use geometry/default plane if no intersection is found.
Currently this will likely be worked on after the v2 release though.
I would rate this as a pretty high priority personally.
Rapid curve control is what makes a lot of tools work seamlessly in Houdini but hard to use in the Houdini Engine.
Until Python viewstates are able to be used in the UE4 implementation, curves are one of the only ways to control a tool interactively in the viewport.
The ability to spawn or move a curve point under the mouse cursor is especially useful.
For example when working with terrain or complex geometry, avoiding the need to have to drag with the transform widget all the time, rotate your camera, etc.
dpernuit
it is possible to set the unreal_material attributes per point.
On another note, will it be possible to set variables to blueprints instanced by Houdini in V2 ?
Edited by Erwin Heyms - May 13, 2020 04:04:20
Houdini Engine for Unreal » Changing Parameters on Instanced Blueprints
- Erwin Heyms
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DASD
As far as I know, this is not supported, yet.
You should send in RFEs for that, to bump the priority of this development.
The current recommended workaround is to make a bunch of Blueprints with a reasonable range of preset settings and spawn from those.
Sorry to revive an old Thread,
I'm building an elevator car blueprint that i'm trying to spawn with the Houdini Engine.
The blueprint has a set of variables such as start and stop height.
And I would like to set these variables when I instantiate the elevator.
But has support for this been integrated in the upcoming Houdini engine v2 for UE4?
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- Erwin Heyms
- 26 posts
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Hi sesi, from my own experimentation i've found thay input curves could use some love.
1. Firstly, when i create an asset with a curve input. I found that the v1 h engine crashes when you delete the pre provided curve points and then try to undo the deletion.
2. I would like to be able to more easily draw, delete and move curve points.
Such as, the ability to teleport a selected curve point with a hotkey to the geometry currently under the mouse pointer.
3. The ability to ctrl click (or any other command hotkey), to rapidly place new points, like in houdini.
4. The ability to add new points to the middle of a curve with hotkeys.
5. The ability to clear a curve and then be able to immediately draw new points.
6. Include the ability to support only singular points as a valid input.
1. Firstly, when i create an asset with a curve input. I found that the v1 h engine crashes when you delete the pre provided curve points and then try to undo the deletion.
2. I would like to be able to more easily draw, delete and move curve points.
Such as, the ability to teleport a selected curve point with a hotkey to the geometry currently under the mouse pointer.
3. The ability to ctrl click (or any other command hotkey), to rapidly place new points, like in houdini.
4. The ability to add new points to the middle of a curve with hotkeys.
5. The ability to clear a curve and then be able to immediately draw new points.
6. Include the ability to support only singular points as a valid input.
Houdini Lounge » Create geometry question
- Erwin Heyms
- 26 posts
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In the help files under the FindShortestPath node are some wrangle nodes in the advanced example file (specifically in the section that creates the grid).
This generates a grid between points on a point cloud within certain parameters.
This is very efficient as generating a grid this way allows you to bypass a lot of nodes. Its this fast because connections are only made if they meet the required criteria. instead of the alternative which involves creating millions of primitives and points only to have to cull it out afterwards. Which can be up to a hundred times more expensive.
And its multi-threaded, making this extremely cheap in both memory and CPU cost.
I've since added some extra features (which where quite simple to set up) such as: maximum angle of slope, direction locking (to avoid overlapping) and forbidden connection lengths.
Ask me for the code snippets if you need them.
This generates a grid between points on a point cloud within certain parameters.
This is very efficient as generating a grid this way allows you to bypass a lot of nodes. Its this fast because connections are only made if they meet the required criteria. instead of the alternative which involves creating millions of primitives and points only to have to cull it out afterwards. Which can be up to a hundred times more expensive.
And its multi-threaded, making this extremely cheap in both memory and CPU cost.
I've since added some extra features (which where quite simple to set up) such as: maximum angle of slope, direction locking (to avoid overlapping) and forbidden connection lengths.
Ask me for the code snippets if you need them.
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