Hi,
Support for UE5.4 was added in 20.0.689, so can't be retroactively added to a previous build.
See the changelogs [www.sidefx.com]
If you download any daily 20 build - you'll get the 5.4 plugin.
We purposefully removed the 5.4 plugin from the production build - Epic broke a ton of things with 5.4 - and we didn't want to ship a production build with an untested version of the plugin.
@isaac There won't be any new 19.5 production build - once a new version of Houdini is released, we generally stop doing production builds soon after (though we generally try to do a couple extra ones - but rarely more).
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Houdini Engine for Unreal » Is somewhere an Houdini plugin update for unreal 5.4?
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Houdini Engine for Unreal » Plugin cook the same data unless rebuild
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Hi,
That's actually expected as the plugin doesn't check for changes on asset in the content browser.
(the issue would be similar for Static Meshes in a geometry input).
This will be addressed soon by a change that will add allow you to only refresh a single input.
(which at least, prevents resending all the other input's data)
That's actually expected as the plugin doesn't check for changes on asset in the content browser.
(the issue would be similar for Static Meshes in a geometry input).
This will be addressed soon by a change that will add allow you to only refresh a single input.
(which at least, prevents resending all the other input's data)
Houdini Engine for Unreal » houdini engine Unreal (hengine_noswap) option
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Hi,
In the type properties dialog, select the Vector3 parameter you want to enable noswap for.
At the bottom right, you'll find tags.
Click on the + button to create a new tag, name it hengine_noswap, and set its value to 1.
Apply the changes, save the hda.
In unreal, changing the Y value of the parameter will also change the Y value in H, same for the Z value.
In the type properties dialog, select the Vector3 parameter you want to enable noswap for.
At the bottom right, you'll find tags.
Click on the + button to create a new tag, name it hengine_noswap, and set its value to 1.
Apply the changes, save the hda.
In unreal, changing the Y value of the parameter will also change the Y value in H, same for the Z value.
Houdini Engine for Unreal » Sidefx Labs for UE5.1
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Hi,
If you're referring to the Houdini Engine plugin, we've been supporting 5.1 (and now also 5.2) for a while now.
We generally support new versions of UE a few days after the offical release.
What has changed with UE5 however, is that we now use the same source code for all UE5 versions (to limit the amount of backport that we need to do for each commit in the plugin).
So there will be no 5.1 / 5.2 / 5.3 branches on git for now, as indicated by the first line on the git repo:
"The source code in this branch is intended to be used with Unreal Engine 5.0 and 5.1"
and the release page on git also has binaries for the newer versions of UE:
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.17 [github.com]
and so does your Houdini install.
For the SideFX Labs issues mentionned above, have you submitted bugs for these?
That's the best way to inform the Labs team of an issue with one of their tool.
If you're referring to the Houdini Engine plugin, we've been supporting 5.1 (and now also 5.2) for a while now.
We generally support new versions of UE a few days after the offical release.
What has changed with UE5 however, is that we now use the same source code for all UE5 versions (to limit the amount of backport that we need to do for each commit in the plugin).
So there will be no 5.1 / 5.2 / 5.3 branches on git for now, as indicated by the first line on the git repo:
"The source code in this branch is intended to be used with Unreal Engine 5.0 and 5.1"
and the release page on git also has binaries for the newer versions of UE:
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.17 [github.com]
and so does your Houdini install.
For the SideFX Labs issues mentionned above, have you submitted bugs for these?
That's the best way to inform the Labs team of an issue with one of their tool.
Houdini Engine for Unreal » Q: State of Handles Houdini->UE4/5?
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Hi,
Sorry for taking so long, but those issues should be fixed in tomorrow's daily build of the plugin (19.5.584).
The issue was actually a little more than just scaling the values, basically, the code that converted the handle's rotation (and scale) values was completely incorrect.
Anyway, handles should now behave correctly, and the plugin now also displays the handle name (and type) on the editor viewport.
This should make selecting/finding them a little easier.
Sorry for taking so long, but those issues should be fixed in tomorrow's daily build of the plugin (19.5.584).
The issue was actually a little more than just scaling the values, basically, the code that converted the handle's rotation (and scale) values was completely incorrect.
Anyway, handles should now behave correctly, and the plugin now also displays the handle name (and type) on the editor viewport.
This should make selecting/finding them a little easier.
Houdini Engine for Unreal » different in shader before and after cook
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Hi,
That is expected, as the mesh with the Houdini icon is a Mesh Proxy (HoudiniStaticMesh) and not a Static Mesh.
Those proxies are a lot faster to generate than static mesh, but don't come with all the bells and whistles.
We use them when cooking temporary data, to provide faster feedback to users when playing with parameters.
We automatically refine them to native Static Meshes when baking, playing in editor, saving the level or on a timer (options are available in the details panel for that), or you can right click on the mesh, and choose refine.
That is expected, as the mesh with the Houdini icon is a Mesh Proxy (HoudiniStaticMesh) and not a Static Mesh.
Those proxies are a lot faster to generate than static mesh, but don't come with all the bells and whistles.
We use them when cooking temporary data, to provide faster feedback to users when playing with parameters.
We automatically refine them to native Static Meshes when baking, playing in editor, saving the level or on a timer (options are available in the details panel for that), or you can right click on the mesh, and choose refine.
Houdini Engine for Unreal » Is there any news on getting Houdini Engine for 5.1 Apple?
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Hi,
You can find Apple Silicon binaries of the latest version of the Unreal plugin on the github:
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.16 [github.com]
You can find Apple Silicon binaries of the latest version of the Unreal plugin on the github:
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.16 [github.com]
Houdini Engine for Unreal » Instancing Materials in Unreal Engine 5.1
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Hi,
Likely the plugin is only creating one instancer for the beams as they are using the same mesh.
An instancer can only use one material, so it's using only the first one and ignoring the other.
You should tell the plugin to create multiple instancers, one for each unique value of the "unreal_material_instance" attribute.
You can do this by adding the unreal_split_attr attribute:
s@unreal_split_attr = "unreal_material_instance";
Likely the plugin is only creating one instancer for the beams as they are using the same mesh.
An instancer can only use one material, so it's using only the first one and ignoring the other.
You should tell the plugin to create multiple instancers, one for each unique value of the "unreal_material_instance" attribute.
You can do this by adding the unreal_split_attr attribute:
s@unreal_split_attr = "unreal_material_instance";
Houdini Engine for Unreal » Packed geos saved in bgeo.sc crashing UNREAL 5.1
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Houdini Engine for Unreal » Cook something fast, bake something different that is slower
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Hi,
That's not supported, and is something that I wouldn't want to add to the plugin, as baking is supposed to provide the same output as cooking (just removed from the Houdini Asset Actor and purely "Native Unreal").
The way Peter described would be my recommendation as well, and is generally how this is handled by studios.
Adding a Preview switch (fast SOP network) that can be disabled before baking, would allow you to preview the results before the bake, ensuring that the "Slow SOP" network doesn't have any issues or requires further tweaks.
That's not supported, and is something that I wouldn't want to add to the plugin, as baking is supposed to provide the same output as cooking (just removed from the Houdini Asset Actor and purely "Native Unreal").
The way Peter described would be my recommendation as well, and is generally how this is handled by studios.
Adding a Preview switch (fast SOP network) that can be disabled before baking, would allow you to preview the results before the bake, ensuring that the "Slow SOP" network doesn't have any issues or requires further tweaks.
Houdini Engine for Unreal » Speed of Houdini Engine tools is surprisingly slow
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Hi,
You've likely hit a worst case scenario (150k polygons, and a material with 1200+ exposed parameters... that's a lot of attributes).
Tomorrow's build of the plugin has a new checkbox on inputs, "Export Material Parameters" that when disabled, will prevent the plugin from sending all those material parameters as attributes.
This should drastically improve input creation time (and memory usage on the H side) on your end.
We're also currently working on additional Houdini Engine optimizations (HAPI) with attribute creation, that should also significantly increase data marshalling times (in general, not just for this specific material parameter case).
You've likely hit a worst case scenario (150k polygons, and a material with 1200+ exposed parameters... that's a lot of attributes).
Tomorrow's build of the plugin has a new checkbox on inputs, "Export Material Parameters" that when disabled, will prevent the plugin from sending all those material parameters as attributes.
This should drastically improve input creation time (and memory usage on the H side) on your end.
We're also currently working on additional Houdini Engine optimizations (HAPI) with attribute creation, that should also significantly increase data marshalling times (in general, not just for this specific material parameter case).
Houdini Engine for Unreal » Unreal Engine freeze when I use HDA-asset.
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@PDGGoupil Yes, I'm currently taking a look at those refine issues, I assume you're on UE5 ?
Seems like the issue stems from changes made by Epic in UE5 (and unrelated to World partition)...
but basically, Houdini Asset components do not return their world anymore, which prevents the refinement from happening (since we do check their world matches the current).
Expect a fix for this soon.
Seems like the issue stems from changes made by Epic in UE5 (and unrelated to World partition)...
but basically, Houdini Asset components do not return their world anymore, which prevents the refinement from happening (since we do check their world matches the current).
Expect a fix for this soon.
Houdini Engine for Unreal » Custom Instance Data vs. Custom Primitive Data
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Houdini Engine for Unreal » Is HDA terrain now support for World Partition?
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Hi,
No, the plugin still doesnt support World Partition, but I'm currently working on that, expect an update for this in the coming months.
No, the plugin still doesnt support World Partition, but I'm currently working on that, expect an update for this in the coming months.
Houdini Engine for Unreal » Query HDAs needing recook in Unreal
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Hi,
No, we don't have any command available for that.
The only solution would be to really on the logs, or to place breakpoint in the plugin's code.
No, we don't have any command available for that.
The only solution would be to really on the logs, or to place breakpoint in the plugin's code.
Houdini Engine for Unreal » Unreal Engine freeze when I use HDA-asset.
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Any more details you could give us ? an hda ?
Have you tried with a recent version of the plugin ?
I fixed an endless cook loop bug a while ago... so it's a possible that issue's already fixed.
Have you tried with a recent version of the plugin ?
I fixed an endless cook loop bug a while ago... so it's a possible that issue's already fixed.
Houdini Engine for Unreal » Collisions not exported to Unreal Engine
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Hi,
Appending a suffix at the end of the collision group is not mandatory, but is useful if you want to create multiple colliders.
One thing to keep in my mind is that by default, the plugin output Mesh Proxies (not Static Meshes).
The proxies are a lot faster to create than normal static meshes but don't have collisions, or multiple LODs for example.
You can easily identify the proxy since they all have a Houdini logo above them.
If you want the colliders to be generated, you need to refine the proxy to static mesh (right-click > refine).
Refinement also happens automatically when saving / Playing.
I just fixed a bug in the plugin, that happened when an HDA only outputted an invisible collider and no visible geo (so, only collision_geo).
The proxy ignored the collider, thus outputing nothing, and nothing cant be refined to SM...
For kaciuk'stomb files, I think the issue is that the rendered_collision_geo group is created, but nothing is selected inside that group... (all to 0)
Enabling the base group and selecting everything (*) should fix the issue.
Appending a suffix at the end of the collision group is not mandatory, but is useful if you want to create multiple colliders.
One thing to keep in my mind is that by default, the plugin output Mesh Proxies (not Static Meshes).
The proxies are a lot faster to create than normal static meshes but don't have collisions, or multiple LODs for example.
You can easily identify the proxy since they all have a Houdini logo above them.
If you want the colliders to be generated, you need to refine the proxy to static mesh (right-click > refine).
Refinement also happens automatically when saving / Playing.
I just fixed a bug in the plugin, that happened when an HDA only outputted an invisible collider and no visible geo (so, only collision_geo).
The proxy ignored the collider, thus outputing nothing, and nothing cant be refined to SM...
For kaciuk'stomb files, I think the issue is that the rendered_collision_geo group is created, but nothing is selected inside that group... (all to 0)
Enabling the base group and selecting everything (*) should fix the issue.
Houdini Engine for Unreal » Report a bug with FHoudiniApi::SetHeightFieldData.
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Hi,
Thanks for bringing this up!
Disabling "chunking" fixes the effect of the bug, but not the underlying issue.
The actual issue is not with how "chunking" is performed on the UE plugin side, but in how Houdini Engine actually sets the values of the Heightfields internally when the X/Y sizes differ AND when setting the HF data in multiple calls.
HE was actually incorrectly calculating the starting X value for the data, which caused the offset.
Anyway, that issue was only visible when sending a non-square HF in multiple chunks, and will be fixed in tomorrow's build of Houdini (the fix is on the HAPI side, so installing the new version of H is needed, there's no fix in the plugin code).
Thanks for bringing this up!
Disabling "chunking" fixes the effect of the bug, but not the underlying issue.
The actual issue is not with how "chunking" is performed on the UE plugin side, but in how Houdini Engine actually sets the values of the Heightfields internally when the X/Y sizes differ AND when setting the HF data in multiple calls.
HE was actually incorrectly calculating the starting X value for the data, which caused the offset.
Anyway, that issue was only visible when sending a non-square HF in multiple chunks, and will be fixed in tomorrow's build of Houdini (the fix is on the HAPI side, so installing the new version of H is needed, there's no fix in the plugin code).
Houdini Engine for Unreal » How to separate output into several meshes
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Hi,
Your HDA is likely only outputting one mesh, so we only look for one value of the output_name attribute.
The output_name attribute cannot be used to split meshes.
Instead, you can use packed primitives, packing each separate mesh in a packed prim will result in the plugin creating separate Static Meshes for each prims, then use the output)name specified for each.
Likely, you just need to add a pack node at the end of your for loop, so that each piece is packed separately.
Your HDA is likely only outputting one mesh, so we only look for one value of the output_name attribute.
The output_name attribute cannot be used to split meshes.
Instead, you can use packed primitives, packing each separate mesh in a packed prim will result in the plugin creating separate Static Meshes for each prims, then use the output)name specified for each.
Likely, you just need to add a pack node at the end of your for loop, so that each piece is packed separately.
Houdini Engine for Unity » No UI shows after enable Editable Node Tools
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Hi,
This issue was caused by a regression in the Houdini Engine API code, that was fixed in H19.5.341.
This issue was caused by a regression in the Houdini Engine API code, that was fixed in H19.5.341.
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