The aforementioned docs are now public here:
http://www.sidefx.com/docs/unreal/ [sidefx.com]
As dpernuit said, they are mostly applicable to 15.5 version of the plugin as well.
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Houdini Engine for Unreal » Documentation
- chrisgreb
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Houdini Engine for Unreal » DigitalAsset Handles doesn't match Point Position
- chrisgreb
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Houdini Engine for Unreal » Multiple Pivot Points Stored in Vertex Color/UV Channel
- chrisgreb
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I was playing around with this by very simply copying (biased and scaled) pivot x,y,z into Cd and then extracting them in the material to make some wavy boxes. Though it would be ideal to have a helper node on the Houdini side to emulate the existing PivotPainter convention.
Houdini Engine for Unreal » Houdini Engine and UE 4.13
- chrisgreb
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If you need to disable a plugin outside the editor you can do that by adding:
to the “Plugins” array in your project's .uproject file.
What version of UE4 are you using ? Never mind - I see said 14.4.0
{
"Name": "HoudiniEngine",
"Enabled": false
}
to the “Plugins” array in your project's .uproject file.
Edited by chrisgreb - Jan. 16, 2017 09:54:00
Houdini Engine for Unreal » Question about how HDA and Houdini Engine works
- chrisgreb
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You're correct that the plug-in does not support cooking content at runtime. Your description of randomizing a complete bridge actor sounds fine. Another approach may be to bake out the pieces of the bridge that can be swapped out and then attaching them together in a random fashion at runtime using sockets for example.
Houdini Engine for Unreal » Asset interaction is slow
- chrisgreb
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A workaround that speeds up static mesh cooking is to disable the triangle-order-cache-optimization step.
This variable must be set before the MeshUtilities module loads. Humorously, It's actually commented out in the last line of Engine\Config\ConsoleVariables.ini
We'll continue to optimize the cooking performance, but hopefully this helps a bit.
edit: Be sure to un-set this variable before doing a final cook because you want the mesh to be optimized.
r.TriangleOrderOptimization=2
This variable must be set before the MeshUtilities module loads. Humorously, It's actually commented out in the last line of Engine\Config\ConsoleVariables.ini
We'll continue to optimize the cooking performance, but hopefully this helps a bit.
edit: Be sure to un-set this variable before doing a final cook because you want the mesh to be optimized.
Edited by chrisgreb - Dec. 1, 2016 15:53:17
Houdini Engine for Unreal » Vertex Color Map
- chrisgreb
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I'm not sure if the UE4 alembic importer supports vertex colors. It's pretty new, maybe it's on their TODO list.
Houdini Engine for Unreal » Radio Button Folder Type & UE4
- chrisgreb
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Sorry but radio button folders support has not been added to the UE4 plugin yet. The ‘tabs’ type folders are supported. It's not ideal, but I have seen people use a tab folder list with an ‘on/off’ toggle parameter inside to enable or disable a mode.
Houdini Engine for Unreal » HDA to Actor Blueprint data
- chrisgreb
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Ah yes, we discussed this and decided it was probably the first thing people will want to do. (Setting initial state on the instanced actors). It's on our todo list. In the meantime I think you're right that you need different BPs. If you subclass a blueprint and just change some variables, it should have pretty low overhead because it will be a data-only blueprint. But of course it's not ideal to clutter up the project with BPs.
Houdini Engine for Unreal » Asset interaction is slow
- chrisgreb
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There's no fundamental reason that UE4 should be slower than Unity that I know of. However UE4 has many features that can be rebuilding after every incremental cook, which can definitely slow things down. For example the navigation system and distance field ambient occlusion. Which HDA are you seeing a big slowdown relative to Unity?
Edit: If you are using curve inputs the asset will be cooked as you drag the mouse, this can cause serious frame drops in the editor if there is a lot of geometry to be generated. We recently put in an option to mitigate this: 'Cook curves on mouse release', which is in the Project Settings -> Houdini Engine -> Cooking.
Edit: If you are using curve inputs the asset will be cooked as you drag the mouse, this can cause serious frame drops in the editor if there is a lot of geometry to be generated. We recently put in an option to mitigate this: 'Cook curves on mouse release', which is in the Project Settings -> Houdini Engine -> Cooking.
Edited by chrisgreb - Nov. 11, 2016 09:52:56
Houdini Engine for Unreal » Houdini C4D Octane
- chrisgreb
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You might try posting this question in the C4D-related forum as well:
https://www.sidefx.com/forum/53/ [sidefx.com]
https://www.sidefx.com/forum/53/ [sidefx.com]
Houdini Engine for Unreal » New feature: Instance anything
- chrisgreb
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The latest build should have the ‘invisible instances’ bug fixed, thanks for the feedback on that.
There should be a little yellow arrow next to the hourglass icon which will revert the assigned mesh to the generated one.
twelveplusplus
i swapped out some geometry that was generated by my asset, using the drag-and-drop method.
Now, i can't figure out how to revert the instance to the generated geometry…
There should be a little yellow arrow next to the hourglass icon which will revert the assigned mesh to the generated one.
Houdini Engine for Unreal » New feature: Instance anything
- chrisgreb
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twelveplusplus
I'm having some trouble, unfortunately, getting this to work. I tried to make an elevator blueprint (it's just a moving platform), and then i instanced it onto a grid with four points.
using the first method, unreal_instance attribute, i got nothing at all. (i'm prolly did something wrong)
I was able to instance your BP using attribute value: Blueprint'/Game/platform_bp.platform_bp' You could try checking the UE4 output log for error messages?
twelveplusplus
using the 2nd method, the platforms were sort of instanced but, they were invisible during gameplay, and they were also invisible in the editor screen unless i first clicked on them.
Yes, sorry the ‘invisible during gameplay’ is a bug we noticed and will hopefully have that fixed soon. I haven't seen any problems in the editor screen though. I'll try to reproduce that.
Houdini Engine for Unreal » New feature: Instance anything
- chrisgreb
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Either way works:
1. Create a detail or point attribute named unreal_instance with the value being the string reference to your asset. For example: Blueprint'/Game/Blueprints/BP_MyLightActor.BP_MyLightActor' You can get the reference string by right-clicking on the asset in the content browser and selecting copy reference.
2. Output of packed primitive geometry or an Instancer node can be overriden through the Houdini Asset with the same asset by dragging it over the ‘instanced override’ swatch or using the drop-down selection list.
1. Create a detail or point attribute named unreal_instance with the value being the string reference to your asset. For example: Blueprint'/Game/Blueprints/BP_MyLightActor.BP_MyLightActor' You can get the reference string by right-clicking on the asset in the content browser and selecting copy reference.
2. Output of packed primitive geometry or an Instancer node can be overriden through the Houdini Asset with the same asset by dragging it over the ‘instanced override’ swatch or using the drop-down selection list.
Houdini Engine for Unreal » New feature: Instance anything
- chrisgreb
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We've added a much-requested new feature in the latest build of the plugin which allows instancing of actors.
Previously you could instance Static Mesh assets via the unreal_instance attribute or by overriding a generated instance with a Static Mesh asset from the content browser.
Now you can use any asset that is derived from AActor or can be converted to one. For example: Particle systems, Sounds, Skeletal Meshes, as well as Blueprints which are Actors ( volumes, lights, triggers, characters etc ).
Check it out, and let us know of any questions, problems or suggestions you have.
Note: ‘Bake to Blueprint’ does not currently consider any ‘instanced actors’, this is work-in-progress.
Previously you could instance Static Mesh assets via the unreal_instance attribute or by overriding a generated instance with a Static Mesh asset from the content browser.
Now you can use any asset that is derived from AActor or can be converted to one. For example: Particle systems, Sounds, Skeletal Meshes, as well as Blueprints which are Actors ( volumes, lights, triggers, characters etc ).
Check it out, and let us know of any questions, problems or suggestions you have.
Note: ‘Bake to Blueprint’ does not currently consider any ‘instanced actors’, this is work-in-progress.
Houdini Engine for Unreal » Updating an existing baked mesh instead of creating a new one
- chrisgreb
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There's been no change since that last thread. Unfortunately I don't know of any workaround, but I've added your complaint to the todo list.
I'm thinking it might make sense if you have an asset selected in the content browser when you press ‘bake’, it will prompt to overwrite the selected asset instead of creating a new one.
I'm thinking it might make sense if you have an asset selected in the content browser when you press ‘bake’, it will prompt to overwrite the selected asset instead of creating a new one.
Houdini Engine for Unreal » Vertex Color Map
- chrisgreb
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The mesh Cd attribute will be imported as vertex color into Unreal, so you can use that in your material.
Houdini Engine for Unreal » Models keep resetting after UE4 reload
- chrisgreb
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Houdini Engine for Unreal » Models keep resetting after UE4 reload
- chrisgreb
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What sort of parameters are being reset? If possible, it would be helpful to log a bug and attach your HDA:
https://www.sidefx.com/forum/topic/38189/ [sidefx.com]
https://www.sidefx.com/forum/topic/38189/ [sidefx.com]
Houdini Engine for Unreal » Houdini Engine and UE 4.13
- chrisgreb
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ttvdsfx
Will you guys fix the deprecation warnings? It's quite spammy in build log… But thanks.
I don't see any deprecation warnings in my build. What are you seeing? Is this a game or editor build?
Thanks
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