Hi,
Seems like you have the H19.5.303 plugin installed in Houdini, but have Houdini 19.5.368 installed.
The plugin is looking for 19.5.303 but cant find it.
The easiest solution would be to reinstall/reimport the plugin using the unitypackage in your H19.5.368's engine/unity folder.
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Houdini Engine for Unity » Houdini engine can't detect the installation of HEU in unity
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Houdini Engine for Unreal » Houdini Engine not allowing Unreal 5.0.3 to open
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Hi,
Have you tried using the plugins as a project plugins instead of an engine plugin ?
Instead of copying the Houdini Engine folder to UE5's Engine/Plugins/Runtime folder, instead copy it into your project's Plugins/Runtime folder (create one if you don't have a plugins folder in your project)
IIRC, there's an issue with UE5 that prevents pre-compiled plugins to work as engine plugin.
Have you tried using the plugins as a project plugins instead of an engine plugin ?
Instead of copying the Houdini Engine folder to UE5's Engine/Plugins/Runtime folder, instead copy it into your project's Plugins/Runtime folder (create one if you don't have a plugins folder in your project)
IIRC, there's an issue with UE5 that prevents pre-compiled plugins to work as engine plugin.
Houdini Engine for Unreal » Endless Processing/Cooking
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Hi,
You're not doing anything wrong, that issue is actually caused by a regression in the plugin.
I was able to reproduce and fix the issue, the fix will be in tomorrow's daily build of the plugin.
You're not doing anything wrong, that issue is actually caused by a regression in the plugin.
I was able to reproduce and fix the issue, the fix will be in tomorrow's daily build of the plugin.
Houdini Engine for Unity » Cannot find any TOP nodes In Unit
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It's available on the PDG Asset Link.

Modifying these will let you use custom prefixes for the TOP nodes that will be visible in the Asset Link (TOP filter) and used as output (TOP Filter)
Modifying these will let you use custom prefixes for the TOP nodes that will be visible in the Asset Link (TOP filter) and used as output (TOP Filter)
Houdini Engine for Unreal » Interior mapping on HDA
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Hi,
Likely, this is because, by default, after cooking the plugin generates Proxy Meshes (note the Houdini Logo on top of it) and not Static Meshes.
Proxies are generated much faster, but don't have all the features SM have.
I'd assume that refining the proxy to Static Mesh also fixes the issue (right click > refine)
Likely, this is because, by default, after cooking the plugin generates Proxy Meshes (note the Houdini Logo on top of it) and not Static Meshes.
Proxies are generated much faster, but don't have all the features SM have.
I'd assume that refining the proxy to Static Mesh also fixes the issue (right click > refine)
Houdini Engine for Unreal » Error: Failed to open scene in Houdini. Unreal Engine.
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Hi,
Likely, this is a mac-only issue, it could simply be that the plugin fails to locate the Houdini binaries on mac, and simply fails to launch H.
There's a few workaround:
- use "save Houdini scene" instead, then open the saved hip files manually.
- use session sync for a live debugging session.
Though if the plugin fails to locate binaries for "open scene in H", it may fail as well to launch Houdini in session sync mode.
You can do this manually instead, start Houdini, then Window > Houdini Engine Session Sync.
Make sure the session settings match unreal's session settings (in the plugin settings) then start the server
Restart the session in Unreal, and the plugin should connect to Houdini.
Rebuild your HDAs, they should appears in Houdini as the plugin cooks them.
Likely, this is a mac-only issue, it could simply be that the plugin fails to locate the Houdini binaries on mac, and simply fails to launch H.
There's a few workaround:
- use "save Houdini scene" instead, then open the saved hip files manually.
- use session sync for a live debugging session.
Though if the plugin fails to locate binaries for "open scene in H", it may fail as well to launch Houdini in session sync mode.
You can do this manually instead, start Houdini, then Window > Houdini Engine Session Sync.
Make sure the session settings match unreal's session settings (in the plugin settings) then start the server
Restart the session in Unreal, and the plugin should connect to Houdini.
Rebuild your HDAs, they should appears in Houdini as the plugin cooks them.
Houdini Engine for Unreal » Geometry Input Missing UE5
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Hi,
Likely, your HDA simply has no inputs
https://www.sidefx.com/docs/unreal/_inputs.html#InputNode [www.sidefx.com]
either add inputs in the type properties if it's a SOP HDA, or expose an object merge Object parameter on your HDA.
The other possible issue, could be licensing, as the inputs/parameters won't show up in Unreal if the plugin can't get a license.
(and as a reminder, Houdini Engine plugins won't work with Houdini Apprentice / .hdanc files)
Likely, unreal's log should display an error message, or selecting an HDA should indicate in the details panel if the session has any issue.
Likely, your HDA simply has no inputs
https://www.sidefx.com/docs/unreal/_inputs.html#InputNode [www.sidefx.com]
either add inputs in the type properties if it's a SOP HDA, or expose an object merge Object parameter on your HDA.
The other possible issue, could be licensing, as the inputs/parameters won't show up in Unreal if the plugin can't get a license.
(and as a reminder, Houdini Engine plugins won't work with Houdini Apprentice / .hdanc files)
Likely, unreal's log should display an error message, or selecting an HDA should indicate in the details panel if the session has any issue.
Houdini Engine for Unreal » The result of an HDA as the input for another HDA?
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Hi,
You can use "Asset inputs" for that.
Assuming you have two HDAs in Unreal, you can set the "tiny_cube_scatterer" HDA to Asset input, and select the "Star" HDA.
This will effectively connects the two HDAs directly in Houdini, unlike for example, using a World input, which would send the unreal output of one HDA to the other.
See:
https://www.sidefx.com/docs/unreal/_inputs.html#InputsAsset [www.sidefx.com]
The one caveat to that, is that you cant select which output of the HDA is connect to your second HDA's input.
You can use "Asset inputs" for that.
Assuming you have two HDAs in Unreal, you can set the "tiny_cube_scatterer" HDA to Asset input, and select the "Star" HDA.
This will effectively connects the two HDAs directly in Houdini, unlike for example, using a World input, which would send the unreal output of one HDA to the other.
See:
https://www.sidefx.com/docs/unreal/_inputs.html#InputsAsset [www.sidefx.com]
The one caveat to that, is that you cant select which output of the HDA is connect to your second HDA's input.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
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Hi,
Third-digit versions of unreal don't matter for plugin compatibility, so the UE5.0 plugin available in the current production build (H19.0.622) is compatible with 5.0.2.
Third-digit versions of unreal don't matter for plugin compatibility, so the UE5.0 plugin available in the current production build (H19.0.622) is compatible with 5.0.2.
Houdini Engine for Unreal » Houdini Engine for UE5: Geometry Collections setup
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Hi,
That is correct, UE5.0 broke our GC / Chaos integration and I'm currently working on it.
I already fixed GC input last week, and I'm just about done fixing GC output in the plugin.
Likely, expect a fix for all of this in tomorrow's daily build.
As for example HDAs, you can find 3 them in the plugin's content (in Content\Examples\Chaos)
That is correct, UE5.0 broke our GC / Chaos integration and I'm currently working on it.
I already fixed GC input last week, and I'm just about done fixing GC output in the plugin.
Likely, expect a fix for all of this in tomorrow's daily build.
As for example HDAs, you can find 3 them in the plugin's content (in Content\Examples\Chaos)
Houdini Engine for Unreal » Houdini Niagara plugin for 5.0?
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Hi,
Yes, I just pushed the release earlier today:
https://github.com/sideeffects/HoudiniNiagara/releases/tag/v2.3.0-UE5.00 [github.com]
Yes, I just pushed the release earlier today:
https://github.com/sideeffects/HoudiniNiagara/releases/tag/v2.3.0-UE5.00 [github.com]
Houdini Engine for Unreal » Houdini engine for Unreal build version 19.0.560 vs 19.0.561
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Hi,
This is fine, as the Houdini Version doesn't matter as much as the HAPI version.
The Houdini version is mostly used just to find the Houdini install directory via the registry, whereas the HAPI version actually indicates API compatibility.
Since HAPI is not updated as often as H, if the build are too far apart, this should most of the time be fine.
We also try to maintain compatibility as much as we can, and the plugin will warn you if the HAPI version is not compatible.
This is fine, as the Houdini Version doesn't matter as much as the HAPI version.
The Houdini version is mostly used just to find the Houdini install directory via the registry, whereas the HAPI version actually indicates API compatibility.
Since HAPI is not updated as often as H, if the build are too far apart, this should most of the time be fine.
We also try to maintain compatibility as much as we can, and the plugin will warn you if the HAPI version is not compatible.
Houdini Engine for Unreal » Houdini Engine 19.0.561 - UE5 preview2 Cannot be installed.
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Hi,
We do not provide binaries for the UE5 plugin on Mac OS.
So you will unfortunately have to build the plugin from source, also, with the UE5 preview build at least, the plugin should be installed as a project plugin, not an engine one.
We do not provide binaries for the UE5 plugin on Mac OS.
So you will unfortunately have to build the plugin from source, also, with the UE5 preview build at least, the plugin should be installed as a project plugin, not an engine one.
Houdini Engine for Unreal » When will the ue5 preview version be supported?
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Hi,
I forgot to mention in my previous reply that binaries were on their way.
I've just updated the latest release (19.0.531) with the UE5.0-preview1 binaries.
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.8 [github.com]
Just make sure that you install the plugins as a project plugin if you're using the Epic Launcher version of UE5.
I forgot to mention in my previous reply that binaries were on their way.
I've just updated the latest release (19.0.531) with the UE5.0-preview1 binaries.
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.8 [github.com]
Just make sure that you install the plugins as a project plugin if you're using the Epic Launcher version of UE5.
Houdini Engine for Unreal » When will the ue5 preview version be supported?
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Hi,
I'm not sure I understand your question...
The sources on the Houdini19.0-5.00 branch on Git are now for preview1, and should build fine with the prev1 source:
https://github.com/sideeffects/HoudiniEngineForUnreal/tree/Houdini19.0-Unreal5.00 [github.com]
(but you need to build the plugin, since there are no binaries)
I'm not sure I understand your question...
The sources on the Houdini19.0-5.00 branch on Git are now for preview1, and should build fine with the prev1 source:
https://github.com/sideeffects/HoudiniEngineForUnreal/tree/Houdini19.0-Unreal5.00 [github.com]
(but you need to build the plugin, since there are no binaries)
Houdini Engine for Unreal » Houdini Engine 19 - Session lost
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Hi,
This issue will be fixed in tomorrow's daily build of the plugin.
It was caused by an update to the thrift libraries (thrift is what we use for data transport between H and the plugin) in H19.0 that introduced a max buffer size for transporting data to/from the session.
This caused thrift and the HE session to shutdown when going above that limit, which is roughly the equivalent of a 3600x3600 HF as you noticed.
We now send/receive the data in chunks when bigger than the buffer max size, which solves the issue.
This issue will be fixed in tomorrow's daily build of the plugin.
It was caused by an update to the thrift libraries (thrift is what we use for data transport between H and the plugin) in H19.0 that introduced a max buffer size for transporting data to/from the session.
This caused thrift and the HE session to shutdown when going above that limit, which is roughly the equivalent of a 3600x3600 HF as you noticed.
We now send/receive the data in chunks when bigger than the buffer max size, which solves the issue.
Houdini Engine for Unreal » Painting attributes inside UE
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Houdini Engine for Unreal » HDA Menu (Switch Node) doesn't work in UE
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The original issue was caused by the display flag not being set properly on the output node.
Previously, the plugin used the display flag and not the output nodes, and as OP's display flag was set before the switch, the switch node was basically ignored.
We've changed that behavior a few months ago, and by default, the plugin now uses the output nodes instead of the display SOP.
This can be changed by using the "Use Output node" checkbox on the HDA.
Previously, the plugin used the display flag and not the output nodes, and as OP's display flag was set before the switch, the switch node was basically ignored.
We've changed that behavior a few months ago, and by default, the plugin now uses the output nodes instead of the display SOP.
This can be changed by using the "Use Output node" checkbox on the HDA.
Houdini Engine for Unreal » Houdini 19.0.498 and unreal 4.27
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Hi,
This issue was caused by a bug in the plugin.
We do close the session during PIE, but a bug on the plugin side prevented it from properly restarting the session when not using Session Sync.
This will be fixed in tomorrow's build of the plugin.
This issue was caused by a bug in the plugin.
We do close the session during PIE, but a bug on the plugin side prevented it from properly restarting the session when not using Session Sync.
This will be fixed in tomorrow's build of the plugin.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
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Hi,
We only support the latest two officially released versions of Unreal, currently 4.27 / 26.
Those are the versions that ship with Houdini, either via the installer / launcher.
We do offer source code for UE5-EA2 on our git repositories.
H19.0 sources are back on the original git repo, that is updated automatically/daily when a change is made to the plugin:
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
H18.5 source code is on the v2 specific repository, that we're not updating anymore.
https://github.com/sideeffects/HoudiniEngineForUnreal-v2 [github.com]
Those repos also have binaries for production builds, so if you want the UE5-EA2 binaries for H19.0, they're available here:
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.5 [github.com]
We will update those binaries when a production build for H19.0 is released.
For UE5 and HN19.0 daily builds, the only solution is to build the plugin from source.
We only support the latest two officially released versions of Unreal, currently 4.27 / 26.
Those are the versions that ship with Houdini, either via the installer / launcher.
We do offer source code for UE5-EA2 on our git repositories.
H19.0 sources are back on the original git repo, that is updated automatically/daily when a change is made to the plugin:
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
H18.5 source code is on the v2 specific repository, that we're not updating anymore.
https://github.com/sideeffects/HoudiniEngineForUnreal-v2 [github.com]
Those repos also have binaries for production builds, so if you want the UE5-EA2 binaries for H19.0, they're available here:
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.5 [github.com]
We will update those binaries when a production build for H19.0 is released.
For UE5 and HN19.0 daily builds, the only solution is to build the plugin from source.
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