Hi,
You're right, layers work differently in Unreal than in Houdini.
Basically, layers are weightblended and their total values add up to one.
https://docs.unrealengine.com/en-US/BuildingWorlds/Landscape/Materials/index.html [docs.unrealengine.com]
You could try experimenting with "unreal_landscape_layer_nonweightblended" to see if you could get what you want.
It's a primitive/detail attribute that expects the names of the layers (separated by spaces) that should not be weight blended.
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Houdini Engine for Unreal » Landscape Layers giving unexpected results
- dpernuit
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
- 534 posts
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Houdini Engine for Unreal » Licensing error for Houdini Engine in Unreal
- dpernuit
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Hi,
This seem to be a common issue with the new free license, as Indie users are trying to use the new free commercial license instead of the free Houdini Engine Indie license.
DO NOT mix Houdini Indie license with the (Commercial) free Houdini Engine for Unreal / Unity license.
If you have a commercial Houdini License, and HDA files, then the free Houdini Engine for Unreal license is what you need.
If you're using Houdini Indie and HDA/HDALC files, then a Houdini Engine Indie license is needed (it is free as well).
If you mix both, then bad things like mentioned above will happen...
The best solution would be to remove the free commercial Houdini Engine license, and get a Houdini Engine Indie one instead.
(feel free to contact support if you need help for doing that)
This seem to be a common issue with the new free license, as Indie users are trying to use the new free commercial license instead of the free Houdini Engine Indie license.
DO NOT mix Houdini Indie license with the (Commercial) free Houdini Engine for Unreal / Unity license.
If you have a commercial Houdini License, and HDA files, then the free Houdini Engine for Unreal license is what you need.
If you're using Houdini Indie and HDA/HDALC files, then a Houdini Engine Indie license is needed (it is free as well).
If you mix both, then bad things like mentioned above will happen...
The best solution would be to remove the free commercial Houdini Engine license, and get a Houdini Engine Indie one instead.
(feel free to contact support if you need help for doing that)
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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Hi,
Just tried on my side with a simple HF input + Noise + Erosion + timeshift setup and didn't run into any issue.
Please submit a bug report to support with your hda so I can take a look at your setup.
Just tried on my side with a simple HF input + Noise + Erosion + timeshift setup and didn't run into any issue.
Please submit a bug report to support with your hda so I can take a look at your setup.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2 Released!
- dpernuit
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Hi everyone,
It's with pleasure that I'd like to let you all know that today's production build of Houdini (18.5.462) has the official release of Version 2.0!
The source code (for UE4.26, 25, 24 and 23) is also available on the git repository:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2 [github.com]
Binaries for Unreal 4.25 and 4.26 can also be downloaded on the git repository's release page
https://github.com/sideeffects/HoudiniEngineForUnreal-v2/releases/tag/v2.0 [github.com]
The Documentation [www.sidefx.com] on the website has been updated to cover all the changes made in version 2.0.
Here are some of the new features and improvements that were made in Version 2.0:
Core:
- New and redesigned core architecture, more modular and lightweight.
All the Houdini Engine/HAPI logic is now Editor-only and contained in the “HoudiniEngine” module. All the custom runtime components and actors used by the plugin now simply acts as data-holders, and are processed by the HoudiniEngine modules, removing the need to bake HDA before packaging a game.
- The plugin now relies exclusively on native, UProperties based serialization, so operations like cut and paste, move between level, duplicate etc.. do not exhibit any of the issues that version 1 had with those operations.
Outputs:
- Static Mesh creation time has been optimized and now uses Mesh Descriptions.
- Alternatively, you can also decide to use an even faster Proxy Mesh generation while editing the HDA.
Those can then be automatically refined to Static Meshes, either on a timer, or when saving/playing the level.
- World composition support: Tiled heightfields can now be baked to multiple landscape actors/steaming proxies, and will create/update the levels needed for world composition.
You can specify the level's path by using the new “unreal_level_path” attribute, that is also used by meshes and instancers so they can also be baked out to separate levels.
- Material overrides and generic uproperty attributes can either be applied on the instancer, or per instance (when using mesh split instancers or instanced Actors).
- It is possible to create foliage instances directly, without baking, when using the “unreal_foliage” attribute on an instancer.
- A class can be directly instantiated by the "unreal_instance" attribute (ie “PointLight”, “AudioVolume”… ).
- Curves can be outputed to SplineComponents by using the "unreal_output_curve" primitive attribute.
Inputs:
- Colliders on a Static Mesh can now be imported as group geometry.
- World inputs can now read data from BSP brushes.
- Instancers and Foliage are now imported as packed primitives.
- World inputs have an improved bound selector mode, that lets them send all the actors and objects contained in the bounds of the selected object.
- World inputs can now import data from all supported input objects (landscape, houdini asset actors..)
- World inputs can now import data from actors placed in a different level than the Houdini Asset Actors's.
- A single curve input can now create and import any number of curves.
- You can alt-click on curve inputs or editable curves to create new points.
Parameters:
- HDA parameters and inputs editing now support multi-selection.
- Parameter UI/UX has been improved:
- Folder UI (tabs, radio, collapsible) has been improved
- Ramps UI has been improved, and it is easy to turn off auto-update while editing them.
- When an asset is dropped on a string parameter, it automatically sets its value to the asset ref.
- String parameters can now be turned into an asset picker via the “unreal_ref” tag.
- Support for File parameters has been improved (custom extension, directory, new file...)
- Multi-line strings, Column Labels, Button Strip, Log Int and Floats are now supported.
General:
- The plugin's UI has been completely revamped, a new Houdini Engine menu has been added to the editor.
- bgeo/bgeo.sc files can be imported natively in the content browser (Mesh and instancers).
- The PDG Asset Link has been added, allowing control of TOP networks nested in HDAs, and works similarly to the one in the Unity plugin.
- Session Sync is supported, allowing the plugin to connect to a session of Houdini Engine running inside Houdini.
The state of Houdini Engine can be viewed in Houdini while working with the plugin in Unreal, and changes on either end, whether in Unreal via the plugin or in Houdini via its various interfaces, will be synchronized across so that both applications will be able to make changes and see the same results.
- Blueprint support: It is now possible to use Houdini Asset Components in the Blueprint Editor.
This lets you preset and use HDAs on Blueprint Actors, and changing parameters/inputs on the Houdini Asset will automatically update all placed instances of that Blueprint.
We'll be spending time in the coming weeks polishing the plugin and all the new features and workflows that were added in v2.
As for what's coming next, I'll be updating this post soon with a roadmap of all the new features that are currently planned for the plugin.
A huge thanks to all the Alpha and Beta users who have given us feedback and reported issues during the development of V2!
It's with pleasure that I'd like to let you all know that today's production build of Houdini (18.5.462) has the official release of Version 2.0!
The source code (for UE4.26, 25, 24 and 23) is also available on the git repository:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2 [github.com]
Binaries for Unreal 4.25 and 4.26 can also be downloaded on the git repository's release page
https://github.com/sideeffects/HoudiniEngineForUnreal-v2/releases/tag/v2.0 [github.com]
The Documentation [www.sidefx.com] on the website has been updated to cover all the changes made in version 2.0.
Here are some of the new features and improvements that were made in Version 2.0:
Core:
- New and redesigned core architecture, more modular and lightweight.
All the Houdini Engine/HAPI logic is now Editor-only and contained in the “HoudiniEngine” module. All the custom runtime components and actors used by the plugin now simply acts as data-holders, and are processed by the HoudiniEngine modules, removing the need to bake HDA before packaging a game.
- The plugin now relies exclusively on native, UProperties based serialization, so operations like cut and paste, move between level, duplicate etc.. do not exhibit any of the issues that version 1 had with those operations.
Outputs:
- Static Mesh creation time has been optimized and now uses Mesh Descriptions.
- Alternatively, you can also decide to use an even faster Proxy Mesh generation while editing the HDA.
Those can then be automatically refined to Static Meshes, either on a timer, or when saving/playing the level.
- World composition support: Tiled heightfields can now be baked to multiple landscape actors/steaming proxies, and will create/update the levels needed for world composition.
You can specify the level's path by using the new “unreal_level_path” attribute, that is also used by meshes and instancers so they can also be baked out to separate levels.
- Material overrides and generic uproperty attributes can either be applied on the instancer, or per instance (when using mesh split instancers or instanced Actors).
- It is possible to create foliage instances directly, without baking, when using the “unreal_foliage” attribute on an instancer.
- A class can be directly instantiated by the "unreal_instance" attribute (ie “PointLight”, “AudioVolume”… ).
- Curves can be outputed to SplineComponents by using the "unreal_output_curve" primitive attribute.
Inputs:
- Colliders on a Static Mesh can now be imported as group geometry.
- World inputs can now read data from BSP brushes.
- Instancers and Foliage are now imported as packed primitives.
- World inputs have an improved bound selector mode, that lets them send all the actors and objects contained in the bounds of the selected object.
- World inputs can now import data from all supported input objects (landscape, houdini asset actors..)
- World inputs can now import data from actors placed in a different level than the Houdini Asset Actors's.
- A single curve input can now create and import any number of curves.
- You can alt-click on curve inputs or editable curves to create new points.
Parameters:
- HDA parameters and inputs editing now support multi-selection.
- Parameter UI/UX has been improved:
- Folder UI (tabs, radio, collapsible) has been improved
- Ramps UI has been improved, and it is easy to turn off auto-update while editing them.
- When an asset is dropped on a string parameter, it automatically sets its value to the asset ref.
- String parameters can now be turned into an asset picker via the “unreal_ref” tag.
- Support for File parameters has been improved (custom extension, directory, new file...)
- Multi-line strings, Column Labels, Button Strip, Log Int and Floats are now supported.
General:
- The plugin's UI has been completely revamped, a new Houdini Engine menu has been added to the editor.
- bgeo/bgeo.sc files can be imported natively in the content browser (Mesh and instancers).
- The PDG Asset Link has been added, allowing control of TOP networks nested in HDAs, and works similarly to the one in the Unity plugin.
- Session Sync is supported, allowing the plugin to connect to a session of Houdini Engine running inside Houdini.
The state of Houdini Engine can be viewed in Houdini while working with the plugin in Unreal, and changes on either end, whether in Unreal via the plugin or in Houdini via its various interfaces, will be synchronized across so that both applications will be able to make changes and see the same results.
- Blueprint support: It is now possible to use Houdini Asset Components in the Blueprint Editor.
This lets you preset and use HDAs on Blueprint Actors, and changing parameters/inputs on the Houdini Asset will automatically update all placed instances of that Blueprint.
We'll be spending time in the coming weeks polishing the plugin and all the new features and workflows that were added in v2.
As for what's coming next, I'll be updating this post soon with a roadmap of all the new features that are currently planned for the plugin.
A huge thanks to all the Alpha and Beta users who have given us feedback and reported issues during the development of V2!
Edited by dpernuit - Jan. 19, 2021 19:09:24
Houdini Engine for Unreal » Creating Curve/Curve atlas in hda?
- dpernuit
- 534 posts
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Hi,
We don't support those in the plugin, the only type of "curves" supported by the plugin are SplineComponents, that will be created as curve SOPs in Houdini.
The HoudiniColorRampCurve/FloatRampCurve are the curve object used for Color/Float ramp parameters.
We don't support those in the plugin, the only type of "curves" supported by the plugin are SplineComponents, that will be created as curve SOPs in Houdini.
The HoudiniColorRampCurve/FloatRampCurve are the curve object used for Color/Float ramp parameters.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
- 534 posts
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@JvK Artwork / @ChinaNoodles : This issue should have been fixed in recent builds of the plugin.
@adipamihi : Landscape edit layers arent supported by the plugin, simply because they were added to unreal fairly recently, and the plugin's landscape portion was already completed at the time.
We do have a few RFEs for it, and they will likely be one the first feature we'll tackle after the v2 release.
(stay tuned for the roadmap)
@Josich : Hard to tell what's causing the issue just looking at the screenshot, but materials should be support similarly in both v1 and v2. Please submit a bug report for that and send us your HDA so I can have a look.
@sggvideo : Thanks for bringing this up, v2 was indeed shipping with the old VAT materials, this should be fixed on git, and will be in tomorrow's daily build.
Alternatively, you can just copy them from the git repo:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2/tree/Houdini18.5-4.26/Content [github.com]
You need the Materials and MaterialFunctions folders.
@adipamihi : Landscape edit layers arent supported by the plugin, simply because they were added to unreal fairly recently, and the plugin's landscape portion was already completed at the time.
We do have a few RFEs for it, and they will likely be one the first feature we'll tackle after the v2 release.
(stay tuned for the roadmap)
@Josich : Hard to tell what's causing the issue just looking at the screenshot, but materials should be support similarly in both v1 and v2. Please submit a bug report for that and send us your HDA so I can have a look.
@sggvideo : Thanks for bringing this up, v2 was indeed shipping with the old VAT materials, this should be fixed on git, and will be in tomorrow's daily build.
Alternatively, you can just copy them from the git repo:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2/tree/Houdini18.5-4.26/Content [github.com]
You need the Materials and MaterialFunctions folders.
Houdini Engine for Unreal » Export default shapes to UE
- dpernuit
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Hi,
To do that, you could simply pack each "shape" separately (using a pack SOP), before merging them all in your HDA's output.
The plugin will create a separate mesh for packed primitives as long as they are not copied multiple times.
(in that case, the plugin would create instancers).
This will only work in version 2 of the plugin though.
To do that, you could simply pack each "shape" separately (using a pack SOP), before merging them all in your HDA's output.
The plugin will create a separate mesh for packed primitives as long as they are not copied multiple times.
(in that case, the plugin would create instancers).
This will only work in version 2 of the plugin though.
Houdini Engine for Unreal » UE4.26 Houdini engine installing problem
- dpernuit
- 534 posts
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Hi,
Yes, since H18.5 ships with both version 1 and version 2, we dont copy the plugin automatically anymore.
You need to manually copy the plugin files from your houdini install to unreal's Engine/Plugins/Runtime directory.
Yes, since H18.5 ships with both version 1 and version 2, we dont copy the plugin automatically anymore.
You need to manually copy the plugin files from your houdini install to unreal's Engine/Plugins/Runtime directory.
Houdini Engine for Unreal » UE4.26 Houdini engine installing problem
- dpernuit
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Hi,
The 4.26 version of the plugin (both v1 and v2) was available in the installer a few days after Epic released the engine.
Since we haven't released a production build since, it's only available on the H18.5 daily builds (H18.5.424+).
Same thing goes for the git repo, since the beta2 released before the UE4.26 release, the beta2 binaries were built for the only available versions of Unreal at the time, 4.24 and 4.25.
Anyway, H18.5 daily builds will have the 4.26 binaries.
The 4.26 version of the plugin (both v1 and v2) was available in the installer a few days after Epic released the engine.
Since we haven't released a production build since, it's only available on the H18.5 daily builds (H18.5.424+).
Same thing goes for the git repo, since the beta2 released before the UE4.26 release, the beta2 binaries were built for the only available versions of Unreal at the time, 4.24 and 4.25.
Anyway, H18.5 daily builds will have the 4.26 binaries.
Houdini Engine for Unreal » PDG cooking is expecting files to be under UE install?
- dpernuit
- 534 posts
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Hi,
So, my recommended workflow for PDG would be:
- Use $PDG_DIR for all paths, don't use $JOB and $HIP.
$JOB could be used if set in an env file, but setting it up properly is not as easy as PDG_DIR.
Using $HIP doesn't make sense when using Houdini Engine, since there is no HIP file.
- Expose the Working Directory parameter on the TOP Scheduler on your HDA, and set that working directory via the HDA parameters in Unreal. This ensures that both Unreal and Houdini understand that directory properly ($PDG_DIR).
- I then use that directory a my main PDG folder for the PDG Asset Link:
I place all the HDAs needed by PDG in a hda subfolder, and use "$PDG_DIR/hda/XXX" for my HDA processors.
Same thing for any input/output files, just use subfolders for them and reference them in the HDA with $PDG_DIR.
By doing that, you basically only need to worry about setting that Working Directory parameter, and having everything needed under that folder tends to make things a lot more portable.
So, my recommended workflow for PDG would be:
- Use $PDG_DIR for all paths, don't use $JOB and $HIP.
$JOB could be used if set in an env file, but setting it up properly is not as easy as PDG_DIR.
Using $HIP doesn't make sense when using Houdini Engine, since there is no HIP file.
- Expose the Working Directory parameter on the TOP Scheduler on your HDA, and set that working directory via the HDA parameters in Unreal. This ensures that both Unreal and Houdini understand that directory properly ($PDG_DIR).
- I then use that directory a my main PDG folder for the PDG Asset Link:
I place all the HDAs needed by PDG in a hda subfolder, and use "$PDG_DIR/hda/XXX" for my HDA processors.
Same thing for any input/output files, just use subfolders for them and reference them in the HDA with $PDG_DIR.
By doing that, you basically only need to worry about setting that Working Directory parameter, and having everything needed under that folder tends to make things a lot more portable.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
- 534 posts
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Hi,
@JanKrocak: You should be able to see the daily_185/daily_185_py3 branches on steam, they should be on the latest daily (18.5.446 currently)
@Epoch: Yes, we do have a 4.26 version on the plugin, it is currently available in the daily builds as UE4.26 released after our last production build.
@JanKrocak: You should be able to see the daily_185/daily_185_py3 branches on steam, they should be on the latest daily (18.5.446 currently)
@Epoch: Yes, we do have a 4.26 version on the plugin, it is currently available in the daily builds as UE4.26 released after our last production build.
Houdini Engine for Unreal » Does Niagara plugin for 4.26 still not in ready?
- dpernuit
- 534 posts
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Hi,
We currently don't have 4.26 binaries ready to be downloaded, but you can build the 4.26 plugin yourself using the code on GitHub:
https://github.com/sideeffects/HoudiniNiagara/tree/SharedBuffer-4.26 [github.com]
We currently don't have 4.26 binaries ready to be downloaded, but you can build the 4.26 plugin yourself using the code on GitHub:
https://github.com/sideeffects/HoudiniNiagara/tree/SharedBuffer-4.26 [github.com]
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
- 534 posts
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The latest daily build, not production build
The prod build didn't have the 4.26 plugin.
The prod build didn't have the 4.26 plugin.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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You're getting this error likely because the binaries you're using were not built for UE4.26, or because you just have the source code.
As Beta2 was released before UE4.26, the binaries currently available on the git repo's release page are only for 4.24 / 4.25.
You can download the source code for the 4.26 plugin, but that would require you to build the plugin from source, or you'd get this "missing module" error.
What I'd recommend, is that you get the latest daily H18.5 build.
You'll find the 4.26-v2 plugin under the engine subfolder of your Houdini install directory.
Copy the HoudiniEngine folder to UE4.26's Engine/Plugin/Runtime folder, and you should be good.
As Beta2 was released before UE4.26, the binaries currently available on the git repo's release page are only for 4.24 / 4.25.
You can download the source code for the 4.26 plugin, but that would require you to build the plugin from source, or you'd get this "missing module" error.
What I'd recommend, is that you get the latest daily H18.5 build.
You'll find the 4.26-v2 plugin under the engine subfolder of your Houdini install directory.
Copy the HoudiniEngine folder to UE4.26's Engine/Plugin/Runtime folder, and you should be good.
Houdini Engine for Unreal » Bridge distorts after changing the curve in engine
- dpernuit
- 534 posts
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Hi,
I had a quick look at your HDA, and likely found the issue:
when using the unreal plugin, curves have added rotation/scale values per curve points, which may cause unwanted problems in some HDAs.
To fix the issue:
- Add an Attribute delete node node after your editable curve sop, deleting the rot/scale attribute.
You can easily troubleshoot this kind of issue by using session sync, which would let you inspect the hda while its being used in unreal.
Other potential issue could be the fact that you exposed the curve's coordinate parameter.
This may clash with the editable curves, since this gives two different ways to modify the curve sop.
I had a quick look at your HDA, and likely found the issue:
when using the unreal plugin, curves have added rotation/scale values per curve points, which may cause unwanted problems in some HDAs.
To fix the issue:
- Add an Attribute delete node node after your editable curve sop, deleting the rot/scale attribute.
You can easily troubleshoot this kind of issue by using session sync, which would let you inspect the hda while its being used in unreal.
Other potential issue could be the fact that you exposed the curve's coordinate parameter.
This may clash with the editable curves, since this gives two different ways to modify the curve sop.
Houdini Engine for Unreal » Keep World Transform not working?
- dpernuit
- 534 posts
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Hi,
When using object merge inputs, we do not have access to your object merge's node “transform” parameter, since when using the HDA, the node is locked.
It is up to you to set this parameter correctly in your HDA. In your case, I suspect that changing the parameter from “Into This Object” to “None” would have solved your issue.
When using SOP inputs on your HDA, the object merge node is created by the plugin, so we are able to set this value for you via the “Keep World Transform” checkbox.
When using object merge inputs, we do not have access to your object merge's node “transform” parameter, since when using the HDA, the node is locked.
It is up to you to set this parameter correctly in your HDA. In your case, I suspect that changing the parameter from “Into This Object” to “None” would have solved your issue.
When using SOP inputs on your HDA, the object merge node is created by the plugin, so we are able to set this value for you via the “Keep World Transform” checkbox.
Houdini Engine for Unreal » How to assign a COP plane as Material Instance image parm?
- dpernuit
- 534 posts
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The unreal_material_parameter“ is meant to be used with material instance of an existing Unreal material created by the plugin.
(via the ”unreal_material_instance" parameter)
Please have a look at:
https://www.sidefx.com/docs/unreal18.5/_materials.html#MaterialsInstances [www.sidefx.com]
for more details
Basically you need to:
- Assign the principled shader with the texture on your houdini object.
This will ensure that the houdini material is converted to material/texture in unreal.
- Set the “unreal_material_instance” attribute on your object, to indicate that in unreal, the mesh will use a new Material Instance of an existing unreal material.
- Finally, you can use the “unreal_material_parameter” attribute, to override parameter on the newly created Material Instance.
assuming the texture parameter you're trying to override with the houdini texture is called “myTexture”
add the unreal_material_parameter_myTexture attribute, with its value set to the texture's channel name/
(if the principled shader texture in H was assigned to the diffuse/basecolor channel, set the attribute value to “diffuse”)
(via the ”unreal_material_instance" parameter)
Please have a look at:
https://www.sidefx.com/docs/unreal18.5/_materials.html#MaterialsInstances [www.sidefx.com]
for more details
Basically you need to:
- Assign the principled shader with the texture on your houdini object.
This will ensure that the houdini material is converted to material/texture in unreal.
- Set the “unreal_material_instance” attribute on your object, to indicate that in unreal, the mesh will use a new Material Instance of an existing unreal material.
- Finally, you can use the “unreal_material_parameter” attribute, to override parameter on the newly created Material Instance.
assuming the texture parameter you're trying to override with the houdini texture is called “myTexture”
add the unreal_material_parameter_myTexture attribute, with its value set to the texture's channel name/
(if the principled shader texture in H was assigned to the diffuse/basecolor channel, set the attribute value to “diffuse”)
Houdini Engine for Unreal » Can't apply tessellation in my houdini digital assets?
- dpernuit
- 534 posts
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Hi,
There are still a few settings that are missing in V2, build adjacency buffer being one of them.
Please feel free to submit a bug report for that.
There are still a few settings that are missing in V2, build adjacency buffer being one of them.
Please feel free to submit a bug report for that.
Houdini Engine for Unreal » Unreal Engine 4.25.4 Plugin Not showing up---SOLVED
- dpernuit
- 534 posts
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Hi,
That is correct, since H18.5 offers both Version1 and Version2 of the plug-in, we don't automatically copy the plugins files to unreal automatically.
It's up to you to copy the HoudiniEngine folder of your choice from Houdini's “engine/unreal/4.XX” to Unreal's “Engine/Plugins/Runtime” folder.
That is correct, since H18.5 offers both Version1 and Version2 of the plug-in, we don't automatically copy the plugins files to unreal automatically.
It's up to you to copy the HoudiniEngine folder of your choice from Houdini's “engine/unreal/4.XX” to Unreal's “Engine/Plugins/Runtime” folder.
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