I think the issue is that we no longer ship 4.8 plugin with 15.0 . Only 4.9 and 4.10 . Which means you still have the old 4.8 plugin installed (it was not replaced by installer). So it is pointing to an older version of Houdini it was build against.
There are two possible solutions, one is to build 4.8 plugin yourself - we have code on Github (Houdini15-Unreal4.8 branch). Another would be to update and use either 4.9 or 4.10 .
Thanks!
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Houdini Engine for Unreal » Plugin stopped working
- ttvdsfx
- 173 posts
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Houdini Engine for Unreal » Plugin stopped working
- ttvdsfx
- 173 posts
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Hello!
Which version of UE4, which version of daily build and which platform?
Please let me know, I will look into it.
Which version of UE4, which version of daily build and which platform?
Please let me know, I will look into it.
Houdini Engine for Unreal » Exporting FBX to Unreal Engine, wrong axis at import.
- ttvdsfx
- 173 posts
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digitallysanechrismIsn't this forum strictly for discussing Houdini Engine inside UE4?
I moved this to the UE4 forum for ya. Enjoy!
There are some questions (like this one) repeatedly popping around, which concern various pipeline aspects (getting FBX from Houdini into UE, getting animation into UE etc).
As far as I'm concerned, those have absolutely nothing to do with Houdini Engine, so why are we supposed to discuss FBX pipeline issues in the Houdini Engine Forum?
You are correct, this is a Houdini Engine forum No, I believe the thread was transferred here by accident.
Houdini Engine for Unreal » Exporting FBX to Unreal Engine, wrong axis at import.
- ttvdsfx
- 173 posts
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Hello.
When you are importing your FBX file into UE4, do you have Convert Scene option set in FBX import options dialog? It is under Miscellaneous category. It seems if you have it enabled, your file imports exactly the way it is in Houdini. We tried UE4.10 .
Thanks!
When you are importing your FBX file into UE4, do you have Convert Scene option set in FBX import options dialog? It is under Miscellaneous category. It seems if you have it enabled, your file imports exactly the way it is in Houdini. We tried UE4.10 .
Thanks!
Houdini Engine for Unreal » Tool handles in UE
- ttvdsfx
- 173 posts
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Hello! I think your asset exposed a bug in our handle code As I understand you have 3 handles, but only one is coming through Houdini Engine in UE4, and it is covered by default UE4 gizmo, so it is not visible. (You can select handle component and drag away the default gizmo to expose the existing handle - if you need quick work around).
I filed this as a bug #72549 . And we will try to address it ASAP.
Thank you!!
I filed this as a bug #72549 . And we will try to address it ASAP.
Thank you!!
Houdini Engine for Unreal » Do Engine-baked blueprints need Houdini Engine to work?
- ttvdsfx
- 173 posts
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As far as I know this should work. Baked out items have no Houdini Engine dependencies, so you should be able to transfer them. Are UE4 versions the same? What was the error? Could you provide an asset / workflow to reproduce this?
Thanks!
Thanks!
Houdini Engine for Unreal » Do Engine-baked blueprints need Houdini Engine to work?
- ttvdsfx
- 173 posts
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When you bake blueprint it should work in UE4 without Houdini Engine. There's nothing it it that references Houdini Engine objects.
All it does is, it generates a blueprint, necessary static meshes and creates corresponding static mesh components / instanced static mesh components and attaches them to the generated blueprint. Only UE4 items.
All it does is, it generates a blueprint, necessary static meshes and creates corresponding static mesh components / instanced static mesh components and attaches them to the generated blueprint. Only UE4 items.
Houdini Engine for Unreal » How to assign multiple materials to the same object
- ttvdsfx
- 173 posts
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Hello,
Setting colours on shaders should work. Are you using stylesheets by any chance? Can you attach your asset so we could have a look at what's going on?
Thanks!
Setting colours on shaders should work. Are you using stylesheets by any chance? Can you attach your asset so we could have a look at what's going on?
Thanks!
Houdini Engine for Unreal » How to assign multiple materials to the same object
- ttvdsfx
- 173 posts
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Hello DASD,
We do have support for multiple materials per generated static mesh. Please have a look at the attached asset; points of interest are SHOP nodes Multi_Whole1/2/3 and obj Multi_Whole (look at material nodes). You can also import this asset into UE and see how it works.
Please let me know if this answers your question.
Thank you!
We do have support for multiple materials per generated static mesh. Please have a look at the attached asset; points of interest are SHOP nodes Multi_Whole1/2/3 and obj Multi_Whole (look at material nodes). You can also import this asset into UE and see how it works.
Please let me know if this answers your question.
Thank you!
Houdini Engine for Unreal » Destructible mesh
- ttvdsfx
- 173 posts
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This has been logged as RFE #72339 .
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/14 [github.com]
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/14 [github.com]
Houdini Engine for Unreal » Some questions
- ttvdsfx
- 173 posts
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Once you bake blueprint you should see attached components. For instancing, we will create InstancedStaticMesh component and we will attach it to blueprint. On that attached instanced static mesh component, you will see parameter called Instances, where all individual instance transforms are. You can adjust these, save and recompile the blueprint. I don't believe you can adjust individual instance item transforms through blueprint viewport editor. This is UE4 behaviour.
For the moment that is the only workflow; we are planning to add spawning of blueprint / replacement of HDA on bake directly into the world post release. This has been logged as RFE #72336 .
I am not aware. Could you please attach a sample asset so I can reproduce / look into this crash? Or file a bug with us.
Thank you!!
For the moment that is the only workflow; we are planning to add spawning of blueprint / replacement of HDA on bake directly into the world post release. This has been logged as RFE #72336 .
I am not aware. Could you please attach a sample asset so I can reproduce / look into this crash? Or file a bug with us.
Thank you!!
Houdini Engine API » Engine for Blender ?
- ttvdsfx
- 173 posts
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We have open sourced code for 3 of Houdini Engine plugins: Maya, Unity and Unreal. You can use these as a reference as well.
Houdini Lounge » Houdini Engine for Modo
- ttvdsfx
- 173 posts
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Please note, this is not an official Side Effects project. It was created as a starting base for someone who'd want to work on Houdini Engine / Modo integration. It is still in very experimental stage (you can see what's planned and what's working on the page). Hopefully once it is stable enough binary builds will/can be provided.
Houdini Engine for Unreal » Tool handles in UE
- ttvdsfx
- 173 posts
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Hello!
Yes! We added handles support in 4.9, but it has not been backported to 4.8 . Are you able to use / switch to 4.9 ?
Thank you!
Yes! We added handles support in 4.9, but it has not been backported to 4.8 . Are you able to use / switch to 4.9 ?
Thank you!
Houdini Engine for Unreal » Some questions
- ttvdsfx
- 173 posts
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Hello; I am not sure what you mean by adding / removing / adjusting placements. If you open blueprint, you can pick individual attached components and adjust their transform, then save blueprint. It is not possible to instantiate baked blueprint into world outliner at this moment, but this should be relatively easy to add. We currently do not create LODs for generated meshes. There's also no grouping of baked resources at the moment - we are planning to add this post release.
Thanks.
Thanks.
Houdini Engine for Unreal » Instance / Scatter ?
- ttvdsfx
- 173 posts
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I believe there's unfortunately no way for an indie user to access our bug / rfe database.
We usually record forum thread links in internal database, so if an rfe gets touched we will post an update here.
Thank you!
We usually record forum thread links in internal database, so if an rfe gets touched we will post an update here.
Thank you!
Houdini Engine for Unreal » All about Unreal Landscape
- ttvdsfx
- 173 posts
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Houdini Engine for Unreal » HDA NormalMap ?
- ttvdsfx
- 173 posts
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Houdini Engine for Unreal » Instance / Scatter ?
- ttvdsfx
- 173 posts
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Magnus:
There's no way to do this currently in UE/our implementation.
DASD:
This sounds like a useful feature! I've logged this as an RFE #72175 .
Thanks!
There's no way to do this currently in UE/our implementation.
DASD:
This sounds like a useful feature! I've logged this as an RFE #72175 .
Thanks!
Houdini Engine for Unreal » All about Unreal Landscape
- ttvdsfx
- 173 posts
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We do not have direct support for Unreal terrain tools or landscape; If you can transform your terrain into a static mesh and then use that as an input to an HDA that would work. We preserve vertex information when we marshal data into Houdini Engine (such as normals, colors, UE material names). So you can use painting tool on your static mesh and then use that information inside Houdini to do processing.
We do not have any terrain work scheduled in this time frame. However, please do submit an RFE if you do require it. This would help us pick next desired features.
Thank you!
We do not have any terrain work scheduled in this time frame. However, please do submit an RFE if you do require it. This would help us pick next desired features.
Thank you!
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