Hi,
StaticMeshMethod is a development only property. that's mainly used to test/debug mesh creation issues with v2 while it's in Alpha.
It will likely disappear once the v2 plugin is properly released.
If you want the plugin to generate proxy meshes (HoudiniStaticMesh) by default, you can change that in the plugin settings:
Under Static Mesh, “Enable Proxy Mesh”.
Further options are available to control how/when proxy meshes are refined to Static Meshes.
You also have per HDA overrides accessibles via the details panel.
As for the distance field property, we don't apply the uproperties on the HoudiniAssetActor, but only on the output generated by the HDA. That property should stay disabled upon recook/rebuild though, but currently, you'll have to set it manually.
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Houdini Engine for Unreal » [Solved] Set Static Mesh Method attribute in Houdini
- dpernuit
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Houdini Engine for Unreal » Getting info from baked mesh
- dpernuit
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Hi,
Nope, that's currently not possible (both in v1 or v2), but seems like a good RFE.
We could indeed try to stash all the parameter values in the metadata.
Nope, that's currently not possible (both in v1 or v2), but seems like a good RFE.
We could indeed try to stash all the parameter values in the metadata.
Houdini Engine for Unreal » Possible for an HDA to be aware of the world around?
- dpernuit
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Version 2 of the plugin has updated world inputs:
When in bound selector mode, selecting an actor will send to Houdini all the actors/components that the plugin can translate to Houdini.
There is also an option to automatically update bound selectors, so that adding new actors in their bounds will automatically update the houdini input, and potentially, trigger an update of the HDA.
When in bound selector mode, selecting an actor will send to Houdini all the actors/components that the plugin can translate to Houdini.
There is also an option to automatically update bound selectors, so that adding new actors in their bounds will automatically update the houdini input, and potentially, trigger an update of the HDA.
Houdini Engine for Unreal » UE4 World Composition w/ Houdini
- dpernuit
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Yes, baking is the only way to update the WC levels/landscapes.
The idea is that you can come back to the HDA, make some changes to the generated terrain, and once satisfied with results, bake again. The second bake will update the landscape actors in the level, and update the WC system.
In the plugin “cook” outputs are generally considered temporary, and owned by the HDA, so it made little sense in having the WC levels and landscapes being “owned” by an HDA.
A similar logic applies to PDG Outputs, which remained owned by the HDA until baked.
In both cases, deleting the HDA will delete the cooked/temporary outputs.
The idea is that you can come back to the HDA, make some changes to the generated terrain, and once satisfied with results, bake again. The second bake will update the landscape actors in the level, and update the WC system.
In the plugin “cook” outputs are generally considered temporary, and owned by the HDA, so it made little sense in having the WC levels and landscapes being “owned” by an HDA.
A similar logic applies to PDG Outputs, which remained owned by the HDA until baked.
In both cases, deleting the HDA will delete the cooked/temporary outputs.
Houdini Engine for Unreal » Houdini Engine for UE4 V2 -- Alpha 3.1 GameJam release!
- dpernuit
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@alexstachelek Version 2 currently is very limited regarding docs.
The best we currently have is on the repo wiki's “what's new” page:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2/wiki/What's-new-%3F#world-composition [github.com]
There's some basic explanations on how to set this up.
The best we currently have is on the repo wiki's “what's new” page:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2/wiki/What's-new-%3F#world-composition [github.com]
There's some basic explanations on how to set this up.
Houdini Engine for Unreal » Local transform, scale, rotations for Curve Points
- dpernuit
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Hi,
In v2 (and v1) you can change the transform of each curve points via the gizmos, but we dont have a way to enter the transform values manually. We already have an RFE to add this to the version2 plugin.
In v2 (and v1) you can change the transform of each curve points via the gizmos, but we dont have a way to enter the transform values manually. We already have an RFE to add this to the version2 plugin.
Houdini Engine for Unreal » Import open world roads in UE4
- dpernuit
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Hi,
In version1, we unfortunately don't support outputting curves, so the only workaround would be along the lines of what eetu suggested.
Version2 will support outputting curves as Spline Components, so that should probably solve your issue.
Curve output is not in the current v2 Alpha, but will likely be available in the next update.
In version1, we unfortunately don't support outputting curves, so the only workaround would be along the lines of what eetu suggested.
Version2 will support outputting curves as Spline Components, so that should probably solve your issue.
Curve output is not in the current v2 Alpha, but will likely be available in the next update.
Houdini Engine for Unreal » HDA Geo not visible in Unreal Mesh Distance Field
- dpernuit
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Houdini Engine for Unreal » HDA not cooking
- dpernuit
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@MoodyBear I guess you meant to post your reply over there:
https://www.sidefx.com/forum/topic/75127/ [www.sidefx.com]
Yes, feel free to send us your asset, as it'll help us fixing the issue.
https://www.sidefx.com/forum/topic/75127/ [www.sidefx.com]
Yes, feel free to send us your asset, as it'll help us fixing the issue.
Houdini Engine for Unreal » Session Sync Example?
- dpernuit
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Hi Jerome,
Thanks for reporting this one!
Yes, that's a bug on the v2 side, we should indeed look for the steam exes as well when starting session sync!
(and I suppose that other actions like “open in Houdini” likely have the same issue).
Alternatively, you can manually start Houdini Indie from steam, start session sync directly in Houdini (via Windows > Houdini Session Sync), then in unreal, manually restart the session (Houdini Engine > Restart Session).
You'll just need to make sure that the session sync settings match the session settings that you have selected in the plugin's setting in Unreal.
Thanks for reporting this one!
Yes, that's a bug on the v2 side, we should indeed look for the steam exes as well when starting session sync!
(and I suppose that other actions like “open in Houdini” likely have the same issue).
Alternatively, you can manually start Houdini Indie from steam, start session sync directly in Houdini (via Windows > Houdini Session Sync), then in unreal, manually restart the session (Houdini Engine > Restart Session).
You'll just need to make sure that the session sync settings match the session settings that you have selected in the plugin's setting in Unreal.
Houdini Engine for Unreal » Can't find libHAPIL.dll in UE4
- dpernuit
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Session Sync is the updated version of the Houdini Engine Debugger.
While the debugger only updated Houdini from Unreal, SessionSync works in both ways when supported (in v2), so changes in Houdini are also reflected in Unreal.
In version1 it will be only unidirectional (UE > H) like the debugger.
One thing to know is that the plugin doesn't pull a license until you instantiate an HDA, or modify an existing one.
You can also manually start the HE session (file > Restart Session) to check on the license status.
After doing that, you'll be able to see the info regarding the license acquired in the settings.
If the HDA you're instantiating only shows the houdini logo:
- either the HE sessions could not be created, and the UE4 log should give a little insight on what the error is.
- if the session was started, then it could simply be that you're HDA is just not generating any geometry.
In that case, the plugin will have created the parameters and inputs in the details panel, but will display the Houdini Logo in the level as no output was created from the node.
In both case, sending us the logs will help us figure out what the issue is.
While the debugger only updated Houdini from Unreal, SessionSync works in both ways when supported (in v2), so changes in Houdini are also reflected in Unreal.
In version1 it will be only unidirectional (UE > H) like the debugger.
One thing to know is that the plugin doesn't pull a license until you instantiate an HDA, or modify an existing one.
You can also manually start the HE session (file > Restart Session) to check on the license status.
After doing that, you'll be able to see the info regarding the license acquired in the settings.
If the HDA you're instantiating only shows the houdini logo:
- either the HE sessions could not be created, and the UE4 log should give a little insight on what the error is.
- if the session was started, then it could simply be that you're HDA is just not generating any geometry.
In that case, the plugin will have created the parameters and inputs in the details panel, but will display the Houdini Logo in the level as no output was created from the node.
In both case, sending us the logs will help us figure out what the issue is.
Houdini Engine for Unreal » Houdini Engine for UE4 V2 -- Alpha 3.1 GameJam release!
- dpernuit
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@BxHBxH: Regarding the packaging issue, are you using the latest alpha of v2? (3.2)
Could you share the packaging log files with the errors with us?
Same thing regarding the plugin hanging, could you share UE4's logs when the hang happens ?
I'll try to repro that on my side…
@Moody bear: I guess you're using editable curve nodes?
You could try using a curve input instead as a workaround.
@Sukmadi Rafiuddin: Yes, that's what I meant by v2 not being backward compatible with v1.
If you intend on reusing a v1 project (which I don't recommend), then you should destroy/remove all v1 actors/components, delete the v1 plugin, then install v2.
Could you share the packaging log files with the errors with us?
Same thing regarding the plugin hanging, could you share UE4's logs when the hang happens ?
I'll try to repro that on my side…
@Moody bear: I guess you're using editable curve nodes?
You could try using a curve input instead as a workaround.
@Sukmadi Rafiuddin: Yes, that's what I meant by v2 not being backward compatible with v1.
If you intend on reusing a v1 project (which I don't recommend), then you should destroy/remove all v1 actors/components, delete the v1 plugin, then install v2.
Houdini Engine for Unreal » Session Sync Example?
- dpernuit
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Hi,
When opening session sync, we need to restart the houdini session, so your HDA will only show up if you modify them, or recook/rebuild them.
When using Session sync, you can make change to your HDA in Houdini, and they will be picked up automatically by Unreal.
So you can change parameters in your HDA in H for example, or even unlock the HDA, and start doing anything in H…
you can literally use an HDA wrapping an object merge node, point the path to a node you've manually created in Houdini, and see whatever you're creating in H appear in Unreal…
Version 2 doesnt have docs for now, aside from the git hub repo's wiki which has a few helpful info, but as far as SessionSync is concerned, you can have a look at the unity plugin's doc on Session Sync, but it is also fairly minimal:
https://www.sidefx.com/docs/unity/_session_sync.html [www.sidefx.com]
Aside from NodeSync which is only available in Unity, both plugin will behave similarly.
When opening session sync, we need to restart the houdini session, so your HDA will only show up if you modify them, or recook/rebuild them.
When using Session sync, you can make change to your HDA in Houdini, and they will be picked up automatically by Unreal.
So you can change parameters in your HDA in H for example, or even unlock the HDA, and start doing anything in H…
you can literally use an HDA wrapping an object merge node, point the path to a node you've manually created in Houdini, and see whatever you're creating in H appear in Unreal…
Version 2 doesnt have docs for now, aside from the git hub repo's wiki which has a few helpful info, but as far as SessionSync is concerned, you can have a look at the unity plugin's doc on Session Sync, but it is also fairly minimal:
https://www.sidefx.com/docs/unity/_session_sync.html [www.sidefx.com]
Aside from NodeSync which is only available in Unity, both plugin will behave similarly.
Houdini Engine for Unreal » Reading Layer Information from Landscape Material to HDA
- dpernuit
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Hi,
If a landscape has layers, they will be available as masks on the Heightfield created by a landscape input.
ie: layer “grass” will be avaialble as the “grass” mask in Houdini.
So you simply just need to use a landscape input.
If a landscape has layers, they will be available as masks on the Heightfield created by a landscape input.
ie: layer “grass” will be avaialble as the “grass” mask in Houdini.
So you simply just need to use a landscape input.
Houdini Engine for Unreal » How can I get RBD Constraints to UE4 through my HDA?
- dpernuit
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Houdini Engine for Unreal » "Unknown extension .hdalc" can't import into UE4.25
- dpernuit
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Hi,
If the plugin doesn't show up in Unreal, then it likely means that the installer failed to locate UE4, and that you'll need to copy the plugins file manually.
Copy the “HoudiniEngine” folder in the engine/unreal/4.25 directory (in your houdini install)
to the Engine/Plugins/Runtime folder of your UE4.25.
Launch UE4, and you should see the HoudiniEngine plugin appear in the plugins, like in FDX3245's screenshot.
If the plugin doesn't show up in Unreal, then it likely means that the installer failed to locate UE4, and that you'll need to copy the plugins file manually.
Copy the “HoudiniEngine” folder in the engine/unreal/4.25 directory (in your houdini install)
to the Engine/Plugins/Runtime folder of your UE4.25.
Launch UE4, and you should see the HoudiniEngine plugin appear in the plugins, like in FDX3245's screenshot.
Houdini Engine for Unreal » Problem with memory usage in UE4
- dpernuit
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Thanks for bringing that up.
I had fixed the sleep issue in v2 already, but will be backporting that to v1 today.
I had fixed the sleep issue in v2 already, but will be backporting that to v1 today.
Houdini Engine for Unreal » Houdini indie bought on steam, how to get houdini engine?
- dpernuit
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Yes, though with Steam only allowing you to launch one software via the steam UI, you'll likely have to launch Houdini manually via the exe in the houdini steam install folder.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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@FFD/FDX3245: We do have specific milestones set for the beta, and can't really ignore them for the game jam.
That being said, we don't have issues giving access to the alpha for the game jam…
@lealexandrebreton: No, it actually means quite the opposite actually.
In v1 the runtime part of the plugin contained a lot of the cooking and processing part, despite most of it being editor-only.
In v2, all of that logic is gone from the runtime module, which makes the runtime part of the plugin a lot lighter, but we still do not support editing HDA parameters or inputs at “game time”.
That being said, we don't have issues giving access to the alpha for the game jam…
@lealexandrebreton: No, it actually means quite the opposite actually.
In v1 the runtime part of the plugin contained a lot of the cooking and processing part, despite most of it being editor-only.
In v2, all of that logic is gone from the runtime module, which makes the runtime part of the plugin a lot lighter, but we still do not support editing HDA parameters or inputs at “game time”.
Houdini Engine for Unreal » Houdini Engine for UE4 V2 -- Alpha 3.1 GameJam release!
- dpernuit
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A few extra information regarding the current Alpha:
It is important to note that Version 2 is not backward compatible with version 1 of the Houdini Engine for Unreal plugin.
To that extent, it is important that you use version 2 of the plug-in only with projects that do not contain version 1 assets.
However, the Houdini Digital Assets themselves (the HDA files), that were created for version 1 of the plugin are fully compatible with version 2.
- The Alpha is linked with the latest H18 production build, H18.0.532.
- Do not mix version 1 and version 2! bad things will happen if you do.
The alpha shall be used on a fresh/clean UE4 project.
- With that in mind, be careful when installing Houdini, as enabling the unreal plugin on the current installer will copy the v1 files in unreal as well (in the engine)…
The current alpha has almost all the version 1 features, so the current plugin's DOCS [www.sidefx.com] also applies to v2.
Details on some of Version 2's new features can be found in the repo's wiki [github.com], but v2 doesn't have its own documentation yet.
It is important to note that Version 2 is not backward compatible with version 1 of the Houdini Engine for Unreal plugin.
To that extent, it is important that you use version 2 of the plug-in only with projects that do not contain version 1 assets.
However, the Houdini Digital Assets themselves (the HDA files), that were created for version 1 of the plugin are fully compatible with version 2.
- The Alpha is linked with the latest H18 production build, H18.0.532.
- Do not mix version 1 and version 2! bad things will happen if you do.
The alpha shall be used on a fresh/clean UE4 project.
- With that in mind, be careful when installing Houdini, as enabling the unreal plugin on the current installer will copy the v1 files in unreal as well (in the engine)…
The current alpha has almost all the version 1 features, so the current plugin's DOCS [www.sidefx.com] also applies to v2.
Details on some of Version 2's new features can be found in the repo's wiki [github.com], but v2 doesn't have its own documentation yet.
Edited by dpernuit - Aug. 10, 2020 18:41:44
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