Hi everyone,
Well, I have some great news for those of you who have been eager to test v2.
With the Houdini Game jam at the end of the week, we've decided to make the Alpha version of the plugin public.
It can be accessed on the github repo:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2 [github.com]
Source code is available for UE4.23/24/25 and the master branch of unreal (4.26).
Pre-built binaries for UE4.24 and 4.25 can be downloaded on the release page:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2/releases [github.com]
Currently, Alpha3.1 is linked with the latest Houdini 18.0 production build, H18.0.532.
Some more details on the current Alpha can be found in Paul's post in the forum [www.sidefx.com] as well
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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@DASD: Yes, we are in touch with Epic regarding UE5.
We do want to make sure that HE plugin will be compatible with it, but it is still early.
@BenTec: no support for grooming planned for now.
@ReadyVIS: Lidar points cloud is a separate plugin, so we wont be able to use it with the HE plugin unless Epic decides to integrate it in the engine.
@3W: That is actually fairly complicated to fix, as it is hard to know on what the instances have been scattered when you're in Houdini… Potentially we could try and solve that using additional attributes on the foliage instances, but it wont be trivial.
We do want to make sure that HE plugin will be compatible with it, but it is still early.
@BenTec: no support for grooming planned for now.
@ReadyVIS: Lidar points cloud is a separate plugin, so we wont be able to use it with the HE plugin unless Epic decides to integrate it in the engine.
@3W: That is actually fairly complicated to fix, as it is hard to know on what the instances have been scattered when you're in Houdini… Potentially we could try and solve that using additional attributes on the foliage instances, but it wont be trivial.
Edited by dpernuit - July 21, 2020 19:48:05
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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Hi
SideFX has put a lot more resources on the plugin, and we're making really good progress.
Version2 is currently in private alpha, Alpha3 to be specific, and we're hoping to start the public beta at the end of August.
Here's a list of some of the new features and changes currently available in the Alpha:
Core:
New and redesigned core architecture, more modular and lightweight:
The plugin now uses 3 modules: HoudiniEngine, HoudiniEngineEditor and HoudiniEngineRuntime.
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.
- You can also decide to use an even faster “Proxy Mesh” generation while editing the HDA. The ProxyMeshes can be automatically refined to Static Mesh, either on a timer, when saving/playing the level, or manually.
- 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 level.
- Material overrides and generic uproperty attributes can be applied on the instancer, or per instance (when using mesh split instancers, or instanced Actors)
- Instancers Components are only created if the number of instances exceeds one. If an instancer only has one instance, a StaticMeshComponent is created instead. This is especially useful if using packed primitives to split geometry.
- Instancers can now have a position offset per instance override variation.
- Physical Materials can be set on landscape/per landscape layer when using the “unreal_physical_material” primitive attribute.
- Added the ability to assign a reference to an asset in the content browser to output mesh sockets.
The referenced asset will be instantiated and assigned to the socket.
- When an asset referenced by an attribute instancer (“unreal_instance”) or for socket assignment could not be found,
the plugin will now create a default “asset not found” box mesh (hidden in-game by default).
This can be enabled/disabled by default in the project settings.
- It is possible to create foliage instances directly, without baking, when using the “unreal_foliage” attribute on an instancer.
- Added support for outputting templated geos:
When the “output templated geo” asset option is enabled, the templated geos in a HDA will be outputted by the plugin using a specific, wireframe, default material and are hidden in-game by default.
- Added the ability to directly instantiate a class (ie “PointLight”, “AudioVolume”… ) when using the “unreal_instance” attribute.
This is especially useful when wanting to instantiate a class that cannot be saved as an asset in the content browser, and removes the need to create a BP for that.
Inputs:
- Colliders on Static Meshes can be imported as group geometry when “Export colliders” is enabled.
- World inputs can now read data from BSP brushes.
- Instancers and Foliage actors are imported as packed primitives instead of merged, individual meshes like in v1.
- 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 an actor placed in a different level than the Houdini Asset Actor's.
- World inputs now only update the actors that have been modified (version 1 updated all the selection)
- Added buttons to world inputs to select all / clear the current selection.
- A single curve input can now create and import any number of curves.
- You can now simply Alt-click on a curve input or editable curve to insert new points.
- Added “import as reference” on geometry, asset, and world inputs.
This allows importing the selected asset/actors as “unreal_instance” references instead of sending the whole geometry.
- Material parameter attributes are now imported when importing meshes.
Parameters:
- HDA parameters and inputs editing now support multi-selection.
- Parameter UI has been improved:
- Folder UI (tabs, radio, collapsible).
- Ramps UI has been improved, and it is now easy to turn off a ramp's auto-update while editing them.
- String parameters now support Drag & Drop:
When an asset is dropped on a string parameter, its value is automatically set to that asset reference.
This is especially useful to import using unreal_instance / unreal_material attributes.
- String parameters can now be turned into an asset picker, that set the string value to the asset's reference when they have the “unreal_ref” tag.
The class used to filter the asset in the asset picker can be specified via the “unreal_ref_class” 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 network 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.
I'll try to give you guys a proper sneak peak at v2 soon! stay tuned.
SideFX has put a lot more resources on the plugin, and we're making really good progress.
Version2 is currently in private alpha, Alpha3 to be specific, and we're hoping to start the public beta at the end of August.
Here's a list of some of the new features and changes currently available in the Alpha:
Core:
New and redesigned core architecture, more modular and lightweight:
The plugin now uses 3 modules: HoudiniEngine, HoudiniEngineEditor and HoudiniEngineRuntime.
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.
- You can also decide to use an even faster “Proxy Mesh” generation while editing the HDA. The ProxyMeshes can be automatically refined to Static Mesh, either on a timer, when saving/playing the level, or manually.
- 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 level.
- Material overrides and generic uproperty attributes can be applied on the instancer, or per instance (when using mesh split instancers, or instanced Actors)
- Instancers Components are only created if the number of instances exceeds one. If an instancer only has one instance, a StaticMeshComponent is created instead. This is especially useful if using packed primitives to split geometry.
- Instancers can now have a position offset per instance override variation.
- Physical Materials can be set on landscape/per landscape layer when using the “unreal_physical_material” primitive attribute.
- Added the ability to assign a reference to an asset in the content browser to output mesh sockets.
The referenced asset will be instantiated and assigned to the socket.
- When an asset referenced by an attribute instancer (“unreal_instance”) or for socket assignment could not be found,
the plugin will now create a default “asset not found” box mesh (hidden in-game by default).
This can be enabled/disabled by default in the project settings.
- It is possible to create foliage instances directly, without baking, when using the “unreal_foliage” attribute on an instancer.
- Added support for outputting templated geos:
When the “output templated geo” asset option is enabled, the templated geos in a HDA will be outputted by the plugin using a specific, wireframe, default material and are hidden in-game by default.
- Added the ability to directly instantiate a class (ie “PointLight”, “AudioVolume”… ) when using the “unreal_instance” attribute.
This is especially useful when wanting to instantiate a class that cannot be saved as an asset in the content browser, and removes the need to create a BP for that.
Inputs:
- Colliders on Static Meshes can be imported as group geometry when “Export colliders” is enabled.
- World inputs can now read data from BSP brushes.
- Instancers and Foliage actors are imported as packed primitives instead of merged, individual meshes like in v1.
- 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 an actor placed in a different level than the Houdini Asset Actor's.
- World inputs now only update the actors that have been modified (version 1 updated all the selection)
- Added buttons to world inputs to select all / clear the current selection.
- A single curve input can now create and import any number of curves.
- You can now simply Alt-click on a curve input or editable curve to insert new points.
- Added “import as reference” on geometry, asset, and world inputs.
This allows importing the selected asset/actors as “unreal_instance” references instead of sending the whole geometry.
- Material parameter attributes are now imported when importing meshes.
Parameters:
- HDA parameters and inputs editing now support multi-selection.
- Parameter UI has been improved:
- Folder UI (tabs, radio, collapsible).
- Ramps UI has been improved, and it is now easy to turn off a ramp's auto-update while editing them.
- String parameters now support Drag & Drop:
When an asset is dropped on a string parameter, its value is automatically set to that asset reference.
This is especially useful to import using unreal_instance / unreal_material attributes.
- String parameters can now be turned into an asset picker, that set the string value to the asset's reference when they have the “unreal_ref” tag.
The class used to filter the asset in the asset picker can be specified via the “unreal_ref_class” 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 network 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.
I'll try to give you guys a proper sneak peak at v2 soon! stay tuned.
Edited by dpernuit - July 21, 2020 20:26:44
Houdini Engine for Unreal » Houdini indie bought on steam, how to get houdini engine?
- dpernuit
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Hi,
Yes, you can use the UE4 plugin with the steam version of Houdini.
To install the plugin, you can either manually copy the plugin's HoudiniEngine from the houdini install directory (under engine/unreal/4.XX) to the engine/plugins/runtime/ folder in Unreal.
Alternatively, you can launch houdini, and use the houdini engine installer shelf tool.
Once the plugin is installed, when starting houdini on steam, you should have the option to start a houdini engine server (either named pipe/or tcp). You should leave it open, then start unreal.
Make sure that the session settings in Unreal matches what is indicated by HE Server
(by default, the ue4 plugin uses named pipe, “hapi”)
You should then be able to instantiate and use an HDA in Unreal.
Yes, you can use the UE4 plugin with the steam version of Houdini.
To install the plugin, you can either manually copy the plugin's HoudiniEngine from the houdini install directory (under engine/unreal/4.XX) to the engine/plugins/runtime/ folder in Unreal.
Alternatively, you can launch houdini, and use the houdini engine installer shelf tool.
Once the plugin is installed, when starting houdini on steam, you should have the option to start a houdini engine server (either named pipe/or tcp). You should leave it open, then start unreal.
Make sure that the session settings in Unreal matches what is indicated by HE Server
(by default, the ue4 plugin uses named pipe, “hapi”)
You should then be able to instantiate and use an HDA in Unreal.
Houdini Engine for Unreal » Houdini Unreal getting error when loading asset
- dpernuit
- 534 posts
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Hi,
This error means that the plugins was unable to find Houdini via the registry.
You can solve this by going into the plugin's settings (in projects settings), enabling “use custom location” and point the plugin to your Houdini install folder.
You should be fine after restarting unreal.
Also make sure that you're using the version of Houdini that is expected by the plugin.
This error means that the plugins was unable to find Houdini via the registry.
You can solve this by going into the plugin's settings (in projects settings), enabling “use custom location” and point the plugin to your Houdini install folder.
You should be fine after restarting unreal.
Also make sure that you're using the version of Houdini that is expected by the plugin.
Houdini Engine for Unreal » UE4 World Composition w/ Houdini
- dpernuit
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Hi,
Version 2 of the plugin supports baking landscapes/HF Tiles to World composition.
When baking to WC, the appropriate sub levels/streaming proxies are generated (or updated if already present).
Version 2 of the plugin supports baking landscapes/HF Tiles to World composition.
When baking to WC, the appropriate sub levels/streaming proxies are generated (or updated if already present).
Houdini Engine for Unreal » Object Merging multiple Assets in UE4 but only one per Point
- dpernuit
- 534 posts
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Hi,
When using multiple objects in a geometry inputs, the meshes are merged together in the input object.
You could separate them afterwards using the unreal_input_mesh_name attribute.
You also have the option to pack each input object before merging, which will create a packed primitive for each input object.
However, I would actually recommend using the unreal_instance attribute over geometry inputs for this.
When instancing, this would let you use the original mesh in unreal, whereas geometry inputs actually send the data to houdini for processing, which will likely result in the source mesh being duplicated.
Alternatively, you could try instancing one simple object in Houdini, and use the HDA's instanced inputs to replace the instanced objects by multiple variations.
ie: instantiate a single wall panel in Houdini (could be a simple box)
after cooking, you can then replace the mesh that is instanced by another one, or add new variations to be used.
When using multiple objects in a geometry inputs, the meshes are merged together in the input object.
You could separate them afterwards using the unreal_input_mesh_name attribute.
You also have the option to pack each input object before merging, which will create a packed primitive for each input object.
However, I would actually recommend using the unreal_instance attribute over geometry inputs for this.
When instancing, this would let you use the original mesh in unreal, whereas geometry inputs actually send the data to houdini for processing, which will likely result in the source mesh being duplicated.
Alternatively, you could try instancing one simple object in Houdini, and use the HDA's instanced inputs to replace the instanced objects by multiple variations.
ie: instantiate a single wall panel in Houdini (could be a simple box)
after cooking, you can then replace the mesh that is instanced by another one, or add new variations to be used.
Houdini Engine for Unreal » UE4 landscape bakes / Bake folder attribute
- dpernuit
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Hi,
Baking Landscapes is not really supported in version 1 of the plugin, baking only severs the link between the landscape actor and the Houdini Asset Actor/Component. The landscape layer infos still remain in the temp directory.
The bake folder attribute is only supported by Static Meshes.
This will however be properly supported by version 2 of the plugin.
The bake folder attribute will let you choose where the generate layer info objects will be baked
(as well as where the sublevel generated for World Composition, if it is enabled)
Baking Landscapes is not really supported in version 1 of the plugin, baking only severs the link between the landscape actor and the Houdini Asset Actor/Component. The landscape layer infos still remain in the temp directory.
The bake folder attribute is only supported by Static Meshes.
This will however be properly supported by version 2 of the plugin.
The bake folder attribute will let you choose where the generate layer info objects will be baked
(as well as where the sublevel generated for World Composition, if it is enabled)
Houdini Engine for Unreal » Animated Houdini Asset for UE4 Help
- dpernuit
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Both version 1 (and version 2) of the plugin still dont have the ability to create animation tracks/handle skeletal meshes and animations.
We do have some animation related features planned, but they will likely be after the v2 release.
We do have some animation related features planned, but they will likely be after the v2 release.
Houdini Engine for Unreal » How to use PDG in Unreal Engine 4?
- dpernuit
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Hi,
Version2 is currently still in Private Alpha.
The public beta is currently planned for later in the summer, and release Q4.
The PDG asset link for Unreal will be available in the Beta.
Version2 is currently still in Private Alpha.
The public beta is currently planned for later in the summer, and release Q4.
The PDG asset link for Unreal will be available in the Beta.
Houdini Engine for Unreal » Building Engine From Source
- dpernuit
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Hi,
Yes, you need a HoudiniEngine license to use the tools, but no need to pay anything for building the plugin as it's open source.
You can get the source either from the engine/unreal/4.2X folder in your houdini install directory,
or from our github repository:
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
Yes, you need a HoudiniEngine license to use the tools, but no need to pay anything for building the plugin as it's open source.
You can get the source either from the engine/unreal/4.2X folder in your houdini install directory,
or from our github repository:
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
Houdini Engine for Unreal » How to use PDG in Unreal Engine 4?
- dpernuit
- 534 posts
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Hi,
The PDG Asset Link for Unreal will be part of the upcoming version 2 plugin.
Currently, the only way to use PDG in version 1 is to use a TOP SOP, but this unfortunately does not provide the same level of control than the PDG asset link will.
The PDG Asset Link for Unreal will be part of the upcoming version 2 plugin.
Currently, the only way to use PDG in version 1 is to use a TOP SOP, but this unfortunately does not provide the same level of control than the PDG asset link will.
Houdini Engine for Unreal » Standalone installer for Houdini Engine
- dpernuit
- 534 posts
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Hi,
We have deprecated/removed the old HEngine installer as it was problematic and not properly maintained.
Instead, you should use the regular installer, and use the command line arguments described in the HEngine docs:
https://www.sidefx.com/docs/hengine/_h_a_p_i__integration.html#HAPI_Integration_EngineInVersionControl [www.sidefx.com]
This will properly install Houdini with the minimum set of files required for Houdini Engine.
We have deprecated/removed the old HEngine installer as it was problematic and not properly maintained.
Instead, you should use the regular installer, and use the command line arguments described in the HEngine docs:
https://www.sidefx.com/docs/hengine/_h_a_p_i__integration.html#HAPI_Integration_EngineInVersionControl [www.sidefx.com]
This will properly install Houdini with the minimum set of files required for Houdini Engine.
Houdini Engine for Unreal » Houdni engine problem with UE4
- dpernuit
- 534 posts
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Hi,
Judging from the settings screen, it seems that the plugin is correctly setup.
Where you forced to add the custom path?
or did the plugin find the Houdini install by itself properly and you just set the manual path to try and fix things?
The issue seems to be with the license and not the plugin, as the plugin seems to indicate that it's failing to acquire a proper license.
What does your license administrator show?
Judging from the settings screen, it seems that the plugin is correctly setup.
Where you forced to add the custom path?
or did the plugin find the Houdini install by itself properly and you just set the manual path to try and fix things?
The issue seems to be with the license and not the plugin, as the plugin seems to indicate that it's failing to acquire a proper license.
What does your license administrator show?
Houdini Engine for Unreal » HDA not showing landscape in UE4
- dpernuit
- 534 posts
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Hi,
That's actually expected, since $HIP refers to the location of the currently saved hip file in Houdini.
When using your HDA with Houdini Engine, you do not have a saved hip file, thus $HIP won't resolve in the same manner as it did when you were in Houdini.
That's actually expected, since $HIP refers to the location of the currently saved hip file in Houdini.
When using your HDA with Houdini Engine, you do not have a saved hip file, thus $HIP won't resolve in the same manner as it did when you were in Houdini.
Houdini Engine for Unreal » Problems with unreal_instance attribute
- dpernuit
- 534 posts
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Hi
It looks like some of your images were lost in translation
Would you be able to post your HDA, or the video you're referring to so I can find the issue more easily?
Since your using multiple classes, I suspect that you're using multiple scatter nodes, one for each type of assets.
In that case, it's probably easier if you use the attribute randomize node after each scatter.
You basically want to apply the randomizer only to the points of a given class, then merge the scatter points for all the classes.
For the attribute randomizer, you want it to generate the unreal_instance attribute, then set it's distribution to custom discrete, type string. You can then fill the values with the references to all your rock assets for example.
Repeat the process for each class, then merge all the scatter points together.
You can also directly expose the multiparm from the attribute randomize nodes directly on your hda (“number of values”, (values)), which should allow you to set the number, paths, and weights directly in UE4.
It looks like some of your images were lost in translation
Would you be able to post your HDA, or the video you're referring to so I can find the issue more easily?
Since your using multiple classes, I suspect that you're using multiple scatter nodes, one for each type of assets.
In that case, it's probably easier if you use the attribute randomize node after each scatter.
You basically want to apply the randomizer only to the points of a given class, then merge the scatter points for all the classes.
For the attribute randomizer, you want it to generate the unreal_instance attribute, then set it's distribution to custom discrete, type string. You can then fill the values with the references to all your rock assets for example.
Repeat the process for each class, then merge all the scatter points together.
You can also directly expose the multiparm from the attribute randomize nodes directly on your hda (“number of values”, (values)), which should allow you to set the number, paths, and weights directly in UE4.
Houdini Engine for Unreal » Changing Parameters on Instanced Blueprints
- dpernuit
- 534 posts
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Hi Erwin,
I did some tests in v2 related to this, and BP parameters can be modified using unreal_uproperty_ attributes when instanced.
So adding attributes like “unreal_uproperty_startheight” and “unreal_uproperty_stopheight” on the instanced points will give you the ability to change the instanced BP values.
I did some tests in v2 related to this, and BP parameters can be modified using unreal_uproperty_ attributes when instanced.
So adding attributes like “unreal_uproperty_startheight” and “unreal_uproperty_stopheight” on the instanced points will give you the ability to change the instanced BP values.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
- 534 posts
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Hi,
Sorry for the late reply, version 2 has been keeping me pretty busy lately.
@briankulig: As DASD mentioned, you won't be able to use one instancer / ISMC and set different materials/material parameters per instance,
since that is a limitation on the ue4 side.
If you use the split_instance attributes and get a MeshSplitInstancer, that creates individual SMC instead of instances, then yes, in version 2
it is possible to set the unreal_material attributes per point.
@erwin: Thanks for the feedback! version 2 has indeed a few improvements with curves.
#1. this has been fixed in v2
#2/#3 would probably be similar. We have an RFE planned to be able to draw a curve like in Houdini.
So clicking would place new points (extending the curve) using a ray intersection.
The raycast could use geometry/default plane if no intersection is found.
Currently this will likely be worked on after the v2 release though.
#4 is already in v2. If you alt-click on the curve, it will insert a new point in the middle, where the mouse click was located.
#5 and #6 are good RFEs, and should be easy to implement.
Thanks for the feedback!
Sorry for the late reply, version 2 has been keeping me pretty busy lately.
@briankulig: As DASD mentioned, you won't be able to use one instancer / ISMC and set different materials/material parameters per instance,
since that is a limitation on the ue4 side.
If you use the split_instance attributes and get a MeshSplitInstancer, that creates individual SMC instead of instances, then yes, in version 2
it is possible to set the unreal_material attributes per point.
@erwin: Thanks for the feedback! version 2 has indeed a few improvements with curves.
#1. this has been fixed in v2
#2/#3 would probably be similar. We have an RFE planned to be able to draw a curve like in Houdini.
So clicking would place new points (extending the curve) using a ray intersection.
The raycast could use geometry/default plane if no intersection is found.
Currently this will likely be worked on after the v2 release though.
#4 is already in v2. If you alt-click on the curve, it will insert a new point in the middle, where the mouse click was located.
#5 and #6 are good RFEs, and should be easy to implement.
Thanks for the feedback!
Houdini for Realtime » Houdini Niagara Updates
- dpernuit
- 534 posts
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@Mikal: We've just published the 4.25 version of the plugin on github.
https://github.com/sideeffects/HoudiniNiagara/releases/tag/4.25 [github.com]
https://github.com/sideeffects/HoudiniNiagara/releases/tag/4.25 [github.com]
Houdini Engine for Unreal » Houdini License required to use HDAs in UE4?
- dpernuit
- 534 posts
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Hi,
Yes, you need a Houdini ENGINE license to use/modify an HDA in Unreal.
You need a Houdini Indie / Core / FX license to author that HDA in Houdini.
Yes, you need a Houdini ENGINE license to use/modify an HDA in Unreal.
You need a Houdini Indie / Core / FX license to author that HDA in Houdini.
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