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Houdini Engine for Unreal » Multi-segment curves in Unreal
- ttvdsfx
- 173 posts
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Nod I don't think I've ever encountered that, could be caused by us. Can you please file a bug with us for this? So I can track this and schedule this work? Thank you!
Houdini Engine for Unreal » Multi-segment curves in Unreal
- ttvdsfx
- 173 posts
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I am not sure I can reproduce it, perhaps I am still doing something wrong.
Edited by - June 11, 2015 12:51:55
Houdini Engine for Unreal » Multi-segment curves in Unreal
- ttvdsfx
- 173 posts
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Could you give me reproduction steps for this? I tried your asset and it seems to work fine.
Houdini Engine for Unreal » Houdini Assets as First Class Objects in UE4 Editor?
- ttvdsfx
- 173 posts
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Hello!
We are in the process of splitting Editor and Runtime. This work should be in soon. This would ideally let you use Houdini actor and component as first class objects, even inside packaged game, not just for baking. We still won't support runtime solution at this time however. There are a lot of challenges which we need to address before such thing can happen (both inside UE and Houdini as well).
We are in the process of splitting Editor and Runtime. This work should be in soon. This would ideally let you use Houdini actor and component as first class objects, even inside packaged game, not just for baking. We still won't support runtime solution at this time however. There are a lot of challenges which we need to address before such thing can happen (both inside UE and Houdini as well).
Houdini Engine for Unreal » Multi-segment curves in Unreal
- ttvdsfx
- 173 posts
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Hello!
When creating a curve input it will create a curve with two control points.
We duplicated how UE4 spline component works. In order to create a new control point, right click on one of the existing input curve control points, and it will bring context menu. There you will have two options, create new point and delete selected. By selecting control point you also will be able to drag it around.
I know, this workflow is not super intuitive and we have received RFEs regarding this. We definitely need to look into improving it.
Thanks and hope this helps!
When creating a curve input it will create a curve with two control points.
We duplicated how UE4 spline component works. In order to create a new control point, right click on one of the existing input curve control points, and it will bring context menu. There you will have two options, create new point and delete selected. By selecting control point you also will be able to drag it around.
I know, this workflow is not super intuitive and we have received RFEs regarding this. We definitely need to look into improving it.
Thanks and hope this helps!
Houdini Engine for Unreal » Versions of Unreal Engine 4
- ttvdsfx
- 173 posts
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Hello!
We are interested in learning which versions of UE4 people are using. This could help us prioritize development / support of certain UE4 branches (at the moment we support 4.6 and 4.7 and are planning to support 4.8). But as Epic keeps changing some of the UE4 API it becomes harder for us to support multiple versions and backport changes.
So we'd like to ask:
Which versions are you interested in?
Do you typically migrate to a newer version of UE4 right away?
Do people use preview versions?
Are any of you locked to a specific older UE4 version?
Thank you very much!
We are interested in learning which versions of UE4 people are using. This could help us prioritize development / support of certain UE4 branches (at the moment we support 4.6 and 4.7 and are planning to support 4.8). But as Epic keeps changing some of the UE4 API it becomes harder for us to support multiple versions and backport changes.
So we'd like to ask:
Which versions are you interested in?
Do you typically migrate to a newer version of UE4 right away?
Do people use preview versions?
Are any of you locked to a specific older UE4 version?
Thank you very much!
Houdini Engine for Unreal » HAPI Error
- ttvdsfx
- 173 posts
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You can use one of the latest daily builds. We will also have next production build this week.
Thanks!
Thanks!
Houdini Engine for Unreal » HAPI Error
- ttvdsfx
- 173 posts
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Hello!
Could you please update to a newer version of Houdini 14? It should solve this problem.
Thanks
Could you please update to a newer version of Houdini 14? It should solve this problem.
Thanks
Houdini Engine for Unreal » Building From Source
- ttvdsfx
- 173 posts
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Hello! I've located the issue
It was caused by string define being passed from build.cs file. I've committed a fix and it should be in tomorrow's build as a well as available through Github tomorrow.
Thanks for your help!
It was caused by string define being passed from build.cs file. I've committed a fix and it should be in tomorrow's build as a well as available through Github tomorrow.
Thanks for your help!
Houdini Engine for Unreal » Building From Source
- ttvdsfx
- 173 posts
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I think it's an issue with generated VS project file. I am going through UE4.vcxproj right now, hopefully something comes up.
Houdini Engine for Unreal » Building From Source
- ttvdsfx
- 173 posts
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After regenerating the project I am unable to bypass the RC issue as well, even after adding / removing backslashes. It seems like it's not a good solution.
Houdini Engine for Unreal » Building From Source
- ttvdsfx
- 173 posts
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I did add a single backslash and it worked. Weirdly, on subsequent compile, I got RC error and had to remove the slash. Then it compiled. I have not had RC problems after that. I will post a screenshot tomorrow. Hopefully that will help.
I am not sure why UE4 is generating invalid VS project for this case. Our build system does not rely on generated VS solution (we basically run somewhat patched version of UBT in order to integrate it with the rest of our build system) so we've never ran into this problem.
I am not sure why UE4 is generating invalid VS project for this case. Our build system does not rely on generated VS solution (we basically run somewhat patched version of UBT in order to integrate it with the rest of our build system) so we've never ran into this problem.
Houdini Engine for Unreal » Interact with Asset nulls in ue4
- ttvdsfx
- 173 posts
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Hello!
Can you please provide us with a sample asset and description of what the workflow should be? I don't have a full understanding from your description of the issue.
Thank you!
Can you please provide us with a sample asset and description of what the workflow should be? I don't have a full understanding from your description of the issue.
Thank you!
Houdini Engine for Unreal » Building From Source
- ttvdsfx
- 173 posts
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There's a solution for RC linking issue (posted inside the link above).
I tested this with both 4.6 and 4.7 and it did work.
To fix it, please try the following:
1) In Visual Studio, go to Project - Properties - Configuration Properties - VC++ Directories.
2) In Include Directories, remove the trailing backslash from the last path (if it is already there). In case there is none, add one.
3) Rebuild the project.
I tested this with both 4.6 and 4.7 and it did work.
Houdini Engine for Unreal » Mesh split question
- ttvdsfx
- 173 posts
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HDA should be fine No, it is most likely a bug.
Well the idea is that it would let us tell what type of the bounding object is, sphere, cube etc and from that we'd be able to generate corresponding host bounding volume.
I was thinking maybe in the meantime we can add support for detecting these via specialized group names. For example for UBX, you could flag geo with collision_ubx prefix? Then UE4 plugin would detect that and produce box collider.. Would that be helpful?
Yes, I have the same experience when generating complex hulls in UE4. I think in most cases you would probably end up manually creating them.
Well the idea is that it would let us tell what type of the bounding object is, sphere, cube etc and from that we'd be able to generate corresponding host bounding volume.
I was thinking maybe in the meantime we can add support for detecting these via specialized group names. For example for UBX, you could flag geo with collision_ubx prefix? Then UE4 plugin would detect that and produce box collider.. Would that be helpful?
Yes, I have the same experience when generating complex hulls in UE4. I think in most cases you would probably end up manually creating them.
Houdini Engine for Unreal » Building From Source
- ttvdsfx
- 173 posts
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I opened a ticket on UE4 answer hub in the meantime, it's here:
https://answers.unrealengine.com/questions/227482/plugin-linking-resource-error.html?activeVersions=UE+4.8+Preview&activeVersions=UE+4.7&activeVersions=UE+4.6&activeVersions=UE+4.5&activeVersions=UE+older+version&activeVersions=Epic+Games+Launcher [answers.unrealengine.com]
https://answers.unrealengine.com/questions/227482/plugin-linking-resource-error.html?activeVersions=UE+4.8+Preview&activeVersions=UE+4.7&activeVersions=UE+4.6&activeVersions=UE+4.5&activeVersions=UE+older+version&activeVersions=Epic+Games+Launcher [answers.unrealengine.com]
Houdini Engine for Unreal » Building From Source
- ttvdsfx
- 173 posts
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Hello!
It seems our build system does not encounter this error, but we do build against our own fork of UE4.
However, when I build against UE4 official repo, I do encounter RC errors. I am looking into that. This also does not happen on OS X.
I will keep you updated and thanks!
It seems our build system does not encounter this error, but we do build against our own fork of UE4.
However, when I build against UE4 official repo, I do encounter RC errors. I am looking into that. This also does not happen on OS X.
I will keep you updated and thanks!
Edited by - May 13, 2015 15:52:05
Houdini Engine for Unreal » Mesh split question
- ttvdsfx
- 173 posts
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Hello!
If collision_geo is visible then it is a bug, could you please file it and attach a sample asset?
We do, indeed, use complex collision as default for collision and rendered collision geos at the moment. Yes! We are looking at adding UCX/UBX support. Right now the functionality is on par with Unity one in this regard.
We are also looking at adding bounding primitives support to Houdini Engine in the future, which would simplify creation of UCX/UBX.
Thanks!
If collision_geo is visible then it is a bug, could you please file it and attach a sample asset?
We do, indeed, use complex collision as default for collision and rendered collision geos at the moment. Yes! We are looking at adding UCX/UBX support. Right now the functionality is on par with Unity one in this regard.
We are also looking at adding bounding primitives support to Houdini Engine in the future, which would simplify creation of UCX/UBX.
Thanks!
Houdini Engine for Unreal » Is dynamic parms ui supported?
- ttvdsfx
- 173 posts
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Hello!
This functionality should work. If it doesn't work, could you provide us with example asset so we could investigate this?
Thanks!
This functionality should work. If it doesn't work, could you provide us with example asset so we could investigate this?
Thanks!
Houdini Engine for Unreal » Mesh split question
- ttvdsfx
- 173 posts
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Hello Mike!
That's the correct behavior right now. For each unique collision_geo group it will create a static mesh, assign it to be collidable and make it invisible. For each rendered_collision_geo it will create a static mesh, assign it to be collidable and keep it visible. In your case, following these rules, it will create two meshes (everything that is in collision_geo1 and everything that's not in collision_geo1). Can you use rendered_collision_geo group for your case?
That's the correct behavior right now. For each unique collision_geo group it will create a static mesh, assign it to be collidable and make it invisible. For each rendered_collision_geo it will create a static mesh, assign it to be collidable and keep it visible. In your case, following these rules, it will create two meshes (everything that is in collision_geo1 and everything that's not in collision_geo1). Can you use rendered_collision_geo group for your case?
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