Hi,
Apologies for the late reply, but that is exactly what the otlscan path is used for, you can either set it on the .env file, or set it in the plugin settings.
If you don't specify custom otlscanpaths, then Houdini / the plugin will look for HDAs in the default otl folder, in “Documents\houdini18.0\otls”.
For unreal, I'd actually recommend having a folder to centralize all HDAs in the project and under source control.
That folder will contain all the HDAs used and you can point your .env file to it.
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Houdini Engine for Unreal » Using and Updating Nested HDAs Over Relative Paths
- dpernuit
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Houdini Engine for Unreal » Detailed Logs
- dpernuit
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We generally write as much logs/errors/warnings as we can in the UE log files.
After the restart fails, you could try and see if “fetch cook log” displays more details, as it also fetch the error descriptions for the latest HAPI error.
Version 1 of the plugin still has a bug that sometimes forces you to restart the session twice to get a proper connexion to HARS.
You can try to change the session type (named pipe / tcp) and see if this helps, also, if using TCP, you'll want to make sure that the port used is free/open.
What versions of the Houdini / the plugin / UE4 are you using ?
— edit: You could also try and see if increasing the timeout for the session helps, default timeout is set to 3s.
you can do this by changing the automatic session timeout value in the project settings (the value is in ms)
After the restart fails, you could try and see if “fetch cook log” displays more details, as it also fetch the error descriptions for the latest HAPI error.
Version 1 of the plugin still has a bug that sometimes forces you to restart the session twice to get a proper connexion to HARS.
You can try to change the session type (named pipe / tcp) and see if this helps, also, if using TCP, you'll want to make sure that the port used is free/open.
What versions of the Houdini / the plugin / UE4 are you using ?
— edit: You could also try and see if increasing the timeout for the session helps, default timeout is set to 3s.
you can do this by changing the automatic session timeout value in the project settings (the value is in ms)
Edited by dpernuit - April 29, 2020 18:17:09
PDG/TOPs » Unreal Engine not supported?
- dpernuit
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Hi,
The PDG Asset Link for Unreal Engine will be in the version 2 of the plugin that is currently in developement.
We currently plan to have full PDG support for the beta (~early Q3).
For more details on v2, please read this post [www.sidefx.com] on the Unreal plugin forum.
The PDG Asset Link for Unreal Engine will be in the version 2 of the plugin that is currently in developement.
We currently plan to have full PDG support for the beta (~early Q3).
For more details on v2, please read this post [www.sidefx.com] on the Unreal plugin forum.
Houdini Engine for Unreal » Defined version
- dpernuit
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Hi,
The version of the plugin you're running was built for Houdini 18.0.391, which uses HAPI3.3.2.
The version of Houdini you have installed (H18.0.416) is using a more recent version of Houdini Engine (HAPI3.3.3)
You should update the unreal plugin with the one that ships with H18.0.416.
We only require updates like that when the Houdini Engine API version changes.
You can do that manually by going to Houdini 18.0.416's install folder, engine/unreal/4.24 and copy the HoudiniEngine folder to your UE4's Engine/Plugins/Runtime folder.
The version of the plugin you're running was built for Houdini 18.0.391, which uses HAPI3.3.2.
The version of Houdini you have installed (H18.0.416) is using a more recent version of Houdini Engine (HAPI3.3.3)
You should update the unreal plugin with the one that ships with H18.0.416.
We only require updates like that when the Houdini Engine API version changes.
You can do that manually by going to Houdini 18.0.416's install folder, engine/unreal/4.24 and copy the HoudiniEngine folder to your UE4's Engine/Plugins/Runtime folder.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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@ReadyVIS_Houdini: So I've just tried doing that in V2, and it works:
Version2 has the ability to apply generic uproperty attributes (unreal_uproperty_NAME) per instance when the attribute is set on points.
Per-instance attributes can only be applied either when using MeshSplitInstancer (which creates individual components per instance) or when instancing assets that need actors (BP, particle systems etc…).
Since BP variables are UProperties, they can also be modified via those unreal_uproperty attributes.
Version2 has the ability to apply generic uproperty attributes (unreal_uproperty_NAME) per instance when the attribute is set on points.
Per-instance attributes can only be applied either when using MeshSplitInstancer (which creates individual components per instance) or when instancing assets that need actors (BP, particle systems etc…).
Since BP variables are UProperties, they can also be modified via those unreal_uproperty attributes.
Houdini Engine for Unreal » Loading other HDAs inside Unreal
- dpernuit
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Hi,
You could use a custom environment file for the UE4 plugin, one that would specify the value for “HOUDINI_OTLSCAN_PATH”.
Then, in UE4, go to project settings > Houdini Engine, and point “Houdini environment files” (under Houdini Engine initialization“) to that custom .env file.
Alternatively, you can also specify your HOUDINI_OTLSCAN_PATH value directly in ”Otl search path".
You could use a custom environment file for the UE4 plugin, one that would specify the value for “HOUDINI_OTLSCAN_PATH”.
Then, in UE4, go to project settings > Houdini Engine, and point “Houdini environment files” (under Houdini Engine initialization“) to that custom .env file.
Alternatively, you can also specify your HOUDINI_OTLSCAN_PATH value directly in ”Otl search path".
Houdini Engine for Unreal » Can't import HDA
- dpernuit
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Hi,
The Houdini installer generally ships with the Houdini Engine plugin binaries for the latest two versions of UE4.
If you've ticked the Unreal plugin checkboxes, then the plugin files are available in the “engine/unreal/4.xx” folder in your houdini install, and to install the plugin, you simply just need to copy the “HoudiniEngine” folder to the “Plugins/Runtime” folder in Unreal.
If you need the plugin for earlier versions of UE4, you can download the plugin's source code from our github, but you'll need to build the plugin yourself with UE4.
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
The Houdini installer generally ships with the Houdini Engine plugin binaries for the latest two versions of UE4.
If you've ticked the Unreal plugin checkboxes, then the plugin files are available in the “engine/unreal/4.xx” folder in your houdini install, and to install the plugin, you simply just need to copy the “HoudiniEngine” folder to the “Plugins/Runtime” folder in Unreal.
If you need the plugin for earlier versions of UE4, you can download the plugin's source code from our github, but you'll need to build the plugin yourself with UE4.
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
Houdini Engine for Unreal » Can't import HDA
- dpernuit
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Hi,
If you cant even import an HDA file in the content browser, it likely means that the plugin is not installed..
There are multiple ways you can double check that:
- The file menu should have a couple of Houdini entries : “Open Scene in Houdini” “Restart the Houdini Session” etc.. if you dont have them, the plugin is likely not installed
- The Houdini Engine plugin should appear in the “Plugins” windows, under “Rendering”
- You should also have a “Houdini Engine” section in the project settings, under plugins.
If you have these, then the plugin is properly installed.
Do you have any errors in the logs? What OS / version of Houdini are you using?
If you cant even import an HDA file in the content browser, it likely means that the plugin is not installed..
There are multiple ways you can double check that:
- The file menu should have a couple of Houdini entries : “Open Scene in Houdini” “Restart the Houdini Session” etc.. if you dont have them, the plugin is likely not installed
- The Houdini Engine plugin should appear in the “Plugins” windows, under “Rendering”
- You should also have a “Houdini Engine” section in the project settings, under plugins.
If you have these, then the plugin is properly installed.
Do you have any errors in the logs? What OS / version of Houdini are you using?
Houdini Engine for Unreal » Exposing generated curve to Unreal
- dpernuit
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If you only want to expose Houdini curves internal to the HDA, the only way to do so is by using editable nodes, and expose the curve node there. Unfortunately, this will not work with a dynamic number of curves, so you wouldnt be able to add multiple t junctions..
Have you thought about using a world input and an actor with one or multiple spline components as input to your hda?
This would allow you to get any number of curves in the HDA from ue4, as a curve node will be created for each spline component in the input.
Have you thought about using a world input and an actor with one or multiple spline components as input to your hda?
This would allow you to get any number of curves in the HDA from ue4, as a curve node will be created for each spline component in the input.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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Hi, if you're talking about BSP brushes, then yes, in v2, world input will be able to import geometry from Brush actors.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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Hi,
At first, it'll likely be limited to 4.25 / 4.24.
We'll be doing the same thing with v2 than we do with v1, which is supporting the latest two versions of UE4.
I'll try my best to port v2 to earlier versions of UE4, so that studios locked to a previous version of UE can at least use a version of v2.
At first, it'll likely be limited to 4.25 / 4.24.
We'll be doing the same thing with v2 than we do with v1, which is supporting the latest two versions of UE4.
I'll try my best to port v2 to earlier versions of UE4, so that studios locked to a previous version of UE can at least use a version of v2.
Houdini Engine for Unreal » Move, Rotate and Scale for each point of spline
- dpernuit
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Hi,
If your HDA uses either a Curve input, or a World input that selects an actor with a Spline Component, this will create a curve in Houdini that has additional rot/scale attributes.
You can then change the rotation/scale per control point using the transform widget in unreal as usual
If your HDA uses either a Curve input, or a World input that selects an actor with a Spline Component, this will create a curve in Houdini that has additional rot/scale attributes.
You can then change the rotation/scale per control point using the transform widget in unreal as usual
Houdini Engine for Unreal » Houdini rotation to UE4 rotation?
- dpernuit
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Posting back what I replied to you on Discord:
Looking at your code, your forgot to negate the last component of the UE Quaternion. Try with:
HQuat (X,Y,Z,W) = UEQuat( -X, -Z, -Y, W)
and the other way around is
UEQuat (X,Y,Z,W) = HQuat (X, Z, Y, -W)
Looking at your code, your forgot to negate the last component of the UE Quaternion. Try with:
vector4 unrealQuaternion = set(houdiniQuaternion[0], houdiniQuaternion[2], houdiniQuaternion[1], -houdiniQuaternion[3]);
Edited by dpernuit - Feb. 14, 2020 11:35:15
Houdini Engine for Unreal » Houdini rotation to UE4 rotation?
- dpernuit
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As frostfx mentioned, angles for the quaternions need to be expressed in radians, not degrees…
Even when doing the math right, you may not end up with the exact same rotation values as then one you see in UE4, but the rotation itself will be equivalent…
For example, (50,-100,90) and (-130,-80,-90) have different values but are the same rotation.
Even when doing the math right, you may not end up with the exact same rotation values as then one you see in UE4, but the rotation itself will be equivalent…
For example, (50,-100,90) and (-130,-80,-90) have different values but are the same rotation.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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Hi,
@brettmillervfx: Solving all these annoying issues is one of the main reason for the rewrite and changes in the architecture of the plugin. I can confirm that moving between levels, cut/copy/pasting, duplicating etc.. works seamlessly in v2.
As Version 2 is now using uproperties for all components/objects and classes of the plugin, this also solves the GC issues we had in v1.
Exposing params and inputs via python is in my RFE list, but will likely come after v2 is properly released.
@fhareide: public beta is currently still planned for end of march/april.
@alibatiste: Being able to input BP is a feature that is planned for v2.
@aiven:
#1 the missing mask when they are filled with only a single value is a limitation of UE4, there's not much we can do about it unfortunately.
#2 Version 2 will be apply to apply uproperty attributes to instances, so this should be doable via them.
@brettmillervfx: Solving all these annoying issues is one of the main reason for the rewrite and changes in the architecture of the plugin. I can confirm that moving between levels, cut/copy/pasting, duplicating etc.. works seamlessly in v2.
As Version 2 is now using uproperties for all components/objects and classes of the plugin, this also solves the GC issues we had in v1.
Exposing params and inputs via python is in my RFE list, but will likely come after v2 is properly released.
@fhareide: public beta is currently still planned for end of march/april.
@alibatiste: Being able to input BP is a feature that is planned for v2.
@aiven:
#1 the missing mask when they are filled with only a single value is a limitation of UE4, there's not much we can do about it unfortunately.
#2 Version 2 will be apply to apply uproperty attributes to instances, so this should be doable via them.
Houdini Engine for Unreal » HDA AutoCook?
- dpernuit
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Hi,
Normally, this shouldn't happen, the plugin normally only recooks on demand.
(new asset instantiation, parameter/input change on an existing HDA)
This does sound like a bug to me, you should normally be able to have a landscape + curve inputs in a HDA without triggering a cook upon loading a level.
What version of UE4 / H are you using?
Is that only on a specific instance of the HDA? (if you use the same HDA with similar input on another level, does that trigger the same issue upon loading?)
Normally, this shouldn't happen, the plugin normally only recooks on demand.
(new asset instantiation, parameter/input change on an existing HDA)
This does sound like a bug to me, you should normally be able to have a landscape + curve inputs in a HDA without triggering a cook upon loading a level.
What version of UE4 / H are you using?
Is that only on a specific instance of the HDA? (if you use the same HDA with similar input on another level, does that trigger the same issue upon loading?)
Houdini Engine for Unreal » Update Input Landscape Data - Option
- dpernuit
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Hi,
Update input landscape data does exactly what you think:
when feeding a landscape to an hda via a landscape input, it tells the plugin to try and update the input landscape instead of creating a new landscape actor.
For that to work, it requires that your HDA outputs a Heightfield that has the same X/Y resolution (number of points) than your input landscape. If that's not the case, then a new landscape will be created.
Update input landscape data does exactly what you think:
when feeding a landscape to an hda via a landscape input, it tells the plugin to try and update the input landscape instead of creating a new landscape actor.
For that to work, it requires that your HDA outputs a Heightfield that has the same X/Y resolution (number of points) than your input landscape. If that's not the case, then a new landscape will be created.
Houdini Engine for Unreal » No controls/paramters in Hda file when imported in Unreal
- dpernuit
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Unfortunately, that's correct, you cant use apprentice with Houdini Engine / UE4 plugin…
“Houdini Digital Assets created in Apprentice can not be used with Houdini Engine or Houdini Engine Indie”
https://www.sidefx.com/products/houdini-apprentice/ [www.sidefx.com]
“Houdini Digital Assets created in Apprentice can not be used with Houdini Engine or Houdini Engine Indie”
https://www.sidefx.com/products/houdini-apprentice/ [www.sidefx.com]
Houdini Engine for Unreal » UE4 HDA landscape workflow
- dpernuit
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Yes, you should enable the Update Input Landscape Data checkbox on the input.
As long as you do not change the actual resolution of the landscape/HF, the plugin will modify the source Landscape instead of creating a new one.
As long as you do not change the actual resolution of the landscape/HF, the plugin will modify the source Landscape instead of creating a new one.
Houdini Engine for Unreal » No controls/paramters in Hda file when imported in Unreal
- dpernuit
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What version of Houdini / UE4 are you on?
Do you have any errors in the logs file?
Not having parameters/inputs generally implies that the plugin failed to initialize HAPI/HoudiniEngine.
I tried the hda on my side and it imports fine with a recent UE4/H.
Do you have any errors in the logs file?
Not having parameters/inputs generally implies that the plugin failed to initialize HAPI/HoudiniEngine.
I tried the hda on my side and it imports fine with a recent UE4/H.
Edited by dpernuit - Jan. 10, 2020 13:41:10
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