Currently no, as HAPI / Houdini Engine has to refine geometry before sending it the host application/plugins.
We do have some plan in the future to improve on that, as well as adding better vertex welding and geometry conversion on the HAPI side.
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Houdini Engine for Unreal » Where is input geo triangulated?
- dpernuit
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Houdini Engine for Unreal » import hda to unreal question
- dpernuit
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Hi,
Only getting the Houdini logo can mean two things:
- HAPI / Houdini Engine failed to initialize.
- Your HDA is not generating any geometry.
Since your second HDA seems to be working fine, then my guess would be that there is an issue with your terrain HDA.
It's either not outputting anything that the plugin can handle, or there is an error with its cooking.
Did you check the message log for errors?
Did you try to open the internal houdini scene to see what the issue could be? (File > Open scene in Houdini)
Only getting the Houdini logo can mean two things:
- HAPI / Houdini Engine failed to initialize.
- Your HDA is not generating any geometry.
Since your second HDA seems to be working fine, then my guess would be that there is an issue with your terrain HDA.
It's either not outputting anything that the plugin can handle, or there is an error with its cooking.
Did you check the message log for errors?
Did you try to open the internal houdini scene to see what the issue could be? (File > Open scene in Houdini)
Houdini Engine for Unreal » Unreal Engine +H18 on mac os catalina
- dpernuit
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Hi,
It does sound like the plugin is failing to find your houdini install folder.
What you can do is got to projects settings > houdini engine, then enable “use custom houdini location”.
You can then set your houdini binary directory (the one that contains the dylib) under custom houdini location.
Are you using a “regular” install of Houdini Indie? a steam install?
It does sound like the plugin is failing to find your houdini install folder.
What you can do is got to projects settings > houdini engine, then enable “use custom houdini location”.
You can then set your houdini binary directory (the one that contains the dylib) under custom houdini location.
Are you using a “regular” install of Houdini Indie? a steam install?
Houdini Engine for Unreal » PDG support for UE4?
- dpernuit
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Hi,
The PDG Asset link will be there soon, did you have a look at the Version 2 post?
https://www.sidefx.com/forum/topic/67922/?page=1#post-288634 [www.sidefx.com]
The PDG Asset link will be there soon, did you have a look at the Version 2 post?
https://www.sidefx.com/forum/topic/67922/?page=1#post-288634 [www.sidefx.com]
Houdini Engine for Unreal » Plugin not loading in UE 4.24
- dpernuit
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Hi,
If you're on windows, support for UE4.24 was added in Houdini 18.0.316, so you can simply install the latest daily build and it will have it.
Depending on how you installed UE4, the installer maybe failed to detect your UE4 directory from the registry.
In that case, you can simply copy the “HoudiniEngine” folder in Houdini18.0.XXX/engine/unreal/4.24 to the Engine/Plugins/Runtime folder of Unreal 4.24.
Mac users will have to wait a little, as 4.24 required a XCode update, that involves some changes on our side.
The plugin can also be built from the sources that are available on Github: https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
If you're on windows, support for UE4.24 was added in Houdini 18.0.316, so you can simply install the latest daily build and it will have it.
Depending on how you installed UE4, the installer maybe failed to detect your UE4 directory from the registry.
In that case, you can simply copy the “HoudiniEngine” folder in Houdini18.0.XXX/engine/unreal/4.24 to the Engine/Plugins/Runtime folder of Unreal 4.24.
Mac users will have to wait a little, as 4.24 required a XCode update, that involves some changes on our side.
The plugin can also be built from the sources that are available on Github: https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
Houdini Engine for Unreal » Bake Houdini from CPP
- dpernuit
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Hi,
Cooking in the UE4 plugin was specifically made to be asynchronous, so there is no way of getting a blocking cook “out of the box” with the plugin.
If you want a blocking cook, that's something you'll need to add yourself:
- use the FHoudiniAPI::CookNode function using the HDA's node ID to start a cook.
- then iterate in a blocking loop on the result of FHoudiniAPi::GetStatus()
do not exit until you get one of the HAPI_READY return value.
You'll find a little more info on that in the Houdini Engine docs:
https://www.sidefx.com/docs/hengine/_h_a_p_i__assets.html#HAPI_Assets_Cooking [www.sidefx.com]
Cooking in the UE4 plugin was specifically made to be asynchronous, so there is no way of getting a blocking cook “out of the box” with the plugin.
If you want a blocking cook, that's something you'll need to add yourself:
- use the FHoudiniAPI::CookNode function using the HDA's node ID to start a cook.
- then iterate in a blocking loop on the result of FHoudiniAPi::GetStatus()
do not exit until you get one of the HAPI_READY return value.
You'll find a little more info on that in the Houdini Engine docs:
https://www.sidefx.com/docs/hengine/_h_a_p_i__assets.html#HAPI_Assets_Cooking [www.sidefx.com]
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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@maninmatrix Unfortunately no, V2 will not work at runtime in the game.
Runtime support for Houdini Engine is actually a separate topic from the new version of Unreal.
Runtime support for Houdini Engine is actually a separate topic from the new version of Unreal.
Houdini Engine for Unreal » Broken Material Reference in instanced mesh
- dpernuit
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Hi,
Yes, this does sounds like a bug with the material ids when converting the Houdini data back to Static Meshes.
On a side note, if you're not processing the mesh in Houdini (a simple scatter HDA for instance), I'd actually recommend that you use unreal_instance attributes for the instancing over copying a geometry inputs.
This will make the instancer use the original unreal mesh, instead of using a copy of it that's been processed by Houdini and the plugin.
Yes, this does sounds like a bug with the material ids when converting the Houdini data back to Static Meshes.
On a side note, if you're not processing the mesh in Houdini (a simple scatter HDA for instance), I'd actually recommend that you use unreal_instance attributes for the instancing over copying a geometry inputs.
This will make the instancer use the original unreal mesh, instead of using a copy of it that's been processed by Houdini and the plugin.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- dpernuit
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Hey everyone,
Sorry for the lack of news, v2 has indeed been keeping me very busy for the last few months.
We're making good progress, the new architecture has been fully implemented and we're currently focusing on porting back all the v1 features to v2.
We ended up rewriting/optimizing a lot more of version 1's code as we originally intended, which will likely delay the public beta for version 2 by a few months. I'm currently aiming at having the public beta around march/april next year.
The source code for version 2 of the plugin will also be available on Github when the public beta is made available.
Sorry for the lack of news, v2 has indeed been keeping me very busy for the last few months.
We're making good progress, the new architecture has been fully implemented and we're currently focusing on porting back all the v1 features to v2.
We ended up rewriting/optimizing a lot more of version 1's code as we originally intended, which will likely delay the public beta for version 2 by a few months. I'm currently aiming at having the public beta around march/april next year.
The source code for version 2 of the plugin will also be available on Github when the public beta is made available.
Houdini Engine API » HARS.exe still growing after cooking HDAs sequentially
- dpernuit
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Hi Tom,
Have you checked that your HE integration is cleaning up all the input data properly ?
(ie, the asset nodes, but also the nodes created for the input data etc…)
You could try inspecting what's happening in two ways:
- manually save the internal hip file before the crash to check for “leftovers” (ie after 50 iterations)
- connect to a “live” Houdini, by using the Houdini Engine Debugger.
(in Houdini, Windows > Houdini Engine Debugger, then start a session that matches your integration's setting)
(for the debugger, the docs [www.sidefx.com] have some extra details on how to use it)
Have you checked that your HE integration is cleaning up all the input data properly ?
(ie, the asset nodes, but also the nodes created for the input data etc…)
You could try inspecting what's happening in two ways:
- manually save the internal hip file before the crash to check for “leftovers” (ie after 50 iterations)
- connect to a “live” Houdini, by using the Houdini Engine Debugger.
(in Houdini, Windows > Houdini Engine Debugger, then start a session that matches your integration's setting)
(for the debugger, the docs [www.sidefx.com] have some extra details on how to use it)
Edited by dpernuit - Oct. 29, 2019 13:25:19
Houdini Engine for Unreal » BUILD FAILED error
- dpernuit
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Hi,
We don't have any Oculus Quest here to check this on, but this is likely caused by the Quest requiring android binaries for the plugin.
Unfortunately, since we do not support that platform (only Windows/Mac/Linux), you will need to build the binaries with UE4.
Alternatively, if you can't build, you could use the plugin in the editor, bake down the results from your hda to native UE4 assets, then build your game without the HDAs/plugin.
We don't have any Oculus Quest here to check this on, but this is likely caused by the Quest requiring android binaries for the plugin.
Unfortunately, since we do not support that platform (only Windows/Mac/Linux), you will need to build the binaries with UE4.
Alternatively, if you can't build, you could use the plugin in the editor, bake down the results from your hda to native UE4 assets, then build your game without the HDAs/plugin.
Houdini Engine for Unreal » Procedural Spline generator from Houdini to Unreal
- dpernuit
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Hi,
You can simply use an attribute delete node, deleting the rot attributes on points.
You can simply use an attribute delete node, deleting the rot attributes on points.
Houdini Engine for Unreal » Current plugin version vs. Daily Build?
- dpernuit
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Hi Ron,
This is an unfortunate consequence of the way our github is automatically updated, as it's only updated when changes are done to the plugin.
If the version specified in the plugin's build.cs file is not available for download, you can simply use the latest daily build, and change the version numbers in HoudiniEngineRuntime.build.cs and HoudiniEngineEditor.build.cs.
I'll update the github's readme to properly indicate that.
This is an unfortunate consequence of the way our github is automatically updated, as it's only updated when changes are done to the plugin.
If the version specified in the plugin's build.cs file is not available for download, you can simply use the latest daily build, and change the version numbers in HoudiniEngineRuntime.build.cs and HoudiniEngineEditor.build.cs.
I'll update the github's readme to properly indicate that.
Houdini Engine for Unreal » Procedural Spline generator from Houdini to Unreal
- dpernuit
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@DominicSewell I think the rotation issue you're having is a side effect of the added rot/scale attributes that the UE4 plugin adds on curve. Try adding an attribute delete after your curve input in your HDA, and delete the rot/scale attributes.
There should be alternative solutions, depending on the nodes your using to generate the geometry, that wouldnt require removing those attributes. For example, the sweep SOP has the “Transform using attributes” param that should be disabled when used with curve that have extra rot/scale attributes.
There should be alternative solutions, depending on the nodes your using to generate the geometry, that wouldnt require removing those attributes. For example, the sweep SOP has the “Transform using attributes” param that should be disabled when used with curve that have extra rot/scale attributes.
Houdini Engine for Unreal » UE - Keep World Transform Disabled?
- dpernuit
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Hi,
That's the way things are supposed to be.
You're using a geometry input, which fetches meshes from the content browser and send them to Houdini.
Since that mesh comes from the content browser, it has no “World Transform”, which is why the option is greyed out.
If your mesh was placed in the world, you'd use a “World input” to select the actor, in that case, the option wouldn't be greyed out, since the actor would have an actual world transform.
Looking at your screenshot, if your goal was to use the cube actor (behind your hda), then a world outliner input is what you should be using.
That's the way things are supposed to be.
You're using a geometry input, which fetches meshes from the content browser and send them to Houdini.
Since that mesh comes from the content browser, it has no “World Transform”, which is why the option is greyed out.
If your mesh was placed in the world, you'd use a “World input” to select the actor, in that case, the option wouldn't be greyed out, since the actor would have an actual world transform.
Looking at your screenshot, if your goal was to use the cube actor (behind your hda), then a world outliner input is what you should be using.
Houdini Engine for Unreal » "Save Houdini scene (HIP)" in UE4 File menu generating empty .hip file
- dpernuit
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Hi,
This is exactly the way things are supposed to be working.
When you load a level in Unreal, none of the placed Houdini Assets are actually instantiated/cooked in Houdini, only their Unreal equivalent (Static meshes etc..) are loaded with the level.
Their houdini counterparts are created/updated only after you've used them, by changing parameters, or inputs..
If we didn't do things this way, loading a level with Houdini assets could take a very long time (since all the HDAs would need to be instantiated and cooked). This would also mean that a Houdini Engine license would be required for everyone loading a level that contains Houdini Assets, even if not using them, since this would be a part of the “loading a level” process.
The only way for all the HDAs to appear in the saved hip file is indeed to recook them all.
If you don't want to recook them all manually, then you can simply use the Houdini.CookAll command before saving the hip file.
Cheers
This is exactly the way things are supposed to be working.
When you load a level in Unreal, none of the placed Houdini Assets are actually instantiated/cooked in Houdini, only their Unreal equivalent (Static meshes etc..) are loaded with the level.
Their houdini counterparts are created/updated only after you've used them, by changing parameters, or inputs..
If we didn't do things this way, loading a level with Houdini assets could take a very long time (since all the HDAs would need to be instantiated and cooked). This would also mean that a Houdini Engine license would be required for everyone loading a level that contains Houdini Assets, even if not using them, since this would be a part of the “loading a level” process.
The only way for all the HDAs to appear in the saved hip file is indeed to recook them all.
If you don't want to recook them all manually, then you can simply use the Houdini.CookAll command before saving the hip file.
Cheers
Houdini Engine for Unreal » Python callback script from button parameter not executing in UE4
- dpernuit
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Hi,
I haven't tried to reproduce your issue yet, but have you tried marking your Python SOP as editable in the HDA?
I haven't tried to reproduce your issue yet, but have you tried marking your Python SOP as editable in the HDA?
Houdini Engine for Unreal » Procedural Spline generator from Houdini to Unreal
- dpernuit
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Hi,
Spline Component nested in a Blue print can be read via world outliner input:
- Create an instance of your BP with the spline component in the level.
- Set your input type to World Outliner
- Select the BP Actor
The BP's spline will be resampled and converted to a Houdini Curve by the plugin, and assigned to the input.
Spline Component nested in a Blue print can be read via world outliner input:
- Create an instance of your BP with the spline component in the level.
- Set your input type to World Outliner
- Select the BP Actor
The BP's spline will be resampled and converted to a Houdini Curve by the plugin, and assigned to the input.
Houdini Engine for Unreal » Ue4 Niagara And Houdini Doesn't Work.
- dpernuit
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Hi,
Yes, the files exported from Houdini should be have the .hcsv extension.
The niagara plugin also originally supported .csv, but that caused conflicts with importing data tables.
Yes, the files exported from Houdini should be have the .hcsv extension.
The niagara plugin also originally supported .csv, but that caused conflicts with importing data tables.
Houdini Engine for Unreal » Reading vertex color from Unreal
- dpernuit
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Hi,
Unfortunately, still no ETA for Vertex painting in UE4, it is still on our list though, but don't expect anything soon.
We're completely rewriting the plugin at the moment, so this will likely come after v2 is released.
Unfortunately, still no ETA for Vertex painting in UE4, it is still on our list though, but don't expect anything soon.
We're completely rewriting the plugin at the moment, so this will likely come after v2 is released.
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