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Houdini Engine for Unreal » Killed my UE4 Plugin
- Gomo
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OK - It was my mistake, I assumed that when I change folder name it wouldn't fine old plugin but it did, when I removed it the new version kicked in.
Edited by Gomo - Oct. 23, 2020 16:22:12
Houdini Engine for Unreal » Killed my UE4 Plugin
- Gomo
- 15 posts
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I've copied from engine folder: Side Effects Software\Houdini 18.5.351\engine\unreal\4.25-v2
Houdini Engine for Unreal » Killed my UE4 Plugin
- Gomo
- 15 posts
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Hello, I've got similar problem but unfortunately in my case copying plugin didn't help.
For some reason Unreal keep asking for previous version.
Also when I try to reinitialize HE I've got this error:
LogHoudiniEngine: Starting up the Houdini Engine API module failed: build and running versions do not match.
LogHoudiniEngine: Defined version: 3.3.api:5 vs Running version: 3.5.api:0
For some reason Unreal keep asking for previous version.
Also when I try to reinitialize HE I've got this error:
LogHoudiniEngine: Starting up the Houdini Engine API module failed: build and running versions do not match.
LogHoudiniEngine: Defined version: 3.3.api:5 vs Running version: 3.5.api:0
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
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DASDThat is a good idea, thanks!
You can also do things with additional parameters that are not exposed, so maybe all the instances of the HDA in Unreal would be able to keep their settings, but you have an offset in the Definition that you can tweak if necessary that changes the final value.
DASDAgreed.
I do see potential for global controls, though. It's probably worth an RFE. Though there are much more pressing issues that should be fixed first (like the ability to set arbitrary Unreal attributes - which might help create workarounds for this issue.)
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
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DASDI want to have ability to tweak LOD screenSizes or other parameters for all instances of given HDA class without using Houdini, just parameters in Unreal.
Why do you care about the asset details?
DASDI've made test with non baked HDA assets and it worked, but I don't remember if it was Shipping build, and don't claim that is good way to go - if not, then fine.
I believe the HDA node in your scene (and it's children) will not be included in a release build
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
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Yes, I have paremeters done in such way, but they are displayed only in actor properties.
Here is how:
https://flic.kr/p/2eMWMDy [flic.kr]
On the left - asset details - no params.
On the right - actor details - LOD screensizes.
Or am I still missing something?
Here is how:
https://flic.kr/p/2eMWMDy [flic.kr]
On the left - asset details - no params.
On the right - actor details - LOD screensizes.
Or am I still missing something?
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
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Global parameters - like in a blueprint you have some parameters - you can set some parameters for all instances of this class of blueprint - in case of LOD it would be ScreenSize. I would like to define those for entire class not for specific actors.
Right now Only way i see it is to make some default values in Houdini.
And I noticed that when you double click on houdini asset in content browser it opens additional details panel, but right now only detail I see there is a path to *.hdalc file. And it would be nice to have ability to put some parameters there.
Right now Only way i see it is to make some default values in Houdini.
And I noticed that when you double click on houdini asset in content browser it opens additional details panel, but right now only detail I see there is a path to *.hdalc file. And it would be nice to have ability to put some parameters there.
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
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Finally I've understood previous posts, now it is working fine.
One thing I am curious about, there is a detail panel in asset (like in double click on asset in content browser), is there a way to put some global parameters there?
Right now I can set parameters per actor (it could work on the long ran with multi selection or predefining defaults from Houdini) but to have global parameters it would be nice.
One thing I am curious about, there is a detail panel in asset (like in double click on asset in content browser), is there a way to put some global parameters there?
Right now I can set parameters per actor (it could work on the long ran with multi selection or predefining defaults from Houdini) but to have global parameters it would be nice.
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
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OK, I've found that clicking on asset in “houdini generated meshes” bring up standard static mesh menu - but there I setup settings only for certain instance - so that is still not it.
So what I am missing?
So what I am missing?
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
- 15 posts
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DASDOK, I am embarrassed that I've missed that.
To name the actual groups you create, change the Group Name parameter
DASDTotally not getting this part…But I guess it is some convenience setup, right?
in your case $OS. $OS
DASDRight now when I do this I have my lodX groups listed as Prims not groups (after changing GroupType to Points it's OK but then I've got all meshes rendered together).
If you middle mouse click hold on
So after export I've got only one primitive rendering - so far so good, but no lod_settings anywhere (LOD setings from Rendering rollout doesn't seams to work) - should I add something in HDA settings (Operator Type Properties) for that or is it only available after converting to static mesh (I hope not)?
I see there is some LOD transition - but in very short distance to camera.
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
- 15 posts
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Doesn't work - All geometries are rendered at once.
Scene file in attachment.
Any ideas?
Scene file in attachment.
Any ideas?
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
- 15 posts
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dpernuit
You should merge the 4 geos together with a merge node, and put the display flag on it.
I think I've tried that, but I'll try again.
Thanks!
Houdini Engine for Unreal » Digital Asset - LODs
- Gomo
- 15 posts
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dpernuit
To create LODs, you just need to add the different lod meshes to primitive groups called “lodX” (lod0, lod1…).
The different LOD levels will be available on the generated static mesh.
I am still new with HDA.
I tried to make setup like this:
LinkToImage [flic.kr]
But only the selected node is exported, and don't see corresponding properties in HDA settings.
Thanks in advance for any help.
And why ma images don't show up in post?
Edited by Gomo - May 17, 2019 19:06:07
Houdini Engine for Unreal » Failed to locate or load libHAPIL.dll - with custom Unreal Engine
- Gomo
- 15 posts
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Thanks, I've already figured out what was wrong.
I had to rebuild Engine with new plugin version.
I had to rebuild Engine with new plugin version.
Houdini Engine for Unreal » Failed to locate or load libHAPIL.dll - with custom Unreal Engine
- Gomo
- 15 posts
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Hello.
Recently I've manage to build custom Unreal Engine with houdini plugin (basically Nvidia Gameworks merge).
In projects using thin version I can import HE assets but when I try to place them on the scene I've got this error:
Houdini Installation was not detected.Failed to locate or load libHAPIL.dll. No cooking / instantiation will take place.
On regular 4.17 it works fine.
I own Houdini Indie, now installed 16.5.268.
I'll appreciate any help, thanks in advance.
Recently I've manage to build custom Unreal Engine with houdini plugin (basically Nvidia Gameworks merge).
In projects using thin version I can import HE assets but when I try to place them on the scene I've got this error:
Houdini Installation was not detected.Failed to locate or load libHAPIL.dll. No cooking / instantiation will take place.
On regular 4.17 it works fine.
I own Houdini Indie, now installed 16.5.268.
I'll appreciate any help, thanks in advance.
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