Is there a way to assign an actor tag or a component tag to the HDA from Houdini to auto populate on the Unreal side? I cant find anything in the documentation about it.
HDA Component/Actor Tags in UE4
7978 8 3- TheProgg
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- chrisgreb
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You might be able to add a component tag using a generic uproperty attribute:
http://www.sidefx.com/docs/unreal/_attributes.html#AttributesGenericUproperty [www.sidefx.com]
http://www.sidefx.com/docs/unreal/_attributes.html#AttributesGenericUproperty [www.sidefx.com]
- TheProgg
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- dpernuit
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- tmkadlec
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- dpernuit
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Yes, this is possible, you can simply add multiple attributes, and increment (or change) the attribute's name, as long as it starts with “unreal_uproperty” and has “Tags” in its name it should be picked up and added to the generated meshes's tags:
unreal_uproperty_componentTags, unreal_uproperty_componentTags2, unreal_uproperty_componentTagsXXXXX etc…
unreal_uproperty_componentTags, unreal_uproperty_componentTags2, unreal_uproperty_componentTagsXXXXX etc…
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- pouke
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Hello,
I don't know if I have to create a new post but it's related to unreal_uproperty_ComponentTags so I do continue here.
I did few tests related to that "unreal_uproperty_ComponentTags" and I wad wondering how I can set a different tag for each HierarchicalInstancedStaticMeshComponents spawned from the houdini tool?
The idea would be two spawn two different HierarchicalInstancedStaticMeshComponent from two different unreal_instances attributes and each of those HierarchicalInstancedStaticMeshComponents would have a different tag.
Here is what I tested in houdini:
Here is the result in unreal:
Until now I cannot find any way to do that, could you please tell me if you do support that feature?
Thanks
I don't know if I have to create a new post but it's related to unreal_uproperty_ComponentTags so I do continue here.
I did few tests related to that "unreal_uproperty_ComponentTags" and I wad wondering how I can set a different tag for each HierarchicalInstancedStaticMeshComponents spawned from the houdini tool?
The idea would be two spawn two different HierarchicalInstancedStaticMeshComponent from two different unreal_instances attributes and each of those HierarchicalInstancedStaticMeshComponents would have a different tag.
Here is what I tested in houdini:
Here is the result in unreal:
Until now I cannot find any way to do that, could you please tell me if you do support that feature?
Thanks
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