HDA Component/Actor Tags in UE4

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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.

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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]
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Thanks I'll check it out
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Today's version (16.5.392) has a bug fix for setting up tags via generic uproperty attributes.

Adding a detail string attribute named “unreal_uproperty_ComponentTags” will add the tag to the mesh generated by the HDA.
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Is it possible to add multiple tags to a component this way? How would that be done?
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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…
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So, these uproperties are only applicable to generated components of the houdini asset? Not for example another actor generated by the tool, like a landscape actor?
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That's correct, currently the uproperty attributes are only applied to generated components.
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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

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