Access packed primitives from unreal hda

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Hello,

We currently have one digital asset in our unreal level that creates simple geometry. Is it possible to create a second hda that takes that first one as an input and be able to unpack primitives from it for further manipulation?

Or is the houdini asset input type limited to manipulating the final output of the referenced hda?
Edited by DangerBreadMan - May 30, 2018 12:02:00
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That's possible. If you pass one hda into another the whole thing executes in a Houdini process so any native Houdini content, like packed primitives, is retained.
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Well that's good news. Sounds like the problem is me then. I must be doing it wrong.

What I've got now is one HDA in unreal that makes a wall based on a curve. Nothing special. In that tree I'm packing the result and grouping it.

Then in the second HDA, I'm placing it in unreal, attaching the firs HDA (the wall one) to it as an input and attempting to unpack it so I can continue manipulating the geometry. Am I going off the beaten path here?
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Just closing the loop:

My issue was I had the second HDA input type set to world outliner, not asset. This meant it was reading the geo, not the hda. Switching it to asset solved my problem.

Currently one hda in unreal level creates assets, a second hda references it as an asset input and uses the points and groups from the first one to create more geometry.

tl:dr Got it to work, problem in chair, not in computer.
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