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ron281279
Hey!
I am generating some geometry in Houdini to use in Unreal.
Everytime I paint vertex colors (for material blends) and change some parameters on my HDA, the vertex colors are discarded.

Is there a best practive to keep the vertex colors from UE4 when rebaking the HDA?

Like an attribute input into the HDA? Or something along that line?
I think this works with Unity - but no luck with UE4 so far.

best regards,
Ron
dpernuit
Unfortunately, the UE4 plugin doesn't support this.
A new mesh is generated after each cook, and you're actually painting on that generated mesh, which explains why your changes are discarded.
ron281279
Ah, ok. Too bad.
And there's no way to expose a paint node from Houdini to have available in UE4 to paint information?
I think i saw this in Kenny Lammer's tutorial for PDG and Unity.

Seems like the UE4 plugin is far behind the Unity integration.

No object level TOPs yet, slow mesh generation, lacking UI features, unstable in 4.22…
Maybe some of that is UE4s limitation, dunno.

Will there be a revamped version of the UE4 plugin at some point?
dpernuit
Hi,

Thanks, we hear you, you're not the first one asking for the PDG asset link in UE.
We'll be posting about the UE4 plugin's roadmap soon.

We try to keep both plugins on par feature wise, but every feature introduced in one will need some time to be ported to the other.
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