I have trouble getting a TOP network on geometry level to work inside an HDA that should at some point be exported to UE4. I seem to have multiple issues yet to solve here, but here is what I have:
I created a TOP network on geometry level, inside which I create work items from primitives of the input with a Geometry Import [www.sidefx.com], process them with a HDA Processor [www.sidefx.com] that uses the attached ‘hda_to_process.hda’ and then try to merge the generated geometry together again with a Wait for All [www.sidefx.com] and another Geometry Import [www.sidefx.com] with ‘Create File SOP Inputs’ set to true.
Here is the TOP network setup:

My most eminent problem is the following: When I go through the nodes from top to bottom and cook them one by one, it seems to work fine and I can use the created geometry on the geometry level above as expected.
However if I dirty all of the nodes and try to cook the last one, it only generates the nodes upstream, but does not cook them. Here an image:

Do I do something wrong? I expected the upstream nodes to automatically cook all needed work items?
I saved this whole setup (+ some extra nodes before and after the TOP network) as a HDA ‘ue4_hda.hda’, that I imported into UE4. This ‘ue4_hda.hda’ does not generate anything in UE4, I assume, because the TOP network is not processing correctly?
As another further question: I would like to try to expose the path to the HDA to be processed in the HDA Processor Node to the ‘ue4_hda.hda’, so that I can select an HDA file in UE4 that shall be processed in the TOP inside ‘ue4_hda.hda’. Is that even possible? Did someone attempt to do this?
Attached you can find my project and the two HDA files I talked about.