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MrBrad
Is it reasonable to create a procedural mesh like this growing tree generated by an LSystem into UE4? I believe HDA's are for baking static meshes in the editor. So would I use FBX/Alembic animation? Or will that be impossible to texture/UV nicely anyway?

Just looking for some basic direction or if I should abort this mission and try something more realistic.

Thanks
MrBrad
I managed to do this by exporting an Alembic file from Houdini…and then importing Alembic into UE4 using a Geometry Cache input setting. So fun!

This video helped me understand why Alembic is so powerful and perfect for this kind of mesh deformation:

https://www.youtube.com/watch?v=rDHxxk0y2D4 [www.youtube.com]
dpernuit
Hi,
Yes, if you need any kind of animated mesh, I'd recommend against using the Houdini Engine plugin and instead use Alembic/FBX exports with vertex caches, or have a look at the Vertex Animation tools in the Game Development Toolset.
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