Currently we've got our project set up so that when the artist who is designing the level presses ctrl + s triggers a save of the Unity scene and also triggers a button press on the ‘Save Paint data’ button on the Houdini asset.
HEU_HoudiniAsset houdiniAsset = GetHoudiniAsset(); HEU_Parameters parameters = houdiniAsset.Parameters; HEU_ParameterData saveGridButtonParam = parameters.GetParameter("execute"); saveGridButtonParam._intValues[0] = saveGridButtonParam._intValues[0] == 0 ? 1 : 0; houdiniAsset.RequestCook(bCheckParametersChanged: true, bAsync: false, bSkipCookCheck: false, bUploadParameters: true);
The problem we have is that to trigger the button press you have to recook the asset, and because our asset can become extremely large - it can take anywhere from 30 - 60 seconds to recook the asset. If we were to click the button ‘Save Paint data’, the time taken to save the data is a fraction of that time.
Is there a way to trigger the functions inside of the Houdini asset to run without recooking the entire asset?