Hello,
I am interested in creating “extension” functionality in the UE4 editor that would allow me to generate many instances of my HDA in the Editor based on a set of parameters the user sets. I am currently attempting to do this in C++, but looking at the source code for the Houdini V1 and V2 Plugins – all of the header files that are useful to me, such as the AHoudiniAssetActor and AHoudiniAssetComponent that I would like to instantiate in my own UE4 Editor Mode are private, and therefore inaccessible in C++. Is there a reason for this? Is there a different way I should be programmatically extending Houdini Plugin functionality in C++?
Secondary question – is there a way to programmatically update parameters surfaced in my HDA in C++? I would like to vary the geometry generated by my HDA in a programmatic fashion, but had not found a good way to do this on the Unreal side of things.
Thanks much for any insights.