Hi,
I created a simple fracture test HDA to use in Houdini Engine within UE5, and I can't seem to get the Geometry Collection to work or bake properly. When it bakes in Unreal, it becomes a group of meshes, the type is Actor, instead of a geometry collection, which has a type of GeometryCollectionActor. I've added attributes from the Houdini Engine for Unreal webpage, https://www.sidefx.com/docs/unreal/_chaos_integration.html, [www.sidefx.com] and packed the fractured pieces, however that doesn't seem to make a difference. Is there a specific attribute that will force it become a geometry collection actor? Do you have a Hip file that I can view to get a better idea of how to properly set up a geometry collection HDA?
Thank you.
Houdini Engine for UE5: Geometry Collections setup
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- J-Wildcard
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- dtlendvaj
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- J-Wildcard
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- chasts
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- dtlendvaj
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It seems like its an issue and looks like its being worked on:
https://discord.com/channels/230123485668573184/231834162376474624/973371091965841458 [discord.com]
https://discord.com/channels/230123485668573184/231834162376474624/973371091965841458 [discord.com]
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- dpernuit
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Hi,
That is correct, UE5.0 broke our GC / Chaos integration and I'm currently working on it.
I already fixed GC input last week, and I'm just about done fixing GC output in the plugin.
Likely, expect a fix for all of this in tomorrow's daily build.
As for example HDAs, you can find 3 them in the plugin's content (in Content\Examples\Chaos)
That is correct, UE5.0 broke our GC / Chaos integration and I'm currently working on it.
I already fixed GC input last week, and I'm just about done fixing GC output in the plugin.
Likely, expect a fix for all of this in tomorrow's daily build.
As for example HDAs, you can find 3 them in the plugin's content (in Content\Examples\Chaos)
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- J-Wildcard
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- chasts
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