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Full Version: Reimporting BGEO geo into Unreal
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saiacide840d45e46b3c43f6
I'm generating a large number of assets in houdini and importing them into unreal using .bgeo files. In the same process as outlined here: https://docs.unrealengine.com/5.0/en-US/city-sample-quick-start-for-generating-a-city-and-freeway-in-unreal-engine-5/#step2-importingthecitydataintounrealengine5 [docs.unrealengine.com]

I'd like to automate the import of these files to both improve iteration time and farm this out to a build machine.

I discovered the BGEO Import Commandlet which allows for asynchronous importing of geometry.
Calling <unreal_project_path> -run=HoudiniGeoImport -bake "geo_file_path" Seems to be exactly what I need except it doesn't replace assets. If an asset of the same unreal_bake_folder and unreal_output_name already exists it will create a new asset and append a "_1" to the name of it.

Even after manually dragging a .bgeo file into unreal I cannot right-click and hit reimport.

Is there any way to force the commandlet/unreal to override/replace the files?

I'm running the same houdini engine version as in the city sample project.
Chrizzo
I'm also having this problem, will this be fixed?
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