Every time I rebuild an HDA in the level it gets renamed, the same happens when I recook it after reopening the level..
Is there a way to maintain its name consistent?
Perhaps a string detail attribute I can set?
Especially because I would like to use hda_name String Token when baking the output
https://www.sidefx.com/docs/unreal/_attributes.html#StringTokens [www.sidefx.com]
Consistent naming of the HDAs in Outliner
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- OhBriz
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- OhBriz
- Member
- 3 posts
- Joined: July 2019
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OhBriz
Every time I rebuild an HDA in the level it gets renamed, the same happens when I recook it after reopening the level..
Is there a way to maintain its name consistent?
Perhaps a string detail attribute I can set?
Especially because I would like to use hda_name String Token when baking the output
https://www.sidefx.com/docs/unreal/_attributes.html#StringTokens [www.sidefx.com]
I've ended up making an Editor Utility Widget within Unreal, with a button that fetches the HDAs in the outliner and renames them based on assigned tags.
Every time the HDA is rebuilt or gets recooked after reopening the level I run the function again. This way when baking the output the generated assets get all grouped in a folder that has the same name as the original HDA.
However, it would be nice to have control of the outliner name directly on the HDA itself
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- OhBriz
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- Joined: July 2019
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Update
This was a problem when using HE 19.0.622
I've now been using the new HE 19.5.493 release [github.com] and it's not an issue anymore, the HDAs in the outliner maintain their name after rebuilding the asset.
This was a problem when using HE 19.0.622
I've now been using the new HE 19.5.493 release [github.com] and it's not an issue anymore, the HDAs in the outliner maintain their name after rebuilding the asset.
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