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Root » Houdini Engine for Unreal » PCG wrapper around a houdini HDA
PaperMartin
hey, since it's apparently possible to create custom PCG nodes and they have an event graph like blueprints, would it theorically be possible to create "wrappers" for houdini engine HDAs that create a temporary HDA actor, take some input data & wire it into the HDA, make it bake, delete it, then pass the generated data to the next PCG nodes? All of this with the goal of defining a complex multi HDA pipeline directly from within unreal, and using PCG for some of it wherever it's possible and faster than houdini
Andr
Following, this is very interesting
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