Operator as input

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Hi,
My question is: how to properly pass an operator and make use of it to process and generate geometry within a custom Houdini node. In c, for example, this is done via passing a function pointer to a function.

I tried using Python to instantiate a given operator template and connect it to the rest of the network. It worked in Houdini application but not in UE4 plugin based on the Houdini engine. The error in the log says: “PermissionError: Cannot delete a node inside a locked asset.” I tried to call python function to allowEditingOfContents but it doesn't seem to work. I searched over the houdini engine document but still got no clue on how to get the write permission on the loaded asset. Probably, it cannot be done outside the application.
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that is probably because in the unreal (houdini engine) context, you are basically representing your asset within the host application boundaries (which does not include the ability to modify asset definitions).

one thing you could try is to make your “object” which references the particular houdini object (or node), be native to unreal. at that point, within the unreal context, you would be instantiating functions which call the houdini api
-G
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thanks for the response gray.

So dynamic node construction with python should be a “proper” approach to execute a variable operator, but the problem lies in ue4 plugin, correct?
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