Call Blueprint/Function after Baking an Actor?

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Hi all!

Is there any way to call on a Blueprint, Script or other process, after an Output has been baked by Houdini Engine?
Meaning, I generate a Mesh via HE, hit the "Bake" button and then a Blueprint is set to be executed, once the bake is finished.
This would be really handy to handle some automation that we can't achieve directly from Houdini Engine, or as a workaround to integrate with other systems.

In a more specific example -> we are creating a foliage asset based on some primitive input from Unreal. This foliage asset gets Custom LODs. However, we have a Validation check in place that forces us to specify an LOD Group before an asset can be submitted to version Control.
Since Unreals default behaviour is, to overwrite LODs as soon as you set an LOD Group & the validator is needed to keep our regular submissions clean, we would need a workaround. For example, having a separate function that sets the LOD Group, without overwriting pre-existing LODs. That would be easy enough to automate if we could find a hook, after the Output is baked.

Currently working with Houdini 21.0.671 & Unreal 5.6

Any pointers are much appreciated, thx!
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