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Found 16 posts.

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Houdini Engine for Unreal » Error: GetDisplayGeoInfo FAILURE trying to get object_node_

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Bob_Cober
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 2023年1月28日 19:45:42
So that path is at obj level. Go inside newcactus in the houdini node graph and select a node there. Must be at geometry node level.
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Houdini Engine for Unreal » Error: GetDisplayGeoInfo FAILURE trying to get object_node_

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Bob_Cober
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 2023年1月28日 09:56:26
Are you getting the error when syncing from Unreal to Houdini or when syncing from Houdini To Unreal?

When sending to Unreal, make sure to use the geo path and not just the obj path. The easiest way to avoid errors in the path url is to ctl-c the node in houdini and paste in the the path in Unreal Node Sync window.
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Houdini Engine for Unreal » Issue Importing Rigged Character in UE4: Duplicating Bone Name Error

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Bob_Cober
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 2022年10月27日 11:00:22
Are you importing or through FBX or as a skeletal mesh input to HDA?

Can you show the skeleton (list of bone names) on the Houdini side?
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Houdini Engine for Unreal » Collisions not exported to Unreal Engine

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Bob_Cober
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 2022年10月17日 09:32:52
Make sure to append an identifier to the end of the group name, eg "collision_geo_stuff".

Attached is a very simple example:


We will try to update the docs to be more specific.
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Houdini Engine for Unreal » Theoretical Speed Improvements?

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Bob_Cober
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 2022年9月8日 09:37:33
This is a really great point that is frequently discussed.

Performance is very dependent on the tool in question. The more data that is being sent/received, the longer it takes. This becomes especially important with Nanite polygon counts.

We all agree it is critically important for a tool to be responsive, especially from an artist's perspective. When designing a tool, keep performance in mind and keep the amount of data transferred to a minimum. For significant tasks, like baking out an entire level, consider using PDG and process things offline - eg nightly.

There are several areas that are in the plugin or being researched including:
  • Running Houdini Engine in the same process as Unreal to reduce marshalling
  • Using UHoudini Static Mesh generation instead of RawMesh or FMeshDecription
  • Referenced Input counting so that duplicate inputs are only transferred once ( like a packed primitive)
  • Utilizing Win32 SharedMemory to map data between Houdini Engine and Unreal processes and minimize the copying.

We would also love to hear any additional ideas/approaches on this topic and welcome any discussion
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Houdini Engine for Unreal » HDA work well in Houdini but just show the logo in Unreal

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Bob_Cober
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 2022年8月29日 11:40:05
Can you check the output log for any error messages?

There might be an issue starting the session or running the hda.
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Technical Discussion » Laggy UI?

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Bob_Cober
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 2022年5月13日 16:42:19
In my case, having G-Sync enabled for Windowed mode in NVIDIA Control Panel causes the issue.
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Houdini Engine for Unreal » Could you update Houdini Engine for UE5 Preview 2 please?

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Bob_Cober
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 2022年5月3日 09:11:47
Mindark
This problem happened to us when we cloned the Github repo.
We solved this issue by installing Houdini on the computer, browsing the folder where the UE5 plugin is located, and manually copying the plugin code to our codebase. After this everything worked for us.

When you cloned on github, which branch did you select? (The 4.27 branch is still selected by default - we will update the default branch to 5.0)

Thanks
Bob
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Houdini Engine for Unreal » Trying to use Material Instances and Material Instance Parameters

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Bob_Cober
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 2022年4月20日 20:58:58
In Unreal, the instances share the same vertex data. This is why you can't, for example, vertex paint instances in unreal.

If the goal is to provide some color variation to the instances, the best route is as DASD mentioned above. You can attach PerInstanceData for the color and use that in the material.

To transfer the data from unreal, use unreal_per_instance_custom_dataX.

Hope this helps

Thanks
Bob
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Houdini Engine for Unreal » Could you update Houdini Engine for UE5 Preview 2 please?

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Bob_Cober
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 2022年3月17日 11:43:17
Release binaries on github have been updated to support 19.0.531

https://github.com/sideeffects/HoudiniEngineForUnreal/releases/download/v2.0.8/HoudiniEngine-v2.0.8-H19.0.531-UE5.00-preview2.zip [github.com]

Thanks
Bob
Edited by Bob_Cober - 2022年3月17日 11:47:29
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Houdini Engine for Unreal » Did anyone get Houdini Engine working in UE5 ?

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Bob_Cober
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 2021年8月25日 09:25:58
Hi pYo -

This is a known issue. We are working on a fix. It was caused by changes by epic to UActorFactoryStaticMesh.


In the meantime, a temporary fix for the UE5 baking issue is to replace HoudiniEngineBakeUtils.cpp line 2102:

//UActorFactory* Factory = GEditor ? GEditor->FindActorFactoryByClass(UActorFactoryStaticMesh::StaticClass()) : nullptr;

UActorFactory* Factory = NewObject<UActorFactory>(GetTransientPackage(), UActorFactoryStaticMesh::StaticClass());


This has not been tested extensively, use at your own discretion. (UE5 itself is still in beta and not officially supported)
Edited by Bob_Cober - 2021年8月25日 09:27:07
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Houdini for Realtime » Houdini Niagara Updates

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Bob_Cober
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 2021年8月24日 00:46:54
Here are binaries for 4.26 and 4.27.

Updates to github coming shortly.

Github Updated Releases section
Edited by Bob_Cober - 2021年8月25日 23:05:21
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Houdini Engine for Unreal » Proper way of splitting instancers?

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Bob_Cober
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 2021年8月21日 12:30:06
Hi stpiton,

The unreal_split_attr is just a string that specifies the name of the attribute to use for splitting:
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Houdini Engine for Unreal » How to bake foliage instancers into seperate levels?

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Bob_Cober
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 2021年8月20日 12:50:57
Make sure you set unreal_split_attr to unreal_level_path

"As an example, using the unreal_material attribute as the unreal_split_attr attribute (unreal_split_attr = "unreal_material") will create an instancer component for each material on the second attribute. If three different materials are used, the instancer will be split to three different instancer components."
https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com]
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Houdini Engine for Unreal » Proper way of splitting instancers?

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Bob_Cober
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 2021年8月20日 12:14:30
Hi stpiton,

There are two things to setup to get instancers to split:

First, make sure to set the unreal_split_attr to the name of the attribute you want to split on.

"As an example, using the unreal_material attribute as the unreal_split_attr attribute (unreal_split_attr = "unreal_material") will create an instancer component for each material on the second attribute. If three different materials are used, the instancer will be split to three different instancer components."https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com]

Second, make sure to the correct attributes are set on the points (see attached image)


This will make the plugin create 2 instanced static mesh components, one for each material.

Hope that helps
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Houdini Engine for Unreal » "No valid Houdini Engine session"

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Bob_Cober
16 posts
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 2021年8月19日 10:29:47
It should find and use your Indie license.
Does Houdini launch without issue?

Before starting Unreal, in Houdini, you can choose ...Windows..Houdini Engine SessionSync
Then choose Named Pipe and click Start.

Then launch Unreal.

This will start the session ahead of time that Unreal should connect to.
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