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Houdini Engine for Unreal » Attribute paint on Houdini Engine for UE

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Cody Spahr
24 posts
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 昨日 11:16:15
They best method to achieve this would be to use Unreals native tools like vertex painting, or something like visual scripting tools to edit an unreal actor, then use that actor as an input for your HDA. Overall Houdini Engine is trying to move away from workflows like editable nodes to avoid destructive workflows.
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Houdini Engine for Unreal » Send Custom Primitive Data to Unreal

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Cody Spahr
24 posts
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 2024年10月11日 15:18:03
This is still not supported right now with Houdini Plugin. Sorry.
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Houdini Engine for Unity » Can't work with curves

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Cody Spahr
24 posts
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 2024年10月11日 14:16:36
Hey there, you will need an input in your HDA for curves. This tree is built around the V1 Houdini Engine plugin workflow where embedded curves in your network would be set as editable. Now in V2, you can just set up an input, and in Unity just plug in as many curves as you want. It's a much more flexible system, easier to set up, and the idea is it gives you more control in Unity.

In the HDA, just set the max inputs to 1(find this by right clicking the HDA and go to type properties, and it's under the Basic tab), then in the network replace the `curve_Tree` node at the top of the network with your new Input node(see image). Save that and now in Unity you can set your HDA to use curves and select them from your world.
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Houdini Engine for Unreal » Utility Widget - World Input

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Cody Spahr
24 posts
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 2024年9月10日 18:21:45
No worries. Looks like you need to take the (Return Value) from the `Create Empty Input` node, and feed that into your (Target) for the `Set Inputs Object` & (In Input) on `Set Input Parameter` nodes. Both are coming from some other variable, it's a bit blurry to read. But I think if you swap those around, it should work fine.

Here is an example I have working with world inputs on an Object Merge parameter. This grabs everything in my level with that tag, and adds it to my input.
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Houdini Engine for Unreal » Bake to the HDA level

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Cody Spahr
24 posts
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 2024年9月10日 14:13:30
Done and Done. Sorry about all this, I've noticed a couple small bugs like this crop up in regards to the input/outputs change in 20.0 and some older or less common workflows. But the devs have been getting them fixed up super quick, assuming they aren't super busy with high priority things.
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Houdini Engine for Unreal » Bake to the HDA level

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Cody Spahr
24 posts
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 2024年9月10日 13:36:37
Hi Tom, I was able to repro this issue. The `s@unreal_level_path = "{hda_level}";` will work for packed instances but not generated static meshes. I don't see why that would be the case, and will log a bug for this right away.
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Houdini Engine for Unreal » Issue with Landscape Tiling from Houdini to Unreal - Gaps

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Cody Spahr
24 posts
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 2024年9月9日 17:59:00
I don't remember all of the details on this tutorials setup, but I think it was based on UE4s World Composition, and there was even a labs tool that supported it. But now this type of workflow would be replaced with Unreal 5s World Partition system.

And what you can do it take your tiles and use a Heightfield Project and project it back onto a 32,264 heightield and import that as your landscape. And then follow the Houdini Engine docs World Partition setup to get this nicely partitioned in your level. https://www.sidefx.com/docs/houdini/unreal/worldpartition/worldpartition.html [www.sidefx.com]
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Houdini Engine for Unreal » Utility Widget - World Input

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Cody Spahr
24 posts
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 2024年9月9日 16:48:00


https://www.sidefx.com/docs/houdini/unreal/apihda.html [www.sidefx.com]

The API docs should have you covered here. You can use the `Create Empty Input` node and set its class to WorldInput. Set the input objects to your selection. There are several ways to get the assets in your world, if you already have them selected, you can use I `Get Selected Assets` node and feed that output directly into the `Set Inputs Object` node.

Follow all the outputs/inputs for wrappers and Houdini API from that image and that should have you cooking(pun intended).
Edited by Cody Spahr - 2024年9月9日 16:48:28
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Houdini Engine for Unreal » Unreal Crash: Assertion failed: InstancingRandomSeed != 0

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Cody Spahr
24 posts
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 2024年8月15日 16:06:45
It seems like this might be an Unreal issue. If you think it is a Houdini Engine bug, please submit a bug report. Attaching any files helps us a lot too with fixing these things. A bug report will prioritize this issue for our devs and get you assistance faster.
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Houdini Engine for Unreal » Assets (not objects) used as inputs for HDA

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Cody Spahr
24 posts
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 2024年5月23日 14:12:49
If you want to select assets from your content browser, change the hdas input from 'world input' to 'geometry input'. object level HDA would make no difference, you're right.

Also, to touch on the other point, while there is more you can do within blueprints and houdini api, by default the hda inputs will take the actors of the blueprint results.
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Houdini Engine for Unreal » Is somewhere an Houdini plugin update for unreal 5.4?

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Cody Spahr
24 posts
オフライン
 2024年4月24日 18:21:48
Latest update I've gotten was 5.4 was postponed for tomorrows production build. And will be available on Fridays daily builds, as tomorrow's release didn't give us enough time for testing.

And for 19.5, the fixes will need to be ported over by the team, and will not include binaries for 5.4, and users will need to build it themselves.
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Houdini Engine for Unreal » Is somewhere an Houdini plugin update for unreal 5.4?

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Cody Spahr
24 posts
オフライン
 2024年4月11日 15:20:18
Once 5.4 is out of preview mode, we will do our internal changed to the plugin and launch it as soon as we can. Usually it takes around 1-2 weeks after the Unreal version goes live.
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Houdini Engine for Unreal » Education licence: how to use Houdini Engine for Unreal

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Cody Spahr
24 posts
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 2024年3月26日 13:34:51
Houdini Engine for Unreal works for all version of UE5. 5.0, 5.1, 5.2 and 5.3.

Houdini Engine is also able to read `.hda` files from Core and FX. As well as `.hdalc` files from Indie licenses, and `.hdanc` from Education licenses. It is not able to read assets from Apprentice version of Houdini however.

See the compare page for more info. https://www.sidefx.com/products/compare/ [www.sidefx.com]
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Houdini Engine for Unreal » Another Curve to Unreal problem

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Cody Spahr
24 posts
オフライン
 2024年3月15日 15:04:27
I just want to double check one thing. That your curve is set to 1.0 not 2.0. You can change that in the top part of the details panel of your curve, under "asset Name". If this isn't showing up, you need to change one thing in your Houdini. Under the top bar under Assets, go to Asset Definition Toolbar, and set it to always show. Then the option to switch from 2.0 to 1.0 will be available. This should fix the issue for you.

But in Houdini Engine V2, the conventional method to editing curves, is to use your Input as the node to drive the curve. So your "Subnetwork Input #1" would feed into your attribute wrangle.

Then on the Houdini Side, in your HDA details, a new Houdini Input tab will open up. And you can set this to curves, and it will provide you will a suite of curve options. So adding new curves, editing etc.

Note: If you name your Input to "Curve" in the HDAs properties, Houdini Engine will automatically pick up on that name, and set the default Input Type to Curve. And not Geometry, or World Input, the other two options.
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Houdini Engine for Unreal » Another Curve to Unreal problem

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Cody Spahr
24 posts
オフライン
 2024年3月14日 18:41:03
Do you have a picture of your node network?

Using editable curves is deprecated, and the new workflow is to use the Unreal curves Input.

That's not to say editable curve nodes won't work entirely. There might just be a simple fix to get this working correctly, but it's hard to say what it is without seeing the node network.
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Houdini Engine for Unreal » Why does Houdini HDA create meshes as "movable"?

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Cody Spahr
24 posts
オフライン
 2024年3月14日 18:37:29
HDAs can adjust the unreal actor properties by using uproperties attribute. In an attribute wrangle, set to points, apply

`@unreal_uproperty_Mobility = 0;`

This will switch bake mobility to Static. 1 Will do Stationary. 2 will be Moveable.
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Houdini Engine for Unreal » Landscape Spline input - No attrib for mesh vertical offset

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Cody Spahr
24 posts
オフライン
 2024年3月6日 15:34:09
The Unreal parameters we expose as attributes are usually based on what we feel would be used more often by users. Mesh Vertical Offset can still be adjusted with the use of Uproperties. for example, setting a point attribute `@unreal_uproperty_SegmentMeshOffset = 1000;` will change the Mesh Vertical Offset by 1000.


But to be fair, it does seem weird all properties except 1 are exposed. I will write this as an RFE, it makes sense this is should be an attribute.

Thanks for pointing this out!
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Houdini Engine for Unreal » Mesh post processing inside Unreal

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Cody Spahr
24 posts
オフライン
 2023年12月4日 13:57:36
Michael Pavlovich has a great "Game Dev" series on this on youtube.
There is also "Indie Pixel" for some more Houdini Engine related content on Youtube. It's a mix of free and paid content.
And I have to include Simon Verstraete as well. His Art Station is a great resource

And you would have full control of naming and output folders with Houdini Engine. The Houdini Engine for Unreal documentation is a great resource for all the little pipeline details. https://www.sidefx.com/docs/houdini/unreal/index.html [www.sidefx.com]
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Houdini Engine for Unreal » Mesh post processing inside Unreal

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Cody Spahr
24 posts
オフライン
 2023年12月4日 13:23:00
Yup, that is a super common workflow in Unreal and Houdini! Editing or creating variations of assets is very easy to do with Houdini, and Houdini Engine lets you run those tools as HDAs directly in Unreal.
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Houdini Engine for Unreal » houdini vat unreal 5.2 released????

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Cody Spahr
24 posts
オフライン
 2023年11月6日 15:22:31
I just asked Labs team, and was told there is intention to be an update to VAT later this week. No confirmed date, but keep your eyes open for the update.
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