Argh. I should have written it down. But it was something about Win 8 sdk (I'm running Win 10…) and something about a missing 32 bit compiler.
This thread helped me figure it out.
https://answers.unrealengine.com/questions/527489/updating-from-49-to-414-with-2015-community-i-get.html [answers.unrealengine.com]
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Houdini Engine for Unreal » Houdini Engine and UE 4.13
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- Demno
- 7 posts
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Houdini Engine for Unreal » Houdini Engine and UE 4.13
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- Demno
- 7 posts
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Solved it!
In case someone else has the same problem. I had to create a new C++ project, not a blueprint one. When I did so, I was told that my version of visual studio was missing a few components. Once they were installed, I could drop in the folder as described above, and when I started the project it asked me to build the plugin. Once I did, all was good!
In case someone else has the same problem. I had to create a new C++ project, not a blueprint one. When I did so, I was told that my version of visual studio was missing a few components. Once they were installed, I could drop in the folder as described above, and when I started the project it asked me to build the plugin. Once I did, all was good!
Houdini Engine for Unreal » Houdini Engine and UE 4.13
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- Demno
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dpernuit
Hi Denmo,
Have you tried using the plug-in with a new UE4 project?
It seems that the error you're getting is caused by a non-monolithic build, have you changed that in your project?
If you don't want to install 15.5.717 again, you can manually reinstall the plugin by copying the HoudiniEngine folder in “C:\Program Files\Side Effects Software\Houdini 15.5.717\engine\unreal\4.14” (or equivalent) to the Engine/Plugins/Runtime folder of UE4.
I tried pasting the HoudiniEngine folder from my C:\Program Files\Side Effects Software\Houdini 15.5.717\engine\unreal\4.14 into E:\Unreal\Epic Games\4.14\Engine\Plugins\Runtime and I get the same problem when I start the project. I made a new 4.14 project to be sure.
Edited by Demno - 2017年1月24日 04:31:14
Houdini Engine for Unreal » Houdini Engine and UE 4.13
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- Demno
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UPDATE: Removing the HoudiniEngine folder from Engine/plugins/Runtime let's me start unreal again, but I would love to be able to use Houdini Engine. Any ideas on how to fix that are appreciated.
Yeah, I'm having this problem. I just installed 15.5.717 and ticked Houdini Engine for Unreal engine 4.14.
Now when I try to start my 4.14.0 project I get this:

If I click yes, it loads to 75% and then gives me this:

And then unreal stops loading.
If I click No, it brings up a warning about oculus rift (I don't have one, and have never installed anything for it) and then stops loading.
I am now Locked out of Unreal. How do I get around this? Ideally I'd get HoudiniEngine working but right now, I just need to be able to get back into unreal to work!
Yeah, I'm having this problem. I just installed 15.5.717 and ticked Houdini Engine for Unreal engine 4.14.
Now when I try to start my 4.14.0 project I get this:

If I click yes, it loads to 75% and then gives me this:

And then unreal stops loading.
If I click No, it brings up a warning about oculus rift (I don't have one, and have never installed anything for it) and then stops loading.
I am now Locked out of Unreal. How do I get around this? Ideally I'd get HoudiniEngine working but right now, I just need to be able to get back into unreal to work!
Edited by Demno - 2017年1月15日 06:57:10
Technical Discussion » How to Rendering Motion Vectors from Pyro Fluids?
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- Demno
- 7 posts
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Did you get anywhere with this? I'm trying to do the same thing.
Another approach I tried was to use the velocity field as the density color but it didn't give me the result I wanted either.
Another approach I tried was to use the velocity field as the density color but it didn't give me the result I wanted either.
Technical Discussion » Houdini Alembic to Maya group - how to keep pieces separate?
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- Demno
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Glad you found a solution. I saw your comment on vimeo but I can't check it at the moment as I'm on vacation and only have access to apprentice. No Alembic export allowed.
Houdini Learning Materials » pyro fx volcano tutorial help
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- Demno
- 7 posts
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Figured I'd chime in on this one since I am currently struggling with the tutorial as well. Thre seems to be a few differences between 12 and 12.5 that makes this tutorial tricky, but the things I did that made my sim look similar to what he gets from the get go were these:
Set the Source to not use empty interior. (He does this later, but his somke doesn't change that much from it for some reason.)
Then I pulled down the Distrubance in the pyrosolver to 2.5 (Mine was at 30 as a default for this preset!)
Decreased the division size just a bit.
Then, I made sure I checked all my changes at object level so I got my light sources. He seems to get a nicely lit sim even when in the Autodop network. (Perhaps this is a setting?)
Well, I'm about half way through, quite frustrated and just wanted to type this down before I forgot it, in case someone else has the same problem.
Set the Source to not use empty interior. (He does this later, but his somke doesn't change that much from it for some reason.)
Then I pulled down the Distrubance in the pyrosolver to 2.5 (Mine was at 30 as a default for this preset!)
Decreased the division size just a bit.
Then, I made sure I checked all my changes at object level so I got my light sources. He seems to get a nicely lit sim even when in the Autodop network. (Perhaps this is a setting?)
Well, I'm about half way through, quite frustrated and just wanted to type this down before I forgot it, in case someone else has the same problem.
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