I duplicated your setup and it worked for me as well.
Maybe try recreating and testing in a new hda?
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Houdini Engine for Unreal » Can't get simple point instancing to work using
- bobcober
- 18 posts
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Houdini Engine for Unreal » Problems exporting vertex animation + mesh using VAT to UE4
- bobcober
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Make sure you add the required attributes on the rbdbulletsolver.
Eg on the Advanced tab, add P pivot orient and check the Transfer to Geometry box
Eg on the Advanced tab, add P pivot orient and check the Transfer to Geometry box
Houdini Engine for Unreal » Runtime error in packaged build, can't find Houdini module
- bobcober
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The easiest way to use the plugin is probably to grab the prebuilt binaries off of github: https://github.com/sideeffects/HoudiniEngineForUnreal-v2/releases [github.com]
Make sure to grab the version that matches the version of Unreal you are using.
You can install the plugin either directly in the engine folder (in "Engine/Plugins/Runtime/HoudiniEngine") or in your project folder (in "Plugins/Runtime/HoudiniEngine").
Installing the plugin
Download the pre-built binaries of the plugin in the "Releases" section of this repository.
Extract the "HoudiniEngine" folder in the release to the "Plugins/Runtime" folder of Unreal. You can install the plugin either directly in the engine folder (in "Engine/Plugins/Runtime/HoudiniEngine") or in your project folder (in "Plugins/Runtime/HoudiniEngine").
Start Unreal Engine, open the Plug-ins menu and make sure to enable the HoudiniEngine v2 plug-in (in the Rendering section). Restart UE4 if you had to enable it.
To confirm that the plug-in has been successfully installed and enabled, you can check that the editor main menu bar now has a new "Houdini Engine" menu, between "Edit" and "Window".
Make sure to grab the version that matches the version of Unreal you are using.
You can install the plugin either directly in the engine folder (in "Engine/Plugins/Runtime/HoudiniEngine") or in your project folder (in "Plugins/Runtime/HoudiniEngine").
Installing the plugin
Download the pre-built binaries of the plugin in the "Releases" section of this repository.
Extract the "HoudiniEngine" folder in the release to the "Plugins/Runtime" folder of Unreal. You can install the plugin either directly in the engine folder (in "Engine/Plugins/Runtime/HoudiniEngine") or in your project folder (in "Plugins/Runtime/HoudiniEngine").
Start Unreal Engine, open the Plug-ins menu and make sure to enable the HoudiniEngine v2 plug-in (in the Rendering section). Restart UE4 if you had to enable it.
To confirm that the plug-in has been successfully installed and enabled, you can check that the editor main menu bar now has a new "Houdini Engine" menu, between "Edit" and "Window".
Houdini Engine for Unreal » Workflow Question
- bobcober
- 18 posts
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So the general workflow is to use the HDA in UE to bake assets out to disk. These assets are then handled as any other asset - added to source control, packaged in a cooked game, etc...
The HDAs themselves can also be added to source control to be distributed to other team members. (Not to be used at runtime or distributed with game).
The HDAs themselves can also be added to source control to be distributed to other team members. (Not to be used at runtime or distributed with game).
Edited by bobcober - 2021年6月14日 13:17:00
Houdini Engine for Unreal » Using physics to place assets in ue4
- bobcober
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So it all depends what you are trying to do.
One approach might be to scatter various meshes in Houdini and simulate them in a DOP network, then output them to the UE plugin as instances. (You could also import the ground collision into houdini if needed.)
Simon has a great video on Youtube describing the instancing workflow:
One approach might be to scatter various meshes in Houdini and simulate them in a DOP network, then output them to the UE plugin as instances. (You could also import the ground collision into houdini if needed.)
Simon has a great video on Youtube describing the instancing workflow:
Houdini Engine for Unreal » I cant build the project after installing Houdini Engine
- bobcober
- 18 posts
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Did you add the plugin to your project/plugins or to the UE4/Engine/Plugins?
If added to Project/Plugins, be sure to right-click uproject and "Regenerate Project Files".
If added to Project/Plugins, be sure to right-click uproject and "Regenerate Project Files".
Houdini Engine for Unreal » Using physics to place assets in ue4
- bobcober
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Physics Painter perhaps?
https://www.sidefx.com/tutorials/game-tools-physics-painter/ [www.sidefx.com]
Solaris also supports similar physics layout behavior
https://www.youtube.com/watch?v=JZbNyWw4nHw [www.youtube.com]
https://www.sidefx.com/tutorials/game-tools-physics-painter/ [www.sidefx.com]
Solaris also supports similar physics layout behavior
https://www.youtube.com/watch?v=JZbNyWw4nHw [www.youtube.com]
Houdini for Realtime » Skeletal Mesh Input/Output
- bobcober
- 18 posts
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Now that KineFX runs in SOPS, would love to see full blown Skeletal Mesh Input/Output on the HE HDA. This way, could use embedded HDA to modify skinning/rigging!
Technical Discussion » RigPose edit "state" key
- bobcober
- 18 posts
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Trying out new Houdini 18.5 RigPose - have display set to a RigPose node … how do I toggle edit “state” so I can select points?
Its the Enter key ….
Its the Enter key ….
Edited by bobcober - 2020年10月29日 21:20:41
Houdini Engine for Unreal » Cant Export Blend Shape To UE4
- bobcober
- 18 posts
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I am having problems exporting Blend Shape. It exports using FBX with blend shape selected but there is no skeleton on the mesh.
If I select the Bone Deform I get the skeletal mesh but no morph target.
Thanks for any hepl/advice
If I select the Bone Deform I get the skeletal mesh but no morph target.
Thanks for any hepl/advice
Houdini Engine for Unreal » Cannot package project with Houdini plugin enabled (UE 4.21.2 Houdini 17.5.173)
- bobcober
- 18 posts
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I would recommend disabling the plugin for packaging - it is not needed for runtime afaik
Houdini Engine for Unreal » UE 4.22 support?
- bobcober
- 18 posts
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Houdini Engine for Unreal » UE 4.22 support?
- bobcober
- 18 posts
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Houdini for Realtime » Issue Exporting Skeletal Mesh to Unreal
- bobcober
- 18 posts
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The FBX exporter seems to add an additional bone (for the object node) below the root bone …
This makes it impossible to import into unreal and use the existing epic mannequin.
Is there a way to prevent the exporter from creating a bone for the obj node?
Has anyone exported characters for use in Unreal?
Thanks for any help
This makes it impossible to import into unreal and use the existing epic mannequin.
Is there a way to prevent the exporter from creating a bone for the obj node?
Has anyone exported characters for use in Unreal?
Thanks for any help
Edited by bobcober - 2018年11月3日 11:38:41
Houdini Engine for Unreal » Enable Cooking on Handle Change
- bobcober
- 18 posts
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Houdini Engine for Unreal » Enable Cooking on Handle Change
- bobcober
- 18 posts
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I have to manually click Rebuild Asset in order for changes to handle position to be reflected.
(BTW - In order to get handle to appear, I had to check “Show Parm in Main & Tool Dialogs” )
In UE, I have “transform change triggers cooks” checked.
But moving handle or even entire asset does not cook - only Rebuild Asset seems to work.
Recook Asset does not seem to work at all?
Thanks for any help
(BTW - In order to get handle to appear, I had to check “Show Parm in Main & Tool Dialogs” )
In UE, I have “transform change triggers cooks” checked.
But moving handle or even entire asset does not cook - only Rebuild Asset seems to work.
Recook Asset does not seem to work at all?
Thanks for any help
Houdini Engine for Unreal » Plugin failed to load in 4.20
- bobcober
- 18 posts
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Houdini Engine for Unreal » Plugin failed to load in 4.20
- bobcober
- 18 posts
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I am struggling to get 4.20 working as well….
Confused about needing a custom engine build - is it possible just to compile the plugin as part of a c++ ue project using the launcher's rocket engine?
Typically a plugin can be used at engine or project level?
But when compiling Houdini plugin from source - it seems there are hard coded engine paths?
Thanks for any feedback
Confused about needing a custom engine build - is it possible just to compile the plugin as part of a c++ ue project using the launcher's rocket engine?
Typically a plugin can be used at engine or project level?
But when compiling Houdini plugin from source - it seems there are hard coded engine paths?
Thanks for any feedback
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