It's super important that we can duplicate HDA actors in Unreal, move an HDA actor from one level to another, etc. without crashing Unreal. This is probably the most painful aspect of the current workflow.
And, can we have the HoudiniAssetComponent exposed to python in unreal? Being able to query parameters and set them via the python interface would be really good.
We're having all kinds of problems with garbage collection as well. It doesn't appear that unreal is able to unregister the houdini component when levels stream out, which is spamming the hell out of our logs and contributing to hitches.
Really looking forward to V2.
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
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- brettmillervfx
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Houdini Engine for Unreal » HDA evaluations showing up in my dumptick
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- brettmillervfx
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Also, it would appear that components attached to the Houdini Engine Actor are not properly registered? Our logs are getting spammed hard with warnings that garbage collection is trying to delete unregistered components: they complaints are all the Houdini Assets. Is this a known issue?
Houdini Engine for Unreal » HDA evaluations showing up in my dumptick
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- brettmillervfx
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Hi,
I've got a number of HDAs in a level that produce static meshes. It was my understanding that it's not actually possible to evaluate Houdini Engine in gameplay. My assumption is that Houdini Engine evaluates during the cooking process and that what makes it into the game is just a regular Static Mesh.
However, we've been experiencing some surprising performance problems and discovered that the Houdini Engine HDAs appear in the dumptick logs:
What's going on here? Is this expected behaviour?
thanks,
Brett
I've got a number of HDAs in a level that produce static meshes. It was my understanding that it's not actually possible to evaluate Houdini Engine in gameplay. My assumption is that Houdini Engine evaluates during the cooking process and that what makes it into the game is just a regular Static Mesh.
However, we've been experiencing some surprising performance problems and discovered that the Houdini Engine HDAs appear in the dumptick logs:
[2020.01.22-21.11.08:121][711]HoudiniAssetComponent /Game/Base/Maps/Zones/XXX/XXX.XXX:PersistentLevel.XXXhoudini_actor_2.HoudiniAssetComponent[TickComponent], Enabled, ActualStartTickGroup: TG_DuringPhysics, Prerequesities: 0
What's going on here? Is this expected behaviour?
thanks,
Brett
Houdini Engine for Unreal » xform handles only work sometimes
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- brettmillervfx
- 13 posts
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I'm not sure if there's a trick to making them work consistently but the xform handles I'm using to drive some internal transform sops aren't available most of the time in unreal. Sometimes, I select the HDA actor and the little grey/pink boxes are there. Sometimes (well, most of the time) they are not. Transform handles work perfectly in Houdini. And I'm unsure of the voodoo that makes them show up in Unreal. Is there a trick that I'm not aware of to toggle between object transform and xform handles?
Any tips?
thanks
Any tips?
thanks
Houdini Engine for Unreal » Houdini rotation to UE4 rotation?
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- brettmillervfx
- 13 posts
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Houdini Engine for Unreal » Houdini rotation to UE4 rotation?
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- brettmillervfx
- 13 posts
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Anybody know the math to get a houdini euler rotation to a UE4 rotation? I know the HouEngine does this for you but we're experimenting with a JSON based workflow and it doesn't appear that I can feed UE4 a 3x3 matrix so I need to work out how it likes it's euler rotation..
I figure the engine source code has the transform in there somewhere but thought I'd ask first…
thanks,
I figure the engine source code has the transform in there somewhere but thought I'd ask first…
thanks,
Houdini Engine for Unreal » Landscape generation brutally slow
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- brettmillervfx
- 13 posts
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Hi,
I'm generating a 2k heightfield so it should really be too bad I think. I've attached the hda.
The idea is that you provide a png with height data.
You can optionally add static meshes for depressing, raising, or punching holes in the landscape.
thanks,
Brett
I'm generating a 2k heightfield so it should really be too bad I think. I've attached the hda.
The idea is that you provide a png with height data.
You can optionally add static meshes for depressing, raising, or punching holes in the landscape.
thanks,
Brett
Houdini Engine for Unreal » Landscape generation brutally slow
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- brettmillervfx
- 13 posts
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Hi,
I'm finding that ferrying Landscape data from the HDA into Unreal is incredibly slow, eg. a parameter change on one of my test landscapes locks up Unreal for 4-5 minutes – where the operation in Houdini runs at ~15Hz. Can anybody offer any tips for getting the Unreal workflow to be more performant? Is this the expected behaviour or is there something wrong with my workflow?
In the HDA, I'm generating a heightfield from a png, ingesting a static mesh via world outliner from Unreal and displacing the heightfield by the ingested mesh. Nothing fancy.
thanks,
Brett
I'm finding that ferrying Landscape data from the HDA into Unreal is incredibly slow, eg. a parameter change on one of my test landscapes locks up Unreal for 4-5 minutes – where the operation in Houdini runs at ~15Hz. Can anybody offer any tips for getting the Unreal workflow to be more performant? Is this the expected behaviour or is there something wrong with my workflow?
In the HDA, I'm generating a heightfield from a png, ingesting a static mesh via world outliner from Unreal and displacing the heightfield by the ingested mesh. Nothing fancy.
thanks,
Brett
PDG/TOPs » PDG Debugging
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- brettmillervfx
- 13 posts
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Houdini Engine for Unreal » How can I set the default geometry parameters in the input box?
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- brettmillervfx
- 13 posts
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We're curious about this too. We'd like to set the default to Pack Geo before Merging. Anyway to control this?
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
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- brettmillervfx
- 13 posts
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Hi,
This is really exciting news. We're using Engine heavily in our Unreal environments builds and would love to see improved support. Besides general performance improvements, we'd love to see
* The ability to duplicate an instantiated Houdini Engine Actor (keeping it's set parameters). Currently this crashes UE for us.
* The ability to input multiple Houdini Engine actors into another Houdini Engine Actor. We can do this one at a time but we'd really like to be able to select a set of them in the same way we can with Static Mesh inputs.
Probably more requests to come but these are the ones tripping us up currently.
Brett
This is really exciting news. We're using Engine heavily in our Unreal environments builds and would love to see improved support. Besides general performance improvements, we'd love to see
* The ability to duplicate an instantiated Houdini Engine Actor (keeping it's set parameters). Currently this crashes UE for us.
* The ability to input multiple Houdini Engine actors into another Houdini Engine Actor. We can do this one at a time but we'd really like to be able to select a set of them in the same way we can with Static Mesh inputs.
Probably more requests to come but these are the ones tripping us up currently.
Brett
Houdini Engine for Unreal » Asset interaction is slow
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- brettmillervfx
- 13 posts
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Just bumping this thread. Any workd (or details for that matter) on this new mesh component implementation?
thx
thx
Technical Discussion » missing UT/UT_Triangulate.h header file?
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- brettmillervfx
- 13 posts
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I'm building a SOP node using the HDK. If I include GEO/GEO_PolyInterface.h, I get a build error that the included header UT/UT_Triangulate.h cannot be found. Sure enough, it's not there.
Is this a known issue, ie. is GEO_PolyInterface not supposed to be used? Is this just an oversight?
I'm using 16.5.323 for OSX.
Thanks,
Brett
Is this a known issue, ie. is GEO_PolyInterface not supposed to be used? Is this just an oversight?
I'm using 16.5.323 for OSX.
Thanks,
Brett
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