Hi,
I recently submitted a PR to the Houdini Engine plugin for UE:
https://github.com/sideeffects/HoudiniEngineForUnreal/pull/295 [github.com]
However while looking at the history of issues on the Github repo, it seems most of the contributors + updates have only be done/accepted by SideFX staff members. I've added some critical missing features to the plugin that was onl partially implemented (for floats only), missing for basic functionality in UE. There's more I'd like to add in the future as well that are missing in the current implementation but it seems like most of the issues/PRs are ignore if not from staff.
I'd prefer to submit them in smaller PRs to avoid a massive one that will be hard for the contributors to properly review.
I wonder if there are best protocols to follow to get eyes on contributions, or to get submissions reviewed and approved for this repo.
Thanks!
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Technical Discussion » Submitting PRs to Houdini Engine for Unreal Engine
- chibitotoro
- 7 posts
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Houdini Engine for Unreal » LIVE control of HDA parameters in UNREAL
- chibitotoro
- 7 posts
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It's not available as a HoudiniAssetActor but if you link the HDA using a HoudiniAssetBlueprint component in a standard actor, you get these:
Ideally the other types are added like int, string, etc.
Likewise the file path types in the HDA should be exposed to be set via strings too.
Looking at source it does seem like it's in there but it's not blueprint exposed for some reason.
https://github.com/sideeffects/HoudiniEngineForUnreal/blob/b63f4d863446b066f54dffb425d397cbb1c54516/Source/HoudiniEngineEditor/Public/HoudiniPublicAPIAssetWrapper.h#L698 [github.com]
- Has Parameter
- Set Float Parameter
- Set Toggle Value At
Ideally the other types are added like int, string, etc.
Likewise the file path types in the HDA should be exposed to be set via strings too.
Looking at source it does seem like it's in there but it's not blueprint exposed for some reason.
https://github.com/sideeffects/HoudiniEngineForUnreal/blob/b63f4d863446b066f54dffb425d397cbb1c54516/Source/HoudiniEngineEditor/Public/HoudiniPublicAPIAssetWrapper.h#L698 [github.com]
Edited by chibitotoro - 2024年4月8日 22:11:16
Houdini Engine for Unreal » LIVE control of HDA parameters in UNREAL
- chibitotoro
- 7 posts
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In my use case I'm trying to do modify the parameters via an editor utility widget which isn't at run time, but still in editor. Is that something that is doable with C++ or blueprints/python?
Technical Discussion » Automatically add favorites in Open /save file dialog
- chibitotoro
- 7 posts
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Francois Devic
ThanksjsmackSo I found this file in mydocs\Houdini17.5.
Could I put it somewhere in a custom path?
Is there any other way?
If you can start Houdini with a custom package, it will have its own houdiniX.Y/ root folder. Putting the jump.pref there works as well.
Houdini Engine for Unreal » UE5.1 Houdini Engine build
- chibitotoro
- 7 posts
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chibitotoro
I tried building from a 5.0 source but ended up getting a bunch of:
Cannot open include file: 'UnrealObjectInputRuntimeTypes.h': No such file or directory
errors.
Seems like the trick is to get the latest build off github at https://github.com/sideeffects/HoudiniEngineForUnreal [github.com] and then bring it into a C++ project first and try building. It will say that it can't find a specific version of Houdini installed. From that point you specifically installed that version. In my case it was the daily build from today at 19.5.442.
Once the versions are aligned the compile goes through.
Same thing goes for Houdini Niagara located at https://github.com/sideeffects/HoudiniNiagara/tree/UE5.00 [github.com].
Houdini Engine for Unreal » UE5.1 Houdini Engine build
- chibitotoro
- 7 posts
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I tried building from a 5.0 source but ended up getting a bunch of:
Cannot open include file: 'UnrealObjectInputRuntimeTypes.h': No such file or directory
errors.
Cannot open include file: 'UnrealObjectInputRuntimeTypes.h': No such file or directory
errors.
Technical Discussion » Get compile errors of GLSL material?
- chibitotoro
- 7 posts
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For those who have video cards that do not support the studio version of the drivers, I had to roll back to https://www.nvidia.com/en-us/drivers/results/180557/ [www.nvidia.com] this version in order to bypass the HLSL errors. Hope this helps in the meantime.
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