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Houdini Engine for Unreal » Building From Source

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ttvdsfx
173 posts
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 2015年5月11日 17:04:02
Hello!

Are you compiling UE4 source from Github or UE4 source from the official installer? We are still trying to narrow down the problem, it does not seem to always show up and might be a UE4 issue.
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Houdini Engine for Unreal » Geometry cache (alembic)

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ttvdsfx
173 posts
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 2015年4月29日 11:43:59
Hello!

The plugin does not support animation at the moment. The plugin is still in beta and we have a long list of features / improvements in mind, animation is definitely one of them.

Thank you!
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Houdini Engine for Unreal » Mesh split question

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ttvdsfx
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 2015年4月15日 14:52:06
Hello!

In Unreal, we split everything by geo/sop. In terms of Houdini Engine, for each object/geo/part one Unreal static mesh will be created.

You can also use rendered_collision_geo (rendered_collision_geo0, rendered_collision_geofoo, etc) prefix to mark groups for further splitting. For each sub group within object/geo/part additional splits will occur.

Hope this helps!
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Houdini Engine for Unreal » Building From Source

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ttvdsfx
173 posts
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 2015年4月15日 14:45:50
Hello thank you for reporting! We are aware of this problem and we are looking into it. I'll post the update here.
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Houdini Engine for Unreal » Engine installer doesn't work

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ttvdsfx
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 2015年4月15日 14:16:20
Gameplay within the Editor will work. We are working on supporting gameplay within pure Game targets and this should be available soon.
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Houdini Engine for Unreal » Feedback

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ttvdsfx
173 posts
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 2015年4月9日 16:32:06
Hello, thank you for feedback. I will try to address the issues you have raised, but please do let me know if I missed something.

1. You can use recook / rebuild asset button in details panel to update instance if your underlying asset has changed. If you find this is not working, please do file a bug / provide context / provide example assets so we could reproduce the issue.

2. We have mesh generation settings in Project Settings / Plugins / Houdini Engine. You can change defaults and that's what plugin will use when it creates static meshes (either internally or when baking).

3. We will be updating UI and adding support for missing parameter types as well as Folders. Please expect big update on this in next couple of weeks. Same with material support.

4. I can't really comment on this and you should probably raise this issue in a relevant sub-forum.

Thanks.
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Houdini Engine for Unreal » Saving Instantiated assets crashes Unreal

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ttvdsfx
173 posts
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 2015年4月9日 15:47:16
Yes, we did fix an instancing serialization problem the other day, can you please try the 14.0.298 (latest) build? I can't seem to reproduce your issue in 298 - so I think it was fixed. Thank you!
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Houdini Engine for Unreal » Saving Instantiated assets crashes Unreal

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ttvdsfx
173 posts
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 2015年4月9日 15:38:47
I am trying to reproduce this right now, can you please provide version of Houdini you are using?
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Houdini Engine for Unreal » Some questions

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ttvdsfx
173 posts
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 2015年4月6日 18:00:06
Hello! Thank you for feedback!

I will try to answer the question in order, but please let me know if I did not cover something.

1) Right now we support one material per geo/sop. We've had some recent changes in HAPI regarding materials and we will be working on material support in UE4 plugin in upcoming weeks - so the issue of multiple materials / multiple slots will be addressed

2) Instance baking is definitely on our to-do list. We are still thinking about possible approaches for this. If you can think of a good approach do let us know. As far as I know, there's no instanced static mesh asset type in UE4. One way to bake instances would be to generate Blueprint with attached instanced static mesh component and embedded instancing/instanced mesh information.

3) Baking just creates static meshes and adds them to asset browser. Location information is, indeed, lost in this case. Thanks for bringing this up - I think the option of baking and keeping the baked mesh / or replacing the actor would definitely be useful, I will add that to our to-do list.

4) You are correct; right now inputs will only accept static meshes. We haven't looked at supporting blueprints as inputs. But this does sound interesting and useful. Can you please elaborate more on ‘Basically to just use point locations for item placement’ ?

5) All I can say is that we currently don't support runtime simulation in-game with Houdini Engine. We are looking at ways to solve this problem, but the main issues are: licensing and size of required Houdini binaries that need to be shipped with your game.

Thank you!
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Houdini Engine for Unreal » Crash log?

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ttvdsfx
173 posts
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 2015年4月6日 17:35:37
Hello!

The easiest way would probably be to copy/paste text from inside UE4 crash dialog to us.

I tried the haunted staircase asset from Orbolt and I can't seem to reproduce the crash when going into playmode (14.0.291, UE 4.7.3, Win 7 x64).

Does it happen with any other assets? Or just this one?
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Houdini Engine for Unreal » UE4 Houdin Engine on Linux

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ttvdsfx
173 posts
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 2015年4月6日 11:38:12
Hello guys!

We haven't tried UE4 on Linux (as it is not supported officially, yet) and of course haven't tried building UE4 Houdini Engine plugin on Linux. If you have UE4 working on Linux you can try building the plugin from source yourself.

If you want to do that, grab the latest plugin source from our Github repo:
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]

and patch HoudiniEngine.Build.cs (build file for our plugin used by Unreal Engine's UBT) - you would need to add Linux logic in there and of course make sure corresponding Houdini version and paths are correct.

If you have any questions regarding the process - I would be more than happy to help. We will also gladly accept a pull request, should you have this added
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