I bake some instances into a blueprint via Houdini Engine. Is it supposed to only work on an Unreal Engine with installed Houdini Engine?
- If not, what is the proper workflow for transferring the blueprint so it doesn't break?
- It is supposed to work without Houdini Engine in a compiled game, right?
Do Engine-baked blueprints need Houdini Engine to work?
5354 5 1- DASD
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- ttvdsfx
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When you bake blueprint it should work in UE4 without Houdini Engine. There's nothing it it that references Houdini Engine objects.
All it does is, it generates a blueprint, necessary static meshes and creates corresponding static mesh components / instanced static mesh components and attaches them to the generated blueprint. Only UE4 items.
All it does is, it generates a blueprint, necessary static meshes and creates corresponding static mesh components / instanced static mesh components and attaches them to the generated blueprint. Only UE4 items.
- DASD
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- ttvdsfx
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- DASD
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So, I did some extensive testing and here is my main finding:
For blueprint transfer to work, you need to copy the folder hierarchy and folder naming. Essentially the instance blueprint seems to work with absolute paths within Unreal when it is looking for the meshes that it will instance.
I am also reasonably sure that I had to add a parameter to my HDA (a parameter that I didn't even use) so that instancing via Houdini Engine works at all.
For blueprint transfer to work, you need to copy the folder hierarchy and folder naming. Essentially the instance blueprint seems to work with absolute paths within Unreal when it is looking for the meshes that it will instance.
I am also reasonably sure that I had to add a parameter to my HDA (a parameter that I didn't even use) so that instancing via Houdini Engine works at all.
- ttvdsfx
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