Linux build?
5459 9 1- olliRJL
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- ttvdsfx
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- olliRJL
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- ttvdsfx
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- olliRJL
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- ttvdsfx
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- damian
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- olliRJL
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Ok - cool!
In case you were wondering what that weird “bool why_am_i_here = HAPI_PARAM_EXECUTE_RETURN;” hack was… I did that to work around some “expression result unused (-Werror,-Wunused-value)” compiler errors. I didn't give it that much thought but it seemed like that original line in the macro unfolded to “false;” on some calls.
And if someone was stimulated by this and attempts to build the plugin it's good to note that you should have your $HFS variable properly set to point to the houdini install location in your build environment.
Cheers!
In case you were wondering what that weird “bool why_am_i_here = HAPI_PARAM_EXECUTE_RETURN;” hack was… I did that to work around some “expression result unused (-Werror,-Wunused-value)” compiler errors. I didn't give it that much thought but it seemed like that original line in the macro unfolded to “false;” on some calls.
And if someone was stimulated by this and attempts to build the plugin it's good to note that you should have your $HFS variable properly set to point to the houdini install location in your build environment.
Cheers!
Edited by olliRJL - 2016年6月16日 07:10:50
- madjestic
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- Bruno Kindt
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Also able to build on Linux (same issue as olliRJL)
Fedora 24
clang version 3.6.2
houdini 15.5.632
UE 4.13.2-0
HoudiniEngineForUnreal branch Houdini15.5-Unreal4.13
After cloning HoudiniEngineForUnreal into Engine/Plugins/Runtime/HoudiniEngine run
`
mono Engine/Binaries/DotNET/UnrealBuildTool.exe Linux Development UE4Editor -module HoudiniEngineRuntime
mono Engine/Binaries/DotNET/UnrealBuildTool.exe Linux Development UE4Editor -module HoudiniEngineEditor
`
- If the plugin build throws an `expression result unused ` error add the following code to `Source/HoudiniEngineRuntime/Private/HoudiniAssetInput.cpp` above the first `HOUDINI_CHECK_ERROR_EXECUTE_RETURN`.
```
#pragma clang diagnostic ignored “-Wunused-value”
```
- Before running UE set the $HFS variables.
Issues so far (no time yet to compare this on Window) :
- In UE keep the Houdini Digital Assets ‘transform > mobility’ on ‘movable’. Changing mobility will remove the ‘Content/houdini_default_material.uasset’ file from the plugin directory.
- In houdini do not use spaces in ‘Operator Label’ when creating a digital asset. This will give a ‘LogHoudiniEngine: Cancelling asset instantiation - unable to retrieve asset names.’ in UE.
Fedora 24
clang version 3.6.2
houdini 15.5.632
UE 4.13.2-0
HoudiniEngineForUnreal branch Houdini15.5-Unreal4.13
After cloning HoudiniEngineForUnreal into Engine/Plugins/Runtime/HoudiniEngine run
`
mono Engine/Binaries/DotNET/UnrealBuildTool.exe Linux Development UE4Editor -module HoudiniEngineRuntime
mono Engine/Binaries/DotNET/UnrealBuildTool.exe Linux Development UE4Editor -module HoudiniEngineEditor
`
- If the plugin build throws an `expression result unused ` error add the following code to `Source/HoudiniEngineRuntime/Private/HoudiniAssetInput.cpp` above the first `HOUDINI_CHECK_ERROR_EXECUTE_RETURN`.
```
#pragma clang diagnostic ignored “-Wunused-value”
```
- Before running UE set the $HFS variables.
Issues so far (no time yet to compare this on Window) :
- In UE keep the Houdini Digital Assets ‘transform > mobility’ on ‘movable’. Changing mobility will remove the ‘Content/houdini_default_material.uasset’ file from the plugin directory.
- In houdini do not use spaces in ‘Operator Label’ when creating a digital asset. This will give a ‘LogHoudiniEngine: Cancelling asset instantiation - unable to retrieve asset names.’ in UE.
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