Heigrarcical instance static mesh from houdini to unreal

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Hey guys
Is there a way to set up instances in Houdini, so they come through to unreal as hierarchical instances?
From what little info I could find on the web, they seem vastly superior to normal static mesh instances.
They also support distance culling on a per instance basis, rather than on draw call for the entire object.
Thanks
Gerbrand
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There's no built-in way to do this. You would need to Bake your asset to a blueprint and then manually modify it to use a Hierarchical Instanced Static Mesh Component instead.
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Thanks for the info.
I'm going to play around with this a bit.
I have no idea how to approach this, so I don't even know how to ask the questions.
If anyone knows of a tutorial touching on this stuff, or anything to get me started in the right direction. Please let me know.
Will get back with what I find.
G
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When you bake to instances, you can copy paste the (placement) data from the instance static mesh component to a hierarchical instance static mesh component directly in the UE4 editor.
Though it would be nice to just have that an option at bake.
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