HDA Component/Actor Tags in UE4
9857 8 3-
- TheProgg
- Member
- 34 posts
- Joined: 11月 2016
- オフライン
-
- chrisgreb
- Member
- 603 posts
- Joined: 9月 2016
- オフライン
You might be able to add a component tag using a generic uproperty attribute:
http://www.sidefx.com/docs/unreal/_attributes.html#AttributesGenericUproperty [www.sidefx.com]
http://www.sidefx.com/docs/unreal/_attributes.html#AttributesGenericUproperty [www.sidefx.com]
-
- TheProgg
- Member
- 34 posts
- Joined: 11月 2016
- オフライン
-
- dpernuit
- スタッフ
- 560 posts
- Joined: 9月 2016
- オフライン
-
- tmkadlec
- Member
- 7 posts
- Joined: 10月 2018
- オフライン
-
- dpernuit
- スタッフ
- 560 posts
- Joined: 9月 2016
- オフライン
Yes, this is possible, you can simply add multiple attributes, and increment (or change) the attribute's name, as long as it starts with “unreal_uproperty” and has “Tags” in its name it should be picked up and added to the generated meshes's tags:
unreal_uproperty_componentTags, unreal_uproperty_componentTags2, unreal_uproperty_componentTagsXXXXX etc…
unreal_uproperty_componentTags, unreal_uproperty_componentTags2, unreal_uproperty_componentTagsXXXXX etc…
-
- neo_Flore
- Member
- 13 posts
- Joined: 4月 2019
- オフライン
-
- dpernuit
- スタッフ
- 560 posts
- Joined: 9月 2016
- オフライン
-
- pouke
- Member
- 5 posts
- Joined: 12月 2017
- オフライン
Hello,
I don't know if I have to create a new post but it's related to unreal_uproperty_ComponentTags so I do continue here.
I did few tests related to that "unreal_uproperty_ComponentTags" and I wad wondering how I can set a different tag for each HierarchicalInstancedStaticMeshComponents spawned from the houdini tool?
The idea would be two spawn two different HierarchicalInstancedStaticMeshComponent from two different unreal_instances attributes and each of those HierarchicalInstancedStaticMeshComponents would have a different tag.
Here is what I tested in houdini:

Here is the result in unreal:

Until now I cannot find any way to do that, could you please tell me if you do support that feature?
Thanks
I don't know if I have to create a new post but it's related to unreal_uproperty_ComponentTags so I do continue here.
I did few tests related to that "unreal_uproperty_ComponentTags" and I wad wondering how I can set a different tag for each HierarchicalInstancedStaticMeshComponents spawned from the houdini tool?
The idea would be two spawn two different HierarchicalInstancedStaticMeshComponent from two different unreal_instances attributes and each of those HierarchicalInstancedStaticMeshComponents would have a different tag.
Here is what I tested in houdini:
Here is the result in unreal:
Until now I cannot find any way to do that, could you please tell me if you do support that feature?
Thanks
-
- Quick Links



