Based on the unity plugin, it looks like you are able to get the output path from the resulting work items:
HAPI_PDG_WorkitemResultInfo[] resultInfos = new HAPI_PDG_WorkitemResultInfo[workItemInfo.numResults]; int resultCount = workItemInfo.numResults; if (!session.GetWorkitemResultInfo(topNode._nodeID, eventInfo.workitemId, resultInfos, resultCount)) ... string tag = HEU_SessionManager.GetString(resultInfos[i].resultTagSH, session); string path = HEU_SessionManager.GetString(resultInfos[i].resultSH, session);
Should we get the same results using the C++ API:
std::vector<HAPI_PDG_WorkitemResultInfo> resultInfos(workItemInfo.numResults); HAPI_GetWorkitemResultInfo(&session->m_Session, id, eventInfo.workitemId, resultInfos.data(), workItemInfo.numResults); for (HAPI_PDG_WorkitemResultInfo& info : resultInfos) { CStringA sName = GetHoudiniString(&session->m_Session, info.resultSH); CStringA sTag = GetHoudiniString(&session->m_Session, info.resultTagSH); }
Cooking the HDA from the sample project files here(https://www.sidefx.com/tutorials/pdf-for-indie-gamedev-section-2-getting-set-up/?collection=61) It does generate the resulting bgo.sc files, but the resulting strings from the work items are empty. Is this expected?