Houdini to UE4 HDA error

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Hi guys, I'm following a houdini (sidefx) tutorial and am getting a strange error in UE4 houdini engine when trying to run a simple test.
I have two hda's, one for terrain and one with scattered points. I'm trying to get UE4 to replace those points with UE4 meshes using attr randomize and setting the mesh paths from UE4, very similar to this tutorial:

https://www.youtube.com/watch?v=2zWLF_q5284&list=PL65uAWxiUNxEUnjlDagf7uo2eXOjzxBS7&index=5&ab_channel=Houdini [www.youtube.com]

Here's my two subnet hda's, one for terrain and one for scattered points:





This is the terrain subnet:


This is the scattered points subnet:


And this is the attr randomize node that I am using to replace the points with UE4 meshes once imported into UE:



When I import this into UE4, I get this error:

Cook Results:
Geo (ID: 2709): /obj/hda_scatter_1_2/hda_scatter1
No geometry generated!


Cook State:
Ready with Cook Errors


===================================
Node Errors, Warnings, and Messages
===================================

/obj/hda_scatter_1_2/hda_scatter1/maskbyfeature1:
Error: Not enough sources specified.

/obj/hda_scatter_1_2/hda_scatter1/maskbyfeature1/attribblur1/cl_compute_edgeweights1:
Warning: Zero sized attribute, doing nothing.

/obj/hda_scatter_1_2/hda_scatter1/maskbyfeature1/attribblur1/cl_smooth_generic3:
Warning: Zero sized attribute, doing nothing.

/obj/hda_scatter_1_2/hda_scatter1/maskbyfeature1/attribblur2/cl_compute_edgeweights1:
Warning: Zero sized attribute, doing nothing.

/obj/hda_scatter_1_2/hda_scatter1/maskbyfeature1/attribblur2/cl_smooth_generic3:
Warning: Zero sized attribute, doing nothing.

/obj/hda_scatter_1_2/hda_scatter1/points_trees:
Error: Not enough sources specified.

Any help would be appreciated, many thanks!
Edited by inversionstudio - 2021年2月2日 23:16:04

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I am wondering if anyone else is having this problem?

I am using Houdini 18.5.696 with UE4.26.2.

Ocassionaly, but not allways, Houdini Engine fails to "Rebuild" the asset after I saved it from Houdini.

When it fails I get an error that looks something like this in UE4:
LogHoudiniEngine: HAPI Asynchronous Destruction Started for . AssetId = 0
LogHoudiniEngine: HAPI Asynchronous Instantiation Started for collision_prep_2: Asset=Sop/collision_prep, HoudiniAsset = 0x3ea9b9a0
LogHoudiniEngine: collision_prep_2 FinishedInstantiation.
LogHoudiniEngine: HAPI Asynchronous Cooking Started for collision_prep_2., AssetId = 0
LogHoudiniEngine: collision_prep_2 FinishedCooking with fatal errors - aborting.
LogHoudiniEngine: HAPI Asynchronous Destruction Started for . AssetId = 3
LogHoudiniEngine: HAPI Asynchronous Instantiation Started for collision_prep_2: Asset=Sop/collision_prep, HoudiniAsset = 0x3ea9b9a0
LogHoudiniEngine: collision_prep_2 FinishedInstantiation.
LogHoudiniEngine: HAPI Asynchronous Cooking Started for collision_prep_2., AssetId = 3
LogHoudiniEngine: collision_prep_2 FinishedCooking with fatal errors - aborting.

However, when it successfully rebuilds I get an outout that reads:
LogHoudiniEngine: HAPI Asynchronous Destruction Started for . AssetId = 11
LogHoudiniEngine: HAPI Asynchronous Instantiation Started for collision_prep_2: Asset=Sop/collision_prep, HoudiniAsset = 0x3ea9b9a0
LogHoudiniEngine: collision_prep_2 FinishedInstantiation.
LogHoudiniEngine: HAPI Asynchronous Cooking Started for collision_prep_2., AssetId = 11
LogHoudiniEngine: collision_prep_2 FinishedCooking.
LogStaticMesh: Building static mesh collision_prep_3_0_0_collision_geo...
LogStaticMesh: Built static mesh /Game/HoudiniEngine/Temp/collision_prep/421BA728/collision_prep_3_0_0_collision_geo.collision_prep_3_0_0_collision_geo
LogStaticMesh: Building static mesh collision_prep_3_0_0_main_geo...
LogStaticMesh: Built static mesh /Game/HoudiniEngine/Temp/collision_prep/421BA728/collision_prep_3_0_0_main_geo.collision_prep_3_0_0_main_geo
LogHoudiniEngine: CreateStaticMesh_RawMesh() executed in 0.030706 seconds.

Mind you nothing changed between the success and the failure. Sometimes the rebuild succeeds after hitting rebuild a few times, sometimes not. The asset always rebuilds after failure after exiting and going back into the same UE4 session.

I first notices this problem with UE5. However, since the software is not yet released I chalked it up to pre-release bugs. But when I started getting the same behavior in 4.26.2, I started to suspect 18.5.696.

Any insight to the source of this behavior would be very helpful!
Edited by rudeypunk - 2021年10月6日 11:31:34
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