Cody Spahr

Cody Spahr

About Me

Cody Spahr is a technical artist at SideFX, with a background in game dev.
専門知識
Game Artist
業界:
Gamedev

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LOCATION
West Kelowna, Canada
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Houdini Engine

ADVANCED
プロシージャルワークフロー  | Environments  | Digital Assets  | Realtime FX  | PDG  | VEX
INTERMEDIATE
キャラクタ & アニメーション  | Animation  | Lighting  | 説明  | Python
BEGINNER
Hair & Fur  | Cloth  | Muscles  | Solaris

Availability

Not Specified

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SideFX Staff
Since 1月 2023

Recent Forum Posts

Landscape tiles output not working for UE5 World Partition 2026年4月6日14:16

Unreal 5.5 2026年3月16日12:46

Hi, sorry for the confusion, this is how the plugin used to need to be installed. It is now project based, which allows for more flexibility with teams with different projects and Unreal/Houdini versions. So you could grab the 'HoudiniEngine' folder in 5.6 and copy it into your projects Plugin folder. You can make the folder if it doesn't exist.

Example location "../Documents/Unrealprojects/MyProject/Plugins/**HoudiniEngine**" or wherever your project lives. Then reopen the project and give it a shot. I think that will do the trick.

Beginner question: How can I expose the spline component? 2026年3月13日13:57

The curves sop inside an HDA is a deprecated workflow.

You will need to provide the HDA curves from Unreal using splines in your level. So in Houdini the curve would live upstream and plug into the HDA input.

Then in Unreal, you change your HDA Input to either 'World' if you are using curves from your level. Then select those curves as the input for your HDA. Or you can set the HDA Input to 'Curve', and Houdini Engine provides a base curve you can edit directly in the detail panel as well.

We have some basic set ups for curves in our content examples if you wanted to download and check it out. https://github.com/sideeffects/HoudiniEngineForUnreal-ContentExamples [github.com]