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Houdini Engine

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Unable to build latest houdini engine for 5.3.2 2026年4月24日2:20

update: I'm able to build it if I remove all traces of the PCG tools to get it to build properly. I was under the impression PCG was added to Unreal around 5.2 so I'm still sort of confused.

Unable to build latest houdini engine for 5.3.2 2026年4月23日20:37

Is it possible for anyone to build a binary of the latest Houdini Engine for 5.3.2? I have been trying to build it from source and keep getting an error

Houdini Engine : Found Houdini in C:/Program Files/Side Effects Software/Houdini 21.0.596
Total execution time: 2.58 seconds
Unhandled exception: System.ArgumentNullException: Value cannot be null. (Parameter 'element')
at System.Attribute.GetCustomAttributes(MemberInfo element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttributes(MemberInfo element)
at UnrealBuildTool.ModuleRules.IsValidForTarget(Type ModuleType, ReadOnlyTargetRules TargetRules, String& InvalidReason) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\ModuleRules.cs:line 1623
at UnrealBuildTool.UEBuildTarget.AddAllValidModulesToTarget(ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3886
at UnrealBuildTool.UEBuildTarget.PreBuildSetup(ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3354
at UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bForceRulesCompile, Boolean bUsePrecompiled, UnrealIntermediateEnvironment IntermediateEnvironment, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1366
at UnrealBuildTool.BuildMode.CreateMakefileAsync(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 1114
at UnrealBuildTool.BuildMode.BuildAsync(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 396
at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 252
at UnrealBuildTool.UnrealBuildTool.Main(String ArgumentsArray) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 659
Took 2.69s to run dotnet.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (C:\Users\Nico\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+games+epic+UE_5.3\UBT-UnrealEditor-Win64-Development.txt)
AutomationTool executed for 0h 0m 4s
AutomationTool exiting with ExitCode=6 (6)
BUILD FAILED

How to start a cached sim a specific frame? 2018年11月15日19:09

You can save out an inital state (or frame 90 as a .sim file) and use that as the first frame by putting that into the inital state box.

Otherwise cache your particles out and feed whatever frame you want into the source and let the existing attributes drive the particles ( v, age, etc )