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James Williams
TRex92
About Me
専門知識
Gamedev
業界:
Advertising / Motion Graphics | Film/TV | Gamedev
Connect
LOCATION
Hauppauge,
United States
ウェブサイト
Houdini Engine
ADVANCED
プロシージャルワークフロー | Environments | Digital Assets | Pyro FX | Fluids
INTERMEDIATE
Motion Editing | Animation | Hair & Fur | Cloth | Solaris | Mantra | Karma | Lighting | Realtime FX | PDG | VEX | Python
BEGINNER
キャラクタ & アニメーション | Crowds | Muscles
Availability
I am available for Freelance Work
Recent Forum Posts
Different unreal instances for each point in copy to points 2024年6月24日18:00
You would use a multiparm block(list) folder as a parameter on the digital asset with a string inside and use the multiparm value to set the unreal_instance attrib. I attached a quick example modify how you like. You could also use the unreal_ref
unreal_output_name only works on prims not point clouds bug? 2024年6月24日16:09
Seems like this may be a bug, if it is please let me know and I'll log it. The situation is if I set the output of and HDA to a point cloud to use in Unreal and set the unreal_output_name attrib to have diferent names per point it will only create an output of the first points name. The unreal_split_attr does not seem to work on a point cloud either.
If the HDA is set packed prims and the attribute is on the primitive level it will work.
What I am trying to accomplish and the reason I cannot use a packed prim is I'm using an unreal_instance to set the mesh per point, but I want to be able to name them something logical in the outliner (and not just "StaticAsset1, StaticAsset2, StaticAsset3, etc") any ideas?
If the HDA is set packed prims and the attribute is on the primitive level it will work.
What I am trying to accomplish and the reason I cannot use a packed prim is I'm using an unreal_instance to set the mesh per point, but I want to be able to name them something logical in the outliner (and not just "StaticAsset1, StaticAsset2, StaticAsset3, etc") any ideas?
Trouble setting UProperty GeneratedFoliageDefaultSettings 2024年5月30日12:41
I receive the following error trying to set the Uproperty GeneratedFoliageDefaultSettings on the Houdini side: LogHoudiniEngineRuntime: Warning: Could net set object property GeneratedFoliageDefaultSettings: ObjectProperty's object class (FoliageType_InstancedStaticMesh) does not match referenced object class (Class)!
My vex code is in a detail wrangle as follows:
I've also tried setting using the string value as follows:
The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?
My vex code is in a detail wrangle as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "/Script/CoreUObject.Class'/Script/HoudiniEngineRuntime.HoudiniInputFoliageType_InstancedStaticMesh'";
I've also tried setting using the string value as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "Foliage Type Instanced Static Mesh";
The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?